BBCF/Celica A. Mercury/Frame Data

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< BBCF‎ | Celica A. Mercury
Revision as of 16:26, 31 October 2021 by Shtkn (talk | contribs)


System Data

name health prejump backdash forwarddash Unique Movement Options
Celica A. Mercury 10,000 4F 25F (1~5F 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 SJR 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
6A 510, 550 High, Low 24 5 (7) 5 20 -8 H, F 80 92 Normal R 4, 3 18, 16 Launch, Crumple + Down 13 33 + Down 23, 27 + Down 26 Launch, Crumple + Down 13 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
3C 750 Low 13 3 25 -11 FD 100 79 Long SR 3 16 Launch 40 Launch 54 + Down 23 11 +0 +2
j.A 300 High/Air 6 3 9 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.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 2 (2) 2 23 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 Mid 20 3 33 -17 B 5~22 FT 90 72 Normal SR 4 18 19 19 + Down 23 24 34 + Down 23 9 +0 +5
6DD 600×2 Mid, All 7 2,7 29 -17 B 100 72 Normal SR 1, 4 11, 18 12, Crumple 12, 29 16, Crumple 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
Regenerate Regenerate 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
B+C Forward/Back Throw 0, 1500 Throw(70) 7 3 23 T 100 50 Normal SR 0, 3 Launch 60 0 +0
j.B+C 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
6A+B Counter Assault 0 All 13 3 39 -23 B 1~20 All 50 92 Very Short R 4 18 Launch 19 Launch 34 12 +0 +5
5A+B Crush Trigger 1000 Guard Break 32/Barrier 20 1 25 0 B 80 60 Normal R 24 Crumple 60 Crumple 74 11 +0 +2
5[A+B] Crush Trigger 1000 Guard Break 60/Barrier 30~61 1 25 0 B 80 100 Long R 24 Crumple 60 Crumple 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
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
236B Arc Grillé 900 All 18 49 Total: 46 -6 P1 90 89 Long R 3 16 Launch 33 Launch 47 0/+6 +6 +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
236C Hache Rotir 1000 [1500] Mid 13~27 4 39 -24 B 1~(End of Active) Guard HBFPT 50 82 Very Short R 4 18 Launch 42 Launch 57 15 +0 +5
236[C] Hache Rotir (Charged) 1200 [1800] Mid 28 4 37 -20 B 1~31 Guard HBFPT 50 84 Very Short R 5 20 Launch 52 Launch 83 25 +0 +8
214C Lance Quiche 1000 [1200] All 15 8 {12} 26 (29) -4 B 10~(End of Active) Guard P
[6~(End of Active) Guard P]
80 92 Long R 4 25 Launch 33 [33 + Slide] Launch 48 [48 + Slide] 12 +0 +5
214C Backfire Lance Quiche (Backfire) 200×7 All 15 2×6,3 Total: 48 -3 P1 100 101×7 Long R 3×6, 4 16×6, 18 Launch 40 + Down 23×6, 40 Launch 54 + Down23×6, 55 0 +0 +2×6, +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
632146A Armure Sorbet 49+(91 Flash)+0
[31+(91 Flash)+0]
49~49 All
[31~31 All]
632146B Saber Anglaise 150×18, 1000×2
[200×18, 1250×2]
All 1+(50 Flash)+20 2{(1)2}×19 Total: 110 -16 P2 1~1 All 100 69 Normal R 3 16 Launch 60 Launch 74 0 +2 +7
632146C Casque Velouté 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
100 89 Long 3 16 Crumple Stand Crumple Stand 1 1, 4×13 [×17], 0 +2

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 P 1~30 All Long 5 20 0

Revolver Action Table

Ground Revolver Action Table
A B C D Cancels
5ABBCP Celica 5A.pngGuardAllStartup6Recovery11Advantage-2[2] 5A, 5AA[+], 2A, 6A 5B, 2B, 6B 5C, 2C, 6C, 3C 5D, 2D, 6D Throw, Jump, Special
5BBBCP Celica 5B.pngGuardMidStartup10Recovery16Advantage-4[1] - 2B, 6B 5C, 2C, 6C, 3C 5D, 2D, 6D Jump, Special
5CBBCF Celica 5C.pngGuardMidStartup13Recovery17Advantage-4 - - 6C, 3C 5D, 2D, 6D Jump[-], Special
5DBBCF Celica 5D.pngGuardMidStartup11Recovery33Advantage-17 - - - 5DD[+], 2DD[+], 6DD[+] Special
5DDBBCF Celica 5DD.pngGuardMidStartup7Recovery32Advantage-17 - - - 5DDD[+] Special
5DDDBBCF Celica 5DDD.pngGuardMidStartup13Recovery32Advantage-17 - - - - Special
2ABBCP Celica 2A.pngGuardAllStartup6Recovery11Advantage-2[2] 5A, 2A, 2AA[+], 6A 5B, 2B, 6B 5C, 2C, 6C, 3C 5D, 2D, 6D Throw, Special
2BBBCP Celica 2B.pngGuardLowStartup9Recovery14Advantage-3[1] - 5B, 6B 5C, 2C, 6C, 3C 5D, 2D, 6D Special
2CBBCF Celica 2C.pngGuardMidStartup14Recovery17Advantage-1 - - 6C, 3C 5D, 2D, 6D Jump[-], Special
3CBBCF Celica 3C.pngGuardLowStartup13Recovery25Advantage-11 - - - 5D, 2D, 6D Special
2DBBCF Celica 2D.pngGuardLowStartup19Recovery29Advantage-17 - - - 5DD[+], 2DD[+], 6DD[+] Special
2DDBBCF Celica 2DD.pngGuardLowStartup9Recovery33Advantage-17 - - - 5DDD[+] Special
6ABBCP Celica 6A.pngGuardHigh, LowStartup24Recovery20Advantage-8 - - - - -
6BBBCF Celica 6B.pngGuardMidStartup12Recovery23Advantage-9 - - 5C, 2C, 3C 5D, 2D, 6D Jump, Special
6CBBCF Celica 6C.pngGuardMidStartup21Recovery20Advantage-2 - - - - Jump[-], Special
6DBBCF Celica 6D.pngGuardMidStartup20Recovery33Advantage-17 - - - 5DD[+], 2DD[+], 6DD[+] Special
6DDBBCF Celica 6DD.pngGuardMid, AllStartup7Recovery29Advantage-17 - - - 5DDD[+] Special
Air Revolver Action Table
A B C D Cancels
j.ABBCP Celica j.A.pngGuardHigh/AirStartup6Recovery9Advantage- j.A j.B j.C j.D Throw, Jump, Special
j.BBBCF Celica jB.pngGuardHigh/AirStartup9Recovery16Advantage- j.A - j.C j.D Jump, Special
j.CBBCF Celica jC.pngGuardHigh/AirStartup12Recovery23Advantage- - - - j.D Jump, Special
j.DBBCF Celica jD.pngGuardAllStartup20Recovery34Advantage-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

To edit frame data, edit values in BBCF/Celica A. Mercury/Data.