Squall Leonhart (Dissidia 012): Difference between revisions

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Squall is a high tier character. Barring a few unfavorable match-ups, his consistency, flexibility and ease of use make him a good pick for new and experienced players alike.
Squall is a high tier character. Barring a few unfavorable match-ups, his consistency, flexibility and ease of use make him a good pick for new and experienced players alike.
Build styles:
*Adamant Chains
*Side by Side
*EX Core
*Hybrid
*Depletion


= Bravery Attacks =
= Bravery Attacks =

Revision as of 16:14, 3 May 2024


ddff-icon-squall.png

Info
Name Squall Leonhart (スコール・レオンハート)
Original game Final Fantasy VIII
Base ATK (LV100) 109 (Low)
Base DEF (LV100) 111 (Average)
Run Speed 5 (Above Average)
Dash Speed 77 (Average / Good)
Fall Speed 81 (Average)
Fall Speed Ratio After Dodge 38 (Average)
Fastest BRV
Fastest HP
1-Hit HP
HP Links
Command Block
Weapon Swords, Daggers, Katanas, Guns
Armor Shields, Bangles, Hats, Helms, Clothing, Light Armor, Large Shields, and Chestplates
Exclusive weapons Revolver, Twin Lance, Punishment, Lionheart
Unlock
Alignment
Voice Actor (JP)
Voice Actor (ENG)


Strengths Weaknesses


Overview

Squall is a flexible close range character who can engage from further away and approach from a variety of angles. Above average running speed, fast multi-part bravery attacks, strong anti-air, strong combo & meter drain potential and Ranged Low block properties, Squall has a lot going for him.

On the ground, he can hit people outside of their effective range to lead into combos, easily anti-air and catch their dodges as well as play the conventional close range interactions. Air combat is handled with good usage of air movement, single hit HPs and the infamous Beat Fang. Building assist meter is consistent, with fast bravery whiffs and retaliatory HPs when using Side by Side. EX generation is weak in the air, but finishing ground attacks and investing into EX Core absorption with his exclusive weapon can make up the difference. Due to his holding potential, Squall can work with a variety of assists, though HP follow-ups may suffer depending on position and assist choice.

Squall is versatile and relatively easy to use, but he can struggle to punish air dodges effectively against fall fallers such as Kefka or Prishe. Similiarly, fast running speed can make most of his moves whiff effortlessly. On top of that, his primary way of protecting himself after a dodge is clashing with a bravery attack. Combined with his floaty air dodges, the reliance on dodge cancels can put Squall at great risk for any approach attempts.

Squall is a high tier character. Barring a few unfavorable match-ups, his consistency, flexibility and ease of use make him a good pick for new and experienced players alike.

Bravery Attacks

Ground

During EX Mode, damage multipliers inside brackets [ ] hit twice instead of once.

Damage multiplier Startup frame Type Priority EX Force
[3, 3, 5],9 (20) [31] 13F Physical Melee Low 30
Effects CP (Mastered) Cancels Assist Gain (Attack) Assist Gain (Hit)
Wall Rush 30 (15)
Unlocked at
level
Mastered at
AP


[Close] Leap into the air. Quick launch, easy wall rush.

A quick forward slash with combo potential. Upper Blues is commonly used as a poke, whiff punisher, in combos and to fill assist meter faster with dodge cancels. Due to the forward movement, it is more reliable in catching moving opponents than his other ground braveries. A good bravery to have in most match-ups and builds.

Damage multiplier Startup frame Type Priority EX Force
[5, 6, 8, 10, 5, 5, 16] (55) (110) 13F Physical Melee Low 90
Effects CP (Mastered) Cancels Assist Gain (Attack) Assist Gain (Hit)
Chase 30 (15)
Unlocked at
level
Mastered at
AP


[Close] Repeated slashes. Short range; quick and powerful.

Another fast bravery with shorter reach than Upper Blues, but better EX generation with the last hit. Much like Upper Blues, this can be dodge cancelled quickly to generate assist meter and cancelling the third hit even enables the well known "golden combo".

The knockback on the last hit does not lend well to assist combos, but because each attack can be input with a fairly generous input window, assist conversions can be confirmed reliably.

Due to Solid Barrel's short range, it is not often used to punish whiffs or poke moving opponents. It works more consistently as a block punisher against grounded opponents and as a combo starter or an extender after Thunder Barret. Having higher damage and EX Force output than Upper Blues, along with good frame data are enough to justify this attack as a staple for Squall.

Damage multiplier Startup frame Type Priority EX Force
10 (10) 33F Magical Ranged Low 0
Effects CP (Mastered) Cancels Assist Gain (Attack) Assist Gain (Hit)
- 30 (15)
Unlocked at
level
Mastered at
AP


[Long] Fire one ice bullet. Long range, strong homing.

A slow single hit projectile with low priority. Due to it's overall speed, lackluster hit stun and unfavorable risk / reward ratio, Blizzard Barret is rarely, if ever prioritized in competitive play. If it does hit an opponent with a bit of delay after firing it, the projectile can act as a combo starter.

Damage multiplier Startup frame Type Priority EX Force
each (3) 33F (furthest bolt appears first) Magical Ranged Low each 9
Effects CP (Mastered) Cancels Assist Gain (Attack) Assist Gain (Hit)
30 (15)
Unlocked at
level
Mastered at
AP


[Mid] Lightning that draws foes. Good start for combos

A signature Squall combo starter. Four vertical lightning bolts are cast in front of Squall, which can act as a longer range disjointed poke, anti-air, dodge punisher and as a combo starter. These traits make Thunder Barret a great move for Squall in most match-ups as it can control a decent amount of space with good reward on hit.

It's not without faults however. The Ranged Low priority and the relatively slow startup make it easier for the opponent to react and power through bolts with a dash or an attack, creating an opening for hitting Squall when he is vulnerable. Furthermore, the lightning bolts do not have enough tracking to hit high speed lateral movement. Even though Thunder Barret's recovery can be cancelled into other actions, Squall is completely stationary and has no protection beyond the active lightning bolts. As such, using this move predictably can quickly backfire against vigilant opponents.

Damage multiplier Startup frame Type Priority EX Force
6, 6, 6, 6 each 6 (24+) 33F Magical Ranged Low, Mid (only thunder) 60~90
Effects CP (Mastered) Cancels Assist Gain (Attack) Assist Gain (Hit)
Chase 30 (15)
Unlocked at
level
Mastered at
AP


[Mid] Magic barrage. Can combo without hitting.

A combination of magic projectiles with good EX generation. The startup and initial Ranged Low priority do not serve well for poking or assist meter purposes. However, Fusillade can still work in situations where Solid Barrel would normally be used. That is, after staggering with a block, or starting a combo with Thunder Barret. Much like Solid Barrel, the holding potential is great for assist conversions and the EX generation can be exceeded depending on the assist.

Due to functional overlap with Solid Barrel with few standout traits elsewhere, Fusillade is not often prioritized in competitive play.

Aerial

Damage multiplier Startup frame Type Priority EX Force
20 (20) 41F Physical Melee Mid 0
Effects CP (Mastered) Cancels Assist Gain (Attack) Assist Gain (Hit)
Block Low (Ranged), Wall Rush 30 (15)
Unlocked at
level
Mastered at
AP


[Mid] Unleash heel drop. Slow start, fast movement.

Damage multiplier Startup frame Type Priority EX Force
[3, 5], 7, [2 x 6, 13] (40) [73] 15F Physical Melee Low 30
Effects CP (Mastered) Cancels Assist Gain (Attack) Assist Gain (Hit)
Wall Rush 30 (15)
Unlocked at
level
Mastered at
AP


[Close] Float, then strike down foe. Short reach, but fast.

Damage multiplier Startup frame Type Priority EX Force
each 1 x 8, 7 (15) 33F Magical Ranged Low each 30
Effects CP (Mastered) Cancels Assist Gain (Attack) Assist Gain (Hit)
Wall Rush 30 (15)
Unlocked at
level
Mastered at
AP


[Mid] Magic barrage. Can combo without hitting.

Damage multiplier Startup frame Type Priority EX Force
each (5) 33F Magical Ranged Low 0
Effects CP (Mastered) Cancels Assist Gain (Attack) Assist Gain (Hit)
- 30 (15)
Unlocked at
level
Mastered at
AP


[Long] Launch multiple fireballs. Normal speed, strong homing.

HP Attacks

Ground

Damage multiplier Startup frame Type Priority EX Force
- 43F - Ranged High 0
Effects CP (Mastered) Cancels Assist Gain (Attack) Assist Gain (Hit)
Block Low (Ranged), wall rush, absorb 30 (15)
Unlocked at
level
Mastered at
AP


[Close] Surround self with explosions. Block foe's spells.

Damage multiplier Startup frame Type Priority EX Force
1 x N (max 50) 43F Physical Melee High each 3
Effects CP (Mastered) Cancels Assist Gain (Attack) Assist Gain (Hit)
Wall rush 30 (15)
Unlocked at
level
Mastered at
AP


[Mid] Rage-filled charge. Can aim with the analog stick.

Damage multiplier Startup frame Type Priority EX Force
6, 1 x 4 (10) 41F Magical Melee High 90
Effects CP (Mastered) Cancels Assist Gain (Attack) Assist Gain (Hit)
- 30 (15)
Unlocked at
level
Mastered at
AP


[Mid] Chop with massive blade of light that flies forward.

Very strong tracking during start-up, good anti-air and dodge punishment tool.

Damage multiplier Startup frame Type Priority EX Force
- 59F - Melee High 0
Effects CP (Mastered) Cancels Assist Gain (Attack) Assist Gain (Hit)
Wall rush 30 (15)
Unlocked at
level
Mastered at
AP


[Long] Leap into a charge. Slow start, but very fast charge.

Aerial

Damage multiplier Startup frame Type Priority EX Force
- 43F - Ranged High 0
Effects CP (Mastered) Cancels Assist Gain (Attack) Assist Gain (Hit)
Block Low (Ranged), wall rush, absorb 30 (15)
Unlocked at
level
Mastered at
AP


[Close] Surround self with explosions. Blocks foe's spells.

Damage multiplier Startup frame Type Priority EX Force
- 59F - Melee High 0
Effects CP (Mastered) Cancels Assist Gain (Attack) Assist Gain (Hit)
Wall rush 30 (15)
Unlocked at
level
Mastered at
AP


[Long] Leap into a charge. Slow start, but very fast charge.

EX Mode: Lionheart equipped!

Effects:

  • Regen
  • Critical Boost
  • Lionheart (RANGE)
  • Lionheart (HIT)

Lionheart (RANGE)

[Always active while in EX Mode] Transfers the heart of a lion to the weapon, increasing it's range.

Lionheart (HIT)

[Always active while in EX Mode] Pushes the weapon's specs to the limit, increasing the force of each blast.

EX Burst: Renzokuken

A flurry of attacks ending in one shattering blow. Watch your timing and press R when the cursor is in the frame.

Damage multiplier (initial) Damage multiplier (rest) Type
2,2 (4) 9x7, 13, 20 (96) (100 total) Physical


Combos

Solo

Squall has several solo combos on the ground and is one of the best characters at taking advantage of landing lag.

DC = Dodge cancel
LL = Landing lag

Combo Approximate damage (multipliers) Approximate EX Force Notes Video
Solid Barrel (3 hits) > DC > LL > Upper Blues (2 hits, delay the 2nd hit) > DC > LL > Beat Fang 65 + WR (5, 6, 8, 3, 3, 40 + WR) ?? The notorious "golden combo". Highest assist gain. Solid Barrel DC into Upper Blues is particularly difficult to time, but if the opponent's dodge timing is off at any point, the combo becomes that much easier. video
Beat Fang (1st hit) > DC > LL > Beat Fang (1st hit) > repeat 6+ (3, 3, 3...) ?? Infinite combo. Reliant on landing lag and difficult to time, but it is inescapable if the opponent cannot use assist or EX. Can be easier during EX Mode due to the added hit. On average this is a very low damaging infinite, but even with one repetition the added assist generation on attack is a great asset to Squall. This can be used to the player's advantage in tournaments where infinites are banned. video
Mystic Flurry > DC > Beat Fang / Aerial Circle ?? ?? Very inconsistent due to Mystic Flurry's projectile positioning and reliance on connecting another attack during one of the projectiles. video
Fire Barret > Beat Fang 45~55 +WR (5~15, 40 + WR) ?? A single Fire Barret projectile has enough hit stun to combo into Beat Fang or even Aerial Circle if it hit moments after firing it. Can be difficult to visually confirm in the heat of the moment. video

Thunder Barret

Squall's Thunder Barret inherently allows cancelling into another attack and causes enough hitstun to even chain into HP attacks with precise timing. In short, Thunder Barret can combo into any grounded attack except Rough Divide.

Each Thunder Barret bolt has a damage multiplier of 3 and further bolts can miss if performed close to the opponent. Therefore, the overall damage and meter generation depend largely on the initial distance and followup(s).

Combo Approximate damage (multipliers) Approximate EX Force Notes Video
Thunder Barret > Solid Barrel 58~67 (3~12, 55) 99~126 (9~36, 90) Easy to do, high EX gain. video
Thunder Barret > Upper Blues 23~32 + WR (3~12, 20 + WR) 39~66 (9~36, 30) Wall rush and dodge cancel Beat Fang help facilitate ground assist followups. video
Thunder Barret > Blizzard Barret 13~22 (3~12, 10) 9~36 (9~36, 0) No known utility to prioritise this over other followups. video
Thunder Barret > Fusillade 33~42+ 69~96+ Not often prioritised due to other braveries, but this cannot be staggered by LV2 Assist Change. Can be used in conjunction with assists with downward knockback for added EX Force. video
Thunder Barret > Fated Circle 3~12 + HP WR 9~36 Same timing requirement as Revolver Drive, does not inflict additional bravery damage or generate EX. Similiar to Fusillade, LV2 Assist Change cannot stagger Squall. Overall the weakest HP option of the three in terms of reward, but can still wall rush. video
Thunder Barret > Blasting Zone 13~22 (3~12, 10) 99~126 (9~36, 90) Easiest HP attack timing due to faster start-up. Good EX gain and can still combo into air assists. video
Thunder Barret > Revolver Drive 4~86 + HP WR (3~12, 1xN, max 50) 12~186 Highest EX gain, great wall rush potential and stage position manipulation. One of Squall's strongest solo combos. Repeatedly pressing Revolver Drive will not register a held input once the HP attack begins, which can cause issues when practicing the timing. video
Thunder Barret > Solid Barrel (3 hits) > DC > LL > Upper Blues (2 hits, delay the 2nd hit) > DC > LL > Beat Fang 68~77 + WR (3xN, 5, 6, 8, 3, 3, 40 + WR) ?? The most extensive solo ground combo. Comboing into Solid Barrel also enables the golden combo, increasing bravery damage and assist meter gain even further. video

Assist

Builds

Stats
HP 10299
CP 450
BRV 996
ATK 177
DEF 185
LUK --
Max Booster x3.5
Special Effect: Judgment of Lufenia
Equipment
Assist Kuja
Weapon Lionheart
Hand Lufenian Shield
Head Lufenian Helm
Body Lufenian Armor (CP Glitch)
Accessory 1 accessory_basic.png Hyper Ring
Accessory 2 accessory_basic.png Zephyr Cloak
Accessory 3 accessory_basic.png Dismay Shock
Accessory 4 accessory_booster.png Large Gap in HP
Accessory 5 accessory_booster.png Summon Unused
Accessory 6 accessory_booster.png Pre-EX Mode
Accessory 7 accessory_booster.png Pre-EX Revenge
Accessory 8 accessory_special.png Tenacious Attacker
Accessory 9 accessory_special.png Glutton
Accessory 10 accessory_special.png First to Victory
Summon Rubicante



A general all-rounder build.

Stats
HP 9972
CP 450
BRV 877 (1052 with First to Victory)
ATK 178
DEF 185
LUK --
Max Booster x3.5
Special Effect: Adamant Chains
Equipment
Assist Kuja
Weapon Earthbreaker (CP Glitch)
Hand Adamant Shield
Head Adamant Helm
Body Adamant Vest
Accessory 1 accessory_basic.png Muscle Belt
Accessory 2 accessory_basic.png Dismay Shock
Accessory 3 accessory_basic.png Battle Hammer
Accessory 4 accessory_booster.png Summon Unused
Accessory 5 accessory_booster.png Pre-EX Mode
Accessory 6 accessory_booster.pngPre-EX Revenge
Accessory 7 accessory_booster.png Aerial
Accessory 8 accessory_special.png Tenacious Attacker
Accessory 9 accessory_special.png First to Victory
Accessory 10 accessory_special.png Back-Breaking Straw
Summon Rubicante


Weapon can be changed according to match-up or player preference.

This set primarily takes advantage of the added air dodge distance that the set bonus provides. Squall's air dodges leave him vulnerable with no strong options to cover them, so the additional dodge distance helps him stay safe and whiff punish.

Against Onion Knight, Jecht or Cloud, you may need to adjust the accessories to suit Side by Side special accessory for assist meter. Tenacious Attacker is not a necessity, but good to have. Hero's Essence for more CP, Winged Boots for banish traps, Glutton for characters with strong EX generation (e.g. Lightning, Shantotto).

Stats
HP 10299
CP 450
BRV 996
ATK 177
DEF 185
LUK --
Max Booster x5.3
Special Effect: Soul of Yamato
Equipment
Assist Kuja
Weapon Lionheart
Hand Genji Shield
Head Genji Helm
Body Genji Armor (CP Glitch)
Accessory 1 accessory_basic.png Sniper Eye
Accessory 2 accessory_basic.png Dragonfly Orb
Accessory 3 accessory_basic.png Battle Hammer
Accessory 4 accessory_booster.png EX Core Present
Accessory 5 accessory_booster.png Summon Unused
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_special.png Tenacious Attacker
Accessory 10 accessory_special.png First to Victory
Summon Rubicante


Enhanced EX intake through EX cores.

Substitutes: Sniper Eye, Dragonfly Orb, Aerial and special accessories can be substituted according to player preference. First to Victory can be replaced with Dismay Shock. Previously mentioned substitutes are decent picks, such as Muscle Belt. With EX cores being your primary source for the meter, Together as One and Platinum Hourglass are not completely unviable.

Stats
HP 9971
CP 450
BRV 1453 (2179 with Hero's Seal)
ATK 176
DEF 182
LUK --
Max Booster x3.8
Special Effect: None
Equipment
Assist Kuja
Weapon Piggy's Stick
Hand Hero's Shield
Head Royal Crown (CP Glitch)
Body Maximillian (CP Glitch)
Accessory 1 accessory_basic.png Sniper Eye
Accessory 2 accessory_basic.png Dismay Shock
Accessory 3 accessory_basic.png Battle Hammer
Accessory 4 accessory_booster.png BRV = 0
Accessory 5 accessory_booster.png Empty EX Gauge
Accessory 6 accessory_booster.png Pre-EX Mode
Accessory 7 accessory_booster.png Pre-EX Revenge
Accessory 8 accessory_special.png Hero's Seal
Accessory 9 accessory_special.png Together as One
Accessory 10 accessory_special.png Side by Side
Summon Rubicante


Recommended for small stages or even / favorable match-ups. With Together as One, Squall can whiff twice and already have one assist bar ready. Every time you stagger the opponent with LV2 Assist Change and hit them with Aerial Circle, you are also couple whiffs away from an assist bar. Meter lead can be easy to maintain to an extent.

Substitutes:

  • Basic - Hyper Ring, Muscle Belt, Bravery Orb
  • Booster - Large Gap in HP, Summon Unused, Grounded, Aerial, Assist
  • Special - Blue Gem, Growth Egg, Great Gospel, Winged Boots, Hero's Essence, Badge of Trust.

Stats
HP 10298
CP 450
BRV 996
ATK 179
DEF 182
LUK --
Max Booster x6.9
Special Effect: Seal of Lufenia
Equipment
Assist Yuna
Weapon Lufenian Lance (CP Glitch)
Hand Lufenian Dirk (CP Glitch)
Head Lufenian Headband (CP Glitch)
Body Maximillian (CP Glitch)
Accessory 1 accessory_basic.png Dismay Shock
Accessory 2 accessory_basic.png Battle Hammer
Accessory 3 accessory_booster.png BRV = 0
Accessory 4 accessory_booster.png Assist
Accessory 5 accessory_booster.png Summon Unused
Accessory 6 accessory_booster.png Pre-EX Mode
Accessory 7 accessory_booster.png Pre-EX Revenge
Accessory 8 accessory_booster.png Aerial
Accessory 9 Free choice
Accessory 10 Free choice
Summon



Yuna's air bravery assist with Aerial Circle for maximum effect. Press Aerial Circle as the second brv hit lands to ensure a maximum amount of hits from Aerial Circle. Even though no additional damage occurs (aside from wall rush), each HP hit depletes meter.

Assists

Squall's assist data

Type Attack Startup Position Spawn Damage multiplier Effects
BRV Solid Barrel 13F Ground Opponent 5, 6, 8, 10, 5, 5, 16 (55) Chase
BRV Heel Crush 41F Air Opponent 20 Wall Rush, Block (Ranged Low)
HP Blasting Zone 41F Ground Opponent 6, 1 x 4, (10) Chase
HP Aerial Circle 43F Air Opponent - Wall Rush, Absorb, Block (Ranged Low)


Assists

All meta assists can work, with Kuja being the strongest. Because of Squall's holding potential, conversion ability during a combo and wall rush potential on Upper Blues and Beat Fang, he synergises with a myriad of assists.

High damage and reliable conversions, but also quite vulnerable if the opponent escapes with Assist Change. Converts off of wall rushes and bravery attacks with ease. When using air BRV assist, delaying the teleport for a moment before using Aerial Circle will make it much more reliable. This assist also has safety against LV2 Change thanks to the Flare Star HP's Ranged High priority, which works well off of Beat Fang and Upper Blues.

Strongest meter depletion anywhere on the stage with air BRV assist. By timing Aerial Circle to hit simultaneously with Yuna air BRV's third hit, the knockback will be cancelled briefly by the assist and enable the HP to hit multiple times, applying depletion each time.

Other assist moves have far more limited application and diminishing returns on investment. Ranged Low priority on air BRV assist means LV2 Assist Change will not stagger Yuna, making this very applicable.

Be careful however - If the opponent Assist Changes after Yuna has connected the second hit, you will not be able to protect her during Aerial Circle...

A good all-rounder assist. Fast start-up can convert off of any (traded) hit with relative ease and holding potential ensures an HP at varying positions. Both bravery assists allow Thunder Barret follow-ups as long as ground is available. This means an abundance of Revolver Drive enders for a lot of EX, but it also means you may have to protect Jecht sometimes to avoid being locked out of using him.

Fast air bravery assist for whiff punishes and low damage output, slower ground bravery assist for trades and higher damage via Thunder Barret. A serviceable assist, but he doesn't provide Squall any distinct advantages beyond air assist start-up and it's relative safety.

Faster ground BRV assist than Kuja with similiar holding potential for Aerial Circle or Thunder Barret. However, the knockback on both BRV assists restricts combo structure. Not a terrible assist, but practical follow-ups often commit to all BRV or an early HP. Sephiroth also stays on the field for a fairly long time, so protecting him can result in diminishing returns.

Squall's holding potential lets him convert to the relatively slow Seal Evil attack even without ground. With wall rush on the ground however, Squall can generate some of the spent assist meter back thanks to Ground Dash + Assist Gauge Up Dash abilities while the opponent is stuck in Seal Evil.

All ground conversions are compromised due to Aerith's Cure not having any hitstun. Coupled with the weakest meter depletion overall, Aerith assist can be difficult to justify for Squall specifically.

A viable assist, but arguably one of the weaker meta options for Squall.

Niche, empowered ground play and very damaging mines through Beat Fang wall rushes. With Squall's liberal combo sequences on the ground, he can also combo into the Thunder Crest assist with ease.

LV2 Assist Change does not stagger The Emperor and the opponent's assist will be locked upon use thanks to the trap's Unblockable priority. Thunder Crest's holding potential allows an HP of your choice and of course, you can cover yourself by being inside the trap itself.

In addition, if The Emperor is called just as the Beat Fang wall rushes, the Ranged Low air BRV assist Mine can connect for a lot of bravery damage.

Other wall rush conversions and whiff punishment are weakened or compromised, but this assist is definitely not without merit!

A serviceable assist. Similiar to The Emperor, grounded wall rushes provide utility in the form of Blizzard's Ranged Low priority and holding potential. Turbo-Hit does not require a wall for an HP, but converting off of an opponent's whiffed attack can be difficult if you're far away. Blizzard can also intercept attacks from further away, which may prove to be helpful during grounded interactions.

Functionally similiar to Yuna assist. Longer range compared to Yuna, but no Ranged Low priority, meaning he will lose to LV2 Assist Change. Does exhibit highest raw bravery damage with Excalibur however, worth considering if you're going for extended combos.

Cecil assist can be likened to a slower version of Yuna / Gilgamesh assist with middle-of-the-pack damage and longer holding potential. If you have ground available, Cecil works off of most combo starters just fine. Outside of this combo-centric appeal, Cecil does not provide any distinct advantages over other assists.

Limited air conversions and punish opportunities, but more extravagant ground combos with Graviga assist and Fusillade. As Fusillade is not an essential move for Squall, this is something of a flamboyant combination. With two assist bars, it's possible to combo into Fusillade twice in a row for a minimum of 60 base damage multiplier and 120 ex! Graviga could act as an instigator due to it's tracking, but do note it can still be dodged and that Terra is vulnerable while casting.