No edit summary |
No edit summary |
||
Line 6: | Line 6: | ||
[[File:BBCP_Celica_Portrait.png|350px|center]] | [[File:BBCP_Celica_Portrait.png|350px|center]] | ||
|- | |- | ||
<gallery> | |||
</gallery> | |||
||{{CharData-BBCPE | ||{{CharData-BBCPE | ||
|health=?? | |health=?? | ||
Line 16: | Line 19: | ||
:1 Double Jump/Airdash, Run | :1 Double Jump/Airdash, Run | ||
;Play-style | ;Play-style | ||
: | :Balanced/Offensive | ||
;Full Frame Data | ;Full Frame Data | ||
: [[Celica_Frame_Data_%28BBCPE%29]] | : [[Celica_Frame_Data_%28BBCPE%29]] | ||
Line 24: | Line 27: | ||
Placeholder | Placeholder | ||
<br/> | <br/> | ||
<big>'''Drive: | <big>'''Drive: Minerva'''</big><br/> | ||
By pressing D, Celica can combo attack with her robot partner, Minerva, into a starter, an attack, and finisher. Celica's drive sees alot of use in combos, and it's crucial to know when you can confirm into a drive string, and the various properties of her drive attacks. When using chains however, Celica can't block or move normally, so be weary of that. | |||
<br/> | <br/> | ||
<big>'''Overdrive: | <big>'''Overdrive: Rege Light'''</big><br/> | ||
During Celica's Over drive, Celica will passively restore her own HP, as well as increasing the power of her Drive attacks. During Overdrive, Armure Sorbet restores more HP, Sabre Anglaise lasts longer and does more hits, and Casque Voulete does more damage <br /> | |||
<br/> | <br/> | ||
'''<big>Pros/Strengths:</big>''' | '''<big>Pros/Strengths:</big>''' | ||
* | * Balanced Toolset | ||
* Simple tools, combos, and gameplan make her excellent for beginners | |||
* Has a Reversal Super that is safe on Block | |||
* Can Heal herself to shrug off damage VIA Overdrive and Amure Sorbet | |||
* Decent Pressure and Mix Up in the corner | |||
* One of the Highest Damage potentials in the game | |||
* Great Tick throw game with strong reward | |||
<br/> | <br/> | ||
'''<big>Cons/Weaknesses:</big>''' | '''<big>Cons/Weaknesses:</big>''' | ||
* | * Has awkward hurtboxes that will result in random hits during normals | ||
* Very Dependent on strong Fundamentals to succeed | |||
* Lower then average HP | |||
* Requires either specific starters, meter, or the corner to get her more damaging combos | |||
* Standing Overheads mid screen need meter to be confirmed | |||
* While she has a variety of tools, she tends to be a jack of all trades, master of none | |||
<br/> | <br/> | ||
'''<big>External References:</big>''' | '''<big>External References:</big>''' |
Revision as of 02:04, 27 April 2015
Celica |
---|
|
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 alot of use in combos, and it's crucial to know when you can confirm into a drive string, and the various properties of her drive attacks. When using chains however, Celica can't block or move normally, so be weary of that.
Overdrive: Rege Light
During Celica's Over drive, Celica will passively restore her own HP, as well as increasing the power of her Drive attacks. During Overdrive, Armure Sorbet restores more HP, Sabre Anglaise lasts longer and does more hits, and Casque Voulete does more damage
Pros/Strengths:
- Balanced Toolset
- Simple tools, combos, and gameplan make her excellent for beginners
- Has a Reversal Super that is safe on Block
- Can Heal herself to shrug off damage VIA Overdrive and Amure Sorbet
- Decent Pressure and Mix Up in the corner
- One of the Highest Damage potentials in the game
- Great Tick throw game with strong reward
Cons/Weaknesses:
- Has awkward hurtboxes that will result in random hits during normals
- Very Dependent on strong Fundamentals to succeed
- Lower then average HP
- Requires either specific starters, meter, or the corner to get her more damaging combos
- Standing Overheads mid screen need meter to be confirmed
- 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 |
---|
5B
5B |
---|
5C
5C |
---|
2A
2A |
---|
2B
2B |
---|
2C
2C |
---|
6A
6A |
---|
6B
6B |
---|
6C
6C |
---|
3C
3C |
---|
j.A
j.A |
---|
j.B
j.B |
---|
j.C
j.C |
---|
Drive Moves
5D
5D |
---|
2D
5D |
---|
6D
5D |
---|
j.D
j.D |
---|
Universal Mechanics
Forward Throw
Forward Throw BC |
---|
Back Throw
Back Throw 4BC |
---|
Air Throw
Air Throw j.BC |
---|
Counter Assault
Counter Assault 6AB (when blocking) |
---|
Crush Trigger
Crush Trigger 5AB |
---|
Specials
PicConfit
Pic Confit j.214A |
---|
Arc Griller
Arc Griller 236B |
---|
Marteau Flan
Marteau Flan 214B |
---|
Hache Rotir
Hache Rotir 236C |
---|
Lance Quiche
Lance Quiche 214C |
---|
Distortion Drives
Armure Sorbet
Armure Sorbet 632146A |
---|
Saber Anglaise
Saber Anglaise 632146B |
---|
Casque Veloute
Casque Veloute 632146C |
---|
Astral Heat
??? |
---|
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: |
---|
|
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.