BBCF/Celica A. Mercury

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Overview

Overview

Celica is a beginner friendly character with solid pokes, good damage and a standard set of tools. Celica's defining trait is her healing mechanic. Hitting with Drive attacks creates recoverable health, which can be recovered by using one of two healing moves, or spent to enhance special moves. Celica's enhanced specials enable new combo routes, on top of having enhanced properties that give them more utility outside of combos.

Unfortunately, Celica has notable weaknesses. She lacks strong mixups and good pressure resets. While she does have the ability to heal, she has very low health. This means that she can get blown up if the momentum is taken from her. In spite of these weaknesses, Celica has a simple gameplan that rewards smart decision making.
Playstyle
Celica A. Mercury is an easy-to-learn and well-rounded character, with a mix of solid pokes and more mobile rushdown-style attacks to suit the pace of any match. She balances between healing to prolong rounds or enhancing attacks to end them quickly.
Pros Cons
  • Straightforward: Simple tools, combos, and gameplan. Very beginner-friendly character.
  • Healing: Celica can heal considerable amounts using Overdrive and Armure Sorbet, making her difficult to time out. Healing synergises well with the Active Flow system, often allowing Celica to refill most or all of her Burst Gauge before the next round after a high-value Overdrive.
  • Great Damage: Using blue health, Celica can pump out above-average damage from almost any starter.
  • Good Pressure: A wide array of multi-hit, low and frame trap options make Celica's pressure difficult to disrespect by jumping out or mashing, complementing a strong tick throw game.
  • Fragile: Even though Celica can heal, she often gives up damage to do so, and is tied for the lowest starting health in the game. Unlike Ragna who will naturally heal small amounts from playing normally, Celica's specials can lead to losing significant chunks of her health bar even when used appropriately.
  • Anti-Snowball: Celica's stronger options and combo routes are inaccessible if she has not taken damage.
  • Lacking Mixup: Celica's grounded overheads are on the slower side while also being negative/punishable on block with no meterless cancel options. While she is great at conditioning opponents to block, she lacks strong options to open up an opponent who is comfortable blocking.

Drive: Minerva

By pressing the D button, Celica can perform combo attacks with her robot partner, Minerva. The chain has a starter, bridge, and a finisher, and Celica can cancel into followup Drive attacks even on whiff, similar to a RekkaA series of special attacks that are only available after the first one is performed.. Drive attacks build Recovery Cap (described below) on hit, and build more for each Drive attack used in the combo; the first Drive attack in a combo builds 100, the second attack builds 150, the third builds 200, the fourth builds 250, and all Drive attacks past that build 300.

Unlike Nirvana or Ignis, Minerva is not controlled like a separate character. While Minerva is technically her own entity with her own sprites, for most purposes she can just be thought of as part of Celica:

  • Minerva closely tracks Celica's movement. Many actions and states, including movements like dashing and jumping, combine Celica and Minerva into one sprite for the duration.
  • Minerva has hurtboxes and can be hit while attacking; hitting Minerva is treated like hitting Celica.
  • Certain moves will move Minerva forward, increasing the effective range of Minerva's attacks that follow, but she will return to her default position during recovery.

However, there are certain (likely unintended) quirks caused by how Minerva works:

  • If one of Minerva's attacks clashes, Celica will not experience the hitstop of the clash and will not be able to clash cancel.
  • The hitstop on Minerva's attacks will not be modified by guard point, leading to situations where Celica is not in hitstop when she should be, or the other way around.

Overdrive: Regelite

Celica passively gains both HP and Recovery Cap. She generates 100 Recovery Cap every 20 frames, and restores 2 HP per frame, or 3 HP per frame if she has been in Overdrive for 300 frames (5 seconds) or longer. Both effects are paused if Celica is in hitstun or blockstun.

Like all Overdrives, Celica's Distortion Drives receive buffs. Notably, Celica's Distortion Armure SorbetBBCF Celica 632146A.pngGuard:
-
Startup:
-
Recovery:
49+(91 Flash)+0
[31+(91 Flash)+0]
Advantage:
-
is significantly faster, enabling mid-combo healing.

Unique Ability: Recovery Capacity

Celica gains Recovery Cap by hitting Drive attacks, passively during Overdrive, or by guard-pointing the opponent's attacks with the special moves Marteau FlanBBCF Celica 214B.pngGuard:
High
Startup:
25
Recovery:
24 [16]
Advantage:
-10 [-2]
, Lance QuicheBBCF Celica 214C.pngGuard:
All
Startup:
15
Recovery:
26 (29)
Advantage:
-4
or Hache RotirBBCF Celica 236C.pngGuard:
Mid
Startup:
13~27
Recovery:
39
Advantage:
-24
. This appears as a blue section of her health bar. Celica can convert this blue health to HP by hitting the Drive ender and going into the followup heal, or using Armure Sorbet. Alternatively, Celica will consume her current Recovery Cap to perform enhanced versions of the previously mentioned special moves. Enhanced specials are performed with any non-zero amount of Recovery Cap, and will always immediately use all of it.

The blue health is not actual HP; it will not stop Celica from losing the round when her HP reaches 0, and does not go away if Celica is hit.

Celica's actual HP and blue health combined cannot exceed her starting health. This means if Celica is already at full health then no Recovery Cap can be generated, preventing her from using enhanced specials.

Normal Moves

5A

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
5A 300 All 6 3 11 -2 B
5[A] 300×2 All 6 3 (5) 3 11 -2 B
5AA 300 All 4 3 11 -2 B
5A[A] 300×2 All 4 3 (5) 3 11 -2 B

A short-range standing jab that can hit crouching characters. Doesn't really have much utility outside of pressure. 2A has a tiny bit more horizontal reach while being the same speed and having a crouching hurtbox so it's generally better in most situations where a quick, mashable button is wanted. It doesn't hit quite high or far enough to really consider using it as an anti-air, especially since 6B is already so solid.

The one interesting property of Celica's 5A, which is shared by her 2A, is that the button can be held to perform up to 3 additional hits. Holding the button for all 4 hits technically performs two moves, 5[A] and 5A[A], and is treated as such for damage proration purposes. Similarly, holding the button for 2 hits performs only 5[A] and applies proration once; this is different from pressing the button twice, which would perform 5A > 5A and prorate twice. This leads to a big difference in combo damage off both of them, though they both function as a two-hit jab confirm.

  • Jump cancellable on hit/block
Version Starter Rating Level P1 P2 On-ODR Cancel Timing
5A Normal 1 100 80 +7
5[A] Normal 1 100 80
5AA Normal 1 100 80
5A[A] Normal 1 100 80

5A:

  • Checks for held button on frame 9
  • If not held, whiff cancellable into 5AA from frame 10
  • If not held, counterhit state ends late, frame 9 (first frame of recovery) is still CH state


5[A]:

  • Whiff cancellable into 5AA from frame 17 (first frame of recovery)


5AA:

  • Checks for held button on frame 7
  • If not held, counterhit state ends late, frame 7 (first frame of recovery) is still CH state


5A[A]:

5B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
600 Mid 10 5 16 -4 BD

Celica's main grounded poke, having good range and reliable confirms from all but maximum range. 5B moves Minerva forward, effectively boosting the range of followup B or C normals by approximately the same distance as its pushback. Used as a far range poke, this allows it to confirm into 5B > 5C > 214C for a knockdown (or a full combo using Rapid Cancel), but not much else since Celica herself does not move forward. 5B's hitbox is quite thin vertically and is high enough that some attacks or crouching characters can low profile it more easily than other characters' similar pokes.

5B can also be used as a counter hit punish that still combos into 6C at ranges where 5C will push out too far and 2C won't reach, or either would be too slow. Occasionally awkward as a normal hit punish as pushback from blocking an attack combined with the pushback of this move hitting can often put Celica too far away to do the preferred start of 5B > 2C > 5D.

  • Jump cancellable on hit/block
Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 3 100 89 -4

5C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
900 Mid 13 6 17 -4 BD

A long-range, decently-active heavy button with no special properties.

Most of the time, 5C is just combo fodder. In many situations it is outclassed by similar buttons; it lacks viable confirm options afterwards, making 5B generally safer and more consistent as a poke, and is not quite as good of a counter hit punish starter as 2C. On the other hand, while slower than 5B, a wider hitbox vertically and an extra active frame can make it better at catching jumps or crouching moves, especially when used as a counterpoke. While not giving Fatal Counter like 2C, being 1 frame faster and having more horizontal range while still leading to comparable damage will come up every now and then, a notable example being after instant blocking an Exceed Accel.

  • Jump cancellable on hit only
Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 4 100 92 -9
  • Counterhit state ends late, frame 19 (first frame of recovery) is still CH state

2A

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
2A 300 All 6 3 11 -2 F
2[A] 300×2 All 6 3 (5) 3 11 -2 F
2AA 300 All 4 3 11 -2 F
2A[A] 300×2 All 4 3 (5) 3 11 -2 F

The crouching version of 5A; slightly longer range but otherwise almost identical.

5A could be considered slightly better for pressure since it's jump cancellable, while 2A is generally better for mashing for its range and, more importantly, being one of the few 6-frame startup crouching buttons in the game. This is very relevant since 2C is -1 on block and vacuums, meaning resetting pressure with 2A can be expected to at worst trade against the notable portion of the cast whose fastest option to hit crouching opponents is 7-frame startup; depending on the matchup, the trade could also lead to a favourable spacing.

2A also hits low enough to OTG, so it is generally the button Celica will want to use to catch rolls or quick tech as well.

Version Starter Rating Level P1 P2 On-ODR Cancel Timing
2A Normal 1 100 80 +7
2[A] Normal 1 100 80
2AA Normal 1 100 80
2A[A] Normal 1 100 80

2A:

  • Checks for held button on frame 9
  • If not held, whiff cancellable into 2AA from frame 10
  • If not held, counterhit state ends late, frame 9 (first frame of recovery) is still CH state


2[A]:

  • Whiff cancellable into 2AA from frame 17 (first frame of recovery)


2AA:

  • Checks for held button on frame 7
  • If not held, counterhit state ends late, frame 7 (first frame of recovery) is still CH state


2A[A]:

2B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
350×2 Low 9 3,3 14 -3 FD

A two-hit low with good range and extremely low pushback, even less than Celica's jabs. Also moves Minerva slightly forward, not as far as 5B, but a tiny bit more than it pushes opponents back.

2B is a staple part of Celica's blockstring pressure because of its low pushback while still having a plethora of options available afterwards; there's very little to lose from pressing it while having plenty to gain. On top of being a two-hit low that might inadvertently catch some inputs, it's a natural 1-frame trap into 2C, which is one of her best combo starters, and is cancellable on either hit to potentially mess with a defender's input timings further.

In neutral, the low hurtbox, decent range and long active time can make it a good poke or better counterpoke against grounded approaches, with the low pushback and multiple hits helping it more reliably confirm into a full combo even from the edge of its range.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 2 90 85 -2

2C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
850 Mid 14 3 17 -1 BD

A shorter-range but lower-recovery heavy button that pulls opponents towards Celica. Fatal Counters, and is Celica's best counter-hit punish starter.

2C is one of the cornerstones of Celica's pressure. It's great for resetting pressure because of its vacuum while also being only -1 on block and still having multiple threatening frame trap options behind it. A low-pushback string like 2A > 2B > 2C is easily loopable without needing to microdash, and a good way to encourage opponents to choose more proactive defensive options without putting yourself at too much risk. The high reward on hit also helps discourage opponents from challenging before seeing this button, opening them up to being mixed up or reset at more, earlier points as well.

In confirming combos, 5C does slightly more damage, but 2C will often still be preferred for the vacuum to ensure you remain in range for 5D. On air hits, 2C pulls opponents in more and lifts them higher than normal; 5C and 2C serve similar roles in combos and are often interchangeable, allowing some control over the opponent's position to set up specific combo routes like Backfire loops or fireball links from different situations.

  • Jump cancellable on hit only
Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 4 100 92 -7
  • Fatal Counter

6A

Damage Guard Startup Active Recovery On-Block Attribute Invuln
510, 550 High, Low 24 5 (7) 5 20 -8 H, F

At 24 frames start-up, -8 on block, no meterless cancel options, and inconsistent conversions outside of the corner, 6A is not a great overhead. On counter hit the opponent isn't pushed as far away, making midscreen combo conversions more reliable, though no invuln and a large gap when cancelling into this move means Celica is more likely to be the one getting counter-hit. You can make first overhead hit whiff, allowing only the low to hit instead, though hitting only the low does not allow for a combo without Rapid or counter hit. Celica's hurtbox is very low to the ground during the landing hit, making it possible to time a meaty 6A to low profile certain reversals, though the precise timing combined with the nature of the game's tech system make this rather impractical even against characters with no alternative reversals.

Despite its shortcomings, it's still a standing overhead that leads into a full combo in the corner even while at full health (which is more than can be said about regular 214B) so it is worth using occasionally, especially with the meter to Rapid Cancel. 6A(1) > RC > j.B creates a 50/50A mix-up where the opponent has a choice between two options, such as strike-throw or high-low. A "true 50/50" is used to describe a mix-up in which the defender must guess and commit to one option, without any way to determine which option the opponent will choose and react accordingly. that's easy to confirm and leads to good damage. The j.B can also immediately set up another 50/50 between jump cancel > j.B or land > 2B.

  • First hit knocks down
  • Second hit knocks down on air hit, staggers on ground hit
Starter Rating Level P1 P2 On-ODR Cancel Timing
Normal 4, 3 80 92
  • Bonus Proration 110%
  • Airborne from frame 24
  • Second hit occurs on landing
  • Gap between hits can be altered by external forces

6B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
700 Mid 12 3 23 -9 BD 4~14 H

With a good hitbox, great head invuln and good cancel options, 6B is one of Celica's best tools and a strong contender for most reliable anti-air in the game, both in terms of when it can be used and confirming on hit or block. Combined with a quick dash to potentially adjust spacings, it can reliably contest even some of the longest or most disjointed of air attacks, and is vulnerable mainly only to being baited by changes in air trajectory. Due to being on the B button (instead of the A button like most other standing anti-airs), inputting 4/6A+B will Option SelectA technique where one command (or series of commands) will perform a different action depending on the circumstances, thereby allowing one action to be able to handle two distinct situations. an anti-air in one direction while Barrier blocking in the other.

6B > 2C is a simple confirm into a combo on both ground and air/counter hits, which is also very safe on block (or plus on air block). 6B also moves Minerva slightly forward, less than 2B, but this helps confirms connect properly even when catching an extended hurtbox.

6B also sees a lot of usage in combos thanks to the utility of the ground slam, and can be easily included in blockstrings to create additional space or set up IAD pressure resets in conjunction with 5B.

  • Slams the opponent into the ground for a ground bounce on air and/or counter hit
  • Jump cancellable on hit/block
Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 3 80 89 -11

6C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1000 Mid 21 3 20 -2 BD

A slow launcher that leads to high damage combos. 6C is generally used as combo fodder; can combo from enhanced Flan, 5C/2C during crouch confirm combos, or counter hit 5B/5C/2C. Maximum damage usually involves routing into this move as early in the combo as possible, but since it uses bonus proration it's not ideal to loop it.

6C can also be used in pressure as a frame trap, mainly as a threat to deter your opponent from pressing buttons or attempting to jump out after 2C; it's easy to confirm a hit and is pretty safe on block, but it lacks good cancel options afterwards to condition opponents not to take their turn. Because it pulls opponents towards Celica, more strongly than 2C, it will quite often leave them in range to press their faster buttons.

  • Jump cancellable on hit only
Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 5 90 82 -17
  • Bonus Proration 110%

3C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
750 Low 13 3 25 -11 FD

An unremarkable sweep. Average range, high recovery and no low-profile hurtbox mean this is mostly just a combo tool for stable combo enders, or for floating grounded opponents when at full health; it scales damage unusually poorly, and so should generally be avoided early in combos if possible. Has utility as a tight low and/or frame trap option after 2B has been used, but is Celica's most unsafe normal barring her Drives and only goes into Drives and specials, so it should be used with caution.

  • Counter hit causes hard knockdown as with most sweeps
  • Uses Celica's 2C animation unless cancelled into from it specifically, where it instead uses her 2B animation
Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 3 100 79 -14

j.A

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
j.A 300 High/Air 6 3 9 H
j.[A] 300×2 High/Air 6 3 (5) 3 9 H

The air jab; much like how 2A is 5A but crouching, j.A is 5A but airborne. Its similarly poor range makes it rather weak compared to other j.A's. While it can be held for an extra hit like its grounded siblings, but unlike them it can't be held for more, so it doesn't even have special utility as a wall of active frames. Best utilised in close range air-to-air situations, and can convert into a ground combo by quickly confirming into j.B > j.C > j.D, or a knockdown with j.214A from any other confirm.

  • Jump cancellable on hit/block
Version Starter Rating Level P1 P2 On-ODR Cancel Timing
j.A Normal 1 80 80
j.[A] Normal 1 80 80

j.A:

  • Checks for held button on frame 9 (first frame after active)
  • If not held, counterhit state ends late, frame 9 (first frame of recovery) is still CH state


j.[A]:

j.B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
650 High/Air 9 6 16 HD

Moderately fast, primarily vertical air button. Generally preferred jump-in or IAD button as it's Celica's lowest-reaching air button, and can go into j.C afterwards for extra overhead hits and better frame advantage on landing. It doesn't quite hit low enough to hit all characters crouching when performed as soon as possible out of an IAD, but does hit low enough to hit most standing characters while rising, so it can be used for F-ShikiSometimes known as "Fuzzy Overhead". When you are in blockstun, you can switch high/low blocking, but your blocking animation and hurtbox does not change until you leave blockstun or block another attack. F-Shikis take advantage of this and use overheads that would miss on crouching characters, but not on standing characters. overhead mixups (but generally can't combo except by doing rising j.B > Rapid > j.B).

  • Jump cancellable on hit/block
Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 2 80 85

j.C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
550×2 High/Air 12 2 (2) 2 23 HD

A mostly horizontal multi-hit air poke. Basically an air footsies tool; useful as a far-reaching air-to-air, or can be used while falling from a jump as a low recovery poke near ground level. Not disjointed, and extends hurtboxes for slightly longer than the attack is active, so it can be prone to trading with or losing to other well-spaced or disjointed air attacks. Can be used as a far-range jump-in, but must be timed late to hit crouching opponents since it lacks any significant downward range; rather than being a reliable jump-in, it can be used to mix up between a far j.C and an empty jump to bait out and whiff punish anti-airs.

  • Long untech time on Counter Hit, potentially allowing Celica to land and link into ground moves for higher damage conversions
  • Jump cancellable on hit/block
Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 3 80 89
  • Counterhit state ends late, frames 18-19 (first 2 frames of recovery) are still CH state

Drive Moves

Celica's Drive chain consists of three attacks: a starter, a bridge and the common ender. Any Drive starter can go into any of the bridge attacks, which can all go into the ender. Each Drive attack can go into the next in a specific delayed window, regardless of hit, block or whiff. The only exception is the heal, which activates only if the ender hits. Each individual Drive move is affected by Same Move Proration.


Drive starters:
The above drive moves can cancel into:
The above drive moves can cancel into:
5DDD can cancel into:


Starter

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
5D 800 Mid 11 3 33 -17 B
2D 750 Low 19 7 29 -17 F
6D 850 Mid 20 3 33 -17 B 5~22 FT
j.D 600×2 All 20 Until L (1) 2 34 -17 H

5D

5D is Celica's fastest and shortest range Drive attack. It is mainly used in combos for its bizarrely long amount of hitstun, allowing it to combo into slower attacks like enhanced 214B for the launch, or as part of backfire loops. It can also be used as a risky but rewarding frame trap after C normals by delaying it significantly, to potentially trip up opponents who are used to defending against more immediate gatlings and cancels.

5D has a number of other interesting but not particularly relevant properties: it's a Fatal Counter, but it's a worse CH starter than 5B; it's somewhat disjointed, but it's shorter and slower than 5B; it vacuums grounded opponents very slightly, but it has no cancel options that would need it. However, these properties plus the long hitstun strangely align to make 5D more rewarding if it trades with an opponent's button rather than winning clean; trading with a standard level 3 attack (which will generally have similar startup to this) puts Celica at +18 against standing opponents, allowing a trade combo into 5C > 6C because of the Fatal hitstun.


2D

An extra sweep. 2D hits low and is quite slow, almost always leaving a gap when used on block. It moves forward and has fairly long range, but doesn't reach its full range until the later active frames so it often fails to combo or frame trap properly at the edge of its range. Combined with very poor proration values, it sees very little use in combos outside of niche scenarios and minor damage optimisations when ending in super. After a combo, it can be used to cross-under neutral/emergency tech due to its forward movement, despite not actually having a low profile hurtbox.

Outside of combos and pressure, it could be argued that it has some utility as a long-range whiff-cancellable counterpoke that pulls Celica's hurtbox back very slightly on startup, but it's unlikely to ever be the best option in a given situation due to being incredibly slow and unsafe.

  • Floats on hit
  • Hard knockdown on Counter Hit

6D

6D has Celica do a small hop forward. It can be used to hop over and punish things like slides or long-range sweeps with a good read, but more importantly it's a staple combo ender for its knockdown on air hit giving solid okizeme midscreen and letting you end a combo holding Recovery Cap. It also forces crouching on ground hit, but this cannot be capitalised on without spending meter or Overdrive.

Strangely, Celica is very slightly airborne for the first few frames of 6D's recovery, making it cancellable into j.214A (at a slightly delayed timing) in addition to grounded special moves. This cancel can be used to end combos, or easily set up a low divekick > RC 50/50 from a blockstring.


j.D

A mostly vertical dive attack that can hit cross-up. j.D overrides Celica's aerial momentum, so it can be used to delay air momentum to punish anti-air attempts, and is combo fodder for combos starting from anti-air 6B or stray air-to-air conversions. It can also be used as a lazy air-to-air, sticking out a very active hitbox that easily converts into a combo on hit; a whiffed j.D is probably where the Drive whiff cancels will see the most use.

If it hits cross-up, followup Drive attacks will autocorrect towards the opponent but specials will not, leading to different combo or mixup options. Since the landing hit occurs on the second frame after landing, if the first hit connects it is possible to cancel into grounded specials on landing before the second hit is active. j.D applies damage proration on both hits, so cancelling before the second hit can lead to higher damage in certain situations.

  • First hit knocks down on air hit
  • Landing hit knocks down and groundbounces
Version Starter Rating Level P1 P2 On-ODR Cancel Timing
5D Normal 4 100 82
2D Normal 4 90 72
6D Normal 4 90 72
j.D Normal 4 80 82×2

5D:

  • Fatal Counter
  • Can go into Drive bridge from frame 23


2D:

  • Can go into Drive bridge from frame 31


6D:

  • Forces crouch on ground hit
  • Airborne from frame 4, hit occurs on landing
  • Startup/invuln can be altered by external forces
  • Airborne frames 23~26 (first 4 frames of recovery)
  • Can go into Drive bridge from frame 31 (12 frames after landing)


j.D:

  • Can go into Drive bridge 13 frames after landing
  • Overrides Celica's aerial momentum on frame 4
  • Air hit starts 4 frames after Celica's vertical speed reaches 0
  • Startup can be altered by external forces

Bridge

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
5DD 280×5 Mid 7 3,4,4,4,4 32 -17 F 3~23 P
2DD 750×2 Low 9 2,3 33 -17 F
6DD 600×2 Mid, All 7 2,7 29 -17 B

5DD

The Celicar. 5DD deals the most damage of the secondary Drive attacks. It covers a long distance and has a decent amount of projectile invulnerability, so it can be used to attempt to dodge or counter a punish when whiffing a Drive. Whiffing Drives in neutral is generally not recommended due to their immense recovery; 214C is a faster and safer anti-projectile option.

It can also pass through opponents from the last hit onwards, but can't steal the corner. Opponents close to the corner can be pushed into it by this move, making the sideswap somewhat ambiguous. The move can also be Rapid Cancelled around or after the last hit to create a left/right mixup. Because 5DD switches sides midscreen, in combos 6DD may be preferred for corner carry depending on screen position.

  • Spinning hitstun on ground hit

2DD

An extra extra sweep. Technically a two-hit move, but the first hit is behind Celica and the Drive chains autocorrect between attacks; in most cases, only the second hit is relevant and effective startup is 11 frames.

2DD has the shortest range of the Drive bridge attacks, and also sees little use in combos outside of niche scenarios and minor optimisations. It will almost always leave a gap if used on block, and its main utility is in existing to maintain a high/low mixup threat after one Drive attack.

  • Floats on hit
  • Hard knockdown on Counter Hit

6DD

A giant arm-swing. The first hit is on Celica's fists and has very short range as well as shorter hit and blockstun, but the later active frames of the second hit swing around to hit above and slightly behind Celica, so it's usually the best choice for covering punish attempts when whiffing Drives at close range for some reason.

6DD is generally preferred over 5DD when near but not in the corner. It's also used in fireball loop combos that try to build as much Recovery Cap as possible, as it hits the highest of the three Drive bridge attacks.

  • Can also be performed as 4DD
  • Staggers opponent on ground hit
Version Starter Rating Level P1 P2 On-ODR Cancel Timing
5DD Normal 4 100 72
2DD Normal 4 90 72
6DD Normal 1, 4 100 72

5DD:

  • Can pass through opponent frame 22 (5th hit) onwards
  • Can go into Drive ender/special cancel from frame 30
  • Counterhit state ends early, frames 24-25 are active but not CH state


2DD:

  • First hit is behind Celica, normal hitbox goes active on frame 11
  • Can go into Drive ender from frame 22


6DD:

  • Hitbox full extends on frame 9, tallest hitbox at frame 13
  • Can go into Drive ender from frame 21
  • Counterhit state ends early, frames 13-15 are active but not CH state

Ender

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
5DDD 1500 Mid 13 4 32 -17 B
Regenerate 53

5DDD is the universal Drive ender. Hitting this move is the only way for Celica to heal without spending resources, but towards the end of longer combos the Drive bridge attacks won't have enough untech time to combo into it. In Overdrive, the long spin animation or untechable launch give enough time to cancel into Armure Sorbet to heal and then continue the combo afterwards. The strangely high damage leads to 5DDD being one of Celica's highest damage combo starters, making it a rewarding but very telegraphed "crossup" when combined with 5DD.

  • Spins opponents in place on ground hit, launches opponents away on air hit

Drive Heal

Celica's resource-free option to heal. Activates automatically if 5DDD hits and isn't otherwise cancelled, and consumes up to 1500 Recovery Cap to heal Celica for the same amount.

In some situations it's possible to deal acceptable damage while building over 1500 Recovery Cap, allowing a significant heal while retaining the option to use an enhanced special afterwards, but these combos can be extremely finicky. The heal has a long animation, but should always be safe to use since (in a valid combo) 5DDD will have enough hitstun/untech for Celica to recover first.

You will get the most out of this by strategically deciding when to go for a heal, based on whether the extra health or extra damage will be more useful. If you don't want to use the heal, special cancelling from 5DDD will avoid automatically cancelling into this, but bear in mind this may still use up your Recovery Cap depending on the special move used; in the corner, whiffing 236B will let you keep your Recovery Cap and recover slightly faster than the heal animation. Though in most cases, if you aren't intending to heal, there are other combo and ender options that would deal more damage and still allow you to hold some Recovery Cap at the end.

Version Starter Rating Level P1 P2 On-ODR Cancel Timing
5DDD Normal 4 100 82
Regenerate

5DDD:

  • On hit, automatically cancels into Regenerate on frame 23
  • Counterhit state ends late, frames 17-28 (first 12 frames of recovery) are still CH state


Regenerate:

  • Heal occurs between 22~36F

Universal Mechanics

Ground Throw

5B+C 4B+C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
0, 1500 Throw(70) 7 3 23 T

Celica's throw pops opponents up a bit on hit, giving more than enough time to cancel into any special, or to recover and link any normal at least as fast as 2C (14 frames startup) for an airborne combo. Back throw is identical to forward throw except Celica turns around at the start of the animation, swapping sides.

Celica's ability to set up for tick throws is considerably better than most characters; she has a number of slightly negative-on-block attacks with low or less-than-low pushback, such as 2B and 2C, which be used to keep the opponent close and in range for throw even after several blocked attacks. Celica's throw leads to solid damage regardless of health and screen position and her other mixup options can be quite lacking, making it a key component of her offense, especially while at full health.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Normal 0, 3 100 50
  • 100% Minimum Damage (1500)

Air Throw

j.B+C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
0, 500, 1000 Throw(120) 7 3 23+3L T

Air throw that wallbounces on hit, but doesn't cause a hard knockdown or immediately bring either character back down to the ground. Combo options are dependent on screen position due to the wallbounce; used midscreen, Celica will have time to land and relaunch with 6C, but closer to a corner in either direction (airdash >) j.D is a more consistent option. Slightly less rewarding on hit than ground throw on average but not any less useful, being pretty much the only thing Celica can use to air-to-air opponents above her.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Normal 0, 2 100 50
  • 100% Minimum Damage (1500)

Counter Assault

6A+B while Blocking

Damage Guard Startup Active Recovery On-Block Attribute Invuln
0 All 13 6 39 -26 B 1~20 All

Celica's Counter Assault has similar startup to other CAs, but is incredibly negative on block and far more punishable than the average. The range on it also isn't anything to write home about. It's probably better to try to 236C out of a gap and RC if it doesn't hit, or simply practice blocking instead of relying on this, but it is still very much functional as a CA despite its higher risk.

  • Uses 5D's animation, but slowed down and with even more recovery.
Starter Rating Level P1 P2 On-ODR Cancel Timing
Very Short 4 50 92

Crush Trigger

5A+B

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
5A+B 1000 Guard Break 32/Barrier 20 1 25 0 B
5[A+B] 1000 Guard Break 60/Barrier 30~61 1 25 0 B

Celica's Crush Trigger be used as a combo tool if at full health and you don't have access to enhanced specials, though in most cases you're probably better off saving the meter for Rapid Cancel. Its range is short enough that it generally doesn't connect unless used after an attack that moves Celica forward or pulls the opponent back to her. 5DDD's spin or launch is long enough to combo into a charged Crush Trigger as an efficient use of meter, but the pushback is too high for it to reach anywhere outside of the corner.

  • On hit, staggers grounded opponents or launches airborne opponents straight up
Version Starter Rating Level P1 P2 On-ODR Cancel Timing
5A+B Normal 80 60
5[A+B] Long 80 100

5A+B:
5[A+B]:

Special Moves

Pic Confit

j.214A

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1000 All 15 Until L 20 H

Fast-moving divekick with little to no followup potential. Generally an air combo ender, but fills a unique niche in neutral as well.

The speed, angle and relative safety of this move make it a surprisingly useful tool for rushing people down, countering grounded pokes or escaping the corner. It's best used with meter to Rapid to start pressure on block, or easily pick up a combo on hit. Without RC it's still generally safe when blocked on the ground (-2 at best), but is often punishable if instant blocked or blocked mid-air well before Celica lands. It will also deliver an easy whiff punish to the opponent if slightly misspaced. On the other hand, a well-spaced counter hit can allow for a meterless pickup with 2A into a full combo. Overall, j.214A can be an effective approach option when properly mixed in alongside more standard pokes and jump-ins.

  • Soft knockdown against airborne opponents, even on counter hit
  • Hard knockdown on ground hit
Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 4 90 92

Arc Grillé

236B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
900 All 18 50 Total: 46 -6 P1

Simple fireball that floats opponents up on hit. An all-around solid tool for neutral and combos, as well as being a relatively safe way to end a longer blockstring and return to neutral.

The projectile goes almost the full length of the screen, slowing down as it travels and then popping after coming to a complete stop. The pop still has a hitbox, larger than that of the moving fireball. These aspects together with the somewhat slow startup and extremely large hurtbox for a fireball mean this move is often best used as a long-range poke to catch opponents trying to set up or otherwise play from across the screen, rather than controlling space at mid-range, though it's still fine for that.

Celica's main combo routes involve enhanced specials, but while at full health this move is actually the most combo-friendly special she has. At close range, it floats grounded opponents high enough to link 5A/2A before they touch the ground, or the opponent can be lifted off the ground first with a sweep, such as 3C or 2D, into another attack to put them high enough to link 5B after. It can also be used to cancel out of Drive strings without consuming any built Recovery Cap by healing it off or spending it on another special move.

  • Fires from Minerva's current position; Minerva has hurtboxes and can be hit during the whole animation
  • Uses Celica's 6C animation unless cancelled into from it specifically, where it instead uses her 5C animation.
Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 3 90 89 -20

Marteau Flan

214B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
900 [1100] High 25 5 24 [16] -10 [-2] B 14~29 Guard HB [HBP]

Big, armoured special overhead.

Regular Flan is very unsafe on block and does not lead to a combo on a normal grounded hit, making it quite risky for little reward. On the other hand, Enhanced Flan is a combo staple that launches the opponent and leads to strong combos, and is also safe on block. The combination of large range, armour against projectiles, low recovery and high reward on hit can also make the Enhanced version a decent option in neutral, with the main drawback being that it can only be used once (unless in Overdrive). Despite its strengths, it's still vulnerable to foot-attribute moves and throws, so it can lose to 2A or throw mash when cancelled into from most normals.

Both versions can potentially armour through Counter Assaults, or be delayed to beat regular reversals. The regular version often does better for this as it will have its startup (and guard point frames) extended by hitstop, making it less likely to clash with an opponent who has their own invulnerability extended by hitstop. On a grounded counter hit, there is enough time to 2A and pick up a combo from regular Flan.

  • Can armour through unblockables
  • For the regular version, Celica will take damage equal to 100% of any blocked attack's base damage, but gain 150% of that same value as Recovery Cap.
  • Regular Flan can armour through a maximum of 1500 damage total. A hit that would break this threshold will counter hit and deal only the excess damage, and Celica won't generate Recovery Cap for that hit. Enhanced Flan has no damage threshold.
  • Regular version floats opponents slightly, Enhanced launches opponents much higher
Starter Rating Level P1 P2 On-ODR Cancel Timing
Normal 4 90 82
  • Values in [] are for Enhanced version
  • On Guard Point, hitstop for Celica reduced by 1F [to 0F], opponent hitstop unchanged
  • Can guard point up to 1500 [infinite] damage

Hache Rotir

236C (Hold OK)

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
Hache Rotir 1000 [1500] Mid 13~27 4 39 -24 B 1~(End of Active) Guard HBFPT
Hache Rotir (Charged) 1200 [1800] Mid 28 4 37 -20 B 1~31 Guard HBFPT

Chargeable, armoured uppercut; Celica's idea of a DP move. Not fully invulnerable, but has frame 1 armour against all blockable attacks instead. Although it technically can armour through throw-attribute moves, most throws aren't blockable so they will still beat this move.

Like her other armoured specials, Celica takes the full damage of attacks blocked with the regular version, so at low health using this as a reversal may not be an option. Being guard point instead of normal invulnerability means opponents can potentially jump, throw or Rapid cancel on hitting this move's startup and punish it; the Enhanced version makes this less likely since it ignores hitstop while the opponent still experiences the full amount, which also means it can beat safejumps in a way similar to a parry/counter. The Enhanced version is also taller and moves Celica forward more, hitting higher and further.

A less obvious weakness of this move is that, unless charged, it's air techable and does not provide a knockdown so it generally leads back into neutral rather than allowing Celica to start offense. Charging can be useful for extending the armour frames to mess with certain setups, but extending the startup means it is far less likely to actually punish meaties and frame traps, instead relying more on catching the second hit of an opponent's confirm string when they aren't ready for it. Armouring multiple hits with the regular version may also lead to taking significant damage. The charged version still doesn't consistently provide a knockdown either; on counter hit it launches the opponent extremely high and is once again techable before landing. While it's possible to jump up after them for a short combo into a knockdown on a ground hit, on air hit the opponent may be too high to reach them before they can tech.

Outside of being a reversal, the charged version can be used in corner combos after throw or an early 5D, linking into 5B/6B or 2B respectively. This is useful while at full health, but vastly outclassed by other combo options otherwise.

  • Cannot armour through unblockables
  • For the regular version, Celica will take damage equal to 100% of any blocked attack's base damage, but gain 150% of that same value as Recovery Cap.
  • Regular Rotir can armour through a maximum of 2500 damage total. A hit that would break this threshold will counter hit and deal only the excess damage, and Celica won't generate Recovery Cap for that hit. Enhanced Rotir has no damage threshold.
  • Launches comically high on counter hit
  • Charged version is a Fatal Counter
Version Starter Rating Level P1 P2 On-ODR Cancel Timing
236C Very Short 4 50 82
236[C] Very Short 5 50 84

236C:

  • Values in [] are for Enhanced version
  • On Guard Point, hitstop for Celica reduced by 1F [to 0F], opponent hitstop unchanged
  • Can guard point up to 2500 [infinite] damage
  • Cannot guard against unblockables
  • reversal


236[C]:

  • Values in [] are for Enhanced version
  • Fatal Counter
  • On Guard Point, hitstop for Celica reduced by 1F [to 0F], opponent hitstop unchanged
  • Can guard point up to 2500 [infinite] damage
  • Cannot guard against unblockables
  • reversal

Lance Quiche

214C

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
Lance Quiche 1000 [1200] All 15 8 {12} 26 (29) -4 B 10~(End of Active) Guard P
[6~(End of Active) Guard P]
Lance Quiche (Backfire) 200×7 All 15 2×6,3 Total: 48 -3 P1

An advancing special that is safe on normal block and has armour against projectiles. When enhanced, also produces a backfire behind Minerva that juggles and drags opponents behind Celica.

Regular Quiche is mainly used to confirm into a knockdown when too far for other options (5B > 5C > Quiche) and to go through projectiles. It must be used pre-emptively since the projectile armour doesn't start until frame 10, and it doesn't lead to a combo without Rapid, but used smartly it can prevent opponents from mindlessly throwing projectiles.

Enhanced Quiche has its projectile armour active earlier and is used often in combos, most notably for the backfire. The backfire can be looped multiple times depending on starter, often being the highest damage route available. The slide on the front hit also allows for meterless combos from Quiche in the corner, as well as providing a solid knockdown at the end of a long combo that enables safejumps or easy roll catches.

  • Can armour through unblockables
  • For the regular version, Celica will take damage equal to 100% of any blocked attack's base damage, but gain 150% of that same value as Recovery Cap.
  • Regular Quiche can armour through a maximum of 1500 damage total. A hit that would break this threshold will counter hit and deal only the excess damage, and Celica won't generate Recovery Cap for that hit. Enhanced Quiche has no damage threshold.
  • Travels longer/further if it blocks a projectile
  • Enters (slightly extended) recovery immediately on hit/block, giving it consistent frame advantage regardless of travel distance
  • Regular version gives soft knockdown, enhanced version gives slide knockdown
Version Starter Rating Level P1 P2 On-ODR Cancel Timing
214C Long 4 80 92 -22
214C Backfire Normal 3×6, 4 100 101×7

214C:

  • Values in [] are for Enhanced version
  • Celica goes into extended recovery animation (29) immediately on hit/block
  • On hit/block, projectile guard lasts through the first 3F of recovery
  • Gains additional 4 active frames if guard point is used
  • On Guard Point, hitstop for Celica reduced by 1F [to 0F], opponent hitstop unchanged
  • Can guard point up to 1500 [infinite] damage


214C Backfire:

Distortion Drives

Armure Sorbet

632146A

Damage Guard Startup Active Recovery On-Block Attribute Invuln
49+(91 Flash)+0
[31+(91 Flash)+0]
49~49 All
[31~31 All]

The healing super; consumes all of Celica's Recovery Cap to heal an equal amount plus 300 extra HP.

Armure Sorbet is mostly only good for Overdrive combos aimed specifically towards healing back as much health as possible. The normal version is too long to fit anywhere mid-combo but the Overdrive version is significantly faster, allowing it to recover quickly enough to continue combos when cancelled into from exactly 5DDD. With the right combo routes and a long Overdrive timer, it's possible for Celica to heal back about half her max HP, which is pretty useful. Outside of OD, Celica isn't likely to build up enough Recovery Cap to be worth spending meter on a heal in most situations.

Since the superflash happens at the end of the move, it has the fortunate property of not telegraphing itself that heavily or spending heat until it heals if used in neutral or in a blockstring. It is still almost definitely a bad idea to do this, but if the opponent is too slow to punish, the superflash can be used to identify any options they've committed to and punish accordingly.

Starter Rating Level P1 P2 On-ODR Cancel Timing
  • Values in [] are during OD
  • Heals all recoverable health + 300

Saber Anglaise

632146B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
150×18, 1000×2
[200×18, 1250×2]
All 1+(50 Flash)+20 2{(1)2}×19 Total: 110 -16 P2 1~1 All

Multi-hitting beam super. Celica's least-used super, due to having long startup with an early superflash, low damage and practically no invuln. Some ways to use it are if you want to get extra damage at the end of a combo by spending meter but can't end the round, since Casque has an extremely weak knockdown and can potentially corner yourself, or to reduce the amount of potential overkill and avoid giving your opponent extra burst gauge back, since Casque cannot end the round until the final hit. Otherwise, Casque deals more damage and can be combo'd into at more points, outclassing Saber in almost every situation.

Under some rather specific circumstances (character-specific, close to corner, hitting as high as possible), it's possible to combo Saber into Casque as a way to spend 100 meter in a combo, though this still usually isn't even worth doing unless you also use Overdrive.

  • 796 minimum damage when all hits connect, or 1040 in Overdrive.
Starter Rating Level P1 P2 On-ODR Cancel Timing
Normal 3 100 69
  • Values in [] are during OD
  • Minimum Damage 15%×18, 20%×2: 796 [1040]

Casque Velouté

632146C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
100, 200×13, 2000
[500×3, 100×17, 3500]
All 1+(113 Flash)+8 Until Offscreen Until L+23L -43~-54 B 1~(Landing) HBFPT
2~(Landing) Burst

Fullscreen range, fully invulnerable dash super. Minerva throws Celica into the air, rushes across the screen and performs a series of quick attacks on hit before catching Celica, or continues until offscreen and returns from the top with Celica in hand on block/whiff, swapping sides in both cases.

Casque is very risky and not very rewarding as a reversal. It has a frame 1 superflash and can't be Rapid Cancelled, but it goes fullscreen so it can be used to contest long-range pressure or zoning. Ideally, hitting with Casque ends the round as the situation after a normal hit is generally unfavourable for Celica; the opponent is able to tech well before Celica recovers, meaning they can freely roll away to go back to pressuring from a distance (now likely without Celica having the meter to super again), or if the opponent quick techs then Celica is negative on hit at an awkward range. On a counter hit however, the opponent is staggered for slightly longer so Celica will recover first instead.

236C is vulnerable to throws and unblockables, as well as jump/Rapid cancelling upon hitting the guard point, so sometimes this is your only option. The long period of invulnerability on Casque can be useful for beating or escaping certain types of setup, possibly being awkward to punish, but it is still very much beatable if the opponent is aware of the option.

  • 940 minimum damage, or 1340 in Overdrive.
Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 3 100 89
  • Values in [] are during OD
  • Minimum Damage 20%: 940 [1340]
  • Total active frames dependent on screen position of both characters
  • Enters recovery when Minerva leaves the screen
  • Frame advantage based on point blank (opponent in corner)~(self in corner)
  • reversal

Exceed Accel

Pue Vapeur

A+B+C+D during Overdrive

Damage Guard Startup Active Recovery On-Block Attribute Invuln
600, 460×3, 1000
{600, 460×3, 630×6}
All 20 [10] 3 34 -10 B 1~22 All
[1~12 All]

Minerva sticks out her electrical plug. If it connects, Minerva proceeds to perform a series of attacks and knocks the opponent back across the screen. Decent horizontal range, but can easily be jumped over, or occasionally low profiled. Just like the rest of Celica's reversal options, it offers no okizeme to speak of, and the effects of Celica's Overdrive do not continue through the hit animation so there's not much reason to use it other than to guarantee Active Flow or, if you're already in it, meterless damage.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 100 100
  • Values in [] are when canceled into or immediately after activating Overdrive
  • Values in {} are during Active Flow
  • 10% Minimum Damage: 298 {576+54}

Astral Heat

Atout Rillettes

222A

Damage Guard Startup Active Recovery On-Block Attribute Invuln
20000 All 7+(52 Flash)+12 12 59 -50 P 1~30 All

It's an Astral. Easy execution. It's quite slow and the hitbox does not extend very high off of the ground, but you can reliably end a combo of any length with it by routing into 3C/6D. Outside of that, you can combo into it from any C (if early enough in a combo) or D button on a grounded opponent, or even from j.D if you confirm an air-to-air.

There is legitimate reason to rarely use this as a reversal in situations where the slow startup is less of a concern, since Casque's frame 1 superflash makes it highly susceptible to kara barrier and it can't be made safe with Rapid Cancel anyway.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 5

Colors

BBCF Celica color 1.png
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Color 1
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Color 6
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Color 7
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Color 10
Color 11
Color 12
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Color 18
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BBCF Celica color 23.png
BBCF Celica color 24.png
Color 19
Color 20
Color 21
Color 22
Color 23
Color 24

External References


Navigation

Celica A. Mercury
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