GBVSR/Percival

From Dustloop Wiki

Overview

Overview

Percival is a footsies-based 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 aforementioned 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. Percival's whole gameplan revolves around finding opportunities to channel Träumerei, a special giving Percival stocks of powerups he can use to buff his other skills, making his already good damage even more threatening. If he finds a hit in neutral, Percival can confirm with Zerreisen, a piercing strike that has excellent reward if a stock is available, meaning any poke can lead into good damage and corner carry. For pressure, Percival's command dash can also transition into a quick low with Schneiden, or a slow and big plus on block strike with Macht, resetting his turn. He also has access to a corner only command grab in the form of 5U, allowing him to open up and combo overly patient players. Finally, Percival's defense is greatly complemented by a meterless invincible reversal, Platzen, a luxury not everyone in the roster has.

Regarding Ultimate skills, Percival has access to 22U, a version of Traumerei giving him 9 stocks of self-buff and breaking through the usual 5 stock limit, letting him play for a while without the need to recharge. This works well in conjunction with 214U, a version of Zerreisen that burns through all his stocks to inflict massive damage. While his 623U is only a faster reversal, Percival's 236U is quite interesting, as it drapes the ground with a blazing inferno. This flame carpet burns through HP with chip damage as long as the opponent stands on it regardless if they block or not, making cornered scenarios against Percival quite suffocating.

Percival, in the end, has all the tools he needs to play comfortably in almost any matchup, and if your goal is to dominate opponents through royal pokes and pressure options while melting health bars for the slightest mistakes, then make sure to give him a try.
Percival
GBVSR Percival Portrait.png
Health
16000
Prejump
4f
Backdash
18f
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.

Pros
Cons
  • Well Rounded: Percival is blessed with strong normals, whiff punish tools, a plus on block special and a passable fireball as well as a good meterless reversal on defense.
  • Whiff Punishment: Zerreissen allows Percival to convert any poke into high damage while pushing a fair amount to the corner, and both f.M and f.H are excellent at sniping mistakes in neutral.
  • Pressure: Long reaching L normals give Percival strong and consistent pressure up close and midscreen, while 236U, f.H and spaced Anzünden can create oppressive sequences in the corner. Combined with the plus on block Macht, the low Schneiden and the 5U grab in the corner, Percival has a lot of ways to condition and force mistakes on offense.
  • Damage: Percival's damage can get really high if he has Träumerei stocks or lands a counterhit.
  • Resource Reliant: Percival's damage, whiff punish ability and pressure is greatly lessened without Träumerei orbs available. For example, Percival has no way to properly launch for corner combos without stocks. Additionally, attempting to gain stocks without the aid of a hard knockdown A knockdown that forces the character into a prolonged knockdown state. After a hard knockdown, teching is disabled briefly, allowing the player who is on the offensive more time to set up a meaty, a mix-up, etc. or combo into 22X will often leave Percival at a significant frame disadvantage.
  • Slower than average: Percival's walk speed and run speed are on the slower side, and his command dash, while fast, leaves him open when dashing. Also, Anzünden projectiles don't travel far without stocks, making it difficult to contest zoners at certain ranges and forcing Percival to step out of his comfort zone.
  • Strong but contestable pokes : While long-ranged, Percival's normals have slow recovery and are susceptible to being whiff punished. This is especially the case for f.H, as it leaves a large lingering hurtbox behind on whiff. Percival's pokes also have a hard time contesting 66L, a threat present in every matchup.


Unique Mechanic: GBVSR Percival Traumerei Icon.png Träumerei Orbs

By using his Träumerei Skill, Percival gains a number of Träumerei Orbs: 1 from 22L, 3 from 22M, or 5 from 22H. He can store a maximum of 5 Orbs at one time, and they do not carry over between rounds.

As long as Percival has at least 1 Orb stocked, the next time he uses the M or H version of a Skill (other than Träumerei itself) the Skill automatically consumes 1 Orb to power up, increasing its damage and changing its properties.

Using Ultimate TräumereiGBVSR Percival 22U.pngGuardMidStartup9Recovery11Advantage-60~-15 breaks through the usual 5 Orbs limit by stocking 9 Orbs in one go and setting 9 as the new maximum stock limit for the rest of the round.


Need help getting started? Go to this page for information targeted at new players. It covers key moves and basic combos.

Normal Moves

Ground Normals

c.L

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
600 Mid 5 3 6 +4 +8
  • 5 frames, Percy's fastest button.
  • Small reach, but +4 on block for pressure.

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 +4 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 +4 merits its use in combination with its speed. Use this to structure your pressure.

c.M

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
1100 Mid 7 3 12 0 +4
  • 0 on block, decent for pressure.
  • Combos into another c.M on counterhit.
  • Great frametrap after a c.L.

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 StrategyGBVSR Charlotta 22X.pngGuardStartup26RecoveryAdvantage-.

c.H

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
1600 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.

Triple Attack

Version DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
c.XX 700 Mid 9 3 15 -3 +1
c.XXX 1000 Mid 12 3 18 -4 0
c.XX6M 1000 Low 12 - - -4 KD
c.XX6H 1000 High 18 - - -4 +1

c.XX

  • Second hit of a Triple Attack.

c.XXX

  • Safe, uninteresting ender. No notable attributes.

Can be used in combos when juggling airborne opponents when stocks are needed, as Perci can just finish the string and cancel into 22L/22M, giving Perci stocks while still being safe when they land a bit further, allowing him to continue his poking game.


c.XX6M

  • Low Triple Attack ender.

c.XX6H

  • Overhead Triple Attack ender.

f.L

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
600 Mid 6 3 9 +1 +5
  • One of the longest f.L.
  • 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 stockless 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 Platzen is the only real way to get something significant. That can give enough time for Percy to charge stocks during 623H's soft knockdown.

However, be careful about 623H conversions, as they can whiff even with stocks if Percy hits f.L at max range. This is not a problem encountered with 623M, so choose wisely which version of Platzen to use when hit-confirming.

f.M

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
900 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.

However, the hitbox of f.M is relatively high, meaning it can get evaded by low profile moves such as Gran's 2U. This is circumvented by using 2M instead in some matchups, but in others, f.M can be all you need to establish your gameplan.

f.H

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
1300 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.

2L

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
400 Low 6 3 10 -2 +2
  • Great move for hit confirming pressure strings along with other lights.
  • Chains into itself twice and leads to f.L unless at max range or against crouching opponents.

Percival's fastest low and his best one for pressure. 2L can cancel into itself and other lights once, meaning it can be used to start blockstrings even if it's -2. This move compliments c.L as one of his best tools to start offense upclose and to structure his pressure.

2M

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
900 Mid 7 5 13 -3 +1
  • 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.

This means it can be extremely important as a poke in some particular matchups with low profile moves, such as against Gran and Lowain.

2H

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
1300 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.

Percival has great conversions off of anti-airs, and landing one clean 2H can melt through any health bar. 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. Percival can also convert with 214X~M, as it bounces airborne opponents, leading in some cases to non counter hit AA with 214H~M. However, 214X~M combos are height specific and therefore need more precision to execute.

Finally, 2H is also useful in corner combos, as it allows 2 stock combos 236H > 2H > 623H to lift people high enough for a c.L pickup before they land.

2U

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. 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.
  • Hard knockdowns when it hits outside of combos.

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. 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.

Having a 7 frame low with that kind of range can be a life saver in some matchups for punishes, since c.M can be unreliable when the spacing is chaotic (turning it into f.M). Vira's transformed 623M and SBA comes to mind.

Dash Normals

66L

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
600 Mid 8 3 10 +2 +6
  • An easy way to collect plus frames and move forward.
  • Stubby range in a vacuum but the added push from the dash makes up for this.

A good move that can help Percival stick like glue on some matchups. However, he doesn't have the best followups to complement 66L, as 2L can whiff at certain ranges and f.L whiffs on crouchers, but it does lead to 2U on counterhit.

66M

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
1100 Low 12 4 21 -8 KD
  • Low hitting and gives a knockdown on hit.
  • Be sure to space this well as it's punishable if blocked up close.

A low with decent range that provides a knockdown in neutral if people are too worried walking back and forth out of Perci's poke range. Can snipe people not blocking low but doesn't offer that much reward for it.

66H

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
1200 Mid 20 3 22 -6 +12
  • Links into f.H on hit and creates a spaceing trap on block.
  • Very slow.
  • Useful as a niche punish for reversals and supers that are too far for c.H.

A niche, slow and big strike that links into f.H on hit and can easily be safe on block thanks to the pushback. Not really a neutral move since it's so slow and Perci has access to way better normals, but can be used in some situations as a punish for reversals landing too far or for juggling opponents during combos to add more damage.

Air Normals

j.L

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
600 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.

j.M

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
700 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.

j.H

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
1000 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.

j.U

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
1000 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 2HGBVSR Beelzebub 2H.pngGuardMidStartup12Recovery24Advantage-13 or DPs like Katalina's 623LGBVSR Katalina 623X.pngGuardMid→AllStartup6Recovery27Advantage-20 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.


Unique Action

X-Seele

5U

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
0 Throw 14 3 41 +7
  • Counts as 2 hits for damage scaling purposes.
  • Only has reward in the corner. Doesn't lead into anything midscreen.
  • Minuscule range and slower than a regular throw. Be careful of not getting thrown out of your 5U attempts.

A command grab that doesn't deal any damage, but provides hitstun in order to follow with additional attacks. Compared to a regular throw, it has less range and a lot more startup, so it can easily get grabbed if the opponent is delaying throws on defense. Against opponents doing that, shimmys are way more rewarding and less risky than 5U.

Perci can only combo if the opponent is in corner, as they get sent too far midscreen for anything to hit. If they do get grabbed in the corner, Percival can followup with a c.M to start a combo.


Universal Mechanics

Ground Throw

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
2500 Throw 4 - - 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, allowing Perci to loop his pressure in some scenarios.

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.

Regular throw is way faster than Percival's command grab, 5U, works midscreen and has better range. While it only gives moderate damage and a knockdown, threatening with throws can be devastating, as Percival can condition for throws and then fake one by retreating instead of throwing. This lets him punish any tech attempt heavily with f.H.

Air Throw

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
2500 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.

Raging Strike

Raging Chain

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
1000 13 +15
  • Requires 25% meter.
  • Followup after a successful Raging Strike.
  • Can still be denied by Brave Counter if the opponent is in the Guard Crush state.

A fat dunk following a successful Raging Strike that takes 25% meter, allowing for easy conversions and high damage combos. Can convert a blocked Raging Strike or a hitting one, but conversions off of a blocked RS can be denied by a Brave Counter.

Can be useful to get people back to the ground at a fixed height during a combo, making it easier to continue the sequence.

Brave Counter

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
500 Mid 10 +6 KD
  • Requires a Bravery Point
  • Requires to be in blockstun.

A "get off of me" card that spends a Bravery Point and hard knockdowns on counter hit. A great way to give Percival some space against people pressuring him, although it can quickly depletes Bravery Points when used recklessly.


Special Moves

Anzünden

GBVS Fireball.png 236L/M/H or 5S/S+M/S+H

Version DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
236L 1000→800 All 22 Total 53 -7 -3
236M 1000→800 [1300→1100] All 22 Total 53 -7 -3[KD]
236H 500x3→400x3 [600×3→500×3] 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.


236L
  • Travels to about f.H range and 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.


236M
  • Travels farther than the L version, and travels fullscreen with a stock.
  • Takes a stock when one is available, letting the projectile knockdown on hit.

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.


236H
  • 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 Cooldown Level
Lvl 0 Lvl 1 Lvl 2 Lvl 3 Lvl 4
Hitstun (Ground Hit) 14 16 18 20 22
Untechable (Air Hit) 14 16 18 20 22
Untechable (Air Counter Hit) 28 32 36 40 44
Blockstun (Ground) 10 12 14 16 18
Blockstun (Air) 19 21 23 25 27
Hitstop 10 10 12 14 16
Counter Hit Hitstop +2 +2 +4 +8 +12
Counter Hit Skybound Gauge gain
236L 2
236M 2
236H 2

236L:

  • Damage decreases as projetiles moves forward (see →)


236M:

  • Values in [] are when using an Orb
  • Damage decreases as projetiles moves forward (see →)


236H:

  • Values in [] are when using an Orb
  • Damage decreases as projetiles moves forward (see →)

Platzen

GBVS Parry.png 623L/M/H or 6S/S+M/S+H

Version DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
623L 600, 400 Mid, All 6 2(2)6 27 -16 KD
623M 300, 500, 300 [300, 500, 100×5] Mid×2, All 9 17 [21] 37 [49] -24 [-40] KD 1-8 Full
9-22 Strike
623H 300, 600, 200×3 [300, 700, 100×7] Mid 11 26 [28] 40 [43] -24 [-32] KD 1-10 Full
11-18 Strike
  • 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.

Can be used a combo extender in the corner if a stock is available and the opponent has been lifted from the ground, as the added number of hits will push them high enough for Percival to catch the landing with a c.L.

Lord's Strike

GBVS Sprint.png 214L/M/H or 4S/S+M/S+H

Version DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. 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. The M versions and H versions are generally the same when not Träumerei-empowered, but the H versions do more damage and travel faster.

Schneiden

Lord's Strike > L

Version DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
214L > L 800 Low 5 3 18 -4 0
214M > L 800 [850] Low 5 3 18 -4 0[KD]
214H > L 1200 [1300] Low 5 3 18 -4 0[KD]

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

  • 214H!~L launches in the corner, allowing links into c.M and 2U for extensions
  • Counter Hit 214H!~L midscreen leaves a juggle available for a f.M, allowing a safe stock or a conversion with Lohenwolf or Raging Strike.
  • Data in brackets refers to when it consumes a Träumerei Orb.
Version Cooldown Level
Lvl 0 Lvl 1 Lvl 2 Lvl 3 Lvl 4
Hitstun (Ground Hit) 14 16 18 20 22
Untechable (Air Hit) 14 16 18 20 22
Untechable (Air Counter Hit) 28 32 36 40 44
Blockstun (Ground) 10 12 14 16 18
Blockstun (Air) 19 21 23 25 27
Hitstop 10 10 12 14 16
Counter Hit Hitstop +2 +2 +4 +8 +12
Counter Hit Skybound Gauge gain
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 DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
214L > M 1400 Mid 20 6 20 +3 KD
214M > M 1400 [1600] Mid 20 6 20 +3 KD[KD]
214H > M 2100 [2300] Mid 17 6 20 +3 KD

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 and mashing. When enhanced with a Träumerei orb, causes a hard knockdown A knockdown that forces the character into a prolonged knockdown state. After a hard knockdown, teching is disabled briefly, allowing the player who is on the offensive more time to set up a meaty, a mix-up, etc.. It's not an overhead despite its animation, but people unfamiliar with the matchup may try to block it standing, granting easy hits with 214X~L.

  • Data in brackets refers to when it consumes a Träumerei Orb.
  • Every version launches differently on Counter Hit: 214L/M~M allows a c.M juggle, 214M/H!~M allows a c.H or a 2H juggle.
Version Cooldown Level
Lvl 0 Lvl 1 Lvl 2 Lvl 3 Lvl 4
Hitstun (Ground Hit) 14 16 18 20 22
Untechable (Air Hit) 14 16 18 20 22
Untechable (Air Counter Hit) 28 32 36 40 44
Blockstun (Ground) 10 12 14 16 18
Blockstun (Air) 19 21 23 25 27
Hitstop 10 10 12 14 16
Counter Hit Hitstop +2 +2 +4 +8 +12
Counter Hit Skybound Gauge gain
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 DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
214L > H 1400 Mid 10 3 52 -16 KD
214M > H 1400 [2000→1700] Mid 10 [4] 3[9] 52 -16[-4] KD
214H > H 2100 [3500→2800] Mid 9 [4] 3 52 -16[-4] KD

A piercing attack during Lord's Strike. When enhanced with a Träumerei Orb, it'll cause more damage if it connects at close range, indicated by a zoom-in effect.

This is the move you want to combo into when you hit a far normal, especially with Träumerei stocks available.. This gives Percival way above average damage from simple grounded poke conversions anywhere on screen, allowing him to melt health bars by just hitting f.H in neutral and confirming into this. Being able to get orbs before converting pokes into this move is incredibly important for all Percival players and makes for an incredibly rewarding gameplan.

Sometimes needs to be slightly delayed after hitting f.H in order to get the clean hit by letting Percival get a bit closer during the dash.

Träumerei

GBVS Install.png 22L/M/H or 2S/S+M/S+H

Version DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
22L 800 Mid 11 11 10 -8 KD
22M 800 Mid 11 19 12 -18 KD
22H 1200 Mid 11 34 12 -34 KD

Percival charges for a short duration in order to obtain Träumerei Orbs. Percival's most important tool, giving him his win condition.

Depending on the version used, it stocks 1 (L), 3 (M) or 5 (H) orbs that enhance M and H versions of skills. The number of orbs stored will be displayed under Percival's Skybound Gauge. Orbs stocked are automatically used when Percival uses M and H specials, meaning Percival can only conserve his stocks by using the L versions of his specials. However, the tremendous buffs the stocks give to his specials make them almost always worth it, and Percival 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, as it has the shortest total duration.


Ultimate Skills

Ultimate Träumerei

GBVS Install.png 22U or 2S+U

Version DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
22U 1600 Mid 9 11 -60~-15 HKD

When used for the first time in a round, raises Percival's Träumerei orb limit to 9 and builds stocks until 9 is reached. Each subsequent use simply builds stocks up to the new maximum of 9. The active frames shorten the more stocks Percival already has upon using it.

Overall a very good option to go for whenever Percival scores a hard knockdown with 50 meter on deck. While raising the stock limit to 9 for the rest of the match is nice, it's unlikely to build back up to that amount without using 22U again. This isn't a problem, however, as 9 stocks is plenty for Percival to overwhelm his opponent in neutral and apply overwhelming pressure in the corner. It also makes 214U an even more terrifying option as spending all 9 stocks on it can do half a health bar's worth of damage.

Version Cooldown Level
Lvl 0 Lvl 1 Lvl 2 Lvl 3 Lvl 4
Hitstun (Ground Hit) 14 16 18 20 22
Untechable (Air Hit) 14 16 18 20 22
Untechable (Air Counter Hit) 28 32 36 40 44
Blockstun (Ground) 10 12 14 16 18
Blockstun (Air) 19 21 23 25 27
Hitstop 10 10 12 14 16
Counter Hit Hitstop +2 +2 +4 +8 +12
Counter Hit Skybound Gauge gain
22U 180F after 3F 4

22U:

  • Ups the limit of orbs to 9, and gives Percival as many as he needs to hit that, the more he has initially, the shorter the duration of the move

Ultimate Anzünden

GBVS Fireball.png 236U or 5S+U

Version DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
236U 1200 All 11 +2 +6
  • Short fire-wave projectile that leaves a flame carpet dealing chip damage to opponents standing on it.
  • Projectile range slightly longer than f.H.
  • Flame carpet deals 1670 chip damage over 2 seconds as long as they stay on it regardless if they block or not.
  • Flame carpet chip damage cannot kill.

A unique version of Percival's fireball. Provides a single hit, but leaves a carpet of flames on the ground. An opponent standing in the flames takes gradual damage regardless of if they're blocking. This move has no changes depending on the amount of stocks Percival has.

Version Cooldown Level
Lvl 0 Lvl 1 Lvl 2 Lvl 3 Lvl 4
Hitstun (Ground Hit) 14 16 18 20 22
Untechable (Air Hit) 14 16 18 20 22
Untechable (Air Counter Hit) 28 32 36 40 44
Blockstun (Ground) 10 12 14 16 18
Blockstun (Air) 19 21 23 25 27
Hitstop 10 10 12 14 16
Counter Hit Hitstop +2 +2 +4 +8 +12
Counter Hit Skybound Gauge gain
236U 180F after 3F 4

236U:

  • Percival is in Counter Hit state frames 1-25.
  • Leaves a flame carpet on the ground, dealing damage over time for a short period of time if opponent is standing or crouching over it (maximum 1670 damage over 2 seconds)
  • Flame carpet persists for 438 frames if not activated.

Ultimate Platzen

GBVS Parry.png 623U or 6S+U

Version DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
623U 800, 100, 50×6, 200, 600 Mid 8 9 42 -36 HKD 1-16 Full

A reversal that beats safejabs. When connected at close-range, Percival follows up by slamming his opponent back down to earth and inflicting a hard knockdown. This can be followed by a safejump.

This move has no changes depending on the amount of stocks Percival has.

Ultimate Zerreissen

GBVS Sprint.png 214U or 4S+U

Version DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
214U 3000 [0, 3400~8000] Mid (Guard Crush) 12 5 42 +4 HKD (+50) [HKD (+41)]

If there's one move nobody wants to be hit by, it's Ultimate Zerreissen. Hitting with it at close range locks Percival into a cinematic, before unleashing a massive amount of damage by cashing out all of the stocks Percival has at once. A 9-stock 214U can easily halve a character's health bar when performed as a link To perform a second action after the first action completely finishes its animation. in combos or by itself in neutral.

  • Data in brackets refers to when triggering cinematic clean hit.
  • Consumes 1 Träumerei Orb on use, and all remaining orbs on when hitting on frame 12.
    • Missing the clean hit only spends 1 orb. No cinematic clean hit when used with 0 orbs. Wallbounces on hit only in either of these cases.
    • Each orb consumed adds a hit to the move when clean hitting, increasing its damage. The bonus damage per orb is non-linear, increasing at the higher amounts of orbs only available by first using Ultimate TräumereiGBVSR Percival 22U.pngGuardMidStartup9Recovery11Advantage-60~-15 earlier in the round.
      • The initial stab when the move triggers its clean hit counts as a 0 damage hit, reducing the damage of the move when used in a combo due to Damage Scaling.
Stocks On Use Damage Total Damage
9 0, 1200, 600×3, 400×4, 3400 8000
8 0, 600×3, 400×4, 3400 6800
7 0, 600×2, 400×4, 3400 6200
6 0, 600, 400×4, 3400 5600
5 0, 400×4, 3400 5000
4 0, 400×3, 3400 4600
3 0, 400×2, 3400 4200
2 0, 400, 3400 3800
1 0, 3400 3400
Version Cooldown Level
Lvl 0 Lvl 1 Lvl 2 Lvl 3 Lvl 4
Hitstun (Ground Hit) 14 16 18 20 22
Untechable (Air Hit) 14 16 18 20 22
Untechable (Air Counter Hit) 28 32 36 40 44
Blockstun (Ground) 10 12 14 16 18
Blockstun (Air) 19 21 23 25 27
Hitstop 10 10 12 14 16
Counter Hit Hitstop +2 +2 +4 +8 +12
Counter Hit Skybound Gauge gain
214U 180F after 3F 4

214U:

  • Triggers cinematic hit when hitting on frame 12 when consuming at least one Träumerei Orb.
  • Data in brackets refers to when triggering cinematic hit.

Skybound Art

Lohenwolf

236236H (Hold OK) or 236S (Hold OK)

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
4500 [3500] Mid [Unblockable] 6+7~146 6 30 -18 HKD 1-9 Full
10-15 Strike/Throw

Performs a powerful advancing attack that can be charged by holding down the button. On a close hit, it deals more damage and has a more advantaged hard knockdown. Since it covers a long range, it can be used as both a combo finisher or a counter from afar. However, it does not reach full screen and does not have invincibility against projectiles.

  • Unblockable when fully charged.
  • Recovers 1 Bravery Point for Percival during superflash.
  • Removes 1 Bravery Point from the opponent on close hit only.
  • Technical input raw damage: 4950


Super Skybound Art

Feuerrote Krone

236236U (Hold OK) or 236S+U (Hold OK)

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
5520→6240 [3000] Mid, All 9+7 37~91 Total 143~197 -18 HKD 1-18 Full

Percival launches a huge spiral of flames from his sword. On a close hit, launches into a cinematic fire tornado for increased damage, enforcing a hard knockdown that can lead to a safejump with a superjump. If the initial attack doesn't hit, the projectile afterwards travels fullscreen.

  • Holding the button increases the number of hits of the initial tornado from a minimum of 4 to a maximum of 12. Holds opponent in place during the charge, allowing for a full charge anywhere.
  • Recovers 1 Bravery Point for Percival during superflash.
  • Removes 2 Bravery Points from the opponent on close hit only. The listed damage assumes a 20% increase due to Bravery Penalty.
  • Technical input raw damage: 6072→6864


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Percival
To edit frame data, edit values in GBVSR/Percival/Data.


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