BBCPE/Celica A. Mercury: Difference between revisions

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===Cons/Weaknesses===
===Cons/Weaknesses===
* Awkward hurtboxes on many normals, allowing opponents to easily CH Celica.  
* Awkward hurtboxes on many normals, allowing opponents to easily CH Celica.  
* Lower then average HP.
* Lower than average HP.
* Requires either specific starters, meter, or the corner for more damaging combos.
* Requires either specific starters, meter, or the corner for more damaging combos.
* Standing Overheads need meter to be confirmed midscreen.  
* Standing Overheads need meter to be confirmed midscreen.  

Revision as of 23:13, 1 May 2016

Celica A. Mercury
BBCP Celica Portrait.png

Health: 10,000

Combo Rate: ??%

Jump Startup: ??

Backdash Time: ??

Backdash Invincibility: ??

Movement Options
1 Double Jump/Airdash, Run
Play-style
Balanced/Offensive
  

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 than 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.


Remaining Health vs. Overdrive Duration (in Frames)
Health 100 - 90% 89 - 80% 79 - 70% 69 - 60% 59 - 50% 49 - 40% 39 - 30% 29 - 20% 19 - 10% 9 - 0%
Overdrive
Ambox warning.png There has been no official mook released for BBCPE. As a result, Celica's frame data is incomplete.

Normal Moves

5A
5A
BBCP Celica 5A.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
300 CSDrOJR all 6 - - -5 - -
  • Hits crouchers.
  • Great for tick throws.
5B
5B
BBCP Celica 5B.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
450 SDrOJR HL 10 - - -3 - -
  • Good range.
  • Moves Minerva in front of Celica, boosting the range of follow up attacks. This makes it a nice tool in neutral for 5B>5C>214C.
5C
5C
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
240, ? SDrOR HL 11 - - -4 - -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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2A
2A
BBCP Celica 2A.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
300 CSDrOR all 6 - - -3 - -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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2B
2B
BBCP Celica 2B.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
250, ? SDrOR L, L 9 - - -4 - -
  • Hits low and fast with good damage.
  • Good starter from a dash in.
2C
2C
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
650 (J)SDrOR HL 14 - - +1 - -
  • Great starter/ punishing tool up close
  • Fatal counters

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6A
6A
BBCP Celica 6A.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
300, 400 R H, L 24 - - -9 - -

At 24 frames start-up, -9 on block, no meterless cancel options, and a conversion only in the corner, 6A is not a great overhead. However, depending on the distance from your opponent, the first overhead hit can whiff, allowing the low to hit when the overhead otherwise would. With meter, 6A(1) > RC > into either j.B or IAD > j.B represents a good overhead starter for a true 50/50 mixup that's easy to confirm and leads to good damage.

6B
6B
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
480 SDrOJR HL 12 - - -4 - -

Celica's anti-air. With very early head invulnerability, a good hitbox (moreso horizontal than vertical), and a plethora of cancel options, 6B is one of Celica's better tools.

6C
6C
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
800 SDiOR HL 21 - - -3 - -
  • Combo tool that leads to amazing damage
  • Best utilized immediately after punishes on counter hit
3C
3C
BBCP Celica 3C.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
550 SDrOR L 13 - - -12 - (P)
  • 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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j.A
j.A
BBCP Celica j.A.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
300 CSDrOJR HA 6 - - - - -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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j.B
j.B
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
400 SDrOJR HA 9 - - - - -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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j.C
j.C
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
450, 450 SDrOJR HA 12 - - - - (P)
  • Reaches far, good air-to-air.
  • Combo into djc>j.B>j.C>214A for small air-to-air damage.
  • Higher damage combos on Counter Hit.
  • Decent jump-in due to multi-hit.


Drive Moves

5D
5D
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
5D 550 DrR HL 10 - - -21 - -
5DD - DrR HL - - - -19 - -
5DDD 2000 R HL - - - -19 - -
  • 5D is fastest Drive attack, but deals less damage and has shorter reach than the other Drive starters.
  • 5DD deals the most damage of the secondary Drive attacks, but generally causes a side switch so 6DD is preferred for corner carry unless used from the corner.
  • 5DDD is the highest damage Drive ender that knocks the opponent in the air.
2D
2D
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
2D 600 DrR L 19 - - -20 - -
2DD 750 DrR L - - - -17 - -
2DDD 1100 R H - - - -9 - -
  • 2D hits low and deals a little more damage than 5D. Preferred over 5D because of range.
  • 2DD also hits low but rarely sees use in combos and the opponent will probably already be blocking low if they guarded the first Drive hit.
  • 2DDD hits high which is useful as a mixup ender for Drive blockstrings but she doesn't have a low ender so the opponent just has to block high to punish you and you shouldn't be using D attacks in blockstrings anyway. Otherwise, sees some use in combos as enders.
6D
6D
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
6D 700 DrR HL 20 - - -17 - -
6DD 300, 750 DrR HL, all - - - -22 - -
6DDD 1400 R all - - - -5 - -
  • 6D is the highest damaging starter and moves Celica forward.
  • 6DD is generally preferred over 5DD midscreen for corner carry.
  • 6DDD is better for corner carry. Can be switched out with 5D version for damage.
j.D
j.D
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
500, ? DrR all - - - - - -
  • Leads into DD attacks on landing

It doesn't hit high or combo off of other aerials and you can get better damage off of other jump-ins.


Universal Mechanics

Forward Throw
Forward Throw
BC
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
1400 SOR - - - - - - -
  • Can follow up with a fully charged Lance Quiche for a solid combo.
  • Causes wallbounce midscreen and wall stick in the corner.

Charged Lance Quiche follow up doesn't work on Jin, Noel and Rachel for some reason. 214[C] only hits Jin with the front of the attack and goes completely under Noel and Rachel while they're in the air. Switch 214[C] with 214[B] for follow up which can be combo'd after.

Back Throw
Back Throw
4BC
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
1400 SOR - - - - - - -
  • Identical to Forward throw, only throws behind.

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Air Throw
Air Throw
j.BC
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
1400 SOR - - - - - - -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Counter Assault
Counter Assault
6AB (when blocking)
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
- - - - - - - - All
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Crush Trigger
Crush Trigger
5AB
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
- - - - - - +4 - -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Specials

PicConfit
Pic Confit
j.214A
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
1000 R All 16 - - ~-10
-
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Arc Griller
Arc Griller
236B
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
700 R all 27 - - -5~+8 Projectile -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Marteau Flan
Marteau Flan
214B
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
1100 R H 25 - - -9 - -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Hache Rotir
Hache Rotir
236C
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
1300 R HL 13 - - -18 - 5-active all
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Lance Quiche
Lance Quiche
214C
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
1200 R - 16 - - -5 - -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Distortion Drives

Armure Sorbet
Armure Sorbet
632146A
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
- - - - - - - - -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Saber Anglaise
Saber Anglaise
632146B
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
- - - - - - - - -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Casque Veloute
Casque Veloute
632146C
BBCP Celica Casque Veloute1.png
BBCP Celica Casque Veloute2.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
2262 total - - 9 total - - -10 - -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Astral Heat

Atout Rillettes
222A
BBCP Celica Atout Rillettes1.png
BBCP Celica Atout Rillettes2.png
BBCP Celica Atout Rillettes3.png
BBCP Celica Atout Rillettes4.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
DESTROY - - - - - - - -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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External References


BlazBlue: Chrono Phantasma Extende
Click [*] for character's frame data
System Explanations

HUDControlsFrame DataSystem Data


Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesHeat/Barrier/Burst GaugeMisc