GBVS/Cagliostro: Difference between revisions

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Revision as of 03:36, 22 June 2022

Overview
Overview

Formerly a deathly-ill boy who decided that fate can bugger off and invented alchemy in Granblue Fantasy universe... some 1000 years before everybody else. Cagliostro is a setplay character available from a DLC as a part of Season Pass 2. Her play-style could be described as an inverse of Beelzebub; reacting and utilizing her set-play traps, projectile-nullifying rock ball, her teleport ability and other special moves to punish reckless opponents. Her short-ranged normal attacks and lack of meterless reversal leave a lot to be desired, but smart reaction may allow the player to overcome their foe. It's never just about appearance alone with Cagliostro.

 Cagliostro  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.

Pros
Cons
  • Trap-Based Setplay: Mehen traps allow her to limit the opponent's movement, giving her time to charge Collapse (Conjure), poke at the opponent with Calculated, and keep her opponents locked down on knockdown. Mehen also allows for easy conversions off stray hits, and combos that wouldn't normally be possible (Throw).
  • Competent Footsies: Cagliostro walks fairly fast and has surprisingly solid buttons. She can hold her own on the ground against conventional characters to build enough space for traps and keep pressure on cornered opponents.
  • Slippery Movement: Using her Spare Body teleport, air projectile and multiple ways to stall her momentum in midair, she can set traps and disappear in the blink of an eye.
  • No Dragon Punch: Her Skybound Arts are her only real reversals, as Spare Body is vulnerable. This makes escaping pressure hard and leaves her without easy input DP to contest jump-ins or reactable specials. Cagliostro must take care to preemptively seal these options, when she can.
  • Unreliable Traps: Ground Mehen traps don't activate immediately upon contact and can be bypassed just by running or using forward-moving specials. Both trap versions can also be destroyed before activation, making their use as a zoning tool limited and very matchup dependant.
GBVS Cagliostro Nameplate.png
GBVS Cagliostro Portrait.png
Health
10000
Prejump
4F
Backdash
22F
Backshift
Low Recovery (20F)

Normal Moves

c.L

c.M

c.H

Auto Combo

f.L

f.M

f.H

2L

2M

2H

2U

j.L

j.M

j.H

Unique Action

Collapse (Conjure)

5U or j.U

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
5U 500 Mid 12 4 17 -6 -2
j.U 500 All 11 4 Until L+6

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.

Collapse (Fire)

6U or j.2U or j.6U

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
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

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.

Universal Mechanics

Ground Throw

Air Throw

Overhead Attack

Special Moves

Mehen

GBVS Trap.png 236X or 5S (Air OK)

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
236L 400 Mid 50 Total 33
236M 400 Mid 50 Total 33
236H 400×2 Mid 38 Total 33
j.236L 400 Mid 39 Until L+4
j.236M 400 Mid 39 Until L+4
j.236H 400×2 Mid 39 Until L+4

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.

Calculated

GBVS Uppunch.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
623L 1000 Mid 20 5 27 -5
623M 1000 Mid 24 5 26 -4
623H 1200 Mid 20 5 27 -5

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.

Alexandria

GBVS Tackle.png 214X or 4S

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 1000 Mid 15 10 16 -9 KD
214M 1200 Mid 21 13 16 -12 KD
214H 1200 Mid 12 13 16 -12 HKD

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.

Spare Body

GBVS Sprint.png 22X or 2S (Air OK)

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
22L 23 Total 30
22M 24 Total 39
22H 1000 Mid 13 5 19 +1 HKD
j.22L 23 Total 34
j.22M 24 Total 39
j.22H 1000 Mid 13 5 17 +3 HKD

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.

Skybound Art

Ars Magna

236236H or 236S

Super Skybound Art

Everything's Coming Up Cagliostro

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
4500 All 13 3×6 48 -32 HKD 1~15 All

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.

Colors

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


External References

Nezumiku's (Ana's) Cagliostro Doc by Nezu

Cagliostro Combo Theory and Okizeme Guide by ZomBmu

Navigation

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