GBVS/Cagliostro: Difference between revisions

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{{Description|7|text=Average Skybound Art that keeps the opponent just below Cagliostro's air trap. It's worth noting there's currently a glitch that causes the opponent to constantly slide away from the direction Cags was initially facing if this move trades with anything.
{{Description|7|text=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.
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.

Revision as of 05:22, 23 October 2020

  Overview   Combos   Strategy/Counter Strategy   Full Frame Data    
Overview
Overview

Formerly a deathly-ill boy who decided that fate can bugger off and invented alchemy in Granblue Fantasy universe... some 1000 years before everybody else. Cagliostro is a setplay character available from a DLC as a part of Season Pass 2. Her play-style could be described as an inverse of Beelzebub; reacting and utilizing her set-play traps, projectile-nullifying rock ball, her teleport ability and other special moves to punish reckless opponent. 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

 Cagliostro  Cagliostro is a setplay character who utilizes her traps and other special moves to punish opponent's offense.

Pros
Cons
  • Powerful setplay: Cag's traps allow her to control a lot of real estate, giving her time to charge rock or poke at the opponent with 623x and keep her opponents locked down on knockdown.
  • Very powerful projectiles: Level 4 and 5 rocks go through even EX fireballs, allowing Cagliostro to dominate opponents at range. She can even use it in the air, giving her a reliable and rare air fireball.
  • Slippery movement: With a teleport and multiple ways to stall her momentum in midair, Cags can set traps and disappear in the blink of an eye.
  • No meterless reversal: Cags doesn't have a DP, meaning it's harder for her to get out of pressure than other characters.
  • Stubby normals: Cagliostro's normals are mediocre at best, leading her to lean heavily on her setplay and rock to compensate for her poor pokes.


GBVS Cagliostro Nameplate.png
GBVS Cagliostro Portrait.png

Normal Moves

cL
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 Hit Invuln

The Granblue c.L™

cM
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 Hit Invuln

The Granblue c.M™

cH
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 Hit Invuln

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
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 Hit Invuln
XX
XXX
f5L
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 Hit Invuln

A far L with decent range.

fM
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 Hit Invuln
fH
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 Hit Invuln

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
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 Hit Invuln

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

2M
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 Hit Invuln

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

2H
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 Hit Invuln

Average anti-air. Hits slightly behind Cagliostro.

2U
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 Hit Invuln

The Granblue Sweep™

j.L
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 Hit Invuln

The Granblue j.L™

j.M
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 Hit Invuln

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

j.H
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 Hit Invuln

Cagliostro's jump in tool.

Unique Action

Collapse (Conjure)
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 Hit Invuln
Ground
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)
Collapse (Fire)
6U or j.2U or j.6U Filthy monkey, meet General Mountain! MEATBALL
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

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

Ground Throw
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 Hit Invuln

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
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 Hit Invuln
Overhead Attack
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 Hit Invuln

Special Moves

Mehen
Mehen GBVS Trap.png
236X or S (Air OK) *gasp* 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 Hit Invuln
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
Calculated GBVS Uppunch.png
623X or 6S
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
L
M
H

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
Alexandria GBVS Tackle.png
214X or 4S SPEEN
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
M
H

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
Spare Body GBVS Sprint.png
22X or 2S (Air OK) 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 Hit Invuln
L
M
H

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.

  • 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

Ars Magna
Ars Magna
236236H or 236S 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 Hit Invuln

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

Everything's Coming Up Cagliostro
Everything's Coming Up Cagliostro
236236U or 236S+U And people say this self-centered brat is "baby" 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 Hit Invuln

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

Navigation

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