GBVS/Percival

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overview[edit]
Overview

Percival is a pressure heavy character whose playstyle ramps up as he picks up momentum throughout the course of matches, effectively swinging the tide into his favor.


GBVS Percival Icon.png Percival
"Behold the power of the Lord of Flames."
Lore:He travels to lands far and wide to learn the secrets of statecraft, all in hopes of founding his dream country. Before he set out on a journey to achieve such lofty goals, he and Lancelot served as officers in the same order of knights, studying under the same master. He received his nickname, the Lord of Flames, from the noble way he wields his blazing long sword. Those who come face-to-face with him find themselves either entranced or terrified by his abilities.
Voice:English: Anthony Sitoy/Japanese: Ryota Osaka
Playstyle
GBVS Percival Icon.png Percival is a slow footsies-rushdown character who pressures the opponent by charging up stocks to empower his big special moves.
Pros Cons
  • Rounded moveset allows him to contend against anyone.
  • Great range on moves, both normals and specials.
  • Has a meterless reversal with Platzen.
  • High offensive pressure. All far normals combo into Zerreissen, giving high damage and a knockdown from any range.
  • Anzünden is plus on block if spaced out, which complements Percival's midrange poking gameplan perfectly.
  • His ability to scare people into blocking is complimented by his X-Seele command grab that he can combo off of.
  • Träumerei stocks boost Percival's damage to incredible levels.
  • Beautiful boi. Praise be to the lord of flames.
  • Anzünden projectiles are on the slower side and don't travel far without stocks, making it difficult to contest zoners at certain ranges.
  • Träumerei stocks require micro-management for damage potential.
  • Light buttons can be deceptive due to animation not fully aligning with the hitbox.
  • Huge hurtboxes and slow recovery on normals make him easy to be whiff punished.
By using 22X, Percival gains a number of Träumerei Orbs, 1 from 22L, 3 from 22M, and 5 from 22H. He can store a total of 5 Orbs and it cannot overflow. The next time he uses an M or H special, besides for Träumerei itself, the special will be powered up, increasing its damage and changing its properties.
GBVS Percival Nameplate.png
GBVS Percival Portrait.png
Health:10000
Jump Startup:4f
Backdash:4f
Unique Movement Options:Lord's Strike

Normal Moves[edit]

c.L[edit]
c.L
GBVS Percival cL.png
Outta my way, peasant!
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On HitThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
400 Mid 5 3 6 +2 +6
  • 5 frames, the fastest button.

This is where the party starts. The damage this move leads to isn't much, but being +2 on block is good enough to merit its use in combination with its speed.

c.M[edit]
c.M
GBVS Percival cM.png
Percival, lord of runway models
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On HitThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
700 Mid 7 3 12 0 +4
  • 0 on block, decent for pressure.

This move is Percival's pressure normal out of c.L range. It's really good vs. Charlotta, as it completely shuts down her Noble Strategy.

c.H[edit]
c.H
GBVS Percival cH.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On HitThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
1200 Mid 10 6 15 -2 +2
  • Only -2, it looks worse than it is.

This is where the damage starts. On counterhit Percival is +14; you can link it into another c.H OR f.H when not close enough. If you don't get a counterhit, you still get a beefy combo in the corner and above-average damage midscreen. Its long active frames lend it to being a decent meaty, in theory the maximum frame advantage is +3 on block and +7 on hit, enough for a c.M.

Auto Combo[edit]
Auto Combo
GBVS Percival cXX.png
GBVS Percival cXXX.png
Bendy sword
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On HitThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
XX 350 Mid - - - -3 +1
XXX 350 Mid - - - -4 0

It's an autocombo. Useful midscreen as combo filler and sometimes useful in the corner to gain height in EX Platzen combos.

f.L[edit]
f.L
GBVS Percival fL.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On HitThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
400 Mid 6 3 15 -5 -1
  • Whiffs on crouchers at max range.

This move is a lot better than it looks. It's very fast and very long compared to most other f.L attacks. It has enough hitstun to combo into Zerreissen with stocks, which makes it very good as a whiff punish tool.

f.M[edit]
f.M
GBVS Percival fM.png
DODA
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On HitThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
700 Mid 8 5 17 -7 -3

This is it. This is the button. It's fast, scooches Percival forwards, special cancels, and it has massive range. It's an excellent whiff punish and combo tool midscreen. Using this move in the corner alongside Anzünden is very tricky to get out of, and it is a cornerstone of his corner pressure.

f.H[edit]
f.H
GBVS Percival fH.png
It's still my turn
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On HitThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
1100 Mid 12 6 26 -15 -11
  • Percival's defining move.
  • Crushingly massive range.
  • Lingering hurtbox.

Percy's f.H is by far his biggest button, as it hits nearly 3/4 of the screen. This button is ridiculous, but it has some downsides to complement its massive range, primarily its hurtbox. The hurtbox is active before the hitbox is, leading to some weird-looking interactions where he gets hit by a button a screen away. It's not just when the move starts up, either. The hurtbox lingers far after it looks like it would be over, allowing for easy whiff punishes by most of the cast. To counteract these weaknesses, all you have to do is make sure it doesn't whiff. If it gets blocked, you can cancel into Dodge (4G), Light Träumerei, or any version of Anzünden to stay safe.

2L[edit]
2L
GBVS Percival 2L.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On HitThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
400 Low 6 3 6 +2 +6

Percival's primary close-range pressure tool. It's plus on block and hits low, what more could you ask for?

2M[edit]
2M
GBVS Percival 2M.png
Does not hit low
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On HitThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
700 Mid 7 5 12 -2 +2
  • Combos from 2L on crouchers.
  • Great as a counterpoke after f.M.
  • Does not hit low.

Percival's 2M is good on its own, but its main purpose is to act as a complement to f.M. It hits lower where f.M would whiff at the cost of less range, but f.M > 2M can catch people trying to punish f.M at a distance.

2H[edit]
2H
GBVS Percival 2H.png
Even kings struggle with ED
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On HitThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
1000 Mid 11 5 24 -12 -8

While it is a decent anti-air, it's a really slow one that's also cursed with a bad hurtbox. Where it really shines is in combos, as it allows 236L > 2H to loop on an airborne opponent in the corner. If you land it as a counter hit AA, canceling into 214L or 214M allows you to pick what side you want to end up on and still get a combo.

  • Patch 1.2 inproved the hitbox AND hurtbox of this move, making it a lot stronger and more reliable

2U[edit]
2U
GBVS Percival 2U.png
SWEEP, THE LEG
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On HitThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
700 Low 7 6 19 -10 HKD

Universal sweep. Decent range and speed though nothing impressive. Can be special cancelled, provides a way to safely charge up stocks with Träumerei. Also sets up for a safe jump. One of the main ways to continue a combo after Heavy Anzünden in the corner or Schneiden(with stock)

His sweep got buffed in the v1.21 patch, which decreased its recovery. It's now -10 on block instead of -15, making it much safer to throw out.

j.L[edit]
j.L
GBVS Percival jL.png
Minnesota fats is on fire
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On HitThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
400 High/Air 5 - - - -
  • Active until landing.

Easy safejump tool and Percy's fasted air normal. Can be used as a last-minute jump-in, but j.M is better all around.

j.M[edit]
j.M
GBVS Percival jM.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On HitThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
550 High/Air 7 - - - -
  • Can cross up.

This is your main jump in as it has decent hitstun, blockstun, and it can cross up. It doesn't have great horizontal range in front of Percival, but j.H fills that niche nicely.

j.H[edit]
j.H
GBVS Percival jH.png
Hakumen chopping action!
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On HitThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
800 High/Air 10 - - - -
  • Really good at catching people using far buttons to AA.

The big jump in. Not useful for much outside that. Notable as Percival's longest-range air-to-air attack.

  • Patch 1.2 improved the startup of this move, making it better as an air-to-air.

j.U[edit]
j.U
GBVS Percival jU.png
HELM BREAKER
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On HitThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
800 All 22 - - - -

Not an overhead, can be blocked while crouching. But can be useful for changing jump in timing and baiting out a 2H. Other than that, it's minus on block and gets you a knockdown on hit.

  • A unique tidbit about jU is that you can cancel the landing into specials on hit or block. With stocks, you can frametrap players trying to take their turn with Enhanced Zerreissen


Unique Action[edit]

X-Seele[edit]
X-Seele
5U
GBVS Percival 5U.png
An extra grab is a precious rarity afforded only to the rich.
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On HitThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
0 Throw 12 - - - +12
  • Counts as 2 hits for damage scaling purposes

Doesn't deal any damage, but can be followed up with additional attacks. If opponent is in corner can follow up with proximity normal, otherwise can use a far normal like f5H to convert into a knockdown or a super. This move is complemented by Macht as it beats blocking as opposed to c.L beating mashing.

  • As if v1.2, Percival is now +12 after 5U, allowing for a f.H to link midscreen, while also making the c.H in the corner easier and other options midscreen such as f.M and 2U more consistent.


Universal Mechanics[edit]

Ground Throw[edit]
Ground Throw
GBVS Percival Throw.png
GBVS Percival 4Throw.png
Back throw to immediately break a spine
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On HitThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
1500 Throw 8 - - HKD HKD

A faster but less rewarding version of 5U. Leaves the opponent pretty far away from Percival, which can be good or bad depending on the matchup. Backthrow switches sides and keep the opponent close to Percival, and allows for a meaty Macht anywhere. Forward throw in the corner allows for a safejump by super jumping immediately afterwards. Alternatively, if you want stocks you can 22M midscreen and 22L > c.H in the corner for a meaty as well.

Air Throw[edit]
Air Throw
GBVS Percival AirThrow.png
Who gave you permission to leave the ground?
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On HitThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
1500 Throw - - - HKD HKD

This move isn't seen very much as 2H CH AA combos typically deal far more damage. It's a good tool to have, but Percy has stronger ones.

Overhead Attack[edit]
Overhead Attack
GBVS Percival OverheadAttack.png
WHO GAVE YOU PERMISSION TO BLOCK LOW?
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On HitThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
1000 High 26 - - -4 +1

Percival's Universal Overhead has less range than it looks with how his sword bends, but by no means does that make it bad. Percival has a lot of ways to set up a meaty UOH, most of which involve a combo with H Platzen.


Special Moves[edit]

Träumerei[edit]
Träumerei GBVS Install.png
22X
GBVS Percival Traeumerei.png
Limit break
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On HitThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
L 400 Mid 11 6 20 -13 -
M 400 Mid 11 6 34 -27 -
H 400 Mid 11 6 44 -37 -

Percival's most important move. Stores orbs that enhance M and H versions of skills. L stores one orb, M stores 3, and H stores 5. The number of orbs stored will be displayed under Percival's HP bar. These have hitbox directly above him that can be used to juggle opponents mid-combo. The L version is also a good move to cancel into off a f.H.

Anzünden[edit]
Anzünden GBVS Fireball.png
236X
GBVS Percival Anzuenden.png
The royal Gunflame
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On HitThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
L 900→800 All 19 - - -5 -1
M GBVS Percival Traumerei Icon.png 900→800 [1000→900] All 22 - - -5 KD
H GBVS Percival Traumerei Icon.png 400*3→350*3 [450*3→400*3] All 20 - - +3 HKD

Percival swings his sword and launches a projectile that travels along the ground. The slow speed and way it travels along the ground makes this a really hard move to dodge, and if there's any amount of distance between you and your opponent, it will be meaty enough to be plus.

  • Data in [] is for when it consumes a Träumerei orb
  • L version: travels to about f.H range and stops fizzles out. Doesn't take a stock.
  • M version: travels farther than the L version, and travels fullscreen with a stock. Takes a stock when one is available.
  • H version: travels similarly to the M version, but is faster and plus at point blank. Takes a stock when one is available.

Platzen[edit]
Platzen GBVS Parry.png
623X
GBVS Percival Platzen.png
The royal Volcanic Viper
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On HitThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
L 700, 400 Mid, All 7 - - -26 KD
M GBVS Percival Traumerei Icon.png 300,700,400 [300,700,120*5] Mid, All 9 - - -24 [-32] KD
H GBVS Percival Traumerei Icon.png 300,600,200*3 [300,700,100*7] Mid 7 - - -24 [-32] HKD

Performs a rising attack that cannot be blocked by midair foes immediately after start-up. M/H version advances Percival forward before rising. Rises higher and deals increased damage with a Träumerei orb but also makes the move more unsafe on block.

  • Data in [] is for when it consumes a Träumerei orb.

Lord's Strike[edit]
Lord's Strike GBVS Sprint.png
214X
GBVS Percival Lord's Strike.png
Make way for the king.
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On HitThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
L - - 11 - - - -
M GBVS Percival Traumerei Icon.png - - 11 - - - -
H GBVS Percival Traumerei Icon.png - - 11 - - - -

Performs a forward dash that can be canceled into various skills while in motion. M/H version enhances follow-up skills upon consuming a Träumerei orb. M version and H version are generally the same when not Träumerei empowered, but H version does more damage and allows the 214H~L to be -1 on block instead of -8

Schneiden[edit]
Schneiden
Lord's Strike > L
GBVS Percival Schneiden.png
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On HitThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
214L > L 800 Low 7 3 22 -8 -4
214M > L GBVS Percival Traumerei Icon.png 800 [850] Low 7 - - -8 -4 [KD]
214H > L GBVS Percival Traumerei Icon.png 850 [900] Low 7 - - -1 +3 [HKD]

Performs a low slash attack during Lord's Strike. When enhanced with a Träumerei orb, it'll cause knockdown upon connecting.

  • Data in [] is for when it consumes a Träumerei orb.
  • 214H!~L launches, allowing for juggles into moves like f.M, 2M and 2U midscreen and c.M in the corner.
  • on CH, 214H~L leaves Percival +15, allowing a link into c.H, making it very good for people who will challenge you after moves like f.M and f.H.

Macht[edit]
Macht
Lord's Strike > M
GBVS Percival Macht.png
GIVE UNTO ME THE PLUS FRAMES. Not an overhead.
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On HitThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
214L > M 1400 Mid 20 6 21 +2 KD
214M > M GBVS Percival Traumerei Icon.png 1400 [1700] Mid 20 - - +2 KD[HKD]
214H > M GBVS Percival Traumerei Icon.png 1500 [1800] Mid 20 - - +2 HKD

Performs a downward slash attack during Lord's Strike. Very good frame advantage, so Percival can start his shenanigans before the opponent recovers even on block, with a guess between throw/5U and mashing. When enhanced with a Träumerei orb, causes an unrecoverable knockdown.

  • Data in [] is for when it consumes a Träumerei orb.
  • Every version of Macht launches different on CH, 214L/M~M allows a c.M juggle, 214M/H!~M allows a c.H or a 2H juggle

Zerreissen[edit]
Zerreissen
Lord's Strike > H
GBVS Percival Zerreisen.png
GBVS Percival Zerreissen CleanHit.png
Clean hit zoomin
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On HitThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
214L > H 1400 Mid 10 3 52 -16 KD
214M > H GBVS Percival Traumerei Icon.png 1400 [2000→1500] Mid 10 - - -16 [-4] KD
214H > H GBVS Percival Traumerei Icon.png 1500 [2300→1500] Mid 10 - - -16 [-4] HKD

Performs a piercing attack during Lord's Strike. When enhanced with a Träumerei orb, it'll cause more damage if it connects at close range, as indicated by a zoom-in effect. This is the move you want to combo into when you hit a far normal.

  • Data in [] is for when it consumes a Träumerei orb.


Skybound Art[edit]

Lohenwolf[edit]
Lohenwolf
236236H or 236S
GBVS Percival Lohenwolf.png
We're having BBQ skewer tonight.
GBVS Percival Lohenwolf2.png
SPEEEEEEEEN
GBVS Percival LohenwolfCleanHit.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On HitThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
3600→2600 Mid [Unblockable] 6+7~147 - - -18 HKD

Performs a powerful advancing attack that can be charged by holding down the button. If fully charged, this skill becomes unblockable. Since it covers a long range, it can be used as both a combo finished or a counter from afar. However, it will not hit at full-screen. The simple input version of this super makes the cinematic trigger smaller, but this typically doesn't matter when confirming out of a poke.

Min Damage: Technical 900→650, Simple 540→390


Super Skybound Art[edit]

Feuerrote Krone[edit]
Feuerrote Krone
236236U or 236S+U
GBVS Percival FeuerroteKrone2.png
GBVS Percival FeuerroteKrone.png
PREPARE THE WALK
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On HitThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
3800→2900 [4800→3800] Mid, All 9+7 - - -15 HKD

Unleashes a spiral of flames from the hilt of Percival's sword that deals additional hits when holding down the button. If this skill connects at close range, Percival will perform an enhanced version for increased damage. This move can be hard to combo into from midscreen juggles because of the flame spiral causing them to fall out. This leads to it being very unsafe as the opponent will typically tech through the fireball itself.

  • This super can be charged, which increases the hits of the initial tornado from a minimum 6 hits to a maximum of 12 hits. When charged for 6-11 hits, the final hit will do 1900 but when fully charged to 12 hits, the final hit will do 2000.
  • When not at close range, the final swing will fire a bigger version of Anzünden that travels full screen. In certain situations in the corner, you can combo off this when setup properly.

Min Damage: Technical 950→580[1160→760], Simple 760→580[960→760]


Navigation[edit]


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