Kefka Palazzo (Dissidia 012): Difference between revisions

From Dissidia Wiki
(→‎HP Attacks: Added info on ex mode hyperdrive.)
(Changed character navigation template.)
 
(19 intermediate revisions by the same user not shown)
Line 1: Line 1:
[[Category:Dissidia 012 Final Fantasy]]
[[Category:Dissidia 012 Final Fantasy]]
{{012CharNavKef}}


{{CharacterInfo
{{CharacterInfo
|portrait=https://resources.dissidia.wiki/ddff/portraits/ddff-port-kefka.png
|name=Kefka Palazzo (ケフカ・パラッツォ)
|name=Kefka Palazzo (ケフカ・パラッツォ)
|origin=Final Fantasy VI
|origin=Final Fantasy VI
|weapon=Instruments, Poles, Rods, Staves
|weapon=Instruments, Poles, Rods, Staves
|armor=Bangles, Clothing, Hats, Hairpins, Headbands, Ribbons, Robes  
|armor=Bangles, Clothing, Hats, Hairpins,<br>Headbands, Ribbons, Robes  
|atk=111 (High)
|atk=111 (High)
|def=110 (Low)
|def=110 (Low)
Line 29: Line 31:
}}
}}


== Overview ==
= Overview =
Kefka is a defensive spellcaster who primarily operates at mid and long range to create opportunities to deal damage and stay safe.  
Kefka is a defensive spellcaster who primarily operates at mid and long range to create opportunities to deal damage and stay safe.  


Line 35: Line 37:


Kefka's strengths are characterised by his eccentric projectile behavior, good defensive mobility and great damage potential.
Kefka's strengths are characterised by his eccentric projectile behavior, good defensive mobility and great damage potential.
He possesses a high base attack stat and his staple braveries can inflict a lot of damage in a single assist combo. Dodge punishment is serviceable, but he doesn't rely on it to the extent that characters like {{012clo}}, {{012zid}} and {{012tid}} do. While his base defense stat and grounded movement speed are well below average, his Precision Jumps are top class, his fall speed creates one of the safest air dodges in the game and his dash speed is sufficient for general purpose defensive maneuvers.
He possesses a high base attack stat and his staple braveries can inflict a lot of damage in a single assist combo. Dodge punishment is serviceable with Havoc Wing, but he doesn't rely on this to the extent that characters like {{012clo}}, {{012zid}} and {{012tid}} do. While his base defense stat and grounded movement speed are well below average, his Precision Jumps are top class, his fall speed creates one of the safest air dodges in the game and his dash speed is sufficient for general purpose defensive maneuvers. Many of Kefka's spells occupy a good amount of space, making them more difficult to avoid in smaller areas.


Kefka's strenghts are well pronounced, but so are his weaknesses. Low EX Force generation on many of his attacks means he is more reliant on EX Cores and equipment to reach his devastating EX mode. One of his greatest weaknesses however, is being susceptible to whiff punishment. Majority of Kefka's attacks have a lengthy startup or low priority which makes them vulnerable to being countered by assists or Free Air Dash. This can create issues against aggressive opponents who can quickly close gaps and contest with fast braveries or assist meter such as {{012lig}} or {{012ok}}. {{012seph}}'s Shadow Flare is also notorious for applying pressure against Kefka's spellcasting.
Kefka's strenghts are well pronounced, but so are his weaknesses. Low EX Force generation on many of his attacks means he is more reliant on EX Cores and equipment to reach his devastating EX mode. One of his greatest weaknesses however, is being susceptible to whiff punishment. Majority of Kefka's attacks have a lengthy startup or low priority which makes them vulnerable to being countered by assists or Free Air Dash. This can create issues against aggressive opponents who can quickly close gaps and contest with fast braveries or assist meter such as {{012lig}} or {{012ok}}. {{012seph}}'s Shadow Flare is also notorious for applying pressure against Kefka's spellcasting. While Kefka can adapt well to small stages with his spells, opponent's movement speed remains a problem for him when it comes to taking risks.


Not having a quick low commitment bravery also creates another problem for Kefka - Assist meter economy. Despite having stellar defensive traits, he cannot quickly generate one of the game's most important resources with relatively little risk. Side by Side {{accsp}} helps, but forgoes EX entirely. Even then, it limits Kefka's options for creating momentum when he's at a disadvantage. Turning these situations around often involves notable risk for Kefka.
Not having a quick low commitment bravery also creates another problem for Kefka - Assist meter economy. Despite having stellar defensive traits, he cannot quickly generate one of the game's most important resources with relatively little risk. Side by Side {{accsp}} helps, but forgoes EX entirely. While Kefka has answers to situations with fast attacks and single hit HPs, everything he does is commital as he has nothing with both fast startup and low recovery.


Kefka has been rated as a high tier and a mid tier character in the game's competitive history. He thrives with momentum, but can also struggle a lot when it's not in his favor. Despite that, his defensive playstyle stands out in the roster and can reward dedicated players greatly.
Kefka has been rated as a high tier and a mid tier character in the game's competitive history. He thrives with momentum, but can also struggle a lot when it's not in his favor. Despite that, his defensive playstyle stands out in the roster and can reward dedicated players greatly.


== Bravery Attacks ==
= Bravery Attacks =


All of Kefka's bravery attacks have a ground and a midair version. Attack data is shared between both versions.
All of Kefka's bravery attacks have a ground and a midair version. Attack data is shared between both versions.
Line 61: Line 63:
}}
}}
''[Long] Drop ground-hugging ice. Ice quickly spins while homing.''
''[Long] Drop ground-hugging ice. Ice quickly spins while homing.''
A single ice sphere flies in a fixed, upward arc over the opponent that homes in on them after landing on the ground. This is Kefka's faster overall duration attack in terms of startup and recovery frames. Twisty-Turny Blizzaga is primarily used in ground-to-ground interactions, because the projectile's homing follow-up will not activate if it doesn't reach solid ground. As such, it's use cases are limited.
It's main application is during match start as a way to try and force the opponent to move in order to buy time for Kefka's other spells. The projectile's movement is fast enough that it can hit a dashing opponent from behind. The initial shot can hit airborne opponents and it causes a decent amount of hit stun, but the damage output is low without the homing follow-up that can wall rush.
When used during EX Mode, Twisty-Turny Blizzaga has an additional hit upon landing that holds the opponent in place before following up with a dash.


|-|Scatter-Spray Blizzaga=
|-|Scatter-Spray Blizzaga=
Line 74: Line 82:
''[Long] Fire large ice chunks that stop in midair and break into smaller pieces.''
''[Long] Fire large ice chunks that stop in midair and break into smaller pieces.''


One of Kefka's strongest bravery attacks that is commonly used in close range to fend off nearby opponents and convert into an assist combo (from Waggle-Wobbly Firaga). A Ranged Mid projectile at lightning speed that persists for over a second until it sends out several shards of ice at the opponent. Scatter-Spray Blizzaga will remain active with the mid priority until the ice shards come out, but blocking it can cause this projectile to send ice shards towards Kefka instead. Despite this Scatter-Spray Blizzaga represents a threat, as being staggered from blocking it can lead to an assist follow-up.
One of Kefka's strongest bravery attacks that is commonly used in close range to fend off nearby opponents and convert into an assist combo (from Waggle-Wobbly Firaga). A Ranged Mid projectile at lightning speed that persists for over a second until it sends out several shards of ice at the opponent. Scatter-Spray Blizzaga will remain active with the mid priority until the ice shards come out, but blocking it can cause this projectile to send ice shards towards Kefka instead <ref> https://www.youtube.com/watch?v=66QtcOnaWos&t=16s Scatter-Spray Blizzaga blocked</ref>. Despite this Scatter-Spray Blizzaga represents a threat, as being staggered from blocking it can lead to an assist follow-up <ref>https://www.youtube.com/watch?v=66QtcOnaWos&t=51s Blocked Scatter-Spray Blizzaga assist conversion </ref>.


Both parts of Scatter-Spray Blizzaga inflict a fixed amount of hit stun. This can influence how the following low priority ice shards connect on the opponent. Hitting with Scatter-Spray from it's mid / max range combos lets the shards connect more consistently, while hitting with this in point blank range can result in multiple shards whiffing more frequently.
Both parts of Scatter-Spray Blizzaga inflict a fixed amount of hit stun. This can influence how the following low priority ice shards connect on the opponent. Hitting with Scatter-Spray from it's mid / max range combos lets the shards connect more consistently, while hitting with this in point blank range can result in multiple shards whiffing more frequently.
Line 80: Line 88:
Due to it's higher priority and unreactable startup time, this is Kefka's primary attack when defending against aggressive opponents. However, if the opponent makes a good read on Kefka's timing when using this, he is left wide open for attacks. Assist can be used to intercept these punish attempts, though the mileage will vary depending on match-up and the situation at hand.
Due to it's higher priority and unreactable startup time, this is Kefka's primary attack when defending against aggressive opponents. However, if the opponent makes a good read on Kefka's timing when using this, he is left wide open for attacks. Assist can be used to intercept these punish attempts, though the mileage will vary depending on match-up and the situation at hand.


When used during EX Mode, the broken ice shards will pursue the opponent a second time. The later the shards connect at first, the easier it becomes for them to combo into itself again.
When used during EX Mode, the broken ice shards will pursue the opponent a second time. The later the shards connect at first, the easier it becomes for them to combo into itself again. Just like with the regular version, if the Ranged Mid projectile is blocked, the repeated ice shards may pursue Kefka instead <ref>https://www.youtube.com/watch?v=66QtcOnaWos&t=59s Blocked Scatter-Spray Blizzaga EX mode ice shards reflected</ref>


|-|Extra-Crispy Firaga=
|-|Extra-Crispy Firaga=
Line 100: Line 108:
The timing for whiff punishing this attack with an assist differs from Waggle-Wobbly - While both Firagas can be punished early, Extra-Crispy Firaga has a later cancel window after the initial projectile comes out. Calling the assist ''as'' the projectile comes out avoids getting the assist locked, but the timing is not very lenient.
The timing for whiff punishing this attack with an assist differs from Waggle-Wobbly - While both Firagas can be punished early, Extra-Crispy Firaga has a later cancel window after the initial projectile comes out. Calling the assist ''as'' the projectile comes out avoids getting the assist locked, but the timing is not very lenient.


Extra-Crispy Firaga inflicts two different hit stuns depending on which part of the projectile hits. If the initial projectile connects, it only causes brief hit stun that sends the opponent back. Once the projectiles have split into the three homing projectiles, each projectile can send the opponent upwards and it has enough hit stun to dodge cancel and follow up with an assist. After calling the assist, Kefka has enough time to cast another Waggle-Wobbly Firaga for a chase loop.
Extra-Crispy Firaga inflicts two different hit stuns depending on which part of the projectile hits. If the initial projectile connects, it only causes brief hit stun that sends the opponent back. <ref>https://www.youtube.com/watch?v=LaMMvK8bmnU ECF weak hit</ref> Once the projectiles have split into the three homing projectiles, each projectile can send the opponent upwards and it has enough hit stun to dodge cancel and follow up with an assist. <ref>https://www.youtube.com/watch?v=LaMMvK8bmnU&t=12s ECF stronger hit into assist</ref> After calling the assist, Kefka has enough time to cast another Waggle-Wobbly Firaga for a chase loop.


When done at a corner in point blank range or right above the opponent, the damage output of Extra-Crispy Firaga can double due to all three projectiles hitting twice instead of once. <ref>https://www.youtube.com/watch?v=1zOrrOI4WvE&t=236s Example of double hitting ECF </ref> This is a great asset for Kefka in small stages with low ceiling such as Pandaemonium and Kefka's Tower and scales very well with damage builds.
When done at a corner in point blank range or right above the opponent <ref>https://www.youtube.com/watch?v=LaMMvK8bmnU&t=45s ECF double hit above the opponent</ref>, the damage output of Extra-Crispy Firaga can double due to all three projectiles hitting twice instead of once. <ref>https://www.youtube.com/watch?v=1zOrrOI4WvE&t=236s Example of double hitting ECF </ref> <ref>https://www.youtube.com/watch?v=LaMMvK8bmnU&t=50s ECF double hit example 2</ref> This is a great asset for Kefka in small stages with low ceiling such as Pandaemonium and Kefka's Tower and scales very well with damage builds.
 
The exact cause of this behavior is unclear, but it has been speculated that it has to do with the transitional period that occurs when the single projectile splits into three different projectiles.


|-|Waggle-Wobbly Firaga=
|-|Waggle-Wobbly Firaga=
Line 120: Line 130:
A cornerstone of Kefka's pressure. In most match-ups against close-range characters, this is what players should seek to cast or set up after attacks to make engaging with Kefka more difficult. Because of it's Ranged Mid priority and the ability to blindside opponents with it's zig-zag style travelling arc, this projectile can greatly interfere with their approach.
A cornerstone of Kefka's pressure. In most match-ups against close-range characters, this is what players should seek to cast or set up after attacks to make engaging with Kefka more difficult. Because of it's Ranged Mid priority and the ability to blindside opponents with it's zig-zag style travelling arc, this projectile can greatly interfere with their approach.


Two Waggle-Wobbly Firagas can pursue the opponent on the stage simultaneously. If a third one is cast, the first one usually vanishes due to reaching it's maximum duration. However, if one Waggle-Wobbly Firaga hits the opponent, a third Firaga can be casted, and the first one that hit the opponent will operate without interference.
By default, two Waggle-Wobbly Firagas can pursue the opponent on the stage simultaneously. If a third one is cast, the first one usually vanishes due to reaching it's maximum duration. However, if one Waggle-Wobbly Firaga hits the opponent, a third Firaga can be casted, and the first one that hit the opponent will operate without interference.


When Waggle-Wobbly Firaga hits, it will hold the opponent in place for a good second before it stops inflicting damage. During this time following up with assist, braveries or HPs is very practical and is one of Kefka's primary ways to land HP attacks without assist. No knockback occurs at the end, providing only a brief window for follow-ups in the air and more notably, landing lag abuse on the ground.
When Waggle-Wobbly Firaga hits, it will hold the opponent in place for a good second before it stops inflicting damage. During this time following up with assist, braveries or HPs is very practical and is one of Kefka's primary ways to land HP attacks without assist. No knockback occurs at the end, providing only a brief window for follow-ups in the air and more notably, landing lag abuse on the ground. Furthermore, if another Waggle-Wobbly Firaga connects while the first one is still inflicting damage to the opponent, the hit effect is not invalidated.


As it takes over a second for the mid priority to become active, it is important to ensure Kefka can perform this attack without being interrupted. Use multiple air jumps in conjunction with [[Abilities_(Dissidia_012)#Extra_Abilities-0|'''Precision Jumps''']] to ascend to a large stage's ceiling within a couple seconds. Reverse Free Air Dash is a great general purpose movement option against any character who has to approach Kefka such as {{012vaan}}, {{012clo}} and {{012pri}}. The safest moments to use Waggle-Wobbly Firaga are usually after an assist or an HP attack, when the opponent has whiffed an attack that must be dodge cancelled and when the opponent cannot reach Kefka with their own attack.
As it takes over a second for the mid priority to become active, it is important to ensure Kefka can perform this attack without being interrupted. Use multiple air jumps in conjunction with [[Abilities_(Dissidia_012)#Extra_Abilities-0|'''Precision Jumps''']] to ascend to a large stage's ceiling within a couple seconds. Reverse Free Air Dash is a great general purpose movement option against any character who has to approach Kefka such as {{012vaan}}, {{012clo}} and {{012pri}}. The safest moments to use Waggle-Wobbly Firaga are usually after an assist or an HP attack, when the opponent has whiffed an attack that must be dodge cancelled and when the opponent cannot reach Kefka with their own attack.
Line 128: Line 138:
Because the defensive movement (jumps moreso) usually puts Kefka well above the opponent and out of their line of sight for in-game camera, it is possible to take advantage of it. Waggle-Wobbly Firaga doesn't have a strong audio cue to signal it's start-up, but it is possible to mask it a little by performing a dash first and then quickly inputting the attack while Kefka's yell from dash's startup still plays.
Because the defensive movement (jumps moreso) usually puts Kefka well above the opponent and out of their line of sight for in-game camera, it is possible to take advantage of it. Waggle-Wobbly Firaga doesn't have a strong audio cue to signal it's start-up, but it is possible to mask it a little by performing a dash first and then quickly inputting the attack while Kefka's yell from dash's startup still plays.


During EX Mode, one Waggle-Wobbly Firaga will cast two projectiles instead. The attack data remains the same, but naturally the existence of another projectile creates stronger screen presence and reward on hit.
During EX Mode, one Waggle-Wobbly Firaga will cast two projectiles instead. In addition to this, the maximum amount of Waggle-Wobbly Firagas that can exist simultaneously is increased to 4. The attack data remains the same, but naturally the existence of additional projectiles creates stronger screen presence and reward on hit.


|-|Lickety-Split Thundaga=
|-|Lickety-Split Thundaga=
Line 142: Line 152:
''[Mid] Call down lightning bolts. Farther away, the larger the bolt.''
''[Mid] Call down lightning bolts. Farther away, the larger the bolt.''


A series of lightning bolts quickly advancing towards the opponent in a mostly straight line. A relatively fast long range punish move, useful for whiff punishment. The vertical tracking is very lackluster, but it is good on the ground and it has enough hit stun to combo into an assist after a dodge cancel or an instant [[Chase_(Dissidia_012)#Empty_Chase|'''empty chase.''']] This requires a bit of practice and anticipation, but it is a serviceable bravery regardless.
A series of lightning bolts quickly advancing towards the opponent in a mostly straight line. A relatively fast long range punish move, useful for whiff punishment. The vertical tracking is very lackluster, but it is good on the ground and it has enough hit stun to combo into an assist after a dodge cancel <ref>https://www.youtube.com/watch?v=iUK7ak7mKag LST dodge cancel assist combo</ref> or an instant [[Chase_(Dissidia_012)#Empty_Chase|'''empty chase.''']] <ref>https://www.youtube.com/watch?v=iUK7ak7mKag&t=35s LST empty chase assist combo</ref>  This requires a bit of practice and anticipation, but it is a serviceable bravery regardless.


During EX Mode, Kefka will fire another series of bolts after the first one that goes even further. Dodge cancel is possible after the first set of projectiles, making potential assist conversions a bit easier to visually confirm.
During EX Mode, Kefka will fire another series of bolts after the first one that goes even further. Dodge cancel is possible after the first set of projectiles, but it does not cancel the second series of bolts. This makes potential assist conversions a bit easier to visually confirm.
 
There is actually a gap between lightning bolts when used in close range where Lickety-Split Thundaga can miss entirely. <ref>https://www.youtube.com/watch?v=iUK7ak7mKag&t=29s LST close range hitbox</ref> Given that Kefka does not operate in this range for long, it likely won't happen often for most players.


|-|Zap-Trap Thundaga=
|-|Zap-Trap Thundaga=
Line 158: Line 170:
''[Long] Surround foe w/lightning. Press button to call more bolts.''
''[Long] Surround foe w/lightning. Press button to call more bolts.''


Gradually spawning lightning bolts that can combo into assist with an instant empty chase. While this is good, Zap-Trap Thundaga's minimal bravery damage output, low priority and slow startup make it difficult to justify over other braveries.
Gradually spawning lightning bolts that can combo into assist with an instant empty chase <ref>https://www.youtube.com/watch?v=WQaW9dZop-A&t=36s ZTT empty chase assist example</ref> or dodge cancel <ref>https://www.youtube.com/watch?v=WQaW9dZop-A&t=16s ZTT dodge cancel example</ref>. If multiple lightning bolts hit in succession, Zap-Trap Thundaga has potential to provide some of the most [https://glossary.infil.net/?t=Frame%20Advantage '''frame advantage'''] off of empty chase in the game. While this is good, Zap-Trap Thundaga's low priority, slow startup and lack of threatening screen presence in the neutral make it difficult to justify over other braveries, especially in the air.


Kefka can dodge cancel after the first bolts have been summoned.
The recovery on this attack is fairly low however - Kefka can dodge cancel after the first bolts have been summoned, enabling solo follow-ups with Scatter-Spray Blizzaga and Havoc Wing. <ref>https://www.youtube.com/watch?v=WQaW9dZop-A ZTT solo combo examples</ref> Even Waggle-Wobbly Firaga may work at point blank range. Mind your positioning though, as all bolts of Zap-Trap Thundaga send the opponent upwards.


|-|Meteor=
|-|Meteor=
Line 174: Line 186:
''[Long] Rain fire from the skies that ricochets and flies at foe.''
''[Long] Rain fire from the skies that ricochets and flies at foe.''


Five fireballs descend, surrounding the opponent before homing in at them. Due to it's long startup, low priority, lackluster area of effect midair and low reward on hit without assist, Meteor is often outclassed by his other braveries. While it occupies a decent amount of space, it does not represent a consistent threat against dashes or dodges, nor does it protect Kefka if he casts it from afar.
Five fireballs descend, surrounding the opponent before homing in at them. If all fireballs connect, Meteor is one of Kefka's strongest braveries in terms of damage and EX Force generation. Due to it's long startup, low priority, lackluster area of effect midair and low reward on hit without assist, Meteor is often outclassed by his other braveries. While it occupies a decent amount of space, it does not represent a consistent threat against dashes or dodges, nor does it protect Kefka if he casts it from afar.


If performed in the air, the fireballs will descend for a long time until they reach the ground. This further limits Meteor's viability and is often better used in small stages or near the ground.
If performed in the air, the fireballs will descend for a long time until they reach the ground. This further limits Meteor's viability and is often better used in small stages or near the ground.


Each homing projectile sends the opponent upwards and they can combo into assist and other attacks on hit. This is easier said than done however, as the slow startup and low priority make it difficult to connect with Meteor against moving opponents. Visually confirming Meteor on hit can be difficult in neutral situations, but assist combos provide much needed leeway for additional follow-ups. Both Waggle-Wobbly Firaga and being positioned above the opponent are a big help
Each homing projectile sends the opponent upwards and they can combo into assist and other attacks on hit. <ref>https://www.youtube.com/watch?v=sfztRLFzEF4 Meteor dodge cancel assist example</ref> This is easier said than done however, as the slow startup and low priority make it difficult to connect with Meteor against moving opponents. Visually confirming Meteor on hit can be difficult in neutral situations, but assist combos provide much needed leeway for additional follow-ups. Both Waggle-Wobbly Firaga and being positioned above the opponent are a big help.


During EX Mode, Meteor can be used midair with no reliance on ground at all as the projectiles will halt their descent after a moment before pursuing the opponent. In a way, it functions as if it is performed in the ground.
During EX Mode, Meteor can be used midair with no reliance on ground at all as the projectiles will halt their descent after a moment before pursuing the opponent. In a way, it functions as if it is performed in the ground.
Line 194: Line 206:
''[Mid] Cast the ultimate(?) spell. Causes huge blast...eventually.''
''[Mid] Cast the ultimate(?) spell. Causes huge blast...eventually.''


Covers space in front of Kefka with a small projectile and then a wide aoe blast that wall rushes. Ultima is not often used due to it's low reward on hit without walls compared to his other braveries that perform similiar roles with almost equally long casting times. It can perform better in small stages such as in M.S. Prima Vista and Phantom Train, where it can occupy more space with an increased likelyhood for wall rush.
Covers space in front of Kefka with a small projectile and then a wide aoe blast that wall rushes. Ultima is not often used due to it's low reward on hit without walls compared to his other braveries that perform similiar roles with almost equally long casting times. It can perform better in small stages such as in M.S. Prima Vista and Phantom Train, where it can occupy more space with an increased likelyhood for wall rush. Multi-hitting assists can also enable Ultima's multiple explosions to deal a lot of damage, though this is most commonly relevant in Phantom Train.


When used during EX Mode, Ultima becomes active on frame 1, making this the fastest bravery attack in the game. It is therefore on par with block's startup, and because of it's Ranged Mid priority, it quickly stagger opponents trying to guard against it.
When used during EX Mode, Ultima becomes active on frame 1, making this the fastest bravery attack in the game. It is therefore on par with block's startup, and because of it's Ranged Mid priority, it quickly staggers opponents trying to guard against it.


</tabber>
</tabber>


== HP Attacks ==
= HP Attacks =


All of Kefka's HP attacks have a ground and a midair version, except Hyperdrive. Attack data is shared between both versions. Hyperdrive is only available on the ground.
All of Kefka's HP attacks have a ground and a midair version, except Hyperdrive. Attack data is shared between both versions. Hyperdrive is only available on the ground.
Line 257: Line 269:
''[Long] Triangular spell appears in the air and attacks from 3 directions.''
''[Long] Triangular spell appears in the air and attacks from 3 directions.''


Kefka spawns three homing projectiles around the opponent. It can combo into assist on hit, but one of it's greatest strengths is it's infinite range. Because of this, Trine can not only convert off of stray Waggle-Wobbly Firagas, but also harass opponents going for an EX core, even when used behind walls or across the stage. Opponents must pay attention to when Kefka performs this HP attack, because dashing towards an EX core can result in making contact with it instead.
Kefka spawns three homing projectiles around the opponent. It can combo into dodge cancelled Scatter-Spray Blizzaga and assist on hit, but one of it's greatest strengths is it's infinite range. Because of this, Trine can not only convert off of stray Waggle-Wobbly Firagas, but also harass opponents going for an EX core, even when used behind walls or across the stage. Opponents must pay attention to when Kefka performs this HP attack, because dashing towards an EX core can result in making contact with it instead.


During EX Mode, Kefka will cast Trine twice in quick succession.
During EX Mode, Kefka will cast Trine twice in quick succession. The dodge cancel window remains the same, but dodging early will ''cancel the second Trine altogether''. The Kefka player must delay their dodge cancel a little bit in order for both Trines to come out.


|-|Forsaken Null=
|-|Forsaken Null=
Line 279: Line 291:
</tabber>
</tabber>


== EX Mode: Power of Destruction! ==
= EX Mode: Power of Destruction! =
Effects:
Effects:
* Regen
* Regen
Line 286: Line 298:
* Exhilarating Magic
* Exhilarating Magic


=== Glide ===
== Glide ==
''[Activate by holding x in midair]
''[Activate by holding x in midair]
Increases the magus power within to move freely through the air.''
Increases the magus power within to move freely through the air.''


=== Exhilarating Magic ===
== Exhilarating Magic ==
''[Always active while in EX Mode]
''[Always active while in EX Mode]
All spells become more chaotic - multiple projectiles, magic rebounds, and other unpredictable effects.''
All spells become more chaotic - multiple projectiles, magic rebounds, and other unpredictable effects.''


=== EX Burst: Light of Judgment ===
== EX Burst: Light of Judgment ==
''A light comes from the heavens, cleansiing all in its wake. Memorize the commands that display then enter them in order.''
''A light comes from the heavens, cleansiing all in its wake. Memorize the commands that display then enter them in order.''


Line 303: Line 315:
}}
}}


== Builds ==
= Combos =
 
Many of Kefka's attacks can function as combo starters. Most function as assist combo starters, but few allow Kefka to combo by himself.
 
Scatter-Spray Blizzaga (SSB), Waggle-Wobbly Firaga (WWF), Extra-Crispy Firaga (ECF), Zap-Trap Thundaga (ZTT), Lickety-Split Thundaga (LST), Trine.
 
== Solo ==
 
* Waggle-Wobbly Firaga > SSB / ECF / LST / Meteor / Havoc Wing / Trine
* Trine > Scatter-Spray Blizzaga
* Lickety-Split Thundaga > DC > SSB / Trine
 
== Assist ==
<tabber>
|-|Jecht=
* Scatter-Spray Blizzaga > Jecht Air BRV > Set WWF > Trine (ZTT or Meteor if equipped) > WWF Hit > Trine > Ender (SSB)
 
Alternative enders:
* Meteor > Havoc Wing
* Zap Trap (EX)
* WWFx2 (pressure)
 
</tabber>
 
= Builds =
Kefka usually runs with Waggly-Wobbly Firaga, Scatter-Spray Blizzaga and Extra-Crispy Firaga braveries in the air.
Kefka usually runs with Waggly-Wobbly Firaga, Scatter-Spray Blizzaga and Extra-Crispy Firaga braveries in the air.


<tabber>
<tabber>
|-|Build #1=
|-|Hybrid=
{{Build
{{Build
|hp=10299
|hp=10299
Line 319: Line 355:
|ast=Kuja
|ast=Kuja
|wpn=Dancing Mad
|wpn=Dancing Mad
|hand=Lufenian Dirk
|hand=Lufenian Dirk ([[CP_Glitch_(Dissidia_012)|'''CP Glitch''']])
|head=Lufenian Headband
|head=Lufenian Headband
|armor=Lufenian Vest
|armor=Lufenian Vest ([[CP_Glitch_(Dissidia_012)|'''CP Glitch''']])
|acc1={{accbas}} Hyper Ring
|acc1={{accbas}} Hyper Ring
|acc2={{accbas}} Earring
|acc2={{accbas}} Earring
Line 334: Line 370:
|summon=Rubicante
|summon=Rubicante
}}
}}
Use CP glitch for Lufenian Dirk and Lufenian Vest.


A standard fare damage oriented build with EX intake enabled.


|-|Build #2=
|-|High Initial EX=
{{Build
{{Build
|hp=
|hp=10299
|cp=
|cp=450
|brv=
|brv=956
|atk=
|atk=179
|def=
|def=185
|luk=
|luk=60
|booster=
|booster=None
|setbonus=
|setbonus=Judgment of Lufenia
|ast=
|ast=Jecht
|wpn=
|wpn=Dancing Mad
|hand=
|hand=Lufenian Shield ([[CP_Glitch_(Dissidia_012)|'''CP Glitch''']])
|head=
|head=Lufenian Helm ([[CP_Glitch_(Dissidia_012)|'''CP Glitch''']])
|armor=
|armor=Lufenian Armor ([[CP_Glitch_(Dissidia_012)|'''CP Glitch''']])
|acc1=
|acc1={{accbas}} Earring
|acc2=
|acc2={{accbas}} Dismay Shock
|acc3=
|acc3={{accbas}} Battle Hammer
|acc4=
|acc4={{accsp}} Cyan Drop
|acc5=
|acc5={{accsp}} Cyan Drop
|acc6=
|acc6={{accsp}} Cyan Drop
|acc7=
|acc7={{accsp}} Cyan Gem
|acc8=
|acc8={{accsp}} Tenacious Attacker
|acc9=
|acc9={{accsp}} Glutton
|acc10=
|acc10={{accsp}} First to Victory
|summon=
|summon=
}}
}}
Starts the match with 90 % of the EX meter filled.


</tabber>
</tabber>


== Assist ==
= Assist =


Kefka's assist data.
== Kefka's assist data ==


{{012Assist
{{012Assist
Line 401: Line 439:
|effect4=Wall Rush
|effect4=Wall Rush
}}
}}
== Assists ==
Kefka does not have strong synergy with most tournament viable assists. Instead much of his performance can be attributed to the {{012kuja}} assist and to a lesser extent, {{012jec}} assist.
Being able to convert off stray hits even from a distance is pretty important for Kefka. Other assists such as Sephiroth, Yuna and Exdeath make compromises in startup speed and follow-ups. Both Kuja and Jecht offer most in terms of conversion ability, damage output and setup potential.
<tabber>
|-|Kuja=
Kefka's strongest assist with highest consistency. Air BRV assist Strike Energy has great synergy with Kefka's staple braveries anywhere in the stage. Easiest to setup Kefka's Waggly-Wobbly Firaga > Extra-Crispy Firaga chase loop off of any hit, but can also create more space and setup an additional Waggly-Wobbly Firaga with Trine. It even sets up double damage for Extra-Crispy Firaga in a corner.
If Kefka is in close range, he can Trine after Kuja assist and go for Scatter-Spray Blizzaga for guaranteed critical hits to really shred through bravery.
|-|Jecht=
Faster ground assist and good holding potential overall, but often requires ground to optimise air BRV assist combos. What Jecht assist loses in consistent damage regardless of position, he makes up for it with setups. Comboing a Meteor into Waggly-Wobbly Firaga is one such example.
He works well after Hyperdrive HP as well and of course, can setup other ground adjacent follow-ups afterwards.
The Waggly-Wobbly Firaga > Extra-Crispy Firaga chase loop is possible with Jecht assist as well, but is known to be more difficult as it requires positioning pretty close to the opponent.
</tabber>
= References =
<references />
{{navbox012}}
{{roadmap012kef}}

Latest revision as of 19:00, 10 August 2024


General Starter Guide Combos Strategy
Matchups Resources Match Videos Gallery




Info
Name Kefka Palazzo (ケフカ・パラッツォ)
Original game Final Fantasy VI
Base ATK (LV100) 111 (High)
Base DEF (LV100) 110 (Low)
Run Speed 11.5 (Very Slow)
Dash Speed 81 (Below Average)
Fall Speed 67 (Fast)
Fall Speed Ratio After Dodge 13 (Fastest)
Fastest BRV
Fastest HP
1-Hit HP
HP Links
Command Block
Weapon Instruments, Poles, Rods, Staves
Armor Bangles, Clothing, Hats, Hairpins,
Headbands, Ribbons, Robes
Exclusive weapons Lamia's Flute, Nephilim Flute, Dancing Mad
Unlock
Alignment
Voice Actor (JP)
Voice Actor (ENG)


Strengths Weaknesses
  • Damage - High attack stat, synergy with Side by Side accessory_special.png, good damage multipliers on his staple braveries and combos ensure Kefka's damage output shines regardless of build.
  • Range - If left unattended, Kefka can create presence anywhere in a stage, whether it's the gradually homing Waggly-Wobbly Firaga or Trine with infinite range.
  • Mobility - One of the strongest Precision Jump users with it's speed and height. Fast fall speed makes air dodges significantly harder to punish. While dash speed is below average, it's more than enough to keep aggressive opponents occupied.
  • Defensive play - Having ways to quickly create distance that is in service of his braveries, Kefka can dictate the pace of a match with reverse ground / air dashes.
  • Momentum - In addition to damage, Kefka is in a great position to take advantage of any hits he gets by casting another Waggly-Wobbly Firaga, making it more difficult to challenge his defense. With Side by Side and LV2 Assist Change, Kefka can also retaliate with Havoc Wing, further cementing his advantage in meter economy.
  • EX Mode - Casting two spells at once greatly amplifies his space control and damage output. Ultima comes out instantly.
  • Vulnerable to whiff punishment - Many of Kefka's bravery attacks have a long startup that can be punished with assist on reaction, or contested with a Free Air Dash. Despite having a great close range threat with the Scatter-Spray Blizzaga bravery, Kefka is still susceptible to counter attacks if it's dodged.
  • Assist meter generation on whiff - Because Kefka does not have quick low commitment pokes, generating assist meter safely can be very difficult.
  • EX generation on hit - Two of his staple braveries do not produce EX Force, often limiting his EX intake to EX cores, Extra-Crispy Firaga enders and occasional whiff punishes with Lickety-Split Thundagas.
  • Reversing momentum - If the opponent is consistently intercepting Kefka's braveries with assist or offensive approaches, Kefka has to take big risks to stay alive.
  • Small stages - By the same token, smaller stages like M.S. Prima Vista leave less room for Kefka to create space and cast spells safely.


Overview

Kefka is a defensive spellcaster who primarily operates at mid and long range to create opportunities to deal damage and stay safe.

By utilising reverse dashes, air dodges with great fall speed and Precision Jumps, Kefka can quickly create space to begin casting his signature Waggly-Wobbly Firaga bravery that pursues the opponent with fluctuating priorities. This creates an incentive for the opponent to engage with Kefka which sets up his bigger plays. In close range he can threaten with a mid priority Scatter-Spray Blizzaga, or harass distant opponents with Extra-Crispy Firaga, Lickety-Split Thundaga, Hyperdrive or Trine. All of these attacks can lead to assist combos, representing a threat regardless of Kefka's position.

Kefka's strengths are characterised by his eccentric projectile behavior, good defensive mobility and great damage potential. He possesses a high base attack stat and his staple braveries can inflict a lot of damage in a single assist combo. Dodge punishment is serviceable with Havoc Wing, but he doesn't rely on this to the extent that characters like Cloud, Zidane and Tidus do. While his base defense stat and grounded movement speed are well below average, his Precision Jumps are top class, his fall speed creates one of the safest air dodges in the game and his dash speed is sufficient for general purpose defensive maneuvers. Many of Kefka's spells occupy a good amount of space, making them more difficult to avoid in smaller areas.

Kefka's strenghts are well pronounced, but so are his weaknesses. Low EX Force generation on many of his attacks means he is more reliant on EX Cores and equipment to reach his devastating EX mode. One of his greatest weaknesses however, is being susceptible to whiff punishment. Majority of Kefka's attacks have a lengthy startup or low priority which makes them vulnerable to being countered by assists or Free Air Dash. This can create issues against aggressive opponents who can quickly close gaps and contest with fast braveries or assist meter such as Lightning or Onion Knight. Sephiroth's Shadow Flare is also notorious for applying pressure against Kefka's spellcasting. While Kefka can adapt well to small stages with his spells, opponent's movement speed remains a problem for him when it comes to taking risks.

Not having a quick low commitment bravery also creates another problem for Kefka - Assist meter economy. Despite having stellar defensive traits, he cannot quickly generate one of the game's most important resources with relatively little risk. Side by Side accessory_special.png helps, but forgoes EX entirely. While Kefka has answers to situations with fast attacks and single hit HPs, everything he does is commital as he has nothing with both fast startup and low recovery.

Kefka has been rated as a high tier and a mid tier character in the game's competitive history. He thrives with momentum, but can also struggle a lot when it's not in his favor. Despite that, his defensive playstyle stands out in the roster and can reward dedicated players greatly.

Bravery Attacks

All of Kefka's bravery attacks have a ground and a midair version. Attack data is shared between both versions.

Scatter-Spray Blizzaga and Lickity-Split Thundaga have different damage multipliers when used during EX mode. These values are listed after the regular values and are highlighted in bold.

Damage multiplier Startup frame Type Priority EX Force
5 x N, 25 (30+) 21F Magical Ranged Low each 15 > 0
Effects CP (Mastered) Cancels Assist Gain (Attack) Assist Gain (Hit)
Wall Rush 30 (15)
Unlocked at
level
Mastered at
AP


[Long] Drop ground-hugging ice. Ice quickly spins while homing.

A single ice sphere flies in a fixed, upward arc over the opponent that homes in on them after landing on the ground. This is Kefka's faster overall duration attack in terms of startup and recovery frames. Twisty-Turny Blizzaga is primarily used in ground-to-ground interactions, because the projectile's homing follow-up will not activate if it doesn't reach solid ground. As such, it's use cases are limited.

It's main application is during match start as a way to try and force the opponent to move in order to buy time for Kefka's other spells. The projectile's movement is fast enough that it can hit a dashing opponent from behind. The initial shot can hit airborne opponents and it causes a decent amount of hit stun, but the damage output is low without the homing follow-up that can wall rush.

When used during EX Mode, Twisty-Turny Blizzaga has an additional hit upon landing that holds the opponent in place before following up with a dash.

Damage multiplier Startup frame Type Priority EX Force
5, 6 x 6 (41) / 5, 6 x 6, 6 x 6 (77) 13F (1st) > 71F (spray) Magical Ranged Mid (1st), Ranged Low (spray) 0
Effects CP (Mastered) Cancels Assist Gain (Attack) Assist Gain (Hit)
- 30 (15)
Unlocked at
level
Mastered at
AP


[Long] Fire large ice chunks that stop in midair and break into smaller pieces.

One of Kefka's strongest bravery attacks that is commonly used in close range to fend off nearby opponents and convert into an assist combo (from Waggle-Wobbly Firaga). A Ranged Mid projectile at lightning speed that persists for over a second until it sends out several shards of ice at the opponent. Scatter-Spray Blizzaga will remain active with the mid priority until the ice shards come out, but blocking it can cause this projectile to send ice shards towards Kefka instead [1]. Despite this Scatter-Spray Blizzaga represents a threat, as being staggered from blocking it can lead to an assist follow-up [2].

Both parts of Scatter-Spray Blizzaga inflict a fixed amount of hit stun. This can influence how the following low priority ice shards connect on the opponent. Hitting with Scatter-Spray from it's mid / max range combos lets the shards connect more consistently, while hitting with this in point blank range can result in multiple shards whiffing more frequently.

Due to it's higher priority and unreactable startup time, this is Kefka's primary attack when defending against aggressive opponents. However, if the opponent makes a good read on Kefka's timing when using this, he is left wide open for attacks. Assist can be used to intercept these punish attempts, though the mileage will vary depending on match-up and the situation at hand.

When used during EX Mode, the broken ice shards will pursue the opponent a second time. The later the shards connect at first, the easier it becomes for them to combo into itself again. Just like with the regular version, if the Ranged Mid projectile is blocked, the repeated ice shards may pursue Kefka instead [3]

Damage multiplier Startup frame Type Priority EX Force
each 15, up to 45 49F Magical Ranged Low each 30
Effects CP (Mastered) Cancels Assist Gain (Attack) Assist Gain (Hit)
Chase 30 (15)
Unlocked at
level
Mastered at
AP


[Mid] Shoot speedy fireball. Splits into 3 parts after firing.

One of Kefka's primary bravery attacks. The long startup and low priority makes it poor for long range combat, but it has decent reward on hit and synergises well with Scatter-Spray Blizzaga and Waggle-Wobbly Firaga after either bravery attack hits. Extra-Crispy Firaga is often used during assist combos to add damage and create chase loop scenarios to enforce HP damage.

Having faster startup compared to Waggle-Wobbly Firaga, Extra-Crispy Firaga can protect Kefka against assist whiff punish attempts with Auto Assist Lock On. This is one of the attack's key applications in the neutral and should be used sparingly to keep the opponent's on their toes.

The timing for whiff punishing this attack with an assist differs from Waggle-Wobbly - While both Firagas can be punished early, Extra-Crispy Firaga has a later cancel window after the initial projectile comes out. Calling the assist as the projectile comes out avoids getting the assist locked, but the timing is not very lenient.

Extra-Crispy Firaga inflicts two different hit stuns depending on which part of the projectile hits. If the initial projectile connects, it only causes brief hit stun that sends the opponent back. [4] Once the projectiles have split into the three homing projectiles, each projectile can send the opponent upwards and it has enough hit stun to dodge cancel and follow up with an assist. [5] After calling the assist, Kefka has enough time to cast another Waggle-Wobbly Firaga for a chase loop.

When done at a corner in point blank range or right above the opponent [6], the damage output of Extra-Crispy Firaga can double due to all three projectiles hitting twice instead of once. [7] [8] This is a great asset for Kefka in small stages with low ceiling such as Pandaemonium and Kefka's Tower and scales very well with damage builds.

The exact cause of this behavior is unclear, but it has been speculated that it has to do with the transitional period that occurs when the single projectile splits into three different projectiles.

Starts as ranged low priority, then transforms into a ranged mid priority projectile. After that, Waggle-Wobbly Firaga will repeat the low priority into mid priority once more before vanishing.

Damage multiplier Startup frame Type Priority EX Force
3 x 7 (21) 59F Magical Ranged Low (small) > Ranged Mid (big) 0
Effects CP (Mastered) Cancels Assist Gain (Attack) Assist Gain (Hit)
- 30 (15)
Unlocked at
level
Mastered at
AP


[Long] Shoot slow fireball. Tenacious homing.

A cornerstone of Kefka's pressure. In most match-ups against close-range characters, this is what players should seek to cast or set up after attacks to make engaging with Kefka more difficult. Because of it's Ranged Mid priority and the ability to blindside opponents with it's zig-zag style travelling arc, this projectile can greatly interfere with their approach.

By default, two Waggle-Wobbly Firagas can pursue the opponent on the stage simultaneously. If a third one is cast, the first one usually vanishes due to reaching it's maximum duration. However, if one Waggle-Wobbly Firaga hits the opponent, a third Firaga can be casted, and the first one that hit the opponent will operate without interference.

When Waggle-Wobbly Firaga hits, it will hold the opponent in place for a good second before it stops inflicting damage. During this time following up with assist, braveries or HPs is very practical and is one of Kefka's primary ways to land HP attacks without assist. No knockback occurs at the end, providing only a brief window for follow-ups in the air and more notably, landing lag abuse on the ground. Furthermore, if another Waggle-Wobbly Firaga connects while the first one is still inflicting damage to the opponent, the hit effect is not invalidated.

As it takes over a second for the mid priority to become active, it is important to ensure Kefka can perform this attack without being interrupted. Use multiple air jumps in conjunction with Precision Jumps to ascend to a large stage's ceiling within a couple seconds. Reverse Free Air Dash is a great general purpose movement option against any character who has to approach Kefka such as Vaan, Cloud and Prishe. The safest moments to use Waggle-Wobbly Firaga are usually after an assist or an HP attack, when the opponent has whiffed an attack that must be dodge cancelled and when the opponent cannot reach Kefka with their own attack.

Because the defensive movement (jumps moreso) usually puts Kefka well above the opponent and out of their line of sight for in-game camera, it is possible to take advantage of it. Waggle-Wobbly Firaga doesn't have a strong audio cue to signal it's start-up, but it is possible to mask it a little by performing a dash first and then quickly inputting the attack while Kefka's yell from dash's startup still plays.

During EX Mode, one Waggle-Wobbly Firaga will cast two projectiles instead. In addition to this, the maximum amount of Waggle-Wobbly Firagas that can exist simultaneously is increased to 4. The attack data remains the same, but naturally the existence of additional projectiles creates stronger screen presence and reward on hit.

Damage multiplier Startup frame Type Priority EX Force
each (15) / (10, EX mode) 35F Magical Ranged Low each 30 / 21 (EX mode)
Effects CP (Mastered) Cancels Assist Gain (Attack) Assist Gain (Hit)
Chase 30 (15)
Unlocked at
level
Mastered at
AP


[Mid] Call down lightning bolts. Farther away, the larger the bolt.

A series of lightning bolts quickly advancing towards the opponent in a mostly straight line. A relatively fast long range punish move, useful for whiff punishment. The vertical tracking is very lackluster, but it is good on the ground and it has enough hit stun to combo into an assist after a dodge cancel [9] or an instant empty chase. [10] This requires a bit of practice and anticipation, but it is a serviceable bravery regardless.

During EX Mode, Kefka will fire another series of bolts after the first one that goes even further. Dodge cancel is possible after the first set of projectiles, but it does not cancel the second series of bolts. This makes potential assist conversions a bit easier to visually confirm.

There is actually a gap between lightning bolts when used in close range where Lickety-Split Thundaga can miss entirely. [11] Given that Kefka does not operate in this range for long, it likely won't happen often for most players.

Damage multiplier Startup frame Type Priority EX Force
each (10) 65F Magical Ranged Low each 15
Effects CP (Mastered) Cancels Assist Gain (Attack) Assist Gain (Hit)
Chase 30 (15)
Unlocked at
level
Mastered at
AP


[Long] Surround foe w/lightning. Press button to call more bolts.

Gradually spawning lightning bolts that can combo into assist with an instant empty chase [12] or dodge cancel [13]. If multiple lightning bolts hit in succession, Zap-Trap Thundaga has potential to provide some of the most frame advantage off of empty chase in the game. While this is good, Zap-Trap Thundaga's low priority, slow startup and lack of threatening screen presence in the neutral make it difficult to justify over other braveries, especially in the air.

The recovery on this attack is fairly low however - Kefka can dodge cancel after the first bolts have been summoned, enabling solo follow-ups with Scatter-Spray Blizzaga and Havoc Wing. [14] Even Waggle-Wobbly Firaga may work at point blank range. Mind your positioning though, as all bolts of Zap-Trap Thundaga send the opponent upwards.

Damage multiplier Startup frame Type Priority EX Force
each 15, up to 75 35F (first appearence) Magical Ranged Low each 30
Effects CP (Mastered) Cancels Assist Gain (Attack) Assist Gain (Hit)
Chase 30 (15)
Unlocked at
level
Mastered at
AP


[Long] Rain fire from the skies that ricochets and flies at foe.

Five fireballs descend, surrounding the opponent before homing in at them. If all fireballs connect, Meteor is one of Kefka's strongest braveries in terms of damage and EX Force generation. Due to it's long startup, low priority, lackluster area of effect midair and low reward on hit without assist, Meteor is often outclassed by his other braveries. While it occupies a decent amount of space, it does not represent a consistent threat against dashes or dodges, nor does it protect Kefka if he casts it from afar.

If performed in the air, the fireballs will descend for a long time until they reach the ground. This further limits Meteor's viability and is often better used in small stages or near the ground.

Each homing projectile sends the opponent upwards and they can combo into assist and other attacks on hit. [15] This is easier said than done however, as the slow startup and low priority make it difficult to connect with Meteor against moving opponents. Visually confirming Meteor on hit can be difficult in neutral situations, but assist combos provide much needed leeway for additional follow-ups. Both Waggle-Wobbly Firaga and being positioned above the opponent are a big help.

During EX Mode, Meteor can be used midair with no reliance on ground at all as the projectiles will halt their descent after a moment before pursuing the opponent. In a way, it functions as if it is performed in the ground.

Damage multiplier Startup frame Type Priority EX Force
15, 25 33F > 89F / 1F > 33F (EX mode) Magical Ranged Mid 30 > 0
Effects CP (Mastered) Cancels Assist Gain (Attack) Assist Gain (Hit)
Wall Rush 30 (15)
Unlocked at
level
Mastered at
AP


[Mid] Cast the ultimate(?) spell. Causes huge blast...eventually.

Covers space in front of Kefka with a small projectile and then a wide aoe blast that wall rushes. Ultima is not often used due to it's low reward on hit without walls compared to his other braveries that perform similiar roles with almost equally long casting times. It can perform better in small stages such as in M.S. Prima Vista and Phantom Train, where it can occupy more space with an increased likelyhood for wall rush. Multi-hitting assists can also enable Ultima's multiple explosions to deal a lot of damage, though this is most commonly relevant in Phantom Train.

When used during EX Mode, Ultima becomes active on frame 1, making this the fastest bravery attack in the game. It is therefore on par with block's startup, and because of it's Ranged Mid priority, it quickly staggers opponents trying to guard against it.

HP Attacks

All of Kefka's HP attacks have a ground and a midair version, except Hyperdrive. Attack data is shared between both versions. Hyperdrive is only available on the ground.

Damage multiplier Startup frame Type Priority EX Force
- 51F - Melee High 0
Effects CP (Mastered) Cancels Assist Gain (Attack) Assist Gain (Hit)
Wall Rush 30 (15)
Unlocked at
level
Mastered at
AP


[Close] Attack with wings. Quick approach, useful vs. any height.

A staple HP attack in Kefka's repertoire. Strong vertical tracking and the hitbox stays active for a good while, making whiff punishing this attack from Kefka's front quite difficult. Commonly used after blocking, connecting with Waggle-Wobbly Firaga or at the end of an assist combo.

Because of it's tracking, Havoc Wing can be used after staggering an opponent with a level 2 assist change. This is great for Side by Side builds, but also in checkmate situations where Kefka can finish the opponent off with the next HP attack.

Even so, this leaves Kefka vulnerable from behind for a good moment, so exercise caution when using this.

Havoc Wing has no known effects during EX Mode.

Ground only.
Damage multiplier Startup frame Type Priority EX Force
- 63F, 91F, 143F (hitbox 3F after button release) - Unblockable 60
Effects CP (Mastered) Cancels Assist Gain (Attack) Assist Gain (Hit)
- 30 (15)
Unlocked at
level
Mastered at
AP


[Long] Launch a column of flame along ground. Range depends on length of button hold.

A homing wave projectile. Holding the button increases Hyperdrive's range to travel across large distances and it can combo into assist on hit when charged. Once Hyperdrive goes off it travels very quickly, making it good for dodge punishes. Approaching Kefka safely can become difficult if he has time to charge this HP attack, but it is not very effective against characters who can fight comfortably high above the ground.

While it has good tracking, a blindspot exists right above Kefka's head.

When used during EX Mode, Hyperdrive will stop during traversal to realign it's tracking against the opponent, which can cover Kefka's vertical blindspot. The realignment can happen earlier if Hyperdrive has only been charged a little bit. Activating EX Mode during the startup will automatically change Hyperdrive to it's EX mode version. Can be useful in match-ups like Jecht.

Damage multiplier Startup frame Type Priority EX Force
- 73F - Ranged High each 21
Effects CP (Mastered) Cancels Assist Gain (Attack) Assist Gain (Hit)
- 30 (15)
Unlocked at
level
Mastered at
AP


[Long] Triangular spell appears in the air and attacks from 3 directions.

Kefka spawns three homing projectiles around the opponent. It can combo into dodge cancelled Scatter-Spray Blizzaga and assist on hit, but one of it's greatest strengths is it's infinite range. Because of this, Trine can not only convert off of stray Waggle-Wobbly Firagas, but also harass opponents going for an EX core, even when used behind walls or across the stage. Opponents must pay attention to when Kefka performs this HP attack, because dashing towards an EX core can result in making contact with it instead.

During EX Mode, Kefka will cast Trine twice in quick succession. The dodge cancel window remains the same, but dodging early will cancel the second Trine altogether. The Kefka player must delay their dodge cancel a little bit in order for both Trines to come out.

Damage multiplier Startup frame Type Priority EX Force
- 89F - Ranged High 0
Effects CP (Mastered) Cancels Assist Gain (Attack) Assist Gain (Hit)
Wall Rush 30 (15)
Unlocked at
level
Mastered at
AP


[Long] Mobile sigil fires on foe. Hold button for homing.

A sigil slowly homes in the opponent and rains singular spheres below the opponent. Because of it's egregious slow startup, homing and firing rate with no standout traits, Forsaken Null is often outclassed by Kefka's other HP attacks. It does not cover range as effectively as Trine, nor does it support his close range interactions like Havoc Wing does. If it hits however, it can wall rush. Hitting a grounded opponent can still wall rush on the ground even with Auto Recovery equipped.

During EX Mode, Forsaken Null will fire an additional projectile upwards, increasing it's potential range. Unfortunately it still remains fairly easy to dodge.

EX Mode: Power of Destruction!

Effects:

  • Regen
  • Critical Boost
  • Glide
  • Exhilarating Magic

Glide

[Activate by holding x in midair] Increases the magus power within to move freely through the air.

Exhilarating Magic

[Always active while in EX Mode] All spells become more chaotic - multiple projectiles, magic rebounds, and other unpredictable effects.

EX Burst: Light of Judgment

A light comes from the heavens, cleansiing all in its wake. Memorize the commands that display then enter them in order.

Damage multiplier (initial) Damage multiplier (rest) Type
8, 4, 4, 4 (20) 10 x 8 (80) (100 total) Magical


Combos

Many of Kefka's attacks can function as combo starters. Most function as assist combo starters, but few allow Kefka to combo by himself.

Scatter-Spray Blizzaga (SSB), Waggle-Wobbly Firaga (WWF), Extra-Crispy Firaga (ECF), Zap-Trap Thundaga (ZTT), Lickety-Split Thundaga (LST), Trine.

Solo

  • Waggle-Wobbly Firaga > SSB / ECF / LST / Meteor / Havoc Wing / Trine
  • Trine > Scatter-Spray Blizzaga
  • Lickety-Split Thundaga > DC > SSB / Trine

Assist

* Scatter-Spray Blizzaga > Jecht Air BRV > Set WWF > Trine (ZTT or Meteor if equipped) > WWF Hit > Trine > Ender (SSB)

Alternative enders:

  • Meteor > Havoc Wing
  • Zap Trap (EX)
  • WWFx2 (pressure)

Builds

Kefka usually runs with Waggly-Wobbly Firaga, Scatter-Spray Blizzaga and Extra-Crispy Firaga braveries in the air.

Stats
HP 10299
CP 450
BRV 917
ATK 180
DEF 183
LUK 60
Max Booster x7.4
Special Effect: Seal of Lufenia
Equipment
Assist Kuja
Weapon Dancing Mad
Hand Lufenian Dirk (CP Glitch)
Head Lufenian Headband
Body Lufenian Vest (CP Glitch)
Accessory 1 accessory_basic.png Hyper Ring
Accessory 2 accessory_basic.png Earring
Accessory 3 accessory_basic.png Battle Hammer
Accessory 4 accessory_booster.png Large Gap in HP
Accessory 5 accessory_booster.png BRV > Base Value
Accessory 6 accessory_booster.png Pre-EX Mode
Accessory 7 accessory_booster.png Pre-EX Revenge
Accessory 8 accessory_booster.png Aerial
Accessory 9 accessory_booster.png Opponent HP < 50 %
Accessory 10 accessory_special.png Tenacious Attacker
Summon Rubicante


A standard fare damage oriented build with EX intake enabled.

Stats
HP 10299
CP 450
BRV 956
ATK 179
DEF 185
LUK 60
Max Booster None
Special Effect: Judgment of Lufenia
Equipment
Assist Jecht
Weapon Dancing Mad
Hand Lufenian Shield (CP Glitch)
Head Lufenian Helm (CP Glitch)
Body Lufenian Armor (CP Glitch)
Accessory 1 accessory_basic.png Earring
Accessory 2 accessory_basic.png Dismay Shock
Accessory 3 accessory_basic.png Battle Hammer
Accessory 4 accessory_special.png Cyan Drop
Accessory 5 accessory_special.png Cyan Drop
Accessory 6 accessory_special.png Cyan Drop
Accessory 7 accessory_special.png Cyan Gem
Accessory 8 accessory_special.png Tenacious Attacker
Accessory 9 accessory_special.png Glutton
Accessory 10 accessory_special.png First to Victory
Summon


Starts the match with 90 % of the EX meter filled.

Assist

Kefka's assist data

Type Attack Startup Position Spawn Damage multiplier Effects
BRV Meteor 35F Ground Player 15 each (up to 75) Chase
BRV Extra-Crispy Firaga 49F Air Opponent 15 each (up to 45) Chase
HP Hyperdrive 143F Ground Opponent - Chase
HP Havoc Wing 51F Air Opponent - Wall Rush


Assists

Kefka does not have strong synergy with most tournament viable assists. Instead much of his performance can be attributed to the Kuja assist and to a lesser extent, Jecht assist.

Being able to convert off stray hits even from a distance is pretty important for Kefka. Other assists such as Sephiroth, Yuna and Exdeath make compromises in startup speed and follow-ups. Both Kuja and Jecht offer most in terms of conversion ability, damage output and setup potential.

Kefka's strongest assist with highest consistency. Air BRV assist Strike Energy has great synergy with Kefka's staple braveries anywhere in the stage. Easiest to setup Kefka's Waggly-Wobbly Firaga > Extra-Crispy Firaga chase loop off of any hit, but can also create more space and setup an additional Waggly-Wobbly Firaga with Trine. It even sets up double damage for Extra-Crispy Firaga in a corner. If Kefka is in close range, he can Trine after Kuja assist and go for Scatter-Spray Blizzaga for guaranteed critical hits to really shred through bravery.

Faster ground assist and good holding potential overall, but often requires ground to optimise air BRV assist combos. What Jecht assist loses in consistent damage regardless of position, he makes up for it with setups. Comboing a Meteor into Waggly-Wobbly Firaga is one such example.

He works well after Hyperdrive HP as well and of course, can setup other ground adjacent follow-ups afterwards.

The Waggly-Wobbly Firaga > Extra-Crispy Firaga chase loop is possible with Jecht assist as well, but is known to be more difficult as it requires positioning pretty close to the opponent.

References

Navigation


Wiki Roadmap (012 Kefka Palazzo)

Please edit this page's roadmap template when relevant additions and changes are made.

30,43 % done

   


Page Completed In progress To-do Score
General Add images for attacks. 3 / 5
Strengths and weaknesses Done. 5 / 5
Overview Done. 5 / 5
Bravery Attacks Ability info and overviews Add images. 4 / 5
HP Attacks Ability info and overviews Add images. 4 / 5
EX Mode Basic info Overview or detailed info 1 / 5
Combos Few combos listed. Add solo and assist combos into a table with video examples. 1 / 5
Builds 2 builds. Add more builds with overviews like with Tifa's builds. 2 / 5
Assist Assist data and overviews for two assists. Add more overviews for other assists if possible. 3 / 5
Matchups Create page. Matchup analysis and tips. 0 / 5
Resources Create page. Helpful links related to character. 0 / 5
Starter Guide Create page. Concise pvp guide with core concepts and essentials. 0 / 5
Strategy Create page. Strategies and counterplay. 0 / 5