GBVS/Cagliostro: Difference between revisions

From Dustloop Wiki
No edit summary
No edit summary
(48 intermediate revisions by 13 users not shown)
Line 1: Line 1:
{{InvisibleHeader}}{{NavTabs|game=GBVS|chara=Cagliostro|discord=}}
{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}}
======<span style="visibility:hidden;font-size:0">Overview</span>======
======<span style="visibility:hidden;font-size:0">Overview</span>======
{{FlexContainer}}
{{Overview
{{FlexTopContainer}}<!-- BEGIN TOP SECTION -->
| 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 [[GBVS/Beelzebub|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.
{{FP Box
| quote = Lemme synthesize ya!
|header=Overview
|content=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 [[GBVS/Beelzebub|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.
{{Bio
| name = Cagliostro
| game = GBVS
| 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.
| 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
| voice_actor = English: Sarah Williams/Japanese: Sakura Tange
}}
| summary = is a setplay character who utilizes her traps and other special moves to lock down her opponents and swiftly evade them or intercept their attempts to deal with her traps when she isn't.
{{StrengthsAndWeaknesses
| pros =  
| intro = {{Character Label|GBVS|Cagliostro}} is a setplay character who utilizes her traps and other special moves to punish opponent's offense.
* '''Trap-Based Setplay''': [[GBVS/Cagliostro#Mehen|Mehen]] traps allow her to limit the opponent's movement, giving her time to charge [[GBVS/Cagliostro#Collapse (Conjure)|Collapse (Conjure)]], poke at the opponent with [[GBVS/Cagliostro#Calculated|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).  
| pros =
* '''Competent Footsies''': Cagliostro walks fairly fast and has surprisingly solid buttons. She can hold her own on the ground against conventional characters to build enough space for [[GBVS/Cagliostro#Mehen|traps]] and keep pressure on cornered opponents.
* '''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.
* '''Slippery Movement''': Using her [[GBVS/Cagliostro#Spare Body|Spare Body]] teleport, [[GBVS/Cagliostro#Collapse (Fire)|air projectile]] and multiple ways to stall her momentum in midair, she can set traps and disappear in the blink of an eye.
* '''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.
 
| cons =  
| cons =  
* '''No meterless reversal''': Cags doesn't have a DP, meaning it's harder for her to get out of pressure than other characters.
* '''No Dragon Punch''': Her Skybound Arts are her only real reversals, as [[GBVS/Cagliostro#Spare Body|Spare Body]] is vulnerable. This makes escaping pressure hard and leaves her without easy input DP to contest jump-ins or reactable specials. Cagliostro must take care to preemptively seal these options, when she can.
* '''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.
* '''Unreliable Traps''': Ground [[GBVS/Cagliostro#Mehen|Mehen]] traps don't activate immediately upon contact and can be bypassed just by running or using forward-moving specials. Both trap versions can also be destroyed before activation, making their use as a zoning tool limited and very matchup dependant.  
 
 
}}
}}
{{Closediv}}<!--END TOP SECTION-->
{{FlexSideContainer}}<!-- BEGIN FLEX SECTION -->
{{FP TOC}}
{{FP Box
| padding=no
| content={{CharaInfo
| game=GBVS
| fullname=Cagliostro
| nameplate=yes
| health={{#lst:{{PAGENAME}}/Data|health}}
| prejump={{#lst:{{PAGENAME}}/Data|prejump}}
| backdash={{#lst:{{PAGENAME}}/Data|backdash}}
}}
}}
}}
{{Closediv}}<!--END FLEX OTHER SECTION-->
{{Closediv}}


==Normal Moves==
==Normal Moves==
======<span style="visibility:hidden;font-size:0">cL</span>======
===<big>{{clr|1|c.L}}</big>===
{{MoveData
<div class="attack-container">
|image=GBVS_Cagliostro_cL.png |caption=On the rocks
<div class="attack-gallery">
|name={{clr|1|c.L}}
<tabber>
|input=
Images =  
|data=
<gallery widths="210px" heights="210px" mode="nolines">
{{AttackDataHeader-GBVS}}
GBVS_Cagliostro_cL.png |On the rocks
{{!}}-
</gallery>
{{#lst:{{PAGENAME}}/Data|c.L}}
|-|
{{!}}-
Hitboxes =  
{{Description|7|text= The Granblue c.L™
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Cagliostro_cL_Hitbox.png |
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GBVS}}
|-
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and input="c.L"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
}}
}}
|}
==== ====
The Granblue c.L™. Use in pressure.
</div>
</div>
===<big>{{clr|2|c.M}}</big>===
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Cagliostro_cM.png |<nowiki>*BONK*</nowiki>
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Cagliostro_cM_Hitbox.png |
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GBVS}}
|-
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and input="c.M"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
}}
}}
|}
==== ====
* More minus than average at -3 instead of 0.
The Granblue c.M™. Also used in pressure and combos, especially as a frametrap.
</div>
</div>


======<span style="visibility:hidden;font-size:0">cM</span>======
===<big>{{clr|3|c.H}}</big>===
{{MoveData
<div class="attack-container">
|image=GBVS_Cagliostro_cM.png |caption=*BONK*
<div class="attack-gallery">
|name={{clr|3|c.M}}
<tabber>
|input=
Images =  
|data=
<gallery widths="210px" heights="210px" mode="nolines">
{{AttackDataHeader-GBVS}}
GBVS_Cagliostro_cH.png |
{{!}}-
</gallery>
{{#lst:{{PAGENAME}}/Data|c.M}}
|-|
{{!}}-
Hitboxes =  
{{Description|7|text= The Granblue c.M™
<gallery widths="210px" heights="210px" mode="nolines">
}}
GBVS_Cagliostro_cH_Hitbox1.png |
GBVS_Cagliostro_cH_Hitbox2.png |
GBVS_Cagliostro_cH_Hitbox3.png |
GBVS_Cagliostro_cH_Hitbox4.png |
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GBVS}}
|-
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and input="c.H"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
}}
}}
|}
==== ====
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.
</div>
</div>


======<span style="visibility:hidden;font-size:0">cH</span>======
===<big>Auto Combo</big>===
{{MoveData
<div class="attack-container">
|image=GBVS_Cagliostro_cH.png |caption=
<div class="attack-gallery">
|name={{clr|4|c.H}}
<tabber>
|input=
Images =  
|data=
<gallery widths="210px" heights="210px" mode="nolines">
{{AttackDataHeader-GBVS}}
GBVS_Cagliostro_cXX.png |2nd hit
{{!}}-
GBVS_Cagliostro_cXXX.png |3rd hit
{{#lst:{{PAGENAME}}/Data|c.H}}
</gallery>
{{!}}-
|-|
{{Description|7|text=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.
Hitboxes =  
}}
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Cagliostro_cXX_Hitbox.png |2nd hit
GBVS_Cagliostro_cXXX_Hitbox.png |3rd hit
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GBVS|version=yes}}
|-
{{#cargo_query:tables=MoveData_GBVS
|fields=input=version,damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and (input="c.XX" or input="c.XXX")
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
}}
|}
==== ====
An autocombo like any other. Used to extend confirms, get closer or generate extra height in juggles.
</div>
</div>


======<span style="visibility:hidden;font-size:0">Auto Combo</span>======
===<big>{{clr|1|f.L}}</big>===
{{MoveData
<div class="attack-container">
|image=GBVS_Cagliostro_cXX.png |caption=2nd hit
<div class="attack-gallery">
|image2=GBVS_Cagliostro_cXXX.png |caption2=3rd hit
<tabber>
|name=Auto Combo
Images =  
|input=
<gallery widths="210px" heights="210px" mode="nolines">
|data=
GBVS_Cagliostro_fL.png |poke
{{AttackDataHeader-GBVS|version=yes}}
</gallery>
{{!}}-
|-|
{{AttackVersion|name=XX}}
Hitboxes =  
{{#lst:{{PAGENAME}}/Data|c.XX}}
<gallery widths="210px" heights="210px" mode="nolines">
{{!}}-
GBVS_Cagliostro_fL_Hitbox.png |
{{AttackVersion|name=XXX}}
</gallery>
{{#lst:{{PAGENAME}}/Data|c.XXX}}
</tabber>
{{!}}-
</div>
{{Description|8|text=
<div class="attack-info">
}}
{| class="wikitable attack-data"
{{FrameDataHeader-GBVS}}
|-
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and input="f.L"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
}}
}}
|}
==== ====
A far L with decent range. Good for converting off L pressure.
</div>
</div>


======<span style="visibility:hidden;font-size:0">f5L</span>======
===<big>{{clr|2|f.M}}</big>===
{{MoveData
<div class="attack-container">
|image=GBVS_Cagliostro_fL.png |caption=
<div class="attack-gallery">
|name={{clr|1|f.L}}
<tabber>
|input=
Images =  
|data=
<gallery widths="210px" heights="210px" mode="nolines">
{{AttackDataHeader-GBVS}}
GBVS_Cagliostro_fM.png |Pizza Time
{{!}}-
</gallery>
{{#lst:{{PAGENAME}}/Data|f.L}}
|-|
{{!}}-
Hitboxes =
{{Description|7|text= A far L with decent range.
<gallery widths="210px" heights="210px" mode="nolines">
}}
GBVS_Cagliostro_fM_Hitbox1.png |
GBVS_Cagliostro_fM_Hitbox2.png |
GBVS_Cagliostro_fM_Hitbox3.png |
GBVS_Cagliostro_fM_Hitbox4.png |
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GBVS}}
|-
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and input="f.M"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
}}
}}
|}
==== ====
Longest range normal poke. Usually gets no conversions on hit, but using Cagliostro's varied special cancels between 5U, Trap, Spear or Teleport can still keep the opponent guessing and generate advantage.
</div>
</div>


======<span style="visibility:hidden;font-size:0">fM</span>======
===<big>{{clr|3|f.H}}</big>===
{{MoveData
<div class="attack-container">
|image=GBVS_Cagliostro_fM.png |caption=
<div class="attack-gallery">
|name={{clr|3|f.M}}
<tabber>
|input=
Images =  
|caption=Pizza Time
<gallery widths="210px" heights="210px" mode="nolines">
|data=
GBVS_Cagliostro_fH.png |Stab, stab, stab!
{{AttackDataHeader-GBVS}}
</gallery>
{{!}}-
|-|
{{#lst:{{PAGENAME}}/Data|f.M}}
Hitboxes =  
{{!}}-
<gallery widths="210px" heights="210px" mode="nolines">
{{Description|7|text=  
GBVS_Cagliostro_fH_Hitbox1.png |
}}
GBVS_Cagliostro_fH_Hitbox2.png |
GBVS_Cagliostro_fH_Hitbox3.png |
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GBVS}}
|-
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and input="f.H"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
}}
}}
|}
==== ====
* Less minus than f.M but way worse on whiff.
Important poke and your whiff punish of choice. Less range and higher recovery than f.M, but has high hitstun and three hits, allowing for easy 1-hit confirms into knockdown at nearly any range.
</div>
</div>


======<span style="visibility:hidden;font-size:0">fH</span>======
===<big>{{clr|1|2L}}</big>===
{{MoveData
<div class="attack-container">
|image=GBVS_Cagliostro_fH.png |caption=Stab, stab, stab!
<div class="attack-gallery">
|name={{clr|4|f.H}}
<tabber>
|input=
Images =  
|data=
<gallery widths="210px" heights="210px" mode="nolines">
{{AttackDataHeader-GBVS}}
GBVS_Cagliostro_2L.png |
{{!}}-
</gallery>
{{#lst:{{PAGENAME}}/Data|f.H}}
|-|
{{!}}-
Hitboxes =  
{{Description|7|text= 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.
<gallery widths="210px" heights="210px" mode="nolines">
}}
GBVS_Cagliostro_2L_Hitbox.png |
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GBVS}}
|-
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and input="2L"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
}}
}}
|}
==== ====
A Granblue 2L - a plus on block low with moderate range that chains into itself. This is Cagliostro's only low outside of sweep, and the cornerstone of her pressure game.
</div>
</div>


======<span style="visibility:hidden;font-size:0">2L</span>======
===<big>{{clr|2|2M}}</big>===
{{MoveData
<div class="attack-container">
|image=GBVS_Cagliostro_2L.png |caption=
<div class="attack-gallery">
|name={{clr|1|2L}}
<tabber>
|input=
Images =  
|data=
<gallery widths="210px" heights="210px" mode="nolines">
{{AttackDataHeader-GBVS}}
GBVS_Cagliostro_2M.png |Pepperoni pizza this time
{{!}}-
</gallery>
{{#lst:{{PAGENAME}}/Data|2L}}
|-|
{{!}}-
Hitboxes =
{{Description|7|text=A low with moderate range. This is Cagliostro's only low outside of sweep.
<gallery widths="210px" heights="210px" mode="nolines">
}}
GBVS_Cagliostro_2M_Hitbox1.png |
GBVS_Cagliostro_2M_Hitbox2.png |
GBVS_Cagliostro_2M_Hitbox3.png |
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GBVS}}
|-
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and input="2M"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
}}
}}
|}
==== ====
Similar to 5M, with less range but less startup, less recovery and a lower to the ground hitbox. Not a low, but stuffs rolls.
</div>
</div>


======<span style="visibility:hidden;font-size:0">2M</span>======
===<big>{{clr|3|2H}}</big>===
{{MoveData
<div class="attack-container">
|image=GBVS_Cagliostro_2M.png |caption=Pepperoni pizza this time
<div class="attack-gallery">
|name={{clr|3|2M}}
<tabber>
|input=
Images =  
|data=
<gallery widths="210px" heights="210px" mode="nolines">
{{AttackDataHeader-GBVS}}
GBVS_Cagliostro_2H.png |An anti-air that would make Hazama jealous
{{!}}-
</gallery>
{{#lst:{{PAGENAME}}/Data|2M}}
|-|
{{!}}-
Hitboxes =  
{{Description|7|text= Identical to 5M, but lower to the ground. Not a low.
<gallery widths="210px" heights="210px" mode="nolines">
}}
GBVS_Cagliostro_2H_Hitbox1.png |
GBVS_Cagliostro_2H_Hitbox2.png |
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GBVS}}
|-
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and input="2H"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
}}
}}
|}
==== ====
Average anti-air with high reward on anti-air CHs. Hits slightly behind Cagliostro.
</div>
</div>


======<span style="visibility:hidden;font-size:0">2H</span>======
===<big>{{clr|4|2U}}</big>===
{{MoveData
<div class="attack-container">
|image=GBVS_Cagliostro_2H.png |caption=An anti-air that would make Hazama jealous
<div class="attack-gallery">
|name={{clr|4|2H}}
<tabber>
|input=
Images =  
|data=
<gallery widths="210px" heights="210px" mode="nolines">
{{AttackDataHeader-GBVS}}
GBVS_Cagliostro_2U.png |
{{!}}-
</gallery>
{{#lst:{{PAGENAME}}/Data|2H}}
|-|
{{!}}-
Hitboxes =  
{{Description|7|text=Average anti-air. Hits slightly behind Cagliostro.
<gallery widths="210px" heights="210px" mode="nolines">
}}
GBVS_Cagliostro_2U_Hitbox1.png |
GBVS_Cagliostro_2U_Hitbox2.png |
GBVS_Cagliostro_2U_Hitbox3.png |
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GBVS}}
|-
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and input="2U"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
}}
}}
|}
==== ====
The Granblue Sweep™. A low that causes hard knockdown on hit. Useful combo ender that gets you a safejump and trap setup. Can also be used in neutral to clip the shins of walk-happy opponents.
</div>
</div>


======<span style="visibility:hidden;font-size:0">2U</span>======
===<big>{{clr|1|j.L}}</big>===
{{MoveData
<div class="attack-container">
|image=GBVS_Cagliostro_2U.png |caption=
<div class="attack-gallery">
|name={{clr|2|2U}}
<tabber>
|input=
Images =  
|data=
<gallery widths="210px" heights="210px" mode="nolines">
{{AttackDataHeader-GBVS}}
GBVS_Cagliostro_jL.png |The Granblue j.L™
{{!}}-
</gallery>
{{#lst:{{PAGENAME}}/Data|2U}}
|-|
{{!}}-
Hitboxes =  
{{Description|7|text=The Granblue Sweep™
<gallery widths="210px" heights="210px" mode="nolines">
}}
GBVS_Cagliostro_jL_Hitbox.png |
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GBVS}}
|-
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and input="j.L"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
}}
}}
|}
==== ====
Fastest air attack. Can be used for f-shiki setups as it hits the standing guard of some characters on the way up.
</div>
</div>


======<span style="visibility:hidden;font-size:0">j.L</span>======
===<big>{{clr|2|j.M}}</big>===
{{MoveData
<div class="attack-container">
|image=GBVS_Cagliostro_jL.png |caption=
<div class="attack-gallery">
|name={{clr|1|j.L}}
<tabber>
|input=
Images =  
|data=
<gallery widths="210px" heights="210px" mode="nolines">
{{AttackDataHeader-GBVS}}
GBVS_Cagliostro_jM.png |
{{!}}-
</gallery>
{{#lst:{{PAGENAME}}/Data|j.L}}
|-|
{{!}}-
Hitboxes =  
{{Description|7|text=The Granblue j.L™
<gallery widths="210px" heights="210px" mode="nolines">
}}
GBVS_Cagliostro_jM_Hitbox.png |
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GBVS}}
|-
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and input="j.M"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
}}
}}
|}
==== ====
Has the longest range of all her air buttons, making it Cagliostro's go-to air to air.
</div>
</div>


======<span style="visibility:hidden;font-size:0">j.M</span>======
===<big>{{clr|3|j.H}}</big>===
{{MoveData
<div class="attack-container">
|image=GBVS_Cagliostro_jM.png |caption=
<div class="attack-gallery">
|name={{clr|3|j.M}}
<tabber>
|input=
Images =  
|data=
<gallery widths="210px" heights="210px" mode="nolines">
{{AttackDataHeader-GBVS}}
GBVS_Cagliostro_jH.png |
{{!}}-
</gallery>
{{#lst:{{PAGENAME}}/Data|j.M}}
|-|
{{!}}-
Hitboxes =
{{Description|7|text=Cagliostro's go-to air to air. Has decent range, but is otherwise unnoteworthy.
<gallery widths="210px" heights="210px" mode="nolines">
}}
GBVS_Cagliostro_jH_Hitbox1.png |
GBVS_Cagliostro_jH_Hitbox2.png |
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GBVS}}
|-
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and input="j.H"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
}}
}}
|}
==== ====
Cagliostro's jump in tool.
</div>
</div>


======<span style="visibility:hidden;font-size:0">j.H</span>======
==Unique Action==
{{MoveData
===<big>Collapse (Conjure)</big>===
|image=GBVS_Cagliostro_jH.png |caption=
<span class="input-badge">'''{{clr|4|5U}}'''</span> or <span class="input-badge">'''{{clr|4|j.U}}'''</span>
|name={{clr|4|j.H}}
<div class="attack-container">
|input=
<div class="attack-gallery">
|data=
<tabber>
{{AttackDataHeader-GBVS}}
Images =  
{{!}}-
<gallery widths="210px" heights="210px" mode="nolines">
{{#lst:{{PAGENAME}}/Data|j.H}}
GBVS_Cagliostro_5U.png|Ground<br>Since when has a butt attack ever been bad?
{{!}}-
GBVS_Cagliostro_jU.png|Air<br>Aaaaand pose!
{{Description|7|text=Cagliostro's jump in tool.
</gallery>
}}
|-|
Hitboxes =  
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Cagliostro_5U_Hitbox1.png|
GBVS_Cagliostro_5U_Hitbox2.png|
GBVS_Cagliostro_jU_Hitbox.png|
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GBVS|version=yes}}
|-
{{#cargo_query:tables=MoveData_GBVS
|fields=input=version,damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and (input="5U" or input="j.U")
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
}}
|}
==== ====
Cagliostro poses, charging up a rock for as long as you hold U. The rock levels up once with the initial press, and then approximately once every 30 frames while U is held.


==Unique Action==
5U can absorb one projectile hit while it is deployed, and the rock comes out fast enough to absorb fireballs in neutral on reaction. The rock also has an attack hitbox when it initially spawns. This can be used to push yourself out safely in blockstrings.  
======<span style="visibility:hidden;font-size:0">Collapse (Conjure)</span>======
{{MoveData
|name=Collapse (Conjure)
|input={{clr|2|5U}} or {{clr|2|jU}}
|image=GBVS_Cagliostro_5U.png|caption=Ground<br>Since when has a butt attack ever been bad?
|image2=GBVS_Cagliostro_jU.png|caption2=Air<br>Aaaaand pose!
|data=
{{AttackDataHeader-GBVS|version=yes}}
{{!}}-
{{AttackVersion|name=Ground}}
{{#lst:{{PAGENAME}}/Data|5U}}
{{!}}-
{{AttackVersion|name=Air}}
{{#lst:{{PAGENAME}}/Data|j.U}}
{{!}}-
{{Description|7|text=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.
The air version stalls her air momentum almost completely while it is deployed.
</div>
</div>


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.
===<big>Collapse (Fire)</big>===
}}
<span class="input-badge">'''{{clr|4|6U}}'''</span> or <span class="input-badge">'''{{clr|4|j.2U}}'''</span> or <span class="input-badge">'''{{clr|4|j.6U}}'''</span>
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Cagliostro_6U.png|Filthy monkey, meet General Mountain!
GBVS_Cagliostro_j26U.png|Anyone who said Cag can't zone gets to eat dirt.
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Cagliostro_6U_Hitbox.png|
GBVS_Cagliostro_j26U_Hitbox.png|
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GBVS|version=yes}}
|-
{{#cargo_query:tables=MoveData_GBVS
|fields=input=version,damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and (input="6U Level 1" or input="6U Level 2" or input="6U Level 3" or input="6U Level 4" or input="6U Level 5")
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
}}
|}
==== ====
Cagliostro fires the rock she charged with 5U. If no rock was charged prior, Cagliostro will simply use level 1 rock.
At low levels it mostly acts as a low-risk low-reward cancel option off pokes, but as it gains levels it becomes more rewarding, gains more hits and higher advantage.


======<span style="visibility:hidden;font-size:0">Collapse (Fire)</span>======
The air version has two different angles with j.2U and j.6U. j.2U fires close to her, j.6U fires further away.
{{MoveData
|name=Collapse (Fire)
|input={{clr|2|6U}} or {{clr|2|j.2U}} or {{clr|2|j.6U}}
|image=GBVS_Cagliostro_6U.jpeg|caption=Filthy monkey, meet General Mountain!
|image2=GBVS_Cagliostro_j26U.jpeg|caption2=Anyone who said Cag can't zone gets to eat dirt.
|data=
{{AttackDataHeader-GBVS}}
{{!}}-
{{#lst:{{PAGENAME}}/Data|5U}}
{{!}}-
{{Description|7|text=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.<br>
* Level 1: 1 hit, basic projectile.
* Level 2: 2 hits, will eat normal projectiles and continue with one hit.<br>
* Level 2: 2 hits, will eat normal projectiles and continue with one hit.
* Level 3: 3 hits, cancels out EX projectiles.<br>
* Level 3: 3 hits, cancels out EX projectiles.
* Level 4: 4 hits, will eat EX projectiles and continue to travel with a single hit.<br>
* 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.<br>
* Level 5: 5 hits, will eat EX projectiles and continue to travel with two hits, launches on hit. Moves more slowly than the other versions, so if Cag gets enough space to charge and throw a LV5 rock she can move in behind it and win neutral for free.
}}
</div>
}}
</div>


==Universal Mechanics==
==Universal Mechanics==
======<span style="visibility:hidden;font-size:0">Ground Throw</span>======
===<big>Ground Throw</big>===
{{MoveData
<div class="attack-container">
|image=GBVS_Cagliostro_FThrow.png |caption=Forward
<div class="attack-gallery">
|image2=GBVS_Cagliostro_BThrow.png |caption2=Back
<tabber>
|name=Ground Throw
Images =  
|input=
<gallery widths="210px" heights="210px" mode="nolines">
|data=
GBVS_Cagliostro_FThrow.png |Forward
{{AttackDataHeader-GBVS}}
GBVS_Cagliostro_BThrow.png |Back
{{!}}-
</gallery>
{{#lst:{{PAGENAME}}/Data|LU}}
|-|
{{!}}-
Hitboxes =
{{Description|7|text=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.
<gallery widths="210px" heights="210px" mode="nolines">
}}
GBVS_Cagliostro_FThrow_Hitbox.png |
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GBVS}}
|-
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and input="LU"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
}}
}}
|}
==== ====
A regular throw that becomes very scary thanks to Cagliostro's traps. If an opponent is thrown into an active ground or air trap, it triggers, allowing for strong combo conversions.
</div>
</div>


======<span style="visibility:hidden;font-size:0">Air Throw</span>======
===<big>Air Throw</big>===
{{MoveData
<div class="attack-container">
|image=GBVS_Cagliostro_AirThrow.png |caption=
<div class="attack-gallery">
|name=Air Throw
<tabber>
|input=
Images =  
|data=
<gallery widths="210px" heights="210px" mode="nolines">
{{AttackDataHeader-GBVS}}
GBVS_Cagliostro_AirThrow.png |
{{!}}-
</gallery>
{{#lst:{{PAGENAME}}/Data|j.LU}}
|-|
{{!}}-
Hitboxes =  
{{Description|7|text=
<gallery widths="210px" heights="210px" mode="nolines">
}}
GBVS_Cagliostro_AirThrow_Hitbox.png |
}}
</gallery>
======<span style="visibility:hidden;font-size:0">Overhead Attack</span>======
</tabber>
{{MoveData
</div>
|image=GBVS_Cagliostro_UOH.png |caption=It's Nine all over again
<div class="attack-info">
|name=Overhead Attack
{| class="wikitable attack-data"
|input=
{{FrameDataHeader-GBVS}}
|data=
|-
{{AttackDataHeader-GBVS}}
{{#cargo_query:tables=MoveData_GBVS
{{!}}-
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
{{#lst:{{PAGENAME}}/Data|MH}}
|where=chara="{{SUBPAGENAME}}" and input="j.LU"
{{!}}-
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
{{Description|7|text=
}}
}}
|}
==== ====
Spikes the opponent into the ground. Like ground throw, allows for conversions if the opponent is launched into a trap this way, although this will not come up as often.
</div>
</div>
===<big>Overhead Attack</big>===
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Cagliostro_UOH.png |It's Nine all over again
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Cagliostro_UOH_Hitbox1.png |
GBVS_Cagliostro_UOH_Hitbox2.png |
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GBVS}}
|-
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and input="MH"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
}}
}}
|}
==== ====
Regular universal overhead that can lead to trap conversions if a ground trap is behind the opponent. Hops backwards after the hit, limiting CH conversion quality at times.
Doesn't hit nearly as far up as it looks like.
</div>
</div>


==Special Moves==
==Special Moves==
======<span style="visibility:hidden;font-size:0">Mehen</span>======
===<big>Mehen</big>===
{{MoveData
{{Micon|16}} <span class="input-badge">'''236X'''</span> or <span class="input-badge">'''5S (Air OK) '''</span>
|name=Mehen {{Micon|16}}
<div class="attack-container">
|input=236X or S (Air OK)  
<div class="attack-gallery">
|image=GBVS_Cagliostro_MehenSet.png |caption=*gasp*
<tabber>
|image2=GBVS_Cagliostro_MehenActivate.png |caption2=That's forbidden...
Images =
|data=
<gallery widths="210px" heights="210px" mode="nolines">
{{AttackDataHeader-GBVS|version=yes}}
GBVS_Cagliostro_MehenSet.png |<nowiki>*Gasp!*</nowiki>
{{!}}-
GBVS_Cagliostro_MehenActivate.png |That's forbidden...
{{AttackVersion|name=L}}
</gallery>
{{#lst:{{PAGENAME}}/Data|236L}}
|-|
{{!}}-
Hitboxes =
{{AttackVersion|name=M}}
<gallery widths="210px" heights="210px" mode="nolines">
{{#lst:{{PAGENAME}}/Data|236M}}
GBVS_Cagliostro_MehenSet_Hitbox.png |
{{!}}-
GBVS_Cagliostro_MehenActivate_Hitbox.png |
{{AttackVersion|name=H}}
</gallery>
{{#lst:{{PAGENAME}}/Data|236H}}
</tabber>
{{!}}-
</div>
{{Description|8|text=Cagliostro's bread and butter setplay tool. Performing this special will cause Cagliostro to place a trap in the following locations:
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GBVS|version=yes}}
|-
{{#cargo_query:tables=MoveData_GBVS
|fields=input=version,damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and (input="236L" or input="236M" or input="236H")
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
|}
==== ====
Cagliostro's character defining tool, with neutral, setplay and pressure uses as long as you understand its limitations. Performing this special will cause Cagliostro to place a trap in the following locations:


* 236L: Directly at Cagliostro's feet
* 236L: Directly at Cagliostro's feet
Line 360: Line 671:
* j.236M: About two character lengths 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.
The H version of these places both traps at the same time with the startup of the L version. They also are placed faster, have unlimited untechable time and after air H version Cagliostro retains her air options.


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.
When used in neutral, traps force the opponent to hit them with a normal or move around them. You want to exploit that opening with your normals. They are usually ineffective against advancing specials, however.
}}
 
}}
As a setplay tool:
* Ground traps beneath the opponent will trigger on their wakeup with a short delay. They will not protect you from reversals, but still give you free pressure. When combined with a safejump from 2U 236M forward jump H, you get f-shiki setups with rejump jL.
* Ground traps behind the opponent will trigger as soon as your pressure pushes your opponent into the trap, or give you a throw conversion instead.
* Air traps above the opponent will prevent the opponent from jumping out, and gives Cagliostro a conversion of throw. This massively increases the reward of throws while also removing its biggest counterplay.


======<span style="visibility:hidden;font-size:0">Calculated</span>======
Extremely easy to convert from if the opponent gets caught or is otherwise hit into a trap with another one of your moves. Hitting an opponent into an air trap allows you to loop air traps, which doesn't do much damage but is great at stalling for cooldowns.
{{MoveData
|name=Calculated {{Micon|11}}
|input=623X or 6S
|image=GBVS_Cagliostro_CalculatedL.png |caption=
|data=
{{AttackDataHeader-GBVS|version=yes}}
{{!}}-
{{AttackVersion|name=L}}
{{#lst:{{PAGENAME}}/Data|623L}}
{{!}}-
{{AttackVersion|name=M}}
{{#lst:{{PAGENAME}}/Data|623M}}
{{!}}-
{{AttackVersion|name=H}}
{{#lst:{{PAGENAME}}/Data|623H}}
{{!}}-
{{Description|8|text=Cagliostro poses, causing a spear to erupt from the ground.


All versions of this move track within a certain range
Unusually for a Granblue tool, non-EX traps have nearly no cooldown even with easy input.
* 623L ranges from point blank to about one character width away, and hits the opponent away from Cagliostro
</div>
* 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
</div>
* 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.
===<big>Calculated</big>===
}}
{{Micon|11}} <span class="input-badge">'''623X'''</span> or <span class="input-badge">'''6S'''</span>
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Cagliostro_CalculatedL.png |Shing!
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Cagliostro_CalculatedL_Hitbox.png |
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GBVS|version=yes}}
|-
{{#cargo_query:tables=MoveData_GBVS
|fields=input=version,damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and (input="623L" or input="623M" or input="623H")
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
}}
|}
==== ====
Cagliostro poses, causing a spear to erupt from the ground. A zoning and combo tool that synergizes well with traps. All versions are slow and don't track fast-moving opponents well, but will launch the opponent on hit and lead to high damage or free pressure when knocking opponents into traps.
----
;L Version
* Tracks from point blank to about one character width away.
* Hits the opponent away from Cagliostro.
----
;M Version
* Tracks from about one character width away to about 3/4 screen away
* Hits the opponent towards Cagliostro.
This also turns the opponent around, so the opponent can back-roll ''towards'' Cagliostro. Trades favorably with fireballs and other zoning attempts.
----
;H Version
* Tracks from point blank to about half-screen.
* Hits the opponent away from Cagliostro.
EX spear allows for corner conversions even without traps.
</div>
</div>


======<span style="visibility:hidden;font-size:0">Alexandria</span>======
===<big>Alexandria</big>===
{{MoveData
{{Micon|8}} <span class="input-badge">'''214X'''</span> or <span class="input-badge">'''4S'''</span>
|name=Alexandria {{Micon|8}}
<div class="attack-container">
|input=214X or 4S
<div class="attack-gallery">
|image=GBVS_Cagliostro_Alexandria.png |caption=The Hula Hoop
<tabber>
|data=
Images =  
{{AttackDataHeader-GBVS|version=yes}}
<gallery widths="210px" heights="210px" mode="nolines">
{{!}}-
GBVS_Cagliostro_Alexandria.png |The Hula Hoop
{{AttackVersion|name=L}}
</gallery>
{{#lst:{{PAGENAME}}/Data|214L}}
|-|
{{!}}-
Hitboxes =  
{{AttackVersion|name=M}}
<gallery widths="210px" heights="210px" mode="nolines">
{{#lst:{{PAGENAME}}/Data|214M}}
GBVS_Cagliostro_Alexandria_Hitbox.png |
{{!}}-
</gallery>
{{AttackVersion|name=H}}
</tabber>
{{#lst:{{PAGENAME}}/Data|214H}}
</div>
{{!}}-
<div class="attack-info">
{{Description|8|text=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.
{| class="wikitable attack-data"
}}
{{FrameDataHeader-GBVS|version=yes}}
|-
{{#cargo_query:tables=MoveData_GBVS
|fields=input=version,damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and (input="214L" or input="214M" or input="214H")
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
}}
|}
==== ====
Budget boot. Not as good as most other specials of its kind, but does its job.


======<span style="visibility:hidden;font-size:0">Spare Body</span>======
Cagliostro leaps forward, Alexandria surrounding her. All versions of this move are unsafe on block, usually to the point of being punishable. Though Cags can space it out against some characters, she still loses her turn. Invincible to low attacks while Cagliostro is mid-leap.
{{MoveData
|name=Spare Body {{Micon|15}}
|input=22X or 2S (Air OK)
|image=GBVS_Cagliostro_SpareBody.png |caption=Murakumo's teleport but gold
|data=
{{AttackDataHeader-GBVS|version=yes}}
{{!}}-
{{AttackVersion|name=L}}
{{#lst:{{PAGENAME}}/Data|22L}}
{{!}}-
{{AttackVersion|name=M}}
{{#lst:{{PAGENAME}}/Data|22M}}
{{!}}-
{{AttackVersion|name=H}}
{{#lst:{{PAGENAME}}/Data|22H}}
{{!}}-
{{Description|8|text=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.
No version is fast enough to convert off long distance M pokes. L Alexandria does give Cagliostro the luxury of a knockdown off fL hits without having to spend EX cooldowns.
</div>
</div>


* 22L: Cagliostro teleports backwards around backdash length. Mainly used as a fakeout tool to bait the opponent into pressing something after using 22M.
===<big>Spare Body</big>===
* 22M: Cagliostro teleports a set distance forward. This move can cross up depending on how close or far away the opponent is.
{{Micon|15}} <span class="input-badge">'''22X'''</span> or <span class="input-badge">'''2S (Air OK) '''</span>
* 22H: Cagliostro performs a hit before teleporting forward. This version has a pitifully small hitbox, making it difficult to use in combos.
<div class="attack-container">
 
<div class="attack-gallery">
Neither the M or H versions of this move will allow you to cross up the opponent if they are in the corner.
<tabber>
}}
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Cagliostro_SpareBody.png |Murakumo's teleport but gold
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Cagliostro_SpareBody_Hitbox.png |
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GBVS|version=yes}}
|-
{{#cargo_query:tables=MoveData_GBVS
|fields=input=version,damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and (input="22L" or input="22M" or input="22H")
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
}}
|}
==== ====
Cagliostro creates a fake body and teleports somewhere. All versions of this move have some invuln while Cagliostro isn't on the screen, but none of them start at frame one. You can perform this move instantly in the air by performing it as 282X, 272X, or 292x, depending on if you want to do it out of a neutral, backward, or forward jump. Neither the M or H versions of this move will allow you to cross up the opponent if they are in the corner.
----
;L Teleport
* Cagliostro teleports backwards around backdash length.
Mainly used as a fakeout tool to bait the opponent into pressing something after using 22M.
----
;M Teleport
* Cagliostro teleports a set distance forward.
This move can cross up depending on how close or far away the opponent is.
----
;H Teleport
* Cagliostro performs a hit before teleporting forward, directly behind the opponent.
The hit has extremely short range, but is +1 on block and launches straight up on hit. Can also be used as a reversal-safe meaty.
</div>
</div>


==Skybound Art==
==Skybound Art==
======<span style="visibility:hidden;font-size:0">Ars Magna</span>======
===<big>Ars Magna</big>===
{{MoveData
<span class="input-badge">'''{{clr|3|236236H}}'''</span> or <span class="input-badge">'''236S'''</span>
|name=Ars Magna
<div class="attack-container">
|input={{clr|4|236236H}} or 236S
<div class="attack-gallery">
|image=GBVS_Cagliostro_ArsMagnaStart.png |caption=
<tabber>
|image2=GBVS_Cagliostro_ArsMagna.png |caption2=You tell me why you look like you headbutted a belt sander and I'll let all of you go right now.
Images =
|data=
<gallery widths="210px" heights="210px" mode="nolines">
{{AttackDataHeader-GBVS}}
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.
{{#lst:{{PAGENAME}}/Data|236236H}}
</gallery>
{{!}}-
|-|
{{Description|7|text=Average Skybound Art that keeps the opponent just below Cagliostro's air trap.
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Cagliostro_ArsMagna_Hitbox1.png |
GBVS_Cagliostro_ArsMagna_Hitbox2.png |
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GBVS}}
|-
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and input="236236H"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
}}
|}
==== ====
Solid Skybound Art that shines as a conversion tool with long range and synergy with air traps.


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.
}}
</div>
}}
</div>


==Super Skybound Art==
==Super Skybound Art==
======<span style="visibility:hidden;font-size:0">Everything's Coming Up Cagliostro</span>======
===<big>Everything's Coming Up Cagliostro</big>===
{{MoveData
<span class="input-badge">'''{{clr|4|236236U}}'''</span> or <span class="input-badge">'''236S+U'''</span>
|name=Everything's Coming Up Cagliostro
<div class="attack-container">
|input={{clr|2|236236U}} or 236S+U
<div class="attack-gallery">
|image=GBVS_Cagliostro_EverythingsComingUpCagliostroStart.png |caption=And people say this self-centered brat is "baby"
<tabber>
|image2=GBVS_Cagliostro_EverythingsComingUpCagliostro.png |caption2=I know this sounds cheap, but...
Images =
|data=
<gallery widths="210px" heights="210px" mode="nolines">
{{AttackDataHeader-GBVS}}
GBVS_Cagliostro_EverythingsComingUpCagliostroStart.png |And people say this self-centered brat is "baby"
{{!}}-
GBVS_Cagliostro_EverythingsComingUpCagliostro.png |I know this sounds cheap, but...
{{#lst:{{PAGENAME}}/Data|236236U}}
</gallery>
{{!}}-
|-|
{{Description|7|text=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.  
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Cagliostro_EverythingsComingUpCagliostro_Hitbox1.png |
GBVS_Cagliostro_EverythingsComingUpCagliostro_Hitbox2.png |
GBVS_Cagliostro_EverythingsComingUpCagliostro_Hitbox3.png |
GBVS_Cagliostro_EverythingsComingUpCagliostro_Hitbox4.png |
GBVS_Cagliostro_EverythingsComingUpCagliostro_Hitbox5.png |
GBVS_Cagliostro_EverythingsComingUpCagliostro_Hitbox6.png |
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GBVS}}
|-
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and input="236236U"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
}}
|}
==== ====
Cagliostro creates a landslide of gold on the floor in front of her that moves near full-screen, and then encases the opponent in gold if the move connects at close range. Safe on block if the opponent forgets to spot dodge.


Because the move travels nearly full-screen, you can use this to tack on some extra damage to random trap hits from just about anywhere, though because the hitbox is so low to the ground it can be difficult to convert off the air traps, possibly making the regular super preferable in those situations.
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.
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.
}}
</div>
}}
</div>
 
==Colors==
{{GBVSColors|Size=120|Character=Cagliostro}}
{{GBVSweapons|Size=120|Character=Cagliostro}}
<br style="clear:both;"/>


==External References==
==External References==
[https://docs.google.com/document/d/13ejG0Jh6Ui82g9JWbc_Mx48u-xIAF3RlkGVBhzttffI/edit Nezumiku's (Ana's) Cagliostro Doc by Nezu]
==Navigation==
==Navigation==
<center>{{Character Label|GBVS|Cagliostro|58px}}</center>
{{#lst:{{PAGENAME}}/Data|Links}}
{{#lst:{{PAGENAME}}/Data|Links}}
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}
 
{{#lst:GBVS/Navigation}}


{{Navbar-GBVS}}
[[category:GBVS Characters]]

Revision as of 05:55, 26 May 2022

Overview
Overview

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

 Cagliostro  Cagliostro is a setplay character who utilizes her traps and other special moves to lock down her opponents and swiftly evade them or intercept their attempts to deal with her traps when she isn't.

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

Normal Moves

c.L

c.M

c.H

Auto Combo

f.L

f.M

f.H

2L

2M

2H

2U

j.L

j.M

j.H

Unique Action

Collapse (Conjure)

5U or j.U

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
5U 500 Mid 12 4 17 -6 -2
j.U 500 All 11 4 Until L+6

Cagliostro poses, charging up a rock for as long as you hold U. The rock levels up once with the initial press, and then approximately once every 30 frames while U is held.

5U can absorb one projectile hit while it is deployed, and the rock comes out fast enough to absorb fireballs in neutral on reaction. The rock also has an attack hitbox when it initially spawns. This can be used to push yourself out safely in blockstrings.

The air version stalls her air momentum almost completely while it is deployed.

Collapse (Fire)

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

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
6U Level 1 400 Mid 18 Total 45 -8 -4
6U Level 2 600 Mid 18 Total 45 0 +4
6U Level 3 700 Mid 18 Total 45 +2 +6
6U Level 4 800 Mid 18 Total 45 +4 +8
6U Level 5 1000 Mid 18 Total 45 +7 KD

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

At low levels it mostly acts as a low-risk low-reward cancel option off pokes, but as it gains levels it becomes more rewarding, gains more hits and higher advantage.

The air version has two different angles with j.2U and j.6U. j.2U fires close to her, j.6U fires further away.

  • Level 1: 1 hit, basic projectile.
  • Level 2: 2 hits, will eat normal projectiles and continue with one hit.
  • Level 3: 3 hits, cancels out EX projectiles.
  • Level 4: 4 hits, will eat EX projectiles and continue to travel with a single hit.
  • Level 5: 5 hits, will eat EX projectiles and continue to travel with two hits, launches on hit. Moves more slowly than the other versions, so if Cag gets enough space to charge and throw a LV5 rock she can move in behind it and win neutral for free.

Universal Mechanics

Ground Throw

Air Throw

Overhead Attack

Special Moves

Mehen

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

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
236L 400 Mid 50 Total 33
236M 400 Mid 50 Total 33
236H 400×2 Mid 38 Total 33

Cagliostro's character defining tool, with neutral, setplay and pressure uses as long as you understand its limitations. Performing this special will cause Cagliostro to place a trap in the following locations:

  • 236L: Directly at Cagliostro's feet
  • 236M: A character length and a half in front of Cagliostro
  • j.236L: Approximately a character length away from Cagliostro
  • j.236M: About two character lengths away from Cagliostro

The H version of these places both traps at the same time with the startup of the L version. They also are placed faster, have unlimited untechable time and after air H version Cagliostro retains her air options.

When used in neutral, traps force the opponent to hit them with a normal or move around them. You want to exploit that opening with your normals. They are usually ineffective against advancing specials, however.

As a setplay tool:

  • Ground traps beneath the opponent will trigger on their wakeup with a short delay. They will not protect you from reversals, but still give you free pressure. When combined with a safejump from 2U 236M forward jump H, you get f-shiki setups with rejump jL.
  • Ground traps behind the opponent will trigger as soon as your pressure pushes your opponent into the trap, or give you a throw conversion instead.
  • Air traps above the opponent will prevent the opponent from jumping out, and gives Cagliostro a conversion of throw. This massively increases the reward of throws while also removing its biggest counterplay.

Extremely easy to convert from if the opponent gets caught or is otherwise hit into a trap with another one of your moves. Hitting an opponent into an air trap allows you to loop air traps, which doesn't do much damage but is great at stalling for cooldowns.

Unusually for a Granblue tool, non-EX traps have nearly no cooldown even with easy input.

Calculated

GBVS Uppunch.png 623X or 6S

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
623L 1000 Mid 20 5 27 -5
623M 1000 Mid 24 5 26 -4
623H 1200 Mid 20 5 27 -5

Cagliostro poses, causing a spear to erupt from the ground. A zoning and combo tool that synergizes well with traps. All versions are slow and don't track fast-moving opponents well, but will launch the opponent on hit and lead to high damage or free pressure when knocking opponents into traps.


L Version
  • Tracks from point blank to about one character width away.
  • Hits the opponent away from Cagliostro.

M Version
  • Tracks from about one character width away to about 3/4 screen away
  • Hits the opponent towards Cagliostro.

This also turns the opponent around, so the opponent can back-roll towards Cagliostro. Trades favorably with fireballs and other zoning attempts.


H Version
  • Tracks from point blank to about half-screen.
  • Hits the opponent away from Cagliostro.

EX spear allows for corner conversions even without traps.

Alexandria

GBVS Tackle.png 214X or 4S

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
214L 1000 Mid 15 10 16 -9 KD
214M 1200 Mid 21 13 16 -12 KD
214H 1200 Mid 12 13 16 -12 HKD

Budget boot. Not as good as most other specials of its kind, but does its job.

Cagliostro leaps forward, Alexandria surrounding her. All versions of this move are unsafe on block, usually to the point of being punishable. Though Cags can space it out against some characters, she still loses her turn. Invincible to low attacks while Cagliostro is mid-leap.

No version is fast enough to convert off long distance M pokes. L Alexandria does give Cagliostro the luxury of a knockdown off fL hits without having to spend EX cooldowns.

Spare Body

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

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
22L 23 Total 30
22M 24 Total 39
22H 1000 Mid 13 5 19 +1 HKD

Cagliostro creates a fake body and teleports somewhere. All versions of this move have some invuln while Cagliostro isn't on the screen, but none of them start at frame one. You can perform this move instantly in the air by performing it as 282X, 272X, or 292x, depending on if you want to do it out of a neutral, backward, or forward jump. Neither the M or H versions of this move will allow you to cross up the opponent if they are in the corner.


L Teleport
  • Cagliostro teleports backwards around backdash length.

Mainly used as a fakeout tool to bait the opponent into pressing something after using 22M.


M Teleport
  • Cagliostro teleports a set distance forward.

This move can cross up depending on how close or far away the opponent is.


H Teleport
  • Cagliostro performs a hit before teleporting forward, directly behind the opponent.

The hit has extremely short range, but is +1 on block and launches straight up on hit. Can also be used as a reversal-safe meaty.

Skybound Art

Ars Magna

236236H or 236S

Super Skybound Art

Everything's Coming Up Cagliostro

236236U or 236S+U

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
4500 All 13 3×6 48 -32 HKD 1~15 All

Cagliostro creates a landslide of gold on the floor in front of her that moves near full-screen, and then encases the opponent in gold if the move connects at close range. Safe on block if the opponent forgets to spot dodge.

Because the move travels nearly full-screen, you can use this to tack on some extra damage to random trap hits from just about anywhere, though because the hitbox is so low to the ground it can be difficult to convert off the air traps, possibly making the regular super preferable in those situations.

The range on the cinematic hitbox is rather small, meaning you're not likely to get the full animation and damage outside of the corner or auto combos.

Colors

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


External References

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

Navigation

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