GBVS/Cagliostro

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Overview[edit]
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.


Lore:The creator of alchemy in the skydoms, Cagliostro sought to achieve immortality, and in turn, discovered a way to swap out her body at regular intervals. An extreme narcissist capable of creating her ideal body at will, she created her current self in the pursuit of idealized cuteness. However, her attempts at matching it with an equally cute voice often leave something to be desired. Cagliostro is supremely confident, which causes her to view others as incompetent buffoons. Forever greedy in the ever-changing world around her, Cagliostro pursues alchemic research with single-minded stoicism.
Voice:English: Sarah Williams/Japanese: Sakura Tange
Playstyle
GBVS Cagliostro Icon.png Cagliostro is a setplay character who utilizes her traps and other special moves to lock down her opponents and swiftly evade them when she isn't.
Pros Cons
  • Powerful Setplay: Mehen traps allow her to control a lot of space on screen, 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).
  • Versatile Projectile: Level 4 and 5 Collapse (Fire) go through even H projectiles, allowing her to contest opponents with projectiles at range and pressure opponents without projectiles of their own. She can even use it in the air, giving her a reliable and rare air projectile.
  • Slippery Movement: Using her Spare Body teleport and multiple ways to stall her momentum in midair, she can set traps and disappear in the blink of an eye.
  • Lackluster Reversal Options: Other than her Skybound Arts, Spare Body is not invulnerable on frame 1, meaning it's more risky for her to escape pressure than other characters.
  • Limited Zoning Ability: Since Ground Mehen traps don't activate immediately upon contact, they are very easy to disrespect when used in neutral. Both trap versions can also be destroyed before activation, making their use as a zoning tool very limited.

Normal Moves[edit]

cL[edit]
c.L
GBVS Cagliostro cL.png
On the rocks
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 HitThe 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.
400 Mid 5 3 6 +2 -

The Granblue c.L™

cM[edit]
c.M
GBVS Cagliostro cM.png
*BONK*
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 HitThe 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.
- - - - - -3 -

The Granblue c.M™

cH[edit]
c.H
GBVS Cagliostro 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 HitThe 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.
- - - - - -3 -

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.

Auto Combo[edit]
Auto Combo
GBVS Cagliostro cXX.png
2nd hit
GBVS Cagliostro cXXX.png
3rd hit
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 HitThe 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.
XX - - - - - - -
XXX - - - - - - -
f5L[edit]
f.L
GBVS Cagliostro 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 HitThe 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.
- - - - - - -1

A far L with decent range.

fM[edit]
f.M
GBVS Cagliostro fM.png
Pizza Time
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 HitThe 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.
- - - - - - -2
fH[edit]
f.H
GBVS Cagliostro fH.png
Stab, stab, stab!
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 HitThe 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.
- - - - - - -1

Oddly, has a little less range than f.M, but hits multiple times and has more hitstun, allowing comboing into 623H where f.M does not.

2L[edit]
2L
GBVS Cagliostro 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 HitThe 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.
- - - - - - -

A low with moderate range. This is Cagliostro's only low outside of sweep.

2M[edit]
2M
GBVS Cagliostro 2M.png
Pepperoni pizza this time
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 HitThe 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.
- - - - - - -

Identical to 5M, but lower to the ground. Not a low.

2H[edit]
2H
GBVS Cagliostro 2H.png
An anti-air that would make Hazama jealous
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 HitThe 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.
- - - - - - -

Average anti-air. Hits slightly behind Cagliostro.

2U[edit]
2U
GBVS Cagliostro 2U.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 HitThe 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.
700 Low 7 6 21 -12 HKD

The Granblue Sweep™

j.L[edit]
j.L
GBVS Cagliostro jL.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 HitThe 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.
- - - - - - -

The Granblue j.L™

j.M[edit]
j.M
GBVS Cagliostro 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 HitThe 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.
- - - - - - -

Cagliostro's go-to air to air. Has decent range, but is otherwise unnoteworthy.

j.H[edit]
j.H
GBVS Cagliostro jH.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 HitThe 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.
- - - - - - -

Cagliostro's jump in tool.

Unique Action[edit]

Collapse (Conjure)[edit]
Collapse (Conjure)
5U or jU
GBVS Cagliostro 5U.png
Ground
Since when has a butt attack ever been bad?
GBVS Cagliostro jU.png
Air
Aaaaand pose!
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 HitThe 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.
Ground - - - - - -6 -
Air - - - - - - -

Cagliostro poses, charging up a rock. The rock levels up approximately every 30 frames, or every time 5U is pressed. 5U can be held, keeping it out like a shield to block a single hit of a projectile.

Every time the rock levels up, it despawns and a new entity takes its place. Whenever this happens, it refreshes the projectiles that it can block. This means it's possible to block multiple projectiles by holding the rock, though it's not reliable if the opponent is throwing multiple projectiles at close range, or using multi-hit projectiles.

j.5U can be canceled into j.2U or j.6U, allowing Cagliostro to not only stall her air momentum, but punish anti-air attempts.

Collapse (Fire)[edit]
Collapse (Fire)
6U or j.2U or j.6U
GBVS Cagliostro 6U.jpeg
Filthy monkey, meet General Mountain!
GBVS Cagliostro j26U.jpeg
Anyone who said Cag can't zone gets to eat dirt.
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 HitThe 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.
Level 1 - - - - - -8 -
Level 2 - - - - - -3 -
Level 3 - - - - - +2 -
Level 4 - - - - - +3 -
Level 5 - - - - - +7 -

Cagliostro fires the rock she charged with 5U. If no rock was charged prior, Cagliostro will simply use level 1 rock.

  • 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.

Universal Mechanics[edit]

Ground Throw[edit]
Ground Throw
GBVS Cagliostro FThrow.png
Forward
GBVS Cagliostro BThrow.png
Back
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 HitThe 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.
- - - - - - -

The arc the opponent is thrown at synergizes perfectly with Cagliostro's traps, allowing you to throw opponents into either your air or ground trap if they happen to be nearby.

Air Throw[edit]
Air Throw
GBVS Cagliostro 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 HitThe 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.
- - - - - - -
Overhead Attack[edit]
Overhead Attack
GBVS Cagliostro UOH.png
It's Nine all over again
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 HitThe 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.
- - - - - - -

Special Moves[edit]

Mehen[edit]
Mehen GBVS Trap.png
236X or S (Air OK)
GBVS Cagliostro MehenSet.png
*gasp*
GBVS Cagliostro MehenActivate.png
That's forbidden...
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 HitThe 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.
L - - - - - - -
M - - - - - - -
H - - - - - - -

Cagliostro's bread and butter setplay tool. 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.

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, but it doesn't do much damage.

Calculated[edit]
Calculated GBVS Uppunch.png
623X or 6S
GBVS Cagliostro CalculatedL.png
Shing!
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 HitThe 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.
L - - 20 - - -5 -
M - - 24 - - -5 -
H - - 20 - - -5 -

Cagliostro poses, causing a spear to erupt from the ground.

All versions of this move track within a certain range

  • 623L ranges from point blank to about one character width away, and hits the opponent away from Cagliostro
  • 623M ranges from about one character width away to about 3/4 screen away, and hits the opponent towards Cagliostro. This also turns the opponent around, so the opponent can back-roll towards Cagliostro
  • 623H ranges from point blank to about half-screen, and hits the opponent away from Cagliostro

All versions will make the opponent airborne, and can hit them into either air or ground traps.

Alexandria[edit]
Alexandria GBVS Tackle.png
214X or 4S
GBVS Cagliostro Alexandria.png
The Hula Hoop
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 HitThe 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.
L - - 15 - - -9 -
M - - 21 - - -12 -
H - - 12 - - -12 -

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.

Spare Body[edit]
Spare Body GBVS Sprint.png
22X or 2S (Air OK)
GBVS Cagliostro SpareBody.png
Murakumo's teleport but gold
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 HitThe 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.
L - - 23 - - - -
M - - 24 - - - -
H - - 18 - - +1 -

Cagliostro creates a fake body and teleports away. 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.

  • 22L: Cagliostro teleports backwards around backdash length. Mainly used as a fakeout tool to bait the opponent into pressing something after using 22M.
  • 22M: Cagliostro teleports a set distance forward. This move can cross up depending on how close or far away the opponent is.
  • 22H: Cagliostro performs a hit before teleporting forward. This version has a pitifully small hitbox, making it difficult to use in combos.

Neither the M or H versions of this move will allow you to cross up the opponent if they are in the corner.

Skybound Art[edit]

Ars Magna[edit]
Ars Magna
236236H or 236S
GBVS Cagliostro ArsMagnaStart.png
GBVS Cagliostro ArsMagna.png
You tell me why you look like you headbutted a belt sander and I'll let all of you go right now.
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 HitThe 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.
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Average Skybound Art that keeps the opponent just below Cagliostro's air trap.

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[edit]

Everything's Coming Up Cagliostro[edit]
Everything's Coming Up Cagliostro
236236U or 236S+U
GBVS Cagliostro EverythingsComingUpCagliostroStart.png
And people say this self-centered brat is "baby"
GBVS Cagliostro EverythingsComingUpCagliostro.png
I know this sounds cheap, but...
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 HitThe 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.
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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.

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.

External References[edit]

Navigation[edit]


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