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Evernote link for easy passing around
 
Overview

 
Celica has a pretty simple but effective mixup and pressure structure. A lot of Celica's mixup and pressure revolve around her charged version of Marteau Flan (214B) as well as her 2C. The key to Celica's success in opening an opponent up is strategically using of these two things in combination with the usual simple mixup and pressure structure and tactics. 

Tools

 
5B
Jump Cancelable on block, making it a good spot to try and reset pressure with IAD j.B > j.C  or falling j.C
 
6B 
Similar to 5B, 6B is jump cancelable and makes a good spot to try and reset pressure with IAD j.B >  j.C or falling j.C

2C
Vacuums and has positive frame advantage on block, Celica's 2C provides a great place to attempt to reset pressure.

Charged Marteau Flan (214 [ B ])
Celica's main overhead and the heart of her mixup. Charged Marteau Flan is comboable anywhere when charged and now in CF, it has faster startup than the regular Marteau Flan. In addition, it has great reach and because it's a special, it can be canceled into from a lot of normals so the opponent always needs to be cautious of when Celica will throw it out. The catch is that you need to have recovery cap (Blue health) now to be able to use it and it will use up the recovery cap on use. 
Interesting Tidbit - When you are in Overdrive, you are always constantly gaining blue health. So, if you find yourself in a situation where you can go for mixup and pressure while in Overdrive (Possibly because you used Overdrive Raid and successfully psyched your opponent out with the threat of Exceed Accel to make it your turn), be sure to take advantage that you can use charged Marteau Flan as much as you want. 
 
6A
Celica's command normal overhead. Typically, you aren't going to want to use this over Marteau Flan unless you have 50 meter to Rapid Cancel it since 6A is negative on block
 
2B
Main low option. 
 
3C
Another low option. Has more reach than 2B so it's mostly good for when you've been pushed out far and the opponent stands up to jump out of pressure or possibly expecting a Charged Marteau Flan.
 
2D
Celica's drive low. 
 
Throw
Standard throw option. A great option in some blockstrings when combined with strategic use of 2C
 
Lance Quince (214C)
Mostly only good when combined with Rapid Cancel so that you can close the gap and reset pressure after getting pushed out too far. 
 
 
Pre-Canned Blockstrings

 
Because of the simple nature of Celica's mixup and pressure, this guide is pretty much going to be almost purely a long listing of pre-canned blockstrings with some added descriptions to give you ideas of pros and cons of each blockstring. 
 
2A > microdash Throw
Simple tick throw.
 
2A > 5A > microdash Throw
Another tick throw setup. The extra 5A can make it seem especially convincing that you plan to do a full blockstring and catch the opponent off the guard 
2A whiff (To catch delay or roll tech) > 214 [ B ]
A pretty good blockstring to use when you want to use Charged Marteau Flan for an overhead mixup at the beginning. Normally, going for an overhead or throw mixup at this point can get easily punished by delaying teching. However, the 2A whiff at the beginning of this blockstring aims to catch people attempting to do this. 
2A > 2A > 2B > 2C > Reset Pressure
Take advantage of 2C to reset pressure. Take note that this blockstring creates minimal pushback before the 2C so that when you reset pressure with 2C, you have plenty of good options.
 
2C > Pressure Reset > Throw
Take advantage of 2C to go for a throw mixup.  
 
2A > 2A > 2B > 2C > 3C 
Slight variation of the above blockstrings. In situations like this where you couldn't start the blockstring right next to them and end up getting pushed back too far for a good pressure reset from 2C, you can cancel into 3C to end the blockstring or try and catch people standing up to prepare to try to jump out of your pressure. 
 
2A > 2B > 3C > 2D Low
The triple low mixup. This was a great blockstring for 2 other reasons though. The first reason is that Saki has blue health to use Charged Marteau Flan so everyone one of those lows could could have been a fast 214 overhead. The second reason is that blockstrings like the previous one listed above train people to expect the blockstring to end with well spaced 3Cs so opponents can get opened up by this by standing up to prepare to try to get out of pressure. 
2A > 2B > 214 [ B ] Overhead
A nice low > overhead blockstring. 
 
5A > 2A > 2B > 214 [ B ] Overhead
 
2A > 2B > 2C > 214 [ B ] Overhead
A good blockstring because that 214 [ B ] Overhead could have just as easily been a well spaced 3C  
 
5B > 2B > 2C > 214 [ B ] Overhead
 
5B > 2B > 2C > 3C > 214 [ B ] Overhead
A good blockstring because that 214 [ B ] Overhead could have just as easily been a 2D
 
 
Corner
5A > 2B > 5B > IAD j.B > j.C to reset pressure 
This blockstring makes good use of 5B being jump cancelable to reset pressure with IAD j.B > j.C
 
Well Spaced 5B > IAD j.B > j.C to reset pressure
Similar to the above. However, this blockstring is mostly from when you'll use 5B to try and stop someone from jumping out of pressure.  
 
2A > 5A > microdash 5A > 6B > jc j.B > Reset Pressure
An alternate way to reset pressure. A bit more dangerous than the above two blockstrings because its easier to react to and anti-air though. 
5A > 6A overhead
Good overhead mixup to go for in the corner where 6A is comboable. meterless. It's 

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