User:Muggshotter: Difference between revisions
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= one more = | |||
{| class="wikitable" style="float: left; display: inline-table; text-align: center;" | |||
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! rowspan="6"|<img src="https://dissidia.wiki/images/0/0a/Brv_-_sphere_shot_(4).jpeg" style="width:250px; height:220px; object-fit: none; object-position: 30% 40%; border:3px solid RGB(105,86,160); inline-table;"></img> | |||
|- | |||
! Damage multiplier !! Startup frame !! Type !! Priority !! EX Force | |||
|- | |||
| 7, 13 (20) || 11F || Physical || Melee High (tail), Ranged High (projectile) || 90 (30, 60) | |||
|- | |||
! Effects !! CP (Mastered) !! Cancels !! Assist Gain (Attack) !! Assist Gain (Hit) | |||
|- | |||
| Chase, Wall Rush || 30 (15) || Dodge, Block, Attack || ?? || ?? | |||
|- | |||
|Unlocked at level 100. || colspan="4"| ''[Mid] Charging tackle. Deal more damage when close.'' | |||
|} | |||
= image in table = | |||
{| class="wikitable" style="float: left; display: inline-table; text-align: center;" | |||
|- | |||
! rowspan="5"|<img src="https://dissidia.wiki/images/0/0a/Brv_-_sphere_shot_(4).jpeg" style="width:250px; height:170px; object-fit: none; object-position: 30% 40%; border:3px solid RGB(105,86,160); inline-table;"></img> | |||
|- | |||
! Damage multiplier !! Startup frame !! Type !! Priority !! EX Force | |||
|- | |||
| 7,13 (20) || 11F || Physical || Melee High || each 60 | |||
|- | |||
! Effects !! CP (Mastered) !! Cancels !! Assist Gain (Attack) !! Assist Gain (Hit) | |||
|- | |||
| Chase, Wall Rush || 30 (15) || Dodge, Block, Attack || 24 || 10 | |||
|}''[Close] Distance self from foe. Weak but fast.'' | |||
<div style="clear: both"></div> | |||
= testttt = | |||
{| class="wikitable" style="float: left; display: inline-table; text-align: center;" | |||
|- | |||
! Damage multiplier !! Startup frame !! Type !! Priority !! EX Force | |||
|- | |||
| 7,13 (20) || 11F || Physical || Melee High (tail), Ranged High (projectile) || each 60 | |||
|- | |||
! Effects !! CP (Mastered) !! Cancels !! Assist Gain (Miss) !! Assist Gain (Hit) | |||
|- | |||
| Chase, Wall Rush || 30 (15) || Dodge, Block, Attack || 24 || 10 | |||
|} | |||
<img src="https://dissidia.wiki/images/0/0a/Brv_-_sphere_shot_(4).jpeg" style="width:250px; height:170px; object-fit: none; object-position: 30% 40%; border:3px solid RGB(105,86,160); inline-table;"></img> | |||
{| class="wikitable" style="float: left; display: inline-table; text-align: center;" | |||
! colspan="6"|Frame Data | |||
|- | |||
! Startup !! Recovery !! Dodge Cancel !! Block Cancel !! Attack Cancel !! Movement Cancel | |||
|- | |||
| 13 || 25 || 43 || 43 || 43 || -- | |||
|} | |||
<div style="clear: both"></div> | |||
''[Close] Distance self from foe. Weak but fast.'' | |||
A swift sword strike followed by a flying kick that pushes back both Tidus and the opponent. Hop Step is Tidus' key [[Glossary_(Dissidia_012)#Poke|'''poke''']] with fastest startup out of all his moves, low recovery and good EX gain at 90. On hit, the second hit can be confirmed with a lenient input window which leads to Chase, but it also works as an assist combo starter with {{012aer}} assist. The initial hit has short hit stun, but it is enough to combo into other assists as well. | |||
The spinning motion during Hop Step's first hit causes Tidus to cover his vicinity with an active hitbox around him. This, along with the low recovery can make it difficult to whiff punish Hop Step without clashing. | |||
The ground version puts Tidus in an airborne state and the first hit will keep grounded opponents standing, which is important to note for {{012kuja}} and {{012jec}} assist conversions. | |||
<img src="https://dissidia.wiki/images/0/0a/Brv_-_sphere_shot_(4).jpeg" style="width:250px; height:170px; object-fit: none; object-position: 30% 40%; border:3px solid RGB(105,86,160);"></img> | |||
<table style="width: 2%; text-align:center; word-wrap: break-word; background: rgba(255,255,255,0);> | <table style="width: 2%; text-align:center; word-wrap: break-word; background: rgba(255,255,255,0);> |
Revision as of 21:23, 12 August 2024
General | Starter Guide | Combos | Strategy | Matchups | Resources | Match Videos |
---|
Info | |
---|---|
Name | Cecil Harvey (セシル・ハーヴィ) |
Original game | Final Fantasy IV |
Weapon | Axes Greatswords Swords |
Armor | Gauntlets Heavy Armor Helms Light Armor Shields |
Base ATK (LV100) | 109 (Low) 111 (+2 DK, Very High) |
Base DEF (LV100) | 111 (Average) 113 (+2 PLD, Very High) |
Run Speed | 9 (DK, Slow) 5 (PAL, Above Average) |
Dash Speed | 81 (DK, Below Average) 77 (PLD, Average) |
Fall Speed | 81 (DK, Average) 89 (PLD, Below Avg.) |
Fall Speed Ratio After Dodge | 39 (DK, Average) 40 (PLD, Average) |
Exclusive weapons |
Blazefire Saber
|
Unlock | Scenario 000: Confessions of the Creator |
Alignment | Cosmos |
Voice actor (JP) | Takahiro Sakurai |
Voice actor (EN) | Steve Burton |
Overview
Garland is a defensive close / mid-range character who is defined by good whiff punish ability, combo game, EX meter economy and crushingly good bravery damage output.
On the ground, Garland can take advantage of higher priorities, gap closers and mixups. With the character-defining Deathblow bravery, Garland can reliably generate assist meter on whiff, anti-air opponents and combo into Twist Drill for a considerable amount of damage and EX meter.
In the air, Garland can utilise attacks with well defined tracking through a variety of braveries. Twist Drill anti-airs and pokes through projectiles, Chain Cast covers his air dodges and enables dodge cancel combos and the infamous Bardiche crushes anyone caught below the mighty axe.
He boasts above average attack and defense stat, but his attributes are a bit lacking elsewhere. Movement speed is below average, air dodges are floaty, post-dodge defensive options are risky, he lacks independent HP links and air dodge punish attempts have considerable limitations. Not to mention, his braveries have well defined ranges that can hinder his approaches at times.
However, one aspect where Garland is a cut above the rest is in the usage of EX meter. Not only can Garland acquire a full EX meter efficiently through combos, his EX Burst is one of the more damaging bursts in the game. But what he is really infamous for, is his EX Revenge damage output. Being able to combo into a high damaging Bardiche five times is enough to secure a bravery break against any character at their base bravery. This creates a dangerous dynamic with Garland where he can end matches early with a full EX bar if the opponent is below half health. If the player was able to amass a couple bravery breaks before using EX Revenge, Garland can practically kill any character from full health.
Historically Garland has been considered a low tier character. However, his representation in competitive play in recent years present a case for a mid tier or even high tier position. Garland is not without faults, nor is he the easiest character to succeed with. He is decent at exploiting the opponent's flaws with proper positioning, but if he is forced to try and create a mistake, he can fall apart completely against opponents with proper knowledge, positioning and reactions. Garland's long-term gameplan is strong, but it always requires landing hits with resources to later back him up.
With consistent grounded defensive play, he can overpower many conventionally strong characters who have to engage with him first.
Strengths | Weaknesses |
---|---|
|
|
one more
Damage multiplier | Startup frame | Type | Priority | EX Force |
---|---|---|---|---|
7, 13 (20) | 11F | Physical | Melee High (tail), Ranged High (projectile) | 90 (30, 60) |
Effects | CP (Mastered) | Cancels | Assist Gain (Attack) | Assist Gain (Hit) |
Chase, Wall Rush | 30 (15) | Dodge, Block, Attack | ?? | ?? |
Unlocked at level 100. | [Mid] Charging tackle. Deal more damage when close. |
image in table
Damage multiplier | Startup frame | Type | Priority | EX Force |
---|---|---|---|---|
7,13 (20) | 11F | Physical | Melee High | each 60 |
Effects | CP (Mastered) | Cancels | Assist Gain (Attack) | Assist Gain (Hit) |
Chase, Wall Rush | 30 (15) | Dodge, Block, Attack | 24 | 10 |
[Close] Distance self from foe. Weak but fast.
testttt
Damage multiplier | Startup frame | Type | Priority | EX Force |
---|---|---|---|---|
7,13 (20) | 11F | Physical | Melee High (tail), Ranged High (projectile) | each 60 |
Effects | CP (Mastered) | Cancels | Assist Gain (Miss) | Assist Gain (Hit) |
Chase, Wall Rush | 30 (15) | Dodge, Block, Attack | 24 | 10 |
Frame Data | |||||
---|---|---|---|---|---|
Startup | Recovery | Dodge Cancel | Block Cancel | Attack Cancel | Movement Cancel |
13 | 25 | 43 | 43 | 43 | -- |
[Close] Distance self from foe. Weak but fast.
A swift sword strike followed by a flying kick that pushes back both Tidus and the opponent. Hop Step is Tidus' key poke with fastest startup out of all his moves, low recovery and good EX gain at 90. On hit, the second hit can be confirmed with a lenient input window which leads to Chase, but it also works as an assist combo starter with Aerith assist. The initial hit has short hit stun, but it is enough to combo into other assists as well.
The spinning motion during Hop Step's first hit causes Tidus to cover his vicinity with an active hitbox around him. This, along with the low recovery can make it difficult to whiff punish Hop Step without clashing.
The ground version puts Tidus in an airborne state and the first hit will keep grounded opponents standing, which is important to note for Kuja and Jecht assist conversions.
Navigation | |
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First-timers | Resources |
| |
System Mechanics | Customization |
Techniques | Community rules |
Stages | Data |
|
|
Modding | Misc. |
Game Modes |
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|
Game info | |
---|---|
Developer | Square-Enix |
Platform | PlayStation Portable |
Release date(s) | March 3, 2011 (Japan) [1] March 22, 2011 (North America) [2] March 25, 2011 (Europe) [3] May 9, 2011 (Asia) [4] |
Netcode | Delay / Lockstep |
Title ID | NPJH50377 (Japan) [5] ULUS10566 (North America) [6] ULES01505 (Europe) [7] NPHH00293 (Asia) [8] |
Community links |
build layout
Stats | |
---|---|
HP | |
CP | |
BRV | |
ATK | |
DEF | |
LUK | |
Max Booster |
Bravery attacks | ||
---|---|---|
Direction | Ground | Aerial |
Neutral | ||
Toward | ||
Away | ||
HP attacks | ||
Direction | Ground | Aerial |
Neutral | ||
Up | ||
Down |
Equipment | |
---|---|
Assist | |
Weapon | |
Hand | |
Head | |
Body | |
Accessory 1 | |
Accessory 2 | |
Accessory 3 | |
Accessory 4 | |
Accessory 5 | |
Accessory 6 | |
Accessory 7 | |
Accessory 8 | |
Accessory 9 | |
Accessory 10 | |
Summon |
- ↑ https://web.archive.org/web/20101220030710/http://www.andriasang.com/e/blog/2010/12/18/dissidia_duodecim_date/ Archived news from andriasang
- ↑ https://web.archive.org/web/20110124132828/http://release.square-enix.com/na/2011/01/20_01.html An archived press release for North American version, announcing the release date
- ↑ https://web.archive.org/web/20101222001751/http://www.ffring.com/news/Dissidia-012-le-25-mars-2011-en-Europe-c545a95e6c80.html Archived news from Final Fantasy Ring
- ↑ https://www.play-asia.com/dissidia-012-duodecim-final-fantasy-chinese-language-version/13/7045e0 An online store Play-Asia that sold this version of the game
- ↑ https://serialstation.com/titles/NPJH/50377 Title ID for Japanese version
- ↑ https://serialstation.com/titles/ULUS/10566 Title ID for North American version
- ↑ https://serialstation.com/titles/ULES/01505 Title ID for European version
- ↑ https://serialstation.com/titles/NPHH/00293 Title ID for Asian (Chinese language) version