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| [[Category:Dissidia 012 Final Fantasy]] | | [[Category:Dissidia 012 Final Fantasy]] |
| {{012CharNav | | {{012CharNavFC}} |
| |icon=https://resources.dissidia.wiki/ddff/chara-icon/ddff-icon-fc.png
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| |general=[[Feral Chaos (Dissidia_012)|'''General''']]
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| |matchups=Matchups
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| |resources=Resources
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| |starter=Starter Guide
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| |strategy=Strategy
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| }} | |
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| {{CharacterInfo | | {{CharacterInfo |
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| ''[Rise] High-speed leap. Hold button to keep rising.'' | | ''[Rise] High-speed leap. Hold button to keep rising.'' |
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| A grounded attack with upward movement. If the bravery button is not held, Feral Chaos will transition into the last spin attack and cut the traversed distance short. Because of the mobility, the mid priority and somewhat wide hitbox, Erupt can be used to call out midair attacks for a stagger and then punished with Destroy. | | A grounded attack with upward movement. If the bravery button is not held, Feral Chaos will transition into the last spin attack and cut the traversed distance short. Because of the mobility, the mid priority and somewhat wide hitbox, Erupt can be used to call out midair attacks for a stagger and then punished with Destroy. The recovery on it is quite low, among Feral Chaos' fastest recovering attacks. |
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| | Erupt can be cancelled into block, dodge or attacks whether they're braveries or HP attacks. This can be used to threaten opponents approaching him during the recovery. |
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| </tabber> | | </tabber> |
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| ''[Dive] High-speed dive. Hold button to keep falling.'' | | ''[Dive] High-speed dive. Hold button to keep falling.'' |
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| Raid is the inverse of Erupt in terms of movement, a diving aerial attack with a similiarly wide swipe at the end. If the bravery button is not held, Feral Chaos will transition into the last spin attack and cut the traversed distance short. Likewise, Raid can be used to call out midair attacks for a stagger and then punished with Destroy. | | Raid is the inverse of Erupt in terms of movement, a diving aerial attack with a similiarly wide swipe at the end. If the bravery button is not held, Feral Chaos will transition into the last spin attack and cut the traversed distance short. Likewise, Raid can be used to call out midair attacks for a stagger and then punished with Destroy. The early release for Raid is among Feral Chaos' fastest recovering attacks, which is then primarily utilized with dodge cancels for safety. Raid does not generate assist meter without hitting the opponent, however. |
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| | If the bravery button ''is'' held, Feral Chaos will dive to the ground in a straight line. This attack has two hitboxes upon landing. The first is the Melee Mid priority hitbox that is at Feral Chaos' position. This can be stopped with higher priority blocks, such as [[Jecht_(Dissidia_012)#Jecht_Block_(ground)-0|'''Jecht Block''']] and Wrath. If an opponent tries to guard this with a regular block, the following stagger provides enough [https://glossary.infil.net/?t=Frame%20Advantage '''frame advantage'''] to follow up with pretty much anything after the landing lag, including other braveries and even the Quo Vadis HP attack. |
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| | The second hitbox upon landing is for the shockwave. This can only be blocked with high priority blocks and it will ignore other kinds of blocks. |
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| | Using Raid near a wall is a great way to set up Via Dolorosa okizeme, because wall rush positioning lines up really well for it. Precision Evasion + Evasion Boost abilities are typically required to evade both Via Dolorosa projectiles, but they're both staple abilities in competitive play, whether it's the classic ruleset or Japan Ranked. |
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| | Just like Erupt, Raid can be cancelled into block, dodge or attacks whether they're braveries or HP attacks. This can be used to threaten opponents approaching him during the recovery. |
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| </tabber> | | </tabber> |
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| == Assists == | | == Assists == |
| He works well with most tournament viable assists. | | He works well with most tournament viable assists. |
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| | = References = |
| | <references /> |
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| | {{navbox012}} |
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| | {{roadmap012fc}} |
Latest revision as of 07:45, 27 August 2024
Info
|
|
Name |
Feral Chaos (デスペラードカオス)
|
Original game |
Dissidia 012 [duodecim] Final Fantasy
|
Base ATK (LV100) |
113 (Normal, Highest) 114 (+1 in EX Mode)
|
Base DEF (LV100) |
114 (Normal, Highest) 115 (+1 in EX Mode)
|
Run Speed |
2.5 (Normal, Fast) 0 (EX Mode, Fastest)
|
Dash Speed |
77 (Average / Good)
|
Fall Speed |
67 (Fast)
|
Fall Speed Ratio After Dodge |
16 (Very Fast)
|
Fastest BRV |
|
Fastest HP |
|
1-Hit HP |
|
HP Links |
|
Command Block |
|
Weapon |
Greatswords, Axes, Grappling Weapons
|
Armor |
Gauntlets, Large Shields, Helms, Heavy Armor
|
Exclusive weapons |
Talons of Despair, Aegis of Strife, Calamitous Rage, Deafening Fissure, Endless Oblivion, Eternal Despair, Phantasmal Abyss, Cycle's End
|
Unlock |
|
Alignment |
|
Voice Actor (JP) |
|
Voice Actor (ENG) |
|
Strengths |
Weaknesses
|
- Highest base stats in the game.
- Outstanding braveries with fast startup, low recovery, space control, mid priority, assist combo and wall rush potential.
- Destructive HP attacks with variable timing, good tracking and range.
- EX generation, many attacks generate a minimum of 60 and up to 96.
- Overwhelming EX Burst with high priority for all attacks, immunity to EX Break, the ability to bypass EX Burst defense and interrupt any attack.
- Fast falling speed makes air dodges more difficult to punish.
- Simultaneous EX Core and Side by Side synergy with exclusive meter unlock abilities allow Feral Chaos to utilise both EX and Assist without the usual restrictions between them.
|
- High CP cost. Feral Chaos cannot equip as many abilities as every other character, notably restricting his available actions and builds.
- Large body size makes it easier to get hit by attacks, obstructs the player's view in front of Feral Chaos and above him.
- No assist is a common restriction in community rulesets and tournaments where Feral Chaos is allowed to offset his other strengths.
|
Overview
Feral Chaos is a playable character introduced in Dissidia 012, who operates at close and mid range to overwhelm his opponents with some of the strongest attacks in the game. This is unfiltered raw power in terms of application - Speed, range, high priority and wall rush are all in abundance here. From the lightning fast Destroy to the oppressive gap closer Brute Force and the infamous Via Dolorosa HP, Feral Chaos can apply offense which is difficult to contest for a lot of characters. Many braveries have fast startup, low recovery or mid priority that can guard crush with ease, while his strongest HP attacks have long range or high vertical coverage. Combined with their variable timing and duration, Feral Chaos has effective tools for powering through defensive options and discouraging assist interruptions at most common ranges.
Feral Chaos is great at leveraging both EX and Assist. Majority of Feral Chaos' attacks can inflict wall rush from a good distance or initiate chase which can combo into assists with relative ease. With the highest base stats in the game, wall rush potential, his above average EX generation and damage multipliers on attacks, the payoff is good in terms of damage, meter gain and meter depletion. Once he has access to a full EX bar, the EX Mode boosts attack, defense and movement speed and the oppressive Regnum Dei EX Burst ensures the opponent does not walk away unscathed whether they land an attack or not.
This level of power does not come without a cost - Capacity points. All of Feral Chaos abilities cost exponentially more, whether they are attacks or basic abilities such as ground evasion and block. In addition to this, Feral Chaos comes with built-in restrictions exclusive to him: Passive bravery reduction, EX gauge lock and Assist gauge lock. Removing any one of these requires 50 CP, more than the Precision Evasion extra ability which is often added on top of everything else. With no natural increase in maximum CP, fitting just the necessities is very taxing and builds often specialise in a specific playstyle or a match-up. The innate gauge locks come with one major advantage however, being able to bypass Side by Side accessory's EX intake restriction when equipped simultaneously. This relegates Feral Chaos' EX gain to EX cores, but is one-of-a-kind asset to him thanks to his powerful HP attacks.
Feral Chaos' weaknesses are not exclusive to customization either. His huge frame can make it harder to evade homing attacks and see opponents in front of him, especially smaller characters such as Onion Knight and Zidane. Similiarly, opponents that are above him and out of frame can also cause issues not just with visibility, but also reach. Feral Chaos fights very well in most angles and positions, except in air-to-air situations where the opponent is positioned well above him. While he can anti-air effectively on the ground, his midair attacks are less effective at this, requiring movement to counteract halo camping.
Players are encouraged to actively utilise his repertoire to offset the bravery reduction (if it wasn't disabled) and prevent opponents from exploiting the tendency for attacking - Whiff punishing with an assist is a prominent counterstrategy to Feral Chaos' most used HPs and select few braveries.
In competitive play, Feral Chaos has been banned for most of the game's lifespan due to his abnormally polarising match-ups. Characters who can safely maneuver around the waves of Via Dolorosa or fight above him, whether it's with good dodge cover, downward attacks, special blocks, homing or lingering projectiles are all capable of subdueing him with adequate player skill. He doesn't suffer from severe disadvantage against anyone, whereas he can obliterate any character who cannot reasonably contest with the aforementioned traits.
The legality of Feral Chaos in competitive play has been a contentious topic over the years. Various character specific restrictions have been discussed and some rulesets allow him to be played with certain limitations, such as no EX or Assist in Japan's Ranked ruleset. Even though more counterplay has been exhibited in recent years, Feral Chaos continues to be a polarising, controversial character in the metagame.
Bravery Attacks
Ground
|
Damage multiplier |
Startup frame |
Type |
Priority |
EX Force
|
15, 15 (30) |
11F |
Physical |
Melee Low |
90
|
Effects |
CP (Mastered) |
Cancels |
Assist Gain (Attack) |
Assist Gain (Hit)
|
Chase, Wall Rush |
60 (30) |
|
|
|
Unlocked at level |
Mastered at AP |
|
[Close] Bite foe twice.
A fast attack that can be used to quickly poke the opponent or cancel Raid's recovery.
|
Damage multiplier |
Startup frame |
Type |
Priority |
EX Force
|
1 x 11, 19 (30) |
21F |
Physical |
Melee Mid |
~90
|
Effects |
CP (Mastered) |
Cancels |
Assist Gain (Attack) |
Assist Gain (Hit)
|
Chase, Wall Rush |
60 (30) |
|
|
|
Unlocked at level |
Mastered at AP |
|
[Mid] Charge and pummel foe.
This is a mid priority attack that can be used from further away than Snarl to quickly approach an opponent or anti air them. However, the slower startup makes it easier to react to and could lead to a disadvantageous post-dodge situation even if it's not whiff punished.
Note that Vicious also does not always keep the opponent close to Feral Chaos when using this as part of a mixup near a wall.
|
Damage multiplier |
Startup frame |
Type |
Priority |
EX Force
|
5, 15 (20) |
23F (close), 43F (projectile) |
Physical (close), Magical (projectile) |
Melee Mid (close), Ranged Low (projectile) |
60
|
Effects |
CP (Mastered) |
Cancels |
Assist Gain (Attack) |
Assist Gain (Hit)
|
Chase, Wall Rush |
60 (30) |
|
|
|
Unlocked at level |
Mastered at AP |
|
[Long] Summon magma at foe's feet.
A ranged projectile that spawns under the opponent. This is not a commonly used bravery, but it can hit reliably when used against characters who are good at keeping Feral Chaos at a distance, such as The Emperor and Golbez. When they are using stationary attacks such as Flare or Nightglow, Spew is good at catching them, interrupting the attacks altogether.
|
Damage multiplier |
Startup frame |
Type |
Priority |
EX Force
|
2 x 10, 25 (max 45) |
19F |
Physical |
Melee Mid |
0
|
Effects |
CP (Mastered) |
Cancels |
Assist Gain (Attack) |
Assist Gain (Hit)
|
Chase, Wall Rush |
60 (30) |
|
|
|
Unlocked at level |
Mastered at AP |
|
[Rise] High-speed leap. Hold button to keep rising.
A grounded attack with upward movement. If the bravery button is not held, Feral Chaos will transition into the last spin attack and cut the traversed distance short. Because of the mobility, the mid priority and somewhat wide hitbox, Erupt can be used to call out midair attacks for a stagger and then punished with Destroy. The recovery on it is quite low, among Feral Chaos' fastest recovering attacks.
Erupt can be cancelled into block, dodge or attacks whether they're braveries or HP attacks. This can be used to threaten opponents approaching him during the recovery.
Aerial
|
Damage multiplier |
Startup frame |
Type |
Priority |
EX Force
|
4 x 4, 14 (30) |
13F |
Physical |
Melee Low |
90
|
Effects |
CP (Mastered) |
Cancels |
Assist Gain (Attack) |
Assist Gain (Hit)
|
Chase, Wall Rush |
60 (30) |
|
|
|
Unlocked at level |
Mastered at AP |
|
[Close] Swipe with claws and tail.
Very quick swipes with good horizontal and then vertical hitbox around Feral Chaos. A staple bravery with great EX generation, Destroy is commonly used as a poke, whiff punisher and a post-dodge defensive option to clash with low priority dodge punish attempts. Will initiate chase if wall rush doesn't occur immediately, which can be used to combo into Aerith assist.
|
Damage multiplier |
Startup frame |
Type |
Priority |
EX Force
|
6, 7, 7, 10 (30) |
21F |
Physical |
Melee Mid |
90
|
Effects |
CP (Mastered) |
Cancels |
Assist Gain (Attack) |
Assist Gain (Hit)
|
Chase, Wall Rush |
60 (30) |
|
|
|
Unlocked at level |
Mastered at AP |
|
[Mid] Grab and shred foe.
One of Feral Chaos' strongest braveries. Brute Force is infamous for it's speed, range and ability to stagger and punish regular blocks on contact. It has great forward movement during startup and tracks the opponents very well at Feral Chaos' altitude or slightly below him.
Against standard blocks and low priority melee attacks, Brute Force will complete the folloup animation on contact, hitting the opponent in the process and sending them downwards with great knockback. This often puts the opponent in a wall rush state even at great heights, which can be followed up with empty chase and an assist combo. As a result, the reward on hit is often good for Feral Chaos and it can even lead to additional Brute Force pressure at ground level, creating a situation similiar to Squall's Beat Fang or okizeme in other fighting games.
Overall, Brute Force is a consistent threat in many match-ups. Interrupting from afar is usually not feasible without high priority moves and the range can come off as deceptively long. However, it does not pursue airborne opponents above him very effectively, nor does it protect Feral Chaos immediately when used.
|
Damage multiplier |
Startup frame |
Type |
Priority |
EX Force
|
5 x 4 (20) |
29F |
Magical |
Ranged Mid |
87
|
Effects |
CP (Mastered) |
Cancels |
Assist Gain (Attack) |
Assist Gain (Hit)
|
Chase, Wall Rush |
60 (30) |
|
|
|
Unlocked at level |
Mastered at AP |
|
[Long] Fire multiple shockwaves.
Four long range shockwaves pursue the opponent. Thanks to chase and wall rush, the last hit can be converted into an assist combo. When faced head on or from a diagonal position, Splinter is often very difficult to contest at all. The startup is on the slower side, but it can be challenging to whiff punish with an assist at the end. Be wary of adept Precision Evasion users though, as the invincibility provided by it and Evasion Boost are enough to avoid all four projectiles and line up a punish attempt.
|
Damage multiplier |
Startup frame |
Type |
Priority |
EX Force
|
2 x 10, 15 (max 35) |
19F |
Physical |
Melee Mid |
3
|
Effects |
CP (Mastered) |
Cancels |
Assist Gain (Attack) |
Assist Gain (Hit)
|
Chase, Wall Rush |
60 (30) |
|
|
|
Unlocked at level |
Mastered at AP |
|
[Dive] High-speed dive. Hold button to keep falling.
Raid is the inverse of Erupt in terms of movement, a diving aerial attack with a similiarly wide swipe at the end. If the bravery button is not held, Feral Chaos will transition into the last spin attack and cut the traversed distance short. Likewise, Raid can be used to call out midair attacks for a stagger and then punished with Destroy. The early release for Raid is among Feral Chaos' fastest recovering attacks, which is then primarily utilized with dodge cancels for safety. Raid does not generate assist meter without hitting the opponent, however.
If the bravery button is held, Feral Chaos will dive to the ground in a straight line. This attack has two hitboxes upon landing. The first is the Melee Mid priority hitbox that is at Feral Chaos' position. This can be stopped with higher priority blocks, such as Jecht Block and Wrath. If an opponent tries to guard this with a regular block, the following stagger provides enough frame advantage to follow up with pretty much anything after the landing lag, including other braveries and even the Quo Vadis HP attack.
The second hitbox upon landing is for the shockwave. This can only be blocked with high priority blocks and it will ignore other kinds of blocks.
Using Raid near a wall is a great way to set up Via Dolorosa okizeme, because wall rush positioning lines up really well for it. Precision Evasion + Evasion Boost abilities are typically required to evade both Via Dolorosa projectiles, but they're both staple abilities in competitive play, whether it's the classic ruleset or Japan Ranked.
Just like Erupt, Raid can be cancelled into block, dodge or attacks whether they're braveries or HP attacks. This can be used to threaten opponents approaching him during the recovery.
HP Attacks
Ground
|
Damage multiplier |
Startup frame |
Type |
Priority |
EX Force
|
2 x 4 (8) + 1 x N |
37F |
Physical |
Melee High, Block High (1-37F) |
96
|
Effects |
CP (Mastered) |
Cancels |
Assist Gain (Attack) |
Assist Gain (Hit)
|
Wall Rush, Block |
100 (50) |
|
|
|
Unlocked at level |
Mastered at AP |
|
[Close] Emit shockwave w/roar. Repeatedly press for more hits.
A stationary close-range multi-hit attack that can wall rush. When additional hits are applied via repeated button presses, it is one of Feral Chaos' strongest HP attacks in terms of bravery damage output. The Block High priority covers Deus Iratus' entire startup animation from all directions, making it good for guarding attacks even after dodging. Because of this, Deus Iratus can function as a substitute for regular ground block and save CP when creating a build.
Deus Iratus can act as a decent mixup after a wall rush, but the long animation and recovery make it dangerous to whiff. Similiar to Warrior of Light's Shield of Light, being mindful of when the opponent is going to strike is paramount to using this attack well.
|
Damage multiplier |
Startup frame |
Type |
Priority |
EX Force
|
3 x 4 (12) |
45F |
Physical |
Melee High |
96
|
Effects |
CP (Mastered) |
Cancels |
Assist Gain (Attack) |
Assist Gain (Hit)
|
Wall Rush |
100 (50) |
|
|
|
Unlocked at level |
Mastered at AP |
|
[Mid] Throw super-fast punches. Can combo after wall rush.
A teleport uppercut followed up by an onslaught of ascending strikes on hit. The grounded wall rush at the end leaves Feral Chaos at fairly high altitude relative to his opponent, but it cannot wall rush if it connects at certain heights above the ground.
If an opponent assist changes out early after this move connects, it will continue and the tracking is strong enough to pursue and pierce through invincibility before a dodge is even possible. Furthermore, staggering Feral Chaos with a LV2 Assist Change during Quo Vadis' combo attacks requires guarding an individual teleport attack instead of the explosion that occurs immediately afterwards. This poses a relatively high risk for the opponent to use assist meter to escape with no adjustment on Feral Chaos' part. In addition to that, the initial teleport can evade attacks.
Quo Vadis has relatively good range, average startup and low recovery for an HP attack, which make it good for punishing a dodge and can serve as one of his best HPs for counterpoking. Despite that, it does not stand out much compared to Feral Chaos' other HP attacks and as such, is not usually prioritised.The second projectile comes out 15 frames after button release, or automatically after 218F frames.
|
Damage multiplier |
Startup frame |
Type |
Priority |
EX Force
|
10 |
37F |
Physical |
Melee High (tail), Ranged High (projectile) |
each 60
|
Effects |
CP (Mastered) |
Cancels |
Assist Gain (Attack) |
Assist Gain (Hit)
|
Wall Rush |
100 (50) |
|
|
|
Unlocked at level |
Mastered at AP |
|
[Close] Create 2 fire columns. Charge to delay second column.
The illustrious HP attack Feral Chaos is known for. The two fire columns are fired at the opponent, both inflicting HP damage. The first fire column will always come out at a fixed speed, but the second one can be delayed up to 218 frames (or roughly 3.6 seconds) by holding the HP attack button. This is a threatening HP for several reasons. Both projectiles travel a long distance, have good tracking and a possess huge vertical hitbox extending well beyond the visuals of this attack. Dodging the first fire column early often causes the second column to hit the opponent during a dodge's recovery, essentially guaranteeing HP damage against most characters who cannot protect themselves reliably after dodging. Precision Evasion is difficult to activate against the first HP wave, reducing the effectiveness of a dodge even further.
All this makes Via Dolorosa a good attack to use for creating space or otherwise slowing down the pace of a match. Opponents operating at mid to close range must be wary of this move at all times, as defending against it is more reliable at specific positions with certain timings. Because of the vertical reach, aerial opponents must also be at a considerable distance from Feral Chaos to avoid it, limiting their other approaches. However, a blindspot exists behind Feral Chaos so be wary of characters with good air-to-ground attacks or long range projectiles that spawn on the target such as Sephiroth's Shadow Flare.
Via Dolorosa is not unavoidable however. Characters with fast running speed such as Onion Knight and Tidus can run sideways to effectively avoid both projectiles at mid range, eliminating the risk of getting caught at the end of a dodge. Similiarly, a high priority command block such as Jecht Block or Exdeath's Omni Block can nullify the projectiles and even retaliate if their positioning allows it.
Because Feral Chaos cannot cancel the second projectile, delaying it or using Via Dolorosa altogether at a bad time can risk getting assist punished. If an opponent calls the assist after the second fire column has come out, they can get hit by it, inflict bravery break with the assist and shift the momentum in their favor. This is true of many HPs in general and Feral Chaos is not exempt from it.
In stages with low ceiling like M.S. Prima Vista and Pandaemonium - Top Floor, Via Dolorosa will wall rush on hit. This is good for assist combos and facilitating further pressure with another Via Dolorosa.
Aerial
|
Damage multiplier |
Startup frame |
Type |
Priority |
EX Force
|
2 x 6 (12) |
41F |
Physical |
Ranged High |
96
|
Effects |
CP (Mastered) |
Cancels |
Assist Gain (Attack) |
Assist Gain (Hit)
|
Wall Rush |
100 (50) |
|
|
|
Unlocked at level |
Mastered at AP |
|
[Close] Flap wings, generating turbulence.
Feral Chaos' fastest aerial HP attack. While the speed and overall duration is serviceable, it falls behind his other midair HPs due to being outclassed in terms of meter depletion, bravery damage output and general safety. His other HP Flagro Maximus can be used in similiar situations and positions to greater effect as well. However, one standout trait for Ventus Ire is it's capability to automatically track and adjust it's angle which can punish careless dodges.
Additionally, Ventus Ire's Ranged High priority will not stagger Feral Chaos if LV2 Assist Change is used and the attack's reach can be used to power through lingering projectiles such as Garland's Cyclone and The Emperor's Flare.
|
Damage multiplier |
Startup frame |
Type |
Priority |
EX Force
|
1 x N (max 38) |
51F |
Magical |
Ranged High |
60
|
Effects |
CP (Mastered) |
Cancels |
Assist Gain (Attack) |
Assist Gain (Hit)
|
Wall Rush |
100 (50) |
|
|
|
Unlocked at level |
Mastered at AP |
|
[Long] Fire beams downwards. Can aim with the analog stick.
A long range vertical downward beam. The HP button can be held during this move to extend it's duration and increase the amount of bravery damage dealt. Lux Magnus is commonly used above the opponent, whether it's in air-to-ground or air-to-air situations to punish whiffed attacks, occupy space for pressure or otherwise slow down the pace. The variable attack duration and wall rush potential also make Lux Magnus a great move for starting assist combos, or continuing them with Aerith assist.
Feral Chaos has no protection around him beyond the Ranged High projectile, but it is very difficult to punish when used from further distance. The ability to "aim with the analog stick" refers to movement - Feral Chaos can move during this attack to pursue the opponent. This often forces opponents below him to move or dodge repeatedly, further adding to Lux Magnus' relative safety in the neutral. That being said, assists can still hit Feral Chaos, notably during startup and even active frames if their spawn position allows it. Try to make sure the opponent does not catch onto the timing and that they're not positioned to hit Feral Chaos from the sides or above.
Lux Magnus is one of Feral Chaos' stronger HP attacks and is often a staple in many of his builds due to it's ease of use and overall strengths.Charge time 50 frames. Attack comes out 11 frames after button release, or automatically after 76 frames.
|
Damage multiplier |
Startup frame |
Type |
Priority |
EX Force
|
- |
49F |
- |
Melee High |
each ~30
|
Effects |
CP (Mastered) |
Cancels |
Assist Gain (Attack) |
Assist Gain (Hit)
|
Wall Rush |
100 (50) |
|
|
|
Unlocked at level |
Mastered at AP |
|
[Mid~Long] A massive explosion. Charge to increase range.
A stationary explosive attack with short reach by default. Holding the button increases it's range, wall rush potential and the number of HP hits exponentially, greatly increasing assist meter gain with Side by Side and depleting meter on hit with appropriate equipment. Despite the projectile-like appearence, all hitboxes are Melee High priority, which can power through Ranged High attacks or clash with other high priority attacks and blocks.
Flagro Maximus can be held for additional hits and extra range, but the window where it can be held at full power is very small. It cannot be released early or otherwise manually time it for full power reliably. Similiar to Firion's Straightarrow, Flagro Maximus has a maximum charge time and it cannot be held indefinitely. Charging up this attack is great for catching assist whiff punish attempts with Auto Assist Lock On, but it can also make it much easier for the opponent to anticipate the ideal moment for a counter attack whether they have assist meter or not. Varying the attack timing (charged or uncharged) is important to avoid punishment.
Flagro Maximus is one of Feral Chaos' strongest HP attacks and is commonly used for it's reach, relative safety when whiffed and reward on hit. The forward hitbox and lack of bravery damage make it good for post-block counter attacks and bypassing EX Revenge checkmates.
EX Mode: The power of discord reveals the true Chaos!
Effects:
- Regen
- Critical Boost
- Divine Might
- Brutal
Divine Might
[Always active while in EX Mode] All movement speeds are greatly increased.
Running speed increases by x1.22, jump height about the same as Kain's.
Brutal
[Always active while in EX Mode] Greatly increases ATK and DEF stats.
ATK +1, DEF +1.
EX Burst: Regnum Dei
An insurmountable force drags foes into a vortex of discord. Press R + square to deal a damaging HP attack. Damage increases with greater bravery.
All of Feral Chaos' attacks become high priority during this EX Burst.
Damage multiplier (initial) |
Damage multiplier (rest) |
Type
|
4,5,8,1 (18) |
9, 2x7 (23 finish) (41 + ?? total) |
Physical
|
Combos
Solo
Feral Chaos does not have solo combos.
Assist
Builds
Because of the increased CP cost for all of Feral Chaos' abilities, they will also be listed when possible.
Assist
Feral Chaos cannot be used as an assist.
Assists
He works well with most tournament viable assists.
References
Navigation
Wiki Roadmap (012 Feral Chaos)
Please edit this page's roadmap template when relevant additions and changes are made.
Page |
Completed |
In progress |
To-do |
Score
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General |
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1 / 5
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Strengths and weaknesses |
Done. |
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5 / 5
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Overview |
Done. |
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5 / 5
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Bravery Attacks |
Ability info and overviews. |
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Add images. Overall in good state, edit if necessary. |
4 / 5
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HP Attacks |
Ability info and overviews. |
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Add images. Overall in good state, edit if necessary. |
4 / 5
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EX Mode |
Basic info |
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Overview for ex mode / burst if possible. |
1 / 5
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Combos |
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Add assist combos with video examples. |
0 / 5
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Builds |
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Adjust the EX build and add overviews to both builds as seen on Tifa's page. Add more builds? |
2 / 5
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Assist |
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Add viable assists with overviews. |
0 / 5
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Matchups |
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Create page. Matchup tips and analysis. |
0 / 5
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Resources |
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Create page. Helpful links related to the character. |
0 / 5
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Starter Guide |
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Create page. Concise pvp guide with core concepts and essentials. |
0 / 5
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Strategy |
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Create page. Strategies and counterplay. |
0 / 5
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