GBVS/Percival: Difference between revisions

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======<font style="visibility:hidden" size="0">Zerreisen</font>======
======<font style="visibility:hidden" size="0">Zerreisen</font>======
{{MoveData
{{MoveData
|image=GBVS_Percival_Zerreisen.png
|image=GBVS_Percival_Zerreisen.png|caption=Fafnir on so much crack
|name=Zerreisen
|name=Zerreisen
|input=214X > H
|input=214X > H
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======<font style="visibility:hidden" size="0">Traeumerei</font>======
======<font style="visibility:hidden" size="0">Traeumerei</font>======
{{MoveData
{{MoveData

Revision as of 03:16, 7 February 2020

GBVS Percival Nameplate.png
GBVS Percival Portrait.png
Health
Prejump
Backdash


Overview

Percival is a mid-range pressure heavy character who charges up stocks to keep the opponent locked down so he can setup mix-ups for heavy damage.

"Behold the power of the Lord of Flames."
Lore:He travels to lands far and wide to learn the secrets of statecraft, all in hopes of founding his dream country. Before he set out on a journey to achieve such lofty goals, he and Lancelot served as officers in the same order of knights, studying under the same master. He received his nickname, the Lord of Flames, from the noble way he wields his blazing long sword. Those who come face-to-face with him find themselves either entranced or terrified by his abilities.

 Percival  Percival is...

Pros
Cons
  • Well rounded moveset
  • Good range on normals
  • Has a meterless Reversal
  • High offensive pressure and damage potential
  • Very good at punishes and whiff punishes
  • His ability to scare people into blocking is complimented his command grab that he can combo off of
  • Trouble getting in on zoners
  • On the slower side
  • Träumerei stocks require regular upkeep for decent damage and pressure
  • His command grab has low range


Normal Moves

c.L
c.L
GBVS Percival cL.png
Outta my way, peasant!
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
c.L
normal
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
400 Mid 5 3 6 +2 +6 0
GBVS Percival cL.png
GBVS Percival cL Hitbox.png


c.M
c.M
GBVS Percival cM.png
Percival, lord of runway models
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
c.M
normal
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
700 Mid 7 3 12 0 +4 2
GBVS Percival cM.png
GBVS Percival cM Hitbox.png
c.H
c.H
GBVS Percival cH.png
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
c.H
normal
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
1200 Mid 10 6 15 -2 +2 4
GBVS Percival cH.png
Welcome to punish city
GBVS Percival cH Hitbox.png
Auto Combo
Auto Combo
GBVS Percival cXX.png
GBVS Percival cXXX.png
Bendy sword
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
XX


c.XX
normal
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
350 Mid 9 3 15 -3 +1 2
GBVS Percival cXX.png
XXX


c.XXX
normal
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
350 Mid 12 3 18 -4 0 3
GBVS Percival cXXX.png
f.L
f.L
GBVS Percival fL.png
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
f.L
normal
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
400 Mid 6 3 15 -5 -1 1
GBVS Percival fL.png
GBVS Percival fL Hitbox1.pngGBVS Percival fL Hitbox2.png
Frame 6 • Frame 7~8


f.M
f.M
GBVS Percival fM.png
Just mash this thing, it'll work
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
f.M
normal
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
700 Mid 9 5 16 -6 -2 2
GBVS Percival fM.png
GBVS Percival fM Hitbox.png


f.H
f.H
GBVS Percival fH.png
It's still my turn
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
f.H
normal
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
1100 Mid 12 6 26 -15 -11 3
GBVS Percival fH.png
It's still my turn
GBVS Percival fH Hitbox1.pngGBVS Percival fH Hitbox2.png
Frame 12~14 • Frame 15~17
2L
2L
GBVS Percival 2L.png
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
2L
normal
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
400 Low 6 3 6 +2 +6 0
GBVS Percival 2L.png
GBVS Percival 2L Hitbox.png
2M
2M
GBVS Percival 2M.png
Does not hit low
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
2M
normal
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
700 Mid 7 5 13 -3 +1 2
GBVS Percival 2M.png
Does not hit low
GBVS Percival 2M Hitbox1.pngGBVS Percival 2M Hitbox2.png
Frame 7~9 • Frame 10~11


2H
2H
GBVS Percival 2H.png
Even kings struggle with ED
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
2H
normal
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
1000 Mid 11 5 24 -12 -8 3
GBVS Percival 2H.png
GBVS Percival 2H Hitbox1.pngGBVS Percival 2H Hitbox2.png
Frame 11~12 • Frame 13~15
2U
2U
GBVS Percival 2U.png
SWEEP, THE LEG
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
2U
normal
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
700 Low 7 6 21 -12 HKD 2
GBVS Percival 2U.png
Shorter reach than one would expect
GBVS Percival 2U Hitbox.png


j.L
j.L
GBVS Percival jL.png
Minnesota fats is on fire
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
j.L
normal
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
400 High/Air 5 Until L 0 1
GBVS Percival jL.png
GBVS Percival jL Hitbox.png
j.M
j.M
GBVS Percival jM.png
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
j.M
normal
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
550 High/Air 7 6 Until L 1
GBVS Percival jM.png
GBVS Percival jM Hitbox2.png
j.H
j.H
GBVS Percival jH.png
Hakumen chopping action!
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
j.H
normal
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
800 High/Air 10 6 Until L 2
GBVS Percival jH.png
The jump-in of a king
GBVS Percival jH Hitbox.png
The jump-in of a king


j.U
j.U
GBVS Percival jU.png
HELM BREAKER
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
j.U
normal
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
800 All 20 Until L+1 12 KD 2
GBVS Percival jU.png
Entirely unrewarding
GBVS Percival jU Hitbox.png
Clash Level 1


Unique Action

X-Seele
X-Seele
5U
GBVS Percival 5U.png
An extra grab is a precious rarity afforded only to the rich.
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
X-Seele
unique
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
0 Throw 14 3 41 +12 0, 4
GBVS Percival 5U.pngGBVS Percival 5U 2.png
An extra grab is a precious rarity afforded only to the rich.
GBVS Percival 5U Hitbox.png


Universal Mechanics

Ground Throw
Ground Throw
GBVS Percival Throw.png
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
LU
Ground Throw
other
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
1500 Throw 7 3 31 HKD HKD 0, 4
GBVS Percival Throw.pngGBVS Percival 4Throw.png
Forward throw, reminiscent of a certain flaming swordswoman • Back throw, break their spine
GBVS Percival Throw Hitbox.png


Air Throw
Air Throw
GBVS Percival AirThrow.png
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
j.LU
Air Throw
other
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
1500 Throw 5 Until L+6 HKD HKD 0, 4
GBVS Percival AirThrow.png
Callout AA and not much more
GBVS Percival AirThrow Hitbox.png


Overhead Attack
Overhead Attack
GBVS Percival OverheadAttack.png
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
MH
Overhead Attack
other
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
1000 High 26 6 17 -4 +1 4 4-40 Throw
12-37 Low
11-39 Airborne
GBVS Percival OverheadAttack.png
Shorter range than one would expect
GBVS Percival UOH Hitbox1.pngGBVS Percival UOH Hitbox2.png
Frame 26~28 • Frame 29~31


Special Moves

Anzuenden
Anzuenden
236X The royal Gunflame
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
L


236L
L Anzünden
special
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
900→800 All 22 Total 53 -7 -3 2
GBVS Percival 236X.png
GBVS Percival 236X Hitbox1.pngGBVS Percival 236X Hitbox2.png
Initial hitbox • Later active frames
Damage decreases as projetiles moves forward (see →)
Cooldown: 42-69F (Technical) 42-69F (Easy)
Easy input damage: 800→700
M


236M
M Anzünden
special
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
900→800 [1000→900] All 22 Total 53 -7 -3[KD] 2
GBVS Percival 236X.png
GBVS Percival 236X Hitbox1.pngGBVS Percival 236X Hitbox2.png
Initial hitbox • Later active frames
Values in [] are when using an Orb
Damage decreases as projetiles moves forward (see →)
Cooldown: 45-56F (Technical) 65-76F (Easy)
Easy input damage: 800→700 [900→800]
H


236H
H Anzünden
special
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
350×2+400→300×2+400 [400×3→350×2+400] All 19 Total 53 0 +4[HKD] 2
GBVS Percival 236X.png
GBVS Percival 236X Hitbox1.pngGBVS Percival 236X Hitbox2.png
Initial hitbox • Later active frames
Values in [] are when using an Orb
Damage decreases as projetiles moves forward (see →)
Cooldown: 520-523F (Technical) 640-643F (Easy)
Easy input damage: 350×3→300×3 [400×3→350×3]
Platzen
Platzen
623X What is this 'cross-up' you speak of?
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
L


623L
L Platzen
special
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
700, 400 Mid, All 9 2(2)6 37 -26 KD 4, 3 1~12 All
GBVS Percival 623X.png
GBVS Percival 623X Hitbox1.pngGBVS Percival 623X Hitbox2.png
Cooldown: 20F (Technical) 200F (Easy)
Clash Level 14 (Technical) 10 (Easy)
M


623M
M Platzen
special
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
300,700,400 [300,700,120×5] Mid×2, All 11 17[21] 37[49] -24 [-40] KD 4 1~10 All, 11~27 Strike/Throw [11~31 Strike/Throw]
GBVS Percival 623X.png
GBVS Percival 623M Hitbox.pngGBVS Percival 623X Hitbox1.pngGBVS Percival 623X Hitbox2.png
623M/623H dash
Cooldown: 20F (Technical) 200F (Easy)
Clash Level 16 (Technical) 10 (Easy)
H


623H
H Platzen
special
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
300,600,200×3 [300,700,100×7] Mid 9 26[28] 40[43] -33 [-38] HKD 4 1~8 All, 9~13 Strike/Throw
GBVS Percival 623X.png
GBVS Percival 623M Hitbox.pngGBVS Percival 623X Hitbox1.pngGBVS Percival 623X Hitbox2.png
623M/623H dash
Cooldown: 480F (Technical) 600F (Easy)
Clash Level 18 (Technical) 10 (Easy)
Lord's Strike
Lord's Charge
214X Make way for the king.
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
L


214L
L Lord's Strike
special
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
11 Total 32
GBVS Percival 214X.png
Cooldown: 20F (Technical) 200F (Easy)
M


214M
M Lord's Strike
special
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
11 Total 32
GBVS Percival 214X.png
Cooldown: 20F (Technical) 200F (Easy)
H


214H
H Lord's Strike
special
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
11 Total 27
GBVS Percival 214X.png
Cooldown: 480F (Technical) 600F (Easy)
Schneiden
Schneiden
214X > L Not a sweep
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
Macht
Macht
214X > M Not an overhead.
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
Zerreisen
Zerreisen
214X > H Fafnir on so much crack
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
Traeumerei
Traeumerei
22X
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
L


22L
L Träumerei
special
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
400 Mid 11 14 12 -13 1
GBVS Percival 22X.png
The win condition
GBVS Percival 22X Hitbox.png
Cooldown: 20F (Technical) 200F (Easy)
Gains 1 Orb
M


22M
M Träumerei
special
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
400 Mid 11 28 12 -27 1
GBVS Percival 22X.png
The win condition
GBVS Percival 22X Hitbox.png
Cooldown: 20F (Technical) 200F (Easy)
Gains 3 Orb
H


22H
H Träumerei
special
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
400 Mid 11 38 12 -37 1
GBVS Percival 22X.png
The win condition
GBVS Percival 22X Hitbox.png
Cooldown: 480F (Technical) 600F (Easy)
Gains 5 Orb

Skybound Art

Lohenwolf
Lohenwolf
236236H Big stabby
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
236236H
Lohenwolf
super
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
3600→2600 Mid [Unblockable] 6+7~146 6 30 -18 HKD 4
GBVS Percival 236236H Start.pngGBVS Percival 236236H.png
Charge for an unblockable • Clean Hit
GBVS Percival 236236H Hitbox.png
Clash Level: 25 (Technical) 20 (Easy)


Unblockable when fully charged.

Super Skybound Art

Feuerrote Krone
Feuerrote Krone
236236U or 236S+U Guess you just got r o a s t e d.
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
236236U
Feuerrote Krone
super
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
3800→2900 [4800→3800] Mid, All 9+7 37~91 Total 143~197 -18 HKD 4
GBVS Percival 236236U.pngGBVS Percival 236236U Finish.png
Charge for more damage
GBVS Percival 236236U Hitbox1.pngGBVS Percival 236236U Hitbox2.pngGBVS Percival 236236U Hitbox3.png
Activation/charging hitbox • Initial projectile hitbox • Later projectile hitbox
Clash Level: 35 (Technical) 30 (Easy)


Navigation

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