GBVS/Percival

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Overview

Template:CharaOverview

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

  • 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

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

  • 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
M GBVS Percival Traumerei Icon.png
H GBVS Percival Traumerei Icon.png

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 faster and even at point blank. Takes a stock when one is available.

Platzen GBVS Parry.png

623X or 6S

Lord's Strike GBVS Sprint.png

214X or 4S

Schneiden

Lord's Strike > L

Macht

Lord's Strike > M

Zerreissen

Lord's Strike > H

Skybound Art

Lohenwolf

236236H or 236S

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

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]

External References

Navigation

To edit frame data, edit values in GBVS/Percival/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.