Pinku_JP

Mario Party · @Pinku_JP

23rd Nov 2015 from TwitLonger

BBCF Celica Changes and More


In general:

Celica feels a lot stronger now with the new changes to blue hp and new properties on some of her moves which I'll get more into detail about later on. Right now she feels pretty middle of the pack to middle low in terms of her character compared to others.

Big changes:

Blue HP. When you hit with any drive move you start generating blue hp. The glory of this at least is that you can use blue hp powered up specials (Which I will still refer to as [x]) more than once in combos and combo that powered up special from any drive move.

Ex. 5b, 5c, 3c, 6d, 214[c], 2c, 5d, 214[b], 6c, j.D

In other words, we have a lot more combo variety now and for the most part I feel that's a good thing.

A lot of people have been wondering about her third hit on her D string so I'll try to clarify it (for those of you who haven't seen match footage.) After the third hit you can either cancel it with a special, a super, or it'll automatically go into her heal. The heal restores a portion of your blue hp into real hp. It does NOT restore all of it. She has a way to do that which I'll mention in the supers section.

Normals:

5c has been changed and is now one hit as well as j.cable. 6b animation changed but still the same thing. Feels longer? 2c has a pull in property that seems to work really really well with her pressure strings to make people feel unsafe. She also suffers from push block now. Not as bad as you'd think. Having drive cancel with ease into specials now, and having 214B combo without any meter makes this change really not a big deal. (Speaking of, yes 214B does a ground bounce now, both the charged and regular versions. Allows for some setups midscreen for both versions. 214[b] seems to fling them a little higher and have less recovery time.

6a can now combo into 2b. Both midscreen and corner. Guess they people have more untech time.

J.C is the same but can now combo into J.D.

Specials:

I know I went over a few of them already so I'll just start with the important ones.

J.214A RC no longer works for combos. They tech way too fast but I feel recovery is a bit faster now for the move.

236B fireball oki is real. Move got some serious buffs allowing it to wreck anyone that tries to dash at her midscreen. Additionally, if you get thrown by the third D across the screen and follow it up with fireball, and then fireball again, they gotta hold that. 236B can now catch their rolls, as well as gives you enough time to book it over there and confirm with 5b. It's "realish" oki now and from what I can tell, you gotta hold that.

236C works via guard point, and any damage you block with it gets converted into blue hp. I think the ratio for damage conversion is 1:1 making it imperative that when you use this move you try and get your blue hp back to normal. Also, since it works on guard point and not invuln we can get thrown from this. This of course includes command throws (fuck you Relish.)

214B threat is real. Can now confirm off of it in corner for real combos. Midscreen allows for some jumping 50/50 mixup after the bounce. Real combo confirm midscreen seems only possible if you were on top of/ near the opponent when you hit 214b. I didn't test combo routes too much so most I got afterwards was 5b, 6b, 5c, Super C. Feels faster?

214C guard point is my life rn. Really helps us against zoners and makes projectiles a lot more tolerable than they used to be to play against. 214[c] is really fast and can catch people off guard pretty easily. "Charged" version can still be comboed from. No longer have rocket loops. :c Don't think there's a back hitbox on it anymore for the jets.

Overdrive:

Same concept but instead of only gaining regular hp we get TONS of blue hp. Ways to utilize it will be mentioned under supers.

Throws:

Air throws are the same. Ground throw for both direction puts them floating in front of you instead of flinging them to Asgard. In other words we can astral midscreen even easier now.

Supers:

Armure Sorbet (632146A) now restores ALL blue hp, (and then some?) Didn't try it in OD but I think it gives bonus hp to tack onto the blue hp.

Saber Anglaise (632146B) is way faster now. We don't have invuln anymore so it's a bit riskier to challenge certain projectiles with it. Is actually way more useful for combos now midscreen since third D is super cancellable as well as special cancellable.

Ex: 5b, 5c, 3c, 6d, 5d, 5d, 236b, Saber Anglaise works midscreen.

Casque Veloute (632146C) on block is no longer as safe but still feels pretty safe. Minnerva falls down with Celica on it's recovery now though instead of catching her, making things a little easier in terms of whiff but not by much. Still a really good reversal super for catching people off guard and escaping corner.

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