Perfecti's official profile image
Background
"The founder of the Perfecti Cult that has repeatedly reincarnated since the Middle Ages.
Now at the head of the secret society the New Order of the Knights Templar she plans to grant humanity spiritual salvation through corporeal destruction."
Introduction
Perfecti
- Armor Ratio = 1.050 (highest armor rating)
- Forward Speed = 4.0 dots/f (second slowest unbuffed)
- Backwards Speed = 3.0 dots/f (slowest unbuffed)
- Jump Startup = 4F (second slowest)
- Backdash Duration = 24F (fourth slowest)
Pros
- Best zoning in the game
- Very high damaging combos
- Full combos from any part of the screen and from any range
- Incredible neutral
- Long range normals with good frame data
- Strong air game
- Has a strong reversal flashkick despite being a zoner
Cons
- Some of the worst movement in the game
- Struggles to apply offensive pressure for long periods of time
- Lack of mixups, no overheads and 1 low, no crossups, needs to rely on tick throw setups
- Worst armor rating in the game, dies incredibly fast
- High skill requirement to play well
All damage values below were tested on Akatsuki with 1.000 armor ratio, full life on both sides, and power level 0 (remember about "Health difference", "Guts", and "Power Level" systems)
Normal Moves
5A
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Damage
|
Guard
|
Startup
|
Adv Hit
|
Adv Block
|
-
|
High/Low
|
4
|
+0
|
+0
|
Fairly short ranged jab with a surprisingly tall hitbox. Can be used as an anti-air or in scramble situations but Perfecti has better moves for both situations.
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|
5AA
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Damage
|
Guard
|
Startup
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Adv Hit
|
Adv Block
|
-
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High/Low
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4
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-4
|
-4
|
Same as 5A but she moves forwards slightly. Typical 5AA, nothing notable about it.
|
|
5AAA
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Damage
|
Guard
|
Startup
|
Adv Hit
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Adv Block
|
-
|
High/Low
|
4
|
-4
|
-4
|
Perfecti swings her rifle spear like in Close 5B while moving forwards slightly. Has fairly short range, isn't useful for much.
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|
5AAAA
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Damage
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Guard
|
Startup
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Adv Hit
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Adv Block
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-
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High/Low
|
4
|
KD
|
-8
|
Perfecti smashes the rifle spear down into the opponent like in Close 5C. Typical 5AAAA combo ender that knocks down, shouldn't be used over her much better options.
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|
5B (close)
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Damage
|
Guard
|
Startup
|
Adv Hit
|
Adv Block
|
-
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High/Low
|
6
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+0
|
-2
|
Perfecti swings the rifle spear horizontally against the opponent. Has short range but comes out quickly. Decent close ranged option.
|
|
5B (far)
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Damage
|
Guard
|
Startup
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Adv Hit
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Adv Block
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-
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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. Strong neutral tool and a frequent combo starter.
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|
5BB
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Damage
|
Guard
|
Startup
|
Adv Hit
|
Adv Block
|
-
|
High/Low
|
6
|
-4
|
-8
|
Perfecti stabs the rifle spear forward causing an explosion. Pretty bad move overall, doesn't knockdown and puts you close to the opponent while you're minus. Be careful not to accidentally get it when using 5B.
|
|
5C (close)
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Damage
|
Guard
|
Startup
|
Adv Hit
|
Adv Block
|
-
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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.
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|
5C (far)
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Damage
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Guard
|
Startup
|
Adv Hit
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Adv Block
|
-
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High/Low
|
11
|
KD
|
-12
|
Incredibly long ranged stab with the rifle spear. One of the longest normals in the game, and despite its high recovery if spaced it's very hard to punish. Strong tool in neutral.
|
|
5CC
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Damage
|
Guard
|
Startup
|
Adv Hit
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Adv Block
|
-
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High/Low
|
9
|
KD
|
-12
|
Perfecti shoots a screen long laser from the end of the rifle spear. Very strong move. Can be used to add a little damage when 5C hits, but even more importantly, 5CC has a huge amount of pushback on block. This means that despite it being -12, the move is unpunishable unless used point blank. Very important move for neutral and block strings.
|
|
2A
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Damage
|
Guard
|
Startup
|
Adv Hit
|
Adv Block
|
-
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High/Low
|
4
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+0
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+0
|
Perfecti performs a short kick. Has significantly more range than 5A while having the same frame data, and is one of her best close range options.
|
|
2B
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Damage
|
Guard
|
Startup
|
Adv Hit
|
Adv Block
|
-
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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. Very safe on block.
|
|
2C
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Damage
|
Guard
|
Startup
|
Adv Hit
|
Adv Block
|
-
|
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, and Perfecti isn't going to be high low mixing the opponent much. Still a decent sweep, but is rarely used.
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|
j.A
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Damage
|
Guard
|
Startup
|
Adv Hit
|
Adv Block
|
-
|
High
|
4
|
VB
|
VB
|
Perfecti hits forward with the hilt of the rifle spear. Effectively a jumping 5A. Not very good as it's near impossible to use as a landing aerial and doesn't have a good air to air hitbox.
|
|
j.B
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Damage
|
Guard
|
Startup
|
Adv Hit
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Adv Block
|
-
|
High
|
6
|
VB
|
VB
|
Perfecti stabs the spear forward while in the air. Very good air to air tool, but hard to use for landing.
|
|
j.C
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Damage
|
Guard
|
Startup
|
Adv Hit
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Adv Block
|
-
|
High
|
7
|
VB
|
VB
|
Very fast and very strong j.C. 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 Blitztank.
|
|
Command Normals
シュトゥーカ - Stuka j.2X
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Damage
|
Guard
|
Startup
|
Adv Hit
|
Adv Block
|
-
|
High/Low
|
16
|
KD
|
VB
|
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. DO NOT use this move in corner, since while it may seem like it's 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.
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Special Moves
ゲッターカノーネ - Götterkanone 236+A/B/C/D
|
-
|
-
|
-
|
-
|
-
|
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
|
-
|
High/Low
|
11
|
KD
|
-9
|
- Perfecti shoots a fireball straight forwards.
- Can be used as a combo ender although it's inferior to 5CC.
- Won't be used too often in favor of using A to charge lasers since they cover the same angle.
|
B
|
-
|
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
|
-
|
High/Low
|
13
|
KD
|
-9
|
- Perfecti shoots a fireball at a ~60 degree angle.
- Can be used to anti-air higher jump angles.
- If close enough to the opponent to hit it, it leads to her strongest corner combos.
|
EX
|
-
|
High/Low
|
11
|
WB
|
-19
|
- Perfecti shoots an especially large orb across the screen horizontally.
- Very important move for comboing in midscreen, leads to her main high damage bnbs by comboing into dash attack.
- 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 214+A/B/C/D
|
-
|
-
|
-
|
-
|
-
|
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
|
-
|
High/Low
|
95
|
VB
|
VB
|
- Launches the missiles after a second and a half.
|
B
|
-
|
High/Low
|
125
|
VB
|
VB
|
- Launches the missiles after 2 seconds.
|
C
|
-
|
High/Low
|
155
|
VB
|
VB
|
- Launches the missiles after 2 and a half seconds.
|
EX
|
-
|
High/Low
|
85
|
VB
|
VB
|
- 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 uses but won't be used much in favor of spending bar on EX 236 and EX 22 for combos.
|
|
グレイプニル - Gleipnir 22+A/B/C/D
|
-
|
-
|
-
|
-
|
-
|
Version
|
Damage
|
Guard
|
Startup
|
Adv Hit
|
Adv Block
|
A
|
-
|
-
|
-
|
-
|
-
|
|
B
|
-
|
-
|
-
|
-
|
-
|
|
C
|
-
|
-
|
-
|
-
|
-
|
|
EX
|
-
|
-
|
-
|
-
|
-
|
|
|
シュテルンブレッヒャ - Sternbrecher Charge and Release A/B/C (Air OK!)
|
-
|
-
|
-
|
-
|
-
|
|
Version
|
Damage
|
Guard
|
Startup
|
Adv Hit
|
Adv Block
|
A
|
-
|
-
|
-
|
-
|
-
|
|
B
|
-
|
-
|
-
|
-
|
-
|
|
C
|
-
|
-
|
-
|
-
|
-
|
|
EX
|
-
|
-
|
-
|
-
|
-
|
|
|
フラクシュヴァート - Flak Schwert [2]8A/B/C/D
|
-
|
-
|
-
|
-
|
-
|
|
Version
|
Damage
|
Guard
|
Startup
|
Adv Hit
|
Adv Block
|
A
|
-
|
-
|
-
|
-
|
-
|
|
B
|
-
|
-
|
-
|
-
|
-
|
|
C
|
-
|
-
|
-
|
-
|
-
|
|
EX
|
-
|
-
|
-
|
-
|
-
|
|
|
Universal Mechanics
Throws
Forward Throw 4/5/6+A+B
|
Damage
|
Guard
|
Startup
|
Adv Hit
|
Adv Block
|
-
|
N/A
|
5
|
KD
|
N/A
|
|
Air Throw j.4/5/6+A+B
|
Damage
|
Guard
|
Startup
|
Adv Hit
|
Adv Block
|
-
|
N/A
|
3
|
KD
|
N/A
|
|
Reflectors
Standing Reflector 4/5/6+B+C/D
|
Damage
|
Guard
|
Startup
|
Adv Hit
|
Adv Block
|
-
|
High/Low
|
-
|
KD
|
-
|
|
Crouching Reflector 1/2/3+B+C/D
|
Damage
|
Guard
|
Startup
|
Adv Hit
|
Adv Block
|
-
|
N/A
|
-
|
KD
|
-
|
|
Jumping Reflector 7/8/9+B+C/D
|
Damage
|
Guard
|
Startup
|
Adv Hit
|
Adv Block
|
-
|
N/A
|
-
|
KD
|
-
|
|
Dash Attack
66X
|
Damage
|
Guard
|
Startup
|
Adv Hit
|
Adv Block
|
-
|
High/Low
|
-
|
-
|
-
|
|
Super Moves
ギャラルホルン - Gjallarhorn j.A+B+C
|
Damage
|
Guard
|
Startup
|
Adv Hit
|
Adv Block
|
-
|
-
|
-
|
KD
|
-
|
|
|
魔剣ダインスレイヴ - Maken Dáinsleif A+B+D
|
Damage
|
Guard
|
Startup
|
Adv Hit
|
Adv Block
|
-
|
-
|
-
|
KD
|
-
|
|
|
General Strategy
Neutral
Combo Game
Offensive Pressure
Okizeme
Reversal Options
Overview
Other Resources
Combos
Midscreen Combos
Corner Combos
Frame Data
KD - Knockdown
VB - Variable
*UV - value(s) marked with "?" in the table is/are unverified
x~yF - a period from frame "x" till frame "y"
N/A - not applicable
WB - wall bounce
WS - wall splat/stick
GB - ground bounce
| Frames | Frame Advantage |
Attack | Total | Startup | On Hit | On Block | Notes
Universal Mechanics ---------------------------------------
4/5/6+A+B | 31 | 5 | KD | N/A |
j.4/5/6+A+B | VB | 4 | KD | N/A |
5+B+C/D | 36 | 7 | KD | -2 |
c.B+C/D | 36 | 7 | KD | N/A |
j.B+C/D | VB | 6 | KD | N/A |
66X | 34 | 7 | WS | -12 |
Normals ---------------------------------------
5A | 15 | 4 | +0 | +0 |
5AA | 19 | 4 | -4 | -4 |
5AAA | 20 | 4 | -4 | -4 |
5AAAA | N/A | 4 | KD | -8 |
5B (close) | 21 | 6 | -0 | -2 |
5B (far) | 30 | 7 | -8 | -10 |
5BB | N/A | 6 | -4 | -8 |
5C (close) | 27 | 8 | KD | -4 |
5C (far) | 38 | 11 | KD | -12 |
5CC | N/A | 9 | KD | -12 |
c.A | 15 | 4 | +0 | +0 |
c.B | 27 | 6 | -2 | -4 |
c.C | 35 | 10 | KD | -11 |
j.A | VB | 4 | VB | VB |
j.B | VB | 6 | VB | VB |
j.C | VB | 7 | VB | VB |
Command Normals ---------------------------------------
j.2A/B/C | VB | 16 | KD | VB | 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 | VB | VB |
214+B | 32 | 125 | VB | VB |
214+C | 32 | 155 | VB | VB |
22+A | 68 | 29 | N/A | -22 | restrains 57F
22+B | 68 | 29 | N/A | -21 | restrains 57F
22+C | 68 | 29 | N/A | -20 | restrains 57F
[2]8+A | 47 | 4 | KD | -27 | 3F invincible
[2]8+B | 54 | 5 | KD | -35 | 4F invincible
[2]8+C | 61 | 6 | KD | -40 | 5F invincible
[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 | VB | 16 | -10 | VB | 4F landing recovery
j.[X] Level 2 | VB | 15 | KD | VB | 4F landing recovery
j.[X] Level 3 | VB | 14 | KD | VB | 4F landing recovery
j.[X] Level 4 | VB | 14 | KD | VB | 4F landing recovery
EX, Supers ---------------------------------------
236+D | 46 | 11 | WB | -19 | 10F invincible
214+D | 32 | 85 | VB | VB | 4F invincible
22+D | 67 | 27 | N/A | -15 | 4F invincible, restrains 57F
[2]8+D | 65 | 5 | KD | -39 | 6F invincible
[BC] Level 1 | 54 | 8 | KD | -11 | 8F invincible
[BC] Level 2 | 194 | 8 | KD | -21 | 8F invincible
j.[BC] Level 1 | VB | 8 | KD | VB | 8F invincible
j.[BC] Level 2 | VB | 9 | KD | VB | 8F invincible
j.A+B+C | VB | 9 | KD | VB | 8F invincible, 10F landing recovery on block or whiff
A+B+D | 50 | 9 | GB | -26 | 10F invincible
Trivia
- Witch goes from summoning Norse weapons to combining them with WW2 German weaponry = Perfection.
- Gleipnir. The chains forged by the dwarves to bind the great wolf Fenrir. [1]
- Ransnetz / Rans Netz (ger: Rán's net). The net of Rán, the Norse goddess of the sea, which she used to pull seafarers to the depths. [2]
- Her main weapon 魔剣ダインスレイヴ (Cursed Sword Dáinsleif) is named after King Högni's sword Dáinsleif (Dáinn's legacy). According to the legend this weapon is laid with a curse which says it must always kill a man when it is drawn. She's summoning the sword in the beginning of a match, 出でよ、魔剣ダインスレイヴ! "Come, cursed sword Dáinsleif!". [3]
Arcade Story
In the year 20XX AD a secret society, the New Order of Knights Templar, began a worldwide invasion.
The Perfecti Mycale was at the head of that Order.
Her plan was to grant humanity spiritual salvation through corporeal destruction.
Another advance into the next step in mankind's vessel completion.
Still among the living I see... Oh? That wand is...
Suddenly, piercing the South Pole's permafrost, the form of a huge structure appeared.
Murakumo:
I appreciate your efforts during your campaign... Thanks to it I was able to easily gain total control here.
I will resurrect as many times as needed to become a Perfecti just like you.
Valkyria:
Treachery? ...to us such notion is non-existent.
However, shouldn't you be looking for a person to become the vessel of God?
I am Valkyria, the one who brings death to the Old World.
Perfecti:
With this most important step in the Pneuma Project (*1), the archaic humankind disposal is complete.
By using the Form of God's Reality (EN-Eins) as a new vessel, humanity will achieve a great leap forward
thus becoming Perfect and transcending space-time towards the world of the Gods.
- (*1) From ancient Greek πνεῦμα meaning "breath" also used in a religious context for "spirit" or "soul". [4]
General
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Characters
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Mechanics
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