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Posted

Her standing overheads seem pretty fast; the player on stream confirmed the trip for like 2.5 in the corner meterless, and the backhoe looking drive overhead apparently needs to be RC'ed to get a combo if it's not charged, but they got like 3k each time.

Ash Rotir can also apparently be confirmed for 2.5 on counter hit.

Actual frame data is the only way to really tell, but two fast standing overheads that lead to damage, good normals, and a big DP that leads to meterless damage are pretty high value assets for any character.

I'm also very interested to get some numbers on her backdash.

Posted

So I'm trying to transcribe combos atm from the nico stream archive. Does anyone know the actual inputs to her specials?

 

EDIT: Nvm found it

 

214A (mid air) - Pic Confit, dive kick

236B - Arc Griller, fireball?

214B - Marteau Flan (I think this is the overhead? not sure on this or the one above)

236C - Hache Rotir, antiair/DP

214C - Lance Quiche, jet tackle, combo ender

 

632146A - Armure Sorbet, healing super

632146B - Saber Anglaise, beam super

632146C - Casque Veloute, combo ender super

Posted

Combo and video threads are now up. I transcribed the combos from the first combo video posted today as well as a few from the archive rip from yesterday and put them in the thread. If anyone can give me the names of any of the players from the videos (the only one I could recognize was Koichi), I'll go ahead and update that immediately.

Posted

Made a Celica Skype group for casual/off topic discussion and waifu love. Message me if you want in, and I'll add you.

Posted

Updated combo thread with the combos from the high damage combo video that was posted today. Damage values may not be entirely accurate since the video quality makes it hard to see exactly but for the most part I think I got the first two numbers right lol.

 

So it looks like getting the tail end of Lance Quiche (214[C]/214C) to connect early in the combo seems to be the way to get the highest amount of damage. I think it was the Famitsu article said it had bonus proration and judging the fact that looping it seems to lead to her highest damaging routes (as of right now), hopefully that means optimal confirms will all lead into Quiche loops. Right it looks like we can get to that route via RC > 6C, on crouching hit > 6C, on 5B/5C CH > 6C and off throw. I'm theorizing that maybe we could also do something like 6B CH antiair > 6C or even low jC CH > 6C? Getting 4k+ reward of such strong tools would be pretty nice.

 

Course, this is all just speculation since we don't have the game yet lol. We'll see what happens in the future.

Posted

Trying to find more info on her mix up; a Celica player who goes by Tamai on Twitter said her standing overheads don't seem super fast but are serviceable, and confirmed that the first hit of 6A is overhead. He didn't really expand on the Minerva overhead.

The youtube videos must be kind of deceptive, since 6A looks really fast on 30fps 360p stream rips.

EDIT: Okay, so according to Xiei, Minami's opinion on why Celica isn't strong is a lack of strong low optioms to compliment her overheads, and if you use her drive normals, IB into reversal is guaranteed.

According to USD's Celica blog, 6D has invuln, which might mitigate that somewhat, but we'll have to get some info on her low options.

Posted

Added images for all her moves to help identify notations in videos (credit to CrownEmpress for hunting down most if not all of the image screencaps for me)

Posted

Hello friends, good news and bad news today after perusing some JP BBS posts.

The bad news is Ash Rotir AKA Celica Upper AKA 236C is NOT invincible on frame 1. Current speculation seems to be frame 4 or 5. Even though it doesn't make up for it, it does retain invuln while charging.

#BOO

Posted

Hello friends, good news and bad news today after perusing some JP BBS posts.

The bad news is Ash Rotir AKA Celica Upper AKA 236C is NOT invincible on frame 1. Current speculation seems to be frame 4 or 5. Even though it doesn't make up for it, it does retain invuln while charging.

 

Suddenly I'm a lot more okay with her getting 3K from that move.

  • 3 weeks later...
Posted

I've noticed that Celica's healing super hasn't seen much use, even when Overdrive is activated. Is there any reason for this? Seems like an ideal time to make it happen.

Posted

Well I think killing the opponent is the more pressing use of gauge tbh. Does the extra touch of health make losing a burst, 50%gauge, and momentum make sense?

Posted

hmm, i can't really tell based on footage i've seen.  I haven't seen anyone punish her for it though.

Posted

Is beam super as safe as dp super?

 

On block? Maybe. It has a lot of post flash start up, so in a neutral situation it seems easy to just jump or double jump to avoid it and punish accordingly. The other super is (according to JP commentary) safe on block unless the defending party uses OD Raid, and it does basically the same damage. Almost all of the Japanese Celica players use their meter exclusively for overhead RC or Cask Vuruute.

 

The opinions on Twitter run the gamet; there aren't any solid assessments of Celica yet. Frame data for a number of things (6A, the drive overhead, Celica upper, Cask Vuluute, 6D, etc.) will go a long way in forming a solid opinion. Despite her going from S+ to D on a few Japanese tier lists in two weeks, there seem to be quite a few people doing very well with her.

Posted

Does Celica need to be in a safe spot to do the OD+healing super? Is it easy for the opponent to run up and stop the healing?

Posted

Does Celica need to be in a safe spot to do the OD+healing super? Is it easy for the opponent to run up and stop the healing?

 

 

Doing a  raw Armure Sorbet is unsafe in general, from what I've seen from her from Jourdal's videos, it's usually use as a combo ender.

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