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(Health added, changed note about overdrive properties, updated info on 2c/6c/3c/Throws) |
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<big>'''Overdrive: Rege Light'''</big><br/> | <big>'''Overdrive: Rege Light'''</big><br/> | ||
During Overdrive, Celica's HP is passively restored, while her Drive attacks | During Overdrive, Celica's HP is passively restored (this effect increases the longer she remains completely untouched), while her Drive attacks become distortion cancellable. During Overdrive, Armure Sorbet restores more HP, Sabre Anglaise lasts longer and deals more hits, and Casque Voulete does more damage <br /> | ||
<br/> | <br/> | ||
'''<big>Pros/Strengths:</big>''' | '''<big>Pros/Strengths:</big>''' | ||
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* | *Great starter/ punishing tool up close | ||
* | *Fatal counters | ||
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*Combo tool that leads to amazing damage | |||
*Best utilized immediately after punishes on counter hit | |||
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|damage=550 | |damage=550 | ||
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* | *Somewhat decent ranged sweep | ||
* | *Counter hit causes hard knockdown as with most sweeps, allowing for a follow up combo with great damage | ||
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* | *Can follow up with a fully charged Lance Quiche fro a solid combo | ||
* | *Causes wallbounce midscreen and wall stick in the corner | ||
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* | *Identical to backward throw, just in differing direction | ||
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Revision as of 07:05, 4 July 2015
Celica A. Mercury |
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Overview
Placeholder
Drive: Minerva
By pressing D, Celica can combo attack with her robot partner, Minerva, into a starter, an attack, and finisher. Celica's drive sees heavy use in combos. During Drive attacks, Celica can't block or move normally; consequently, when hit-confirming, knowing whether or not it's safe to confirm into a Drive string is crucial to playing Celica well.
Overdrive: Rege Light
During Overdrive, Celica's HP is passively restored (this effect increases the longer she remains completely untouched), while her Drive attacks become distortion cancellable. During Overdrive, Armure Sorbet restores more HP, Sabre Anglaise lasts longer and deals more hits, and Casque Voulete does more damage
Pros/Strengths:
- Simple tools, combos, and gameplan. Very beginner-friendly character.
- Able to heal herself during Overdrive and with Amure Sorbet, partially negating damage taken during rounds.
- Reversal super is safe even on block.
- Good tick-throw game with strong reward.
- Multi-hitting normals make her pressure difficult to disrespect by jumping out, Fuzzy Jumping, etc.
Cons/Weaknesses:
- Awkward hurtboxes on many normals, allowing opponents to easily CH Celica.
- Lower then average HP.
- Requires either specific starters, meter, or the corner for more damaging combos.
- Standing Overheads need meter to be confirmed midscreen.
- While she has a variety of tools, she tends to be a jack of all trades, master of none.
External References:
Move List
Normal Moves
5A
5A |
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5B
5B |
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5C
5C |
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2A
2A |
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2B
2B |
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2C
2C |
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6A
6A |
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6B
6B |
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6C
6C |
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3C
3C |
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j.A
j.A |
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j.B
j.B |
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j.C
j.C |
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Drive Moves
5D
5D |
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2D
2D |
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6D
6D |
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j.D
j.D |
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Universal Mechanics
Forward Throw
Forward Throw BC |
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Back Throw
Back Throw 4BC |
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Air Throw
Air Throw j.BC |
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Counter Assault
Counter Assault 6AB (when blocking) |
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Crush Trigger
Crush Trigger 5AB |
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Specials
PicConfit
Pic Confit j.214A |
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Arc Griller
Arc Griller 236B |
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Marteau Flan
Marteau Flan 214B |
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Hache Rotir
Hache Rotir 236C |
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Lance Quiche
Lance Quiche 214C |
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Distortion Drives
Armure Sorbet
Armure Sorbet 632146A |
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Saber Anglaise
Saber Anglaise 632146B |
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Casque Veloute
Casque Veloute 632146C |
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Astral Heat
??? |
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Strategy
Offense
In this part, you can talk about anything you feel like beginner players should know.
Split up your topics like this
- And even further split it up
- Like this.
Add more asterisks to further indent your text as necessary.
The categories are split into Offense, Defense, and Neutral, but you can change these categories as you see fit for your character.
Defense
Neutral
Combos
Combo Notation Guide: |
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Midscreen
This combo section is designed on a "move starter" basis. However, you can use whatever kind of organization you prefer, as long as it is readable and efficient.
*insert move name* Starter
Notes: In case these combos need notes. If they do not, you can remove this line.
Point 1
- move > move > special >> special NOTE: this is only a base. your combos do not have to follow this format.
- Requirements: -- (ex: 50 heat, Overdrive, crouching opponent. if no requirements, leave as is)
- Damage: ----, Heat Gain: --
- + move = Damage: ----, Heat Gain: -- NOTE: if a necessary combo is very similar to a previous one, you can add options like this.
- Notes: Write notes for the combo if necessary.
Point 2
Copy and paste the code from Point 1 to Point 2 as many times as you need to.