The BBTag wiki has major gaps in information. The game has gone through numerous significant changes since its release. As a result, many BBTag pages on Dustloop Wiki are out of date or lacking important information.
We need your help expanding the content for this game. If you have knowledge to share, or know people who can help, please contribute to the wiki by editing sections where you can.Overview
![]() |
Health |
17,000 |
Prejump |
4F |
Backdash |
25F (1~7F Inv All) |
Fastest Attack |
4A (6F) |
Reversals |
A+D (13F) 214B+C (9F) 236B+C (21F) |
- Has easy crossups in her B Autocombo.
- Good solo damage regardless of enhanced state
- Very strong grounded midrange pokes
- Very good at stopping assists
- Minerva A normals are not affected by counters
- DP cannot be safejumped
- B Autocombo isn't safe on block. 5BBB is not a true blockstring either, meaning she can be punished inbetween hits.
- Her 4P is extremely niche and can't be used on many teams
- Chip damage takes her out of enhanced state instantly denying her the ability to play at max capability often
- Very weak in the air
When Celica has no red health, her specials do more damage and hitstun. Celica can also recover red health by herself by either finishing her 5B auto combo, or using her EX healing move. These moves can even heal Celica when she has no red health!
Normal Moves
4A
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
1000 | All | 6 | 3 [(3)3] | 11 | -2 | B |
Not as useful as it was in CF due to not being able to microdash with it in stagger pressure. Although it is still useful as a short range mash button since it is 6 frames
Level | P1 | P2 |
---|---|---|
1 | 100 | 70 (Once) |
5A
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
5A | 1500 | All | 8 | 5 | 23 | -11 | B | |
5AA | 1500 | All | 12 | 3 | 21 | -17 | B | |
5AAA | 1700 | All | 16 | 3 | 27 | -11 | B | |
5AAAA | 650×5 | All | 20 | 1,1,1,1,1 | 56 | -36 | B |
5A - Her best normal arguably, being 8 frames and hitting really far lets her control the midrange well and can convert into combos at almost all ranges, she also goes notably farther than other characters when inputting 6A. The downside is that this comes with an enormous hurtbox allowing to the opponent to counterpoke her very easily
5AA - Combo fodder mostly, good for stabilizing routes since it brings airborne enemies down to the ground and bounces them
5AAA - extremely rare to be used not much use since 5B exists
Version | Level | P1 | P2 |
---|---|---|---|
5A | 3 | 100 | 80 |
5AA | 3 | 100 | 80 |
5AAA | 4 | 100 | 85 |
5AAAA | 4 | 100 | 85 |
5A:
5AA:
5AAA:
5AAAA:
5B
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
5B | 600, 1700 | All | 10 | 2,7 | 35 | -23 | B | 10~15 H |
5BB | 550×5 | All | 7 | 3,4,4,4,4 | 35 | -20 | F | 5~25 P |
5BBB | 2000 | All | 13 | 4 | 35 | -17 | B |
5B- Celica's anti air, it has a very large hitbox hitting in front, above and behind her. It has extremely late head invulnerability so anti air attempts need to be done earlier than most and much like 5A comes with a nasty hurtbox that can get counterpoked. This is her main way of going into her B autocombo outside of combos since it is whiff cancelable
5BB- Auto crossup at close range and projectile invincible it is pretty much the only followup used on whiff during her B autocombo, there is however no way to go into this move gaplessly without having an assist ready to cover her
5BBB - Auto combo ender, on hit it will always transition Celica into a healing animation if it is not special canceled, used in combos mainly to start 214A loops
Version | Level | P1 | P2 |
---|---|---|---|
5B | 1, 4 | 90 | 75 |
5BB | 4 | 80 | 85 |
5BBB | 4 | 100 | 85 |
5B:
5BB:
5BBB:
5C
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
1500 | High | 22 | 3 | 24 | -10 | B |
Level | P1 | P2 |
---|---|---|
3 | 100 | 80 |
2A
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
2A | 750×2 | Low | 9 | 3,3 | 14 | -2 | F |
Double hitting low, great for confirming hits and catching people walking backwards in neutral
Version | Level | P1 | P2 |
---|---|---|---|
2A | 2 | 90 | 75 |
2A:
2B
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
2B | 1700 | Low | 19 | 7 | 31 | -13 | F | |
2BB | 1700 | Low | 11 | 3 | 35 | -19 | F |
2B- not very good to use as a mixup tool or in pressure leaving it to be used only in combos
2BB- useful in midscreen combos to avoid sideswitching
Version | Level | P1 | P2 |
---|---|---|---|
2B | 4 | 90 | 85 |
2BB | 4 | 90 | 85 |
2B:
2BB:
2C
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
1700 | Low | 13 | 3 | 25 | -9 | F |
Level | P1 | P2 |
---|---|---|
4 | 90 | 85 |
j.A
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
j.A | 1000×2 | High | 12 | 2(2)2 | 23 | H | ||
j.AA | 1700 | High | 9 | 6 | 25 | H |
j.A- Generally weak Air to Air normal. It suffers the same hurtbox extension problems as 5A and 5B and is slower than the average air to air normal, she will lose air trades often because of these reasons
j.AA - combo filler since it is locked behind an air autocombo
Version | Level | P1 | P2 |
---|---|---|---|
j.A | 3 | 80 | 80 |
j.AA | 4 | 80 | 85 |
j.A:
j.AA:
j.B
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
1000×2 | All | 20 | Until L +1, 2 | 36 | -19 | H |
Anti air bait that leads into her B autocombo, useful for baiting out the slower recovery anti air attacks or going into her B autocombo off of an air combo
Level | P1 | P2 |
---|---|---|
4 | 80 | 85 |
j.C
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
1900 | High | 15 | Until L | 25L | -18 | H |
Special cancelable divekick, can be made safe on block by canceling into 214A, It's hitbox lets it be used as an "instant" overhead that she can combo from when enhanced
Level | P1 | P2 |
---|---|---|
4 | 80 | 85 |
Universal Moves
Ground Throw
5B+C
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
0, 2000 | Throw | 7~30 | 3 | 23 | T |
Level | P1 | P2 |
---|---|---|
0, 3 | 100 | 50 |
- Minimum Damage: 0, 2000 (2000)
Hache Rotir
5A+D
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
AD | 2100 [2400] | Air Unblockable | 13 | 6 | 47 | -36 [-34] | B | 1~18 All Guard |
one of the better reversals in the game. It hits very high and is guardpoint meaning she can't be safejumped
Version | Level | P1 | P2 |
---|---|---|---|
AD | 3 [4] | 80 | 60 |
AD:
- Values in [] are for Powered Up version
- On Guard Point, hitstop for Celica is 0F. Opponent hitstop unchanged
- Minimum Damage 105 [120]
Skills
Arc Griller
236A/B 214A
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
236A | 1500 | All | 18 | 69 | Total: 46 | -6 | P1 | |
236B | 1500 | All | 18 | 69 | Total: 46 | -6 | P1 |
- Celica's main projectile.
- Allows control of neutral due to how each version functions.
- A Version travels a decent distance before stopping.
- B Version stops in front of Celica before moving forward. This version allows for corner loops with Celica outside of her Enhanced state.
Version | Level | P1 | P2 |
---|---|---|---|
236A | 3 | 80 | 80 |
236B | 3 | 80 | 80 |
236A:
- Minimum Damage 75
236B:
- Minimum Damage 75
Lance Quiche
214A
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
214A | 2000 [2200] | All | 15 | 12 | 26 <22> | -6 [-4] | B | 10~26 P Guard [6~26 P Guard] |
214A Backfire | 200×7 | All | 15 | 2×6,3 | P1 |
- Celica's combo ender when not in an Enhanced state, or after an Air Combo.
- Enhanced State gives this move a back hitbox, allowing Celica to do midscreen loops
- Has projectile guardpoint, allowing Celica to contest with zoners
Version | Level | P1 | P2 |
---|---|---|---|
214A | 3 [4] | 80 | 80 |
214A Backfire | 3 | 80 | 90 |
214A:
- Values in [] are for Powered Up version
- Immeditely enters recovery in <> on block/hit
- On Guard Point, hitstop for Celica is reduced by 1F [is 0F]. Opponent hitstop unchanged
- Minimum Damage 100 [110]
214A Backfire:
- Only occurs during Powered Up version of 214A
- Immediately ends if opponent gets hit by front hit
- Minimum Damage 10×7 (70)
Marteau Glan
214B
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
2300 [2500] | High | 26 | 5 | 24 | -12 [-10] | B | 14~30 HBP Guard |
- Has armour during the animation, meaning bursts are not safe.
- Useful as a combo ender too.
Level | P1 | P2 |
---|---|---|
3 [4] | 80 | 80 |
- Values in [] are for Powered Up version
- On Guard Point, hitstop for Celica is reduced by 1F [is 0F]. Opponent hitstop unchanged
- Minimum Damage 115 [125]
Extra Skills
EX Arc Griller
236C
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
1700 | All | 19 | 20 | Total: 56 | -7 | P1 |
Fast Fullscreen laser snipe, very good at stopping fullscreen assists and can be used to extend combos
Level | P1 | P2 |
---|---|---|
4 | 100 | 85 |
- Minimum Damage 170
Armure Sorbet
214C
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
90 |
- Heals all of Celica's red health.
- Heals 3000 health if Celica has no red health.
Level | P1 | P2 |
---|---|---|
Partner Skills
5P
5B
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
2000 | All | (18)+13 | 3 | 26 | -10 | B |
Level | P1 | P2 |
---|---|---|
4 | 70 | 85 |
- Minimum Damage 100
6P
Arc Griller
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
2000 | All | (18)+63 | 20 | Total: (18)+100 | -7 | P1 |
Delayed assist, wallbounces on hit, useful for covering advancing specials from the point or for having Celica on screen for active switch potential
Level | P1 | P2 |
---|---|---|
4 | 70 | 85 |
- Minimum Damage 100
4P
Armure Sorbet
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
(18)+49 | Total: (18)+174 |
A very niche use assists that doesn't come into play much outside of her best teams, Unlike Yukiko's the point will get healed no matter how far away they are from Celica but in so will make the assist not last as long. It is mainly seen when Celica's partner has an unburstable move that they can go into easily while also being able set up Cross Combo after the assist is done
Level | P1 | P2 |
---|---|---|
Distortion Skills
Saber Anglaise
236B+C
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
400×18, 1450×2 [500×18, 1800×2] | All | 1+(50 Flash)+20 | 2{(1)2}×19 | Total: 125 | -31 | P2 | 1~25 All |
Level | P1 | P2 |
---|---|---|
3 | 80 | 60 |
- Values in [] are for Enhanced version
- Minimum Damage 40×18 + 203×2 (1126)
- [Minimum Damage 50×18 + 216×2 (1382)]
Casque Veloute
214B+C
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
100, 800×13, 3000 [1000×3, 500×17, 3000] | All | 1+(113 Flash)+8 | 13 | Until L+23L | -51 | B | 1~(Until L) All |
A solid Super which can corner steal regardless if it connects on hit or block. However, due to how long it leaves Celica vulnerable, it is usually best used with an assist to lock the opponent in place if Celica is cornered and taking tons of pressure or as her combo ender if you have meter. Depending on when you DHC from this, you can either keep the opponent in the corner, or steal the corner.
Level | P1 | P2 |
---|---|---|
3, 4×13, 5 | 80 | 60 |
- Values in [] are for Enhanced version
- Minimum Damage 50 + 120×13 + 300 (1910)
- [Minimum Damage 100×3 + 75×17 + 570 (2145)]
Distortion Skill Duo
Saber Anglaise
P during Parter's Distortion Skill
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
100×20 [100×18, 350×2] | All | 1+(95 Flash)+1 | 2{(1)2}×19 | Total: 108 | -31 | P2 | 1~?? All |
Level | P1 | P2 |
---|---|---|
3 | 100 | 100 |
- Values in [] are for Enhanced version
- Minimum Damage 2000 [2500]
Astral Heat
Atout Rillettes
222B+C
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
All | 7+(52 Flash)+12 | 12 | 59 | -50 | P | 1~30 All |
Level | P1 | P2 |
---|---|---|
5 |
Colors
