Strengths |
Weaknesses
|
- Whiff punishment
- Bravery damage
- EX meter economy - Generates meter efficiently through combos and can kill earlier with EX Revenge than any other character
- Disjoints great at poking through projectiles and walls
- Good ground-to-ground presence, except against area denial melee HPs
|
- Bad movement
- Post-dodge vulnerability
- Limited aerial dodge punish capability
- EX meter gameplan hurt by poor neutral HPs and assist punish vulnerability
- Fast + long range vulnerability
- Difficulties creating offensive momentum consistently
- Bad at making the opponent whiff without forcing a dodge
- Flawed aerial mixups, can struggle against block in the air
- Bad against area denial melee HPs
|
Overview
Garland is a defensive close / mid-range character who is defined by good whiff punish ability, combo game, EX meter economy and crushingly good bravery damage output.
On the ground, Garland can take advantage of higher priorities, gap closers and mixups. With the character-defining Deathblow bravery, Garland can reliably generate assist meter on whiff, anti-air opponents and combo into Twist Drill for a considerable amount of damage and EX meter.
In the air, Garland can utilise attacks with well defined tracking through a variety of braveries. Twist Drill anti-airs and pokes through projectiles, Chain Cast covers his air dodges and enables dodge cancel combos and the infamous Bardiche crushes anyone caught below the mighty axe.
He boasts above average attack and defense stat, but his attributes are a bit lacking elsewhere. Movement speed is below average, air dodges are floaty, post-dodge defensive options are risky, he lacks independent HP links and air dodge punish attempts have considerable limitations. Not to mention, his braveries have well defined ranges that can hinder his approaches at times.
However, one aspect where Garland is a cut above the rest is in the usage of EX meter. Not only can Garland acquire a full EX meter efficiently through combos, his EX Burst is one of the more damaging bursts in the game. But what he is really infamous for, is his EX Revenge damage output. Being able to combo into a high damaging Bardiche five times is enough to secure a bravery break against any character at their base bravery. This creates a dangerous dynamic with Garland where he can end matches early with a full EX bar if the opponent is below half health. If the player was able to amass a couple bravery breaks before using EX Revenge, Garland can practically kill any character from full health.
Historically Garland has been considered a low tier character. However, his representation in competitive play in recent years present a case for a mid tier or even high tier position. Garland is not without faults, nor is he the easiest character to succeed with. He is decent at exploiting the opponent's flaws with proper positioning, but if he is forced to try and create a mistake, he can fall apart completely against opponents with proper knowledge, positioning and reactions. Garland's long-term gameplan is strong, but it always requires landing hits with resources to later back him up.
With consistent grounded defensive play, he can overpower many conventionally strong characters who have to engage with him first.
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.
The first two hits' vertical range is quite bad. They do hit behind Garland, so it's possible to manuever in a way at medium ranges that lets you hit the opponent from behind if they reacted early with a block.
Round Edge 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
|
2 x 5, 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 mid priority gap closer and a whiff punisher that goes in a straight line. Staggers block and can be followed up with a built-in high damaging Bardiche if it staggered. It works well as a deterrent for blocking his other ground braveries.
With a Kuja / Sephiroth assist following up the wall rush, the damage output is consistently high with Bardiche fillers. Lance Charge travels quickly and the recovery is very short. Outside of top speed assists and higher priority attacks / blocks, it is very difficult if not impossible for a lot of the cast to effectively punish Garland for using this move. Sideways and aerial movement help avoid it with less risk, but the mileage varies between characters.
The range slightly extends past the visual.
If you stagger an opponent with a blodge, you can use Lance Charge to retaliate after blodging backwards or sideways.
Lance Charge is a staple in Garland's kit and is one of the best ground-to-ground bravery attacks in the game.
|
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 low non-cancelled recovery is Deathblow's highlight, it is one of the few bravery attacks in the game that do not have to be dodge cancelled for safety. This allows Garland to jump and combo into Twist Drill for more meter and a lot of bravery damage with assist.
Due to it's speed and low non-cancelled recovery, 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 upwards. 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.
Even though the speed, tracking and anti-air capability remain mostly intact, the recovery is longer. Both low and high versions' recovery are much shorter with a dodge cancel, but the first hit cannot be dodge cancelled early if it makes contact.
As a result, any whiffs put Garland in greater danger compared to Deathblow, even if the High version's dodge cancel is pretty early. 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. Assist combos are a bit easier to pull off compared to Deathblow though.
It's not a terrible move, but Deathblow is the stronger move overall.
|
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 is commonly used for interrupting opponents.
It has enough hit stun for all three bolts to combo into most of Garland's attacks including Flare and air BRV assists, but the opponent must be against the wall for it to work. The upward knockback's direction is also based on the player's camera.
Garland is vulnerable during Thundaga, but it's recovery is quite low for an attack of it's kind, which can make it tricky to whiff punish with slower assists. It is not chosen often due to it's poor reward on hit with no EX generation, low damage and situational conversions.
Thundaga is good at interrupting opponents from 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.
Garland's primary aerial bravery attack that advances forward. It's fast, but slow enough to be reactable, though the start-up is tricky to see. Given how Garland's other braveries are telegraphed by their effective range, Twin Swords can fall short in approaching the opponent.
Twin Swords' main strength lies in the move tracking in all directions. The range is average and the homing period is brief.
The animation is rather long, however. This means that it can be dangerous to whiff Twin Swords and the reliance on wall rushes for HP damage skews the risk/reward ratio against Garland. In small stages with low ceilings, this move can represent a threat more reliably when fighting air-to-air.
Not a staple in Garland's aerial kit, but not entirely without merit either.
|
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.
Garland positions himself above in relation to the opponent for two vertical attacks. 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) or Bardiche / Twin Swords at the wall.
Chain Cast has enough hit stun to make empty chase attempts safer than on average, although it is not entirely safe to use in all instances. It can also hit behind the opponent's block, though exact conditions are unclear (being significantly below / above the opponent helps).
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.
The hitbox has some oddities. It has gaps and possibly slight deadzones between the chain itself and the tip. Before reaching proper down-forward hitbox there may be a gap just below level height. Could have a small deadzone right in front of Garland as well. Requires further research.
|
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 due to it's speed, average whiff recovery and infamous damage output. It's applications in the neutral are weak due to it exclusively tracking downwards, having a small hitbox and having flawed mixup options to support it. It is a loud, telegraphed and relatively slow to start low priority attack on a character whose other downward attacks are all slower than 40 frames. The whiff recovery lets Garland build assist meter somewhat safely however.
Bardiche is primarily run for it's reward on hit, namely with ground wall rush assist combos and EX Revenge. It's single hit 30 damage multiplier makes Garland one of the best users of wall rush bravery enhancements (primarily Booster). Outside of combos, Bardiche's reward is lacking with no EX, short assist confirm window and no automatic Sneak Attack activations.
Despite these flaws, Bardiche is commonly used because the damage output high enough to outweigh the cons.
|
Damage multiplier |
Startup frame |
Type |
Priority |
EX Force
|
4 x 2, 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.
Twist Drill's whiff recovery is long enough for it to be punishable on reaction. Staying directly above Garland's head, dodging sideways and air BRV assists are consistent ways to neutralise this attack.
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.
It can also hit behind the opponent's block at the right distance and angle below the opponent.
|
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 the ground version, except it can be done anywhere in the air. A valid option against mages and characters with poor mobility, it is still used to interrupt opponents.
HP Attacks
Ground
|
Damage multiplier |
Startup frame |
Type |
Priority |
EX Force
|
8, 2 x 5 (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 without having assist meter locked. The HP-inflicting rock that spawns at the end has minor anti-air potential.
Earthquake is one of the many moves in Garland's arsenal where it can be used and not get cleanly punished for it, followed by a one of the worse disadvantage states in the game due to poor movement, risky defensive options and lack of safe follow ups on whiff. That's true for a lot of Garland's tools, but it's by far most evident on Earthquake.
Because the rocks act independently after activating, Earthquake can be used to punish fairly safe approaching Melee High priority attacks, such as Tifa's Rolling Blaze or Squall's Revolver Drive by clashing with them.
The active duration, tracking and dodge cancel window can make punishing this move on the ground difficult without mid range attacks or dodge punish tools. Earthquake is effective when used sparingly, but aerial attacks from above can still punish it. It is prone to trades, but they don't backfire on Garland as often as one might expect.
|
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.
Blaze has a bad deadzone in front of Garland and each fireball can inflict meter depletion if they hit, traits that carry over to it's aerial version.
|
Damage multiplier |
Startup frame |
Type |
Priority |
EX Force
|
2 x 6 (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 post-dodge defensive options on the ground. Much like Chain Cast, the swift movement helps Garland evade rather than plain invincibility. However, it is dangerous to whiff this attack due to it's lenghty animation and late cancel window.
Tsunami's strong tracking against grounded opponents works very well as a dodge punisher and as an instigator when assist meter is available. Against opponents without command defensive options, doing Tsunami and reacting with an assist can be effective, because it usually forces a dodge. It can also hit aerial opponents who are close to Garland at the time of impact.
This attack also combos into assists on hit. A good mixup akin to Earthquake, with stronger tracking at the expense of wall rush and worse trade interactions without assist.
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. Good reward on hit thanks to ex generation and hit stun - It combos into assists on hit. Even Garland can combo into his own braveries afterwards if Cyclone connected after a delay.
It does not protect Garland effectively from all angles. Disjointed attacks and assists such as Aerith's Seal Evil can consistently punish Garland for using Cyclone. Because Garland cannot act again early and the projectiles duration is a bit less than desireable, it can also be difficult to turn a successful Cyclone into offensive momentum.
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, though it's bad at turning around from a bit before Garland starts moving. The knockback is very high with good wall rush potential.
Flare's active frames are very brief and as such, it is not effective at punishing early blocks and catching aerial dodges, while leaving ample time for the opponent to dodge and punish Garland.
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: Class Change!
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
|
Combos
Solo
Combo
|
Approximate damage (multipliers)
|
Notes
|
Video
|
Deathblow > move > jump > Twist Drill |
45 (15, 30) |
Staple combo. Move and jump as quickly as possible. The later Deathblow hits, the more time you have to combo into Twist Drill. |
video
|
Chain Cast > DC > Twist Drill |
45 (15, 30) |
Staple air combo, commonly used as a punish or an assist combo ender. 180 EX total. If opponent is far after Chain Cast, Twist Drill may not land all initial hits. |
video
|
Chain Cast > DC > Bardiche / Twin Swords |
45 (15, 30) |
Garland must be nearly at same height with opponent after Chain Cast for this to work. Less EX generation, but can wall rush. |
video
|
Assist
Garland's combo structure is mostly universal across his viable assists. After Assist Chase (AC), a few enders are common:
- Twist Drill for more EX
- Flare for HP (and wall rush)
- Chain Cast dodge cancel into Twist Drill for EX and bravery damage (advanced, dependent on assist and often stage position)
- WR = Wall Rush
- DC = Dodge Cancel
- AC = Assist Chase
Kuja braveries' vertical knockback allows more consistent Chain Cast > Twist Drill dodge cancel combos for a good total of extra 45 damage multipliers. This makes it the defacto ender for bravery damage and building EX meter, but it is often much more consistent when done near a wall, corner or ceiling. Many combos listed will default to this ender, but note that they are recommended for experienced players.
So for easier, consistent followups, Twist Drill and Flare work after both Kuja assist braveries.
Combo
|
Approximate damage (multipliers)
|
Notes
|
Video
|
Lance Charge > WR > Kuja > DC > Bardiche > DC > Bardiche > DC > AC > Chain Cast > DC > Twist Drill |
182 + WR (30 + WR, 47 AST, 30 + WR, 30 + WR, 15, 30) |
Staple high power assist combo. Since Lance Charge can stagger blocks, this combo can inflict critical hits frequently. Second Bardiche during assist may not wall rush depending on when it hits. |
video
|
Lance Charge > WR > Kuja > DC > Bardiche > DC > Bardiche > DC > AC > Flare |
152 + BRV & HP WR (30 + WR, 47 AST, 30 + WR, 30 + WR, 15 + HP WR) |
Staple high power assist combo, with a staple HP ender instead of another dodge cancel combo. |
video
|
Highbringer 1st hit (high) > Kuja > DC > AC > Chain Cast > DC > Twist Drill |
100 (5, 50 AST, 15, 30) |
- |
video
|
Highbringer 2nd hit (high) > WR > Kuja > DC > AC > Chain Cast > DC > Twist Drill |
119 + WR (24 + WR, 50 AST, 15, 30) |
- |
video
|
Highbringer 1st hit (low) > DC > Kuja > AC > Chain Cast > DC > Twist Drill |
100 (5, 50 AST, 15, 30) |
- |
video
|
Highbringer 2nd hit (low) > DC > Kuja > AC > Chain Cast > DC > Twist Drill |
119 (24, 50 AST, 15, 30) |
- |
video
|
Round Edge 3rd hit (Long) > Kuja > AC > Chain Cast > DC > Twist Drill |
119 (7, 8, 9, 50 AST, 15, 30) |
No wall rush. |
video
|
Round Edge 3rd hit (Short) > WR > Kuja > AC > Chain Cast > DC > Twist Drill |
140 + WR (45 + WR, 50 AST, 15, 30) |
Wall rush while grounded. |
video
|
Deathblow > move > jump > Twist Drill 1st > Kuja > AC > Chain Cast > DC > Twist Drill |
126 (15, 4x2, 8, 50 AST, 15, 30) |
Easier, lower damage assist conversion without dodge cancel or empty chase. |
video
|
Deathblow > move > jump > Twist Drill 2nd > Empty Chase > Kuja > AC > Chain Cast > DC > Twist Drill |
140 (15, 30, 50 AST, 15, 30) |
Both empty chase and the assist call afterwards must be performed as soon as possible. Tricky to time, but will absorb all EX Force on the field. Can use Auto Chase support ability to help with timing. |
video
|
Deathblow > move > jump > Twist Drill 2nd > DC > Kuja > AC > Chain Cast > DC > Twist Drill |
140 (15, 30, 50 AST, 15, 30) |
Dodge cancel version. Hold X and time the R button press late into the animation. Won't absorb all EX Force on the field, but safer if mistimed. Garland can still pursue and punish the opponent who tries to escape and lock Kuja. |
video
|
Twin Swords > WR > Kuja > DC > Twist Drill 1st > DC > AC > Chain Cast > DC > Twist Drill |
141 + WR (30 + WR, 50 AST, 4x2, 8, 15, 30) |
|
video
|
Bardiche > WR > Kuja > DC > Bardiche > DC > Bardiche > DC > AC > Chain Cast > DC > Twist Drill |
182 + WR (30 + WR, 47 AST, 30 + WR, 30 + WR, 15, 30) |
Garland's highest damaging, iconic soul crushing assist combo. Second Bardiche during assist may not wall rush depending on when it hits. If wall rushed from afar, Garland usually has time for only one Bardiche instead of two. |
video
|
Twist Drill 1st hit > Kuja > AC > Twist Drill |
96 (4x2, 8, 50 AST, 30) |
A basic, reliable assist combo that works intuitively for players not used to dodge cancel combos. Chain Cast into Twist Drill is still possible, adds another 15 dmg multiplier and 90 EX if the player can manage it. |
video
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Chain Cast > DC > Kuja > AC >
|
Earthquake > WR > Kuja > AC > Chain Cast > DC > Twist Drill |
113 + WR (18 + WR, 50 AST, 15, 30) |
Grounded HP wall rush conversion. Nothing fancy, but good reward when mixed up appropriately regardless. |
video
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Tsunami > Kuja > AC > Chain Cast > DC > Twist Drill |
107 (12, 50 AST, 15, 30) |
Another grounded HP conversion. Less damage than Earthquake, but works better as a dodge punisher and still functional as a mixup. |
video
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Flare > WR > Kuja > AC > Chain Cast > DC > Twist Drill |
110 + HP WR (15+ HP WR, 50 AST, 15, 30)
|
Cyclone > Kuja > AC > Chain Cast > DC > Twist Drill |
95 + HP (50 AST, 15, 30) |
Good if the opponent fails to counterplay Cyclone. |
video
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Builds
Assist
Garland's assist data.
Type |
Attack |
Startup |
Position |
Spawn |
Damage multiplier |
Effects
|
BRV |
Round Edge |
23F |
Ground |
Opponent |
2 x 4, 6, 16 (30) |
Wall Rush
|
BRV |
Bardiche |
23F |
Air |
Opponent |
30 |
Wall Rush
|
HP |
Tsunami |
45F |
Ground |
Opponent |
2 x 6 (12) |
Chase
|
HP |
Cyclone |
51F |
Air |
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.
Garland rarely has to prioritise LV2 Assist Change stalemate counterstrategies over everything else that Kuja / Sephiroth can already achieve.