Cecil Harvey (Dissidia 012): Difference between revisions

From Dissidia Wiki
Line 421: Line 421:
<tabber>
<tabber>
|-|Jecht=
|-|Jecht=
1) Valiant Blow (1st part) - Jecht - Dark Cannon - Valiant Blow / Shadow Lance / Shadow Bringer / Soul Eater
* 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
* 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
* 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
* Gravity Ball (wall rush) - Jecht - dodge cancel forward - Paladin Arts - dodge cancel - Paladin Force
5) Gravity Ball (wall rush) - Jecht - ground dash - Dark Flame
* 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
* Paladin Arts (dark sphere) - Jecht - Dark Cannon - Valiant Blow / Shadow Lance / Shadow Bringer / Soul Eater


|-|Yuna=
|-|Yuna=


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


|-|Sephiroth=
|-|Sephiroth=
Line 439: Line 439:
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.
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
* 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
* 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
* 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
* Valiant Blow / Shadow Lance / HP (wall rush) - Sephiroth - Paladin Force


</tabber>
</tabber>

Revision as of 00:15, 14 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.

Dark Knight attacks do not produce much EX force, but comboing into Nightfall can provide 60+ EX if the descent has room to travel.

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.

Paladin Arts lets you transition to Paladin job, but all projectiles are Ranged Low priority. While the Paladin projectile (Searchlight) comes out faster with this attack, Cecil can be hit out of this move that leaves him stationary and vulnerable for a long time. Use from afar or during assist combos. Both projectiles can combo into air attacks on hit.

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.

Dark Flame is reactable, but stays on the field for a few seconds and has decent tracking throughout the active period.

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, use an attack that transitions into the other job. Dark Step or Paladin Arts braveries can only be done Dark Knight and Paladin jobs respectively. HP attacks on the other hand are always available and change Cecil's job depending on if he's grounded or not. Ground HP attacks change to a Dark Knight job, while midair HP attacks change to a Paladin job.

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

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!

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

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

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

    • Valiant Blow 2nd part + Assist call upon inputting 2nd part - assist teleport - Paladin Force
    • Valiant Blow 2nd part + Assist call upon inputting 2nd part - lock off - assist teleport - turn around to face opponent - Paladin Arts - BRV / HP
    • Shadow Bringer - Assist call after second hit of Shadow Bringer - assist teleport - Paladin Force
    • 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 via chase. What Cecil loses in EX depletion on assist hit, he makes up for it with opportunities to set up solo combos and accumulate bravery or inflict HP damage.

    Any grounded wall rush Aerith combo can be followed up with a Searchlight solo combo or an HP attack. This creates a lot of variance, but they all do the same things as they normally would - The Slash solo combo adds bravery damage or EX depending on the ender (Radiant Wings or Sacred Cross respectively), but landing an HP is also an option with Paladin Force or even Shadow Bringer.

    Note, that if an opponent does not evade a chase HP attack during an Aerith setup, they can get wall rushed when close to a wall or a corner. This will net Cecil HP damage on top of the assist combo.

    Ground

    Slash solo combos also serve as assist combo starters for Aerith, so the damage and EX gain differ with the starter. Slash > Free Air Dash > Radiant Wings is more damage, while Slash > Free Air Dash > Sacred Cross is more EX.

    Starter Combo Damage EX Force Notes Video
    Lightning Rise -- 30 (3, 3, 5, 4, 4, 11) 90 Not often used due to Lightning Rise's shortcomings, but Cecil can follow up after setting up Aerith assist with a chase HP. --
    Aerith > Chase > Chase HP > opp dodged > Searclight > Paladin Force 60 + HP WR (30 > 3x5 > 2x5, 5) 135 (90, 15 chase, 30) Chase setup. Call Aerith before the chase prompt appears, then proceed to enforce an HP attack on the opponent. video
    Slash > Free Air Dash > Radiant Wings -- 60 (10, 10, 3, 3, 7, 6, 6, 6, 9 + WR) 120 (90, 30) Higher damaging starter combo. --
    Aerith > WR > Searchlight (right before landing) > Land > Searchlight (hit) > Slash > Free Air Dash > Radiant Wings 135 + WR (3x5 > 10, 10 > 40 + WR) 240 (120, 0, 90, 30) Bravery damage. video
    Slash > Free Air Dash > Sacred Cross -- 50 (10, 10, 3x5, 5, 10) 180 (90, 90) No wall rush, Sacred Cross ender prioritizes EX Force generation. --
    Aerith > Chase > Chase HP > opp dodged > Searchlight > Sacred Cross 95 (50 > 3x5 > 3x5, 5, 10) 285 (180, 15 chase, 0, 90) EX focused combo with no HP at the end. video
    Aerith > Chase > Chase HP > opp dodged > Searchlight > Paladin Force 80 + HP(50 > 3x5 > 2x5, 5) 225 (180, 15 chase, 30) HP ender sacrifices brv damage and EX. video
    Dark Step -- 27 (5, 10, 1x2, 10) 90 Chase setup. Call Aerith before Cecil becomes grounded, then initiate chase. --
    Aerith > Land > Chase > Chase HP > opp dodged > Searchlight > Paladin Force 57 (27, 3x5 > 2x5, 5 + HP WR) 135 (90, 15 chase, 0, 30) -- video

    Aerial

    Starter Combo Damage EX Force Notes Video
    Sacred Cross -- 30 (3x5, 5, 10) 90 Air combo starter. Doesn't require a wall and Sacred Cross is one of Cecil's better aerial moves, which will see use often. --
    Aerith > Chase > Chase HP > Opp dodged > Aerith (hit) > Searchlight > Paladin Force 60 + HP WR (3x5, 5, 10 > 3x5 > 2x5, 5 + HP WR) 135 (90, 15 chase, 30) Air chase setup into a solo HP combo. Aerith must be called quickly after Sacred Cross' last hit, because of the early chase prompt. video
    Aerith > Chase > Chase HP > Opp dodged > Aerith (hit) > Searchlight > Sacred Cross 75 (3x5, 5, 10 > 3x5 > 3x5, 5, 10) 195 (90, 15 chase, 90) Air chase setup into solo BRV combo. Ending the combo with Sacred Cross generates a lot more EX Force. video
    Aerith > Empty Chase > WR (ground) > Aerith (hit) > Jump > Searchlight > Land > Slash > Free Air Dash > Sacred Cross 95 (3x5, 5, 10 > 3x5 > 10, 10 > 3x5, 5, 10) 270 (90, 0, 90, 90) Air-to-ground assist combo with a solo combo ender. This one has highest EX gain. Must be near ground for empty chase to cause wall rush. Delay the chase a little bit to force the grounded wall rush from higher altitude. video
    Radiant Wings -- 40 + WR (3, 3, 7, 6, 6, 6, 9 + WR) 30 Wall Rush. Aerith is too slow to convert off of Radiant Wings' first part unless done pre-emptively as a punish. --
    Aerith > WR > Searchlight > Paladin Force 65 + HP WR (40 + WR > 3x5 > 2x5, 5 + HP WR) 60 (30, 0, 30) Wall Rush, basic assist combo into HP. Call Aerith after last hit, but before wall rush happens. video
    Aerith > WR > Searchlight (right before landing) > Land > Slash > Free Air Dash > Radiant Wings 115 + WR (40 + WR > 3x5 > 10, 10 > 40 + WR) 150 (30, 0, 90, 30) Wall Rush. Slash combo that prioritises bravery damage. video

    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

    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.