BBCF/Celica A. Mercury/Frame Data

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System Data

name health prejump backdash forwarddash Unique Movement Options
Celica A. Mercury 10,000 4F 25F (1~7F Inv All)


Normal Moves

input damage guard startup active recovery onBlock attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input damage guard startup active recovery onBlock attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
5A 300 All 6 3 11 -2 B 100 80 Normal SRJ 1 11 12 12 16 23 9 +0 +0
5[A] 300×2 All 6 3(5)3 11 -2 B 100 80 Normal SJR 1 11 12 12 16 23 9 +0 +0
5AA 300 All 4 3 11 -2 B 100 80 Normal SJR 1 11 12 12 16 23 9 +0 +0
5A[A] 300×2 All 4 3(5)3 11 -2 B 100 80 Normal SJR 1 11 12 12 16 23 9 +0 +0
5B 600 Mid 10 5 16 -4 BD 100 89 Long SJR 3 16 17 17 22 31 11 +0 +2
5C 900 Mid 13 6 17 -4 BD 100 92 Long S(J)R 4 18 19 19 24 34 12 +0 +5
2A 300 All 6 3 11 -2 F 100 80 Normal SR 1 11 12 12 16 23 9 +0 +0
2[A] 300×2 All 6 3 (5) 3 11 -2 F 100 80 Normal SR 1 11 12 12 16 23 9 +0 +0
2AA 300 All 4 3 11 -2 F 100 80 Normal SR 1 11 12 12 16 23 9 +0 +0
2A[A] 300×2 All 4 3 (5) 3 11 -2 F 100 80 Normal SR 1 11 12 12 16 23 9 +0 +0
2B 350×2 Low 9 3,3 14 -3 FD 90 85 Long SR 2 13 14 14 18 26 10 +0 +1
2C 850 Mid 14 3 17 -1 BD 100 92 Long S(J)R 4 18 19 19 27 37 12 +0 +5
3C 750 Low 13 3 25 -11 FD 100 79 Long SR 3 16 Launch 40 Launch 54 + Down 23 11 +0 +2
6A 510, 550 High, Low 24 5(7)5 20 -8 H, F 80 92 Normal R 4, 3 18, 16 Launch, Crumple 25 33 + Down 23, 27 + Down 26 Launch, Crumple 50 43 + Down 23, 43 + Down 26 12, 11 +0 +5, +2
6B 700 Mid 12 3 23 -9 BD 4~14 H 80 89 Long SJR 3 16 17 23 + GBounce Launch 45 + GBounce 11 +0 +2
6C 1000 Mid 21 3 20 -2 BD 90 82 Long S(J)R 5 20 Launch 40 Launch 56 13 +0 +8
j.A 300 High/Air 6 3 11 H 80 80 Normal SJR 1 11 12 12 16 23 9 +0 +0
j.[A] 300×2 High/Air 6 3 (5) 3 9 H 80 80 Normal SJR 1 11 12 12 16 23 9 +0 +0
j.AA 300 High/Air 4 3 10 H 80 80 Normal SJR 1 11 12 12 16 23 9 +0 +0
j.A[A] 300×2 High/Air 4 3 (5) 3 9 H 80 80 Normal SJR 1 11 12 12 16 23 9 +0 +0
j.B 650 High/Air 9 6 16 HD 80 85 Long SJR 2 13 14 14 18 26 10 +0 +1
j.C 550×2 High/Air 12 4,4 21 HD 80 89 Long SJR 3 16 17 20 22 34 9 +0 +2


Drive Moves

input name damage guard startup active recovery onBlock attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
5D 800 Mid 11 3 33 -17 B 100 82 Normal SR 4 18 29 29 37 47 9 +0 +5
5DD 280×5 Mid 7 3,4,4,4,4 32 -17 F 3~23 P 100 72 Normal SR 4 18 19×4, Spin Fall 34 29 + GBounce, 29×4 24×4, Spin Fall 39 44 + GBounce, 44×4 2 +0 +5
5DDD 1500 Mid 13 4 32 -17 B 100 82 Normal SR 4 18 Spin Fall 56 60 Spin Fall 61 75 12 +0 +5
2D 750 Low 19 7 29 -17 F 90 72 Normal SR 4 18 Launch 29 Launch 44 + Down 23 9 +0 +5
2DD 750×2 Low 9 2,3 33 -17 F 90 72 Normal SR 4 18 Launch 29 Launch 44 + Down 23 9 +0 +5
6D 850 All 22 3 33 -17 B 5~24 FT 90 72 Normal SR 4 18 19 19 + Down 23 24 34 + Down 23 9 +0 +5
6DD 600×2 All 7 2,7 29 -17 B 100 72 Normal SR 1, 4 11, 18 12, Crumple 36 12, 29 16, Crumple 72 23, 44 6, 9 +0 +0, +5
j.D 600×2 All 20 Until L(1)2 34 -17 H 80 82×2 Normal SR 4 18 19, Launch 30 + Down 23, 30 + GBounce + Down 23 24, Launch 45 + Down 23, 45 + GBounce + Down 23 3, 9 +0 +0, +8
Heal 53


Universal Mechanics

input name damage guard startup active recovery onBlock attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
BC Forward/Back Throw 0, 1500 Throw(70) 7 3 23 T 100 50 Normal SR 0, 3 Launch 60 0 +0
j.BC Air Throw 0, 500, 1000 Throw(120) 7 3 23+3L T 100 50 Normal SR 0, 2 60×2, 60 + WBounce 0, 10, 0 +0
6AB Counter Assault 0 All 13 6 39 -26 B 1~20 All 50 92 Very Short R 4 18 Launch 19 Launch 34 12 +0 +5
5AB Crush Trigger 1000 Guard Break 32/Barrier 20 1 25 0 B 80 60 Normal R 24 Crumple 50 60 Crumple 100 74 11 +0 +2
5[AB] Crush Trigger 1000 Guard Break 60/Barrier 30~61 1 25 0 B 80 100 Long R 24 Crumple 50 60 Crumple 100 74 11 +0 +2


Specials

input name damage guard startup active recovery onBlock attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
214C Lance Quiche 1000 [1200] All 15 12 29 -4 B 10~29 Guard P
[6~29 Guard P]
80 92 Long R 4 25 Launch 33 [33 + Slide 15] Launch 48 [48 + Slide 15] 12 +0 +5
214C Backfire Lance Quiche (Backfire) 200×7 All 15 2×6,3 P1 100 101×7 Normal R 3×6, 4 16×6, 18 Launch 40 + Down 23×6, 40 Launch 54 + Down23×6, 55 0 +0 +2×6, +5
236C Hache Rotir 1000 [1500] Mid 13~23 4 39 -24 B 1~(End of Active) Guard HBFPT 50 82 Long R 4 18 Launch 42 Launch 57 15 +0 +5
236[C] Hache Rotir (Charged) 1200 [1800] Mid 24 4 37 -20 B 1~27 Guard HBFPT 50 84 Long R 5 20 Launch 52 Launch 83 25 +0 +8
214B Marteau Flan 900 [1100] High 25 5 24 [16] -10 [-2] B 14~29 Guard HB [HBP] 90 82 Normal R 4 18 Launch 45 + GBounce [51 + GBounce] Launch 60 + GBounce [66 + GBounce] 16 +0 +5
236B 900 All 18 50 Total: 46 -6 P1 90 89 Long R 3 16 Launch 33 Launch 47 0/+6 +6 +8
j.214A Pic Confit 1000 All 15 Until L 20 H 90 92 Long R 4 18 Launch + Down 23 20 Launch + Down 23 35 12 +0 +5


Distortion Drives

  • All Distortion Drives have the following properties unless otherwise stated:
    • Cost 50 Heat
    • Heat Gauge Cooldown 180F

input name damage guard startup active recovery onBlock attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
632146C Casque Veloute 100, 200×13, 2000
[500×3, 100×17, 3500]
All 1+(118 Flash)+8 13 Until L+23L -51 B 1-Landing All 100 89 Long 3 16 Crumple 66 Stand Crumple 84 Stand 4 1, 4×13 [×17], 0 +2
632146A Armure Sorbet 49+(91 Flash)+0
[31+(91 Flash)+0]
0
632146B Saber Anglaise 150×18, 1000×2
[200×18, 1250×2]
All 1+(50 Flash)+21 2{(1)2}×19 Total: 110 -16 P2 1~1 All 100 69 Normal R 3 16 Launch 60 Launch 74 0 +2 +7


Astral Heat

input name damage guard startup active recovery onBlock attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
222A Atout Rillettes 20000 All 7+(52 Flash)+12 12 59 -50 B 1~30 All Long 5 20 0


Revolver Action Table

Ground Revolver Action Table
A B C D Cancels
5A
BBCP Celica 5A.png
Guard:
All
Startup:
6
Recovery:
11
Advantage:
-2
[2]
5A, 5AA[+], 2A, 6A 5B, 2B, 6B 5C, 2C, 6C, 3C 5D, 2D, 6D Throw, Jump, Special
5B
BBCP Celica 5B.png
Guard:
Mid
Startup:
10
Recovery:
16
Advantage:
-4
[1]
- 2B, 6B 5C, 2C, 6C, 3C 5D, 2D, 6D Jump, Special
5C
BBCP Celica 5C.png
Guard:
Mid
Startup:
13
Recovery:
17
Advantage:
-4
- - 6C, 3C 5D, 2D, 6D Jump[-], Special
5D
BBCP Celica 5D.png
Guard:
Mid
Startup:
11
Recovery:
33
Advantage:
-17
- - - 5DD[+], 2DD[+], 6DD[+] Special
5DD
BBCP Celica D5D.png
Guard:
Mid
Startup:
7
Recovery:
32
Advantage:
-17
- - - 5DDD[+] Special
5DDD
BBCF Celica D5DD.png
Guard:
Mid
Startup:
13
Recovery:
32
Advantage:
-17
- - - - Special
2A
BBCP Celica 2A.png
Guard:
All
Startup:
6
Recovery:
11
Advantage:
-2
[2]
5A, 2A, 2AA[+], 6A 5B, 2B, 6B 5C, 2C, 6C, 3C 5D, 2D, 6D Throw, Special
2B
BBCP Celica 2B.png
Guard:
Low
Startup:
9
Recovery:
14
Advantage:
-3
[1]
- 5B, 6B 5C, 2C, 6C, 3C 5D, 2D, 6D Special
2C
BBCP Celica 2C.png
Guard:
Mid
Startup:
14
Recovery:
17
Advantage:
-1
- - 6C, 3C 5D, 2D, 6D Jump[-], Special
3C
BBCP Celica 3C.png
Guard:
Low
Startup:
13
Recovery:
25
Advantage:
-11
- - - 5D, 2D, 6D Special
2D
BBCP Celica 2D1.png
Guard:
Low
Startup:
19
Recovery:
29
Advantage:
-17
- - - 5DD[+], 2DD[+], 6DD[+] Special
2DD
BBCP Celica D2D.png
Guard:
Low
Startup:
9
Recovery:
33
Advantage:
-17
- - - 5DDD[+] Special
6A
BBCP Celica 6A.png
Guard:
High, Low
Startup:
24
Recovery:
20
Advantage:
-8
- - - - -
6B
BBCP Celica 6B.png
Guard:
Mid
Startup:
12
Recovery:
23
Advantage:
-9
- - 5C, 2C, 3C 5D, 2D, 6D Jump, Special
6C
BBCP Celica 6C.png
Guard:
Mid
Startup:
21
Recovery:
20
Advantage:
-2
- - - - Jump[-], Special
6D
BBCP Celica 6D.png
Guard:
All
Startup:
22
Recovery:
33
Advantage:
-17
- - - 5DD[+], 2DD[+], 6DD[+] Special
6DD
BBCP Celica D6D.png
Guard:
All
Startup:
7
Recovery:
29
Advantage:
-17
- - - 5DDD[+] Special
Air Revolver Action Table
A B C D Cancels
j.A
BBCP Celica j.A.png
Guard:
High/Air
Startup:
6
Recovery:
11
Advantage:
-
j.A j.B j.C j.D Throw, Jump, Special
j.B
BBCP Celica j.B.png
Guard:
High/Air
Startup:
9
Recovery:
16
Advantage:
-
j.A - j.C j.D Jump, Special
j.C
BBCP Celica j.C.png
Guard:
High/Air
Startup:
12
Recovery:
21
Advantage:
-
- - - j.D Jump, Special
j.D
BBCP Celica j.D.png
Guard:
All
Startup:
20
Recovery:
34
Advantage:
-17
- - - 5DD[+], 2DD[+], 6DD[+] Special
X = X is available on hit or block
X[-] = X is available only on hit
X[+] = X is available on whiff
X[#] = X can be used only # times per string
Special = Specials and Supers
Super = Supers only

External References

Navigation

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