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| [[Category:Dissidia 012 Final Fantasy]] | | [[Category:Dissidia 012 Final Fantasy]] |
| | {{012CharNavGar}} |
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| {{CharacterInfo | | {{CharacterInfo |
| | |portrait=https://resources.dissidia.wiki/ddff/portraits/ddff-port-garland.png |
| |name=Garland (ガーランド) | | |name=Garland (ガーランド) |
| |origin=Final Fantasy | | |origin=Final Fantasy |
| |weapon=Axes, Greatswords, Katanas, Spears | | |weapon=Axes, Greatswords, Katanas, Spears |
| |armor=Gauntlets, Heavy Armor, Helms, Light Armor, Shields | | |armor=Gauntlets, Heavy Armor, Helms,<br>Light Armor, Shields |
| | |atk=111 (High) |
| | |def=112 (High) |
| |runspeed=10.5 (Very Slow) | | |runspeed=10.5 (Very Slow) |
| |dash=81 (Below Average) | | |dash=81 (Below Average) |
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| |exclusives= | | |exclusives= |
| |exclusives=Ogrekiller, Viking Axe, Gigant Axe | | |exclusives=Ogrekiller, Viking Axe, Gigant Axe |
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| }} | | }} |
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| {{ProConTable | | {{ProConTable |
| |pros=*Coming soon | | |pros= |
| |cons=*Coming soon | | *'''Whiff punishment''' |
| | *'''Bravery damage''' |
| | *'''EX meter economy''' - Generates meter efficiently through combos and can kill earlier with EX Revenge than any other character |
| | *'''Disjoints''' great at poking through projectiles and walls |
| | * '''Good ground-to-ground presence''', except against area denial melee HPs |
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| | |cons= |
| | * '''Bad movement''' |
| | * '''Post-dodge vulnerability''' |
| | * '''Limited aerial dodge punish capability''' |
| | * '''EX meter gameplan hurt by poor neutral HPs and assist punish vulnerability''' |
| | * '''Fast + long range vulnerability''' |
| | * '''Difficulties creating offensive momentum consistently''' |
| | * '''Bad at making the opponent whiff without forcing a dodge''' |
| | * '''Flawed aerial mixups''', can struggle against block in the air |
| | * '''Bad against area denial melee HPs''' |
| }} | | }} |
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| == Overview ==
| | = Overview = |
| Garland is a defensive close / mid-range character who is defined by good whiff punish ability, combo game, EX meter economy and crushingly good bravery damage output. | | Garland is a defensive close / mid-range character who is defined by good whiff punish ability, combo game, EX meter economy and crushingly good bravery damage output. |
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| However, one aspect where Garland is a cut above the rest is in the usage of EX meter. Not only can Garland acquire a full EX meter efficiently through combos, his EX Burst is one of the more damaging bursts in the game. But what he is ''really'' infamous for, is his EX Revenge damage output. Being able to combo into a high damaging Bardiche five times is enough to secure a bravery break against any character at their base bravery. This creates a dangerous dynamic with Garland where he can end matches early with a full EX bar if the opponent is below half health. If the player was able to amass a couple bravery breaks before using EX Revenge, Garland can practically ''kill any character from full health''. | | However, one aspect where Garland is a cut above the rest is in the usage of EX meter. Not only can Garland acquire a full EX meter efficiently through combos, his EX Burst is one of the more damaging bursts in the game. But what he is ''really'' infamous for, is his EX Revenge damage output. Being able to combo into a high damaging Bardiche five times is enough to secure a bravery break against any character at their base bravery. This creates a dangerous dynamic with Garland where he can end matches early with a full EX bar if the opponent is below half health. If the player was able to amass a couple bravery breaks before using EX Revenge, Garland can practically ''kill any character from full health''. |
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| Historically Garland has been considered a low tier character. However, his representation in competitive play in recent years present a case for a '''mid tier''' or even '''high tier''' position. Garland is not without faults, nor is he the easiest character to succeed with. But with consistent grounded defensive play, he can overpower many conventionally strong characters who have to engage with him first. He often requires meter to land HP damage and thus secure a victory, but his long-term gameplan is strong thanks to his EX generation and strong applications of a full EX meter. | | Historically Garland has been considered a low tier character. However, his representation in competitive play in recent years present a case for a '''mid tier''' or even '''high tier''' position. Garland is not without faults, nor is he the easiest character to succeed with. He is decent at exploiting the opponent's flaws with proper positioning, but if ''he'' is forced to try and create a mistake, he can fall apart completely against opponents with proper knowledge, positioning and reactions. Garland's long-term gameplan is strong, but it always requires landing hits with resources to later back him up. |
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| Accumulate bravery, meter and overwhelm the opposition.
| | With consistent grounded defensive play, he can overpower many conventionally strong characters who have to engage with him first. |
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| == Bravery Attacks ==
| | = Bravery Attacks = |
| === Ground ===
| | == Ground == |
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| <tabber> | | <tabber> |
| |-|Round Edge= | | |-|Round Edge= |
| {{AbilityInfo | | {{AbilityInfo |
| |damage=7,8,30 (45, Short) / 7,8,9,2,2,2,15 (45, Long) | | |damage=7, 8, 30 (45, Short) / 7, 8, 9, 2, 2, 2, 15 (45, Long) |
| |startup=23F | | |startup=23F |
| |type=Physical | | |type=Physical |
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| |-|Lance Charge= | | |-|Lance Charge= |
| {{AbilityInfo | | {{AbilityInfo |
| |damage=2x5,5,15 (30) | | |damage=2 x 5, 5, 15 (30) |
| |startup=31F | | |startup=31F |
| |type=Physical | | |type=Physical |
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| |-|Highbringer= | | |-|Highbringer= |
| {{AbilityInfo | | {{AbilityInfo |
| |damage=5,19 (24, Low) / 5,2,2,15 (24, High) | | |damage=5, 19 (24, Low) / 5, 2, 2, 15 (24, High) |
| |startup=17F (Low) / 13F (High) | | |startup=17F (Low) / 13F (High) |
| |type=Physical | | |type=Physical |
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| |priority=Ranged Low | | |priority=Ranged Low |
| |ex=0 | | |ex=0 |
| |effect= | | |effect=- |
| |cp=30 (15) | | |cp=30 (15) |
| }} | | }} |
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| </tabber> | | </tabber> |
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| === Aerial ===
| | == Aerial == |
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| <tabber> | | <tabber> |
| |-|Twin Swords= | | |-|Twin Swords= |
| {{AbilityInfo | | {{AbilityInfo |
| |damage=7,8,15 (30) | | |damage=7, 8, 15 (30) |
| |startup=21F | | |startup=21F |
| |type=Physical | | |type=Physical |
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| ''[Mid] Swipe with twin blades. Approaches foe; limited height.'' | | ''[Mid] Swipe with twin blades. Approaches foe; limited height.'' |
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| Garland's primary aerial bravery attack that advances forward. It's fast enough to be unreactable in close range and it can occupy space for a relatively long time. Obviously this means that it can be dangerous to whiff Twin Swords and the reliance on wall rushes for HP damage skews the risk/reward ratio against Garland. In small stages with low ceilings, this move can represent a threat more reliably when fighting air-to-air. | | Garland's primary aerial bravery attack that advances forward. It's fast, but slow enough to be reactable, though the start-up is tricky to see. Given how Garland's other braveries are telegraphed by their effective range, Twin Swords can fall short in approaching the opponent. |
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| | Twin Swords' main strength lies in the move tracking in all directions. The range is average and the homing period is brief. |
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| | The animation is rather long, however. This means that it can be dangerous to whiff Twin Swords and the reliance on wall rushes for HP damage skews the risk/reward ratio against Garland. In small stages with low ceilings, this move can represent a threat more reliably when fighting air-to-air. |
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| Not a staple in Garland's aerial kit, but not entirely without merit either. | | Not a staple in Garland's aerial kit, but not entirely without merit either. |
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| |-|Chain Cast= | | |-|Chain Cast= |
| {{AbilityInfo | | {{AbilityInfo |
| |damage=7,8 (15) | | |damage=7, 8 (15) |
| |startup=45F | | |startup=45F |
| |type=Physical | | |type=Physical |
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| ''[Mid] Swing chain. Low accuracy, but effective against any height.'' | | ''[Mid] Swing chain. Low accuracy, but effective against any height.'' |
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| Garland positions himself above in relation to the opponent for two vertical attacks. Air combo starter, air-to-ground whiff punisher and Garland's primary post-dodge defensive option in the air. It is not invincible, but the movement can help him evade slower dodge punish attempts. On hit, Garland can dodge cancel and combo into Twist Drill for a total of 180 EX (almost 20 % of an EX bar), but he must be below the opponent for this to work. | | Garland positions himself above in relation to the opponent for two vertical attacks. Air combo starter, air-to-ground whiff punisher and Garland's primary post-dodge defensive option in the air. It is not invincible, but the movement can help him evade slower dodge punish attempts. On hit, Garland can dodge cancel and combo into Twist Drill for a total of 180 EX (almost 20 % of an EX bar) or Bardiche / Twin Swords at the wall. |
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| It has enough hit stun to make empty chase attempts safer than on average, although it is not entirely safe to use in all instances.
| | Chain Cast has enough hit stun to make empty chase attempts safer than on average, although it is not entirely safe to use in all instances. It can also hit behind the opponent's block, though exact conditions are unclear (being significantly below / above the opponent helps). |
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| The consistency of Chain Cast's damage output, meter generation and applications in the neutral make it an appealing choice for a third bravery slot along with Bardiche and Twist Drill. | | The consistency of Chain Cast's damage output, meter generation and applications in the neutral make it an appealing choice for a third bravery slot along with Bardiche and Twist Drill. |
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| | The hitbox has some oddities. It has gaps and possibly slight deadzones between the chain itself and the tip. Before reaching proper down-forward hitbox there may be a gap just below level height. Could have a small deadzone right in front of Garland as well. Requires further research. |
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| |-|Bardiche= | | |-|Bardiche= |
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| ''[Dive] Mighty axe swing. Great for attacking from above.'' | | ''[Dive] Mighty axe swing. Great for attacking from above.'' |
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| Garland's iconic crushing repertoire. A staple in Garland's kit thanks to it's speed, relative safety on whiff and infamous damage output. The designated vertical, downward tracking and the lack of forward momentum limits Bardiche's hit rate in the air. But it functions well as an assist meter generator and air-to-ground attack. | | Garland's iconic crushing repertoire. A staple in Garland's kit due to it's speed, average whiff recovery and infamous damage output. It's applications in the neutral are weak due to it exclusively tracking downwards, having a small hitbox and having flawed mixup options to support it. It is a loud, telegraphed and relatively slow to start low priority attack on a character whose other downward attacks are all slower than 40 frames. The whiff recovery lets Garland build assist meter somewhat safely however. |
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| With one of the higher bravery damage multipliers (30) and wall rush, repeated use of Bardiche is known to be the strongest EX Revenge combo in the entire game.
| | Bardiche is primarily run for it's reward on hit, namely with ground wall rush assist combos and EX Revenge. It's single hit 30 damage multiplier makes Garland one of the best users of wall rush bravery enhancements (primarily {{accbas}} Booster). Outside of combos, Bardiche's reward is lacking with no EX, short assist confirm window and no automatic Sneak Attack activations. |
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| | Despite these flaws, Bardiche is commonly used because the damage output high enough to outweigh the cons. |
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| |-|Twist Drill= | | |-|Twist Drill= |
| {{AbilityInfo | | {{AbilityInfo |
| |damage=4x2,8,14 (30) | | |damage=4 x 2, 8, 14 (30) |
| |startup=21F | | |startup=21F |
| |type=Physical | | |type=Physical |
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| It's hitstun is long enough to combo into an assist from a relatively late dodge cancel window or an empty chase. That also means Twist Drill is a bravery attack that is ''consistently safe on hit after initiating an empty chase'' for EX intake. | | It's hitstun is long enough to combo into an assist from a relatively late dodge cancel window or an empty chase. That also means Twist Drill is a bravery attack that is ''consistently safe on hit after initiating an empty chase'' for EX intake. |
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| While it cannot effectively hit opponents directly in front of him or above his head, Twist Drill is still a staple in Garland's air combat. The extended hitbox allows him to poke through projectiles and traps, such as Ultimecia's charged Knight's Lance. The first part can be dodge cancelled early enough to contest The Emperor's Dreary Cell traps and the overall speed can be difficult to react to. Drill the threat into the opponent's head.
| | Twist Drill's whiff recovery is long enough for it to be punishable on reaction. Staying directly above Garland's head, dodging sideways and air BRV assists are consistent ways to neutralise this attack. |
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| | While it cannot effectively hit opponents directly in front of him or above his head, Twist Drill is still a staple in Garland's air combat. The extended hitbox allows him to poke through projectiles and traps, such as Ultimecia's charged Knight's Lance. The first part can be dodge cancelled early enough to contest The Emperor's Dreary Cell traps and the overall speed can be difficult to react to. |
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| | It can also hit behind the opponent's block at the right distance and angle below the opponent. |
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| |-|Thundaga (midair)= | | |-|Thundaga (midair)= |
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| |priority=Ranged Low | | |priority=Ranged Low |
| |ex=0 | | |ex=0 |
| |effect= | | |effect=- |
| |cp=30 (15) | | |cp=30 (15) |
| }} | | }} |
| ''[Long] Call down lightning strikes that home in on opponent.'' | | ''[Long] Call down lightning strikes that home in on opponent.'' |
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| Same as the ground version, except it can be done anywhere in the air. This one is more difficult to justify with four other strong air braveries competing for slots. | | Same as the ground version, except it can be done anywhere in the air. A valid option against mages and characters with poor mobility, it is still used to interrupt opponents. |
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| </tabber> | | </tabber> |
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| == HP Attacks ==
| | = HP Attacks = |
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| === Ground ===
| | == Ground == |
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| <tabber> | | <tabber> |
| |-|Earthquake= | | |-|Earthquake= |
| {{AbilityInfo | | {{AbilityInfo |
| |damage=8, 2x5 (18) | | |damage=8, 2 x 5 (18) |
| |startup=39F | | |startup=39F |
| |type=Physical (axe) / Magical (rocks) | | |type=Physical (axe) / Magical (rocks) |
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| ''[Close] Split ground with axe. Steals bravery, then takes HP.'' | | ''[Close] Split ground with axe. Steals bravery, then takes HP.'' |
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| A decent mix-up against grounded opponents trying to crack Garland's defense. Tracks well, strong knockback and cannot be staggered by LV2 Assist Change after the first hit. The HP-inflicting rock that spawns at the end has minor anti-air potential. | | A decent mix-up against grounded opponents trying to crack Garland's defense. Tracks well, strong knockback and cannot be staggered by LV2 Assist Change after the first hit without having assist meter locked. The HP-inflicting rock that spawns at the end has minor anti-air potential. |
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| The active duration, the relative space control and dodge cancel window can make punishing this move on the ground difficult without mid range attacks. Earthquake is effective when used sparingly, but aerial attacks from above can still punish it. | | Earthquake is one of the many moves in Garland's arsenal where it can be used and not get cleanly punished for it, followed by a one of the worse disadvantage states in the game due to poor movement, risky defensive options and lack of safe follow ups on whiff. That's true for a lot of Garland's tools, but it's by far most evident on Earthquake. |
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| | Because the rocks act independently after activating, Earthquake can be used to punish fairly safe approaching Melee High priority attacks, such as [[Tifa_Lockhart_(Dissidia_012)|'''Tifa''']]'s Rolling Blaze or [[Squall_Leonhart_(Dissidia_012)|'''Squall''']]'s Revolver Drive by clashing with them. |
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| | The active duration, tracking and dodge cancel window can make punishing this move on the ground difficult without mid range attacks or dodge punish tools. Earthquake is effective when used sparingly, but aerial attacks from above can still punish it. It is prone to trades, but they don't backfire on Garland as often as one might expect. |
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| |-|Blaze (ground)= | | |-|Blaze (ground)= |
| {{AbilityInfo | | {{AbilityInfo |
| |damage=-- | | |damage=- |
| |startup=59F | | |startup=59F |
| |type=-- | | |type=- |
| |priority=Ranged High | | |priority=Ranged High |
| |ex=each (9) | | |ex=each (9) |
| |effect=-- | | |effect=- |
| |cp=30 (15) | | |cp=30 (15) |
| }} | | }} |
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| Homing fireballs that can be dodged with well placed dodge. Not commonly used on the ground when Garland has other attacks with better properties and reward on hit. | | Homing fireballs that can be dodged with well placed dodge. Not commonly used on the ground when Garland has other attacks with better properties and reward on hit. |
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| Each fireball can inflict meter depletion if they hit, a trait that carries over to it's aerial version.
| | Blaze has a bad deadzone in front of Garland and each fireball can inflict meter depletion if they hit, traits that carry over to it's aerial version. |
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| |-|Tsunami= | | |-|Tsunami= |
| {{AbilityInfo | | {{AbilityInfo |
| |damage=2x6 (12) | | |damage=2 x 6 (12) |
| |startup=45F | | |startup=45F |
| |type=Physical | | |type=Physical |
| |priority=Melee High | | |priority=Melee High |
| |ex=96 | | |ex=96 |
| |effect=-- | | |effect=- |
| |cp=30 (15) | | |cp=30 (15) |
| }} | | }} |
| ''[Mid] Hurl chain sword. Vertically limited, very accurate.'' | | ''[Mid] Hurl chain sword. Vertically limited, very accurate.'' |
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| One of Garland's primary post-dodge defensive options on the ground. Much like Chain Cast, the swift movement makes it safe rather than plain invincibility. Strong tracking against grounded opponents works very well as a dodge punisher and as an instigator (when assist meter is available). Can also hit aerial opponents who are close to Garland at the time of impact. | | One of Garland's post-dodge defensive options on the ground. Much like Chain Cast, the swift movement helps Garland evade rather than plain invincibility. However, it is dangerous to whiff this attack due to it's lenghty animation and late cancel window. |
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| Combos into assists on hit. A good mixup akin to Earthquake, with stronger tracking at the expense of wall rush. The animation is long, so exercise caution before using this.
| | Tsunami's strong tracking against grounded opponents works very well as a dodge punisher and as an instigator when assist meter is available. Against opponents without command defensive options, doing Tsunami and reacting with an assist can be effective, because it usually forces a dodge. It can also hit aerial opponents who are close to Garland at the time of impact. |
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| | This attack also combos into assists on hit. A good mixup akin to Earthquake, with stronger tracking at the expense of wall rush and worse trade interactions without assist. |
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| If you stagger an opponent with a [[Blodge|'''blodge''']], you can use Tsunami to retaliate after blodging backwards or sideways. | | If you stagger an opponent with a [[Blodge|'''blodge''']], you can use Tsunami to retaliate after blodging backwards or sideways. |
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| </tabber> | | </tabber> |
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| === Aerial ===
| | == Aerial == |
| <tabber> | | <tabber> |
| |-|Blaze (midair)= | | |-|Blaze (midair)= |
| {{AbilityInfo | | {{AbilityInfo |
| |damage=-- | | |damage=- |
| |startup=59F | | |startup=59F |
| |type=-- | | |type=- |
| |priority=Ranged High | | |priority=Ranged High |
| |ex=each (9) | | |ex=each (9) |
| |effect=-- | | |effect=- |
| |cp=30 (15) | | |cp=30 (15) |
| }} | | }} |
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| |-|Cyclone= | | |-|Cyclone= |
| {{AbilityInfo | | {{AbilityInfo |
| |damage=-- | | |damage=- |
| |startup=51F | | |startup=51F |
| |type=-- | | |type=- |
| |priority=Ranged High | | |priority=Ranged High |
| |ex=each (60) | | |ex=each (60) |
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| ''[Close] Call forth tornado. Slow speed, homing ability.'' | | ''[Close] Call forth tornado. Slow speed, homing ability.'' |
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| Two ranged high projectiles that temporarily occupy space while gradually splintering off from their starting position. Often used as a passive defensive tool, a combo extender after an assist or a safer match ender during an assist combo. Combos into assists hit. | | Two Ranged High projectiles that temporarily occupy space while gradually splintering off from their starting position. Often used as a passive defensive tool, a combo extender after an assist or a safer match ender during an assist combo. Good reward on hit thanks to ex generation and hit stun - It combos into assists on hit. Even Garland can combo into his own braveries afterwards if Cyclone connected after a delay. |
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| It does not protect Garland effectively from all angles. However, characters without projectiles, command blocks, disjointed hitbox or a relatively fast advancing Melee High attack will find Cyclone to be difficult to neutralise. | | It does not protect Garland effectively from all angles. Disjointed attacks and assists such as Aerith's Seal Evil can consistently punish Garland for using Cyclone. Because Garland cannot act again early and the projectiles duration is a bit less than desireable, it can also be difficult to turn a successful Cyclone into offensive momentum. |
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| | However, characters without projectiles, command blocks, disjointed hitbox or a relatively fast advancing Melee High attack will find Cyclone to be difficult to neutralise. |
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| |-|Flare= | | |-|Flare= |
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| ''[Mid] Strike with greatsword, causing large explosion on hit.'' | | ''[Mid] Strike with greatsword, causing large explosion on hit.'' |
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| Garland's primary post-block HP retaliation and assist combo ender inflicting HP damage. Homes in on the opponent well, but only occupies space briefly. The knockback has good wall rush potential. | | Garland's primary post-block HP retaliation and assist combo ender inflicting HP damage. Homes in on the opponent well, though it's bad at turning around from a bit before Garland starts moving. The knockback is very high with good wall rush potential. |
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| | Flare's active frames are very brief and as such, it is not effective at punishing early blocks and catching aerial dodges, while leaving ample time for the opponent to dodge and punish Garland. |
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| If the opponent uses LV1 Assist Change as soon as Flare's first hit has made contact, Garland can be hit during the animation. Cyclone and Blaze HPs can make up for this weakness, but Flare remains a staple in Garland's arsenal regardless. It is the only aerial HP he can consistently connect after staggering an opponent with a block. Rack up the bravery and unleash the fury. | | If the opponent uses LV1 Assist Change as soon as Flare's first hit has made contact, Garland can be hit during the animation. Cyclone and Blaze HPs can make up for this weakness, but Flare remains a staple in Garland's arsenal regardless. It is the only aerial HP he can consistently connect after staggering an opponent with a block. Rack up the bravery and unleash the fury. |
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| </tabber> | | </tabber> |
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| == EX Mode ==
| | = EX Mode: Class Change! = |
| Effects: | | Effects: |
| * Regen | | * Regen |
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| * Indomitable Resolve | | * Indomitable Resolve |
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| === Indomitable Resolve ===
| | == Indomitable Resolve == |
| ''[Active while attacking] Even while taking damage, attacks can be performed without flinching.'' | | ''[Active while attacking] Even while taking damage, attacks can be performed without flinching.'' |
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| Rare instance of [https://glossary.infil.net/?t=Armor '''super armor'''] in Dissidia 012. During an attack animation, Garland will not flinch from any attack that does not inflict HP damage. Can work in a pinch against characters with HP links (Cyclone, anyone?), but remember that EX mode does not alter Garland's attack properties. | | Rare instance of [https://glossary.infil.net/?t=Armor '''super armor'''] in Dissidia 012. During an attack animation, Garland will not flinch from any attack that does not inflict HP damage. Can work in a pinch against characters with HP links (Cyclone, anyone?), but remember that EX mode does not alter Garland's attack properties. |
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| === EX Burst: Soul of Chaos ===
| | == EX Burst: Soul of Chaos == |
| ''An attack terrible enough to shake the heavens. Repeatedly press circle to add strength to the attack.'' | | ''An attack terrible enough to shake the heavens. Repeatedly press circle to add strength to the attack.'' |
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| }} | | }} |
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| == Assist == | | = Combos = |
| Garland's assist data.
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| | == Solo == |
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| {| class="wikitable" | | {| class="wikitable sortable" |
| |- | | |- |
| ! Attack !! Startup !! Spawns near !! Damage Multiplier !! Additional properties | | ! scope=col | Combo |
| | ! scope=col | Approximate damage (multipliers) |
| | ! scope=col | Approximate EX Force |
| | ! scope=col | Notes |
| | ! scope=col class=unsortable | Video |
| |- | | |- |
| | Round Edge (Ground BRV) || 23F || Opponent || 2 x 4, 6, 16 (30) || Melee Mid (third hit), Wall Rush | | |Deathblow > move > jump > Twist Drill || '''45''' (15, 30) || 150 (60, 90) || Staple combo. Move and jump as quickly as possible. The later Deathblow hits, the more time you have to combo into Twist Drill. || [https://www.youtube.com/watch?v=_E2EVyWjRFM?=shared&t=5 '''Video'''] |
| |- | | |- |
| | Bardiche (Midair BRV) || 23F || Opponent || 30 (30) || Wall Rush | | |Round Edge 3rd hit (Long) > Deathblow > move > jump > Twist Drill || '''69''' (7, 8, 9, 15, 30) || 180 (30, 60, 90) || Guaranteed Deathblow, but timing is tricky. Try to time it later than earlier to avoid inputting Round Edge's finisher. || [https://www.youtube.com/watch?v=_E2EVyWjRFM?=shared&t=10 '''Video'''] |
| |- | | |- |
| | Tsunami (Ground HP) || 45F || Opponent || 2 x 6 (12) || Chase | | |Chain Cast > DC > Twist Drill || '''45''' (15, 30) || 180 (90, 90) || Staple air combo, commonly used as a punish or an assist combo ender. 180 EX total. If opponent is far after Chain Cast, Twist Drill may not land all initial hits. || [https://www.youtube.com/watch?v=_E2EVyWjRFM&t=19 '''Video'''] |
| |- | | |- |
| | Cyclone (Midair HP) || 51F || Opponent || - || Chase | | |Chain Cast > DC > Twin Swords || '''45''' (15, 30) || 120 (90, 30) || Garland must be nearly at same height with opponent after Chain Cast for this to work. Less EX generation, but can wall rush. || [https://www.youtube.com/watch?v=_E2EVyWjRFM&t=25 '''Video'''] |
| |- | | |- |
| | |Chain Cast > DC > Bardiche || '''45''' (15, 30) || 90 (90, 0) || Same as Twin Swords, but without additional EX gain. Harder to land than Twin Swords due to lack of forward tracking, but can be more practical if Chain Cast whiff punished something air-to-ground. || [https://www.youtube.com/watch?v=_E2EVyWjRFM&t=32 '''Video'''] |
| | |- |
| | |Thundaga (2 hits) > DC > Twin Swords || '''50 minimum + WR''' (10, 10, 30) || 30 || Near wall or corner to reduce Thundaga pushback. All Thundaga combos rely on this and are situational because of it. || [https://www.youtube.com/watch?v=_E2EVyWjRFM&t=38 '''Video'''] |
| | |- |
| | |Thundaga (3 hits) > Twist Drill || '''60''' (10, 10, 10, 30) || 90 || Near wall or corner to reduce Thundaga pushback. || [https://www.youtube.com/watch?v=_E2EVyWjRFM&t=44 '''Video'''] |
| | |- |
| | |Thundaga (3 hits) > Chain Cast > DC > Twist Drill || '''75''' (10, 10, 10, 15, 30) || 180 || Near wall or corner to reduce Thundaga pushback. || [https://www.youtube.com/watch?v=_E2EVyWjRFM&t=51 '''Video'''] |
| | |- |
| | |Thundaga (3 hits) > Flare || '''45 + HP WR''' (10, 10, 10, 15) || 30 || Near wall or corner to reduce Thundaga pushback. Garland must be close enough to opponent for Flare to connect, which is not the range Thundaga is often used at. || [https://www.youtube.com/watch?v=_E2EVyWjRFM&t=58 '''Video'''] |
| |} | | |} |
|
| |
|
| Garland works with most meta assists, but only Kuja (and to a lesser extent, Sephiroth) provides the signature damage output, consistent combo opportunities and whiff punish capabilities. Other assists have diminishing returns. | | == Assist == |
| | Garland's combo structure is mostly universal across his viable assists. |
| | |
| | These combos usually start with wall rush (Bardiche, Lance Charge or an HP), Chain Cast dodge cancel or Twist Drill. |
| | |
| | After Assist Chase (AC), a few enders are common: |
| | * Twist Drill for more EX |
| | * Flare for HP (and wall rush) |
| | * Chain Cast dodge cancel into Twist Drill for EX and bravery damage (advanced, dependent on assist and often stage position) |
| | |
| | * WR = Wall Rush |
| | * DC = Dodge Cancel |
| | * AC = Assist Chase |
|
| |
|
| <tabber> | | <tabber> |
| |-|Kuja= | | |-|Kuja= |
| The strongest known assist for Garland. Solid whiff punisher, consistent combo conversions and BRV damage. Even though the slow ground BRV assist makes it harder to react in time to max distance ground wall rushes off of Bardiche, the damage output that follows with 2x Bardiche more than makes up for it. Both BRV assists allow Garland to combo into Chain Cast > DC > Twist Drill almost anywhere for added EX meter and bravery.
| | Kuja braveries' vertical knockback allows more consistent Chain Cast > Twist Drill dodge cancel combos for a good total of extra 45 damage multipliers. This makes it the defacto ender for bravery damage and building EX meter, but it is often much more consistent when done near a wall, corner or ceiling. Many combos listed will default to this ender, but note that they are recommended for experienced players. |
|
| |
|
| Kuja also converts off of full Twist Drill consistently, with empty chase or dodge cancel alike. And if you need to play around LV2 Assist Change, Kuja's HP assists can come in handy with Bardiche > Flare Star or Chain Cast > Force Symphony.
| | So for easier, consistent followups, '''Twist Drill and Flare''' work after both Kuja assist braveries. |
|
| |
|
| It's about as straightforward as it gets - Kuja synergises with Garland in places where it's needed the most.
| | {| class="wikitable sortable" |
| | |- |
| | ! scope=col | Combo |
| | ! scope=col | Approximate damage (multipliers) |
| | ! scope=col | Approximate EX Force |
| | ! scope=col | Notes |
| | ! scope=col class=unsortable | Video |
| | |- |
| | |Lance Charge > WR > '''Kuja''' > DC > Bardiche > DC > Bardiche > DC > AC > Flare || '''152 + BRV & HP WR''' (30 + WR, 47 AST, 30 + WR, 30 + WR, 15 + HP WR) || 45 (30, 0, 0, 15) || Staple high power assist combo, with a staple HP ender instead of another dodge cancel combo. || [https://www.youtube.com/watch?v=_E2EVyWjRFM&t=94 '''Video'''] |
| | |- |
| | |Lance Charge > WR > ''' Kuja''' > DC > Bardiche > DC > Bardiche > DC > AC > Twist Drill || '''167''' (30 + WR, 47 AST, 30 + WR, 30 + WR, 30) || 120 (30, 0, 0, 90) || Basic Twist Drill ender. || [https://www.youtube.com/watch?v=_E2EVyWjRFM&t=81 '''Video'''] |
| | |- |
| | |Lance Charge > WR > '''Kuja''' > DC > Bardiche > DC > Bardiche > DC > AC > Chain Cast > DC > Twist Drill || '''182 + WR''' (30 + WR, 47 AST, 30 + WR, 30 + WR, 15, 30) || 210 (30, 0, 0, 90, 90) || Staple high power assist combo. Since Lance Charge <br> can stagger blocks, this combo can inflict critical hits frequently. <br>Second Bardiche during assist may not wall rush depending on when it hits. || [https://www.youtube.com/watch?v=_E2EVyWjRFM&t=124 '''Video'''] |
| | |- |
| | |Highbringer 1st hit (high) > '''Kuja''' > AC > Chain Cast > DC > Twist Drill || '''100''' (5, 50 AST, 15, 30) || 198 (18, 90, 90) || - || [https://www.youtube.com/watch?v=_E2EVyWjRFM&t=138 '''Video'''] |
| | |- |
| | |Highbringer 2nd hit (high) > WR > '''Kuja''' > DC > AC > Chain Cast > DC > Twist Drill || '''119 + WR''' (24 + WR, 50 AST, 15, 30) || 210 (30, 90, 90) || Wall. || [https://www.youtube.com/watch?v=_E2EVyWjRFM&t=149 '''Video'''] |
| | |- |
| | ||Highbringer 1st hit (low) > DC > '''Kuja''' > AC > Chain Cast > DC > Twist Drill || '''100''' (5, 50 AST, 15, 30) || 198 (18, 90, 90) || - || [https://www.youtube.com/watch?v=_E2EVyWjRFM&t=169 '''Video'''] |
| | |- |
| | |Highbringer 2nd hit (low) > DC > '''Kuja''' > AC > Chain Cast > DC > Twist Drill || '''119''' (24, 50 AST, 15, 30) || 270 (90, 90, 90) || Wall. || [https://www.youtube.com/watch?v=_E2EVyWjRFM&t=180 '''Video'''] |
| | |- |
| | |Round Edge 3rd hit (Long) > '''Kuja''' > AC > Chain Cast > DC > Twist Drill || '''119''' (7, 8, 9, 50 AST, 15, 30) || 210 (30, 90, 90) || No wall rush. || [https://www.youtube.com/watch?v=_E2EVyWjRFM&t=193 '''Video'''] |
| | |- |
| | |Round Edge (Long) > '''Kuja''' > Empty Chase > AC > Chain Cast > DC > Twist Drill || '''140''' (45, 50 AST, 15, 30) || 270 (90, 90, 90) || More EX. Works when knocked towards wall or corner. || [https://www.youtube.com/watch?v=_E2EVyWjRFM&t=206 '''Video'''] |
| | |- |
| | |Round Edge 3rd hit (Short) > WR > '''Kuja''' > AC > Chain Cast > DC > Twist Drill || '''140 + WR''' (45 + WR, 50 AST, 15, 30) || 210 (30, 90, 90) || Wall rush while grounded. || [https://www.youtube.com/watch?v=_E2EVyWjRFM&t=221 '''Video'''] |
| | |- |
| | |Deathblow > move > jump > Twist Drill 1st > '''Kuja''' > AC > Chain Cast > DC > Twist Drill || '''126''' (15, 4x2, 8, 50 AST, 15, 30) || 270 (60, 30, 90, 90) || Easier, lower damage assist conversion <br>without dodge cancel or empty chase. || [https://www.youtube.com/watch?v=_E2EVyWjRFM&t=233 '''Video'''] |
| | |- |
| | |Deathblow > move > jump > Twist Drill 2nd > Empty Chase > '''Kuja''' > AC > Chain Cast > DC > Twist Drill || '''140''' (15, 30, 50 AST, 15, 30) || 330 (60, 90, 90, 90) || Both empty chase and the assist call afterwards must be performed as soon as possible. Tricky to time, but will absorb all EX Force on the field. Can use Auto Chase support ability to help with timing. || [https://www.youtube.com/watch?v=_E2EVyWjRFM&t=247 '''Video'''] |
| | |- |
| | |Deathblow > move > jump > Twist Drill 2nd > DC > '''Kuja''' > AC > Chain Cast > DC > Twist Drill || '''140''' (15, 30, 50 AST, 15, 30) || 330 (60, 90, 90, 90) || Dodge cancel version. Hold X and time the R button press late into the animation. Won't absorb all EX Force on the field, but safer if mistimed. Garland can still pursue and punish the opponent who tries to escape and lock Kuja. || [https://www.youtube.com/watch?v=_E2EVyWjRFM&t=260 '''Video'''] |
| | |- |
| | |Twin Swords > WR > '''Kuja''' > DC > Twist Drill 1st > DC > AC > Chain Cast > DC > Twist Drill || '''141~ + WR''' (30 + WR, 50 AST, 4x2, 8, 15, 30) || 240 (30, 30, 90, 90) || Wall. || [https://www.youtube.com/watch?v=_E2EVyWjRFM&t=274 '''Video'''] |
| | |- |
| | |Bardiche > WR > Kuja > DC > Bardiche > DC > Bardiche > DC > AC > Chain Cast > DC > Twist Drill || '''182 + WR''' (30 + WR, 47 AST, 30 + WR, 30 + WR, 15, 30) || 180 (0, 0, 0, 90, 90) || Garland's highest damaging, iconic <br>soul crushing assist combo. <br>Second Bardiche during assist may not <br>wall rush depending on when it hits. <br>If wall rushed from afar, Garland usually has <br>time for only one Bardiche instead of two. || [https://www.youtube.com/watch?v=_E2EVyWjRFM&t=289 '''Video'''] |
| | |- |
| | |Bardiche > WR > Kuja > DC > Bardiche > DC > Bardiche > DC > AC > Flare || 152 + BRV & HP WR (30 + WR, 47 AST, 30 + WR, 30 + WR, 15) || 30 (0, 0, 0, 30) || HP conversion. || [https://www.youtube.com/watch?v=_E2EVyWjRFM&t=302 '''Video'''] |
| | |- |
| | |Twist Drill 1st hit > '''Kuja''' > AC > Twist Drill || '''96''' (4x2, 8, 50 AST, 30) || 120 (30, 90) || A basic, reliable assist combo that works intuitively for players not used to dodge cancel combos. Chain Cast into Twist Drill is still possible, adds another 15 dmg multiplier and 90 EX if the player can manage it. || [https://www.youtube.com/watch?v=_E2EVyWjRFM&t=107 '''Video'''] |
| | |- |
| | |Chain Cast > DC > '''Kuja''' > AC > Flare || '''80 (+WR)''' (15, 50 AST, 15) || 120 (90, 30) || Early assist conversion. || [https://www.youtube.com/watch?v=_E2EVyWjRFM&t=314 '''Video'''] |
| | |- |
| | |Earthquake > WR > '''Kuja''' > AC > Chain Cast > DC > Twist Drill || '''113 + WR''' (18 + WR, 50 AST, 15, 30) || 216 (36, 90, 90) || Grounded HP wall rush conversion. Nothing fancy, <br>but good reward when mixed up appropriately regardless. || [https://www.youtube.com/watch?v=_E2EVyWjRFM&t=343 '''Video'''] |
| | |- |
| | |Tsunami > '''Kuja''' > AC > Chain Cast > DC > Twist Drill || '''107''' (12, 50 AST, 15, 30) || 276 (96, 90, 90) || Another grounded HP conversion. Less damage than Earthquake, <br>but works better as a dodge punisher and still functional as a mixup. || [https://www.youtube.com/watch?v=_E2EVyWjRFM&t=355 '''Video'''] |
| | |- |
| | |Flare > WR > '''Kuja''' > AC > Chain Cast > DC > Twist Drill || '''110 + HP WR''' (15+ HP WR, 50 AST, 15, 30) || 210 (30, 90, 90) || Basic. || [https://www.youtube.com/watch?v=_E2EVyWjRFM&t=368 '''Video'''] |
| | |- |
| | |Cyclone > '''Kuja''' > AC > Chain Cast > DC > Twist Drill || '''91~95 + HP''' (50 AST, 15, 26~30) || 240 (60, 90, 90) || Good if the opponent fails to counterplay Cyclone. || [https://www.youtube.com/watch?v=_E2EVyWjRFM?feature=shared&t=382 '''Video'''] |
| | |} |
|
| |
|
| |-|Sephiroth=
| |
| Sephiroth trades a bit of bravery damage, consistent Chain Cast follow-ups and Ranged High priority HP assists for faster speed on the ground and wider hitboxes. Double Bardiche is still possible during Reaper, but Sudden Cruelty's horizontal knockback makes it difficult to do much more than a Twist Drill or Flare. <br><br>If you need an assist to whiff punish grounded opponents more reliably, Sephiroth can substitute Kuja.
| |
|
| |
| |-|Aerith=
| |
| Garland can already combo into assists with Kuja and Sephiroth, but Aerith lets Garland do that even if the opponent has two assist bars. This comes at the expense of fast whiff punishes, EX meter depletion (assist hit) and Earthquake follow-ups. <br><br>Not necessarily a bad choice, but Garland rarely has to prioritise LV2 Assist Change stalemate counterstrategies over everything else that Kuja / Sephiroth can already achieve.
| |
| </tabber> | | </tabber> |
|
| |
|
| == Builds ==
| | = Builds = |
|
| |
|
| <tabber> | | <tabber> |
Line 459: |
Line 570: |
|
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|
| </tabber> | | </tabber> |
| | |
| | |
| | = Assist = |
| | |
| | Garland's assist data. |
| | |
| | {{012Assist |
| | |type1=BRV |
| | |attack1=Round Edge |
| | |startup1=23F |
| | |position1=Ground |
| | |spawn1=Opponent |
| | |damage1=2 x 4, 6, 16 (30) |
| | |effect1=Wall Rush |
| | |type2=BRV |
| | |attack2=Bardiche |
| | |startup2=23F |
| | |position2=Air |
| | |spawn2=Opponent |
| | |damage2=30 |
| | |effect2=Wall Rush |
| | |type3=HP |
| | |attack3=Tsunami |
| | |startup3=45F |
| | |position3=Ground |
| | |spawn3=Opponent |
| | |damage3=2 x 6 (12) |
| | |effect3=Chase |
| | |type4=HP |
| | |attack4=Cyclone |
| | |startup4=51F |
| | |position4=Air |
| | |spawn4=Opponent |
| | |damage4=- |
| | |effect4=Chase |
| | }} |
| | |
| | Garland works with most meta assists, but only Kuja (and to a lesser extent, Sephiroth) provides the signature damage output, consistent combo opportunities and whiff punish capabilities. Other assists have diminishing returns. |
| | |
| | <tabber> |
| | |-|Kuja= |
| | The strongest known assist for Garland. Solid whiff punisher, consistent combo conversions and BRV damage. Even though the slow ground BRV assist makes it harder to react in time to max distance ground wall rushes off of Bardiche, the damage output that follows with 2x Bardiche more than makes up for it. Both BRV assists allow Garland to combo into Chain Cast > DC > Twist Drill almost anywhere for added EX meter and bravery. |
| | |
| | Kuja also converts off of full Twist Drill consistently, with empty chase or dodge cancel alike. And if you need to play around LV2 Assist Change, Kuja's HP assists can come in handy with Bardiche > Flare Star or Chain Cast > Force Symphony. |
| | |
| | It's about as straightforward as it gets - Kuja synergises with Garland in places where it's needed the most. |
| | |
| | |-|Sephiroth= |
| | Sephiroth trades a bit of bravery damage, consistent Chain Cast follow-ups and Ranged High priority HP assists for faster speed on the ground and wider hitboxes. Double Bardiche is still possible during Reaper, but Sudden Cruelty's horizontal knockback makes it difficult to do much more than a Twist Drill or Flare. <br><br>If you need an assist to whiff punish grounded opponents more reliably, Sephiroth can substitute Kuja. |
| | |
| | |-|Aerith= |
| | Garland can already combo into assists with Kuja and Sephiroth, but Aerith lets Garland do that even if the opponent has two assist bars. This comes at the expense of fast whiff punishes, EX meter depletion (assist hit) and Earthquake follow-ups. <br><br>Garland rarely has to prioritise LV2 Assist Change stalemate counterstrategies over everything else that Kuja / Sephiroth can already achieve. |
| | </tabber> |
| | |
| | = References = |
| | <references /> |
| | |
| | {{navbox012}} |
| | |
| | {{roadmap012gar}} |