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Akatsuki Blitzkampf/Perfecti

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Disclaimer: Perfecti is in the arcade release only!


She is the founder of the heretic Perfecti Cult and the current commander of Gesellschaft. She has been repeatedly reincarnating since the Middle Ages, operating from the shadows in order to fulfill the cult's dearest wish. (from character selection screen)

Read the translation of her arcade mode!


Perfecti is a zoner somewhat similar to Mycale, but has some key differences. Perfecti has great normals, possibly even the best normals in the game. Moves like f.5B are big, do good damage, and are cancelable. She also has strong projectiles that are fast and cover good angles, which combined with her normals, make her great at keeping the opponent out. She also has strong setplay with 214+X and thanks to her humongous j.C, she has an instant overhead on the entire cast although it won't lead to anything without a setup.

However, she has plenty of weaknesses. She has among the worst movement and defense in the game, making it hard for her to pressure opponents as well as escape pressure. She also has weak defensive options, since her fastest buttons are stubby and don't lead to much and she doesn't have strong reversals. She also can't deal much damage outside of situational combos and, similar to Mycale, has a high skill floor.

Overall, she has the best zoning and neutral in the game, and is very hard for some characters to properly deal with.

Similar to: Hilda, Dhalsim, Nu-13

Strengths Weaknesses
  • Large and Fast Normals: 5B is arguably the best poke in the game, and her C normals aren't bad either.
  • Varied Screen Control: Perfecti can cover almost every area on the screen with a specific projectile, and can bait parries extremely well at fullscreen with her laser.
  • Reflector Safe Pressure: When she does get in, Perfecti's 5B is safe against parries at max range, and 214X can also cover her pressure attempts against parry making her surprisingly difficult to deal with in the corner.
  • Extremely Low Damage: Outside of spending meter, you'll have to work harder than the rest of the cast for your damage.
  • Awful Defensive Options: Perfecti's only reversal, 236EX, is slow and easy to bait. Outside of that, she must use reflector. This is a problem because you will be charging a laser with the C button required to parry most of the time.
  • Terrible Walkspeed: This makes it extremely difficult to enforce a mixup outside of very specific situations usually involving a jump in or 214X.

All damage values below were tested on Akatsuki with 1.000 armor ratio and full life on both sides (remember about "Health difference" and "Guts" systems)

Character Summary

Move list

Special Moves
236A/B/C (EX OK) - Götterkanone: Fireball
214A/B/C (EX OK) - Ransnetz: Homing missiles
22A/B/C (EX OK) - Gleipnir: Grounded chains that hold the opponent
Charge and Release A/B/C/B+C (EX, Air OK) - Sternbrecher: Fullscreen negative edge laser
Level 3 Super
j.A+B+C - Gjallarhorn: High damage invincible dive kick. Only useful situationally.
Unique Attacks
Stats & vitals

  • Armor ratio = 1.050 (first lowest *default)
  • Forward speed = 4.0 dots/frame (second slowest default)
  • Backwards speed = 3.0 dots/frame (slowest default)
  • Jump startup = 4F (second slowest default)
  • Backdash duration = 24F (fourth slowest)
  • Her forward dash is a cross between Mycale's and Murakumo's where it is a teleport that can switch sides but goes a fairly short distance.

*Not counting Wei's buffs or Anonym's post-resurrection armor increase

Quick combo reference

Basic BNB: f.5B > 236A

Metered BNB: f.5B > 236A/B > 22+B+C > A/B/C Sternbrecher

Universal Mechanics


Standing Reflector
Damage Guard Startup Adv Hit Adv Block
500 High/Low 7 KD +3

Perfecti casts an explosion spell, sending the opponent flying to the other side of the screen. Can be comboed into 236+B which can in turn combo into other options for fairly big damage off a reflector.

Crouching Reflector
Damage Guard Startup Adv Hit Adv Block
500 - 7 KD +3

Same as standing reflector.

Jumping Reflector
Damage Guard Startup Adv Hit Adv Block
500 - 6 KD +3

Same as standing reflector, although due to it being in the air it generally leads to worse combos and tends to whiff easily.


Standing Throw
Damage Guard Startup Adv Hit Adv Block
1500~ - 5 KD -

Perfecti grabs the opponent and seemingly sucks out their life force.

  • While it does less damage than a normal throw, it restores ~500 health to her (this scales along with the throw damage). However, this amount of health normally doesn't make a difference in matches.
  • Doesn't launch the opponent far away but also doesn't keep them close for pressure, a fairly weak throw overall.
Aerial Throw
Damage Guard Startup Adv Hit Adv Block
1500~ - 3 KD -

The exact same throw but in the air.

Normal Moves

Damage Guard Startup Adv Hit Adv Block
450 High/Low 4 +0 +0

Fairly short ranged jab with a surprisingly tall hitbox. Can be used as an anti-air or for close range mashing but Perfecti has better moves for both situations.

5B (close)
ABK-Per-5B close.PNG
Damage Guard Startup Adv Hit Adv Block
900 High/Low 6 +0 -2

Perfecti swings the rifle spear horizontally against the opponent. Has short range but comes out quickly. Decent close ranged option.

5B (far)
ABK-Per-5B far.PNG
This is the button
This is the button
Damage Guard Startup Adv Hit Adv Block
950 High/Low 7 -8 -10

Perfecti swings the rifle spear downwards on the opponent. One of the best pokes in the game, coming out very quickly while outranging most other normals among the cast. Safe against reflectors if spaced correctly. Strong neutral tool and a frequent combo starter.

5C (close)
ABK-Per-5C close.PNG
Damage Guard Startup Adv Hit Adv Block
1000 High/Low 8 KD -4

Perfecti smashes the rifle spear down on the opponent, knocking them down. Doesn't really serve much purpose, as Perfecti is rarely in range to use the move, and the move has very little reward on hit or block especially when compared to her other close range options.

5C (far)
ABK-Per-5C far.PNG
Damage Guard Startup Adv Hit Adv Block
1450 High/Low 11 KD -12

Incredibly long ranged stab with the rifle spear. One of the longest normals in the game, and despite its long recovery if spaced it's very hard to punish. Strong tool in neutral.

Damage Guard Startup Adv Hit Adv Block
350 High/Low 4 +0 +0

Perfecti performs a short kick. Has significantly more horizontal range than 5A while having the same frame data, and is one of her best close range options.

Damage Guard Startup Adv Hit Adv Block
450x2 High/Low 6 -2 -4

Perfecti spins the rifle spear in her hand twice, creating a large circle of slashes. Despite how it looks the hitbox is only in the front of the move. However, the hitbox is still rather large and is a strong anti-air tool, although it is possible for the opponent to jump past the hitbox. Safe on block.

Damage Guard Startup Adv Hit Adv Block
1150 Low 10 KD -11

Perfecti stabs the rifle spear at the opponent's feet. Perfecti's only low, and while it does have good range, 5B and 5C are superior poking tools. However, for her high lows with instant overhead j.C to be more effective, it is recommended to use it at least a little.

Damage Guard Startup Adv Hit Adv Block
450 High 4 VA VA

Perfecti hits forward with the hilt of the rifle spear. Effectively a jumping 5A. Not very good for air to ground, but amazing as a rising air to air for its high hitbox and ability to combo into j.B.

Damage Guard Startup Adv Hit Adv Block
950 High 6 VA VA

Perfecti stabs the spear forward while in the air. Very good air to air tool, but hard to use for landing. Like 5B, also safe against reflectors with correct spacing.

Makes Murakumo's j.C blush
Makes Murakumo's j.C blush
Damage Guard Startup Adv Hit Adv Block
1450 High 7 VA VA

Very fast and one of the best j.Cs. Doesn't have as good horizontal range as j.B but has a huge vertical hitbox. Great for jump ins and decent at air to airing too. Optimal combo starter. Can be used as an instant overhead against the entire cast, making it a key part of her mixups.

  • Forward jump C instant overhead from a slight distance away works on everyone. In close contact, back jump C instant overhead works on Kanae, Fritz, Wei, Blitztank, Perfecti, Akatsuki, and Murakumo.

Command Normals

シュトゥーカ - Stuka
Damage Guard Startup Adv Hit Adv Block
1000 High/Low 16 KD VA

Perfecti floats in the air briefly before diving to the ground with her spear out. A situational divekick. The heavier the button used, the steeper the angle of the move. Despite having lots of recovery, the move bounces Perfecti far away from the opponent on block, making it hard to punish in most situations. It is also hard to air to air, making it a pain for some characters to deal with. A good tool to throw out on occasion, but it isn't very rewarding on hit or block. Be careful when using this move in corner, since while it can sometimes good for escaping corner, if the opponent blocks it the bounce back is nullified by the corner positioning, giving them a free punish. Unfortunately does not hit overhead.

  • Has 10F, 12F, and 14F of landing recovery respectively.

Special Moves

ゲッターカノーネ - Götterkanone
- - - - -

Perfecti's main zoning tool and fireball. Shoots a fast moving fireball in one of three directions depending on the button. Also an important combo tool. Disappears if Perfecti gets hit.

Version Damage Guard Startup Adv Hit Adv Block
A 800 High/Low 11 KD -9
  • Perfecti shoots a fireball straight forwards.
  • Main combo ender off pokes and when nothing better is available since it consistently combos from f.5B and gives knockdown.
B 1000 High/Low 12 KD -9
  • Perfecti shoots a fireball at a ~35 degree angle.
  • Can be used as an anti-air to catch lower jump angles.
  • Main combo tool for confirming into EX 236, as well as leading to some follow ups in the corner if spaced correctly.
C 1200 High/Low 13 KD -9
  • Perfecti shoots a fireball at a ~60 degree angle.
  • Can be used to anti-air higher jump angles.
  • Whiffs on crouching opponents.
  • If close enough to the opponent to hit it, it leads to her strongest corner combos.
EX 2000 High/Low 11 KD -19
  • Perfecti shoots an especially large orb across the screen horizontally.
  • Invincible for 10F.
  • Very important move for comboing in midscreen since it causes a wall bounce.
  • Can also be used as an expensive and slow but relatively safe invincible reversal. Not fully invincible so it can trade, but leads to high reward if it hits.
ラーンスネッツ - Ransnetz
- - - - -

Perfecti creates three missiles in the air that float for a little while before homing in towards the opponent. The tracking on the projectile for all versions is a bit underwhelming, especially their vertical tracking, and is very easy to avoid in most situations. However, forcing the opponent to avoid them in the first place gives it use. Despite visually being three projectiles, with the exception of the EX version they count as one hit. Also a good setplay tool that gives strong tick throw setups and pressure resets. Also allows for some crazy albeit impractical combo extensions.

Version Damage Guard Startup Adv Hit Adv Block
A 1200 High/Low 95 VA VA
  • Launches the missiles after a second and a half.
B 1300 High/Low 125 VA VA
  • Launches the missiles after two seconds.
C 1400 High/Low 155 VA VA
  • Launches the missiles after two and a half seconds.
EX 800x5 High/Low 85 VA VA
  • Perfecti creates 5 missiles instead of 3 and rather than counting as one hit, it counts as 5, one for each missile.
  • Has better tracking as a result of each missile being its own projectile.
  • Launches in slightly less than a second and a half.
  • Has good use for pressure since it has little recovery and is great for oki, even allowing for some crossup mixups.
グレイプニル - Gleipnir
If you somehow land this in neutral you are obligated to taunt
If you somehow land this in neutral you are obligated to taunt
- - - - -

Perfecti summons purple chains to grab the opponent, leaving them open for an attack. A pretty useless move overall, the different versions change what part of the screen Perfecti summons the chains. It can be used to catch an opponent off guard by hitting them with it full screen, and it does lead to a free attack if it hits, but it's fairly risky to go for due to it's long startup and recovery. The EX version has use in some combos.

Version Damage Guard Startup Adv Hit Adv Block
A 600 High/Low 29 Restrains 57F -22
  • Creates the chains at around 1/3 of the screen.
B 600 High/Low 29 Restrains 57F -21
  • Creates the chains at roughly 2/3 of the screen.
C 600 High/Low 29 Restrains 57F -20
  • Creates the chains at full screen.
EX 1200 High/Low 27 Restrains 57F -15
  • Creates a giant full screen chain.
  • Might seem like it could be a good punish tool, but it's too slow to really punish anything.
  • Has use in combos since it can be super canceled into.
シュテルンブレッヒャ - Sternbrecher
Charge and Release A/B/C/B+C (Air OK!)
ABK-Per-Level1 Laser.PNG
Level 1 Laser
Level 1 Laser
ABK-Per-Level13 Laser.PNG
Level 3 Laser
Level 3 Laser
ABK-Per-jLevel1 Laser.PNG
Air Laser
Air Laser
ABK-Per-EX Laser.PNG
EX Laser
EX Laser
ABK-Per-EX2 Laser.PNG
- - - - -

Perfecti shoots a full screen laser after charging it.

  • The negative edge laser projectile, while hard to use at first, is a very good tool.
  • It comes out quickly and is especially hard to reflect on reaction, and does great chip damage as well as being a good combo tool.
  • Also has an air version that fires it at an angle although it does less damage and has landing recovery.
Version Damage Guard Startup Adv Hit Adv Block
Level 1 1000 High/Low 16 -10 -23
  • Shoots a small single hitting laser. Only version that doesn't knockdown, making it extra weak.
Level 2 1000x2 High/Low 15 KD -22
  • Shoots a slightly larger two hitting laser.
Level 3 1000x3 High/Low 14 KD -21
  • Shoots a bigger three hitting laser. Main version you'll be using.
Level 4 800x20 High/Low 14 KD -30
  • The meterless big laser. The highest damaging meterless move in the game, but it takes over half a round to charge. Can lead to some insanely high damage combos if you're willing to risk it and lose one of your buttons for over half a round.
EX Level 1 800x7 High/Low 8 KD -11
  • An extra big laser shot. Great combo ender that scales very well, but requires specific routes to land since you need to charge two buttons. Also a good chip kill move since it does huge chip.
EX Level 2 800x50 High/Low 8 KD -21
  • THE BIG ONE. The highest damaging move in the game. Requires you to not only sacrifice one button for most of a round, but your B and C buttons for a large majority of a round. It isn't really feasible to land this, but if you do you could absolutely rob your opponent. If you want to be extra dangerous, charge A, B, and C to level 4, land regular level 4 laser with A then cancel into EX Level 2 for a ToD combo.
Air Level 1 800 High/Low 16 VA VA
  • Same as ground level 1. Has 4F landing recovery.
Air Level 2 800x2 High/Low 15 KD VA
  • Same as ground level 2. Has 4F landing recovery.
Air Level 3 800x3 High/Low 14 KD VA
  • Same as ground level 3. Has 4F landing recovery.
Air Level 4 600x20 High/Low 14 KD VA
  • Same as ground level 4. Has 4F landing recovery.
Air EX Level 1 600x7 High/Low 8 KD VA
  • Same as ground EX Level 1. Has 7F landing recovery.
Air EX Level 2 600x50 High/Low 9 KD VA
  • Same as ground EX Level 2. Has 7F landing recovery.

Super Move

ギャラルホルン - Gjallarhorn
This shouldn't need to be said, but this is NOT a reversal
This shouldn't need to be said, but this is NOT a reversal
Damage Guard Startup Adv Hit Adv Block
1000+400x6+600x5+800x11 High/Low 9 KD VA

Perfecti dives down at the opponent using the j.2+X animation and on hit impales them before blasting a laser through them.

  • Has 10F landing recovery on whiff or block and 8F of invincibility.
  • Very high damage and good-scaling level 3, but is hard to confirm into or even reversal with due to it being air only.
  • Has some situational routes into it but these are rare opportunities.
  • On block it bounces back like on j.2+X. It can be hard to punish if the opponent doesn't know what to do against it, but some characters like Sai can easily do so.

General Strategy

Using Sternbrecher

Sternbrecher, the negative edge laser, is your best neutral tool in combination with your missiles. Generally you want to be charging using the C button at all times except when you need a specific C normal (instant overheads for example).

Here are some restrictions you have when charging using specific buttons.

A: Lose your fastest normals, grounded fireball, fastest missiles, and you cannot throw.

B: Lose your best pokes, best neutral fireball, and you cannot parry or throw.

C: Lose your best jump in, longest range poke, dedicated anti air fireball, and you cannot parry.

Sternbrecher has a few levels of charge, with the level 2 and 3 charges being the most important. All versions are great at baiting full screen parries where your opponent may try to parry a fireball, deal great chip damage, and have good pushback.

You should almost always be charging this move, but keep in mind there are certain situations where you may wish to throw away your charge to regain access to reflector as your main defensive tool.


Perfecti does her best work at fullscreen where your options can contest your opponent's approach. Right from round start, your goal is to get a knockdown and run away to zone with oppressive fireball, missile, and laser pressure.

A gameplan flowchart should look something like this: get a knockdown -> charge C laser -> set A/B missiles -> either meaty with a projectile to get chip damage and space or bait a reflector for more damage and space.

Depending on how your opponent likes to approach, you will need to use different tools to handle them. For example, a jump heavy opponent can easily jump over your laser angle, but will have a lot of trouble with 236B/C, Perfecti's great air to air combos, and 5A/2B all of which are good options against air approaches.

An opponent who is competent at parrying your fireballs will have a hard time parrying your unreactable laser. An opponent who dashes up on the ground will have a lot of trouble contesting your amazing 5B.

Play around with your wide range of zoning tools to create unique timing patterns that make it almost impossible to approach.

Offense and Okizeme

Perfecti close range mixup situations mostly boil down to stagger pressure and strike/throw situations. She has no standing overhead options, but occasionally j.C can be an extremely potent instant overhead on the entire cast.

For stagger pressure, 2A is the only button you need since after cancelling into a B normal you will almost always cancel into a fireball. This part of her kit isn't amazing, but functional enough to let you beat mashers and throw people who respect you too much.

Though not getting many opportunities to use it, Perfecti has amazing corner pressure with missiles. After knockdowns in the corner, you can set a 214A missile and run looping strike/throw mix until you guess wrong. Alternatively for meter, you can set 214EX which leads into combos from instant overhead j.C. These combos are extremely damaging and are a real mixup option your opponent has to respect. See the combos section below for more information.

Air Game

Perfecti's walk speed is abhorrent, so you will be making good use of your good aerial options to move around and stay slippery. Her air normals are great with j.A being an air to air that combos into j.B, which is an amazing air to air as well. j.C is your best jump in, but if you are charging a laser, j.B can be just as good. If opponents start trying to parry your anti airs, her air throw is great as well. Gives you back some health, deals respectable damage, and gives you full screen distance.

The most unique part of her air kit is the j.2X series of divekicks, the heavier the button, the more horizontal of an angle you get. They all hit mid and are generally safe on block, but lead to very unique situations with regards to missile setplay and reflector baiting.

j.2A when done at certain angles will whiff entirely but lets you recover quick enough to grab a parry, when backed up by missiles this can be especially powerful.

j.B has similar functions to both A and C versions, but is really only used at certain spacings to create ambiguous mixups where A and C versions would whiff or cross up.

j.2C goes the furthest, which lets you escape the corner easily, and sometimes allows for missiles to cross up.


Defense is easily the weakest part of a dedicated zoner's toolkit, where Perfecti is no exception. Abare with 5A/2A is fine, but generally unadvised in a game where everyone has access to great stagger pressure. With meter you can use 236EX which is invincible, but can be avoided easily making it a linear option with only niche use. Overall your best bet is to block or parry. Even though reflector combos were nerfed across the board in Ausf. Achse (now featuring rollback netcode!), Perfecti has access to surprisingly good damage with reflector combos into 22B.


Overall Perfecti is a good dedicated zoner who is able to play around the main system mechanic (reflector) in multiple ways to her advantage. Use your wide arrange of zoning options to keep your opponent out, and be patient when they get in.

Perfecti is considered to be less powerful than most of the cast, but still is a perfectly viable character. Since Ausf. Achse was only recently made playable online, Perfecti is a largely undeveloped and underplayed character.

There are many things that may be found in the future to her benefit, so if you want a zoner with a multitude of setups and options Perfecti is for you.



f.5B > 236A

Main combo. Gets knockdown and is safe from most ranges so it doesn't need to be confirmed, but does barely any damage.

f.5B > 236A > 22+B+C (charge A+B+C)> ]A[ Level 1 Sternbrecher > ]BC[ EX Level 1 Sternbrecher

Meter midscreen combo. Easy combo for big damage, but expensive. EX Sternbrecher can be replaced with a meterless Sternbrecher or f.5C but for a lot less damage.

f.5B > 236A/B > 22+B+C > Dash > Delay 5A > f.5B > C Sternbrecher

High damage one bar combo. You need to start charging Sternbrecher when you do 22+B+C. For slightly more damage, you can replace Dash > Delay 5A > f.5B with j.B > f.5B, but you need to be close to the opponent and land 236B.

j.A > j.B (> Aerial C Sternbrecher) > A+B+C

Basic air to air level 3 combo. Easy to hit confirm and does a lot of damage but you won't get many opportunities to do this.


c.5B > 236C > 5A > 2B (2) > 236C

Basic meterless corner combo. Does ok damage but it's better to spend meter if you get an opportunity to do a 236C corner combo.

c.5B > 236C > 5A > 2B (1) > 236C > 22+B+C > 5A > 5A > 5B > 236B

1 bar corner combo. Does a bit more damage than the meterless version, but can be a little tight to land.

c.5B > 236B > 22+B+C > 5A > 5A > 5A > 5A > 5B > 236B

1 bar corner combo with 236B. Only does a bit less damage and is safer to go for. Also will get crouching opponents.

c.5B > 236B > 214+B+C > 2A > 5B > 214+B+C Hits > 236B (> f.5C)

Harder 1 bar 236B combo. It can be pretty tight especially if you want to add on the last f.5C, but it does slightly more damage than the alternative.

A Held Prior to Combo > c.5B > 236C > 214+B+C > 2B (2) > 214+B+C Hits > 236B > A Sternbrecher (> EX Sternbrecher)

Very high damage meter combo. Deals great damage especially if EX Sternbrecher is added but is very tight and requires good execution. Also is of course situational due to it requiring 236C and you have to be charging A prior to the combo.

Situational Combos

236C > EX Sternbrecher

Basic long distance guard break combo that leads to good damage. Can be hard to get since you have a tight window to charge.

214+B+C Set > 236C > 214+B+C Hits > EX Sternbrecher

Higher damage long distance guard break combo. Not really worth the meter unless it will kill.

j.C > c.5B > 236C > 5A > 5A > j.A > B or C Sternbrecher > j.A+B+C

Corner level 3 combo. Very situational since it requires a standing opponent and for you to be incredibly close, as well as being really tight, but does great damage.

214A Set > 2A > 2B > 236A/B/C (> Aerial Sternbrecher) > j.A+B+C

Alternative corner level 3 combo, pretty much a guard break only combo but does higher damage than the alternative. You can get it if you get an oki 214A and your opponent tries to throw tech, but that's fairly rare.

Reflector Combos


Reflector > 236B/C

Basic meterless reflector combo. Very simple but is often your only option.

Air Reflector > f.5C

Meterless air reflector combo. Perfecti can't do much from air reflector so this is normally all you get.

Reflector > 236B/C > f.5C

Slightly harder reflector combo. Adds a bit of damage.

Reflector > 236B/C > j.2C > 214X

Hard reflector combo that gives a good knockdown situation. Don't do it if you want to stay zoning, but it's generally recommended.

Reflector > 22B > Any Sternbrecher

Mildly advanced reflector combo that does pretty good damage and is consistent.


Reflector > 236A > 214+B+C > Forward Dash > 5AxN > 214+B+C Hits > 236A > EX Sternbrecher

Difficult and high damage corner reflector combo. Situational like any corner reflector combo. Good option to go for when you can get it.

Frame Data

KD - Knockdown
VA - Variable
*UV - value(s) marked with "?" in the table is/are unverified
x~yF - a period from frame "x" till frame "y"

                            |     Frames      |  Frame Advantage  |
                    Attack  | Total | Startup | On Hit | On Block | Notes
    Throws and Reflectors  ---------------------------------------
               4/5/6+A+B   |  31   |    5    |   KD   |     -    |
             j.4/5/6+A+B   |  VA   |    4    |   KD   |     -    |
                 5+B+C/D   |  36   |    7    |   KD   |    +3    |
                 c.B+C/D   |  36   |    7    |   KD   |    +3    |
                 j.B+C/D   |  VA   |    6    |   KD   |    +3    |
                  Normals  ---------------------------------------
                     5A    |  15   |    4    |   +0   |    +0    |
                5B (close) |  21   |    6    |   -0   |    -2    |
                  5B (far) |  30   |    7    |   -8   |    -10   |
               5C (close)  |  27   |    8    |   KD   |    -4    | 
                 5C (far)  |  38   |    11   |   KD   |    -12   |
                     c.A   |  15   |    4    |   +0   |    +0    |
                     c.B   |  27   |    6    |   -2   |    -4    |
                     c.C   |  35   |    10   |   KD   |    -11   |
                     j.A   |  VA   |    4    |   VA   |    VA    |
                     j.B   |  VA   |    6    |   VA   |    VA    |
                     j.C   |  VA   |    7    |   VA   |    VA    |
          Command Normals  ---------------------------------------
                  j.2A/B/C |  VA   |    16   |   KD   |    VA    | 10F, 12F, 14F of landing recovery.
                 Specials  ---------------------------------------
                   236+A   |  46   |    11   |   KD   |    -9    |
                   236+B   |  47   |    12   |   KD   |    -9    |
                   236+C   |  48   |    13   |   KD   |    -9    |
                   214+A   |  32   |    95   |   VA   |    VA    | 
                   214+B   |  32   |    125  |   VA   |    VA    | 
                   214+C   |  32   |    155  |   VA   |    VA    | 
                    22+A   |  68   |    29   |    -   |    -22   | restrains 57F
                    22+B   |  68   |    29   |    -   |    -21   | restrains 57F
                    22+C   |  68   |    29   |    -   |    -20   | restrains 57F
             [X] Level 1   |  56   |    16   |   -10  |    -23   | 
             [X] Level 2   |  57   |    15   |   KD   |    -22   | 
             [X] Level 3   |  58   |    14   |   KD   |    -21   | 
             [X] Level 4   |  118  |    14   |   KD   |    -30   | 
           j.[X] Level 1   |  VA   |    16   |   -10  |    VA    | 4F landing recovery
           j.[X] Level 2   |  VA   |    15   |   KD   |    VA    | 4F landing recovery
           j.[X] Level 3   |  VA   |    14   |   KD   |    VA    | 4F landing recovery
           j.[X] Level 4   |  VA   |    14   |   KD   |    VA    | 4F landing recovery
           EX and Level 3  ---------------------------------------
                 236+D     |  46   |    11   |   KD   |    -19   | 10F invincible
                 214+D     |  32   |    85   |   VA   |    VA    |
                  22+D     |  67   |    27   |    -   |    -15   | restrains 57F
          [BC] Level 1     |  54   |    8    |   KD   |    -11   | 
          [BC] Level 2     |  194  |    8    |   KD   |    -21   |
        j.[BC] Level 1     |  VA   |    8    |   KD   |    VA    | 
        j.[BC] Level 2     |  VA   |    9    |   KD   |    VA    |
               j.A+B+C     |  VA   |    9    |   KD   |    VA    | 8F invincible, 10F landing recovery on block or whiff


  • Perfecti's Japanese name, 完全者 ("kanzen-sha") literally translates to "Perfect One".
Perfecti's ending


Perfecti's colors

Marilyn Sue
System Specifics