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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.
- 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
Health | |
10000 | |
Prejump | |
4f | |
Backdash | |
22f | |
Backshift | |
High Recovery (30f) | |
Unique Movement Options | |
Lord's Strike |
Normal Moves
c.L
- 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.
c.M
- 0 on block, decent for pressure.
This move is Percival's pressure normal out of c.L range. It's really good vs. Charlotta, as it completely shuts down her Noble Strategy.
Also a good button to anti air opponents when in proximity range.
c.H
- 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 c.H OR 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 c.M.
Auto Combo
It's an autocombo. Useful midscreen as combo filler and sometimes useful in the corner to gain height in EX Platzen combos.
f.L
- 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 f.L attacks. It has enough hitstun to combo into Zerreissen with stocks, which makes it very good as a whiff punish tool.
f.M
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 Anzünden is very tricky to get out of, and it is a cornerstone of his corner pressure.
f.H
- 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
Percival's primary close-range pressure tool. It's plus on block and hits low, what more could you ask for?
2M
- Combos from 2L on crouchers.
- Great as a counterpoke after f.M.
- Does not hit low.
Percival's 2M is good on its own, but its main purpose is to act as a complement to f.M. It hits lower where f.M would whiff at the cost of less range, but f.M > 2M can catch people trying to punish f.M at a distance.
2H
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 236L > 2H to loop on an airborne opponent in the corner. If you land it as a counter hit AA, canceling into 214L or 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
2U
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).
j.L
- Active until landing.
Easy safejump tool and Percy's fastest air normal. Can be used as a last-minute jump-in, but j.M is better all around.
j.M
- 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 j.H fills that niche nicely.
j.H
- Really good at catching people using far buttons to AA.
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.
j.U
Not an overhead, can be blocked while crouching. But can be useful for changing jump in timing and baiting out a 2H. Other than that, it's minus on block and gets you a knockdown on hit.
Unique Action
X-Seele
5U
- 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
A faster but less rewarding version of 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 Macht anywhere. Forward throw in the corner allows for a safejump by super jumping immediately afterwards. Alternatively, if you want stocks you can 22M midscreen and 22L > c.H in the corner for a meaty as well.
Air Throw
This move isn't seen very much as 2H CH AA combos typically deal far more damage. It's a good tool to have, but Percy has stronger ones.
Overhead Attack
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 Platzen.
Special Moves
Träumerei
- GBVS Percival Traeumerei.png
Limit break
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 f.H.
Anzünden
- GBVS Percival Anzuenden.png
The royal Gunflame
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 Percival Platzen.png
The royal Volcanic Viper
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 Percival Lord's Strike.png
Make way for the king.
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 214H~L to be -1 on block instead of -8
Schneiden
Lord's Strike > L
- GBVS Percival Schneiden.png
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.
- 214H!~L launches, but only allows c.L in the corner.
- on CH, 214H~L It allows a link into c.M, 2M, or 2U making it very good for people who will challenge you after moves like f.M and f.H.
Macht
Lord's Strike > M
- GBVS Percival Macht.png
GIVE UNTO ME THE PLUS FRAMES. Not an overhead.
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
- GBVS Percival Zerreissen.png
- GBVS Percival Zerreissen CleanHit.png
Clean hit zoomin
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.
Skybound Art
Lohenwolf
236236H or 236S
- GBVS Percival Lohenwolf.png
We're having BBQ skewer tonight.
- GBVS Percival Lohenwolf2.png
SPEEEEEEEEN
- GBVS Percival LohenwolfCleanHit.png
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
- GBVS Percival FeuerroteKrone2.png
- GBVS Percival FeuerroteKrone.png
PREPARE THE WALK
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
External References
Click [★] for character's full frame data
Essentials
• HUD •
Controls •
The Basics
• Movement/Canceling •
Offense •
Defense •
Gauges •
Attack Attributes •
Detailed & Advanced Information
• Damage/Combo •
Frame Data & System Data •
Misc •
Archived Information
• Patch Notes •