The Emperor (Dissidia 012): Difference between revisions

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{{ProConTable
{{ProConTable
|pros=
|pros=
* '''Powerful area denial''': Emperor specializes in Traps and Anti-Approach, able to keep out most characters effectively with his moves and force bold or creative approaches to land a hit on him
* '''Traps and Keepaway''': Emperor specializes in Traps and Keepaway, layering multiple projects into a space to create a literal minefield for the opponent to deal with


* '''Distinct win condition''': Starfall gives him a unique win condition in the form of a move that is unavoidable once it started, but takes time to be charged. This gives him a tool to force approaches and the opponent has to respect it existing with counterplay in every matchup, even in those that have an easier time shutting it down
* '''Unique Win Condition''': Starfall gives him a unique win condition in the form of a move that is unavoidable once it started, but takes time to be charged. This gives him a tool to force approaches and force them to interact with his traps in some way


* '''Strong defensive mixups''': Low recovery on most of his moves, projectiles and traps staying out even if he gets hit and fast dodge cancels make The Emperor slippery and tricky to approach
* '''Defensive mixups''': Low recovery on most of his moves, projectiles staying while getting hit and low dodge recovery give Emperor plenty of options after any move to keep the opponent guessing on how to approach him


* '''Thunder Crest''': A powerful bravery attack to stop approaches with and sometimes even checkmating characters with it existing alone
* '''Assist Gain''': A combination of low recovery moves, rotating them, Starfall lets Emperor quickly build assist meter while setting up his gameplan, often staying afloat in the meter economy
 
* '''Strong assist gain''': A combination of low recovery moves, rotating them, Starfall and Side by Side being a common build lets The Emperor quickly build assist meter while setting up his gameplan, often staying afloat in the meter economy.


|cons=
|cons=
* '''Polarizing matchups''': Both a good and a bad thing. With all his upsides, The Emperor lacks severely in rushdown, giving him the most polarizing matchup spread in the entire game. Some characters are outright denied with the right conditions and some give him absolute hell without stage counterpicks. Any character that can play around Starfall and traps requires a different approach to beat.
* '''Polarizing matchups''': Both a good and a bad thing. With all his upsides, Emperor lacks severely in rushdown, giving him the most polarizing matchup spread in the entire game. Some characters are outright denied with the right conditions and some give him absolute hell without stage counterpicks. Any character that can play around Starfall and traps requires a different approach to beat


* '''Polarizing stage strengths''': Stages change The Emperor's gameplan harder than many other characters, requiring you to learn effective strategies for some of the more unorthodox / smaller stages.
* '''Polarizing stage strengths''': Stages change The Emperor's gameplan harder than many other characters, requiring you to sometimes learn new effective strategies for some of the more unorthodox / smaller stages


}}
}}

Revision as of 22:02, 23 April 2024


Info
Name The Emperor (皇帝)
Original game Final Fantasy II
Base ATK (LV100) 110 (Average)
Base DEF (LV100) 112 (High)
Run Speed 8 (Below Average)
Dash Speed 81 (Below Average)
Fall Speed 97 (Slow)
Fall Speed Ratio After Dodge 44 (Slow)
Fastest BRV
Fastest HP
1-Hit HP
HP Links
Command Block
Weapon Daggers, Poles, Rods, Staves
Armor Bangles, Clothing, Hairpins, Hats, Headbands, Robes
Exclusive weapons Diamond Mace, Demon's Rod, Mateus's Malice
Unlock
Alignment
Voice Actor (JP)
Voice Actor (ENG)


Strengths Weaknesses
  • Traps and Keepaway: Emperor specializes in Traps and Keepaway, layering multiple projects into a space to create a literal minefield for the opponent to deal with
  • Unique Win Condition: Starfall gives him a unique win condition in the form of a move that is unavoidable once it started, but takes time to be charged. This gives him a tool to force approaches and force them to interact with his traps in some way
  • Defensive mixups: Low recovery on most of his moves, projectiles staying while getting hit and low dodge recovery give Emperor plenty of options after any move to keep the opponent guessing on how to approach him
  • Assist Gain: A combination of low recovery moves, rotating them, Starfall lets Emperor quickly build assist meter while setting up his gameplan, often staying afloat in the meter economy
  • Polarizing matchups: Both a good and a bad thing. With all his upsides, Emperor lacks severely in rushdown, giving him the most polarizing matchup spread in the entire game. Some characters are outright denied with the right conditions and some give him absolute hell without stage counterpicks. Any character that can play around Starfall and traps requires a different approach to beat
  • Polarizing stage strengths: Stages change The Emperor's gameplan harder than many other characters, requiring you to sometimes learn new effective strategies for some of the more unorthodox / smaller stages


Overview

Bravery Moves

Ground

Damage multiplier Startup frame Type Priority EX Force
5, 5 x 3 (20) 21F Physical > Magical Melee High 84
Effects CP (Mastered) Cancels Assist Gain (Attack) Assist Gain (Hit)
Chase 30 (15)
Unlocked at
level
Mastered at
AP


[Close] Sweep with staff. Extra explosion damage on hit.

Damage multiplier Startup frame Type Priority EX Force
each (35) 29F Magical Ranged Low 0
Effects CP (Mastered) Cancels Assist Gain (Attack) Assist Gain (Hit)
Absorb 30 (15)
Unlocked at
level
Mastered at
AP


[Close] Lay mine. Multiples OK; they will persist a long time.

Damage multiplier Startup frame Type Priority EX Force
each (7) 37F Magical Ranged Low 0
Effects CP (Mastered) Cancels Assist Gain (Attack) Assist Gain (Hit)
- 30 (15)
Unlocked at
level
Mastered at
AP


[Mid] Draw vertical light sigil. Fires when foe enters range; large vertical range.

Version Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
LV1 1 x 5, 25 (30) 43F Magical Ranged Low (Special when sticked on surface) 60+ Absorb, Wall Rush 30 (15)
LV2 1 x 7, 33 (40) 80F (charge), 3F (hitbox after shot) Magical Ranged Mid (Special when sticked on surface) 60+ Absorb, Wall Rush -
LV3 1 x 10, 40 (50) 120F (charge), 3F (hitbox after shot) Magical Ranged High (Special when sticked on surface) each hit 3 Absorb, Wall Rush -
[Long] Emit bomb from staff that lands and draws in foe.

Damage multiplier Startup frame Type Priority EX Force
2 x 17, 6 (40) 35F Magical Unblockable 60
Effects CP (Mastered) Cancels Assist Gain (Attack) Assist Gain (Hit)
Absorb 30 (15)
Unlocked at
level
Mastered at
AP


[Mid] Draw sigil on the ground. Paralyzes foe when in range.

The bread and butter of The Emperor's ground game and combos. The bane of many close range characters' existence. The Emperor draws a large sigil that travels forward on the ground for a moment before activating. Bounces off of walls and outright stops at edges. The Emperor can turn and place the crest into any direction with lock off, if it's set on neutral circle input.

Thunder Crest has a bigger hitbox than what the sigil implies, and draws in characters and assists near it once activated. It can activate as soon as it's visible if the opponent's character or assist is near it.

The damage output is good as it is at 40 damage multiplier, but it becomes even more notable when used in tandem with Mine. The last hit sends at a decent upward angle for followups.

One of Thunder Crest's standout properties is that it stays even if he gets hit while casting it until it completely vanishes. And because it's unblockable, it overrides any attack and guard. It essentially shuts down any approach going through it, making it incredibly oppressive against some characters and greatly limiting their options. This gives The Emperor more time to set up other traps around him or change strategies.

Aerial

Damage multiplier Startup frame Type Priority EX Force
each (35) 23F Magical Ranged Low 0
Effects CP (Mastered) Cancels Assist Gain (Attack) Assist Gain (Hit)
Absorb 30 (15)
Unlocked at
level
Mastered at
AP


[Close] Drop mine. Multiples OK; they will persist a long time.

Damage multiplier Startup frame Type Priority EX Force
each (7) 37F Magical Ranged Low 0
Effects CP (Mastered) Cancels Assist Gain (Attack) Assist Gain (Hit)
- 30 (15)
Unlocked at
level
Mastered at
AP


[Mid] Draw horizontal light sigil. Fires when foe enters range; faces opponent's direction.

Version Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
LV1 1 x 5, 25 (30) 43F Magical Ranged Low (Special when sticked on surface) 60+ Absorb, Wall Rush 30 (15)
LV2 1 x 7, 33 (40) 80F (charge), 3F (hitbox after shot) Magical Ranged Mid (Special when sticked on surface) 60+ Absorb, Wall Rush -
LV3 1 x 10, 40 (50) 120F (charge), 3F (hitbox after shot) Magical Ranged High (Special when sticked on surface) each hit 3 Absorb, Wall Rush -

[Long] Emit bomb from staff that lands and draws in foe.

Shares traits with the ground version.

HP Attacks

Ground

Damage multiplier Startup frame Type Priority EX Force
each (3) 521F Magical Unblockable 0
Effects CP (Mastered) Cancels Assist Gain (Attack) Assist Gain (Hit)
Absorb, Wall Rush, Block Low (Ranged) 30 (15)
Unlocked at
level
Mastered at
AP


[Long] Call down giant meteor. Long cast. Aim with analog stick.

Damage multiplier Startup frame Type Priority EX Force
- 35F - Ranged High 60
Effects CP (Mastered) Cancels Assist Gain (Attack) Assist Gain (Hit)
- 30 (15)
Unlocked at
level
Mastered at
AP


[Mid] Gather globe of blue light that slowly homes in on opponent.

Damage multiplier Startup frame Type Priority EX Force
- 69F (total), 43F (activation) Magical Unblockable 36/54/72
Effects CP (Mastered) Cancels Assist Gain (Attack) Assist Gain (Hit)
Absorb 30 (15)
Unlocked at
level
Mastered at
AP


[Close] Set discreet light trap. Detonates when foe approaches.

Aerial

Damage multiplier Startup frame Type Priority EX Force
each (3) 521F Magical Unblockable 0
Effects CP (Mastered) Cancels Assist Gain (Attack) Assist Gain (Hit)
Absorb, Wall Rush, Block Low (Ranged) 30 (15)
Unlocked at
level
Mastered at
AP


[Long] Call down giant meteor. Long cast. Aim with analog stick.

Damage multiplier Startup frame Type Priority EX Force
- 35F - Ranged High 60
Effects CP (Mastered) Cancels Assist Gain (Attack) Assist Gain (Hit)
Wall Rush 30 (15)
Unlocked at
level
Mastered at
AP


[Mid] Gather globe of red light that awaits remote detonation.

Damage multiplier Startup frame Type Priority EX Force
- 69F (total), 43F (activation) Magical Unblockable 36/54/72
Effects CP (Mastered) Cancels Assist Gain (Attack) Assist Gain (Hit)
Absorb 30 (15)
Unlocked at
level
Mastered at
AP


[Close] Set discreet light trap. Detonates when foe approaches.

EX Mode: Power of Hellfire!

Effects:

  • Regen
  • Critical Boost
  • Blood Magic

Blood Magic

[Activates when HP attack hits] Absorbs HP equivalent to damage dealt.

EX Burst: Absolute Dominion

An attack that takes over the opponent's mind. Absorbs HP damage dealt. Enter the commands that display on screen.

Damage multiplier (initial) Damage multiplier (rest) Type
6, 13 (19) 16x4, 17 (100 total) Magical


Builds

Builds here.

Stats
HP 10172
CP 450
BRV 1157
ATK 177
DEF 186
LUK 61
Max Booster
Special Effect: Succubus' Soul
Equipment
Assist Yuna
Weapon Blood Sword (CP Glitch)
Hand Sanguine Shield (CP Glitch)
Head Blood Helm (CP Glitch)
Body Blood Armor (CP Glitch)
Accessory 1 accessory_basic.png Earring
Accessory 2 accessory_basic.png Bravery Orb
Accessory 3 accessory_basic.png Dismay Shock
Accessory 4 accessory_basic.png Battle Hammer
Accessory 5 accessory_basic.png A Comrade's Vow
Accessory 6 accessory_booster.png Empty EX Gauge
Accessory 7 accessory_booster.png Pre-EX Mode
Accessory 8 accessory_special.png Blue Gem
Accessory 9 accessory_special.png Miracle Shoes
Accessory 10 accessory_special.png Side by Side
Summon Rubicante



Equip Master Protector extra ability.

Stats
HP
CP
BRV
ATK
DEF
LUK
Max Booster
Special Effect:
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

Assist

The Emperor's assist data

Type Attack Startup Position Spawn Damage multiplier Effects
BRV Thunder Crest 35F Ground Player 2 x 17, 6 (40) Absorb
BRV Mine 23F Air Opponent 35 each (up to 70) Chase, Absorb
HP Flare 35F Ground Player - -
HP Flare 37F Air Opponent - Wall Rush


Assists

The Emperor works well with Tidus, Yuna and Jecht.