|Cagliostro is a setplay character who utilizes her traps and other special moves to lock down her opponents and swiftly evade them or intercept their attempts to deal with her traps when she isn't.|
The Granblue c.L™. Use in pressure.
- More minus than average at -3 instead of 0.
The Granblue c.M™. Also used in pressure and combos, especially as a frametrap.
|700 + 3×100||Mid||9||8||20||-3||1|
Unique 4-hitting c.H that can used as a situational anti-air. Causes troubles mid combo as it pushes the opponent fairly high up, but can be useful to allow Cagliostro to combo from 214H in the corner if this attack lands on an airborne target.
An autocombo like any other. Used to extend confirms, get closer or generate extra height in juggles.
A far L with decent range. Good for converting off L pressure.
Longest range normal poke. Usually gets no conversions on hit, but using Cagliostro's varied special cancels between 5U, Trap, Spear or Teleport can still keep the opponent guessing and generate advantage.
- Less minus than f.M but way worse on whiff.
Important poke and your whiff punish of choice. Less range and higher recovery than f.M, but has high hitstun and three hits, allowing for easy 1-hit confirms into knockdown at nearly any range.
A Granblue 2L - a plus on block low with moderate range that chains into itself. This is Cagliostro's only low outside of sweep, and the cornerstone of her pressure game.
Similar to 5M, with less range but less startup, less recovery and a lower to the ground hitbox. Not a low, but stuffs rolls.
Average anti-air with high reward on anti-air CHs. Hits slightly behind Cagliostro.
The Granblue Sweep™. A low that causes hard knockdown on hit. Useful combo ender that gets you a safejump and trap setup. Can also be used in neutral to clip the shins of walk-happy opponents.
Fastest air attack. Can be used for f-shiki setups as it hits the standing guard of some characters on the way up.
Has the longest range of all her air buttons, making it Cagliostro's go-to air to air.
Cagliostro's jump in tool.
5U or j.U
Cagliostro poses, charging up a rock for as long as you hold U. The rock levels up once with the initial press, and then approximately once every 30 frames while U is held.
5U can absorb one projectile hit while it is deployed, and the rock comes out fast enough to absorb fireballs in neutral on reaction. The rock also has an attack hitbox when it initially spawns. This can be used to push yourself out safely in blockstrings.
The air version stalls her air momentum almost completely while it is deployed.
6U or j.2U or j.6U
|6U Level 1||400||Mid||18||Total 45||-8||-4|
|6U Level 2||600||Mid||18||Total 45||0||+4|
|6U Level 3||700||Mid||18||Total 45||+2||+6|
|6U Level 4||800||Mid||18||Total 45||+4||+8|
|6U Level 5||1000||Mid||18||Total 45||+7||KD|
|j.2/6U Level 1||200||Mid||22||Until L+9|
|j.2/6U Level 2||400||Mid||22||Until L+9|
Cagliostro fires the rock she charged with 5U. If no rock was charged prior, Cagliostro will simply use level 1 rock.
At low levels it mostly acts as a low-risk low-reward cancel option off pokes, but as it gains levels it becomes more rewarding, gains more hits and higher advantage.
The air version has two different angles with j.2U and j.6U. j.2U fires close to her, j.6U fires further away.
- Level 1: 1 hit, basic projectile.
- Level 2: 2 hits, will eat normal projectiles and continue with one hit.
- Level 3: 3 hits, cancels out EX projectiles.
- Level 4: 4 hits, will eat EX projectiles and continue to travel with a single hit.
- Level 5: 5 hits, will eat EX projectiles and continue to travel with two hits, launches on hit. Moves more slowly than the other versions, so if Cag gets enough space to charge and throw a LV5 rock she can move in behind it and win neutral for free.
|6U Level 1|
|6U Level 2|
|6U Level 3|
|6U Level 4|
|6U Level 5|
|j.2/6U Level 1|
|j.2/6U Level 2|
6U Level 1:
6U Level 2:
6U Level 3:
6U Level 4:
6U Level 5:
j.2/6U Level 1:
j.2/6U Level 2:
A regular throw that becomes very scary thanks to Cagliostro's traps. If an opponent is thrown into an active ground or air trap, it triggers, allowing for strong combo conversions.
Spikes the opponent into the ground. Like ground throw, allows for conversions if the opponent is launched into a trap this way, although this will not come up as often.
Regular universal overhead that can lead to trap conversions if a ground trap is behind the opponent. Hops backwards after the hit, limiting CH conversion quality at times. Doesn't hit nearly as far up as it looks like.
Cagliostro's character defining tool, with neutral, setplay and pressure uses as long as you understand its limitations. Performing this special will cause Cagliostro to place a trap in the following locations:
- 236L: Directly at Cagliostro's feet
- 236M: A character length and a half in front of Cagliostro
- j.236L: Approximately a character length away from Cagliostro
- j.236M: About two character lengths away from Cagliostro
The H version of these places both traps at the same time with the startup of the L version. They also are placed faster, have unlimited untechable time and after air H version Cagliostro retains her air options.
When used in neutral, traps force the opponent to hit them with a normal or move around them. You want to exploit that opening with your normals. They are usually ineffective against advancing specials, however.
As a setplay tool:
- Ground traps beneath the opponent will trigger on their wakeup with a short delay. They will not protect you from reversals, but still give you free pressure. When combined with a safejump from 2U 236M forward jump H, you get f-shiki setups with rejump jL.
- Ground traps behind the opponent will trigger as soon as your pressure pushes your opponent into the trap, or give you a throw conversion instead.
- Air traps above the opponent will prevent the opponent from jumping out, and gives Cagliostro a conversion of throw. This massively increases the reward of throws while also removing its biggest counterplay.
Extremely easy to convert from if the opponent gets caught or is otherwise hit into a trap with another one of your moves. Hitting an opponent into an air trap allows you to loop air traps, which doesn't do much damage but is great at stalling for cooldowns.
Unusually for a Granblue tool, non-EX traps have nearly no cooldown even with easy input.
Cagliostro poses, causing a spear to erupt from the ground. A zoning and combo tool that synergizes well with traps. All versions are slow and don't track fast-moving opponents well, but will launch the opponent on hit and lead to high damage or free pressure when knocking opponents into traps.
- L Version
- Tracks from point blank to about one character width away.
- Hits the opponent away from Cagliostro.
- M Version
- Tracks from about one character width away to about 3/4 screen away
- Hits the opponent towards Cagliostro.
This also turns the opponent around, so the opponent can back-roll towards Cagliostro. Trades favorably with fireballs and other zoning attempts.
- H Version
- Tracks from point blank to about half-screen.
- Hits the opponent away from Cagliostro.
EX spear allows for corner conversions even without traps.
Budget boot. Not as good as most other specials of its kind, but does its job.
Cagliostro leaps forward, Alexandria surrounding her. All versions of this move are unsafe on block, usually to the point of being punishable. Though Cags can space it out against some characters, she still loses her turn. Invincible to low attacks while Cagliostro is mid-leap.
No version is fast enough to convert off long distance M pokes. L Alexandria does give Cagliostro the luxury of a knockdown off fL hits without having to spend EX cooldowns.
Cagliostro creates a fake body and teleports somewhere. All versions of this move have some invuln while Cagliostro isn't on the screen, but none of them start at frame one. You can perform this move instantly in the air by performing it as 282X, 272X, or 292x, depending on if you want to do it out of a neutral, backward, or forward jump. Neither the M or H versions of this move will allow you to cross up the opponent if they are in the corner.
- L Teleport
- Cagliostro teleports backwards around backdash length.
Mainly used as a fakeout tool to bait the opponent into pressing something after using 22M.
- M Teleport
- Cagliostro teleports a set distance forward.
This move can cross up depending on how close or far away the opponent is.
- H Teleport
- Cagliostro performs a hit before teleporting forward, directly behind the opponent.
The hit has extremely short range, but is +1 on block and launches straight up on hit. Can also be used as a reversal-safe meaty.
236236H or 236S
|2000 + 5×300||All||13||3×18||49||-27||HKD||1~15 All|
Solid Skybound Art that shines as a conversion tool with long range and synergy with air traps.
If an air trap is placed appropriately, Cagliostro can hit the opponent into the trap from this super, allowing follow-ups for huge damage. If the opponent remains grounded or close to the ground in the corner, Cagliostro can get a much longer combo, leading to even more damage.
Super Skybound Art
Everything's Coming Up Cagliostro
236236U or 236S+U
Cagliostro creates a landslide of gold on the floor in front of her that moves near full-screen, and then encases the opponent in gold if the move connects at close range. Safe on block if the opponent forgets to spot dodge.
Because the move travels nearly full-screen, you can use this to tack on some extra damage to random trap hits from just about anywhere, though because the hitbox is so low to the ground it can be difficult to convert off the air traps, possibly making the regular super preferable in those situations.
The range on the cinematic hitbox is rather small, meaning you're not likely to get the full animation and damage outside of the corner or auto combos.
|To edit frame data, edit values in GBVS/Cagliostro/Data.|
Click [★] for character's full frame data
• HUD • Controls •
• Movement/Canceling • Offense • Defense • Gauges • Attack Attributes •
Detailed & Advanced Information
• Damage/Combo • Frame Data & System Data • Misc •
• Patch Notes •