Overview
Garland is a defensive close / mid-range character with good whiff punish capability and bravery damage output.
Bravery Attacks
Ground
|
Damage multiplier |
Startup frame |
Type |
Priority |
EX Force
|
7,8,30 (45, Short) / 7,8,9,2,2,2,15 (45, Long) |
23F |
Physical |
Melee Low, Melee Mid (2nd hit), Melee High (3rd hit, Long) |
30 (Short) / 90 (Long)
|
Effects |
CP (Mastered) |
Cancels |
Assist Gain (Attack) |
Assist Gain (Hit)
|
Wall Rush (Short) / Chase (Long) |
30 (15) |
|
|
|
Unlocked at level |
Mastered at AP |
|
[Close] Broad sword sweep. Change combo with input timing.
Three sword swipes with a chase or a wall rush ender. Press circle before the third swipe for a wall rush ender or press circle after it for a chase ender. Garland's movement can be controlled freely during the first two swipes, but it does not make it particularly safe to use. While the start-up is somewhat fast, it takes well over a second to cancel it into a dodge. With Garland's limited post-dodge defensive options this is not an ideal situation to find yourself in. Confirming a combo with Deathblow into a Twist Drill is safer, inflicts more bravery damage and generates more EX meter on hit as well. Round Edge still has combo potential with assists though.
It might work occasionally as a surprise gimmick attack, especially if you fake out with movement during the first sword swipe. But the long animation and diminishing returns for disproportional risk compared to other ground moves make Round Edge difficult to justify for the third slot bravery.
The increased priorities apply to Round Edge when has not been cancelled into a wall rush ender. Since movement is halted by the third hit, it can be challenging to enforce it's high priority against moving opponents.
|
Damage multiplier |
Startup frame |
Type |
Priority |
EX Force
|
2x5,5,15 (30) |
31F |
Physical |
Melee Mid |
30
|
Effects |
CP (Mastered) |
Cancels |
Assist Gain (Attack) |
Assist Gain (Hit)
|
Wall Rush |
30 (15) |
|
|
|
Unlocked at level |
Mastered at AP |
|
[Mid] High-speed sword thrust. Vertically limited, good range.
A gap closer and a whiff punisher that goes in a straight line. Staggers regular block, it works well as a deterrent for blocking his other ground braveries. It is commonly used in tandem with Deathblow. With a Kuja / Sephiroth assist following up the wall rush, the damage output is consistently high and makes this move a notable threat. High priority braveries and running sideways can work against it.
If you stagger an opponent with a blodge, you can use Lance Charge to retaliate after blodging backwards or sideways.
|
Damage multiplier |
Startup frame |
Type |
Priority |
EX Force
|
15 |
13F |
Physical |
Melee Low |
60
|
Effects |
CP (Mastered) |
Cancels |
Assist Gain (Attack) |
Assist Gain (Hit)
|
|
30 (15) |
|
|
|
Unlocked at level |
Mastered at AP |
|
[Mid] Swift upwards sword swipe. Low accuracy, quick strike.
One of Garland's strongest bravery attacks. Very fast start-up, low recovery, long active hitbox, combo starter, great tracking and anti-air capability within close range. The big cherry on top is that it can be cancelled into a neutral state, making this one of the few bravery attacks that do not have to be dodge cancelled for safety. This also allows Garland to jump and combo into Twist Drill for meter and a lot of bravery damage with assist.
Due to it's speed and cancel window, it can be used to quickly generate assist meter. A must have for many close-range match-ups where Garland can fight on the ground. When used well, this is a move that ties Garland's defensive gameplay together.
|
Damage multiplier |
Startup frame |
Type |
Priority |
EX Force
|
5,19 (24, Low) / 5,2,2,15 (24, High) |
17F (Low) / 13F (High) |
Physical |
Melee Low |
90 (Low) / 30 (High)
|
Effects |
CP (Mastered) |
Cancels |
Assist Gain (Attack) |
Assist Gain (Hit)
|
Chase (Low) / Wall Rush (High) |
30 (15) |
|
|
|
Unlocked at level |
Mastered at AP |
|
[Mid] Swing sword uupwards. Change combo with input timing.
Deathblow with two built-in follow-up attacks. Tap the button twice for a chase ender and 90 EX or hold the button to become airborne and then tap it for wall rush attack.
Unfortunately this is not as potent as it might sound - Even though the speed, tracking and anti-air capability remain mostly intact, it cannot be cancelled into a neutral state. As a result, any whiffs put Garland in greater danger compared to Deathblow. While all attacks have a fair amount of hit stun, converting off of them with assist compromises Garland's EX gain, damage or requires a wall. All that fall short when compared to the Deathblow > Twist Drill combo. However, those combos can be easier to understand and perform when learning the character early on.
|
Damage multiplier |
Startup frame |
Type |
Priority |
EX Force
|
each (10) |
51F |
Magical |
Ranged Low |
0
|
Effects |
CP (Mastered) |
Cancels |
Assist Gain (Attack) |
Assist Gain (Hit)
|
|
30 (15) |
|
|
|
Unlocked at level |
Mastered at AP |
|
[Long] Call down lightning strikes that home in on opponent.
Venerable strength manifests in the form three lightning bolts. The bolts spawn on the opponent, bypassing obstacles or lingering projectiles in front of the opponent. It has enough hit stun to combo into an assist, but due to the knockback angle, it is only practical when the opponent is near a wall / corner. If you find your opponent in that position, all of three Thundaga's bolts can combo into each other for an assist combo.
Garland is vulnerable to whiff punishes from assists during this attack. That, along with the absence of EX generation, low damage output and situational combo conversions make Thundaga something of a niche move in Garland's repertoire. It's good at poking through opponents at a distance, but it does not represent a big threat frequently.
Aerial
|
Damage multiplier |
Startup frame |
Type |
Priority |
EX Force
|
7,8,15 (30) |
21F |
Physical |
Melee Low |
30
|
Effects |
CP (Mastered) |
Cancels |
Assist Gain (Attack) |
Assist Gain (Hit)
|
Wall Rush |
30 (15) |
|
|
|
Unlocked at level |
Mastered at AP |
|
[Mid] Swipe with twin blades. Approaches foe; limited height.
|
Damage multiplier |
Startup frame |
Type |
Priority |
EX Force
|
7,8 (15) |
45F |
Physical |
Melee Low |
90
|
Effects |
CP (Mastered) |
Cancels |
Assist Gain (Attack) |
Assist Gain (Hit)
|
Chase |
30 (15) |
|
|
|
Unlocked at level |
Mastered at AP |
|
[Mid] Swing chain. Low accuracy, but effective against any height.
Air combo starter, air-to-ground whiff punisher and Garland's primary post-dodge defensive option in the air. It is not invincible, but the movement can help him evade slower dodge punish attempts. On hit, Garland can dodge cancel and combo into Twist Drill for a total of 180 EX (almost 20 % of an EX bar), but it does not work at all heights.
The consistency of Chain Cast's damage output, meter generation and applications in the neutral make it an appealing choice for a third bravery slot along with Bardiche and Twist Drill.
|
Damage multiplier |
Startup frame |
Type |
Priority |
EX Force
|
30 |
23F |
Physical |
Melee Low |
0
|
Effects |
CP (Mastered) |
Cancels |
Assist Gain (Attack) |
Assist Gain (Hit)
|
Wall Rush |
30 (15) |
|
|
|
Unlocked at level |
Mastered at AP |
|
[Dive] Mighty axe swing. Great for attacking from above.
Garland's iconic crushing repertoire. A staple in Garland's kit thanks to it's speed, relative safety on whiff and infamous damage output. The designated vertical, downward tracking and the lack of forward momentum limits Bardiche's hit rate in the air. But it functions well as an assist meter generator and air-to-ground attack.
With one of the higher bravery damage multipliers (30) and wall rush, repeated use of Bardiche is known to be the strongest EX Revenge combo in the entire game.
|
Damage multiplier |
Startup frame |
Type |
Priority |
EX Force
|
4x2,8,14 (30) |
21F |
Physical |
Melee Low |
90
|
Effects |
CP (Mastered) |
Cancels |
Assist Gain (Attack) |
Assist Gain (Hit)
|
Chase |
30 (15) |
|
|
|
Unlocked at level |
Mastered at AP |
|
[Rise] Upwards lunge with sword. Great for attacking from below.
Fast anti-air attack with good combo potential, damage and EX output. Primarily designed to home in on opponents above Garland, Twist Drill is often used as a combo move after Deathblow, as a whiff punisher or as an approach tool.
It's hitstun is long enough to combo into an assist from a relatively late dodge cancel window or an empty chase. That also means Twist Drill is a bravery attack that is consistently safe on hit after initiating an empty chase for EX intake.
While it cannot effectively hit opponents directly in front of him or above his head, Twist Drill is still a staple in Garland's air combat. The extended hitbox allows him to poke through projectiles and traps, such as Ultimecia's charged Knight's Lance. The first part can be dodge cancelled early enough to contest The Emperor's Dreary Cell traps and the overall speed can be difficult to react to. Drill the threat into the opponent's head.
|
Damage multiplier |
Startup frame |
Type |
Priority |
EX Force
|
each (10) |
51F |
Magical |
Ranged Low |
0
|
Effects |
CP (Mastered) |
Cancels |
Assist Gain (Attack) |
Assist Gain (Hit)
|
|
30 (15) |
|
|
|
Unlocked at level |
Mastered at AP |
|
[Long] Call down lightning strikes that home in on opponent.
Same as ground version. Difficult to justify with four other strong braveries competing for slots.
HP Attacks
Ground
|
Damage multiplier |
Startup frame |
Type |
Priority |
EX Force
|
8, 2x5 (18) |
39F |
Physical (axe) / Magical (rocks) |
Melee High (axe) / Unblockable (rocks) |
36
|
Effects |
CP (Mastered) |
Cancels |
Assist Gain (Attack) |
Assist Gain (Hit)
|
Wall Rush |
30 (15) |
|
|
|
Unlocked at level |
Mastered at AP |
|
[Close] Split ground with axe. Steals bravery, then takes HP.
A decent mix-up against grounded opponents trying to crack Garland's defense. Tracks well, strong knockback and cannot be staggered by LV2 Assist Change after the first hit. The HP-inflicting rock that spawns at the end has minor anti-air potential.
The active duration, the relative space control and dodge cancel window can make punishing this move on the ground difficult without mid range attacks. Earthquake is effective when used sparingly, but aerial attacks from above can still punish it.
|
Damage multiplier |
Startup frame |
Type |
Priority |
EX Force
|
-- |
59F |
-- |
Ranged High |
each (9)
|
Effects |
CP (Mastered) |
Cancels |
Assist Gain (Attack) |
Assist Gain (Hit)
|
-- |
30 (15) |
|
|
|
Unlocked at level |
Mastered at AP |
|
[Long] Shoot multiple fireballs that chase opponent.
Homing fireballs that can be dodged with well placed dodge. Not commonly used on the ground when Garland has other attacks with better properties and reward on hit.
Each fireball can inflict meter depletion if they hit, a trait that carries over to it's aerial version.
|
Damage multiplier |
Startup frame |
Type |
Priority |
EX Force
|
2x6 (12) |
45F |
Physical |
Melee High |
96
|
Effects |
CP (Mastered) |
Cancels |
Assist Gain (Attack) |
Assist Gain (Hit)
|
-- |
30 (15) |
|
|
|
Unlocked at level |
Mastered at AP |
|
[Mid] Hurl chain sword. Vertically limited, very accurate.
One of Garland's primary post-dodge defensive options on the ground. Much like Chain Cast, the swift movement makes it safe rather than plain invincibility. Strong tracking against grounded opponents works very well as a dodge punisher and as an instigator (when assist meter is available). Can also hit aerial opponents who are close to Garland at the time of impact.
Combos into assists on hit. A good mixup akin to Earthquake, with stronger tracking at the expense of wall rush. The animation is long, so exercise caution before using this.
If you stagger an opponent with a blodge, you can use Tsunami to retaliate after blodging backwards or sideways.
Aerial
|
Damage multiplier |
Startup frame |
Type |
Priority |
EX Force
|
-- |
59F |
-- |
Ranged High |
each (9)
|
Effects |
CP (Mastered) |
Cancels |
Assist Gain (Attack) |
Assist Gain (Hit)
|
-- |
30 (15) |
|
|
|
Unlocked at level |
Mastered at AP |
|
[Long] Shoot multiple fireballs that chase opponent.
Commonly used as an occasional long range harassment tool along with Cyclone. While this cannot inflict wall rush, each fireball can deplete meter on hit. A decent choice in that regard when used with Aerith assist, but it's threat is otherwise somewhat limited.
|
Damage multiplier |
Startup frame |
Type |
Priority |
EX Force
|
-- |
51F |
-- |
Ranged High |
each (60)
|
Effects |
CP (Mastered) |
Cancels |
Assist Gain (Attack) |
Assist Gain (Hit)
|
Absorb |
30 (15) |
|
|
|
Unlocked at level |
Mastered at AP |
|
[Close] Call forth tornado. Slow speed, homing ability.
Two ranged high projectiles that temporarily occupy space while gradually splintering off from their starting position. Often used as a passive defensive tool, a combo extender after an assist or a safer match ender during an assist combo. Combos into assists hit.
It does not protect Garland effectively from all angles. However, characters without projectiles, command blocks, disjointed hitbox or a relatively fast advancing Melee High attack will find Cyclone to be difficult to neutralise.
|
Damage multiplier |
Startup frame |
Type |
Priority |
EX Force
|
15 |
47F |
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] Strike with greatsword, causing large explosion on hit.
Garland's primary post-block HP retaliation and assist combo ender inflicting HP damage. Homes in on the opponent well, but only occupies space briefly. The knockback has good wall rush potential.
If the opponent uses LV1 Assist Change as soon as Flare's first hit has made contact, Garland can be hit during the animation. Cyclone and Blaze HPs can make up for this weakness, but Flare remains a staple in Garland's arsenal regardless. It is the only aerial HP he can consistently connect after staggering an opponent with a block. Rack up the bravery and unleash the fury.
EX Mode
Effects:
- Regen
- Critical Boost
- Indomitable Resolve
Indomitable Resolve
[Active while attacking] Even while taking damage, attacks can be performed without flinching.
Rare instance of super armor in Dissidia 012. During an attack animation, Garland will not flinch from any attack that does not inflict HP damage. Can work in a pinch against characters with HP links (Cyclone, anyone?), but remember that EX mode does not alter Garland's attack properties.
EX Burst: Soul of Chaos
An attack terrible enough to shake the heavens. Repeatedly press circle to add strength to the attack.
Damage multiplier (initial) |
Damage multiplier (rest) |
Type
|
12, 12 (24) |
4x3, 3x4, 16, 16, 5x4 (100 total) |
Physical
|
Assist
Garland's assist data.
Attack |
Startup |
Spawns near |
Damage Multiplier |
Additional properties
|
Round Edge (Ground BRV) |
23F |
Opponent |
2 x 4, 6, 16 (30) |
Melee Mid (third hit), Wall Rush
|
Bardiche (Midair BRV) |
23F |
Opponent |
30 (30) |
Wall Rush
|
Tsunami (Ground HP) |
45F |
Opponent |
2 x 6 (12) |
Chase
|
Cyclone (Midair HP) |
51F |
Opponent |
- |
Chase
|
Garland works with most meta assists, but only Kuja (and to a lesser extent, Sephiroth) provides the signature damage output, consistent combo opportunities and whiff punish capabilities. Other assists have diminishing returns.
The strongest known assist for Garland. Solid whiff punisher, consistent combo conversions and BRV damage. Even though the slow ground BRV assist makes it harder to react in time to max distance ground wall rushes off of Bardiche, the damage output that follows with 2x Bardiche more than makes up for it. Both BRV assists allow Garland to combo into Chain Cast > DC > Twist Drill almost anywhere for added EX meter and bravery.
Kuja also converts off of full Twist Drill consistently, with empty chase or dodge cancel alike. And if you need to play around LV2 Assist Change, Kuja's HP assists can come in handy with Bardiche > Flare Star or Chain Cast > Force Symphony.
It's about as straightforward as it gets - Kuja synergises with Garland in places where it's needed the most.Sephiroth trades a bit of bravery damage, consistent Chain Cast follow-ups and Ranged High priority HP assists for faster speed on the ground and wider hitboxes. Double Bardiche is still possible during Reaper, but Sudden Cruelty's horizontal knockback makes it difficult to do much more than a Twist Drill or Flare.
If you need an assist to whiff punish grounded opponents more reliably, Sephiroth can substitute Kuja.
Garland can already combo into assists with Kuja and Sephiroth, but Aerith lets Garland do that even if the opponent has two assist bars. This comes at the expense of fast whiff punishes, EX meter depletion (assist hit) and Earthquake follow-ups.
Not necessarily a bad choice, but Garland rarely has to prioritise LV2 Assist Change stalemate counterstrategies over everything else that Kuja / Sephiroth can already achieve.
Builds