Celica A. Mercury is the beginner character of the series, being suited for those new to BlazBlue. However, she is not a light threat, as she possesses a multitude of tools; a reliable dragonpunch and a speedy projectile being just a mere two of them. What separates Celica into a league of her own, is that she is the sole character who is capable of healing herself; her Regelite (リジェライト,Rijeraito)Overdrive and Armure Sorbet (アルミュール・ソルベ,Arumyūru Sorube)Distortion Drive being the two ways she can do so. To further help with her defensive capabilities, she has a backdash that is on par with the Murakumo Units, easily saving her from harm.
However, like every character, there are cons. Celica has the fewest special commands in the entire cast (5 specials and 3 Distortions), has low health to compliment her ability to heal, and has few reliable lows in exchange for quite a few overheads. Unfortunately, Celica’s projectile teeters out after some distance, and her decent damage is not anything noteworthy. Fortunately for Celica, if a match enters the last few seconds and she is left with slightly less health than her opponent, then her ability to heal can net her the victory for the round.
In BlazBlue: Centralfiction, Celica got a new mechanic: Recover Cap (リカバーキャップ,Rikabā Kyappu). When Celica hits the opponent with her Drive, or when the opponent hits Celica who is in the middle of Marteau Flan (マルトゥ・フラン,Marutu Furan), Hache Rotir (アッシュ・ロティル,Asshu Rotiru), or Lance Quiche (ランス・キッシュ,Ransu Kisshu), part of Celica’s health bar becomes blue: this is her Recover Cap. After hitting the opponent with the final Drive attack, Celica can spend it to restore 10% of her health. Recover Cap is also used to enhance some of Celica’s special attacks. Celica does not lose Recover Cap when she takes damage.
Also, Celica lost her different Drive string finishers, and can finish her Drive combinations only with one attack.
Unleashes combination attacks with Minerva. Each Drive combination consists of three attacks: the starting attack, the middle attack, and the finishing attack. Each middle attack can be used after any of the starting attacks. The finishing attack is only one now.
Input
Damage
Heat gain
1
800
The starting 5D. Minerva grabs Celica with her cable and pulls her backwards, attacking with the girl’s legs.
Input
Damage
Heat gain
1
750
The starting 2D. Minerva holds Celica’s hands, attacking the opponent with the girl’s legs. Hits low.
Input
Damage
Heat gain
1
700
The starting 6D. Minerva makes a small hop forward, attacking with her transformed hands.
Input
Damage
Heat gain
1 (in air)
600, 600
The starting j.D. Same as 6D, but moves up a bit instead of forward. The Drive combination is then continued on the ground.
Input
Damage
Heat gain
2
280*5
The middle 5D. Minerva transforms her arms into two wheels and charges at the opponent, switching sides with them.
Input
Damage
Heat gain
2
750
The middle 2D. Minerva connects her plug to a socket that appears right above her, plants one of her transformed arms into the ground, and swings at the opponent with her legs. Hits low.
Input
Damage
Heat gain
2
600, 600
The middle 6D. Minerva transforms her hands into a hammer and swings horizontally.
Input
Damage
Heat gain
3
1500
The finishing 5D. Celica heals herself after this attack. To save your Recover Cap, special cancel after this attack to avoid the healing follow-up.
Input
Japanese name
English name
Damage
Heat gain
any direction +
ミネルヴァ Mineruva
Minerva
-
-
Unleashes combination attacks with Minerva. Each Drive combination consists of three attacks: the starting attack, the middle attack, and the finishing attack. Each successive attack can be used after any of the Drive attacks.
Input
Damage
Heat gain
1
550
The starting 5D. Minerva grabs Celica with her cable and pulls her backwards, attacking with the girl’s legs.
Input
Damage
Heat gain
1
600
The starting 2D. Minerva holds Celica’s hands, attacking the opponent with the girl’s legs. Hits low.
Input
Damage
Heat gain
1
700
The starting 6D. Minerva makes a small hop forward, attacking with her transformed hands.
Input
Damage
Heat gain
1 (in air)
500
The starting j.D. Same as 6D, but moves up a bit instead of forward. The Drive combination is then continued on the ground.
Input
Damage
Heat gain
2
The middle 5D. Minerva transforms her arms into two wheels and charges at the opponent, switching sides with them.
Input
Damage
Heat gain
2
750
The middle 2D. Minerva connects her plug to a socket that appears right above her, plants one of her transformed arms into the ground, and swings at the opponent with her legs. Hits low.
Input
Damage
Heat gain
2
300, 750
The middle 6D. Minerva transforms her hands into a hammer and swings horizontally.
Input
Damage
Heat gain
3
2000
The finishing 5D. Minerva connects her plug to a socket that appears behind her and performs a double uppercut with Celica, similar to Hache Rotir.
Input
Damage
Heat gain
3
750
The finishing 2D. Minerva connects her plug to a socket that appears behind her, transforms her hands into a hammer and swings vertically, similar to Marteau Flan. Hits high.
Input
Damage
Heat gain
3
1400
The finishing 6D. Minerva connects her plug to a socket that appears behind her, transforms her arms into plane wings, and dashes forward a bit, similar to Lance Quiche.
Overdrive[]
Input
Japanese name
English name
Damage
Heat gain
リジェライト Rijeraito
Regelite
-
-
Passively heals Minerva, accumulates Recover Cap, and strengthens all Drive attacks.
Exceel Accel[]
Input
Japanese name
English name
Damage
Heat gain
(during Overdrive)
ピュエ・ヴァプール Pyue Vapūru
Pue Vapeur
2000 4000 (Active Flow)
Minerva attacks the opponent with her cable, then quickly performs four attacks.
Diving special. Travels more horizontally than j.D.
Input
Japanese name
English name
Damage
Heat gain
アルク・グリエ Aruku Gurie
Arc Grillé
900
Fast, large, and decent projectile. Teeters out after it travels some distance and leaves Celica wide open.
Input
Japanese name
English name
Damage
Heat gain
マルトゥ・フラン Marutu Furan
Marteau Flan
900 1100 (charged)
Powerful and chargeable overhead. Guard point on head and body, accumulates Recover Cap when the opponent lands an attack at this point. Can be charged with Recover Cap, charged version is invulnerable to projectiles.
Input
Japanese name
English name
Damage
Heat gain
アッシュ・ロティル Asshu Rotiru
Hache Rotir
1000
Celica and Minerva strike at the air with their fists in a diagonal direction. Brilliant anti-air special, has lots of reach, and is a decent reversal. Guard point, accumulates Recover Cap when the opponent lands an attack at this point. Can be charged with Recover Cap.
Input
Japanese name
English name
Damage
Heat gain
ランス・キッシュ Ransu Kisshu
Lance Quiche
1000 1200 (charged)
Celica rides Minerva, now transformed, and does a charging attack towards the opponent. Leaves a flame effect and can be looped. Projectile guard point, accumulates Recover Cap when the opponent lands an attack at this point. Can be charged with Recover Cap.
Input
Japanese name
English name
Damage
Heat gain
(in air)
ピック・コンフィ Pikku Confi
Pic Confit
1000
Diving special. Travels more horizontally than j.D.
Input
Japanese name
English name
Damage
Heat gain
アルク・グリエ Aruku Gurie
Arc Grillé
700
Fast, large, and decent projectile. Teeters out after it travels some distance and leaves Celica wide open.
Input
Japanese name
English name
Damage
Heat gain
(delayable)
マルトゥ・フラン Marutwu Furan
Marteau Flan
1100
Powerful and chargeable overhead.
Input
Japanese name
English name
Damage
Heat gain
(delayable)
アッシュ・ロティル Asshu Rotiru
Hache Rotir
1300
Celica and Minerva strike at the air with their fists in a diagonal direction. Brilliant anti-air special, has lots of reach, and is a decent reversal.
Input
Japanese name
English name
Damage
Heat gain
(delayable)
ランス・キッシュ Ransu Kisshu
Lance Quiche
1200
Celica rides Minerva, now transformed, and does a charging attack towards the opponent. Leaves a flame effect and can be looped.