GBVS/Percival: Difference between revisions

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| summary = is a slow footsies-rushdown character who pressures the opponent by charging up stocks to empower his big special moves.
| summary = is a slow footsies-rushdown character who pressures the opponent by charging up stocks to empower his big special moves.
| pros =  
| pros =  
* '''Rounded Moveset''': allows him to contend against anyone.
* '''Well Rounded:''' Percival is blessed with strong normals, whiff punish tools, and a passable fireball as well as a good [[GBVS/Percival#Platzen|meterless reversal]] on defense.
'''Good Range''' On both his normal and special attacks.
* '''Pressure:''' long reaching L normals and spaced [[GBVS/Percival#Anzünden|Anzünden]] give Percival strong and consistent pressure up close and midscreen. He can also capitalize on conditioned opponents with [[GBVS/Percival#X-Seele|X-Seele]], a command grab that he can combo off of.
*  '''Meterless Reversal''' with [[GBVS/Percival#Platzen|Platzen]].
* '''Whiff Punishment:''' his aforementioned strong normals convert into high damage and a knockdown with [[GBVS/Percival#Zerreissen|Zerreissen]].
* '''High offensive Pressure''': All far normals combo into [[GBVS/Percival#Zerreissen|Zerreissen]], giving high damage and a knockdown from any range.
* '''Damage:''' Percival's damage is above average and becomes extremely high if he has [[GBVS/Percival#Träumerei|Träumerei]] stocks or lands a counterhit.
*  '''Projectile Frame Advantage''': [[GBVS/Percival#Anzünden|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 [[GBVS/Percival#X-Seele|X-Seele]] command grab that he can combo off of.
* '''Charged Stocks Damage''': [[GBVS/Percival#Träumerei|Träumerei]] stocks boost Percival's damage to incredible levels.
*  Beautiful boi. Praise be to the lord of flames.
| cons =  
| cons =  
* '''Slow Projectile''': [[GBVS/Percival#Anzünden|Anzünden]] projectiles are on the slower side and don't travel far without stocks, making it difficult to contest zoners at certain ranges.
* '''Sluggish:''' while long-ranged, Percival's normals have slow recovery and [[GBVS/Percival#Anzünden|Anzünden]] projectiles 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 Reliant:''' Percival's whiff punish ability and pressure is greatly lessened without [[#Träumerei|Träumerei]] orbs available.
*  '''Resource Micro-management''': [[GBVS/Percival#Träumerei|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'''
| 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|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.
| 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.
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Images =
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Percival_cL.png|
GBVS_Percival_cL.png|
</gallery>
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Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Percival_cL_Hitbox.png|
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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.
</div>
{{CloseCard}}
</div>


===<big>{{clr|2|c.M}}</big>===
===<big>{{clr|2|c.M}}</big>===
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<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Percival_cM.png|
GBVS_Percival_cM.png|
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<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Percival_cM_Hitbox.png|
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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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{{CloseCard}}
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===<big>{{clr|3|c.H}}</big>===
===<big>{{clr|3|c.H}}</big>===
<div class="attack-container">
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<div class="attack-gallery">
<div class="attack-gallery">
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Images =
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Percival_cH.png|Welcome to punish city
GBVS_Percival_cH.png|Welcome to punish city
</gallery>
</gallery>
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Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Percival_cH_Hitbox.png|
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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}}.
</div>
{{CloseCard}}
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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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{{CloseCard}}
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===<big>{{clr|1|f.L}}</big>===
===<big>{{clr|1|f.L}}</big>===
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<gallery widths="210px" heights="210px" mode="nolines">
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GBVS_Percival_fL.png|
GBVS_Percival_fL.png|
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Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Percival_fL_Hitbox1.png|Frame 6
GBVS_Percival_fL_Hitbox2.png|Frame 7~8
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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.
</div>
{{CloseCard}}
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===<big>{{clr|2|f.M}}</big>===
===<big>{{clr|2|f.M}}</big>===
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<div class="attack-gallery">
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Images =
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Percival_fM.png|DODA
GBVS_Percival_fM.png|DODA
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<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Percival_fM_Hitbox.png|
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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.
</div>
{{CloseCard}}
</div>
===<big>{{clr|3|f.H}}</big>===
===<big>{{clr|3|f.H}}</big>===
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Images =
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Percival_fH.png|It's still my turn
GBVS_Percival_fH.png|It's still my turn
</gallery>
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Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Percival_fH_Hitbox1.png|Frame 12~14
GBVS_Percival_fH_Hitbox2.png|Frame 15~17
</gallery>
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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.
</div>
{{CloseCard}}
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===<big>{{clr|1|2L}}</big>===
===<big>{{clr|1|2L}}</big>===
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Images =
<gallery widths="210px" heights="210px" mode="nolines">
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GBVS_Percival_2L.png|
GBVS_Percival_2L.png|
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<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Percival_2L_Hitbox.png|
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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?
</div>
{{CloseCard}}
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===<big>{{clr|2|2M}}</big>===
===<big>{{clr|2|2M}}</big>===
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Images =
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Percival_2M.png| Does not hit low
GBVS_Percival_2M.png| Does not hit low
</gallery>
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Percival_2M_Hitbox1.png| Frame 7~9
GBVS_Percival_2M_Hitbox2.png| Frame 10~11
</gallery>
</tabber>
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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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{{CloseCard}}
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===<big>{{clr|3|2H}}</big>===
===<big>{{clr|3|2H}}</big>===
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<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Percival_2H.png|
GBVS_Percival_2H.png|
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Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Percival_2H_Hitbox1.png|Frame 11~12
GBVS_Percival_2H_Hitbox2.png|Frame 13~15
</gallery>
</tabber>
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<div class="attack-info">
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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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{{CloseCard}}
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===<big>{{clr|4|2U}}</big>===
===<big>{{clr|4|2U}}</big>===
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<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Percival_2U.png|Shorter reach than one would expect
GBVS_Percival_2U.png|Shorter reach than one would expect
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<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Percival_2U_Hitbox.png|
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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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{{CloseCard}}
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===<big>{{clr|1|j.L}}</big>===
===<big>{{clr|1|j.L}}</big>===
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<gallery widths="210px" heights="210px" mode="nolines">
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GBVS_Percival_jL.png|
GBVS_Percival_jL.png|
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<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Percival_jL_Hitbox.png|
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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.
</div>
{{CloseCard}}
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===<big>{{clr|2|j.M}}</big>===
===<big>{{clr|2|j.M}}</big>===
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GBVS_Percival_jM.png|
GBVS_Percival_jM.png|
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<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Percival_jM_Hitbox2.png|
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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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{{CloseCard}}
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===<big>{{clr|3|j.H}}</big>===
===<big>{{clr|3|j.H}}</big>===
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<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Percival_jH.png| The jump-in of a king
GBVS_Percival_jH.png| The jump-in of a king
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<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Percival_jH_Hitbox.png| The jump-in of a king
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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.
</div>
{{CloseCard}}
</div>


===<big>{{clr|4|j.U}}</big>===
===<big>{{clr|4|j.U}}</big>===
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<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Percival_jU.png|Entirely unrewarding
GBVS_Percival_jU.png|Entirely unrewarding
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<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Percival_jU_Hitbox.png|
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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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{{CloseCard}}
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==Unique Action==
==Unique Action==
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<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Percival_5U.png|An extra grab is a precious rarity afforded only to the rich.
GBVS_Percival_5U.png|
GBVS_Percival_5U2.png|An extra grab is a precious rarity afforded only to the rich.
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GBVS_Percival_5U_Hitbox.png|
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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.


</div>
{{CloseCard}}
</div>


==Universal Mechanics==
==Universal Mechanics==
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<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Percival_Throw.png |Forward throw, reminiscent of a certain flaming swordswoman
GBVS_Percival_Throw.png |Forward throw, reminiscent of a certain flaming swordswoman
GBVS_Percival_4Throw.png |Back throw, break their spine
GBVS_Percival_4Throw.png |Back throw, break their spine
</gallery>
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Percival_Throw_Hitbox.png |
</gallery>
</tabber>
</div>
</div>
<div class="attack-info">
<div class="attack-info">
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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.
</div>
{{CloseCard}}
</div>


===<big>Air Throw</big>===
===<big>Air Throw</big>===
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Percival_AirThrow.png |Callout AA and not much more
GBVS_Percival_AirThrow.png |Callout AA and not much more
</gallery>
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Percival_AirThrow_Hitbox.png |
</gallery>
</tabber>
</div>
</div>
<div class="attack-info">
<div class="attack-info">
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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.
</div>
{{CloseCard}}
</div>
===<big>Overhead Attack</big>===
===<big>Overhead Attack</big>===
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Percival_OverheadAttack.png |Shorter range than one would expect
GBVS_Percival_OverheadAttack.png |Shorter range than one would expect
</gallery>
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Percival_UOH_Hitbox1.png | Frame 26~28
GBVS_Percival_UOH_Hitbox2.png | Frame 29~31
</gallery>
</tabber>
</div>
</div>
<div class="attack-info">
<div class="attack-info">
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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]].
</div>
{{CloseCard}}
</div>


==Special Moves==
==Special Moves==
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<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Percival_Traeumerei.png | The win condition
GBVS_Percival_Traeumerei.png | The win condition
</gallery>
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Percival_22X_Hitbox.png | The win condition
</gallery>
</tabber>
</div>
</div>
<div class="attack-info">
<div class="attack-info">
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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}}.
</div>
{{CloseCard}}
</div>
===<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>
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Percival_Anzuenden.png|Royal Gunflame
GBVS_Percival_Anzuenden.png|Royal Gunflame
</gallery>
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Percival_236X_Hitbox1.png|Initial hitbox
GBVS_Percival_236X_Hitbox2.png|Later active frames
</gallery>
</tabber>
</div>
</div>
<div class="attack-info">
<div class="attack-info">
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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.
</div>
{{CloseCard}}
</div>


===<big>Platzen</big>===
===<big>Platzen</big>===
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<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Percival_Platzen.png |Royal Volcanic Viper
GBVS_Percival_Platzen.png |Royal Volcanic Viper
</gallery>
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Percival_623M_Hitbox.png | {{clr|M|623M}}/{{clr|H|623H}} dash
GBVS_Percival_623X_Hitbox1.png |
GBVS_Percival_623X_Hitbox2.png |
</gallery>
</tabber>
</div>
</div>
<div class="attack-info">
<div class="attack-info">
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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.
</div>
{{CloseCard}}
</div>


===<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
</div>
{{CloseCard}}
</div>


===<big>Schneiden</big>===
===<big>Schneiden</big>===
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<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Percival_Schneiden.png|Hits low but minus on hit without an Orb
GBVS_Percival_Schneiden.png|Hits low but minus on hit without an Orb
</gallery>
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Percival_214XL_Hitbox.png|
</gallery>
</tabber>
</div>
</div>
<div class="attack-info">
<div class="attack-info">
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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}}.
</div>
{{CloseCard}}
</div>


===<big>Macht</big>===
===<big>Macht</big>===
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<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Percival_Macht.png|Plus on block mid, explodes people on counterhit
GBVS_Percival_Macht.png|Plus on block mid, explodes people on counterhit
</gallery>
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Percival_214XM_Hitbox.png|
</gallery>
</tabber>
</div>
</div>
<div class="attack-info">
<div class="attack-info">
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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
</div>
{{CloseCard}}
</div>


===<big>Zerreissen</big>===
===<big>Zerreissen</big>===
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<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Percival_Zerreissen.png|Whiff punish converter
GBVS_Percival_Zerreissen.png|Whiff punish converter
GBVS Percival_Zerreissen_CleanHit.png|Clean Hit
GBVS Percival_Zerreissen_CleanHit.png|Clean Hit
</gallery>
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Percival_214XH_Hitbox.png|
</gallery>
</tabber>
</div>
</div>
<div class="attack-info">
<div class="attack-info">
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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.
</div>
{{CloseCard}}
</div>


==Skybound Art==
==Skybound Art==
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<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Percival_Lohenwolf.png|
GBVS_Percival_Lohenwolf.png|Charge for an unblockable
GBVS_Percival_Lohenwolf2.png|
GBVS_Percival_LohenwolfCleanHit.png |Clean Hit
GBVS_Percival_LohenwolfCleanHit.png |Clean Hit
</gallery>
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Percival_236236H_Hitbox.png|
</gallery>
</tabber>
</div>
</div>
<div class="attack-info">
<div class="attack-info">
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Min Damage: Technical 900→650, Simple 540→390
Min Damage: Technical 900→650, Simple 540→390
</div>
{{CloseCard}}
</div>


==Super Skybound Art==
==Super Skybound Art==
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<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Percival_FeuerroteKrone2.png|Charge for more damage
GBVS_Percival_FeuerroteKrone.png|
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Percival_FeuerroteKrone2.png|
GBVS_Percival_236236U_Hitbox1.png|Activation/charging hitbox
GBVS_Percival_FeuerroteKrone.png|PREPARE THE WALK
GBVS_Percival_236236U_Hitbox2.png|Initial projectile hitbox
GBVS_Percival_236236U_Hitbox3.png|Later projectile hitbox
</gallery>
</gallery>
</tabber>
</div>
</div>
<div class="attack-info">
<div class="attack-info">
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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]
</div>
{{CloseCard}}
</div>


==Colors==
==Colors==
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<br style="clear:both;"/>
<br style="clear:both;"/>
==External References==
==External References==
[https://www.youtube.com/watch?v=H9XObBcPwUo Percival Combo Demo by Rowlet]


==Navigation==
==Navigation==

Revision as of 07:02, 2 August 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
  • 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.
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

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

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