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 |
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 |
---|---|
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:
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 |
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 |
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 |
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 |
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.
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 |
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 |
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 |
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 |
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 |
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 |
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 |
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%.
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 |
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 |
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%.
Effects:
[Activate with R + Square] Bridles light and darkness to instantly change jobs without attacking.
[Always active while in EX Mode] Each attack is 1.5 times as powerful.
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 |
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.
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.
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 |
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 |
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 EaterThe 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 / HPDue 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 ForceEmpty 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 / HP1) 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 / HP1) 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)
Stats | |
---|---|
HP | 9883 |
CP | 450 |
BRV | 1623 |
ATK | 176 |
DEF | 182 |
LUK | 61 |
Max Booster | x3.8 |
Equipment | |
---|---|
Assist | Jecht / Sephiroth / Yuna |
Weapon | Piggy's Stick |
Hand | Chainsaw |
Head | Thornlet |
Body | Maximillian |
Accessory 1 | Sniper Eye |
Accessory 2 | Dismay Shock |
Accessory 3 | Battle Hammer |
Accessory 4 | BRV = 0 |
Accessory 5 | Empty EX Gauge |
Accessory 6 | Pre-EX Mode |
Accessory 7 | Pre-EX Revenge |
Accessory 8 | Blue Gem |
Accessory 9 | Miracle Shoes |
Accessory 10 | 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 |
Equipment | |
---|---|
Assist | Kuja / Aerith |
Weapon | Cleaver |
Hand | Lufenian Shield |
Head | Lufenian Helm |
Body | Lufenian Armor |
Accessory 1 | Hyper Ring |
Accessory 2 | Muscle Belt |
Accessory 3 | Dismay Shock |
Accessory 4 | Summon Unused |
Accessory 5 | Pre-EX Mode |
Accessory 6 | Pre-EX Revenge |
Accessory 7 | Opponent Summon Unused |
Accessory 8 | White Gem |
Accessory 9 | Tenacious Attacker |
Accessory 10 | 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.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 |
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.
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.