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Revision as of 20:20, 6 March 2021

  Overview   Combos   Strategy/Counter Strategy   Full Frame Data    
Overview

Template:CharaOverview

Normal Moves

c.L

c.M

c.H

Auto Combo

f.L

f.M

f.H

2L

2M

2H

2U

j.L

j.M

j.H

Unique Action

Collapse (Conjure)

5U or jU

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. On BlockThe 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. On Hit Invuln
Ground
Air

Cagliostro poses, charging up a rock for as long as you hold U. The rock levels up once with the initial press, and then approximately once every 30 frames while U is held.

5U can absorb one projectile hit while it is deployed, and the rock comes out fast enough to absorb fireballs in neutral on reaction. The rock also has an attack hitbox when it initially spawns. This can be used to push yourself out safely in blockstrings.

The air version stalls her air momentum almost completely while it is deployed.

Collapse (Fire)

6U or j.2U or j.6U

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. On BlockThe 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. On Hit Invuln
Level 1
Level 2
Level 3
Level 4
Level 5

Cagliostro fires the rock she charged with 5U. If no rock was charged prior, Cagliostro will simply use level 1 rock.

At low levels it mostly acts as a low-risk low-reward cancel option off pokes, but as it gains levels it becomes more rewarding, gains more hits and higher advantage.

The air version has two different angles with j.2U and j.6U. j.2U fires close to her, j.6U fires further away.

  • Level 1: 1 hit, basic projectile.
  • Level 2: 2 hits, will eat normal projectiles and continue with one hit.
  • Level 3: 3 hits, cancels out EX projectiles.
  • Level 4: 4 hits, will eat EX projectiles and continue to travel with a single hit.
  • Level 5: 5 hits, will eat EX projectiles and continue to travel with two hits, launches on hit. Moves more slowly than the other versions, so if Cag gets enough space to charge and throw a LV5 rock she can move in behind it and win neutral for free.

Universal Mechanics

Ground Throw

Air Throw

Overhead Attack

Special Moves

Mehen GBVS Trap.png

236X or S (Air OK)

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. On BlockThe 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. On Hit Invuln
L
M
H

Cagliostro's character defining tool, with neutral, setplay and pressure uses as long as you understand its limitations. Performing this special will cause Cagliostro to place a trap in the following locations:

  • 236L: Directly at Cagliostro's feet
  • 236M: A character length and a half in front of Cagliostro
  • j.236L: Approximately a character length away from Cagliostro
  • j.236M: About two character lengths away from Cagliostro

The H version of these places both traps at the same time with the startup of the L version. They also are placed faster, have unlimited untechable time and after air H version Cagliostro retains her air options.

When used in neutral, traps force the opponent to hit them with a normal or move around them. You want to exploit that opening with your normals. They are usually ineffective against advancing specials, however.

As a setplay tool:

  • Ground traps beneath the opponent will trigger on their wakeup with a short delay. They will not protect you from reversals, but still give you free pressure. When combined with a safejump from 2U 236M forward jump H, you get f-shiki setups with rejump jL.
  • Ground traps behind the opponent will trigger as soon as your pressure pushes your opponent into the trap, or give you a throw conversion instead.
  • Air traps above the opponent will prevent the opponent from jumping out, and gives Cagliostro a conversion of throw. This massively increases the reward of throws while also removing its biggest counterplay.

Extremely easy to convert from if the opponent gets caught or is otherwise hit into a trap with another one of your moves. Hitting an opponent into an air trap allows you to loop air traps, which doesn't do much damage but is great at stalling for cooldowns.

Unusually for a Granblue tool, non-EX traps have nearly no cooldown even with easy input.

Calculated GBVS Uppunch.png

623X or 6S

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. On BlockThe 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. On Hit Invuln
L
M
H

Cagliostro poses, causing a spear to erupt from the ground. A zoning and combo tool that synergizes well with traps. All versions track the opponent with a certain range:

  • 623L ranges from point blank to about one character width away, and hits the opponent away from Cagliostro
  • 623M ranges from about one character width away to about 3/4 screen away, and hits the opponent towards Cagliostro. This also turns the opponent around, so the opponent can back-roll towards Cagliostro. Trades favorably with fireballs and other zoning attempts.
  • 623H ranges from point blank to about half-screen, and hits the opponent away from Cagliostro

All versions are slow and don't track fast-moving opponents well, but will launch the opponent on hit and lead to high damage or free pressure when knocking opponents into traps. EX spear allows for corner conversions even without traps.

Alexandria GBVS Tackle.png

214X or 4S

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. On BlockThe 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. On Hit Invuln
L
M
H

Budget boot. Not as good as most other specials of its kind, but does its job.

Cagliostro leaps forward, Alexandria surrounding her. All versions of this move are unsafe on block, usually to the point of being punishable. Though Cags can space it out against some characters, she still loses her turn. Invincible to low attacks while Cagliostro is mid-leap.

No version is fast enough to convert off long distance M pokes. L Alexandria does give Cagliostro the luxury of a knockdown off fL hits without having to spend EX cooldowns.

Spare Body GBVS Sprint.png

22X or 2S (Air OK)

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. On BlockThe 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. On Hit Invuln
L
M
H

Cagliostro creates a fake body and teleports somewhere. All versions of this move have some invuln while Cagliostro isn't on the screen, but none of them start at frame one.

You can perform this move instantly in the air by performing it as 282X, 272X, or 292x, depending on if you want to do it out of a neutral, backward, or forward jump.

  • 22L: Cagliostro teleports backwards around backdash length. Mainly used as a fakeout tool to bait the opponent into pressing something after using 22M.
  • 22M: Cagliostro teleports a set distance forward. This move can cross up depending on how close or far away the opponent is.
  • 22H: Cagliostro performs a hit before teleporting forward, directly behind the opponent. The hit has extremely short range, but is +1 on block and launches straight up on hit. Can also be used as a reversal-safe meaty.

Neither the M or H versions of this move will allow you to cross up the opponent if they are in the corner.

Skybound Art

Ars Magna

236236H or 236S

Super Skybound Art

Everything's Coming Up Cagliostro

236236U or 236S+U

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. On BlockThe 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. On Hit Invuln

Cagliostro creates a landslide of gold on the floor in front of her that moves near full-screen, and then encases the opponent in gold if the move connects at close range. Safe on block if the opponent forgets to spot dodge.

Because the move travels nearly full-screen, you can use this to tack on some extra damage to random trap hits from just about anywhere, though because the hitbox is so low to the ground it can be difficult to convert off the air traps, possibly making the regular super preferable in those situations.

The range on the cinematic hitbox is rather small, meaning you're not likely to get the full animation and damage outside of the corner or auto combos.

External References

Navigation

To edit frame data, edit values in GBVS/Cagliostro/Data.