Cecil Harvey (Dissidia 012): Difference between revisions

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|Paladin Arts > Paladin Force || '''45 + HP WR''' (7, 2x4, 3x5, 2x5, 5) || '''30''' (0, 30) || Solo HP combo that also wall rushes on the ground. Good for ground assist combos. Paladin Force has slightly higher bravery damage output compared to Saint's Fall, but it also has better vertical tracking in close range, making this combo easier to land. || video
|Paladin Arts > Paladin Force || '''45 + HP WR''' (7, 2x4, 3x5, 2x5, 5) || '''30''' (0, 30) || Solo HP combo that also wall rushes on the ground. Good for ground assist combos. Paladin Force has slightly higher bravery damage output compared to Saint's Fall, but it also has better vertical tracking in close range, making this combo easier to land. || video
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|Paladin Arts > DC > Job Change > Paladin Arts > DC > Job Change > Paladin Arts > Paladin Force || '''105 + HP WR''' (7, 2x4, 3x5, 7, 2x4, 3x5, 7, 2x4, 3x5, 2x5, 5) || '''30''' (0, 0, 0, 30) || EX Mode only. High damaging loop, but more reliable to set up with Aerith assist on the ground. <ref group="notes">Paladin Arts loop: The goal is to stay at the opponent's height and at close range. Position Cecil just far enough so that he isn't touching them. The Dark Knight projectile will lift the opponent upwards, so you will have to dodge cancel slightly upwards at least once. More testing is required, but this is a proven concept for Cecil's combos.</ref>
|Paladin Arts > DC > Job Change > Paladin Arts > DC > Job Change > Paladin Arts > Paladin Force || '''105 + HP WR''' (7, 2x4, 3x5, 7, 2x4, 3x5, 7, 2x4, 3x5, 2x5, 5) || '''30''' (0, 0, 0, 30) || EX Mode only. High damaging loop, but more reliable to set up with Aerith assist on the ground. <ref group="notes">Paladin Arts loop: This is one of Cecil's hardest solo combo routes, but also one of the most rewarding for him. Cecil can change jobs freely during EX Mode, which lets him combo into Dark Knight braveries without doing an HP first. <br>The goal is to stay at the opponent's height and at close range. Position Cecil just far enough so that he isn't touching them. The Dark Knight projectile will lift the opponent upwards, so you will have to dodge cancel slightly upwards at least once. More testing is required, but this is a proven concept for Cecil's combos.</ref>
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Revision as of 18:02, 13 May 2024


Info
Name Cecil Harvey (セシル・ハーヴィ)
Original game Final Fantasy IV
Base ATK (LV100) 109 (Low / +2 as Dark Knight, High)
Base DEF (LV100) 111 (Average / +2 as Paladin, Very High)
Run Speed 9 (Dark Knight, Slow) / 5 (Paladin, Above Average)
Dash Speed 81 (Dark Knight, Below Average) / 77 (Paladin, Average / Good)
Fall Speed 81 (Dark Knight, Average) / 89 (Paladin, Below Average)
Fall Speed Ratio After Dodge 39 (Dark Knight, Average) / 40 (Paladin, Average)
Fastest BRV
Fastest HP
1-Hit HP
HP Links
Command Block
Weapon Axes, Greatswords, Swords
Armor Gauntlets, Heavy Armor, Helms, Light Armor, Shields
Exclusive weapons Dark Sword, Mythgraven Blade, Lustrous Sword, Lightbringer, Cimmerian Edge
Unlock
Alignment
Voice Actor (JP)
Voice Actor (ENG)


Strengths Weaknesses


Overview

Cecil Harvey is a close / mid-range character who functions with two different movesets - Dark Knight and Paladin. Due to the risky nature of changing jobs and their distinct strengths, it is often recommended to focus on one job over the other. Cecil can whiff punish effectively from a variety of angles, has decent assist synergy and bravery damage output.

However he struggles to generate assist meter on whiff due to long start-ups, animation length and late cancel opportunities. EX generation is good for Paladin, but weaker in Dark Knight. With less than ideal speed and tracking, limited effective angles, difficulties staying safe and keeping up in meter economy, Cecil often takes relatively high risks for a lower return.

His arguably safer repertoire is restricted to ground (Dark Knight), which also does not often force his opponents to play into his strengths.

Cecil has been primarily a bottom tier character, with some hope for low tier status. Temper your expectations and you may discover a fun character for yourself.

Build styles:

  • Side by Side (Dark Knight)
  • EX (Paladin)

Bravery Attacks

Ground (Dark Knight)

Damage multiplier Startup frame Type Priority EX Force
10, 10, 20 (40) 15F Physical Melee Low 30
Effects CP (Mastered) Cancels Assist Gain (Attack) Assist Gain (Hit)
Wall rush 20 (10)
Unlocked at
level
Mastered at
AP


[Close] Jab foe with blade. Can send foe flying.

Damage multiplier Startup frame Type Priority EX Force
1 x 4, 2 x 4, 3 (15) 41F Magical Ranged Low (forward), Ranged Mid (backward) each 3
Effects CP (Mastered) Cancels Assist Gain (Attack) Assist Gain (Hit)
Block (Ranged Low) 20 (10)
Unlocked at
level
Mastered at
AP


[Long] Draw foe with projectile. Good start for other combos.

Damage multiplier Startup frame Type Priority EX Force
8, 7 x 6 (50) 35F Physical Melee High (close), Ranged Low (far) ~20
Effects CP (Mastered) Cancels Assist Gain (Attack) Assist Gain (Hit)
Wall rush 20 (10)
Unlocked at
level
Mastered at
AP


[Mid] Throw weapon. Major damage if lands near opponent.

Ground (Paladin)

Damage multiplier Startup frame Type Priority EX Force
10, 10 (20) 23F Physical Melee Low 90
Effects CP (Mastered) Cancels Assist Gain (Attack) Assist Gain (Hit)
Chase 20 (10)
Unlocked at
level
Mastered at
AP


[Close] Hit foe upwards. Slow, but very accurate strike.

Damage multiplier Startup frame Type Priority EX Force
3, 3, 5, 4, 4, 11 (30) 43F Physical Melee Mid (first half), Melee Low (second half) 90
Effects CP (Mastered) Cancels Assist Gain (Attack) Assist Gain (Hit)
Chase, Block (Ranged Low) 20 (10)
Unlocked at
level
Mastered at
AP


[Mid] Charge, then leap. Good start for midair attacks.

Contrary to what the description says in the game, it is not a good start for midair attacks. The slow startup time makes it impractical against vigilant players and chase limits viable assist combo conversions.

Damage multiplier Startup frame Type Priority EX Force
5, 10, 1 x 2, 10 (27) 23F Physical Melee Low 90
Effects CP (Mastered) Cancels Assist Gain (Attack) Assist Gain (Hit)
Chase, job change 20 (10)
Unlocked at
level
Mastered at
AP


[Close] Change job to Dark Knight during combo.

Aerial (Dark Knight)

Damage multiplier Startup frame Type Priority EX Force
7, 2 x 4 (15) 37F Magical Ranged Low 0
Effects CP (Mastered) Cancels Assist Gain (Attack) Assist Gain (Hit)
Wall Rush 20 (10)
Unlocked at
level
Mastered at
AP


[Mid] Fire off gravity ball. Good start for ground attacks.

Damage multiplier Startup frame Type Priority EX Force
1 each, 24 (25+) 37F Physical Melee Low (falling), Ranged Mid (landing) 60+
Effects CP (Mastered) Cancels Assist Gain (Attack) Assist Gain (Hit)
Chase 20 (10)
Unlocked at
level
Mastered at
AP


[Close] High-speed dive. Useful for quick descents.

Damage multiplier Startup frame Type Priority EX Force
7, 2 x 4, 3 x 5 (30) 37F Magical Ranged Low 0
Effects CP (Mastered) Cancels Assist Gain (Attack) Assist Gain (Hit)
Job change 20 (10)
Unlocked at
level
Mastered at
AP


[Mid] Change job to Paladin during combo.

Aerial (Paladin)

Damage multiplier Startup frame Type Priority EX Force
3, 3, 7, 6, 6, 6, 9 (40) 19F Physical Melee Low 30
Effects CP (Mastered) Cancels Assist Gain (Attack) Assist Gain (Hit)
Wall rush 20 (10)
Unlocked at
level
Mastered at
AP

Damage multiplier Startup frame Type Priority EX Force
3 x 5, 5, 10 (30) 21F Physical Melee Low 90
Effects CP (Mastered) Cancels Assist Gain (Attack) Assist Gain (Hit)
Chase 20 (10)
Unlocked at
level
Mastered at
AP

Damage multiplier Startup frame Type Priority EX Force
3 x 5 (15) 95F Magical Ranged Low 0
Effects CP (Mastered) Cancels Assist Gain (Attack) Assist Gain (Hit)
- 20 (10)
Unlocked at
level
Mastered at
AP

HP Attacks

Ground

Damage multiplier Startup frame Type Priority EX Force
4, 2 x 5, 6 (20) 39F Physical Melee High 30
Effects CP (Mastered) Cancels Assist Gain (Attack) Assist Gain (Hit)
Wall rush 30 (15)
Unlocked at
level
Mastered at
AP


[Close] Stab fore and devour his soul. Limited height, quick strike.

Damage multiplier Startup frame Type Priority EX Force
- 53F - Ranged High 0
Effects CP (Mastered) Cancels Assist Gain (Attack) Assist Gain (Hit)
Wall rush 30 (15)
Unlocked at
level
Mastered at
AP


[Long] Summon dark fire. Slow speed, strong homing.

Damage multiplier Startup frame Type Priority EX Force
10, 10 (20) 13F Physical Melee High 30
Effects CP (Mastered) Cancels Assist Gain (Attack) Assist Gain (Hit)
Wall rush, Dark Knight BRV damage +3%, Paladin BRV damage -3% 30 (15)
Unlocked at
level
Mastered at
AP


[Ultra-close] Dark sword slash. Dark Knight BRV damage +3%, Paladin BRV damage -3%.

Equipping Shadow Bringer will lock you out equipping the aerial Luminous Shard HP for the Paladin job.

Aerial

Damage multiplier Startup frame Type Priority EX Force
1 x 3, 2, 1 x 2, 3 (10) 53F Physical Melee High 30
Effects CP (Mastered) Cancels Assist Gain (Attack) Assist Gain (Hit)
Wall rush 30 (15)
Unlocked at
level
Mastered at
AP


[Mid] Focus light and charge. From afar, good vs. any height.

Damage multiplier Startup frame Type Priority EX Force
2 x 5, 5 (15) 43F Both Ranged High (first hit), Melee High (other hits) 30
Effects CP (Mastered) Cancels Assist Gain (Attack) Assist Gain (Hit)
Wall rush 30 (15)
Unlocked at
level
Mastered at
AP


[Close] Holy sword magic. Effective against any height.

Using Paladin Force right after connecting with Searchlight activates the homing followup attacks even if Paladin Force would've otherwise missed.

Damage multiplier Startup frame Type Priority EX Force
- 63F - Ranged High 60
Effects CP (Mastered) Cancels Assist Gain (Attack) Assist Gain (Hit)
Paladin BRV damage +3%, Dark Knight BRV damage -3% 30 (15)
Unlocked at
level
Mastered at
AP


[Long] Shoot light projectiles. Paladin BRV damage +3%. Dark Knight BRV damage -3%.

Equipping Luminous Shard will lock you out equipping the grounded Shadow Bringer HP for the Dark Knight job.

EX Mode: Job Augment!

Effects:

  • Regen
  • Critical Boost
  • Proteus
  • Inner Strength

Proteus

[Activate with R + Square] Bridles light and darkness to instantly change jobs without attacking.

Inner Strength

[Always active while in EX Mode] Each attack is 1.5 times as powerful.

EX Burst: Face Shift

A chain of attacks combining the power of light and darkness. Enter the commands that appear on both sides of the screen at the same time.

Damage multiplier (initial) Damage multiplier (rest) Type
6, 9 (15, DK) 15 (PA), 25 (DK), 7 x 2 (DK), 30 (PA) (99 total) Both


About the Job System

Cecil has two jobs, but only has access to one of them at a time. To change jobs, either use Paladin Arts or Dark Step braveries, or grounded HP attack to access Dark Knight or aerial HP to access Paladin.

Jobs can be changed freely outside of attack animations during EX mode by pressing R+Square. This means Cecil often makes himself vulnerable in order to change movesets, making this adjustment rather risky for Cecil. Not only that, equipping Shadow Bringer or Luminous Shard HP attack locks Cecil out of equipping the other HP, further incentivising into dedicated Dark Knight or Paladin play.

Cecil ALWAYS starts a fight in Dark Knight form, meaning Paladin-focused players will have to perform an HP attack as soon as the match starts, or bide their time in Dark Knight form until they have an opportunity to change forms without being punished.

Combos

Solo

Dark Knight

Dark Cannon is Cecil's only grounded solo combo starter. It cannot combo into Dark Flame or another Dark Cannon.

The projectiles travel in a forward-back motion, but the damage output fluctuates a lot with range. Once the projectiles have reached their max range, their damage multiplier (1x4) will become stronger (2x4, 3) and return to Cecil. This latter portion of the attack is often more practical, but because the projectiles don't have excessive hitboxes or much vertical tracaking, Dark Cannon will realistically land at least four hits (2x3, 3) on it's way back. Please keep this in mind when referencing damage tables for combos involving Dark Cannon.

Paladin Arts is Dark Knight Cecil's solo air combo starter that involves his Paladin bravery Searchlight. The combo structure is identical with Searchlight starters, but it can also be looped into itself during EX Mode.

Combo Damage EX Force Notes Video
Dark Cannon > Valiant Blow 49+ WR (2x3, 3, 10, 10, 20) 42+ 3, 3, 3, 3, 30 Basic bravery combo with high damaging wall rush ender. video
Dark Cannon > Shadow Lance 59+ WR (2x3, 3, 8, 7x6 + WR) 32 (3, 3, 3, 3, ~20) Basic bravery combo with an even more damaging wall rush ender. video
Dark Cannon > Soul Eater 32 + HP WR (2x3, 3, 4, 2x5, 6 + HP WR) 42 (3, 3, 3, 3, 30) Basic HP combo with wall rush potential. Not prioritized unless Cecil doesn't have Shadow Bringer, which outclasses Soul Eater in a couple areas.
Dark Cannon > Shadow Bringer 32 + HP WR (2x3, 3, 10, 10 + HP WR) 42 (3, 3, 3, 3, 30) Basic HP combo with better wall rush potential. Shadow Bringer has better frame data and superior knockback for wall rush, outperforming Soul Eater. video
Paladin Arts > Radiant Wings 70 (7, 2x4, 3x5, 3, 3, 7, 6, 6, 6, 9 + WR) 30 (0, 30) High damage bravery ender. video
Paladin Arts > Radiant Cross 60 (7, 2x4, 3x5, 3x5, 5, 10) 90 (0, 90) Sacrifice bravery damage to generate more EX Force. video
Paladin Arts > Saint's Fall 40 + HP WR (7, 2x4, 3x5, 1x3, 2, 1x2, 3 + HP WR) 30 (0, 30) Solo HP combo with a ground wall rush. Similiar to Soul Eater, Saint's Fall is typically outclassed by other HPs in damage, range or utility, so it's not often prioritized. video
Paladin Arts > Paladin Force 45 + HP WR (7, 2x4, 3x5, 2x5, 5) 30 (0, 30) Solo HP combo that also wall rushes on the ground. Good for ground assist combos. Paladin Force has slightly higher bravery damage output compared to Saint's Fall, but it also has better vertical tracking in close range, making this combo easier to land. video
Paladin Arts > DC > Job Change > Paladin Arts > DC > Job Change > Paladin Arts > Paladin Force 105 + HP WR (7, 2x4, 3x5, 7, 2x4, 3x5, 7, 2x4, 3x5, 2x5, 5) 30 (0, 0, 0, 30) EX Mode only. High damaging loop, but more reliable to set up with Aerith assist on the ground. [notes 1]

Notes

  1. Paladin Arts loop: This is one of Cecil's hardest solo combo routes, but also one of the most rewarding for him. Cecil can change jobs freely during EX Mode, which lets him combo into Dark Knight braveries without doing an HP first.
    The goal is to stay at the opponent's height and at close range. Position Cecil just far enough so that he isn't touching them. The Dark Knight projectile will lift the opponent upwards, so you will have to dodge cancel slightly upwards at least once. More testing is required, but this is a proven concept for Cecil's combos.

Paladin

Cecil's combo game expands considerably with Slash and Searchlight, moreso the latter. While Slash provides a few self-sufficient solo combos for just the Paladin job, Searchlight also supports Dark Knight followups in and out of EX mode.

Similiar to Dark Cannon, Searchlight allows Cecil to combo into other Paladin bravery and HP attacks. Searchlight does not have to hit with all of the projectiles to combo or do a hit glitch with Paladin Force, so the damage will vary if less projectiles hit.

Because these combos don't rely on ground, players may find more opportunities to use them.

Combo Damage EX Force Notes Video
Slash > Free Air Dash > Radiant Wings 60 + WR (10, 10, 3, 3, 7, 6, 6, 6, 9 + WR) 120 90, 30 Ground combo into a wall rush. Cancel Slash's recovery into Free Air Dash and close the gap to follow up with Radiant Wings. video
Slash > Free Air Dash > Sacred Cross 50 (10, 10, 3x5, 5, 10) 180 (90, 90) Ground combo with higher EX generation. video
Slash > Paladin Force 35 + HP WR (10, 10, 2x5, 5) 30 (0, 30) Wall / corner only. Ground combo into HP wall rush. Cancel Slash's recovery into Paladin Force instead of Free Air Dash.
Searchlight > Radiant Wings 55 + WR (3x5, 3, 3, 7, 6, 6, 6, 9 + WR) 30 (0, 30) Highest damaging bravery followup, moreso if it wall rushes. Good for setting up ground assist combos. video
Searchlight > Sacred Cross 45 (3x5, 3x5, 5, 10) 90 (0, 90) Less bravery damage, but more EX Force. Combos into Aerith assist with a chase setup. video
Searchlight > Saint's Fall 25 + HP WR (3x5, 1x3, 2, 1x2, 3 + HP WR) 30 (0, 30) Solo HP combo with a ground wall rush. Similiar to Soul Eater, Saint's Fall is typically outclassed by other HPs in damage, range or utility, so it's not often prioritized. video
Searchlight > Paladin Force 30 + HP WR (3x5, 2x5, 5) 30 (0, 30) Solo HP combo that also wall rushes on the ground. Good for ground assist combos.
Paladin Force has slightly higher bravery damage output compared to Saint's Fall, but it also has far superior tracking after Searchlight connects. Naturally, the bravery damage is slightly reduced if Cecil has to close the distance with the attack first.
Searchlight > DC > Job Change > Paladin Arts > Paladin Force 60 + HP WR (3x5, 7, 2x4, 3x5, 2x5, 5) 30 (0, 0, 30) EX Mode only. Must be done at close range (but not at point blank) and Cecil must be at roughly the same height with the opponent. Adjust Cecil's positioning with the dodge cancel movement to meet those requirements.
This is one of Cecil's hardest solo combo routes, but also one of the most rewarding for him. It is possible to loop Paladin Arts a couple times this way as well. [notes 1]
video

Notes

  1. Cecil can change jobs freely during EX Mode, which lets him combo into Dark Knight braveries without doing an HP first. Start with Searchlight in Paladin, dodge cancel, then press R + square right before Cecil can attack out of a dodge. Finally, follow up immediately with Paladin Arts in Dark Knight.

Assist

Dark Knight

Cecil can convert off of wall rush, first part of a bravery attack or by initiating chase. Dark Knight primarily converts off of the first two, while Paladin can also convert off of chase.


Note that Dark Flame can wall rush in stages with low ceiling such Pandaemonium - Top Floor and M.S. Prima Vista!

1) Valiant Blow (1st part) - Jecht - Dark Cannon - Valiant Blow / Shadow Lance / Shadow Bringer / Soul Eater

2) Shadow Lance / HP (wall rush) - Jecht - Dark Cannon - Valiant Blow / Shadow Lance / Shadow Bringer / Soul Eater 3) Shadow Lance / HP (wall rush) - Jecht - Paladin Arts - Radiant Wings / Sacred Cross / Paladin Force 4) Gravity Ball (wall rush) - Jecht - dodge cancel forward - Paladin Arts - dodge cancel - Paladin Force 5) Gravity Ball (wall rush) - Jecht - ground dash - Dark Flame

6) Paladin Arts (dark sphere) - Jecht - Dark Cannon - Valiant Blow / Shadow Lance / Shadow Bringer / Soul Eater

The same principles apply as with Jecht assist, except ground wall rush off of Gravity Ball requires a wall for follow-ups. Yuna holds for a shorter amount of time as well.

1) Valiant Blow (1st part) - Yuna - Dark Cannon - BRV / HP 2) Shadow Lance / HP (wall rush) - ground dash if at a distance - Dark Cannon - BRV / HP

3) Valiant Blow / HP (wall rush) - ground dash if at a distance - jump - Paladin Arts - dodge cancel - BRV / HP

Due to the assist's knockback, ending combos in Paladin Force is often most reliable. Shadow Bringer can help in safely transitioning back to Dark Knight, however.

1) Valiant Blow 2nd part + Assist call upon inputting 2nd part - assist teleport - Paladin Force 2) Valiant Blow 2nd part + Assist call upon inputting 2nd part - lock off - assist teleport - turn around to face opponent - Paladin Arts - BRV / HP 3) Shadow Bringer - Assist call after second hit of Shadow Bringer - assist teleport - Paladin Force

4) Valiant Blow / Shadow Lance / HP (wall rush) - Sephiroth - Paladin Force

Paladin

Empty chase = chase that has been initiated, but no further action is performed during chase


Chase sequences allow Cecil to trap the opponent inside Aerith's Seal Evil or brute force an HP attack. What Cecil loses in EX depletion on assist hit, he makes up for it with opportunities to rack up bravery or land an HP attack.

1) Sacred Cross - Assist call - initiate chase - chase HP - if opponent dodged chase HP, Luminous Shard (HP) or Searchlight into Radiant Wings, Sacred Cross or Paladin Force. 2) Radiant Wings (wall rush) - Aerith - dodge cancel - Searchlight - land on ground and approach - Slash - Free Air Dash cancel and dash for a split second - Radiant Wings or Sacred Cross 3) Paladin Force / Saint's Fall (wall rush) - Searchlight - land on ground and approach - Slash - Free Air Dash cancel and dash for a split second - Radiant Wings or Sacred Cross 4) Lightning Rise - Assist call - initiate chase - chase HP - if opponent dodged chase HP, Luminous Shard (HP) or Searchlight into Radiant Wings, Sacred Cross or Paladin Force. 5) Lightning Rise - Assist call - empty chase when Aerith's Seal Evil is about to activate - BRV / HP

6) Dark Step (near wall) - Assist call - empty chase when Aerith's Seal Evil is about to activate - BRV / HP

1) Searchlight - Tidus (air) - BRV / HP

2) Radiant Wings (1st part) - Tidus (air) - BRV / HP 3) Radiant Wings (wall rush) - Tidus (ground) - dodge cancel - Searchlight - land on ground and approach - Slash - Free Air Dash cancel and dash for a split second - Radiant Wings or Sacred Cross 4) Sacred Cross (near wall) - Assist call - empty chase - BRV / Paladin Force 5) Sacred Cross (above opponent on the ground) - empty chase - Tidus (ground) - Free Air Dash - Searchlight - land on ground and approach 6) Slash - Free Air Dash cancel and dash for a split second - Radiant Wings or Sacred Cross

7) Dark Step (1st part) - Tidus - BRV / HP

1) Searchlight - Yuna (air) - Free Air Dash if at a distance - BRV / HP

2) Radiant Wings (1st part) - Yuna (air) - BRV / HP 3) Radiant Wings (right before wall rush) - Yuna (air) - BRV / HP. Being closer to ground makes Yuna more likely to connect. 4) Sacred Cross (near wall) - Assist call - empty chase - BRV / Paladin Force 5) Dark Step (1st part, near wall) - Yuna (air) - BRV / HP 6) Paladin Force (after BRV damage, but before HP hit) - Yuna (air) - Sacred Cross (if far from ground) / Paladin Force (if close to ground)

Builds

<tabber>

Stats
HP 9883
CP 450
BRV 1623
ATK 176
DEF 182
LUK 61
Max Booster x3.8
Special Effect: None
Equipment
Assist Jecht / Sephiroth / Yuna
Weapon Piggy's Stick
Hand Chainsaw
Head Thornlet
Body Maximillian
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 Blue Gem
Accessory 9 accessory_special.png Miracle Shoes
Accessory 10 accessory_special.png Side by Side
Summon Rubicante


Use the CP glitch with Equip Machines and Bard's Gear.

Blue Gem and Miracle Shoes can be substituted with Together as One, Hero's Seal or Back-Breaking Straw (to offset Thornlet penalties).

Boosters "Grounded" and "BRV = 0" can enhance HP wall rush damage with a higher multiplier at the cost of lower base bravery.

Stats
HP 10299
CP 450
BRV 956 (1147 with First to Victory)
ATK 178
DEF 183
LUK 60
Max Booster x3.0
Special Effect: Judgment of Lufenia
Equipment
Assist Kuja / Aerith
Weapon Cleaver
Hand Lufenian Shield
Head Lufenian Helm
Body Lufenian Armor
Accessory 1 accessory_basic.png Hyper Ring
Accessory 2 accessory_basic.png Muscle Belt
Accessory 3 accessory_basic.png Dismay Shock
Accessory 4 accessory_booster.png Summon Unused
Accessory 5 accessory_booster.png Pre-EX Mode
Accessory 6 accessory_booster.png Pre-EX Revenge
Accessory 7 accessory_booster.png Opponent Summon Unused
Accessory 8 accessory_special.png White Gem
Accessory 9 accessory_special.png Tenacious Attacker
Accessory 10 accessory_special.png First to Victory
Summon Rubicante


Use the CP glitch with Ranger's Gear.

"Muscle Belt" basic accessory and "Opponent Summon Unused" booster can be substituted with what the player wants more.

Tenacious Attacker is not essential if Aerith assist is used. Hero's Essence can be used for additional Extra Abilities (critical hit rate). Winged Boots is good for banish trap stages.

Assists

Cecil's assist data

Type Attack Startup Position Spawn Damage multiplier Effects
BRV Shadow Lance 35F Ground Opponent 8, 7 x 6 (up to 50) Wall Rush
BRV Radiant Wings 19F Air Opponent 3, 3, 7, 6, 6, 9 Wall Rush
HP Soul Eater 39F Ground Opponent 4, 2 x 5, 6 (20) Wall Rush
HP Saint's Fall 53F Air Opponent 1 x 3, 2, 1 x 2, 3 (10) Wall Rush


Dark Knight Assists

Fast whiff punishes, converts off of Cecil's key moves and wall rush, sets up solo combos and lets him transition into Dark Knight from Paladin on hit as part of a combo.

Whiff punishes and more notably, easy knockback cancels. With assist meter, Cecil won't have to rely on wall rushes for assist conversions.

Ranged Low priority that isn't staggered by LV2 Assist Change, converts off of key moves, wall rush and often works within Cecil's effective range in smaller stages.

Paladin Assists

Lets Cecil combo Sacred Cross into an HP by initiating a chase at the cost of no EX depletion on hit. As such, can set up solo combos anywhere. Combos safely into Luminous Shard without being staggered by LV2 Assist Change.

Fastest whiff punisher in the air with less air combo potential, but ground assist can wall rush on the ground for extended solo combos.

Air conversions have restrictions, but doesn't stagger from LV2 Assist Change. Works well when playing near the ground.