Toggle menu
Toggle preferences menu
Toggle personal menu
Not logged in
Your IP address will be publicly visible if you make any edits.

Overview

Overview
Born nearly 2000 years ago as a sickly boy always on death's bed, Cagliostro invented alchemy to transcend her mortality and gender, becoming one of the strongest and the cutest of those who dwell in the sky realm. She sports a wide array of tools for mid to long range and setplay in order to mess with her opponent anywhere from the screen and make the most of every advantageous situation. With both a high skill-ceiling and a higher than average skill-floor, this character takes dedication, but gives incredible reward when mastered. She can be held back by aspects such as lack of meterless reversal, heavy variance in effective strategies depending on matchup, and needing to find very precise situations to maximize her effectiveness. Despite this, Cagliostro rewards players for working around her weaknesses with varied setplay and situationally good damage.
Cagliostro
Health
16000
Prejump
5F
Backdash
18F
Walk Speed
104.8%Raw Value: 8.8
Backwalk Speed
96.8%Raw Value: 6
Dash Initial Speed
88.9%Raw Value: 9.6
Dash Acceleration Speed
107.4%Raw Value: 0.580
Unique Movement Options
Spare Body

Cagliostro is a defensive yet tricky setplay character who utilizes a variety of highly-specialized options to keep her opponents on their toes.

Pros
Cons
  • Good normals: Self-explanatoryGuardMidStartup9Recovery18Advantage-5.
  • Complex okizemeFrom Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups.: MehenGuardAllStartup35+15RecoveryTotal 33Advantage gives Cagliostro access to a variety of set-ups that allow her to smother the opponent on her oki.
  • Long range options: CollapseGuardMidStartup12Recovery17-148Advantage-6, Mehen, and CalculatedGuardMidStartup20Recovery27Advantage-5 allow Cagliostro to harass the enemy from a distance.
  • Reliance on resources: Cagliostro has no meterless reversal and can struggle to find advantage without spending resources. She has very little corner carry, damage, or meaningful okizeme normally.
  • Polarizing matchups: Cagliostro can struggle in match-ups where she must approach, or her tools are countered easily.
  • Very precise setups: Cagliostro's combo and setplay game are technical and nuanced, with small differences leading to missing out on important damage and okizeme.

Normal Moves

Ground Normals

c.L

DamageThe unscaled damage of the move. For Skills and Skybound Arts, the simple input damage is displayed.
GuardHow this attack can be guarded. Guarding either negates the damage from an attack entirely or reduces it to minor chip damage.
StartupThe amount of time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame.
ActiveThe amount of time during which an attack can hit the opponent. Numbers in parentheses refer to gaps during which there are no active hitboxes in the middle of an attack.
RecoveryThe amount of time an attacker must wait before they may perform another action, even blocking.
On-BlockA measure of frame advantage when the opponent blocks an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent blocks the first active frame of the attack.
On-HitA measure of frame advantage when the opponent is hit by an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent was hit with the first active frame of the attack on the ground at midscreen (i.e. corner-only wall bounces are not taken into account).
InvulnThe timing and duration during which a character cannot be hit. A common component of reversal moves.
600
Mid
5
3
6
+4
+8

True strike throw mixup available after this with c.M or c.H.

Links into:
Standing: c.L, f.L, 2L, c.M, f.M[ch], 2M, 2U, c.H[ch], f.H[ch]

Crouching: c.H, f.H, 2H[ch]
Level
On-Counter Hit
Cooldown
Skybound Art Gauge Gain
0


c.M

DamageThe unscaled damage of the move. For Skills and Skybound Arts, the simple input damage is displayed.
GuardHow this attack can be guarded. Guarding either negates the damage from an attack entirely or reduces it to minor chip damage.
StartupThe amount of time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame.
ActiveThe amount of time during which an attack can hit the opponent. Numbers in parentheses refer to gaps during which there are no active hitboxes in the middle of an attack.
RecoveryThe amount of time an attacker must wait before they may perform another action, even blocking.
On-BlockA measure of frame advantage when the opponent blocks an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent blocks the first active frame of the attack.
On-HitA measure of frame advantage when the opponent is hit by an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent was hit with the first active frame of the attack on the ground at midscreen (i.e. corner-only wall bounces are not taken into account).
InvulnThe timing and duration during which a character cannot be hit. A common component of reversal moves.
1100
Mid
6
3
15
-3
1
  • More minus than average at -3 instead of 0.

Also used in pressure and combos, especially as a frametrap.

Links into:
Standing Counterhit: c.L

Crouching Counterhit: c.M, 2L
Level
On-Counter Hit
Cooldown
Skybound Art Gauge Gain


c.H

DamageThe unscaled damage of the move. For Skills and Skybound Arts, the simple input damage is displayed.
GuardHow this attack can be guarded. Guarding either negates the damage from an attack entirely or reduces it to minor chip damage.
StartupThe amount of time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame.
ActiveThe amount of time during which an attack can hit the opponent. Numbers in parentheses refer to gaps during which there are no active hitboxes in the middle of an attack.
RecoveryThe amount of time an attacker must wait before they may perform another action, even blocking.
On-BlockA measure of frame advantage when the opponent blocks an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent blocks the first active frame of the attack.
On-HitA measure of frame advantage when the opponent is hit by an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent was hit with the first active frame of the attack on the ground at midscreen (i.e. corner-only wall bounces are not taken into account).
InvulnThe timing and duration during which a character cannot be hit. A common component of reversal moves.
1100, 3×100
Mid
9
8
20
-3
+1

Unique 4-hitting c.H that can used as a situational anti-air. Pushes the opponent fairly high up, allowing for her new optimal combos in Rising. Frame traps from c.L allowing for a simple strike throw mixup with a strong starter.

Links into: Nothing
Level
On-Counter Hit
Cooldown
Skybound Art Gauge Gain


Triple Attack

Version
DamageThe unscaled damage of the move. For Skills and Skybound Arts, the simple input damage is displayed.
GuardHow this attack can be guarded. Guarding either negates the damage from an attack entirely or reduces it to minor chip damage.
StartupThe amount of time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame.
ActiveThe amount of time during which an attack can hit the opponent. Numbers in parentheses refer to gaps during which there are no active hitboxes in the middle of an attack.
RecoveryThe amount of time an attacker must wait before they may perform another action, even blocking.
On-BlockA measure of frame advantage when the opponent blocks an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent blocks the first active frame of the attack.
On-HitA measure of frame advantage when the opponent is hit by an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent was hit with the first active frame of the attack on the ground at midscreen (i.e. corner-only wall bounces are not taken into account).
InvulnThe timing and duration during which a character cannot be hit. A common component of reversal moves.
c.XX
700
Mid
9
3
15
-3
+1
c.XXX
700
Mid
12
3
18
-4
0
c.XX6M
1000
Low
12
3
16
-4
KD +30
c.XX6H
1000
High
18
3
22
-4
+1 [Force Crouch]

c.XX

  • Second hit of a Triple Attack.

c.XXX

  • Safe, uninteresting ender. No notable attributes.

c.XX6M

  • Low Triple Attack ender.

c.XX6H

  • Overhead Triple Attack ender. Unlike the rest of the triple attack enders, c.XX6H is not gapless and will frametrap mash attempts. On counterhit provides a hard knockdown.
Version
Level
On-Counter Hit
Cooldown
Skybound Art Gauge Gain
c.XX
c.XXX
c.XX6M
3
c.XX6H
3


f.L

DamageThe unscaled damage of the move. For Skills and Skybound Arts, the simple input damage is displayed.
GuardHow this attack can be guarded. Guarding either negates the damage from an attack entirely or reduces it to minor chip damage.
StartupThe amount of time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame.
ActiveThe amount of time during which an attack can hit the opponent. Numbers in parentheses refer to gaps during which there are no active hitboxes in the middle of an attack.
RecoveryThe amount of time an attacker must wait before they may perform another action, even blocking.
On-BlockA measure of frame advantage when the opponent blocks an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent blocks the first active frame of the attack.
On-HitA measure of frame advantage when the opponent is hit by an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent was hit with the first active frame of the attack on the ground at midscreen (i.e. corner-only wall bounces are not taken into account).
InvulnThe timing and duration during which a character cannot be hit. A common component of reversal moves.
600
Mid
6
3
9
+1
+5

A far L with decent range. Good for converting off L pressure.

Links into:
Standing Counterhit: f.L

Crouching Counterhit: c.M
Level
On-Counter Hit
Cooldown
Skybound Art Gauge Gain


f.M

DamageThe unscaled damage of the move. For Skills and Skybound Arts, the simple input damage is displayed.
GuardHow this attack can be guarded. Guarding either negates the damage from an attack entirely or reduces it to minor chip damage.
StartupThe amount of time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame.
ActiveThe amount of time during which an attack can hit the opponent. Numbers in parentheses refer to gaps during which there are no active hitboxes in the middle of an attack.
RecoveryThe amount of time an attacker must wait before they may perform another action, even blocking.
On-BlockA measure of frame advantage when the opponent blocks an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent blocks the first active frame of the attack.
On-HitA measure of frame advantage when the opponent is hit by an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent was hit with the first active frame of the attack on the ground at midscreen (i.e. corner-only wall bounces are not taken into account).
InvulnThe timing and duration during which a character cannot be hit. A common component of reversal moves.
900
Mid
10
6
15
-6
-2
  • Longest range normal poke.
  • Inconsistently combos into 214L outside of maximum range, and always combos into 214U or 623U if you're willing to spend meter, otherwise doesn't usually get conversions.

In pressure using Cagliostro's varied special cancels between 5U, Trap, Spear or Teleport can still keep the opponent guessing and generate advantage.

Links into: Nothing
Level
On-Counter Hit
Cooldown
Skybound Art Gauge Gain


f.H

DamageThe unscaled damage of the move. For Skills and Skybound Arts, the simple input damage is displayed.
GuardHow this attack can be guarded. Guarding either negates the damage from an attack entirely or reduces it to minor chip damage.
StartupThe amount of time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame.
ActiveThe amount of time during which an attack can hit the opponent. Numbers in parentheses refer to gaps during which there are no active hitboxes in the middle of an attack.
RecoveryThe amount of time an attacker must wait before they may perform another action, even blocking.
On-BlockA measure of frame advantage when the opponent blocks an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent blocks the first active frame of the attack.
On-HitA measure of frame advantage when the opponent is hit by an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent was hit with the first active frame of the attack on the ground at midscreen (i.e. corner-only wall bounces are not taken into account).
InvulnThe timing and duration during which a character cannot be hit. A common component of reversal moves.
1000, 2x150
Mid
9
1,1,4
18
-5
-1
  • Less minus than f.M but way worse on whiff.

Important poke and your whiff punish of choice. Less range and higher recovery than f.M, but has high hitstun and three hits, making hitconfirming easier. Cancelling the first hit on counter-hit nets you more unique and damaging combos with Mehen.

Links into: Nothing
Level
On-Counter Hit
Cooldown
Skybound Art Gauge Gain


2L

DamageThe unscaled damage of the move. For Skills and Skybound Arts, the simple input damage is displayed.
GuardHow this attack can be guarded. Guarding either negates the damage from an attack entirely or reduces it to minor chip damage.
StartupThe amount of time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame.
ActiveThe amount of time during which an attack can hit the opponent. Numbers in parentheses refer to gaps during which there are no active hitboxes in the middle of an attack.
RecoveryThe amount of time an attacker must wait before they may perform another action, even blocking.
On-BlockA measure of frame advantage when the opponent blocks an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent blocks the first active frame of the attack.
On-HitA measure of frame advantage when the opponent is hit by an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent was hit with the first active frame of the attack on the ground at midscreen (i.e. corner-only wall bounces are not taken into account).
InvulnThe timing and duration during which a character cannot be hit. A common component of reversal moves.
400
Low
6
3
10
-2
+2

Minus on block but chains into itself and f.L, allowing you to threaten frametraps or safely end with a gapless string.

Links into Crouching Counterhit: c.L
Level
On-Counter Hit
Cooldown
Skybound Art Gauge Gain


2M

DamageThe unscaled damage of the move. For Skills and Skybound Arts, the simple input damage is displayed.
GuardHow this attack can be guarded. Guarding either negates the damage from an attack entirely or reduces it to minor chip damage.
StartupThe amount of time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame.
ActiveThe amount of time during which an attack can hit the opponent. Numbers in parentheses refer to gaps during which there are no active hitboxes in the middle of an attack.
RecoveryThe amount of time an attacker must wait before they may perform another action, even blocking.
On-BlockA measure of frame advantage when the opponent blocks an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent blocks the first active frame of the attack.
On-HitA measure of frame advantage when the opponent is hit by an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent was hit with the first active frame of the attack on the ground at midscreen (i.e. corner-only wall bounces are not taken into account).
InvulnThe timing and duration during which a character cannot be hit. A common component of reversal moves.
900
Mid
8
3
16
-4
0

Similar to 5M, with less range but less startup, less recovery and a lower to the ground hitbox. Not a low, but stuffs rolls.

Suffers as a punish tool due to being slower than the average 2M and having travel time on its hitbox as well, taking 10f to hit at max range. This is especially apparent against spaced low 66Ms.

Links into Crouching Counterhit: c.L
Level
On-Counter Hit
Cooldown
Skybound Art Gauge Gain


2H

DamageThe unscaled damage of the move. For Skills and Skybound Arts, the simple input damage is displayed.
GuardHow this attack can be guarded. Guarding either negates the damage from an attack entirely or reduces it to minor chip damage.
StartupThe amount of time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame.
ActiveThe amount of time during which an attack can hit the opponent. Numbers in parentheses refer to gaps during which there are no active hitboxes in the middle of an attack.
RecoveryThe amount of time an attacker must wait before they may perform another action, even blocking.
On-BlockA measure of frame advantage when the opponent blocks an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent blocks the first active frame of the attack.
On-HitA measure of frame advantage when the opponent is hit by an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent was hit with the first active frame of the attack on the ground at midscreen (i.e. corner-only wall bounces are not taken into account).
InvulnThe timing and duration during which a character cannot be hit. A common component of reversal moves.
1300
Mid
11
6
24
-13
-9

Average anti-air with high reward on anti-air CHs. Hits slightly behind Cagliostro.

Links into: Nothing
Level
On-Counter Hit
Cooldown
Skybound Art Gauge Gain


2U

DamageThe unscaled damage of the move. For Skills and Skybound Arts, the simple input damage is displayed.
GuardHow this attack can be guarded. Guarding either negates the damage from an attack entirely or reduces it to minor chip damage.
StartupThe amount of time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame.
ActiveThe amount of time during which an attack can hit the opponent. Numbers in parentheses refer to gaps during which there are no active hitboxes in the middle of an attack.
RecoveryThe amount of time an attacker must wait before they may perform another action, even blocking.
On-BlockA measure of frame advantage when the opponent blocks an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent blocks the first active frame of the attack.
On-HitA measure of frame advantage when the opponent is hit by an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent was hit with the first active frame of the attack on the ground at midscreen (i.e. corner-only wall bounces are not taken into account).
InvulnThe timing and duration during which a character cannot be hit. A common component of reversal moves.
700
Low
7
6
21
-12
HKD
A low that causes hard knockdown on grounded hit. Travels forward making it hit later and therefore be less disadvantageous on block when spaced. At max distance it hits in 11f and is -8 on block.
Level
On-Counter Hit
Cooldown
Skybound Art Gauge Gain
2


Dash Normals

66L

DamageThe unscaled damage of the move. For Skills and Skybound Arts, the simple input damage is displayed.
GuardHow this attack can be guarded. Guarding either negates the damage from an attack entirely or reduces it to minor chip damage.
StartupThe amount of time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame.
ActiveThe amount of time during which an attack can hit the opponent. Numbers in parentheses refer to gaps during which there are no active hitboxes in the middle of an attack.
RecoveryThe amount of time an attacker must wait before they may perform another action, even blocking.
On-BlockA measure of frame advantage when the opponent blocks an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent blocks the first active frame of the attack.
On-HitA measure of frame advantage when the opponent is hit by an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent was hit with the first active frame of the attack on the ground at midscreen (i.e. corner-only wall bounces are not taken into account).
InvulnThe timing and duration during which a character cannot be hit. A common component of reversal moves.
600
Mid
8
3
10 [15]
+2
+6

Slightly plus, like every 66L in Rising. Stubbier than average.

Links into:
Standing: c.L, c.M, 2U[ch]

Crouching: c.H[ch], f.H[ch], 2U
Level
On-Counter Hit
Cooldown
Skybound Art Gauge Gain
2
+8
  • Frame data in brackets refers to when move whiffs.
  • Clash Level 1
  • Cagliostro cannot dash for 4 frames after recovery ends.


66M

DamageThe unscaled damage of the move. For Skills and Skybound Arts, the simple input damage is displayed.
GuardHow this attack can be guarded. Guarding either negates the damage from an attack entirely or reduces it to minor chip damage.
StartupThe amount of time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame.
ActiveThe amount of time during which an attack can hit the opponent. Numbers in parentheses refer to gaps during which there are no active hitboxes in the middle of an attack.
RecoveryThe amount of time an attacker must wait before they may perform another action, even blocking.
On-BlockA measure of frame advantage when the opponent blocks an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent blocks the first active frame of the attack.
On-HitA measure of frame advantage when the opponent is hit by an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent was hit with the first active frame of the attack on the ground at midscreen (i.e. corner-only wall bounces are not taken into account).
InvulnThe timing and duration during which a character cannot be hit. A common component of reversal moves.
1100
High
26
5
18
-6
Air Tech +20
One of Cagliostro's only two overheads, alongside c.XX6H. Both unsafe and unrewarding unless it hits the enemy into a trap.
Level
On-Counter Hit
Cooldown
Skybound Art Gauge Gain
2


66H

DamageThe unscaled damage of the move. For Skills and Skybound Arts, the simple input damage is displayed.
GuardHow this attack can be guarded. Guarding either negates the damage from an attack entirely or reduces it to minor chip damage.
StartupThe amount of time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame.
ActiveThe amount of time during which an attack can hit the opponent. Numbers in parentheses refer to gaps during which there are no active hitboxes in the middle of an attack.
RecoveryThe amount of time an attacker must wait before they may perform another action, even blocking.
On-BlockA measure of frame advantage when the opponent blocks an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent blocks the first active frame of the attack.
On-HitA measure of frame advantage when the opponent is hit by an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent was hit with the first active frame of the attack on the ground at midscreen (i.e. corner-only wall bounces are not taken into account).
InvulnThe timing and duration during which a character cannot be hit. A common component of reversal moves.
1100
Mid
15
10
29 [35]
-8
+6
An unusual 66H. Cagliostro vaults over the enemy's head to sideswap on hit or block, and the enemy will be pushed about two character lengths back where Cagliostro came from. Can be used to push enemies into traps during pressure. Punishable unless opponent activates trap shortly after. Bounces the opponent up high enough to connect into 2H on air hit, including out of traps.
Level
On-Counter Hit
Cooldown
Skybound Art Gauge Gain
2
  • Data in [] denotes on contact.
  • On contact, immediately enters recovery


Air Normals

j.L

DamageThe unscaled damage of the move. For Skills and Skybound Arts, the simple input damage is displayed.
GuardHow this attack can be guarded. Guarding either negates the damage from an attack entirely or reduces it to minor chip damage.
StartupThe amount of time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame.
ActiveThe amount of time during which an attack can hit the opponent. Numbers in parentheses refer to gaps during which there are no active hitboxes in the middle of an attack.
RecoveryThe amount of time an attacker must wait before they may perform another action, even blocking.
On-BlockA measure of frame advantage when the opponent blocks an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent blocks the first active frame of the attack.
On-HitA measure of frame advantage when the opponent is hit by an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent was hit with the first active frame of the attack on the ground at midscreen (i.e. corner-only wall bounces are not taken into account).
InvulnThe timing and duration during which a character cannot be hit. A common component of reversal moves.
600
High/Air
5
Until L
1

Fastest air attack. Can be used for F-shikiSometimes known as "Fuzzy Overhead". When you are in blockstun, you can switch high/low blocking, but your blocking animation and hurtbox does not change until you leave blockstun or block another attack. F-Shikis take advantage of this and use overheads that would miss on crouching characters, but not on standing characters. setups as it hits the standing guard of some tall enough characters on the way up.

List of characters that can be F-shiki by this move:

Level
On-Counter Hit
Cooldown
Skybound Art Gauge Gain


j.M

DamageThe unscaled damage of the move. For Skills and Skybound Arts, the simple input damage is displayed.
GuardHow this attack can be guarded. Guarding either negates the damage from an attack entirely or reduces it to minor chip damage.
StartupThe amount of time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame.
ActiveThe amount of time during which an attack can hit the opponent. Numbers in parentheses refer to gaps during which there are no active hitboxes in the middle of an attack.
RecoveryThe amount of time an attacker must wait before they may perform another action, even blocking.
On-BlockA measure of frame advantage when the opponent blocks an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent blocks the first active frame of the attack.
On-HitA measure of frame advantage when the opponent is hit by an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent was hit with the first active frame of the attack on the ground at midscreen (i.e. corner-only wall bounces are not taken into account).
InvulnThe timing and duration during which a character cannot be hit. A common component of reversal moves.
800
High/Air
6
6
Until L+1
Has the longest range of all her air buttons, making it Cagliostro's go-to air to air.
Level
On-Counter Hit
Cooldown
Skybound Art Gauge Gain


j.H

DamageThe unscaled damage of the move. For Skills and Skybound Arts, the simple input damage is displayed.
GuardHow this attack can be guarded. Guarding either negates the damage from an attack entirely or reduces it to minor chip damage.
StartupThe amount of time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame.
ActiveThe amount of time during which an attack can hit the opponent. Numbers in parentheses refer to gaps during which there are no active hitboxes in the middle of an attack.
RecoveryThe amount of time an attacker must wait before they may perform another action, even blocking.
On-BlockA measure of frame advantage when the opponent blocks an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent blocks the first active frame of the attack.
On-HitA measure of frame advantage when the opponent is hit by an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent was hit with the first active frame of the attack on the ground at midscreen (i.e. corner-only wall bounces are not taken into account).
InvulnThe timing and duration during which a character cannot be hit. A common component of reversal moves.
1000
High/Air
8
6
Until L+1
Cagliostro's jump in tool.
Level
On-Counter Hit
Cooldown
Skybound Art Gauge Gain


Unique Action

Collapse (Conjure)

5U or j.U

Version
DamageThe unscaled damage of the move. For Skills and Skybound Arts, the simple input damage is displayed.
GuardHow this attack can be guarded. Guarding either negates the damage from an attack entirely or reduces it to minor chip damage.
StartupThe amount of time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame.
ActiveThe amount of time during which an attack can hit the opponent. Numbers in parentheses refer to gaps during which there are no active hitboxes in the middle of an attack.
RecoveryThe amount of time an attacker must wait before they may perform another action, even blocking.
On-BlockA measure of frame advantage when the opponent blocks an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent blocks the first active frame of the attack.
On-HitA measure of frame advantage when the opponent is hit by an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent was hit with the first active frame of the attack on the ground at midscreen (i.e. corner-only wall bounces are not taken into account).
InvulnThe timing and duration during which a character cannot be hit. A common component of reversal moves.
5U
900
Mid
12
4
17-148
-6
KD (+31)
j.U
900
All
11
4
Until L+6

Cagliostro's 5U can be canceled into from any normal except dash attacks and 2U.
j.U can also be canceled into from air normals.


Cagliostro poses, charging up a rock for as long as the player holds U, to a maximum of 163 frames. The rock levels up once with the initial press, and then approximately once every 25 frames while U is held. Releasing will store the rock, which can later be thrown.

5U can absorb one projectile hit while it is deployed, and the rock comes out fast enough to absorb fireballs in neutral on reaction. The rock also has an attack hitbox when it initially spawns. Cagliostro can also use this attack as a safe blockstring ender, as it pushes her back too far to be punished.

5U can be canceled into 6U to immediately throw the rock. This creates a natural frametrap, though with low reward, and can catch enemies trying to take their turn after Cagliostro's minus frames. The pushback from 5U also generally puts Cagliostro far enough away that level 1 6U will be safe and level 2+ will be plus.

The air version stalls her air momentum almost completely while it is deployed.
Version
Level
On-Counter Hit
Cooldown
Skybound Art Gauge Gain
5U
j.U

5U

  • Grants additional 1/2/3/4/5 level(s) after 12/35/60/85/110F inside recovery\Destroys projectiles ?-(?-?)\Counterhit state 1-(20-151)\Cancelable into 6U on hit, block, or whiff

j.U

  • Grants additional 1/2/3/4/5 level(s) after 11/44/74/104F inside recovery\Destroys projectiles ?-(?-?)\Counterhit state 1-(?-?)\ Cancelable into j.2/6U on hit, block, or whiff


Collapse (Fire)

6U

Version
DamageThe unscaled damage of the move. For Skills and Skybound Arts, the simple input damage is displayed.
GuardHow this attack can be guarded. Guarding either negates the damage from an attack entirely or reduces it to minor chip damage.
StartupThe amount of time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame.
ActiveThe amount of time during which an attack can hit the opponent. Numbers in parentheses refer to gaps during which there are no active hitboxes in the middle of an attack.
RecoveryThe amount of time an attacker must wait before they may perform another action, even blocking.
On-BlockA measure of frame advantage when the opponent blocks an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent blocks the first active frame of the attack.
On-HitA measure of frame advantage when the opponent is hit by an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent was hit with the first active frame of the attack on the ground at midscreen (i.e. corner-only wall bounces are not taken into account).
InvulnThe timing and duration during which a character cannot be hit. A common component of reversal moves.
6U Level 1
600
All
18
Total 45
-8
-4
6U Level 2
400×2
All
18
Total 45
0
+4
6U Level 3
300×2, 400
All
18
Total 45
+2
+6
6U Level 4
300×4
All
18
Total 45
+4
+8
6U Level 5
300×5
All
18
Total 45
+7
KD

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

At low levels it mostly acts as a low-risk low-reward cancel option off pokes, but as it gains levels it becomes more rewarding, gains more hits and higher advantage. At level 3+ it becomes plus enough on hit to link into c.M in the corner, enabling new grounded combo extensions.

The fired projectile gains P1 durability level equal to the level of charge, so for example a level 4 projectile will cancel out 4 hits of an incomming P1 projectiles. This move will still lose to any P2 projectiles regardless of level.

At level 5, the projectile moves more slowly than the other versions, so if Cag gets enough space to charge and throw a LV5 rock she can move in behind it.
Version
Level
On-Counter Hit
Cooldown
Skybound Art Gauge Gain
6U Level 1
6U Level 2
6U Level 3
6U Level 4
6U Level 5

6U Level 1

  • Counterhit state 1-40

6U Level 2

  • Counterhit state 1-40

6U Level 3

  • Counterhit state 1-40

6U Level 4

  • Counterhit state 1-40

6U Level 5

  • Counterhit state 1-40


Collapse (Fire, Air)

j.2U or j.6U

Version
DamageThe unscaled damage of the move. For Skills and Skybound Arts, the simple input damage is displayed.
GuardHow this attack can be guarded. Guarding either negates the damage from an attack entirely or reduces it to minor chip damage.
StartupThe amount of time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame.
ActiveThe amount of time during which an attack can hit the opponent. Numbers in parentheses refer to gaps during which there are no active hitboxes in the middle of an attack.
RecoveryThe amount of time an attacker must wait before they may perform another action, even blocking.
On-BlockA measure of frame advantage when the opponent blocks an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent blocks the first active frame of the attack.
On-HitA measure of frame advantage when the opponent is hit by an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent was hit with the first active frame of the attack on the ground at midscreen (i.e. corner-only wall bounces are not taken into account).
InvulnThe timing and duration during which a character cannot be hit. A common component of reversal moves.
j.2/6U Level 1
600
All
22 [15]
Until L+9
j.2/6U Level 2
400×2
All
22 [15]
Until L+9
j.2/6U Level 3
300×2, 400
All
22 [15]
Until L+9
j.2/6U Level 4
300×4
All
22 [15]
Until L+9
j.2/6U Level 5
300×5
All
22 [15]
Until L+9

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

The fired projectile gains P1 durability level equal to the level of charge, so for example a level 4 projectile will cancel out 4 hits of an incomming P1 projectiles. This move will still lose to any P2 projectiles regardless of level.
Version
Level
On-Counter Hit
Cooldown
Skybound Art Gauge Gain
j.2/6U Level 1
j.2/6U Level 2
j.2/6U Level 3
j.2/6U Level 4
j.2/6U Level 5

j.2/6U Level 1

  • Counterhit state 1-40\Numbers in [] denotes the startup when canceled from j.U

j.2/6U Level 2

  • Counterhit state 1-40\Numbers in [] denotes the startup when canceled from j.U

j.2/6U Level 3

  • Counterhit state 1-40\Numbers in [] denotes the startup when canceled from j.U

j.2/6U Level 4

  • Counterhit state 1-40\Numbers in [] denotes the startup when canceled from j.U

j.2/6U Level 5

  • Counterhit state 1-40\Numbers in [] denotes the startup when canceled from j.U


Universal Mechanics

Ground Throw

L+U or L+M

DamageThe unscaled damage of the move. For Skills and Skybound Arts, the simple input damage is displayed.
GuardHow this attack can be guarded. Guarding either negates the damage from an attack entirely or reduces it to minor chip damage.
StartupThe amount of time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame.
ActiveThe amount of time during which an attack can hit the opponent. Numbers in parentheses refer to gaps during which there are no active hitboxes in the middle of an attack.
RecoveryThe amount of time an attacker must wait before they may perform another action, even blocking.
On-BlockA measure of frame advantage when the opponent blocks an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent blocks the first active frame of the attack.
On-HitA measure of frame advantage when the opponent is hit by an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent was hit with the first active frame of the attack on the ground at midscreen (i.e. corner-only wall bounces are not taken into account).
InvulnThe timing and duration during which a character cannot be hit. A common component of reversal moves.
2500
Throw
4
3
31
HKD (+44)
A regular throw that becomes very scary thanks to Cagliostro's traps. If an opponent is thrown into an active ground or air trap, it triggers, allowing for strong combo conversions.
Level
On-Counter Hit
Cooldown
Skybound Art Gauge Gain
0, 4


Air Throw

j.L+U or j.L+M

DamageThe unscaled damage of the move. For Skills and Skybound Arts, the simple input damage is displayed.
GuardHow this attack can be guarded. Guarding either negates the damage from an attack entirely or reduces it to minor chip damage.
StartupThe amount of time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame.
ActiveThe amount of time during which an attack can hit the opponent. Numbers in parentheses refer to gaps during which there are no active hitboxes in the middle of an attack.
RecoveryThe amount of time an attacker must wait before they may perform another action, even blocking.
On-BlockA measure of frame advantage when the opponent blocks an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent blocks the first active frame of the attack.
On-HitA measure of frame advantage when the opponent is hit by an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent was hit with the first active frame of the attack on the ground at midscreen (i.e. corner-only wall bounces are not taken into account).
InvulnThe timing and duration during which a character cannot be hit. A common component of reversal moves.
2500
5
5
Until L+6
HKD
Spikes the opponent into the ground. Like ground throw, allows for conversions if the opponent is launched into a trap this way, although this will not come up as often.
Level
On-Counter Hit
Cooldown
Skybound Art Gauge Gain


Raging Strike

M+H

DamageThe unscaled damage of the move. For Skills and Skybound Arts, the simple input damage is displayed.
GuardHow this attack can be guarded. Guarding either negates the damage from an attack entirely or reduces it to minor chip damage.
StartupThe amount of time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame.
ActiveThe amount of time during which an attack can hit the opponent. Numbers in parentheses refer to gaps during which there are no active hitboxes in the middle of an attack.
RecoveryThe amount of time an attacker must wait before they may perform another action, even blocking.
On-BlockA measure of frame advantage when the opponent blocks an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent blocks the first active frame of the attack.
On-HitA measure of frame advantage when the opponent is hit by an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent was hit with the first active frame of the attack on the ground at midscreen (i.e. corner-only wall bounces are not taken into account).
InvulnThe timing and duration during which a character cannot be hit. A common component of reversal moves.
1500
Guard Crush 45 [52]
28
1
37
+8 [+15]
+15

Costs 1 Bravery PointClick for more information on Raging Strike
Guard Crushes against block, launches on hit • Won't Guard Crush against opponent in blockstun


Level
On-Counter Hit
Cooldown
Skybound Art Gauge Gain
0


Raging Chain

M+H after successful Raging Strike

DamageThe unscaled damage of the move. For Skills and Skybound Arts, the simple input damage is displayed.
GuardHow this attack can be guarded. Guarding either negates the damage from an attack entirely or reduces it to minor chip damage.
StartupThe amount of time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame.
ActiveThe amount of time during which an attack can hit the opponent. Numbers in parentheses refer to gaps during which there are no active hitboxes in the middle of an attack.
RecoveryThe amount of time an attacker must wait before they may perform another action, even blocking.
On-BlockA measure of frame advantage when the opponent blocks an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent blocks the first active frame of the attack.
On-HitA measure of frame advantage when the opponent is hit by an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent was hit with the first active frame of the attack on the ground at midscreen (i.e. corner-only wall bounces are not taken into account).
InvulnThe timing and duration during which a character cannot be hit. A common component of reversal moves.
1000
Mid
13
5
14
+15

Costs 25% Skybound GaugeClick for more information on Raging Chain
Guaranteed follow-up after a Raging Strike hits or against a foe in Guard Crush • Moves close enough for c.HGuardMidStartup9Recovery20Advantage-3 to link


A follow-up after a Raging StrikeGuardGuard Crush 45 [52]Startup28Recovery37Advantage+8 [+15] hits. It automatically moves forward enough to be in range of c.HGuardMidStartup9Recovery20Advantage-3, regardless of how far the Raging Strike hit from.
Level
On-Counter Hit
Cooldown
Skybound Art Gauge Gain
-2500


Brave Counter

M+H during Blockstun or Guard Crush

DamageThe unscaled damage of the move. For Skills and Skybound Arts, the simple input damage is displayed.
GuardHow this attack can be guarded. Guarding either negates the damage from an attack entirely or reduces it to minor chip damage.
StartupThe amount of time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame.
ActiveThe amount of time during which an attack can hit the opponent. Numbers in parentheses refer to gaps during which there are no active hitboxes in the middle of an attack.
RecoveryThe amount of time an attacker must wait before they may perform another action, even blocking.
On-BlockA measure of frame advantage when the opponent blocks an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent blocks the first active frame of the attack.
On-HitA measure of frame advantage when the opponent is hit by an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent was hit with the first active frame of the attack on the ground at midscreen (i.e. corner-only wall bounces are not taken into account).
InvulnThe timing and duration during which a character cannot be hit. A common component of reversal moves.
500
Mid
10
3
19
-2
Air Recovery +21
1~13 All

Costs 1 Bravery PointRequires being in blockstunWhen a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.Click for more information on Brave Counter
Universal guard cancelAn attack which can be performed while the user is in blockstun. • Deals no damage when opponent has less than 500 health • Uses Cagliostro's c.MGuardMidStartup6Recovery15Advantage-3 animation


Level
On-Counter Hit
Cooldown
Skybound Art Gauge Gain
0



Skills

Mehen

236L/M/H (Air OK) or 5S/S+M/S+H (Air OK)

Version
DamageThe unscaled damage of the move. For Skills and Skybound Arts, the simple input damage is displayed.
GuardHow this attack can be guarded. Guarding either negates the damage from an attack entirely or reduces it to minor chip damage.
StartupThe amount of time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame.
ActiveThe amount of time during which an attack can hit the opponent. Numbers in parentheses refer to gaps during which there are no active hitboxes in the middle of an attack.
RecoveryThe amount of time an attacker must wait before they may perform another action, even blocking.
On-BlockA measure of frame advantage when the opponent blocks an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent blocks the first active frame of the attack.
On-HitA measure of frame advantage when the opponent is hit by an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent was hit with the first active frame of the attack on the ground at midscreen (i.e. corner-only wall bounces are not taken into account).
InvulnThe timing and duration during which a character cannot be hit. A common component of reversal moves.
236L
800
All
35+15
Total 33
236M
800
All
50
Total 33
236H
800×2
All
38
Total 33
j.236L
800
All
39
Until L+4
j.236M
800
All
39
Until L+4
j.236H
800×2
All
39
Until L+4

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

  • 236L: Directly at Cagliostro's feet
  • 236M: A character length and a half in front of Cagliostro
  • j.236L: Midair, approximately half screen away from Cagliostro
  • j.236M: Midair, about 70% of full screen distance from Cagliostro

The H version of these places both traps at the same time with the startup of the L version. They also are primed faster, and are only techable once the opponent touches the ground. Unfortunately, H traps will not start their cooldown until both of them have been destroyed or expired.

Ground traps are counted independently from air traps. A grounded L or M trap will remove any other grounded traps, but aerial traps will remain, and vice versa. Using 236U will remove ALL other traps.

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

As a setplay tool:

  • Ground traps beneath the opponent will trigger after their wakeup with a short delay. They will not protect you from reversals, but still give you plus frames.
  • Ground traps behind the opponent will trigger as soon as your pressure pushes your opponent into the trap, or give you a conversion from throw, 66M, c.XX6M or c.XX6H.
  • Air traps above the opponent give Cagliostro a conversion from throw or 66M. This massively increases the reward of throws and 66M. However they are easily cleared with air block.
Traps universally have a limit of three in one combo before the opponent will immediately recover without opportunity for a follow-up.
Version
Level
On-Counter Hit
Cooldown
Skybound Art Gauge Gain
236L
20F starting 3F
236M
20F starting 3F
236H
420F after both trap disappeared
j.236L
20F starting 3F
j.236M
20F starting 3F
j.236H
420F after both traps disappear

236L

  • Cagliostro is in Counter Hit state for the entire move duration.

236M

  • Cagliostro is in Counter Hit state for the entire move duration.

j.236L

  • Cagliostro is in Counter Hit state frames 1-40.

j.236M

  • Cagliostro is in Counter Hit state frames 1-40.

j.236H

  • Cagliostro is in Counter Hit state frames 1-40.


Calculated

623L/M/H or 66S/S+M/S+H

Version
DamageThe unscaled damage of the move. For Skills and Skybound Arts, the simple input damage is displayed.
GuardHow this attack can be guarded. Guarding either negates the damage from an attack entirely or reduces it to minor chip damage.
StartupThe amount of time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame.
ActiveThe amount of time during which an attack can hit the opponent. Numbers in parentheses refer to gaps during which there are no active hitboxes in the middle of an attack.
RecoveryThe amount of time an attacker must wait before they may perform another action, even blocking.
On-BlockA measure of frame advantage when the opponent blocks an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent blocks the first active frame of the attack.
On-HitA measure of frame advantage when the opponent is hit by an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent was hit with the first active frame of the attack on the ground at midscreen (i.e. corner-only wall bounces are not taken into account).
InvulnThe timing and duration during which a character cannot be hit. A common component of reversal moves.
623L
1000
Mid
20
5
27
-5
KD (+34)
623M
1000
Mid
24
5
23
-1
KD (+35)
623H
1800
Mid
20
5
27
-5
KD (+42)

Cagliostro poses, causing a spear to erupt from the ground. A zoning and combo tool that synergizes well with traps. All versions are slow and don't track fast-moving opponents well, but will launch the opponent on hit and lead to high damage or free pressure when knocking opponents into traps. All versions are air unblockable, sometimes allowing for Cagliostro to interrupt attempts to air block traps. When Cagliostro has rock charged it will cover her to block one fireball during this animation.


623L
  • Tracks from point blank to about one character width away.
  • Hits the opponent away from Cagliostro.

623M
  • Tracks from about one character width away to about 3/4 screen away
  • Able to be confirmed into faster normals at close range.
  • Hits the opponent towards Cagliostro.

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


623H
  • Tracks from point blank to about half-screen.
  • Hits the opponent away from Cagliostro.
623H allows for corner conversions even without traps.
Version
Level
On-Counter Hit
Cooldown
Skybound Art Gauge Gain
623L
3
20F starting 3F
623M
3
20F starting 3F
623H
3
420F starting 3F

623L

  • Destroys opponent projectiles if Collapse is equipped frames 17-47

623M

  • Destroys opponent projectiles if Collapse is equipped frames 21-47

623H

  • Destroys opponent projectiles if Collapse is equipped frames 17-47


Alexandria

214L/M/H or 4S/S+M/S+H

Version
DamageThe unscaled damage of the move. For Skills and Skybound Arts, the simple input damage is displayed.
GuardHow this attack can be guarded. Guarding either negates the damage from an attack entirely or reduces it to minor chip damage.
StartupThe amount of time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame.
ActiveThe amount of time during which an attack can hit the opponent. Numbers in parentheses refer to gaps during which there are no active hitboxes in the middle of an attack.
RecoveryThe amount of time an attacker must wait before they may perform another action, even blocking.
On-BlockA measure of frame advantage when the opponent blocks an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent blocks the first active frame of the attack.
On-HitA measure of frame advantage when the opponent is hit by an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent was hit with the first active frame of the attack on the ground at midscreen (i.e. corner-only wall bounces are not taken into account).
InvulnThe timing and duration during which a character cannot be hit. A common component of reversal moves.
214L
1000
Mid
15
10
16
0 ~ -9
KD (+26)
214M
1200
Mid
21
13
16
0 ~ -12
KD (23)
214H
1500
Mid
12
13
16
0 ~ -12
KD (+23)

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

Cagliostro leaps forward, Alexandria surrounding her. All versions of this move are unsafe on block to the point of being punishable, but may be safe if spaced properly. Invincible to low attacks while Cagliostro is mid-leap.

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

Near the corner, H Alexandria will wallbounce for a combo extension.
Version
Level
On-Counter Hit
Cooldown
Skybound Art Gauge Gain
214L
3
20F starting 3F
214M
3
20F starting 3F
214H
3
420F starting 3F

214L

  • Clash Level 2\Airborne during active frames

214M

  • Airborne during active

214H

  • Airborne during active


Spare Body

22L/M/H (Air OK) or 2S/S+M/S+H (Air OK)

Version
DamageThe unscaled damage of the move. For Skills and Skybound Arts, the simple input damage is displayed.
GuardHow this attack can be guarded. Guarding either negates the damage from an attack entirely or reduces it to minor chip damage.
StartupThe amount of time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame.
ActiveThe amount of time during which an attack can hit the opponent. Numbers in parentheses refer to gaps during which there are no active hitboxes in the middle of an attack.
RecoveryThe amount of time an attacker must wait before they may perform another action, even blocking.
On-BlockA measure of frame advantage when the opponent blocks an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent blocks the first active frame of the attack.
On-HitA measure of frame advantage when the opponent is hit by an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent was hit with the first active frame of the attack on the ground at midscreen (i.e. corner-only wall bounces are not taken into account).
InvulnThe timing and duration during which a character cannot be hit. A common component of reversal moves.
22L
30
13-21 All
22M
39
14-33 All
22H
1500
Mid
13
5
19
+2
KD (+38)
13-30 All
j.22L
34
13-25 All
j.22M
39
14-33 All
j.22H
1500
All
13
5
17
+3
KD
13-28 All

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


22L
  • Cagliostro teleports backwards around backdash length.

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


22M
  • Cagliostro teleports a set distance forward.

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


22H
  • Cagliostro performs a hit before teleporting forward, directly behind the opponent.

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

IASInstant Air Special
Conceptually includes Tiger KneePerforming a special as soon as possible after becoming airborne. Usually, but not always, involves an input trick.
For Example: 2369S for a j.236S input.
j.22H is especially powerful for throw baiting, as enemies attempting to guess tech Cagliostro's throw will eat a full combo. However the move whiffs on most crouching opponents which limits the move's use in this regard against aware opponents.
Version
Level
On-Counter Hit
Cooldown
Skybound Art Gauge Gain
22L
20F starting 3F
22M
20F starting 3F
22H
420F starting 3F
j.22L
20F starting 3F
j.22M
20F starting 3F
j.22H
420F starting 3F

j.22L

  • Move unavaliable until Jump+3F

j.22M

  • Move unavaliable until Jump+3F

j.22H

  • Move unavaliable until Jump+3F


Ultimate Skills

Ultimate Mehen

236U (Air OK) or 5S+U (Air OK)

Version
DamageThe unscaled damage of the move. For Skills and Skybound Arts, the simple input damage is displayed.
GuardHow this attack can be guarded. Guarding either negates the damage from an attack entirely or reduces it to minor chip damage.
StartupThe amount of time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame.
ActiveThe amount of time during which an attack can hit the opponent. Numbers in parentheses refer to gaps during which there are no active hitboxes in the middle of an attack.
RecoveryThe amount of time an attacker must wait before they may perform another action, even blocking.
On-BlockA measure of frame advantage when the opponent blocks an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent blocks the first active frame of the attack.
On-HitA measure of frame advantage when the opponent is hit by an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent was hit with the first active frame of the attack on the ground at midscreen (i.e. corner-only wall bounces are not taken into account).
InvulnThe timing and duration during which a character cannot be hit. A common component of reversal moves.
236U
900×2
All
Total 20
+43
HKD
j.236U
900×2
All
Until L+7
+34
HKD
  • Requires 50% meter, refunds 25% on hit and 12.5% on block.

Places a significantly larger version of Mehen in front of Cagliostro that lasts for a marginally shorter duration. Hits twice, the first hit locking the opponent inside and the second hit popping them back out. The air version places it much further forward than the ground version, limiting its usage for anti-air baits. Unlike regular Mehen, it can't be destroyed by enemy attacks, but it will still disappear if Cagliostro gets hit.

As a combo ender it gives by far the most frame advantage of any of Cagliostro's options, with a hard knockdown plus an advantage of over +100 depending on height. Unfortunately, it removes all other traps on activation and puts 236X on a brief cooldown, so she can't easily take advantage of it for trap setplay. It does however give her enough time to fully charge 5U.
Version
Level
On-Counter Hit
Cooldown
Skybound Art Gauge Gain
236U
180F after trap disappeared
j.236U
180F after trap disappeared

236U

  • Counterhit state for entire move

j.236U

  • Counterhit state 1-25


Ultimate Calculated

623U or 6S+U

DamageThe unscaled damage of the move. For Skills and Skybound Arts, the simple input damage is displayed.
GuardHow this attack can be guarded. Guarding either negates the damage from an attack entirely or reduces it to minor chip damage.
StartupThe amount of time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame.
ActiveThe amount of time during which an attack can hit the opponent. Numbers in parentheses refer to gaps during which there are no active hitboxes in the middle of an attack.
RecoveryThe amount of time an attacker must wait before they may perform another action, even blocking.
On-BlockA measure of frame advantage when the opponent blocks an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent blocks the first active frame of the attack.
On-HitA measure of frame advantage when the opponent is hit by an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent was hit with the first active frame of the attack on the ground at midscreen (i.e. corner-only wall bounces are not taken into account).
InvulnThe timing and duration during which a character cannot be hit. A common component of reversal moves.
1000, 1500
Mid
18
5
26
-4
HKD (+40)
  • Requires 50% meter, refunds 25% on hit and 12.5% on block.

Fast version of Calculated that causes a cinematic hit. During this hit, Cagliostro is unable to be damaged, making the move ideal for winning fireball wars. Tracks anywhere on screen, even beyond the max range of 623H. As it's air unblockable, it can be used to punish enemy jumps from full screen, though its slow startup means it's not suitable as a defensive antiair.

This is Cagliostro's easiest way to end any combo with a hard knockdown, and gives her a j.L safejump afterwards.
Level
On-Counter Hit
Cooldown
Skybound Art Gauge Gain
180F starting 3F


Ultimate Alexandria

214U or 4S+U

DamageThe unscaled damage of the move. For Skills and Skybound Arts, the simple input damage is displayed.
GuardHow this attack can be guarded. Guarding either negates the damage from an attack entirely or reduces it to minor chip damage.
StartupThe amount of time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame.
ActiveThe amount of time during which an attack can hit the opponent. Numbers in parentheses refer to gaps during which there are no active hitboxes in the middle of an attack.
RecoveryThe amount of time an attacker must wait before they may perform another action, even blocking.
On-BlockA measure of frame advantage when the opponent blocks an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent blocks the first active frame of the attack.
On-HitA measure of frame advantage when the opponent is hit by an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent was hit with the first active frame of the attack on the ground at midscreen (i.e. corner-only wall bounces are not taken into account).
InvulnThe timing and duration during which a character cannot be hit. A common component of reversal moves.
1000, 200×6
Mid
15
2,1,3,3,2,5
19
-4
HKD
  • Requires 50% meter, refunds 25% on hit and 12.5% on block.

Multi-hitting move that does 200 damage per hit with an additional 1000 damage applied to whichever hit connects first. Quick, high-damage version of Alexandria that results in a hard knockdown. Has the highest corner carry of all of Cagliostro's moves, and can wallbounce for combo extensions just like 214H. On a midscreen hit, it will send the enemy nearly fullscreen away, but is plus enough that she can still get a safejump with j.22M.

When the opponent is pushed into the corner Cagliostro will recover within throw range, becoming punishable on block.
Level
On-Counter Hit
Cooldown
Skybound Art Gauge Gain
180F starting 3F


Ultimate Spare Body

22U (Air OK) or 2S+U (Air OK)

Version
DamageThe unscaled damage of the move. For Skills and Skybound Arts, the simple input damage is displayed.
GuardHow this attack can be guarded. Guarding either negates the damage from an attack entirely or reduces it to minor chip damage.
StartupThe amount of time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame.
ActiveThe amount of time during which an attack can hit the opponent. Numbers in parentheses refer to gaps during which there are no active hitboxes in the middle of an attack.
RecoveryThe amount of time an attacker must wait before they may perform another action, even blocking.
On-BlockA measure of frame advantage when the opponent blocks an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent blocks the first active frame of the attack.
On-HitA measure of frame advantage when the opponent is hit by an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent was hit with the first active frame of the attack on the ground at midscreen (i.e. corner-only wall bounces are not taken into account).
InvulnThe timing and duration during which a character cannot be hit. A common component of reversal moves.
22U
2000
Mid
8
4
41 [41] {35}
-40
HKD
1-14 All
j.22U
2000
All
17~22
At L
11 [28]
+7
HKD (+56)
22U
  • Requires 50% meter.

Summons the throne and then teleports backwards into her cute taunt pose. Cag's only true reversal outside of her supers. It has a small hitbox for a reversal vertically. In exchange for invincibility on startup, this version cannot be combo'd off of. Gives the opponent ample time for their optimal grounded punish.


j.22U
  • Requires 50% meter, refunds 25% on hit and 12.5% on block.

Summons the throne midair, falls to the ground, and then teleports forward, usually behind the enemy. Doesn't have a hitbox until it reaches the ground.

Can be used as a combo ender to get a hard knockdown plus sideswitch, to get plus frames on an opponent's wakeup, or as an airstall. On counterhit, it will launch the enemy for a combo. Due to the properties of this move making it unlikely to counter-hit, easy to anti-air, and slowdown making it simple to spotdodge on wake-up, the move is high-risk and low reward.
Version
Level
On-Counter Hit
Cooldown
Skybound Art Gauge Gain
22U
300F starting 3F
j.22U
180F starting 3F

22U

  • Numbers in [] and {} are recovery when hit/whiffed. On block adds 10f.

j.22U

  • 17 additional recovery frames on whiff


Skybound Art

Ars Magna

236236H or 236S or 5S+Throw

DamageThe unscaled damage of the move. For Skills and Skybound Arts, the simple input damage is displayed.
GuardHow this attack can be guarded. Guarding either negates the damage from an attack entirely or reduces it to minor chip damage.
StartupThe amount of time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame.
ActiveThe amount of time during which an attack can hit the opponent. Numbers in parentheses refer to gaps during which there are no active hitboxes in the middle of an attack.
RecoveryThe amount of time an attacker must wait before they may perform another action, even blocking.
On-BlockA measure of frame advantage when the opponent blocks an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent blocks the first active frame of the attack.
On-HitA measure of frame advantage when the opponent is hit by an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent was hit with the first active frame of the attack on the ground at midscreen (i.e. corner-only wall bounces are not taken into account).
InvulnThe timing and duration during which a character cannot be hit. A common component of reversal moves.
200×15, 1500 [200×n, 500]
Mid→All
7+6
3×18
49
-27
HKD (+45)
1~15 All

Solid Skybound Art that shines as a conversion tool with long range and synergy with MehenGuardAllStartup35+15RecoveryTotal 33Advantage traps.

If Cagliostro hits the opponent into an air or ground trap from this super before combo limit she can net follow-ups.

  • Recovers 1 Bravery Point for Cagliostro during superflash.
  • Removes 1 Bravery Point from the opponent on close hit only.
Level
On-Counter Hit
Cooldown
Skybound Art Gauge Gain


Super Skybound Art

Everything's Coming Up Cagliostro

236236U or 236S+U or 5S+U+Throw

DamageThe unscaled damage of the move. For Skills and Skybound Arts, the simple input damage is displayed.
GuardHow this attack can be guarded. Guarding either negates the damage from an attack entirely or reduces it to minor chip damage.
StartupThe amount of time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame.
ActiveThe amount of time during which an attack can hit the opponent. Numbers in parentheses refer to gaps during which there are no active hitboxes in the middle of an attack.
RecoveryThe amount of time an attacker must wait before they may perform another action, even blocking.
On-BlockA measure of frame advantage when the opponent blocks an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent blocks the first active frame of the attack.
On-HitA measure of frame advantage when the opponent is hit by an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent was hit with the first active frame of the attack on the ground at midscreen (i.e. corner-only wall bounces are not taken into account).
InvulnThe timing and duration during which a character cannot be hit. A common component of reversal moves.
900×4, 2400 [2500, 300×n]
Mid→All
8+5
3×6
48
-32
HKD (+45)
1~15 All

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

The move is comprised of five total hits, with only the first, short-range hitbox leading to the cinematic. This means that the move will deal incrementally less damage as it travels, but the final hit still does good damage on its own. Not getting the cinematic means losing out on at least 40% of the move's potential damage due to not draining Bravery Points from the opponent. This makes it ill-suited for long range use, as a max range hit deals identical damage to 623U.

  • Recovers 1 Bravery Point for Cagliostro during superflash.
  • Removes 2 Bravery Points from the opponent on close hit only. The listed damage assumes a 20% increase due to Bravery Penalty.
Level
On-Counter Hit
Cooldown
Skybound Art Gauge Gain


Colors

Default Colors
Color 1
Color 2
Color 3
Color 4
Color 5
File:GBVSR Cagliostro Color 01.png
File:GBVSR Cagliostro Color 02.png
File:GBVSR Cagliostro Color 03.png
File:GBVSR Cagliostro Color 04.png
File:GBVSR Cagliostro Color 05.png
Color 6
Color 7
Color 8
Color 9
Color 10
File:GBVSR Cagliostro Color 06.png
File:GBVSR Cagliostro Color 07.png
File:GBVSR Cagliostro Color 08.png
File:GBVSR Cagliostro Color 09.png
File:GBVSR Cagliostro Color 10.png
Color 11
Color 12
Color 13
Color 14
Color 15
File:GBVSR Cagliostro Color 11.png
File:GBVSR Cagliostro Color 12.png
File:GBVSR Cagliostro Color 13.png
File:GBVSR Cagliostro Color 14.png
File:GBVSR Cagliostro Color 15.png
Color 16
Color 17
Color 18
Color 19
Color 20
File:GBVSR Cagliostro Color 16.png
File:GBVSR Cagliostro Color 17.png
File:GBVSR Cagliostro Color 18.png
File:GBVSR Cagliostro Color 19.png
File:GBVSR Cagliostro Color 20.png
Color 21
Color 22
EX
File:GBVSR Cagliostro Color 21.png
File:GBVSR Cagliostro Color 22.png
File:GBVSR Cagliostro Color EX.png
Weapons
01
02
03
04
File:GBVSR Cagliostro Weapon 01.png
File:GBVSR Cagliostro Weapon 02.png
File:GBVSR Cagliostro Weapon 03.png
File:GBVSR Cagliostro Weapon 04.png
05
06
07
08
File:GBVSR Cagliostro Weapon 05.png
File:GBVSR Cagliostro Weapon 06.png
File:GBVSR Cagliostro Weapon 07.png
File:GBVSR Cagliostro Weapon 08.png
09
File:GBVSR Cagliostro Weapon 09.png


Navigation

Cagliostro
To edit frame data, edit values in GBVSR/Cagliostro/Data.
46% complete
Page Completed To-do Score
Overview
  • Has basic description filled
  • No starter page
16/20
Combos
  • Has a combo list
  • Fill in Basic, Core, Specialized Combo sections
  • Write combo theory
  • Add video examples
4/10
Strategy
  • Empty
  • Add
0/20
Matchups
  • Empty
  • Add
0/20
Frame Data
  • Has all images transparent and most hitboxes
  • Has data filled
  • Hitbox missing on traps (tool cannot do them at the moment)
  • 6U active missing because they're projectiles
26/30
Click here to edit the progress.
Click here for the scoring criteria to assess character page completion.
System Pages
Mechanics
Application & Advanced Information
Archived Information