Difference between revisions of "GBVS/Percival"

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* 5 frames, the fastest button.
 
* 5 frames, the fastest button.
 
This is where the party starts. The damage this move leads to isn't much, but being +2 on block is good enough to merit its use in combination with its speed.
 
This is where the party starts. The damage this move leads to isn't much, but being +2 on block is good enough to merit its use in combination with its speed.
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===<big>{{clr|2|c.M}}</big>===
 
===<big>{{clr|2|c.M}}</big>===
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Also a good button to anti air opponents when in proximity range.
 
Also a good button to anti air opponents when in proximity range.
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===<big>{{clr|3|c.H}}</big>===
 
===<big>{{clr|3|c.H}}</big>===
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* Only -2, it looks worse than it is.
 
* Only -2, it looks worse than it is.
 
This is where the damage starts. On counterhit Percival is +14; you can link it into another '''{{clr|3|c.H}}''' OR '''{{clr|3|f.H}}''' when not close enough. If you don't get a counterhit, you still get a beefy combo in the corner and above-average damage midscreen. Its long active frames lend it to being a decent meaty, in theory the maximum frame advantage is +3 on block and +7 on hit, enough for a {{clr|2|c.M}}.
 
This is where the damage starts. On counterhit Percival is +14; you can link it into another '''{{clr|3|c.H}}''' OR '''{{clr|3|f.H}}''' when not close enough. If you don't get a counterhit, you still get a beefy combo in the corner and above-average damage midscreen. Its long active frames lend it to being a decent meaty, in theory the maximum frame advantage is +3 on block and +7 on hit, enough for a {{clr|2|c.M}}.
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===<big>Auto Combo</big>===
 
===<big>Auto Combo</big>===
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It's an autocombo. Useful midscreen as combo filler and sometimes useful in the corner to gain height in EX Platzen combos.
 
It's an autocombo. Useful midscreen as combo filler and sometimes useful in the corner to gain height in EX Platzen combos.
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===<big>{{clr|1|f.L}}</big>===
 
===<big>{{clr|1|f.L}}</big>===
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* Whiffs on crouchers at max range.
 
* Whiffs on crouchers at max range.
 
This move is a lot better than it looks. It's very fast and very long compared to most other {{clr|1|f.L}} attacks. It has enough hitstun to combo into [[GBVS/Percival#Zerreissen|Zerreissen]] with stocks, which makes it very good as a whiff punish tool.
 
This move is a lot better than it looks. It's very fast and very long compared to most other {{clr|1|f.L}} attacks. It has enough hitstun to combo into [[GBVS/Percival#Zerreissen|Zerreissen]] with stocks, which makes it very good as a whiff punish tool.
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===<big>{{clr|2|f.M}}</big>===
 
===<big>{{clr|2|f.M}}</big>===
 
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<div class="attack-container">
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==== ====
 
==== ====
 
This is it. This is the button. It's fast, scooches Percival forwards, special cancels, and it has massive range. It's an excellent whiff punish and combo tool midscreen. Using this move in the corner alongside [[GBVS/Percival#Anzünden|Anzünden]] is very tricky to get out of, and it is a cornerstone of his corner pressure.
 
This is it. This is the button. It's fast, scooches Percival forwards, special cancels, and it has massive range. It's an excellent whiff punish and combo tool midscreen. Using this move in the corner alongside [[GBVS/Percival#Anzünden|Anzünden]] is very tricky to get out of, and it is a cornerstone of his corner pressure.
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===<big>{{clr|3|f.H}}</big>===
 
===<big>{{clr|3|f.H}}</big>===
 
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<div class="attack-container">
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* Lingering hurtbox.
 
* Lingering hurtbox.
 
Percy's {{clr|3|f.H}} is by far his biggest button, as it hits nearly 3/4 of the screen. This button is ridiculous, but it has some downsides to complement its massive range, primarily its hurtbox. The hurtbox is active before the hitbox is, leading to some weird-looking interactions where he gets hit by a button a screen away. It's not just when the move starts up, either. The hurtbox lingers far after it looks like it would be over, allowing for easy whiff punishes by most of the cast. To counteract these weaknesses, all you have to do is make sure it doesn't whiff. If it gets blocked, you can cancel into Dodge (4G), Light [[GBVS/Percival#Träumerei|Träumerei]], or any version of [[GBVS/Percival#Anzünden|Anzünden]] to stay safe.
 
Percy's {{clr|3|f.H}} is by far his biggest button, as it hits nearly 3/4 of the screen. This button is ridiculous, but it has some downsides to complement its massive range, primarily its hurtbox. The hurtbox is active before the hitbox is, leading to some weird-looking interactions where he gets hit by a button a screen away. It's not just when the move starts up, either. The hurtbox lingers far after it looks like it would be over, allowing for easy whiff punishes by most of the cast. To counteract these weaknesses, all you have to do is make sure it doesn't whiff. If it gets blocked, you can cancel into Dodge (4G), Light [[GBVS/Percival#Träumerei|Träumerei]], or any version of [[GBVS/Percival#Anzünden|Anzünden]] to stay safe.
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===<big>{{clr|1|2L}}</big>===
 
===<big>{{clr|1|2L}}</big>===
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Percival's primary close-range pressure tool. It's plus on block and hits low, what more could you ask for?
 
Percival's primary close-range pressure tool. It's plus on block and hits low, what more could you ask for?
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===<big>{{clr|2|2M}}</big>===
 
===<big>{{clr|2|2M}}</big>===
 
<div class="attack-container">
 
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* Does not hit low.
 
* Does not hit low.
 
Percival's {{clr|2|2M}} is good on its own, but its main purpose is to act as a complement to {{clr|2|f.M}}. It hits lower where {{clr|2|f.M}} would whiff at the cost of less range, but '''{{clr|2|f.M}} > {{clr|2|2M}}''' can catch people trying to punish {{clr|2|f.M}} at a distance.
 
Percival's {{clr|2|2M}} is good on its own, but its main purpose is to act as a complement to {{clr|2|f.M}}. It hits lower where {{clr|2|f.M}} would whiff at the cost of less range, but '''{{clr|2|f.M}} > {{clr|2|2M}}''' can catch people trying to punish {{clr|2|f.M}} at a distance.
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===<big>{{clr|3|2H}}</big>===
 
===<big>{{clr|3|2H}}</big>===
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While it is a decent anti-air, it's a really slow one that's also cursed with a bad hurtbox. Where it really shines is in combos, as it allows {{clr|1|236L}} > {{clr|3|2H}} to loop on an airborne opponent in the corner. If you land it as a counter hit AA, canceling into {{clr|1|214L}} or {{clr|2|214M}} allows you to pick what side you want to end up on and still get a combo.
 
While it is a decent anti-air, it's a really slow one that's also cursed with a bad hurtbox. Where it really shines is in combos, as it allows {{clr|1|236L}} > {{clr|3|2H}} to loop on an airborne opponent in the corner. If you land it as a counter hit AA, canceling into {{clr|1|214L}} or {{clr|2|214M}} allows you to pick what side you want to end up on and still get a combo.
 
*Patch 1.2 inproved the hitbox AND hurtbox of this move, making it a lot stronger and more reliable
 
*Patch 1.2 inproved the hitbox AND hurtbox of this move, making it a lot stronger and more reliable
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===<big>{{clr|4|2U}}</big>===
 
===<big>{{clr|4|2U}}</big>===
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==== ====
 
==== ====
 
Universal sweep. Decent range and speed though nothing impressive. Can be special cancelled, provides a way to safely charge up stocks with [[GBVS/Percival#Träumerei|Träumerei]]. Also sets up for a safe jump. One of the main ways to continue a combo after Heavy [[GBVS/Percival#Anzünden|Anzünden]] in the corner or [[GBVS/Percival#Schneiden|Schneiden]](with stock).
 
Universal sweep. Decent range and speed though nothing impressive. Can be special cancelled, provides a way to safely charge up stocks with [[GBVS/Percival#Träumerei|Träumerei]]. Also sets up for a safe jump. One of the main ways to continue a combo after Heavy [[GBVS/Percival#Anzünden|Anzünden]] in the corner or [[GBVS/Percival#Schneiden|Schneiden]](with stock).
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===<big>{{clr|1|j.L}}</big>===
 
===<big>{{clr|1|j.L}}</big>===
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* Active until landing.
 
* Active until landing.
 
Easy safejump tool and Percy's fastest air normal. Can be used as a last-minute jump-in, but {{clr|2|j.M}} is better all around.
 
Easy safejump tool and Percy's fastest air normal. Can be used as a last-minute jump-in, but {{clr|2|j.M}} is better all around.
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===<big>{{clr|2|j.M}}</big>===
 
===<big>{{clr|2|j.M}}</big>===
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* Can cross up.
 
* Can cross up.
 
This is your main jump in as it has decent hitstun, blockstun, and it can cross up. It doesn't have great horizontal range in front of Percival, but {{clr|3|j.H}} fills that niche nicely.
 
This is your main jump in as it has decent hitstun, blockstun, and it can cross up. It doesn't have great horizontal range in front of Percival, but {{clr|3|j.H}} fills that niche nicely.
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===<big>{{clr|3|j.H}}</big>===
 
===<big>{{clr|3|j.H}}</big>===
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The big jump in. Not useful for much outside that. Notable as Percival's longest-range air-to-air attack.
 
The big jump in. Not useful for much outside that. Notable as Percival's longest-range air-to-air attack.
 
* Patch 1.2 improved the startup of this move, making it better as an air-to-air.
 
* Patch 1.2 improved the startup of this move, making it better as an air-to-air.
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===<big>{{clr|4|j.U}}</big>===
 
===<big>{{clr|4|j.U}}</big>===
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==== ====
 
==== ====
 
Not an overhead, can be blocked while crouching. But can be useful for changing jump in timing and baiting out a {{clr|3|2H}}. Other than that, it's minus on block and gets you a knockdown on hit.
 
Not an overhead, can be blocked while crouching. But can be useful for changing jump in timing and baiting out a {{clr|3|2H}}. Other than that, it's minus on block and gets you a knockdown on hit.
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==Unique Action==
 
==Unique Action==
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* As of v1.2, Percival is now +12 after {{clr|4|5U}}, allowing for a {{clr|3|f.H}} to link midscreen, while also making the {{clr|3|c.H}} in the corner easier and other options midscreen such as {{clr|2|f.M}} and {{clr|4|2U}} more consistent.
 
* As of v1.2, Percival is now +12 after {{clr|4|5U}}, allowing for a {{clr|3|f.H}} to link midscreen, while also making the {{clr|3|c.H}} in the corner easier and other options midscreen such as {{clr|2|f.M}} and {{clr|4|2U}} more consistent.
  
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==Universal Mechanics==
 
==Universal Mechanics==
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A faster but less rewarding version of {{clr|4|5U}}. Leaves the opponent pretty far away from Percival, which can be good or bad depending on the matchup. Backthrow switches sides and keep the opponent close to Percival, and allows for a meaty [[GBVS/Percival#Macht|Macht]] anywhere. Forward throw in the corner allows for a safejump by super jumping immediately afterwards. Alternatively, if you want stocks you can {{clr|2|22M}} midscreen and {{clr|1|22L}} > {{clr|3|c.H}} in the corner for a meaty as well.
 
A faster but less rewarding version of {{clr|4|5U}}. Leaves the opponent pretty far away from Percival, which can be good or bad depending on the matchup. Backthrow switches sides and keep the opponent close to Percival, and allows for a meaty [[GBVS/Percival#Macht|Macht]] anywhere. Forward throw in the corner allows for a safejump by super jumping immediately afterwards. Alternatively, if you want stocks you can {{clr|2|22M}} midscreen and {{clr|1|22L}} > {{clr|3|c.H}} in the corner for a meaty as well.
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===<big>Air Throw</big>===
 
===<big>Air Throw</big>===
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This move isn't seen very much as {{clr|3|2H}} CH AA combos typically deal far more damage. It's a good tool to have, but Percy has stronger ones.
 
This move isn't seen very much as {{clr|3|2H}} CH AA combos typically deal far more damage. It's a good tool to have, but Percy has stronger ones.
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===<big>Overhead Attack</big>===
 
===<big>Overhead Attack</big>===
 
<div class="attack-container">
 
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Percival's Universal Overhead has less range than it looks with how his sword bends, but by no means does that make it bad. Percival has a lot of ways to set up a meaty UOH, most of which involve a combo with H [[GBVS/Percival#Special Moves|Platzen]].
 
Percival's Universal Overhead has less range than it looks with how his sword bends, but by no means does that make it bad. Percival has a lot of ways to set up a meaty UOH, most of which involve a combo with H [[GBVS/Percival#Special Moves|Platzen]].
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==Special Moves==
 
==Special Moves==
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==== ====
 
==== ====
 
Percival's most important move. Stores orbs that enhance M and H versions of skills. L stores one orb, M stores 3, and H stores 5. The number of orbs stored will be displayed under Percival's HP bar. These have hitbox directly above him that can be used to juggle opponents mid-combo. The L version is also a good move to cancel into off a {{clr|3|f.H}}.
 
Percival's most important move. Stores orbs that enhance M and H versions of skills. L stores one orb, M stores 3, and H stores 5. The number of orbs stored will be displayed under Percival's HP bar. These have hitbox directly above him that can be used to juggle opponents mid-combo. The L version is also a good move to cancel into off a {{clr|3|f.H}}.
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===<big>Anzünden</big>===
 
===<big>Anzünden</big>===
 
{{Micon|1}} <span class="input-badge">'''236X'''</span> or <span class="input-badge">'''5S'''</span>
 
{{Micon|1}} <span class="input-badge">'''236X'''</span> or <span class="input-badge">'''5S'''</span>
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* Travels similarly to the M version, but is slower and even at point blank.  
 
* Travels similarly to the M version, but is slower and even at point blank.  
 
* Takes a stock when one is available.
 
* Takes a stock when one is available.
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===<big>Platzen</big>===
 
===<big>Platzen</big>===
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Rises higher and deals increased damage with a Träumerei orb but also makes the move more unsafe on block.
 
Rises higher and deals increased damage with a Träumerei orb but also makes the move more unsafe on block.
 
*Data in [] is for when it consumes a Träumerei orb.
 
*Data in [] is for when it consumes a Träumerei orb.
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===<big>Lord's Strike</big>===
 
===<big>Lord's Strike</big>===
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==== ====
 
==== ====
 
Performs a forward dash that can be canceled into various skills while in motion. M/H version enhances follow-up skills upon consuming a Träumerei orb. M version and H version are generally the same when not Träumerei empowered, but H version does more damage and allows the {{clr|3|214H}}~{{clr|1|L}} to be -1 on block instead of -8
 
Performs a forward dash that can be canceled into various skills while in motion. M/H version enhances follow-up skills upon consuming a Träumerei orb. M version and H version are generally the same when not Träumerei empowered, but H version does more damage and allows the {{clr|3|214H}}~{{clr|1|L}} to be -1 on block instead of -8
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===<big>Schneiden</big>===
 
===<big>Schneiden</big>===
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*{{clr|3|214H}}!~{{clr|1|L}} launches, but only allows {{clr|1|c.L}} in the corner.
 
*{{clr|3|214H}}!~{{clr|1|L}} launches, but only allows {{clr|1|c.L}} in the corner.
 
*on CH, {{clr|3|214H}}~{{clr|1|L}} It allows a link into {{clr|2|c.M}}, {{clr|2|2M}}, or {{clr|4|2U}} making it very good for people who will challenge you after moves like {{clr|2|f.M}} and {{clr|3|f.H}}.
 
*on CH, {{clr|3|214H}}~{{clr|1|L}} It allows a link into {{clr|2|c.M}}, {{clr|2|2M}}, or {{clr|4|2U}} making it very good for people who will challenge you after moves like {{clr|2|f.M}} and {{clr|3|f.H}}.
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===<big>Macht</big>===
 
===<big>Macht</big>===
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*Data in [] is for when it consumes a Träumerei orb.
 
*Data in [] is for when it consumes a Träumerei orb.
 
*Every version of Macht launches different on CH, {{clr|1|214L}}/{{clr|2|M}}~{{clr|2|M}} allows a {{clr|2|c.M}} juggle, {{clr|2|214M}}/{{clr|3|H!}}~{{clr|2|M}} allows a {{clr|3|c.H}} or a {{clr|3|2H}} juggle
 
*Every version of Macht launches different on CH, {{clr|1|214L}}/{{clr|2|M}}~{{clr|2|M}} allows a {{clr|2|c.M}} juggle, {{clr|2|214M}}/{{clr|3|H!}}~{{clr|2|M}} allows a {{clr|3|c.H}} or a {{clr|3|2H}} juggle
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===<big>Zerreissen</big>===
 
===<big>Zerreissen</big>===
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Performs a piercing attack during Lord's Strike. When enhanced with a Träumerei orb, it'll cause more damage if it connects at close range, as indicated by a zoom-in effect. This is the move you want to combo into when you hit a far normal.
 
Performs a piercing attack during Lord's Strike. When enhanced with a Träumerei orb, it'll cause more damage if it connects at close range, as indicated by a zoom-in effect. This is the move you want to combo into when you hit a far normal.
 
*Data in [] is for when it consumes a Träumerei orb.
 
*Data in [] is for when it consumes a Träumerei orb.
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==Skybound Art==
 
==Skybound Art==
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Min Damage: Technical 900→650, Simple 540→390
 
Min Damage: Technical 900→650, Simple 540→390
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==Super Skybound Art==
 
==Super Skybound Art==
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Min Damage: Technical 950→580[1160→760], Simple 760→580[960→760]
 
Min Damage: Technical 950→580[1160→760], Simple 760→580[960→760]
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==Colors==
 
==Colors==

Revision as of 22:50, 19 June 2022


Template-Alert.png Notice:The contents of this page are out of date.
This can be due to patches to the game, or developments in the metagame. You can help by updating it.
Overview

Overview

Percival is a pressure heavy character whose playstyle ramps up as he picks up momentum throughout the course of matches, effectively swinging the tide into his favor.
"Behold the power of the Lord of Flames."
Lore:He travels to lands far and wide to learn the secrets of statecraft, all in hopes of founding his dream country. Before he set out on a journey to achieve such lofty goals, he and Lancelot served as officers in the same order of knights, studying under the same master. He received his nickname, the Lord of Flames, from the noble way he wields his blazing long sword. Those who come face-to-face with him find themselves either entranced or terrified by his abilities.
Voice:English: Anthony Sitoy/Japanese: Ryota Osaka
Playstyle
Percival is a slow footsies-rushdown character who pressures the opponent by charging up stocks to empower his big special moves.
Pros Cons
  • Well Rounded: Percival is blessed with strong normals, whiff punish tools, and a passable fireball as well as a good meterless reversal on defense.
  • Pressure: long reaching L normals and spaced Anzünden give Percival strong and consistent pressure up close and midscreen. He can also capitalize on conditioned opponents with X-Seele, a command grab that he can combo off of.
  • Whiff Punishment: his aforementioned strong normals convert into high damage and a knockdown with Zerreissen.
  • Damage: Percival's damage is above average and becomes extremely high if he has Träumerei stocks or lands a counterhit.
  • Sluggish: while long-ranged, Percival's normals have slow recovery and Anzünden projectiles don't travel far without stocks, making it difficult to contest zoners at certain ranges.
  • Resource Reliant: Percival's whiff punish ability and pressure is greatly lessened without Träumerei orbs available.

GBVS Percival Traumerei Icon.png Träumerei Orbs

By using 22X, Percival gains a number of Träumerei Orbs, 1 from 22L, 3 from 22M, and 5 from 22H. He can store a total of 5 Orbs and it cannot overflow. The next time he uses an M or H special, besides for Träumerei itself, the special will be powered up, increasing its damage and changing its properties.

Normal Moves

c.L

c.M

c.H

Auto Combo

f.L

f.M

f.H

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
1100 Mid 12 6 26 -15 -11 -

  • Percival's defining move.
  • Crushingly massive range.
  • Lingering hurtbox.

Percy's f.H is by far his biggest button, as it hits nearly 3/4 of the screen. This button is ridiculous, but it has some downsides to complement its massive range, primarily its hurtbox. The hurtbox is active before the hitbox is, leading to some weird-looking interactions where he gets hit by a button a screen away. It's not just when the move starts up, either. The hurtbox lingers far after it looks like it would be over, allowing for easy whiff punishes by most of the cast. To counteract these weaknesses, all you have to do is make sure it doesn't whiff. If it gets blocked, you can cancel into Dodge (4G), Light Träumerei, or any version of Anzünden to stay safe.

2L

2M

2H

2U

j.L

j.M

j.H

j.U

Unique Action

X-Seele

5U

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
0 Throw 14 3 41 - +12 -

  • Counts as 2 hits for damage scaling purposes

Doesn't deal any damage, but can be followed up with additional attacks. If opponent is in corner can follow up with proximity normal, otherwise can use a far normal like f5H to convert into a knockdown or a super. This move is complemented by Macht as it beats blocking as opposed to c.L beating mashing.

  • As of v1.2, Percival is now +12 after 5U, allowing for a f.H to link midscreen, while also making the c.H in the corner easier and other options midscreen such as f.M and 2U more consistent.

Universal Mechanics

Ground Throw

Air Throw

Overhead Attack

Special Moves

Träumerei

GBVS Install.png 22X or 2S

Anzünden

GBVS Fireball.png 236X or 5S

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 900→800 All 22 - Total 53 -7 -3 -
M GBVS Percival Traumerei Icon.png 900→800 [1000→900] All 22 - Total 53 -7 -3 [KD] -
H GBVS Percival Traumerei Icon.png 350×2+400→300×2+400 [400×3→350×2+400] All 19 - Total 53 0 +4 [HKD] -

Percival swings his sword and launches a projectile that travels along the ground. The slow speed and way it travels along the ground makes this a really hard move to dodge, and if there's any amount of distance between you and your opponent, it will be meaty enough to be plus. Since it has slower startup and Percival's hurtbox extends below and in front of him, it is prone to end up trading with other normals such as f.M.

  • Data in [] is for when it consumes a Träumerei orb.

L Version
  • Travels to about f.H range and stops fizzles out.
  • Doesn't take a stock.

M Version
  • Travels farther than the L version, and travels fullscreen with a stock.
  • Takes a stock when one is available.

H Version
  • Travels similarly to the M version, but is slower and even at point blank.
  • Takes a stock when one is available.

Platzen

GBVS Parry.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 700, 400 Mid, All 9 2(2)6 37 -26 KD 1~12 All
M GBVS Percival Traumerei Icon.png 300,700,400 [300,700,120×5] Mid*2, All 11 17[21] 37[49] -24 [-40] KD 1~10 All, 11~27 Strike/Throw [11~31 Strike/Throw]
H GBVS Percival Traumerei Icon.png 300,600,200×3 [300,700,100×7] Mid 9 26[28] 40[43] -33 [-38] HKD 1~8 All, 9~13 Strike/Throw

Performs a rising attack that cannot be blocked by midair foes immediately after start-up. M/H version advances Percival forward before rising. Rises higher and deals increased damage with a Träumerei orb but also makes the move more unsafe on block.

  • Data in [] is for when it consumes a Träumerei orb.

Lord's Strike

GBVS Sprint.png 214X or 4S

Schneiden

Lord's Strike > L

Macht

Lord's Strike > M

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
214L > M 1400 Mid 20 6 21 +2 KD -
214M > M GBVS Percival Traumerei Icon.png 1400 [1700] Mid 20 6 21 +2 KD[HKD] -
214H > M GBVS Percival Traumerei Icon.png 1500 [1800] Mid 17 6 21 +2 HKD -

Performs a downward slash attack during Lord's Strike. Very good frame advantage, so Percival can start his shenanigans before the opponent recovers even on block, with a guess between throw/5U and mashing. When enhanced with a Träumerei orb, causes an unrecoverable knockdown.

  • Data in [] is for when it consumes a Träumerei orb.
  • Every version of Macht launches different on CH, 214L/M~M allows a c.M juggle, 214M/H!~M allows a c.H or a 2H juggle

Zerreissen

Lord's Strike > H

Skybound Art

Lohenwolf

236236H or 236S

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
3600→2600 Mid [Unblockable] 6+7~146 6 30 -18 HKD -

Performs a powerful advancing attack that can be charged by holding down the button. If fully charged, this skill becomes unblockable. Since it covers a long range, it can be used as both a combo finished or a counter from afar. However, it will not hit at full-screen. The simple input version of this super makes the cinematic trigger smaller, but this typically doesn't matter when confirming out of a poke.

Min Damage: Technical 900→650, Simple 540→390

Super Skybound Art

Feuerrote Krone

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
3800→2900 [4800→3800] Mid, All 9+7 37~91 Total 143~197 -18 HKD -

Unleashes a spiral of flames from the hilt of Percival's sword that deals additional hits when holding down the button. If this skill connects at close range, Percival will perform an enhanced version for increased damage. This move can be hard to combo into from midscreen juggles because of the flame spiral causing them to fall out. This leads to it being very unsafe as the opponent will typically tech through the fireball itself.

  • This super can be charged, which increases the hits of the initial tornado from a minimum 6 hits to a maximum of 12 hits. When charged for 6-11 hits, the final hit will do 1900 but when fully charged to 12 hits, the final hit will do 2000.
  • When not at close range, the final swing will fire a bigger version of Anzünden that travels full screen. In certain situations in the corner, you can combo off this when setup properly.

Min Damage: Technical 950→580[1160→760], Simple 760→580[960→760]

Colors

Colors
Color 1
Color 2
Color 3
Color 4
GBVS Percival Color 01.png
GBVS Percival Color 02.png
GBVS Percival Color 03.png
GBVS Percival Color 04.png
Color 5
Color 6
Color 7
Color 8
GBVS Percival Color 05.png
GBVS Percival Color 06.png
GBVS Percival Color 07.png
GBVS Percival Color 08.png
Color 9
Color 10
Color 11
Color 12
GBVS Percival Color 09.png
GBVS Percival Color 10.png
GBVS Percival Color 11.png
GBVS Percival Color 12.png
Color 13
Color 14
Color 15
Color 16
GBVS Percival Color 13.png
GBVS Percival Color 14.png
GBVS Percival Color 15.png
GBVS Percival Color 16.png
Color 17
Color 18
Color 19
Color EX
GBVS Percival Color 17.png
GBVS Percival Color 18.png
GBVS Percival Color 19.png
GBVS Percival Color EX.png
Weapons
01
02
03
04
GBVS Percival Weapon 01.png
GBVS Percival Weapon 02.png
GBVS Percival Weapon 03.png
GBVS Percival Weapon 04.png
05
06
07
08
GBVS Percival Weapon 05.png
GBVS Percival Weapon 06.png
GBVS Percival Weapon 07.png
GBVS Percival Weapon 08.png


External References

Percival Combo Demo by Rowlet

Navigation

Percival
Ambox notice.png To edit frame data, edit values in GBVS/Percival/Data.