GBVS/Percival: Difference between revisions

From Dustloop Wiki
(Formatting for new clr template)
Line 24: Line 24:
*  '''Large Hurtbox'''
*  '''Large Hurtbox'''
| unique_mechanic1_name = {{IconText|GBVS_Percival_Traumerei_Icon|[[#Träumerei|Träumerei]]}} Orbs
| unique_mechanic1_name = {{IconText|GBVS_Percival_Traumerei_Icon|[[#Träumerei|Träumerei]]}} Orbs
| unique_mechanic1 = By using 22X, Percival gains a number of Träumerei Orbs, 1 from {{clr|1|22L}}, 3 from {{clr|3|22M}}, and 5 from {{clr|4|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.
| unique_mechanic1 = By using 22X, Percival gains a number of Träumerei Orbs, 1 from {{clr|1|22L}}, 3 from {{clr|2|22M}}, and 5 from {{clr|3|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.
}}
}}


Line 52: Line 52:
</div>
</div>


===<big>{{clr|3|c.M}}</big>===
===<big>{{clr|2|c.M}}</big>===
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
Line 78: Line 78:
</div>
</div>


===<big>{{clr|4|c.H}}</big>===
===<big>{{clr|3|c.H}}</big>===
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
Line 98: Line 98:


* 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|4|c.H}}''' OR '''{{clr|4|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|3|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}}.
</div>
</div>
</div>
</div>
Line 149: Line 149:
</div>
</div>
</div>
</div>
===<big>{{clr|3|f.M}}</big>===
===<big>{{clr|2|f.M}}</big>===
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
Line 170: Line 170:
</div>
</div>
</div>
</div>
===<big>{{clr|4|f.H}}</big>===
===<big>{{clr|3|f.H}}</big>===
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
Line 192: Line 192:
* Crushingly massive range.
* Crushingly massive range.
* Lingering hurtbox.
* Lingering hurtbox.
Percy's {{clr|4|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.
</div>
</div>
</div>
</div>
Line 218: Line 218:
</div>
</div>
</div>
</div>
===<big>{{clr|3|2M}}</big>===
===<big>{{clr|2|2M}}</big>===
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
Line 238: Line 238:


* Combos from {{clr|1|2L}} on crouchers.
* Combos from {{clr|1|2L}} on crouchers.
* Great as a counterpoke after {{clr|3|f.M}}.
* Great as a counterpoke after {{clr|2|f.M}}.
* Does not hit low.
* Does not hit low.
Percival's {{clr|3|2M}} is good on its own, but its main purpose is to act as a complement to {{clr|3|f.M}}. It hits lower where {{clr|3|f.M}} would whiff at the cost of less range, but '''{{clr|3|f.M}} > {{clr|3|2M}}''' can catch people trying to punish {{clr|3|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.
</div>
</div>
</div>
</div>


===<big>{{clr|4|2H}}</big>===
===<big>{{clr|3|2H}}</big>===
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
Line 263: Line 263:
==== ====
==== ====


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|4|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|3|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
</div>
</div>
</div>
</div>
===<big>{{clr|2|2U}}</big>===
===<big>{{clr|4|2U}}</big>===
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
Line 313: Line 313:


* 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|3|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.
</div>
</div>
</div>
</div>


===<big>{{clr|3|j.M}}</big>===
===<big>{{clr|2|j.M}}</big>===
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
Line 337: Line 337:


* 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|4|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.
</div>
</div>
</div>
</div>


===<big>{{clr|4|j.H}}</big>===
===<big>{{clr|3|j.H}}</big>===
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
Line 366: Line 366:
</div>
</div>


===<big>{{clr|2|j.U}}</big>===
===<big>{{clr|4|j.U}}</big>===
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
Line 384: Line 384:
|}
|}
==== ====
==== ====
Not an overhead, can be blocked while crouching. But can be useful for changing jump in timing and baiting out a {{clr|4|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.
</div>
</div>
</div>
</div>
Line 390: Line 390:
==Unique Action==
==Unique Action==
===<big>X-Seele</big>===
===<big>X-Seele</big>===
<span class="input-badge">'''{{clr|2|5U}}'''</span>
<span class="input-badge">'''{{clr|4|5U}}'''</span>
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
Line 410: Line 410:
*Counts as 2 hits for damage scaling purposes
*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 [[GBVS/Percival#Macht|Macht]] as it beats blocking as opposed to {{clr|1|c.L}} beating mashing.
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 [[GBVS/Percival#Macht|Macht]] as it beats blocking as opposed to {{clr|1|c.L}} beating mashing.
* As of v1.2, Percival is now +12 after {{clr|2|5U}}, allowing for a {{clr|4|f.H}} to link midscreen, while also making the {{clr|4|c.H}} in the corner easier and other options midscreen such as {{clr|3|f.M}} and {{clr|2|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.


</div>
</div>
Line 436: Line 436:
==== ====
==== ====


A faster but less rewarding version of {{clr|2|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|3|22M}} midscreen and {{clr|1|22L}} > {{clr|4|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.
</div>
</div>
</div>
</div>
Line 459: Line 459:
==== ====
==== ====


This move isn't seen very much as {{clr|4|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.
</div>
</div>
</div>
</div>
Line 506: Line 506:
|}
|}
==== ====
==== ====
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|4|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}}.
</div>
</div>
</div>
</div>
Line 543: Line 543:
|}
|}
==== ====
==== ====
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 {{clr|3|f.M}}.
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 {{clr|2|f.M}}.
* Data in [] is for when it consumes a Träumerei orb.
* Data in [] is for when it consumes a Träumerei orb.
----
----
;L Version
;L Version
* Travels to about {{clr|4|f.H}} range and stops fizzles out.  
* Travels to about {{clr|3|f.H}} range and stops fizzles out.  
* Doesn't take a stock.
* Doesn't take a stock.
----
----
Line 634: Line 634:
|}
|}
==== ====
==== ====
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|4|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
</div>
</div>
</div>
</div>
Line 657: Line 657:
}}
}}
|-
|-
{{AttackVersion|name={{IconText|{{clr|3|214M}} > {{clr|1|L}}|GBVS_Percival_Traumerei_Icon|Right}}}}
{{AttackVersion|name={{IconText|{{clr|2|214M}} > {{clr|1|L}}|GBVS_Percival_Traumerei_Icon|Right}}}}
{{#cargo_query:tables=MoveData_GBVS
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
Line 664: Line 664:
}}
}}
|-
|-
{{AttackVersion|name={{IconText|{{clr|4|214H}} > {{clr|1|L}}|GBVS_Percival_Traumerei_Icon|Right}}}}
{{AttackVersion|name={{IconText|{{clr|3|214H}} > {{clr|1|L}}|GBVS_Percival_Traumerei_Icon|Right}}}}
{{#cargo_query:tables=MoveData_GBVS
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
Line 674: Line 674:
Performs a low slash attack during Lord's Strike. When enhanced with a Träumerei orb, it'll cause knockdown upon connecting.
Performs a low slash attack during Lord's Strike. When enhanced with a Träumerei orb, it'll cause knockdown upon connecting.
*Data in [] is for when it consumes a Träumerei orb.
*Data in [] is for when it consumes a Träumerei orb.
*{{clr|4|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|4|214H}}~{{clr|1|L}} It allows a link into {{clr|3|c.M}}, {{clr|3|2M}}, or {{clr|2|2U}} making it very good for people who will challenge you after moves like {{clr|3|f.M}} and {{clr|4|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}}.
</div>
</div>
</div>
</div>


===<big>Macht</big>===
===<big>Macht</big>===
<span class="input-badge">'''Lord's Strike > {{clr|3|M}}'''</span>
<span class="input-badge">'''Lord's Strike > {{clr|2|M}}'''</span>
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
Line 691: Line 691:
{{FrameDataHeader-GBVS|version=yes}}
{{FrameDataHeader-GBVS|version=yes}}
|-
|-
{{AttackVersion|name={{clr|1|214L}} > {{clr|3|M}}}}
{{AttackVersion|name={{clr|1|214L}} > {{clr|2|M}}}}
{{#cargo_query:tables=MoveData_GBVS
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
Line 698: Line 698:
}}
}}
|-
|-
{{AttackVersion|name={{IconText|{{clr|3|214M}} > {{clr|3|M}}|GBVS_Percival_Traumerei_Icon|Right}}}}
{{AttackVersion|name={{IconText|{{clr|2|214M}} > {{clr|2|M}}|GBVS_Percival_Traumerei_Icon|Right}}}}
{{#cargo_query:tables=MoveData_GBVS
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
Line 705: Line 705:
}}
}}
|-
|-
{{AttackVersion|name={{IconText|{{clr|4|214H}} > {{clr|3|M}}|GBVS_Percival_Traumerei_Icon|Right}}}}
{{AttackVersion|name={{IconText|{{clr|3|214H}} > {{clr|2|M}}|GBVS_Percival_Traumerei_Icon|Right}}}}
{{#cargo_query:tables=MoveData_GBVS
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
Line 713: Line 713:
|}
|}
==== ====
==== ====
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/{{clr|2|5U}} and mashing. When enhanced with a Träumerei orb, causes an unrecoverable knockdown.
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/{{clr|4|5U}} and mashing. When enhanced with a Träumerei orb, causes an unrecoverable knockdown.
*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|3|M}}~{{clr|3|M}} allows a {{clr|3|c.M}} juggle, {{clr|3|214M}}/{{clr|4|H!}}~{{clr|3|M}} allows a {{clr|4|c.H}} or a {{clr|4|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
</div>
</div>
</div>
</div>


===<big>Zerreissen</big>===
===<big>Zerreissen</big>===
<span class="input-badge">'''Lord's Strike > {{clr|4|H}}'''</span>
<span class="input-badge">'''Lord's Strike > {{clr|3|H}}'''</span>
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
Line 732: Line 732:
{{FrameDataHeader-GBVS|version=yes}}
{{FrameDataHeader-GBVS|version=yes}}
|-
|-
{{AttackVersion|name={{clr|1|214L}} > {{clr|4|H}}}}
{{AttackVersion|name={{clr|1|214L}} > {{clr|3|H}}}}
{{#cargo_query:tables=MoveData_GBVS
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
Line 739: Line 739:
}}
}}
|-
|-
{{AttackVersion|name={{IconText|{{clr|3|214M}} > {{clr|4|H}}|GBVS_Percival_Traumerei_Icon|Right}}}}
{{AttackVersion|name={{IconText|{{clr|2|214M}} > {{clr|3|H}}|GBVS_Percival_Traumerei_Icon|Right}}}}
{{#cargo_query:tables=MoveData_GBVS
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
Line 746: Line 746:
}}
}}
|-
|-
{{AttackVersion|name={{IconText|{{clr|4|214H}} > {{clr|4|H}}|GBVS_Percival_Traumerei_Icon|Right}}}}
{{AttackVersion|name={{IconText|{{clr|3|214H}} > {{clr|3|H}}|GBVS_Percival_Traumerei_Icon|Right}}}}
{{#cargo_query:tables=MoveData_GBVS
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
Line 761: Line 761:
==Skybound Art==
==Skybound Art==
===<big>Lohenwolf</big>===
===<big>Lohenwolf</big>===
<span class="input-badge">'''{{clr|4|236236H}}'''</span> or <span class="input-badge">'''236S'''</span>
<span class="input-badge">'''{{clr|3|236236H}}'''</span> or <span class="input-badge">'''236S'''</span>
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
Line 789: Line 789:
==Super Skybound Art==
==Super Skybound Art==
===<big>Feuerrote Krone</big>===
===<big>Feuerrote Krone</big>===
<span class="input-badge">'''{{clr|2|236236U}}'''</span> or <span class="input-badge">'''236S+U'''</span>
<span class="input-badge">'''{{clr|4|236236U}}'''</span> or <span class="input-badge">'''236S+U'''</span>
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">

Revision as of 05:39, 7 April 2022

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.

 Percival  Percival is a slow footsies-rushdown character who pressures the opponent by charging up stocks to empower his big special moves.

Pros
Cons
  • Rounded Moveset: allows him to contend against anyone.
  • Good Range On both his normal and special attacks.
  • Meterless Reversal with Platzen.
  • High offensive Pressure: All far normals combo into Zerreissen, giving high damage and a knockdown from any range.
  • Projectile Frame Advantage: Anzünden is plus on block if spaced out, which complements Percival's midrange poking gameplan perfectly.
  • Command Grab: His ability to scare people into blocking is complimented by his X-Seele command grab that he can combo off of.
  • Charged Stocks Damage: Träumerei stocks boost Percival's damage to incredible levels.
  • Beautiful boi. Praise be to the lord of flames.
  • Slow Projectile: Anzünden projectiles are on the slower side and don't travel far without stocks, making it difficult to contest zoners at certain ranges.
  • Slow Normal Moves Recovery: Making Percival prone to being whiff-punished.
  • Resource Micro-management: Träumerei stocks require micro-management for damage potential.
  • Deceptive Light Attack Range: Light buttons can be deceptive due to animation not fully aligning with the hitbox.
  • Large Hurtbox
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.
GBVS Percival Nameplate.png
GBVS Percival Portrait.png
Health
10000
Prejump
4f
Backdash
22f
Backshift
High Recovery (30f)
Unique Movement Options
Lord's Strike

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

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
700 Low 7 6 21 -12 HKD

Universal sweep. Decent range and speed though nothing impressive. Can be special cancelled, provides a way to safely charge up stocks with Träumerei. Also sets up for a safe jump. One of the main ways to continue a combo after Heavy Anzünden in the corner or Schneiden(with stock)

His sweep got buffed in the v1.21 patch, which decreased its recovery. It's now -10 on block instead of -15, making it much safer to throw out.

It then got nerfed in the v2.01 patch, which increased its recovery but not to its original state. It's now -12 on block instead of -10.

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

No results

214M > M GBVS Percival Traumerei Icon.png

No results

214H > M GBVS Percival Traumerei Icon.png

No results

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

Navigation

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