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. Landing Drive attacks create recoverable health. Celica can recover this health with her Drive attacks, or use it to enhance one of her special moves. Celica's enhanced specials enable new combo routes, on top of enhanced properties.

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.
Lore:Celica Ayatsuki Mercury is the younger sister of Konoe A. Mercury, and aunt of Kokonoe. She is one of the main protagonists in the Phase Shift novels and appeared as an NPC character in BlazBlue: Chrono Phantasma before becoming a playable character starting from BlazBlue: Chrono Phantasma Extend onward. Celica herself is not much of a combatant. Instead, Minerva does the vast majority of attacks and is also the one who gets struck and blocks when her opponents attack her. This is also reflected in Celica's healing animations, where she casts her healing magic on Minerva to restore her health.
Playstyle
Celica A. Mercury is an easy-to-learn character that balances between healing and enhancing attacks.
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.
  • Great Damage: Using blue health, Celica can pump out high 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 her strong tick throws.
  • 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.
  • Anti-Snowball: Celica's stronger options and combo routes are inaccessible if you have not taken damage.
  • Lacking Mixup: Outside her tick throws and conditioning ability, Celica lacks strong mixup options.

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. Celica can cancel into the followup attacks on whiff, hit, or block. Celica's Drive sees heavy use in combos. 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 HP, the second attack builds 150 HP, the third builds 200 HP, the fourth builds 250 HP, and all Drive attacks past that build 300 HP. As of CF2, Celica can no longer block during the recovery of her Drive moves, leaving each Drive highly unsafe on block and highly susceptible to reversals.

Overdrive: Regelite

While in Overdrive (and not in hitstun or blockstun), Celica passively gains both HP and blue health. The longer Celica is in Overdrive without getting hit, the faster the health gain. Like all Overdrives, Celica's Distortion Drives receive buffs. Most notably, Celica's Distortion Armure Sorbet is significantly faster, enabling mid-combo healing.

Unique Ability: Recovery Capacity

Celica gains Recovery Cap by using Drive attacks, or by guard-pointing the opponent's attacks with the special moves Marteau Flan, Lance Quiche or Hache Rotir. This appears as a blue section of her health bar. Celica can recover this blue health by automatically going into a healing animation after using the third Drive attack in a combo, or by using Armure Sorbet. Alternatively, Celica can use the Recovery Cap to perform enhanced versions of the previously mentioned special moves. The special attacks immediately consume all blue health, so it will still consume it on whiff or if hit out of startup.

If Celica is already at maximum health then no recovery cap can be generated, preventing her from using enhanced specials.

Normal Moves

5A

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Attribute and Hitbox Invincibility information.
300 All 6 3 11 -2 B -

  • Standing jab that hits crouchers
  • Jump cancellable
  • Can be held for up to 3 additional hits

Holding the button for all 4 hits technically performs two moves, 5[A] and 5[A][A], and is treated as such for damage proration purposes. Similarly, holding the button for 2 hits performs 5[A] and only prorates once; this is different from pressing the button twice, which would perform two moves in 5A > 5A. This leads to a big difference in combo damage off both of them, though they both function as a two-hit jab confirm.

5B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Attribute and Hitbox Invincibility information.
600 Mid 10 5 16 -4 BD -

  • Good range, your main poke tool.
  • Also a decent combo starter and punish tool.
  • Moves Minerva forward, boosting the range of follow up attacks.
  • Jump cancellable

Minerva's forward movement effectively increases the range of following B or C normals by approximately the same distance as 5B's pushback. Used as a far range poke, this allows it to confirm into 5B > 5C > 214C for a knockdown, 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 easily low profile it at poking distance, so it can take a bit more thought to use than you'd like. 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; similar ranges to the usual poking range, if you're feeling lucky.

5C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Attribute and Hitbox Invincibility information.
900 Mid 13 6 17 -4 BD -

  • Long-reaching button with limited use in footsies, as it is outclassed by 5B in most cases.
  • Occasionally used as a poke against moves that would otherwise low-profile 5B.
  • Mostly seen as combo fodder to help extend Quiche backfire loops.

A normal comparable to 5B and 2C in a lot of situations, but it does have enough of its own niche. While slower than 5B, a wider hitbox vertically and an extra active frame can make it better at catching jumps or crouching moves when used as a poke. 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.


2A

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Attribute and Hitbox Invincibility information.
300 All 6 3 11 -2 F -

  • Slightly longer range than 5A, but otherwise almost identical.
    • Hold A to hit 3 more times.
  • Can OTG, so is commonly used to catch rolls/quick getup.

Mostly good for pressure and tick throws, although 5A generally does better for those since it's jump cancellable and 2A isn't. It doesn't really have any horizontal range so it isn't particularly good for mashing out of gaps in pressure, but it is one of the few 6-frame startup crouching buttons in the game.


2B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Attribute and Hitbox Invincibility information.
350×2 Low 9 3,3 14 -3 FD -

  • Fast, multi-hitting low with decent range that leads to good damage.
  • Extremely low pushback.
  • Also moves Minerva slightly forward, not as far as 5B.
  • Good starter from a dash in.

A staple part of Celica's blockstring pressure. Between being cancellable on either hit, having very little pushback and being a natural 1-frame trap into 2C, there's a lot this move can do to make your pressure feel just a little bit scarier. In neutral, the low hurtbox and decent range can make it a reasonable poke at certain distances.


2C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Attribute and Hitbox Invincibility information.
850 Mid 14 3 17 -1 BD -

  • Fatal Counter; Celica's best CH punish starter
  • Vacuums the opponent
  • Lifts up airborne opponents slightly
  • Jump cancellable on hit only

2C is a great pressure tool for resetting pressure because of its ability to vacuum the opponent, but it is minus on block. The vacuum doesn't pull the opponent in too much though so you need to manage the pushback from your blockstring carefully to get the most out of this as a pressure reset. 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. 5C and 2C serve similar roles in combos, allowing you to pick one or the other to control the opponent's height to set up things like Backfire loops or fireball links from different positions.

6A

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Attribute and Hitbox Invincibility information.
510, 550 High, Low 24 5 (7) 5 20 -8 H, F -

  • Celica attempts to do an uppercut, but loses her balance and falls over instead.
  • Airborne from first hit, until second hit
  • First hit knocks down
  • Second hit knocks down on air hit, staggers on ground hit
  • Bonus Proration 110%

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. You can make first overhead hit whiff, allowing only the low to hit instead, though hitting only the low won't let you combo without Rapid or counter hit. With meter, 6A(1) > RC > into either j.B or IAD > j.B represents a good overhead starter for a mixup that's easy to confirm and leads to good damage. On a midscreen counter hit, the opponent isn't pushed as far away, allowing you to combo reliably.

6B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Attribute and Hitbox Invincibility information.
700 Mid 12 3 23 -9 BD 4~14 H

  • Primary anti-air; head invulnerability from frame 4, lasts through the active frames.
  • Slams the opponent into the ground for a ground bounce on air and/or counter hit.
  • Also moves Minerva very slightly forward, less than 2B.
  • Jump cancellable

With a great hitbox and good cancel options, 6B is one of Celica's best tools. 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.

6C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Attribute and Hitbox Invincibility information.
1000 Mid 21 3 20 -2 BD -

  • Slow launcher that leads to high damage combos
  • Bonus Proration 110%
  • Vacuums the opponent
  • Jump cancellable on hit only

6C is generally used as combo fodder; can combo from enhanced Flan, 5C/2C during crouch confirm combos, or counter hit 5B/5C/2C. Usually for maximum damage you'll want to route into this move as early in the combo as possible. 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, but lacks good cancel options afterwards.

3C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Attribute and Hitbox Invincibility information.
750 Low 13 3 25 -11 FD -

  • Unremarkable sweep.
  • 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.

Mostly just a combo tool for stable combo enders, or for floating grounded opponents when at full health; scales damage unusually poorly, and so should generally be avoided early in combos if possible. Celica's most unsafe normal barring her Drives, and only goes into Drives and specials, so it should be used with caution.


j.A

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Attribute and Hitbox Invincibility information.
300 High/Air 6 3 9 - H -

  • Celica's fastest air button.
  • Similar to 5A and 2A, it can be held for 1 extra hit, but unlike them it can't be held for 2 more.

Much like how 2A is 5A but crouching, j.A is 5A but airborne. Its similarly poor range and inability to whiff cancel into itself repeatedly make it rather weak compared to other j.A's. Best utilized in close range air-to-air situations, and can convert into a ground combo by quickly confirming into j.D, or a knockdown with j.214A if your confirm is too long.

j.B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Attribute and Hitbox Invincibility information.
650 High/Air 9 6 16 - HD -

  • Moderately fast, primarily vertical air button.
  • Celica's lowest hitting air normal.

Generally preferred jump-in or IAD button as it hits fairly low, and can go into j.C afterwards for extra overhead hits and better frame advantage on landing. Doesn't quite hit low enough to hit all characters crouching when performed as soon as possible out of IAD, but does hit low enough to hit most standing characters while rising, so it can be used for fuzzy guard/f-shiki/standlock overhead mixups (but generally can't combo except by doing rising j.B > Rapid > j.B).

j.C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Attribute and Hitbox Invincibility information.
550×2 High/Air 12 2 (2) 2 23 - HD -

  • Horizontal, multi-hit air poke.
  • Long untech time on Counter Hit, potentially allowing Celica to land and link into ground moves for higher damage conversions.

Basically your air footsies tool. 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 well to hit crouching opponents since it lacks any significant downward range.


Drive Moves

All of Celica's drive moves feature a starter, an bridging attack and a common ender. While they are listed together based on input, it is possible to combine different drive chains together. For example you can combine 2D (Starter), 6D (Bridge) and 5D (Ender) in one chain. All parts of a drive chain can be cancelled in the next part on hit, block or whiff. The only exception is the healing move which will only activate if the Ender move hits. Each individual Drive move is affected by Same Move Proration.

5D

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Attribute and Hitbox Invincibility information.
5D 800 Mid 11 3 33 -17 B -
5DD 280×5 Mid 7 3,4,4,4,4 32 -17 F 3~23 P
5DDD 1500 Mid 13 4 32 -17 B -

Starter

  • Can go into next Drive move from frame 23
  • Fatal Counter
  • Vacuums the opponent on block very slightly, much less than 2C and 6C.

5D (Starter) 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.


Bridge
  • Can go into next Drive move/special cancel from frame 30
  • Passes through the opponent after the last hit, but will not steal the corner
  • Spinning hitstun on ground hit

5DD deals the most damage of the secondary Drive attacks. Because 5DD switches sides midscreen, 6DD is preferred for corner carry. Covers a long distance, and has a decent amount of projectile invulnerability, but whiffing Celica's Drive in neutral is generally not recommended; Lance Quiche is a safer anti-projectile option.


Ender
  • Spinning hitstun on ground hit
  • Launches opponents away on air hit
  • Automatically cancels into Heal on hit on frame 20

5DDD is the universal Drive ender. Hitting 5DDD is the only way for Celica to heal without spending resources, but the Drive bridge attacks don't have enough hitstun to combo into it at the end of a longer combo. In Overdrive, the long spin animation or untechable launch give you enough time to cancel into Armure Sorbet to heal and then continue the combo. A rewarding but very telegraphed crossup when combined with 5DD.


2D

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Attribute and Hitbox Invincibility information.
2D 750 Low 19 7 29 -17 F -
2DD 750×2 Low 9 2,3 33 -17 F -

  • Both attacks float on hit
  • Both attacks give hard knockdown on CH

Starter
  • Can go into next Drive move from frame 31

2D (Starter) hits low and is quite slow, almost always leaving a gap when used on block. Moves forward and has fairly long range, but doesn't reach its full range until the later active frames. Sees very little use in combos outside of niche scenarios and minor damage optimisations when ending in Casque. Can be used to cross-under neutral/emergency tech, despite not actually having a low profile hurtbox.


Bridge
  • Can go into next Drive move from frame 22
  • First hit is behind Celica; in most cases, only the second hit is relevant and effective startup is 11

2DD also hits low and also sees very little use in combos outside of adding a small amount of damage before ending in Casque. 2DD will 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.


6D

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Attribute and Hitbox Invincibility information.
6D 850 Mid 20 3 33 -17 B 5~22 FT
6DD 600×2 Mid, All 7 2,7 29 -17 B -

Starter

  • Airborne from frame 4, hit occurs on landing
  • Startup is normally 20 frames, and can go into next Drive move from frame 31 (12 frames after landing)
  • Hard knockdown on air hit, forces crouching on ground hit

6D moves Celica forward and has foot and throw invuln from frame 5 through the active frames. Staple combo ender as it grants hard knockdown on air hit. It also forces crouching on ground hit, but this cannot be capitalized on without spending meter or Overdrive. Very slightly airborne for the first few frames of recovery, making it cancellable into j.214A (at a slightly delayed timing) in addition to grounded special moves.


Bridge
  • Can go into next Drive move from frame 21
  • Staggers opponent on ground hit

6DD is generally preferred over 5DD midscreen for corner carry. Usually used at the beginning of Griller loops. The first hit is on Celica's fists and has very short range as well as shorter hit and blockstun, while the later active frames of the second hit swing around to hit above and slightly behind Celica.


j.D (Starter)

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Attribute and Hitbox Invincibility information.
600×2 All 20 Until L(1)2 34 -17 H -

  • Leads into xDD attacks on landing
  • Can go into next Drive move 12 frames after landing
  • Overrides Celica's aerial momentum
  • First hit knocks down on air hit
  • Landing hit causes a groundbounce

A mostly vertical dive attack that can hit cross-up. This move can be used to delay air momentum to bait and punish anti-air attempts, and is combo fodder for combos starting off anti-air 6B or stray air-to-air conversions. If it hits cross-up, follow-up Drive attacks will autocorrect towards the opponent, but specials will not. Since the landing hit occurs on the second frame after landing, it is possible to cancel into grounded specials on landing before the second hit is active (if the first hit connects). Unlike all of Celica's other multi-hit normals, j.D applies damage proration on both hits, so cancelling before the second hit can lead to higher damage in certain situations.


Drive Heal

Automatic after Drive ender hits.

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Attribute and Hitbox Invincibility information.
- - - - 53 - - -

  • Used to heal back up to 1500 Recovery Cap.
  • Long animation, but always safe to use since 5DDD will always inflict enough hitstun to prevent it being stuffed.

New in CF is this automatic follow up after the new universal 3rd D attack in a chain. It'll heal any Recovery Cap you have accumulated. When used strategically, it's good for getting back a good chunk of your health. If you don't want to use up your Recovery Cap, you can special cancel the last D attack to avoid automatically cancelling into this, bear in mind this may use up the recovery cap you have gained, depending on the special move used.


Universal Mechanics

Ground Throw

5B+C 4B+C


Air Throw

j.B+C


Counter Assault

6A+B while Blocking


Crush Trigger

5A+B


Special Moves

Pic Confit

j.214A

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Attribute and Hitbox Invincibility information.
1000 All 15 Until L 20 - H -

  • Fast-moving divekick with little to no followup potential. Generally an air combo ender.
  • Soft knockdown against airborne opponents, even on counter hit.
  • Knocks down on ground hit, allowing for a combo from ground counter hit if Celica hits low enough to the ground.
  • -2 on block at best.

The speed, angle and relative safety of this move make it a surprisingly useful tool for rushing people down, countering grounded pokes and escaping the corner. Best used when you have meter to Rapid and keep yourself safe/start pressure on block, or easily pick up a combo on hit.


Arc Grillé

236B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Attribute and Hitbox Invincibility information.
900 All 18 50 Total: 46 -6 P1 -

  • Simple fireball that floats opponents up on hit. Best used as a long-range poke.
  • Goes almost the full length of the screen. Slows down as it travels, then pops shortly after stopping. The pop has an expanded hitbox.
  • Used in combo routes that don't use enhanced specials, for when you want to keep your recoverable health or can't build any.
  • Fires from Minerva's current position.
  • Uses Celica's 6C animation unless cancelled into from it specifically, where it instead uses her 5C animation.

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. Useful for ending drive chains if you don't want to cancel into healing, but also don't want to use your recovery cap on a different special move.


Marteau Flan

214B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Attribute and Hitbox Invincibility information.
900 [1100] High 25 5 24 [16] -10 [-2] B 14~29 Guard HB [HBP]

  • Big, slow, armoured overhead.
  • Head and body-attribute, and projectile if enhanced, armour from around halfway through the startup to the end of the active frames. Can armour through unblockables.
  • For the regular version, armouring through attacks will take damage as recoverable health equal to the incoming attack's full unscaled damage. Celica's health can drop to 0 this way.
  • Regular Flan can armour through a maximum of 1500 damage total. If this threshold is passed, the hit that passed it will counter hit and deal the excess damage and Celica won't generate recoverable health for that hit. Enhanced Flan has no damage threshold.
  • Regular version floats opponents slightly and gives soft knockdown. Enhanced version takes a big step forward, giving it significantly more range, and launches opponents on hit for big combos.

Regular Flan is 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 your opponent and leads to strong combos, and is also safe on block. Both versions can armour through Counter Assaults, or potentially delayed to beat regular reversals. Despite its strengths, it's still vulnerable to foot-attribute moves and throws, so it can lose to 2A or throw mash.

Hache Rotir

236C

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Attribute and Hitbox Invincibility information.
No/Partial Charge 1000 [1500] Mid 13~27 4 39 -24 B 1~(End of Active) Guard HBFPT
Charged 1200 [1800] Mid 28 4 37 -20 B 1~31 Guard HBFPT

  • Chargeable uppercut with armour through to active frames, but loses to throws and unblockables.
  • For the regular version, armouring through attacks will take damage as recoverable health equal to the incoming attack's full unscaled damage. Celica's health can drop to 0 this way.
  • Regular Rotir can armour through a maximum of 2500 damage total. If this threshold is passed, the hit that passed it will counter hit and deal the excess damage and Celica won't generate recoverable health for that hit. Enhanced Rotir has no damage threshold.
  • Launches extremely high on counter hit.
  • Charged Rotir gives soft knockdown, or Fatal Counters for a short combo on counter hit.
  • Regular Rotir (and Celica's other armoured specials) will have its startup extended by hitstop if it armours an attack. Enhanced Rotir will ignore the hitstop instead, effectively freezing the opponent in place and making it more likely to counter hit.

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 of them aren't blockable so they will still beat this move. Outside of being a reversal, the charged version can occasionally be used in corner combos after throw or 5D, linking into 5B, 6B or 2B depending on height.


Lance Quiche

214C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Attribute and Hitbox Invincibility information.
1000 [1200] All 15 12 29 -4 B 10~29 Guard P
[6~29 Guard P]

  • An advancing special that is safe on normal block and has armour against projectiles. Can armour through unblockables.
  • For the regular version, armouring through attacks will take damage as recoverable health equal to the incoming attack's full unscaled damage. Celica's health can drop to 0 this way.
  • Regular Quiche can armour through a maximum of 1500 damage total. If this threshold is passed, the hit that passed it will counter hit and deal the excess damage and Celica won't generate recoverable health for that hit. Enhanced Quiche has no damage threshold.
  • Travels faster/further if it blocks a projectile.
  • Enters recovery immediately on hit/block, giving it consistent frame advantage regardless of travel distance.
  • Regular version gives soft knockdown, enhanced version gives slide knockdown.
  • Enhanced version also creates a backfire behind Minerva that juggles and drags opponents behind Celica.

Regular Quiche is mainly used to end combos when you're too far for other options (5B > 5C > Quiche) and to go through projectiles. You have to be early since the projectile armour doesn't start until frame 10, and you can't combo from it without Rapid, but use it smartly and you can prevent your opponent from mindlessly throwing projectiles.

Enhanced Quiche has its projectile armour active earlier and is used often in combos, most notably for the backfire hitbox. This can be looped a few times depending on combo starter and leads to very good damage. The slide on the regular front hit also lets you combo from Quiche in the corner, as well as providing a solid knockdown at the end of a combo.


Distortion Drives

Armure Sorbet

632146A

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Attribute and Hitbox Invincibility information.
- - - - 49+(91 Flash)+0
[31+(91 Flash)+0]
- - -

  • Heals for all of your recovery cap, plus 300 extra health.
  • Zero recovery post-flash.
  • Significantly faster in Overdrive.

Armure Sorbet is mostly only good for Overdrive combos aimed specifically towards healing back as much health as possible. If you do the right combo from low enough health, it's possible to heal back about half your max HP, which is pretty useful. Since the super flash happens so late into the move, it has the fortunate property of not telegraphing itself that heavily or spending heat until it's actually ready to go. Although you will want to be some distance away from your opponent before you use this.


Saber Anglaise

632146B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Attribute and Hitbox Invincibility information.
150×18, 1000×2
[200×18, 1250×2]
All 1+(50 Flash)+21 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, low damage and practically no invuln.
  • 796 minimum damage when all hits connect, or 1040 in Overdrive.

Situations to use Saber are few and far between. 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 damage 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.


Casque Velouté

632146C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Attribute and Hitbox Invincibility information.
100, 200×13, 2000
[500×3, 100×17, 3500]
All 1+(118 Flash)+8 13 Until L+23L -51 B 1~(Landing) HBFPT
2~(Landing) Burst

  • Fullscreen range, fully invulnerable dash super.
  • Standard round finisher at the end of combos; gives very poor okizeme, so you generally want to avoid using it otherwise.
  • Can't be rapid cancelled.
  • Has 940 minimum damage and 1340 in Overdrive.
  • Side swaps, both on hit and on block/whiff.

Casque is very risky and not very rewarding as a reversal, but it goes fullscreen so it can be used to punish fireballs or other random whiffed moves. 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.


Exceed Accel

Pue Vapeur

A+B+C+D during Overdrive

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Attribute and Hitbox Invincibility information.
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.


Astral Heat

Atout Rillettes

222A

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Attribute and Hitbox Invincibility information.
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 fit it into any combo of any length 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 occasionally use this as a reversal, since Casque's frame 1 superflash makes it highly susceptible to kara barrier and it can't be made safe with Rapid Cancel anyway.


Colors

BBCF Celica color 1.png
BBCF Celica color 2.png
BBCF Celica color 3.png
BBCF Celica color 4.png
BBCF Celica color 5.png
BBCF Celica color 6.png
Color 1
Color 2
Color 3
Color 4
Color 5
Color 6
BBCF Celica color 7.png
BBCF Celica color 8.png
BBCF Celica color 9.png
BBCF Celica color 10.png
BBCF Celica color 11.png
BBCF Celica color 12.png
Color 7
Color 8
Color 9
Color 10
Color 11
Color 12
BBCF Celica color 13.png
BBCF Celica color 14.png
BBCF Celica color 15.png
BBCF Celica color 16.png
BBCF Celica color 17.png
BBCF Celica color 18.png
Color 13
Color 14
Color 15
Color 16
Color 17
Color 18
BBCF Celica color 19.png
BBCF Celica color 20.png
BBCF Celica color 21.png
BBCF Celica color 22.png
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
Ambox notice.png To edit frame data, edit values in BBCF/Celica A. Mercury/Data.