BBTag/Celica A. Mercury

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Revision as of 04:54, 7 April 2022 by Wakeup720 (talk | contribs) (Formatting for new clr template)
Overview
Overview
Pros
Cons
  • 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!


Celica A. Mercury
BBTag Celica Portrait.png
Health
17,000
Prejump
4F
Backdash
25F (1~7F Inv All)
Fastest Attack
Reversals

Normal Moves

4A

5A

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 Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
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

5B

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 Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
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

5C

2A

2B

2C

j.A

j.B

j.C

Pic Confit


Universal Moves

Ground Throw

5B+C

Hache Rotir

5A+D


Skills

Arc Griller

236A/B

Lance Quiche

214A

Marteau Glan

214B

Extra Skills

EX Arc Griller

236C

Armure Sorbet

214C


Partner Skills

5P

5B

6P

Arc Griller

4P

Armure Sorbet


Distortion Skills

Saber Anglaise

236B+C

Casque Veloute

214B+C


Distortion Skill Duo

Saber Anglaise

P during Parter's Distortion Skill


Astral Heat

Atout Rillettes

222B+C


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External References

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