Overview
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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.
- Good normals: Self-explanatory
GuardMidStartup9Recovery18Advantage-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.: Mehen
GuardAllStartup35+15RecoveryTotal 33Advantage gives Cagliostro access to a variety of set-ups that allow her to smother the opponent on her oki.
- Long range options: Collapse
GuardMidStartup12Recovery17-148Advantage-6, Mehen, and Calculated
GuardMidStartup20Recovery27Advantage-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
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]
c.M
- 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
c.H
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
Triple Attack
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.
f.L
A far L with decent range. Good for converting off L pressure.
Links into:
Standing Counterhit: f.L
f.M
- 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
f.H
- 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
2L
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
2M
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
2H
Average anti-air with high reward on anti-air CHs. Hits slightly behind Cagliostro.
Links into: Nothing
2U
Dash Normals
66L
Slightly plus, like every 66L in Rising. Stubbier than average.
Links into:
Standing: c.L, c.M, 2U[ch]
- Frame data in brackets refers to when move whiffs.
- Clash Level 1
- Cagliostro cannot dash for 4 frames after recovery ends.
66M
66H
- Data in [] denotes on contact.
- On contact, immediately enters recovery
Air Normals
j.L
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:
j.M
j.H
Unique Action
Collapse (Conjure)
5U or j.U
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.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
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.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
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.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
Air Throw
j.L+U or j.L+M
Raging Strike
M+H
Costs 1 Bravery Point • ⓘClick for more information on Raging Strike
Guard Crushes against block, launches on hit • Won't Guard Crush against opponent in blockstun
Raging Chain
M+H after successful Raging Strike
Costs 25% Skybound Gauge • ⓘClick 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 Strike


Brave Counter
M+H during Blockstun or Guard Crush
Costs 1 Bravery Point • Requires 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
Skills
Mehen
236L/M/H (Air OK) or 5S/S+M/S+H (Air OK)
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.
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
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.
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
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.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)
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 SpecialConceptually 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.
j.22L
- Move unavaliable until Jump+3F
j.22M
- Move unavaliable until Jump+3F
j.22H
- Move unavaliable until Jump+3F
Ultimate Skills
- All Ultimate Skills require and cost 50% Skybound Gauge to use, and refund 25% Skybound Gauge on hit or 12.5% on block if the Ultimate Skill was not cancelTo bypass the remaining time or frames in an action by proceeding directly into another action.led into from a normal (with the exception of 22U
GuardMidStartup8Recovery41 [41] {35}Advantage-40, which never refunds gauge).
Ultimate Mehen
236U (Air OK) or 5S+U (Air OK)
- 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.236U
- Counterhit state for entire move
j.236U
- Counterhit state 1-25
Ultimate Calculated
- 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.
Ultimate Alexandria
- 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.
Ultimate Spare Body
- 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.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
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.
Super Skybound Art
Everything's Coming Up Cagliostro
236236U or 236S+U or 5S+U+Throw
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.
Colors

46% complete | ||
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Page | Completed | To-do | Score |
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Overview |
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16/20 |
Combos |
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4/10 |
Strategy |
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0/20 |
Matchups |
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0/20 |
Frame Data |
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26/30 |
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