GBVSR/Percival: Difference between revisions

From Dustloop Wiki
No edit summary
Line 304: Line 304:
----
----
;{{clr|1|L}} Version
;{{clr|1|L}} Version
* Travels to about {{clr|3|f.H}} range and stops fizzles out.  
* Travels to about {{clr|3|f.H}} range and fizzles out.  
* Doesn't take a stock.
* Doesn't take a stock.
The light version of 236X can be used as a way to suffocate people trapped in the corner alongside {{clr|2|f.M}} and {{clr|3|f.H}}. If spaced properly, it's extremely difficult to find an opening between {{clr|3|f.H}} and firewaves. Can also be used to mix up the timing needed to spotdodge in neutral if you conditioned people with the medium version's speed.  
The light version of 236X can be used as a way to suffocate people trapped in the corner alongside {{clr|2|f.M}} and {{clr|3|f.H}}. If spaced properly, it's extremely difficult to find an opening between {{clr|3|f.H}} and firewaves. Can also be used to mix up the timing needed to spotdodge in neutral if you conditioned people with the medium version's speed.  

Revision as of 07:50, 21 December 2023

Overview

Overview

Percival is a pressure heavy character whose playstyle ramps up as he charges up stocks of powerups to buff his specials throughout the course of the match. Along with his long-range normals and great damage output thanks to the aforementionned buffs, once Percival picks up the momentum during a round, he can effectively swing the tide into his favor.

Overall, Percival plays a solid neutral game by poking from a distance with his sword and by throwing fire waves along the ground, establishing a longer-than-average burst range. Perci's whole gameplan revolves around finding opportunities to channel Träumerei, a special giving Perci stocks of powerups he can use to buff his other skills, making his already good damage even more threatening. Along with excellent reward off of hit-confirms, a dash with multiple followups for pressure scenarios and a command grab for good measure to complement his offense, Percival has all the tools he needs to play comfortably in almost any matchup, suffocating opponents through royal pokes and pressure options while melting health bars for the slightest mistakes.
Percival
GBVSR Percival Portrait.png
Health
16000
Prejump
4f
Backdash
18f
Unique Movement Options
Lord's Strike
Percival is a slow footsies character who pressures the opponent with good pokes while charging up stocks to empower his big special moves.
Pick if you like Avoid if you dislike
  • Huge damage and range
  • Stocking self-buffs
  • Flexible offense
  • A little sluggishness


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

Normal Moves

c.L

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
600 Mid 5 3 6 +4 +8
  • 5 frames, Percy's fastest button.

This is where the party starts. c.L is Percy's fastest attack, and is a great move overall for both offense and defense thanks to being quick and +4 on block. Can be used to start his pressure up close, meaty on okizeme or as a fast jab to contest someone during their offense.

The damage this move leads to isn't much, but being +4 merits its use in combination with its speed. Use this to structure your pressure.

c.M

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
1100 Mid 7 3 12 0 +4
  • 0 on block, decent for pressure.
  • Combos into another c.M on counterhit.

Classic Granblue c.M, being neutral on block and complementing Percy's frametrap game really well. This move is Percival's pressure normal out of c.L range. Great move to catch someone mashing during your plus frames and can be plus when used as a meaty. Also a good button to anti air opponents when in proximity range, leading to combos if you manage to get a counterhit. However, being 0 on block, continuing pressure after c.M is not guaranteed, as the opponent can contest with a fast normal.

It's also really good against Charlotta, as it completely shuts down her Noble StrategyGBVSR Charlotta 22X.pngGuardStartup26RecoveryAdvantage-.

c.H

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
1600 Mid 10 6 15 -2 +2
  • Only -2, it looks worse than it is.
  • Percy's go-to normal for punishing high recovery attacks such as DPs.
  • Combos into another c.H on counterhit.

This is where the damage starts. c.H is Percy's most damaging normal, and is therefore an excellent combo starter when you know you're gonna hit it. However, as it's still -2, there are tools better suited for pressure. On oki, 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.

On counterhit, Percival is +14; letting you 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.

Triple Attack

Version DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
c.XX 700 Mid 9 3 15 -3 +1
c.XXX 1000 Mid 12 3 18 -4 0
c.XX6M 1000 Low 12 - - -4 KD
c.XX6H 1000 High 18 - - -4 +1

c.XX

  • Second hit of a Triple Attack.

c.XXX

  • Safe, uninteresting ender. No notable attributes.

c.XX6M

  • Low Triple Attack ender.

c.XX6H

  • Overhead Triple Attack ender.

f.L

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
600 Mid 6 3 9 +1 +5
  • Whiffs on crouchers at max range.
  • Great move to hit confirm pressure strings into specials.

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 623H for hard knockdowns, or 214H~H with stocks for damage. This makes f.L very good as a whiff punish tool.

When Percy doesn't have Traumerei stocks, f.L won't combo into any version of Zerreissen, so converting with 623H is the only real way to get something significant. That can give enough time for Percy to charge stocks during 623H's knockdown.

However, be careful about 623H conversions, as they can whiff even with stocks if Percy hits f.L at max range.

f.M

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
900 Mid 9 5 16 -6 -2
  • Excellent poke with good speed and great range.
  • Far less commital than f.H.
  • Great to pressure someone trapped in the corner, as they generally won't have the range to properly contest it.

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

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
1300 Mid 12 6 26 -15 -11
  • Percival's defining move.
  • Crushingly massive range, making it an excellent keepout button.
  • Lingering hurtbox, making it extremely easy to whiff punish.

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. Be careful however, as some characters can trade with the Anzünden cancel if they have a poke that can hit Percy through the firewave.

If you happen to hit with it while possessing Träumerei stocks, even midscreen, a conversion with 214H~H gives Percy an outrageously high damage confirm from a simple long-range poke.

2L

2M

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
900 Mid 7 5 13 -3 +1
  • 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

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
1300 Mid 11 5 24 -12 -8
  • Percival's most rewarding and therefore main anti-air.
  • Allows for great combos on counterhit.

Decent anti-air that isn't particularly outstanding hitbox or hurtbox wise. Can be used reliably against jumpy opponents, but still requires a bit of timing to not get hit by the targeted jump-in.

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.

2U

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
700 Low 7 6 21 -12 HKD
  • Low attack inflicting a hard knockdown.
  • Good range and decently fast for a move of its size.

2U is the 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. Can also be used in poke wars in certain matchups, but be careful as it has high recovery and is heavily punishable on block. Better to cancel it just like f.H when it hits something just in case.

Dash Normals

66L

66M

66H

j.L

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
600 High/Air 5 Until L 0
  • Fast overhead that stays active until landing.
  • Decent for air-to-air but outshined by j.H.
  • Fastest air move available in case of aerial clash.

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. Can sometimes be used as an air-to-air if you need something faster than j.H.

j.M

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
700 High/Air 7 6 Until L
  • Percival's crossup jump-in button.
  • Really poor horizontal reach, making it a horrendous air-to-air.

Percival swings his sword in an arc, from in front of him to slightly behind. 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

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
1000 High/Air 10 6 Until L
  • Big downward strike with the sword, giving good blockstun, hitstun and damage.
  • Great jump-in with excellent horizontal range.
  • Notable as Percival's longest-range air-to-air attack.

Perci's j.H is his biggest jump-in. Great range when aiming for someone grounded or in the air, and can be mixed with j.U to alter his jump arc. Not useful for much outside that.

j.U

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
1000 All 20 Until L+1 12 KD
  • Airstall button to throw off anti-airs.
  • Always minus or even punishable on block depending on the height when it hits.
  • NOT an overhead. Can be blocked by crouching.

Can be useful for changing jump-in timings and baiting out a 2H, making Perci's jump-in more unpredictable and harder to contest. Other than that, it's minus on block and gets you a knockdown on hit.

However, some characters with high-hitting 2Hs like Beelzebub's 2HGBVSR Beelzebub 2H.pngGuardMidStartup12Recovery24Advantage-13 or DPs like Katalina's 623LGBVSR Katalina 623X.pngGuardMid→AllStartup6Recovery27Advantage-20 can actually snatch Percival so high in his jump arc that using j.U won't make that much of a difference. Don't use it too much, as it has very little reward in the end.


Unique Action

X-Seele

5U

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
0 Throw 14 3 41 +7
  • Counts as 2 hits for damage scaling purposes.

A command grab that doesn't deal any damage, but provides hitstun in order to follow with additional attacks. If the opponent is in corner, Percival can followup with a c.M to pick up a combo.


Universal Mechanics

Ground Throw

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
2500 Throw 4 - - HKD HKD

Forward throw sends the opponent almost fullscreen, giving Perci space and time to setup stocks or allowing him to dash back in with a 214M~M. In the corner, it sets up a reliable safejump by superjumping, allowing Perci to loop his pressure in some scenarios. However, 5U tends to give more reward compared to forward throw.

Back throw switches sides, leaving opponents close to Perci. Allows for a meaty normal or a meaty Macht anywhere, but doesn't have enough advantage for a safejump. Useful when you want to switch positions with the opponent, especially when your back is against the corner.

In the end, forward throw is a faster but less rewarding version of 5U. Leaving the opponent pretty far away from Percival can also be good or bad depending on the matchup. Alternatively, if you want stocks, you can 22M midscreen and 22L > c.H in the corner for a meaty as well.

Air Throw

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
2500 Throw 5 - Until L+6 HKD HKD

Unblockable generic airthrow that knocks opponents back down to the ground, allowing Percival to position himself as he pleases after the hard knockdown. Hard callout option for someone jumping.

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.

Raging Strike

Raging Chain

Brave Counter


Special Moves

Träumerei

GBVS Install.png 22X or 2S

Version DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
22L 800 Mid 11 11 10 -8 KD
22M 800 Mid 11 19 12 -18 KD
22H 1200 Mid 11 34 12 -34 KD
  • THE move allowing Percival to charge stocks to powerup his other specials.
  • Percival's most important tool, giving him his win condition.

Percival charges for a short duration in order to obtain stocks of powerups. Stores 1, 3 or 5 powerups that enhance M and H versions of skills. The number of orbs stored will be displayed under Percival's HP bar. Stocks are automatically used with medium and EX specials, meaning Percival can only conserve his stocks by using the light versions of his specials. However, the tremendous buffs the stocks give to his specials make them almost always worth it, and Perci can buy himself time to charge another batch of stocks easily after winning neutral.

The Träumerei channeling has a hitbox directly above him that can be used to juggle opponents mid-combo. The L version is also a good move to cancel into from pokes like f.H.

Anzünden

GBVS Fireball.png 236X or 5S

Version DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
236L 1000→800 All 22 Total 53 -7 -3
236M 1000→800 [1300→1100] All 22 Total 53 -7 -3[KD]
236H 500x3→400x3 [600×3→500×3] 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 fizzles out.
  • Doesn't take a stock.

The light version of 236X can be used as a way to suffocate people trapped in the corner alongside f.M and f.H. If spaced properly, it's extremely difficult to find an opening between f.H and firewaves. Can also be used to mix up the timing needed to spotdodge in neutral if you conditioned people with the medium version's speed.


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

Good projectile with decent speed, this is the version you'll want to use most in neutral, as it's the only one who will travel far enough without burning a cooldown.


H Version
  • Travels similarly to the M version, but is slower and even at point blank.
  • Takes a stock when one is available.
  • Percival's only combo extender, but needs Träumerei stocks to do that job.

Can be used from time to time in fireball wars or as Perci's combo extender with stocks in the corner.

Version Cooldown Level
Lvl 0 Lvl 1 Lvl 2 Lvl 3 Lvl 4
Hitstun (Ground Hit) 14 16 18 20 22
Untechable (Air Hit) 14 16 18 20 22
Untechable (Air Counter Hit) 28 32 36 40 44
Blockstun (Ground) 10 12 14 16 18
Blockstun (Air) 19 21 23 25 27
Hitstop 10 10 12 14 16
Counter Hit Hitstop +2 +2 +4 +8 +12
Counter Hit Skybound Gauge gain
236L 2
236M 2
236H 2

236L:

  • Damage decreases as projetiles moves forward (see →)


236M:

  • Values in [] are when using an Orb
  • Damage decreases as projetiles moves forward (see →)


236H:

  • Values in [] are when using an Orb
  • Damage decreases as projetiles moves forward (see →)

Platzen

GBVS Parry.png 623X or 6S

Version DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
623L 600, 400 Mid, All 6 2(2)6 27 -16 KD
623M 300, 500, 300 [300, 500, 100×5] Mid×2, All 9 17 [21] 37 [49] -24 [-40] KD 1-8 Full
9-22 Strike
623H 300, 600, 200×3 [300, 700, 100×7] Mid 11 26 [28] 40 [43] -24 [-32] KD 1-10 Full
11-18 Strike
  • Percival's invincible DP.
  • Needs stocks to be buffed into being completely air-unblockable.
  • Great to use in combos when you don't want to use 214X~H.

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

Version DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
214L 11 Total 32
214M 11 Total 32
214H 11 Total 27

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

Version DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
214L > L 800 Low 5 3 18 -4 0
214M > L 800 [850] Low 5 3 18 -4 0[KD]
214H > L 1200 [1300] Low 5 3 18 -4 0[KD]
  • Data in [] is for when it consumes a Träumerei orb.

Performs a low slash attack during Lord's Strike. When enhanced with a Träumerei orb, it'll cause knockdown upon connecting.

  • 214H!~L launches in the corner, allowing links into c.M and 2U for extensions
  • CH 214H!~L midscreen leaves a juggle available for a f.M, allowing a safe stock or a conversion with SBA or Raging Strike
Version Cooldown Level
Lvl 0 Lvl 1 Lvl 2 Lvl 3 Lvl 4
Hitstun (Ground Hit) 14 16 18 20 22
Untechable (Air Hit) 14 16 18 20 22
Untechable (Air Counter Hit) 28 32 36 40 44
Blockstun (Ground) 10 12 14 16 18
Blockstun (Air) 19 21 23 25 27
Hitstop 10 10 12 14 16
Counter Hit Hitstop +2 +2 +4 +8 +12
Counter Hit Skybound Gauge gain
214L > L 2
214M > L 2
214H > L 2

214L > L:

  • Clash Level 3


214M > L:

  • Values in [] are when using an Orb
  • Clash Level 3


214H > L:

  • Clash Level 3

Macht

Lord's Strike > M

Version DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
214L > M 1400 Mid 20 6 20 +3 KD
214M > M 1400 [1600] Mid 20 6 20 +3 KD[KD]
214H > M 2100 [2300] Mid 17 6 20 +3 KD

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. NOT an overhead, but people unfamiliar with the matchup may try to block it standing, granting easy hits with 214X~L.

  • 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
Version Cooldown Level
Lvl 0 Lvl 1 Lvl 2 Lvl 3 Lvl 4
Hitstun (Ground Hit) 14 16 18 20 22
Untechable (Air Hit) 14 16 18 20 22
Untechable (Air Counter Hit) 28 32 36 40 44
Blockstun (Ground) 10 12 14 16 18
Blockstun (Air) 19 21 23 25 27
Hitstop 10 10 12 14 16
Counter Hit Hitstop +2 +2 +4 +8 +12
Counter Hit Skybound Gauge gain
214L > M 4
214M > M 4
214H > M 3

214L > M:

  • Values in [] are when using an Orb
  • Clash Level 3


214M > M:

  • Values in [] are when using an Orb
  • Clash Level 3


214H > M:

  • Values in [] are when using an Orb
  • Clash Level 3

Zerreissen

Lord's Strike > H

Version DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
214L > H 1400 Mid 10 3 52 -16 KD
214M > H 1400 [2000→1700] Mid 10 [4] 3[9] 52 -16[-4] KD
214H > H 2100 [3500→2800] Mid 9 [4] 3 52 -16[-4] KD
  • Perci's best special for conversions, especially with Träumerei stocks available.
  • Leads to way above average damage in conversions both midscreen and in the corner.
  • Sometimes, needs to be slightly delayed after hitting f.H in order to get the clean hit by letting Perci get a bit closer during the dash.

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. This gives Perci absolutely insane damage from simple poke conversions, allowing him to melt health bars by just hitting f.H in neutral and confirming into this. Being able to get powerup stocks before converting pokes into this move is incredibly important for all Perci players and makes for an incredibly rewarding gameplan.

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


Ultimate Skills

Ultimate Träumerei

GBVS Install.png 22U or 2S+U

Version DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
22U 1600 Mid 9 11 -60~-15 HKD

Ascends Percival's unique stocks mechanic to the next level, by allowing him to overcap to 9 stocks. The active frames of the move adjust in length depending on how many stocks Percival has when he inputs the move, getting shorter the more he has. Once he has used it once, his max stocks becomes 9, meaning if he drops below 5 and uses any strength of Träumerei to regain orbs, he can go still go up to a max of 9

Version Cooldown Level
Lvl 0 Lvl 1 Lvl 2 Lvl 3 Lvl 4
Hitstun (Ground Hit) 14 16 18 20 22
Untechable (Air Hit) 14 16 18 20 22
Untechable (Air Counter Hit) 28 32 36 40 44
Blockstun (Ground) 10 12 14 16 18
Blockstun (Air) 19 21 23 25 27
Hitstop 10 10 12 14 16
Counter Hit Hitstop +2 +2 +4 +8 +12
Counter Hit Skybound Gauge gain
22U 180F after 3F 4

22U:

  • Ups the limit of orbs to 9, and gives Percival as many as he needs to hit that, the more he has initially, the shorter the duration of the move

Ultimate Anzünden

GBVS Fireball.png 236U or 5S+U

Version DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
236U 1200 All 11 +2 +6

A unique version of Percival's fireball. Provides a single hit, but leaves a carpet of flames on the ground. An opponent standing in the flames takes gradual damage regardless of if they're blocking. This move has no changes depending on the amount of stocks Percival has.

Version Cooldown Level
Lvl 0 Lvl 1 Lvl 2 Lvl 3 Lvl 4
Hitstun (Ground Hit) 14 16 18 20 22
Untechable (Air Hit) 14 16 18 20 22
Untechable (Air Counter Hit) 28 32 36 40 44
Blockstun (Ground) 10 12 14 16 18
Blockstun (Air) 19 21 23 25 27
Hitstop 10 10 12 14 16
Counter Hit Hitstop +2 +2 +4 +8 +12
Counter Hit Skybound Gauge gain
236U 180F after 3F 4

236U:

  • Percival is in Counter Hit state frames 1-25.
  • Leaves a flame carpet on the ground, dealing damage over time for a short period of time if opponent is standing or crouching over it (maximum 1670 damage over 2 seconds)
  • Flame carpet persists for 438 frames if not activated.

Ultimate Platzen

GBVS Parry.png 623U or 6S+U

Version DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
623U 800, 100, 50×6, 200, 600 Mid 8 9 42 -36 HKD 1-16 Full

A reversal that beats safejabs. When connected at close-range, Percival follows up by slamming his opponent back down to earth. This move has no changes depending on the amount of stocks Percival has.

Ultimate Zerreissen

GBVS Sprint.png 214U or 4S+U

Version DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
214U 3000 [0, 3400~8000] Mid (Guard Crush) 12 5 42 +4 HKD (+50) [HKD (+41)]
  • Damage depends on stocks, with no stocks it does 2800 and has no clean hit and a small wallbounce. Having 1 stock gives it a clean hit and each stock above that adds an extra hit(up to 8 more for a toal of 10 hits). Each of those hits is 200 base damage.
  • Missing the clean hit even if you have stocks still causes the wallbounce you have at 0 stocks and only spends 1 stock.
  • Damage spread is 1200+[200x1-8]+3400

If there's one move nobody wants to be hit by, it's this. Ultimate Zerreissen at close range locks Percival into a cinematic, before unleashing extreme amounts of damage depending on the total number of stocks Percival has. A 9-stock 214U can easily halve a character's health bar when performed as a link or from neutral. Completion of this move will spend all of Percival's stocks.

Version Cooldown Level
Lvl 0 Lvl 1 Lvl 2 Lvl 3 Lvl 4
Hitstun (Ground Hit) 14 16 18 20 22
Untechable (Air Hit) 14 16 18 20 22
Untechable (Air Counter Hit) 28 32 36 40 44
Blockstun (Ground) 10 12 14 16 18
Blockstun (Air) 19 21 23 25 27
Hitstop 10 10 12 14 16
Counter Hit Hitstop +2 +2 +4 +8 +12
Counter Hit Skybound Gauge gain
214U 180F after 3F 4

214U:

  • Triggers cinematic hit when hitting on frame 12 when consuming at least one Träumerei Orb.
  • Data in brackets refers to when triggering cinematic hit.

Skybound Art

Lohenwolf

236236H or 236S

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
4500 [3500] Mid [Unblockable] 6+7~146 6 30 -18 HKD 1-9 Full
10-15 Strike/Throw
  • SBA dealing good damage and can clean hit upclose, giving an opportunity to pressure after the knockdown.
  • Chargeable super, letting Percival mix up his timing against unfamiliar opponents, becomes unblockable when fully charged.
  • Does NOT go through projectiles.

Performs a powerful advancing attack that can be charged by holding down the button. Since it covers a long range, it can be used as both a combo finisher or a counter from afar. However, it will not hit at full-screen.

Technical input raw damage: 4950


Super Skybound Art

Feuerrote Krone

236236U or 236S+U

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
5520→6240 [3000] Mid, All 9+7 37~91 Total 143~197 -18 HKD 1-18 Full
  • SSBA leading to a cinematic fire tornado upclose.
  • Chargeable super, increasing the number of hits of the initial tornado from a minimum of 6 to a maximum of 12. Holds opponent in place during the charge, allowing for a full charge anywhere.

Technical input raw damage: 6072→6864


Colors

Default Colors
Color 1
Color 2
Color 3
Color 4
Color 5
Color 6
Color 7
Color 8
Color 9
Color 10
Color 11
Color 12
Color 13
Color 14
Color 15
Color 16
Color 17
Color 18
Color 19
Color 20
Color 21
EX
Weapons
01
02
03
04
05
06
07
08
09


Navigation

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


7% complete
Page Completed To-do Score
Overview
  • Create starter guide
?/20
Combos
  • Add more far starters and AA
7/10
Strategy ?/20
Matchups
  • Page created
  • Fill page in
0/20
Frame Data ?/30
Click here to edit the progress.
Click here for the scoring criteria to assess character page completion.


System Pages
Mechanics
Application & Advanced Information
Archived Information