GBVSR/Lucilius: Difference between revisions

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Slices upwards then downwards. Mainly a frametrap tool, as it's the only version of 623X that's safe at close range. On counterhit, allows Lucilius to pickup with {{clr|M|f.M}}.
Slices upwards then downwards. Mainly a frametrap tool, as it's the only version of 623X that's safe at close range. On counterhit (1st hit only), allows Lucilius to pickup with {{clr|M|f.M}}.


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Revision as of 15:30, 18 January 2024

Overview

Overview

"A conqueror who controls the tides of battle with powerful skills."

Lucilius is a unique character who plays around with the game's cooldown system. Unlike every other character in the game, Lucilius has significantly extended cooldowns on all non-U versions of his Skills. In exchange, all of his Skills are incredibly powerful compared to the rest of the cast. His unique Blade Level mechanic steadily decreases these cooldowns and increases the damage of his specials the more he uses them, raising further when using his Orbital Resonance stance.

Iblis is a multi-use projectile, either being a horizontal spinning blade, or a vertical setplay tool. Similary, Iscariot is either a meterless wallbounce Skill or a powerful hitgrab. Phosphorus allows him to extend his conversions anywhere on screen or check people in neutral, and Tessera keeps his opponents on their toes with a variety of mixup teleports.

Outside of his Skills, Lucilius still comes armed with fantastic, far-reaching normals and a selection of 3 powerful Skybound Arts. In the right hands, his snowball potential truly has no equal.
Lucilius
GBVSR Lucilius Portrait.png
Health
16000
Prejump
5f
Backdash
18f

 Lucilius is a snowball character, who's long Skill cooldowns are offset by their sheer power.

Pros
Cons
  • Midscreen Conversions: Lucilius' Skills allow his midscreen conversions to become far more damaging than what most of the cast can achieve without spending a drop of SB Gauge, all while building his Blade Level so the next one hurts even more.
  • Superb Far Normals: f.M is an incredible poke, that leads into all of his most useful Skills, serving as both a stop sign and a brilliant combo extender. f.L also has big range for its button strength, and f.H provides a unique vaccum effect on both hit and block, with decent reach to boot.
  • Snowball Potential: While his cooldowns start off incredibly slow, one decent combo is all Lucilius needs to start reducing those cooldowns. At a high Blade Level, his Skills can become overbearing fast, while dealing increased damage.
  • Powerful Ultimate Skills: In particular, Ultimate Iblis allows for damaging extensions anywhere on screen that keeps his opponent grounded, and Ultimate Tessera is a fullscreen, plus on block teleport that leads to high damage anywhere.
  • No Meterless Reversal: Ultimate Phosphorus is Lucilius' only invincible reversal To perform an attack as soon as possible after getting knocked down or leaving hitstun/blockstun. other than his Skybound Arts, meaning he cannot always have one available and it is costly to use. Additionally, his reversal cannot be used outright after using the H followup from 5U.
  • Limited Frametraps: Lots of Lucilius' cancels on block are mashable, leaving his main frametrap as c.L, c.M or burning an important cooldown with 623H.
  • Potential to be Snowballed: While he is capable of overwhelming his opponents fast, his unique cooldown system can leave Lucilius vastly underprepared when making a few bad decisions near the start of a round. Being unable to build his Blade Level can make recovering from a deficit a real struggle.


Unique Mechanic: GBVSR BladeLevelIcon.png Blade Level

When Lucilius uses a Skill, it increases his Blade Level gauge by 5,000 points. He can also increase his Blade Level gauge by using Orbital Resonance and its follow-up attacks. Every 10,000 points of Blade Level gauge increases Lucilius' Blade Level by 1, to a maximum of 5. Using Ultimate Skills does not increase his Blade Level.

Blade Levels affect Lucilius' Skill cooldowns and increase the damage of his (non-Ultimate) Skills and Orbital Resonance follow-ups as follows:

Level Cooldowns Damage
0 12 seconds720 frames +0%
1 10 seconds600 frames +0%
2 10 seconds600 frames +10%
3 7 seconds420 frames +10%
4 7 seconds420 frames +20%
5 3 seconds180 frames +20%
Blade Level resets to 0 every round.

Normal Moves

Ground Normals

c.L

c.M

c.H

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 700 Mid 12 3 18 -4 0
c.XX6M 1000 Low 12 3 16 -4 KD(+30)
c.XX6H 1000 High 18 3 22 -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

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 7 6 15 -6 -2

A long range kick that comes out quickly and has low recovery, letting you set up pressure and combos with little risk.

Takes 9f to reach its maximum length, at which point it is only -4.

Due to it being an air unblockable and it's long range, it can be used as an anti-air from further distances than 2H, though combos off an anti-air hit are limited.

f.H

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

While this is a level 2 normal it still has 8 extra frames of advantage on counterhit like a level 3 move, making it a whopping +9 on counterhit. similarly its clash level is also 3 meaning it will beat other M normals and clash with H normals except c.H

2H

2U

Dash Normals

66L

66M

66H

Air Normals

j.L

j.M

j.H

j.U


Unique Action

Orbital Resonance

5U

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
5U 18 18
5U~L 800 All 10 6 Total 49 -2 +2
5U~M 500×2 All 16 11(11)13 Total 53 +2 +6
5U~H 1200 Mid 10 6 Total 49 -7 KD +32

Lucilius assumes a stance that slowly increases his Blade Level. During this stance, Lucilius cannot block or move, but can attack with the three swords on his back by pressing L, M or H. Using sword follow-ups automatically ends the stance and will prevent the use of their related Skill for a limited period of time. The stance can also be cancelled with no attack by pressing U again.

L and M restrict access to IblisGBVSR Lucilius 236L.pngGuardAllStartup20RecoveryTotal 51Advantage+4 briefly after use, while H restricts access to PhosphorusGBVSR Lucilius 623L.pngGuardMidStartup13Recovery23Advantage-8.

  • While in stance, Blade Level gauge increases by 50 points per frame after the first 6 frames.
    • Earliest possible stance cancel is on frame 18 (i.e. actionable frame 37) and thus fills 600 Blade Level gauge.
  • All attack follow-ups also fill the Blade Level gauge, giving at least 2600 points total when canceled into as soon as possible.

L

Fires a red projectile blade.


M

Fires a red multihit projectile blade. Vacuums the enemy in and at close ranges can link into 2L or c.L for a combo.


H

Slices down with the gold sword. Decent anti-air potential.

Version 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
5U
5U~L
5U~M
5U~H

5U:

  • Actionable frames 19~607.


5U~L:

  • Recovery is 16f on whiff, but 26f on hit or block. Puts paired swords on cooldown for 196f.


5U~M:

  • On whiff, recovery is 12f and the second hit never happens. On hit or block recovery is 10f after the second hit. Puts paired swords on cooldown for 204f.


5U~H:

  • Recovery is 16f on whiff, but 21f on hit or block. Knockdown becomes more plus if it hits a higher enemy. Puts single sword on cooldown for 206f.


Universal Mechanics

Ground Throw

Air Throw

Raging Strike

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
1500 Guard Crush 45 [52] 28 1 37 +8 [+15] +15
  • Requires a Bravery Point.
  • Guard Crush when hitting an opponent's block, launches on hit.
  • Won't Guard Crush when connecting with an opponent already in blockstun.

Raging Chain

Brave Counter

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
500 Mid 10 [18] 3 19 [Total 54] +6 [+5] KD +21 [0] 1-20 [1-?] Full
  • Requires a Bravery Point.
  • Requires to be in blockstun.


Special Moves

Iblis

GBVS Fireball.png 236L/M/H 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 250×4 All 20 19 Total 51 +4 +8
236M 200×6 All 20 31 Total 57 +10 KD +40
236H 175×8 All 39 43 Total 69 +29 +33

A multihit projectile. All versions are advantageous on block, can beat out regular projectiles, and travel horizontally in front of Lucilius.

  • Cannot be used if either red sword is on cooldown from LGBVSR Lucilius 5UL.pngGuardAllStartup10RecoveryTotal 49Advantage-2 or MGBVSR Lucilius 5UM.pngGuardAllStartup16RecoveryTotal 53Advantage+2 Orbital Resonance.

236L

4 hits total, and can nullify most character's H fireballs. Leaves the enemy standing, enabling grounded combo extensions in the corner.


236M

6 hits total. Travels a shorter distance then spins in place, allowing it juggle airborne enemies midscreen. High advantage and quick startup makes it the best version to use in blockstrings.


236H

Behaves like 236M but with a very long delay before it becomes active. Ideal for forcing people to block on okizeme as Lucilius recovers before the projectile disappears. Leaves the enemy grounded on hit, like 236L.

Phosphorus

GBVS Strike.png 623L/M/H 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 1250 Mid 13 4 23 -8 KD +27
623M 1250 Mid 20 4 23 -8 KD +40
623H 700, 800 Mid 20 4(18)4 29 -4 KD +12

Lucilius strikes with his golden blade. All versions reach far and have a high attack level, making them superb at crushing even heavy pokes from other characters.

  • Cannot be used if the gold sword is on cooldown from H Orbital ResonanceGBVSR Lucilius 5UH.pngGuardMidStartup10RecoveryTotal 49Advantage-7.

623L

Fastest non-metered version and with the longest range. Slices downwards, about halfscreen. This is Lucilius's longest footsies button, outside of his projectiles.


623M

Slower startup than 623L, but it launches on hit, allowing Lucilius to convert into c.M afterwards. Lucilius's main combo extender midscreen.


623H

Slices upwards then downwards. Mainly a frametrap tool, as it's the only version of 623X that's safe at close range. On counterhit (1st hit only), allows Lucilius to pickup with f.M.

Iscariot

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 1000 Mid 15 3 20 -6 KD +22
214M 0, 1000, 300×3 Mid 17 3 18 -4 KD +36
214H 0, 1000, 300×3 Mid 19 3 18 -4 KD +36

Lucilius dashes forwards before striking. The effect of the strike depends on the version used.

  • 214M and 214H deal one fewer hit per sword Lucilius has on cooldown via Orbital Resonance or landing the moves on an opponent during Iblis.

214L

Fastest startup. On hit in the corner, provides a wallbounce for combo extensions.


214M

Dashes forwards a short distance. On hit, transitions into a diving grab that leads to a soft knockdown. Lucilius can hold up to get a safejump against 11f or slower reversals, though he won't land fast enough against characters with 9f DP Dragon Punch A move that has invulnerability during its startup, long recovery, and a rising motion.s or with meter to use their 8f U DPs.


214H

Almost identical to 214M, leading to the same situation on hit, but with slower startup and longer range. Has about a half character width higher corner carry, so it's slightly better in the niche situations where it actually combos.

Tessera

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 - - 39 7-23 All
22M 1000 Mid 30 3 20 -4 KD +33 7-23 All
22H 300, 700 All 43 8 14 +4 KD +40 7-30 All

Lucilius warps forwards. The warp always takes Lucilius directly in front of the opponent. All versions are invincible while travelling, but have a recovery period.


22L

Warps forwards with no hitbox, similar to  Beelzebub's ShadowstepGBVSR Beelzebub 5U.pngGuardStartupRecoveryTotal 36Advantage-.


22M

Warps forwards with a hitbox that comes out after reappearing. Safe on block. On a counterhit in the corner, provides a wallbounce.


22H

Delayed reappearance, but instead becomes a divekick that's plus on block.


Ultimate Skills

Ultimate Iblis

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 160×10 All 18 55 Total 47 +42 +46

Fast, far-travelling projectile that's incredibly plus on block. The increased speed does make it more susceptible to being jumped over or Evaded than the regular versions, especially when used at a distance in neutral.

On hit, it lasts so long that it allows Lucilius to dash in and pick up a conversion from anywhere on screen.

Ultimate Phosphorus

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 1000×2 Mid 8 2(6)2 41 -26 HKD +44 1-9 Full

Lucilius' only non-SBA reversal. The hard knockdown from landing the move leaves the opponent close to Lucilius, letting him pressure with 236H or a safejump afterwards.

Ultimate Iscariot

214U or 4S+U

Ultimate Tessera

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 2000 Mid 30 9 10 +4 HKD +66 8-23 All

Plus on block, fullscreen teleport that provides a wallbounce anywhere on screen. Lucilius can pick up with this wallbounce with f.H > Raging Strike.

Like the non-metered versions of 22X, the invincibility ends before the active frames begin, so it's possible for enemies to react to the superflash and mash Lucilius out of it unless he catches them pressing a button.

Skybound Arts

Axion

236236H or 236S or L+M+S

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
1000×4 All 4+11 3 54 -20 HKD +40 1-17 Full

Triple beam attack with invincible startup. Goes fullscreen.

  • Recovers 1 Bravery Point for Lucilius during superflash.
  • Removes 1 Bravery Point from the opponent.

Axion Control

214214H or 214S or 4L+M+S

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
(500/700)×3, 500×3, 1000 All 4+14~16 -20 HKD +48 1-7 Full

Lucilius enters a stance, during which pressing L/M/H fires beams at preset angles. Compared to 236S, this super doesn't work as a reversal and is harder to combo into, but it does higher damage as long as at least one M beam is used.

Pressing U or firing 3 other beams fires a final triple beam. The startup timing for each beam can be delayed, and the height of the beam is interchangeable in order. H beam has 20F startup while the other two are 18f. L and H beams do 550 damage, while M hit harder at 770 damage. M beam can combo at any range L beam hits by doing L > H > M beams.

  • Recovers 1 Bravery Point for Lucilius during superflash.
  • Removes 1 Bravery Point from the opponent on the first beam that hits.


Super Skybound Art

Paradise Lost

236236U or 236S+U or L+M+U+S

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
1440, 120×18, 1800 Mid 5+9 8 57 -30 HKD +43 1-21 Full

Launches in a circle around Lucilius, before transitioning into a cinematic bombardment.

  • Recovers 1 Bravery Point for Lucilius during superflash.
  • Removes 2 Bravery Points from the opponent. The listed close hit/base damage assumes a 20% increase due to Bravery Penalty.


Colors

Default Colors
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Color 2
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Color 4
Color 5
Color 6
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Color 10
Color 11
Color 12
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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

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