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| [[Category:Dissidia 012 Final Fantasy]] | | [[Category:Dissidia 012 Final Fantasy]] |
| [[File:Bartz.png|frame]]
| | {{012CharNavBar}} |
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| {{CharacterInfo | | {{CharacterInfo |
| |name=Bartz Klauser | | |portrait=https://resources.dissidia.wiki/ddff/portraits/ddff-port-bartz.png |
| | |name=Bartz Klauser (バッツ・クラウザー) |
| |origin=Final Fantasy V | | |origin=Final Fantasy V |
| |weapon=All | | |weapon=All |
| |armor=All | | |armor=All |
| | |atk=110 (Average) |
| | |def=111 (Average) |
| |runspeed=6 (Average / Good) | | |runspeed=6 (Average / Good) |
| |dash=77F (Average / Good) | | |dash=77F (Average / Good) |
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| }} | | }} |
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| == Overview ==
| | = Overview = |
| Bartz Klauser is the carefree protagonist of Final Fantasy V. In Dissidia 012, he is representing the Mime Class from his original game. This is evident in the fact that is moveset is borrowed from other Warriors of Cosmos. | | Bartz Klauser is the carefree protagonist of Final Fantasy V. In Dissidia 012, he is representing the Mime Class from his original game. This is evident in the fact that is moveset is borrowed from other Warriors of Cosmos. |
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| }} | | }} |
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| == Moveset Data == | | = Bravery Attacks = |
| info here
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| === Bravery Moves === | | == Ground == |
| ==== Grounded Moves ====
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| ===== Blade Crash =====
| | <tabber> |
| | |-|Blade Crash= |
| {{AbilityInfo | | {{AbilityInfo |
| |damage=8,7,6,1 x4,15 (40) | | |damage=8, 7, 6, 1 x 4, 15 (40) |
| |startup=23 | | |startup=23 |
| |type=Physical | | |type=Physical |
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| One of Bartz's slower moves, the advantage that this move brings is that, just like Lightning's version, it moves Bartz slightly forward whenever he does it, making it good to catch opponents whiffing a move in range. However, this slowness also means that you need to think before throwing out this move, as it is easily blockable and punishable. The EX Force generation is good, but it is your choice to run either Blade Crash or Hazard Raid. | | One of Bartz's slower moves, the advantage that this move brings is that, just like Lightning's version, it moves Bartz slightly forward whenever he does it, making it good to catch opponents whiffing a move in range. However, this slowness also means that you need to think before throwing out this move, as it is easily blockable and punishable. The EX Force generation is good, but it is your choice to run either Blade Crash or Hazard Raid. |
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| ===== Reel Impulse =====
| | |-|Reel Impulse= |
| {{AbilityInfo | | {{AbilityInfo |
| |damage=7,7,3 x3,4,16 (43) | | |damage=7, 7, 3 x 3, 4, 16 (43) |
| |startup=47 | | |startup=47 |
| |type=Physical | | |type=Physical |
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| Throw an axe that rebounds to pull the opponent closer, then leap and slash with twin swords multiple times and knock them away. Copied from Firion and Zidane. | | Throw an axe that rebounds to pull the opponent closer, then leap and slash with twin swords multiple times and knock them away. Copied from Firion and Zidane. |
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| Although very slow, the axe throw has the longest range of all of Bartz's grounded attacks, making it viable for punishes in long range. In addition to that, it has high priority, meaning it cannot be blocked by normal blocks and must be dodged, allowing Bartz to get an assist dodge punish if the opponent didn't perfect dodge the axe. | | Although very slow, the axe throw has the longest range of all of Bartz's grounded attacks, making it viable for punishes in long range. In addition to that, it has high priority, meaning it cannot be guarded with normal blocks and must be dodged, allowing Bartz to get an assist dodge punish if the opponent didn't perfect dodge the axe. |
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| Another advantage this move offers is its Additional Effect, which increases the EX Intake Range by 1 meter. This additional effect is stackable, so that you can equip two Reel Impulses to get +2m EX Intake Range, which is almost equal to equipping a Heaven's Cloud. An EX Build could forgo equipping both Blade Crash and Hazard Raid and just equip another Reel Impulse to strengthen Bartz's EX Game. | | Another advantage this move offers is its additional effect, which increases the EX Intake Range by 1 meter. This additional effect is stackable, so that you can equip two Reel Impulses to get +2m EX Intake Range, which is almost equal to equipping a Heaven's Cloud. An EX build could forgo equipping both Blade Crash and Hazard Raid and just equip another Reel Impulse to strengthen Bartz's EX Game. |
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| Despite these advantages, you rarely want to throw this move, as the recovery of this move is extremely long, making it easily punishable by a variety of ways. After throwing the axe, Bartz is vulnerable to assist punishes as well, so one should only throw this move out when Bartz has at least one bar of assist gauge. | | Despite these advantages, you rarely want to throw this move, as the recovery of this move is extremely long, making it easily punishable by a variety of ways. After throwing the axe, Bartz is vulnerable to assist punishes as well, so one should only throw this move out when Bartz has at least one bar of assist gauge. |
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| The EX Intake Effect is useless on a Side by Side Build, but an SBS Bartz would still rather prefer running Reel Impulse due to the advantages stated above that none of his other grounded moves can offer. | | The EX Intake Effect is useless on a Side by Side Build, but an SBS Bartz would still rather prefer running Reel Impulse due to the advantages stated above that none of his other grounded moves can offer. |
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| ===== Hazard Raid =====
| | With the help of landing lag, connecting Reel Impulse at point blank range lets Bartz dodge cancel into Blade Crash bravery for a solo combo. |
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| | |-|Hazard Raid= |
| {{AbilityInfo | | {{AbilityInfo |
| |damage=3 x4,5,8,10 (35) | | |damage=3 x 4, 5, 8, 10 (35) |
| |startup=27 | | |startup=27 |
| |type=Physical | | |type=Physical |
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| ===== Solid Ascension =====
| | |-|Solid Ascension= |
| {{AbilityInfo | | {{AbilityInfo |
| |damage=4,5,6,7,5,7,16 (50) | | |damage=4, 5, 6, 7, 5, 7, 16 (50) |
| |startup=13 | | |startup=13 |
| |type=Physical | | |type=Physical |
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| Despite the disadvantages, it is a very good move that does all of the important things (Being fast, dealing great damage, generating great EX Force) at the cost of poor range, which can be mitigated by his great anti-air HP attacks. | | Despite the disadvantages, it is a very good move that does all of the important things (Being fast, dealing great damage, generating great EX Force) at the cost of poor range, which can be mitigated by his great anti-air HP attacks. |
| | </tabber> |
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| ==== Air Moves ==== | | == Aerial == |
| ===== Holy =====
| | <tabber> |
| | |-|Holy= |
| {{AbilityInfo | | {{AbilityInfo |
| |damage=each (8) | | |damage=each (8) |
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| With these advantages and disadvantages, Holy is in the middle of the road for how unreliable it is. If it works, it brings your damage, punishes and HP hits in quite easily. If it doesn't work, you will wonder why you even decided on using the move. | | With these advantages and disadvantages, Holy is in the middle of the road for how unreliable it is. If it works, it brings your damage, punishes and HP hits in quite easily. If it doesn't work, you will wonder why you even decided on using the move. |
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| ===== Rush Impact =====
| | |-|Rush Impact= |
| {{AbilityInfo | | {{AbilityInfo |
| |damage=6,8,16 (30) | | |damage=6, 8, 16 (30) |
| |startup=19 | | |startup=19 |
| |type=Physical | | |type=Physical |
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| Unfortunately slower than most air pokes, it is almost as slow as Cloud's Slashing Blow, which is a big deal when considering Rush Impact is Bartz's fastest move in the air. It has some range and it is easily comboable to an assist, but it is also predictable and not that good at approaching or whiffing. Not much to say about this move, since you have to run this move, but not having a better faster option than this move makes Bartz's air game miserable, as a dodge cancel window is not available very early. | | Unfortunately slower than most air pokes, it is almost as slow as Cloud's Slashing Blow, which is a big deal when considering Rush Impact is Bartz's fastest move in the air. It has some range and it is easily comboable to an assist, but it is also predictable and not that good at approaching or whiffing. Not much to say about this move, since you have to run this move, but not having a better faster option than this move makes Bartz's air game miserable, as a dodge cancel window is not available very early. |
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| ===== Slide Shooter =====
| | |-|Slide Shooter= |
| {{AbilityInfo | | {{AbilityInfo |
| |damage=1 x6,5,6,3,3,5,12 (40) | | |damage=1 x 6, 5, 6, 3, 3, 5, 12 (40) |
| |startup=25 | | |startup=25 |
| |type=Physical | | |type=Physical |
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| Unfortunately the assist synergy for this strategy is similiarly restricted as it is with Tidus. Kuja and Jecht are more commonly used with Bartz for their fast start-up (assist follow-ups) and damage potential (Holy -> Flare setups), but this particular strategy relies on [[Assist#Aerith_Gainsborough|Aerith]] assist. Losing out on early conversions from Bartz's other aerial moves can hurt and ground-oriented playstyles may suffer even more. Please take that into consideration before relying on this. | | Unfortunately the assist synergy for this strategy is similiarly restricted as it is with Tidus. Kuja and Jecht are more commonly used with Bartz for their fast start-up (assist follow-ups) and damage potential (Holy -> Flare setups), but this particular strategy relies on [[Assist#Aerith_Gainsborough|Aerith]] assist. Losing out on early conversions from Bartz's other aerial moves can hurt and ground-oriented playstyles may suffer even more. Please take that into consideration before relying on this. |
| | </tabber> |
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| === HP Attacks ===
| | = HP Attacks = |
| ==== Grounded Moves ==== | | == Ground == |
| ===== Hellfire =====
| | <tabber> |
| | |-|Hellfire= |
| {{AbilityInfo | | {{AbilityInfo |
| |damage=10 (10) | | |damage=10 (10) |
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| Summon Ifrit to attack with pillars of fire. EX generation increases if more flame pillars hit. | | Summon Ifrit to attack with pillars of fire. EX generation increases if more flame pillars hit. |
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| ===== Dark Flame =====
| | |-|Dark Flame= |
| {{AbilityInfo | | {{AbilityInfo |
| |damage=- | | |damage=- |
| |startup=53 | | |startup=53 |
| |type=-- | | |type=- |
| |priority=Ranged High | | |priority=Ranged High |
| |ex=0 | | |ex=0 |
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| Stab the ground to summon bursts of black fire. Tracks the opponent into the air and through walls. | | Stab the ground to summon bursts of black fire. Tracks the opponent into the air and through walls. |
| | </tabber> |
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| ==== Air Moves ==== | | === Aerial === |
| ===== Ragnarok Blade =====
| | <tabber> |
| | |-|Ragnarok Blade= |
| {{AbilityInfo | | {{AbilityInfo |
| |damage=- | | |damage=- |
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| Create a long-range beam of energy and slice it like a sword. | | Create a long-range beam of energy and slice it like a sword. |
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| | | |-|Luminous Shard= |
| ===== Luminous Shard =====
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| {{AbilityInfo | | {{AbilityInfo |
| |damage=- | | |damage=- |
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| Quickly swing sword to send a blade of light energy towards the opponent. | | Quickly swing sword to send a blade of light energy towards the opponent. |
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| ==== BRV to HP Attack ====
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| ===== Flare =====
| | |-|Flare= |
| {{AbilityInfo | | {{AbilityInfo |
| |damage=1 x12 (12) | | |damage=1 x 12 (12) |
| |startup=? | | |startup=? |
| |type=Magical | | |type=Magical |
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| ''Branching from Holy. Minor Magic Shield effect.'' | | ''Branching from Holy. Minor Magic Shield effect.'' |
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| Summon three beams of fire that converge to trap the opponent and then explode. | | An HP link. Summon three beams of fire that converge to trap the opponent and then explode. |
| | </tabber> |
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| === EX Mode ===
| | = EX Mode: Job Mastered! = |
| Effects: | | Effects: |
| * Regen | | * Regen |
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| * Goblin Punch | | * Goblin Punch |
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| <br>Bartz's EX mode is a generic EX Mode, with the added benefit of granting him the HP Move Goblin Punch.
| | Bartz's EX mode is a generic EX Mode, with the added benefit of granting him the HP Move Goblin Punch. |
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| ====Goblin Punch====
| | == Goblin Punch == |
| {{AbilityInfo | | {{AbilityInfo |
| |damage=(same LV) 8 x5 (40) | | |damage=(same LV) 8 x 5 (40) |
| |startup=15 | | |startup=15 |
| |type=Magical | | |type=Magical |
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| ''[Activate with R + Square] Attack bravery, then perform an HP attack. If you are the same level as the foe, your power massively increases.'' | | ''[Activate with R + Square] Attack bravery, then perform an HP attack. If you are the same level as the foe, your power massively increases.'' |
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| Goblin Punch is an incredible melee move that has a very quick start up, while dealing solid damage if the target is the same level as Bartz. However, this move also has poor range, so one should be careful before throwing it out, unless they want to get punished. | | Goblin Punch is an incredible melee move that has a very quick start up, while dealing solid damage if the target is the same level as Bartz. However, this move also has poor range, so one should be careful before throwing it out, unless they want to get punished. |
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| ==== EX Burst: Master Mime ====
| | == EX Burst: Master Mime == |
| {{burst | | {{burst |
| |damage1=3x4, 8 (20 | | |damage1=3x4, 8 (20 |
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| ''Adds the strength of his allies to his own job abilities for a series of masterful blows. Up, down, left, right - each directional button corresponds to 1 hit.'' | | ''Adds the strength of his allies to his own job abilities for a series of masterful blows. Up, down, left, right - each directional button corresponds to 1 hit.'' |
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| | = Combos = |
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| | == Solo == |
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| | == Assist == |
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| | = Builds = |
| | Builds here. |
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| | <tabber> |
| | |-|Side by Side= |
| | {{Build |
| | |hp=10299 |
| | |cp=450 |
| | |brv=916 |
| | |atk=180 |
| | |def=184 |
| | |luk=60 |
| | |booster=x5.9 |
| | |setbonus=Judgment of Lufenia |
| | |ast=Kuja |
| | |wpn=Lufenian Axe |
| | |hand=Blurry Moon |
| | |head=Lufenian Helm |
| | |armor=Lufenian Armor |
| | |acc1={{accbas}} Hyper Ring |
| | |acc2={{accbas}} Earring |
| | |acc3={{accbas}} Dismay Shock |
| | |acc4={{accboo}} BRV > Base Value |
| | |acc5={{accboo}} Empty EX Gauge |
| | |acc6={{accboo}} Summon Unused |
| | |acc7={{accboo}} Pre-EX Mode |
| | |acc8={{accboo}} Pre-EX Revenge |
| | |acc9={{accboo}} Opponent Summon Unused |
| | |acc10={{accsp}} Side by Side |
| | |summon=Rubicante |
| | }} |
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| | |-|Build #2= |
| | {{Build |
| | |hp= |
| | |cp= |
| | |brv= |
| | |atk= |
| | |def= |
| | |luk= |
| | |booster= |
| | |setbonus= |
| | |ast= |
| | |wpn= |
| | |hand= |
| | |head= |
| | |armor= |
| | |acc1= |
| | |acc2= |
| | |acc3= |
| | |acc4= |
| | |acc5= |
| | |acc6= |
| | |acc7= |
| | |acc8= |
| | |acc9= |
| | |acc10= |
| | |summon= |
| | }} |
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| | </tabber> |
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| | = Assist = |
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| | == Bartz's assist data == |
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| | {{012Assist |
| | |type1=BRV |
| | |attack1=Blade Crash |
| | |startup1=23F |
| | |position1=Ground |
| | |spawn1=Opponent |
| | |damage1=8, 7, 6, 1 x 4, 15 (40) |
| | |effect1=Chase |
| | |type2=BRV |
| | |attack2=Slide Shooter |
| | |startup2=25F |
| | |position2=Air |
| | |spawn2=Opponent |
| | |damage2=1x6, 5, 6, 3, 3, 5, 12 (40) |
| | |effect2=Wall Rush |
| | |type3=HP |
| | |attack3=Dark Flame |
| | |startup3=53F |
| | |position3=Ground |
| | |spawn3=Player |
| | |damage3=- |
| | |effect3=Wall Rush |
| | |type4=HP |
| | |attack4=Ragnarok Blade |
| | |startup4=45F |
| | |position4=Air |
| | |spawn4=Opponent |
| | |damage4=- |
| | |effect4=Wall Rush |
| | }} |
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| | == Assists == |
| | Bartz works well with {{012kuja}} and {{012jec}}. |
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| | = References = |
| | <references /> |
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| | {{navbox012}} |
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| | {{roadmap012bar}} |