Overview
Percival is a pressure heavy character whose playstyle ramps up as he charges up stocks of powerups to buff his specials throughout the course of the match. Along with his long-range normals and great damage output thanks to the aforementionned buffs, once Percival picks up the momentum during a round, he can effectively swing the tide into his favor.
Overall, Percival plays a solid neutral game by poking from a distance with his sword and by throwing fire waves along the ground, establishing a longer-than-average burst range. Perci's whole gameplan revolves around finding opportunities to channel Träumerei, a special giving Perci stocks of powerups he can use to buff his other skills, making his already good damage even more threatening. Along with excellent reward off of hit-confirms, a dash with multiple followups for pressure scenarios and a command grab for good measure to complement his offense, Percival has all the tools he needs to play comfortably in almost any matchup, suffocating opponents through royal pokes and pressure options while melting health bars for the slightest mistakes.

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Health |
10000 |
Prejump |
4f |
Backdash |
22f |
Backshift |
High Recovery (30f) |
Unique Movement Options |
Lord's Strike |
Percival is a slow footsies character who pressures the opponent with good pokes while charging up stocks to empower his big special moves.
- Well Rounded: Percival is blessed with strong normals, whiff punish tools, and a passable fireball as well as a good meterless reversal on defense.
- Pressure: long reaching L normals and spaced Anzünden give Percival strong and consistent pressure up close and midscreen. He can also capitalize on conditioned opponents with X-Seele, a command grab that he can combo off of.
- Whiff Punishment: his aforementioned strong normals convert into high damage and a knockdown with Zerreissen.
- Damage: Percival's damage is above average and becomes extremely high if he has Träumerei stocks or lands a counterhit.

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.
Normal Moves
c.L
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
400 | Mid | 5 | 3 | 6 | +2 | +6 |
- 5 frames, Percy's fastest button.
This is where the party starts. c.L is Percy's fastest attack, and is a great move overall for both offense and defense thanks to being quick and +2 on block. Can be used to start his pressure up close, meaty on okizeme or as a fast jab to contest someone during their offense.
The damage this move leads to isn't much, but being +2 merits its use in combination with its speed. Use this to structure your pressure.
Level | Attribute |
---|---|
0 |
c.M
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
700 | Mid | 7 | 3 | 12 | 0 | +4 |
- 0 on block, decent for pressure.
- Combos into another c.M on counterhit.
Classic Granblue c.M, being neutral on block and complementing Percy's frametrap game really well. This move is Percival's pressure normal out of c.L range. Great move to catch someone mashing during your plus frames and can be plus when used as a meaty. Also a good button to anti air opponents when in proximity range, leading to combos if you manage to get a counterhit. However, being 0 on block, continuing pressure after c.M is not guaranteed, as the opponent can contest with a fast normal.
It's also really good against Charlotta, as it completely shuts down her Noble StrategyGuard:
Startup:
26Recovery:
Advantage:
.
Level | Attribute |
---|---|
2 |
c.H
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
1200 | Mid | 10 | 6 | 15 | -2 | +2 |
- Only -2, it looks worse than it is.
- Percy's go-to normal for punishing high recovery attacks such as DPs.
- Combos into another c.H on counterhit.
This is where the damage starts. c.H is Percy's most damaging normal, and is therefore an excellent combo starter when you know you're gonna hit it. However, as it's still -2, there are tools better suited for pressure. On oki, 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.
On counterhit, Percival is +14; letting you 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.
Level | Attribute |
---|---|
4 |
Auto Combo
Version | Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|---|
c.XX | 350 | Mid | 9 | 3 | 15 | -3 | +1 | |
c.XXX | 350 | Mid | 12 | 3 | 18 | -4 | 0 |
- Classic Granblue autocombo without any particular feature.
- Both hits are safe on block and special cancellable.
It's an autocombo. Useful midscreen as combo filler and sometimes useful in the corner to gain height in EX Platzen combos, allowing Percy to catch people during their fall with a c.L or another close normal. Not really much use outside of that, as Percy can't frametrap with either of the two hits and loose his turn on block if not special cancelled.
Version | Level | Attribute |
---|---|---|
c.XX | 2 | |
c.XXX | 3 |
c.XX:
c.XXX:
f.L
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
400 | Mid | 6 | 3 | 15 | -5 | -1 |
- Whiffs on crouchers at max range.
- Great move to hit confirm pressure strings into specials.
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 623H for hard knockdowns, or 214H~H with stocks for damage. This makes f.L very good as a whiff punish tool.
When Percy doesn't have Traumerei stocks, f.L won't combo into any version of Zerreissen, so converting with 623H is the only real way to get something significant. That can give enough time for Percy to charge stocks during 623H's knockdown.
However, be careful about 623H conversions, as they can whiff even with stocks if Percy hits f.L at max range.
Level | Attribute |
---|---|
1 |
f.M
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
700 | Mid | 9 | 5 | 16 | -6 | -2 |
- Excellent poke with good speed and great range.
- Far less commital than f.H.
- Great to pressure someone trapped in the corner, as they generally won't have the range to properly contest it.
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.
Level | Attribute |
---|---|
2 |
f.H
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
1100 | Mid | 12 | 6 | 26 | -15 | -11 |
- Percival's defining move.
- Crushingly massive range, making it an excellent keepout button.
- Lingering hurtbox, making it extremely easy to whiff punish.
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. Be careful however, as some characters can trade with the Anzünden cancel if they have a poke that can hit Percy through the firewave.
If you happen to hit with it while possessing Träumerei stocks, even midscreen, a conversion with 214H~H gives Percy an outrageously high damage confirm from a simple long-range poke.
Level | Attribute |
---|---|
3 |
2L
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
400 | Low | 6 | 3 | 6 | +2 | +6 |
- Good range and speed for a 2L.
- Great move for hit confirming pressure strings along with other lights.
Percival's primary close-range pressure tool. It's plus on block and hits low, what more could you ask for?
Can lead to easy confirms with f.L and c.L, allowing Percy to confirm into combos giving him time to get stocks with Träumerei or using these stocks to get good damage.
Level | Attribute |
---|---|
0 |
2M
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
700 | Mid | 7 | 5 | 13 | -3 | +1 |
- 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.
Level | Attribute |
---|---|
2 |
2H
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
1000 | Mid | 11 | 5 | 24 | -12 | -8 |
- Percival's most rewarding and therefore main anti-air.
- Allows for great combos on counterhit.
Decent anti-air that isn't particularly outstanding hitbox or hurtbox wise. Can be used reliably against jumpy opponents, but still requires a bit of timing to not get hit by the targeted jump-in.
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.
Level | Attribute |
---|---|
3 |
2U
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
700 | Low | 7 | 6 | 21 | -12 | HKD |
- Low attack inflicting a hard knockdown.
- Good range and decently fast for a move of its size.
- Can be comboed into from 2L on crouchers.
2U is the 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).
Can also be used in poke wars in certain matchups, but be careful as it has high recovery and is heavily punishable on block. Better to cancel it just like f.H when it hits something just in case.
Level | Attribute |
---|---|
2 |
j.L
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
400 | High/Air | 5 | Until L | 0 |
- Fast overhead that stays active until landing.
- Decent for air-to-air but outshined by j.H.
- Fastest air move available in case of aerial clash.
Easy safejump tool and Percy's fastest air normal. Can be used as a last-minute jump-in, but j.M is better all around. Can sometimes be used as an air-to-air if you need something faster than j.H.
Level | Attribute |
---|---|
1 |
j.M
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
550 | High/Air | 7 | 6 | Until L |
- Percival's crossup jump-in button.
- Really poor horizontal reach, making it a horrendous air-to-air.
Percival swings his sword in an arc, from in front of him to slightly behind. 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.
Level | Attribute |
---|---|
1 |
j.H
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
800 | High/Air | 10 | 6 | Until L |
- Big downward strike with the sword, giving good blockstun, hitstun and damage.
- Great jump-in with excellent horizontal range.
- Notable as Percival's longest-range air-to-air attack.
Perci's j.H is his biggest jump-in. Great range when aiming for someone grounded or in the air, and can be mixed with j.U to alter his jump arc. Not useful for much outside that.
Level | Attribute |
---|---|
2 |
j.U
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
800 | All | 20 | Until L+1 | 12 | KD |
- Airstall button to throw off anti-airs.
- Always minus or even punishable on block depending on the height when it hits.
- NOT an overhead. Can be blocked by crouching.
Can be useful for changing jump-in timings and baiting out a 2H, making Perci's jump-in more unpredictable and harder to contest. Other than that, it's minus on block and gets you a knockdown on hit.
However, some characters with high-hitting 2Hs like Beelzebub's 2HGuard:
MidStartup:
12Recovery:
24Advantage:
-13 or DPs like Katalina's 623LGuard:
Mid→AllStartup:
9Recovery:
30Advantage:
-23 can actually snatch Percival so high in his jump arc that using j.U won't make that much of a difference. Don't use it too much, as it has very little reward in the end.
Level | Attribute |
---|---|
2 |
- Clash Level 1
Unique Action
X-Seele
5U
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
0 | Throw | 14 | 3 | 41 | +12 |
- Command grab giving Perci a free combo opportunity after.
- Pushes the opponent a bit so won't allow close normals midscreen.
- Counts as 2 hits for damage scaling purposes.
A command grab that doesn't deal any damage, but provides hitstun in order to follow with additional attacks. If the opponent is in corner, Perci can follow up with proximity normals. Otherwise, midscreen, can use a far normal like f.H or 2U to convert into a knockdown or a super.
This move complements Percival's offense, as it gives Perci more reward than a normal throw because of potentially higher damage and time to charge stocks. Perci also gets good opportunities to hit it, as Macht and c.L gives plus frames, while the latter can also catch people trying to jump 5U.
Level | Attribute |
---|---|
0, 4 |
Universal Mechanics
Ground Throw
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
1500 | Throw | 7 | 3 | 31 | HKD | HKD |
Forward throw sends the opponent almost fullscreen, giving Perci space and time to setup stocks or allowing him to dash back in with a 214M~M. In the corner, it sets up a reliable safejump by superjumping, allowing Perci to loop his pressure in some scenarios. However, 5U tends to give more reward compared to forward throw.
Back throw switches sides, leaving opponents close to Perci. Allows for a meaty normal or a meaty Macht anywhere, but doesn't have enough advantage for a safejump. Useful when you want to switch positions with the opponent, especially when your back is against the corner.
In the end, forward throw is a faster but less rewarding version of 5U. Leaving the opponent pretty far away from Percival can also be good or bad depending on the matchup. Alternatively, if you want stocks, you can 22M midscreen and 22L > c.H in the corner for a meaty as well.
Level | Attribute |
---|---|
0, 4 |
Air Throw
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
1500 | Throw | 5 | Until L+6 | HKD | HKD |
Unblockable generic airthrow that knocks opponents back down to the ground, allowing Percival to position himself as he pleases after the hard knockdown. Hard callout option for someone jumping.
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.
Level | Attribute |
---|---|
0, 4 |
Overhead Attack
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
1000 | High | 26 | 6 | 17 | -4 | +1 | 4-40 Throw 12-37 Low 11-39 Airborne |
Generic overhead that counterhits throw whiffs and checks for low blocks. Gets throw invincibility from frame 4, and jumps over lows midway through the animation. Looses turn on block and only +1 on normal hit, but excellent reward on CH with potentially monstruous damage with stocks available.
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 623H.
Level | Attribute |
---|---|
4 |
Special Moves
Träumerei
Version | Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|---|
22L | 400 | Mid | 11 | 14 | 12 | -13 | ||
22M | 400 | Mid | 11 | 28 | 12 | -27 | ||
22H | 400 | Mid | 11 | 38 | 12 | -37 |
- THE move allowing Perci to charge stocks to powerup his other specials.
- Percival's most important tool, giving him his win condition.
Percival charges for a short duration in order to obtain stocks of powerups. Stores 1, 3 or 5 powerups that enhance M and H versions of skills. The number of orbs stored will be displayed under Percival's HP bar. Stocks are automatically used with medium and EX specials, meaning Perci can only conserve his stocks by using the light versions of his specials. However, the tremendous buffs the stocks give to his specials make them almost always worth it, and Perci can buy himself time to charge another batch of stocks easily after winning neutral.
The Träumerei channeling has a hitbox directly above him that can be used to juggle opponents mid-combo. The L version is also a good move to cancel into from pokes like f.H.
Version | Level | Attribute |
---|---|---|
22L | 1 | |
22M | 1 | |
22H | 1 |
22L:
- Cooldown: 20F (Technical) 200F (Easy)
- Gains 1 Orb
22M:
- Cooldown: 20F (Technical) 200F (Easy)
- Gains 3 Orb
22H:
- Cooldown: 480F (Technical) 600F (Easy)
- Gains 5 Orb
Anzünden
Version | Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|---|
236L | 900→800 | All | 22 | Total 53 | -7 | -3 | ||
236M | 900→800 [1000→900] | All | 22 | Total 53 | -7 | -3[KD] | ||
236H | 350×2+400→300×2+400 [400×3→350×2+400] | All | 19 | Total 53 | 0 | +4[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. Since it has slower startup and Percival's hurtbox extends below and in front of him, it is prone to end up trading with other normals such as f.M.
- 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.
The light version of 236X can be used as a way to suffocate people trapped in the corner alongside f.M and f.H. If spaced properly, it's extremely difficult to find an opening between f.H and firewaves. Can also be used to mix up the timing needed to spotdodge in neutral if you conditioned people with the medium version's speed.
- M Version
- Travels farther than the L version, and travels fullscreen with a stock.
- Takes a stock when one is available.
Good projectile with decent speed, this is the version you'll want to use most in neutral, as it's the only one who will travel far enough without burning a cooldown.
- H Version
- Travels similarly to the M version, but is slower and even at point blank.
- Takes a stock when one is available.
- Percival's only combo extender, but needs Träumerei stocks to do that job.
Can be used from time to time in fireball wars or as Perci's combo extender with stocks in the corner.
Version | Level | Attribute |
---|---|---|
236L | 2 | |
236M | 2 | |
236H | 2 |
236L:
- Damage decreases as projetiles moves forward (see →)
- Cooldown: 42-69F (Technical) 42-69F (Easy)
- Easy input damage: 800→700
236M:
- Values in [] are when using an Orb
- Damage decreases as projetiles moves forward (see →)
- Cooldown: 45-56F (Technical) 65-76F (Easy)
- Easy input damage: 800→700 [900→800]
236H:
- Values in [] are when using an Orb
- Damage decreases as projetiles moves forward (see →)
- Cooldown: 520-523F (Technical) 640-643F (Easy)
- Easy input damage: 350×3→300×3 [400×3→350×3]
Platzen
Version | Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|---|
623L | 700, 400 | Mid, All | 9 | 2(2)6 | 37 | -26 | KD | 1~12 All |
623M | 300,700,400 [300,700,120×5] | Mid×2, All | 11 | 17[21] | 37[49] | -24 [-40] | KD | 1~10 All, 11~27 Strike/Throw [11~31 Strike/Throw] |
623H | 300,600,200×3 [300,700,100×7] | Mid | 9 | 26[28] | 40[43] | -33 [-38] | HKD | 1~8 All, 9~13 Strike/Throw |
- Percival's invincible DP.
- Needs stocks to be buffed into being completely air-unblockable.
- Great to use in combos when you don't want to use 214X~H.
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.
Version | Level | Attribute |
---|---|---|
623L | 4, 3 | |
623M | 4 | |
623H | 4 |
623L:
- Cooldown: 20F (Technical) 200F (Easy)
- Clash Level 14 (Technical) 10 (Easy)
623M:
- Cooldown: 20F (Technical) 200F (Easy)
- Clash Level 16 (Technical) 10 (Easy)
623H:
- Cooldown: 480F (Technical) 600F (Easy)
- Clash Level 18 (Technical) 10 (Easy)
Lord's Strike
Version | Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|---|
214L | 11 | Total 32 | ||||||
214M | 11 | Total 32 | ||||||
214H | 11 | Total 27 |
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.
Version | Level | Attribute |
---|---|---|
214L | ||
214M | ||
214H |
214L:
- Cooldown: 20F (Technical) 200F (Easy)
214M:
- Cooldown: 20F (Technical) 200F (Easy)
214H:
- Cooldown: 480F (Technical) 600F (Easy)
Schneiden
Lord's Strike > L
Version | Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|---|
214L > L | 800 | Low | 7 | 3 | 20 | -6 | -2 | |
214M > L | 800 [850] | Low | 7 | 3 | 20 | -6 | -2 [KD] | |
214H > L | 850 [900] | Low | 7 | 3 | 20 | -4 | 0 [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, but only allows c.L in the corner.
- on CH, 214H~L It allows a link into c.M, 2M, or 2U making it very good for people who will challenge you after moves like f.M and f.H.
Version | Level | Attribute |
---|---|---|
214L > L | 2 | |
214M > L | 2 | |
214H > L | 2 |
214L > L:
- Clash Level 3
214M > L:
- Values in [] are when using an Orb
- Clash Level 3
214H > L:
- Clash Level 3
Macht
Lord's Strike > M
Version | Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|---|
214L > M | 1400 | Mid | 20 | 6 | 21 | +2 | KD | |
214M > M | 1400 [1700] | Mid | 20 | 6 | 21 | +2 | KD[HKD] | |
214H > M | 1500 [1800] | Mid | 17 | 6 | 21 | +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. NOT an overhead, but people unfamiliar with the matchup may try to block it standing, granting easy hits with 214X~L.
- 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
Version | Level | Attribute |
---|---|---|
214L > M | 4 | |
214M > M | 4 | |
214H > M | 3 |
214L > M:
- Values in [] are when using an Orb
- Clash Level 3
214M > M:
- Values in [] are when using an Orb
- Clash Level 3
214H > M:
- Values in [] are when using an Orb
- Clash Level 3
Zerreissen
Lord's Strike > H
Version | Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|---|
214L > H | 1400 | Mid | 10 [4] | 3 | 52 | -16 | KD | |
214M > H | 1400 [2000→1500] | Mid | 10 [4] | 3[9] | 52 | -16 [-4] | KD | |
214H > H | 1500 [2300→1500] | Mid | 9 [4] | 3 | 52 | -16 [-4] | HKD |
- Perci's best special for conversions, especially with Träumerei stocks available.
- Leads to way above average damage in conversions both midscreen and in the corner.
- Sometimes, needs to be slightly delayed after hitting f.H in order to get the clean hit by letting Perci get a bit closer during the dash.
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. This gives Perci absolutely insane damage from simple poke conversions, allowing him to melt health bars by just hitting f.H in neutral and confirming into this. Being able to get powerup stocks before converting pokes into this move is incredibly important for all Perci players and makes for an incredibly rewarding gameplan.
- Data in [] is for when it consumes a Träumerei orb.
Version | Level | Attribute |
---|---|---|
214L > H | 4 | |
214M > H | 4 | |
214H > H | 4 |
214L > H:
- Values in [] are when using an Orb
214M > H:
- Values in [] are when using an Orb
214H > H:
- Values in [] are when using an Orb
Skybound Art
Lohenwolf
236236H or 236S
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
3600→2600 | Mid [Unblockable] | 6+7~146 | 6 | 30 | -18 | HKD |
- SBA dealing good damage and can clean hit upclose, giving an opportunity to pressure after the knockdown.
- Chargeable super, letting Perci mix up his timing against unfamiliar opponents.
- Unblockable when fully charged.
- Does NOT go through projectiles.
Performs a powerful advancing attack that can be charged by holding down the button. Since it covers a long range, it can be used as both a combo finisher 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
Level | Attribute |
---|---|
4 |
- Clash Level: 25 (Technical) 20 (Easy)
Super Skybound Art
Feuerrote Krone
236236U or 236S+U
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
3800→2900 [4800→3800] | Mid, All | 9+7 | 37~91 | Total 143~197 | -18 | HKD |
- SSBA leading to a cinematic fire tornado upclose.
- Chargeable super again, increasing the number of hits of the initial tornado from a minimum of 6 to a maximum of 12. 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.
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. However, it deals incredible damage if charged fully compared to most SSBAs. Can also be used as a knowledge check against beginners that aren't prepared to punish after the charged version's pushblock.
Min Damage: Technical 950→580[1160→760], Simple 760→580[960→760]
Level | Attribute |
---|---|
4 |
- Clash Level: 35 (Technical) 30 (Easy)
Colors
