Cecil Harvey (Dissidia 012) and Garland (Dissidia 012): Difference between pages

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[[Category:Dissidia 012 Final Fantasy]]
[[Category:Dissidia 012 Final Fantasy]]
{{012CharNav
{{012CharNav
|icon=https://resources.dissidia.wiki/ddff/chara-icon/ddff-icon-cecil.png
|icon=https://resources.dissidia.wiki/ddff/chara-icon/ddff-icon-garland.png
|general=[[Garland_(Dissidia_012)|'''General''']]
|matchups=Matchups
|matchups=Matchups
|resources=Resources
|resources=Resources
|starter=Starter Guide
|starter=Starter Guide
|strategy=[[Cecil_Harvey_(Dissidia_012)/Strategy|'''Strategy''']]
|strategy=Strategy
}}
}}


{{CharacterInfo
{{CharacterInfo
|name=Cecil Harvey (セシル・ハーヴィ)
|name=Garland (ガーランド)
|origin=Final Fantasy IV
|origin=Final Fantasy
|weapon=Axes, Greatswords, Swords
|weapon=Axes, Greatswords, Katanas, Spears
|armor=Gauntlets, Heavy Armor, Helms, Light Armor, Shields
|armor=Gauntlets, Heavy Armor, Helms, Light Armor, Shields
|atk=109 (Low / +2 as Dark Knight, High)
|atk=111 (High)
|def=111 (Average / +2 as Paladin, Very High)
|def=112 (High)
|runspeed= 9 (Dark Knight, Slow) <br>5 (Paladin, Above Average)
|runspeed=10.5 (Very Slow)
|dash=81 (Dark Knight, Below Average)<br>77 (Paladin, Average / Good)
|dash=81 (Below Average)
|fall=81 (Dark Knight, Average) <br>89 (Paladin, Below Average)
|fall=77 (Above Average)
|fallr=39 (Dark Knight, Average) <br>40 (Paladin, Average)
|fallr=41 (Below Average)
|exclusives=Dark Sword, Mythgraven Blade, Lustrous Sword<br>Lightbringer, Cimmerian Edge
|exclusives=
 
|exclusives=Ogrekiller, Viking Axe, Gigant Axe
}}
}}


{{ProConTable
{{ProConTable
|pros=
|pros=
*'''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


|cons=
|cons=
 
* '''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 =
= 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.


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.  
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.


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.
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.


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


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.
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''.


Build styles:
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.
* Side by Side (Dark Knight)
 
* EX (Paladin)
With consistent grounded defensive play, he can overpower many conventionally strong characters who have to engage with him first.


= Bravery Attacks =
= Bravery Attacks =
== Ground ==


== Ground (Dark Knight) ==
<tabber>
<tabber>
|-|Valiant Blow=
|-|Round Edge=
{{AbilityInfo
{{AbilityInfo
|damage=10, 10, 20 (40)
|damage=7, 8, 30 (45, Short) / 7, 8, 9, 2, 2, 2, 15 (45, Long)
|startup=15F
|startup=23F
|type=Physical
|type=Physical
|priority=Melee Low
|priority=Melee Low, Melee Mid (2nd hit), Melee High (3rd hit, Long)
|ex=30
|ex=30 (Short) / 90 (Long)
|effect=Wall rush
|effect=Wall Rush (Short) / Chase (Long)
|cp=20 (10)
|cp=30 (15)
}}
}}
''[Close] Jab foe with blade. Can send foe flying.''
''[Close] Broad sword sweep. Change combo with input timing.''


|-|Dark Cannon=
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.
{{AbilityInfo
 
|damage=1 x 4, 2 x 4, 3 (15)
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.
|startup=41F
 
|type=Magical
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.
|priority=Ranged Low (forward), Ranged Mid (backward)
 
|ex=each 3
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.
|effect=Block (Ranged Low)
|cp=20 (10)
}}
''[Long] Draw foe with projectile. Good start for other combos.''


|-|Shadow Lance=
|-|Lance Charge=
{{AbilityInfo
{{AbilityInfo
|damage=8, 7 x 6 (50)
|damage=2 x 5, 5, 15 (30)
|startup=35F
|startup=31F
|type=Physical
|type=Physical
|priority=Melee High (close), Ranged Low (far)
|priority=Melee Mid
|ex=~20
|ex=30
|effect=Wall rush
|effect=Wall Rush
|cp=20 (10)
|cp=30 (15)
}}
}}
''[Mid] Throw weapon. Major damage if lands near opponent.''
''[Mid] High-speed sword thrust. Vertically limited, good range.''


</tabber>
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|'''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.


=== Ground (Paladin) ===
|-|Deathblow=
<tabber>
|-|Slash=
{{AbilityInfo
{{AbilityInfo
|damage=10, 10 (20)
|damage=15
|startup=23F
|startup=13F
|type=Physical
|type=Physical
|priority=Melee Low
|priority=Melee Low
|ex=90
|ex=60
|effect=Chase
|effect=
|cp=20 (10)
|cp=30 (15)
}}
}}
''[Close] Hit foe upwards. Slow, but very accurate strike.''
''[Mid] Swift upwards sword swipe. Low accuracy, quick strike.''


|-|Lightning Rise=
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.
 
|-|Highbringer=
{{AbilityInfo
{{AbilityInfo
|damage=3, 3, 5, 4, 4, 11 (30)
|damage=5, 19 (24, Low) / 5, 2, 2, 15 (24, High)
|startup=43F
|startup=17F (Low) / 13F (High)
|type=Physical
|type=Physical
|priority=Melee Mid (first half), Melee Low (second half)
|priority=Melee Low
|ex=90
|ex=90 (Low) / 30 (High)
|effect=Chase, Block (Ranged Low)
|effect=Chase (Low) / Wall Rush (High)
|cp=20 (10)
|cp=30 (15)
}}
}}
''[Mid] Charge, then leap. Good start for midair attacks.''
''[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.


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.
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.


|-|Dark Step=
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.
 
|-|Thundaga (ground)=
{{AbilityInfo
{{AbilityInfo
|damage=5, 10, 1 x 2, 10 (27)
|damage=each (10)
|startup=23F
|startup=51F
|type=Physical
|type=Magical
|priority=Melee Low
|priority=Ranged Low
|ex=90
|ex=0
|effect=Chase, job change
|effect=-
|cp=20 (10)
|cp=30 (15)
}}
}}
''[Close] Change job to Dark Knight during combo.''
''[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.
</tabber>
</tabber>


=== Aerial (Dark Knight) ===
== Aerial ==
 
<tabber>
<tabber>
|-|Gravity Ball=
|-|Twin Swords=
{{AbilityInfo
{{AbilityInfo
|damage=7, 2 x 4 (15)
|damage=7, 8, 15 (30)
|startup=37F
|startup=21F
|type=Magical
|type=Physical
|priority=Ranged Low
|priority=Melee Low
|ex=0
|ex=30
|effect=Wall Rush
|effect=Wall Rush
|cp=20 (10)
|cp=30 (15)
}}
}}
''[Mid] Fire off gravity ball. Good start for ground attacks.''
''[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.


|-|Nightfall=
Not a staple in Garland's aerial kit, but not entirely without merit either.
 
|-|Chain Cast=
{{AbilityInfo
{{AbilityInfo
|damage=1 each, 24 (25+)
|damage=7, 8 (15)
|startup=37F
|startup=45F
|type=Physical
|type=Physical
|priority=Melee Low (falling), Ranged Mid (landing)
|priority=Melee Low
|ex=60+
|ex=90
|effect=Chase
|effect=Chase
|cp=20 (10)
|cp=30 (15)
}}
}}
''[Close] High-speed dive. Useful for quick descents.''
''[Mid] Swing chain. Low accuracy, but effective against any height.''


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


|-|Paladin Arts=
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).
{{AbilityInfo
|damage=7, 2 x 4, 3 x 5 (30)
|startup=37F
|type=Magical
|priority=Ranged Low
|ex=0
|effect=Job change
|cp=20 (10)
}}
''[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.
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.


</tabber>
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.


== Aerial (Paladin) ==
|-|Bardiche=
<tabber>
|-|Radiant Wings=
{{AbilityInfo
{{AbilityInfo
|damage=3, 3, 7, 6, 6, 6, 9 (40)
|damage=30
|startup=19F
|startup=23F
|type=Physical
|type=Physical
|priority=Melee Low
|priority=Melee Low
|ex=30
|ex=0
|effect=Wall rush
|effect=Wall Rush
|cp=20 (10)
|cp=30 (15)
}}
}}
''[Dive] Mighty axe swing. Great for attacking from above.''


|-|Sacred Cross=
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 {{accbas}} 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.
 
|-|Twist Drill=
{{AbilityInfo
{{AbilityInfo
|damage=3 x 5, 5, 10 (30)
|damage=4 x 2, 8, 14 (30)
|startup=21F
|startup=21F
|type=Physical
|type=Physical
Line 195: Line 231:
|ex=90
|ex=90
|effect=Chase
|effect=Chase
|cp=20 (10)
|cp=30 (15)
}}
}}
''[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.


|-|Searchlight=
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.
 
|-|Thundaga (midair)=
{{AbilityInfo
{{AbilityInfo
|damage=3 x 5 (15)
|damage=each (10)
|startup=95F
|startup=51F
|type=Magical
|type=Magical
|priority=Ranged Low
|priority=Ranged Low
|ex=0
|ex=0
|effect=-
|effect=-
|cp=20 (10)
|cp=30 (15)
}}
}}
''[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.
</tabber>
</tabber>


Line 214: Line 264:


== Ground ==
== Ground ==
<tabber>
<tabber>
|-|Soul Eater=
|-|Earthquake=
{{AbilityInfo
{{AbilityInfo
|damage=4, 2 x 5, 6 (20)
|damage=8, 2 x 5 (18)
|startup=39F
|startup=39F
|type=Physical
|type=Physical (axe) / Magical (rocks)
|priority=Melee High
|priority=Melee High (axe) / Unblockable (rocks)
|ex=30
|ex=36
|effect=Wall rush
|effect=Wall Rush
|cp=30 (15)
|cp=30 (15)
}}
}}
''[Close] Stab fore and devour his soul. Limited height, quick strike.''
''[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.


|-|Dark Flame=
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_Lockhart_(Dissidia_012)|'''Tifa''']]'s Rolling Blaze or [[Squall_Leonhart_(Dissidia_012)|'''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.
 
|-|Blaze (ground)=
{{AbilityInfo
{{AbilityInfo
|damage=-
|damage=-
|startup=53F
|startup=59F
|type=-
|type=-
|priority=Ranged High
|priority=Ranged High
|ex=0
|ex=each (9)
|effect=Wall rush
|effect=-
|cp=30 (15)
|cp=30 (15)
}}
}}
''[Long] Summon dark fire. Slow speed, strong homing.''
''[Long] Shoot multiple fireballs that chase opponent.''


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


|-|Shadow Bringer=
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.
 
|-|Tsunami=
{{AbilityInfo
{{AbilityInfo
|damage=10, 10 (20)
|damage=2 x 6 (12)
|startup=13F
|startup=45F
|type=Physical
|type=Physical
|priority=Melee High
|priority=Melee High
|ex=30
|ex=96
|effect=Wall rush, Dark Knight BRV damage +3%, Paladin BRV damage -3%
|effect=-
|cp=30 (15)
|cp=30 (15)
}}
}}
''[Ultra-close] Dark sword slash. Dark Knight BRV damage +3%, Paladin BRV damage -3%.''
''[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|'''blodge''']], you can use Tsunami to retaliate after blodging backwards or sideways.


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


== Aerial ==
== Aerial ==
<tabber>
<tabber>
|-|Saint's Fall=
|-|Blaze (midair)=
{{AbilityInfo
{{AbilityInfo
|damage=1 x 3, 2, 1 x 2, 3 (10)
|damage=-
|startup=53F
|startup=59F
|type=Physical
|type=-
|priority=Melee High
|priority=Ranged High
|ex=30
|ex=each (9)
|effect=Wall rush
|effect=-
|cp=30 (15)
|cp=30 (15)
}}
}}
''[Mid] Focus light and charge. From afar, good vs. any height.''
''[Long] Shoot multiple fireballs that chase opponent.''


|-|Paladin Force=
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.
 
|-|Cyclone=
{{AbilityInfo
{{AbilityInfo
|damage=2 x 5, 5 (15)
|damage=-
|startup=43F
|startup=51F
|type=Both
|type=-
|priority=Ranged High (first hit), Melee High (other hits)
|priority=Ranged High
|ex=30
|ex=each (60)
|effect=Wall rush
|effect=Absorb
|cp=30 (15)
|cp=30 (15)
}}
}}
''[Close] Holy sword magic. Effective against any height.''
''[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.


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


|-|Luminous Shard=
However, characters without projectiles, command blocks, disjointed hitbox or a relatively fast advancing Melee High attack will find Cyclone to be difficult to neutralise.
 
|-|Flare=
{{AbilityInfo
{{AbilityInfo
|damage=-
|damage=15
|startup=63F
|startup=47F
|type=-
|type=Physical
|priority=Ranged High
|priority=Melee High
|ex=60
|ex=30
|effect=Paladin BRV damage +3%, Dark Knight BRV damage -3%
|effect=Wall Rush
|cp=30 (15)
|cp=30 (15)
}}
}}
''[Long] Shoot light projectiles. Paladin BRV damage +3%. Dark Knight BRV damage -3%.''
''[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.


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


</tabber>
</tabber>


= EX Mode: Job Augment! =
= EX Mode: Class Change! =
 
Effects:
Effects:
* Regen
* Regen
* Critical Boost
* Critical Boost
* Proteus
* Indomitable Resolve
* Inner Strength


== Proteus ==
== Indomitable Resolve ==
''[Active while attacking] Even while taking damage, attacks can be performed without flinching.''


''[Activate with R + Square] Bridles light and darkness to instantly change jobs without attacking.''
Rare instance of [https://glossary.infil.net/?t=Armor '''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.


== Inner Strength ==
== EX Burst: Soul of Chaos ==
 
''An attack terrible enough to shake the heavens. Repeatedly press circle to add strength to the attack.''
''[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.''


{{burst
{{burst
 
|damage1=12, 12 (24)
|damage1=6, 9 (15, DK)
|damage2=4x3, 3x4, 16, 16, 5x4 (100 total)
 
|type=Physical
|damage2=15 (PA), 25 (DK), 7 x 2 (DK), 30 (PA) (99 total)
 
|type=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 =
= Combos =
Line 343: Line 402:
== Solo ==
== Solo ==


=== Dark Knight ===
{| class="wikitable sortable"
 
|-
Dark Cannon is Cecil's only grounded solo combo starter. It cannot combo into Dark Flame or another Dark Cannon.
! scope=col | Combo  
 
! scope=col | Approximate damage (multipliers)
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.
! scope=col | Approximate EX Force
 
! scope=col | Notes  
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.
! scope=col class=unsortable | Video
 
{|class="wikitable sortable"
! scope=col | Combo
! scope=col | Damage
! scope=col | EX Force
! scope=col | Notes
! scope=col | 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
|Deathblow > move > jump > Twist Drill || '''45''' (15, 30) || 150 (60, 90) || Staple combo. Move and jump as quickly as possible. The later Deathblow hits, the more time you have to combo into Twist Drill. || [https://www.youtube.com/watch?v=_E2EVyWjRFM?=shared&t=5 '''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
|Round Edge 3rd hit (Long) > Deathblow > move > jump > Twist Drill || '''69''' (7, 8, 9, 15, 30) || 180 (30, 60, 90) || Guaranteed Deathblow, but timing is tricky. Try to time it later than earlier to avoid inputting Round Edge's finisher. || [https://www.youtube.com/watch?v=_E2EVyWjRFM?=shared&t=10 '''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.
|Chain Cast > DC > Twist Drill || '''45''' (15, 30) || 180 (90, 90) || 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. || [https://www.youtube.com/watch?v=_E2EVyWjRFM&t=19 '''Video''']
|-
|-
|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
|Chain Cast > DC > Twin Swords || '''45''' (15, 30) || 120 (90, 30) || Garland must be nearly at same height with opponent after Chain Cast for this to work. Less EX generation, but can wall rush. || [https://www.youtube.com/watch?v=_E2EVyWjRFM&t=25 '''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
|Chain Cast > DC > Bardiche || '''45''' (15, 30) || 90 (90, 0) || Same as Twin Swords, but without additional EX gain. Harder to land than Twin Swords due to lack of forward tracking, but can be more practical if Chain Cast whiff punished something air-to-ground. || [https://www.youtube.com/watch?v=_E2EVyWjRFM&t=32 '''Video''']
|-
|-
|Paladin Arts > Radiant Cross || '''60''' (7, 2x4, 3x5, 3x5, 5, 10) || '''90''' (0, 90) || Sacrifice bravery damage to generate more EX Force. || video
|Thundaga (2 hits) > DC > Twin Swords || '''50 minimum + WR''' (10, 10, 30) || 30 || Near wall or corner to reduce Thundaga pushback. All Thundaga combos rely on this and are situational because of it. || [https://www.youtube.com/watch?v=_E2EVyWjRFM&t=38 '''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
|Thundaga (3 hits) > Twist Drill || '''60''' (10, 10, 10, 30) || 90 || Near wall or corner to reduce Thundaga pushback. || [https://www.youtube.com/watch?v=_E2EVyWjRFM&t=44 '''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
|Thundaga (3 hits) > Chain Cast > DC > Twist Drill || '''75''' (10, 10, 10, 15, 30) || 180 || Near wall or corner to reduce Thundaga pushback. || [https://www.youtube.com/watch?v=_E2EVyWjRFM&t=51 '''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. <ref group="notes">Paladin Arts loop: This is one of Cecil's hardest solo combo routes, but also one of the most rewarding for him. Cecil can change jobs freely during EX Mode, which lets him combo into Dark Knight braveries without doing an HP first. <br>The goal is to stay at the opponent's height and at close range. Position Cecil just far enough so that he isn't touching them. The Dark Knight projectile will lift the opponent upwards, so you will have to dodge cancel slightly upwards at least once. More testing is required, but this is a proven concept for Cecil's combos.</ref>
|Thundaga (3 hits) > Flare || '''45 + HP WR''' (10, 10, 10, 15) || 30 || Near wall or corner to reduce Thundaga pushback. Garland must be close enough to opponent for Flare to connect, which is not the range Thundaga is often used at. || [https://www.youtube.com/watch?v=_E2EVyWjRFM&t=58 '''Video''']
|}
|}


=== Notes ===
== Assist ==
<references group="notes" />
Garland's combo structure is mostly universal across his viable assists.


=== Paladin ===
These combos usually start with wall rush (Bardiche, Lance Charge or an HP), Chain Cast dodge cancel or Twist Drill.


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.
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)


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 [[Glitch_(Dissidia_012)#Hit_Glitch|'''hit glitch''']] with Paladin Force, so the damage will vary if less projectiles hit.
* WR = Wall Rush
* DC = Dodge Cancel
* AC = Assist Chase


Because these combos don't rely on ground, players may find more opportunities to use them.
<tabber>
|-|Kuja=
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.


{|class="wikitable sortable"
So for easier, consistent followups, '''Twist Drill and Flare''' work after both Kuja assist braveries.
! scope=col | Combo
 
! scope=col | Damage
{| class="wikitable sortable"
! scope=col | EX Force
! scope=col | Notes
! scope=col | 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
! scope=col | Combo
! scope=col | Approximate damage (multipliers)
! scope=col | Approximate EX Force
! scope=col | Notes
! scope=col class=unsortable | Video
|-
|-
|Slash > Free Air Dash > Sacred Cross || '''50''' (10, 10, 3x5, 5, 10) || '''180''' (90, 90) || Ground combo with higher EX generation. || 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) || 45 (30, 0, 0, 15) || Staple high power assist combo, with a staple HP ender instead of another dodge cancel combo. || [https://www.youtube.com/watch?v=_E2EVyWjRFM&t=94 '''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.
|Lance Charge > WR > ''' Kuja''' > DC > Bardiche > DC > Bardiche > DC > AC > Twist Drill || '''167''' (30 + WR, 47 AST, 30 + WR, 30 + WR, 30) || 120 (30, 0, 0, 90) || Basic Twist Drill ender. || [https://www.youtube.com/watch?v=_E2EVyWjRFM&t=81 '''Video''']
|-
|-
|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
|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) || 210 (30, 0, 0, 90, 90) || Staple high power assist combo. Since Lance Charge <br> can stagger blocks, this combo can inflict critical hits frequently. <br>Second Bardiche during assist may not wall rush depending on when it hits. || [https://www.youtube.com/watch?v=_E2EVyWjRFM&t=124 '''Video''']
|-
|-
|Searchlight > Sacred Cross || '''45''' (3x5, 3x5, 5, 10) || '''90''' (0, 90) || Less bravery damage, but more EX Force. Combos into {{012aer}} assist with a chase setup. || video
|Highbringer 1st hit (high) > '''Kuja''' > AC > Chain Cast > DC > Twist Drill || '''100''' (5, 50 AST, 15, 30) || 198 (18, 90, 90) || - || [https://www.youtube.com/watch?v=_E2EVyWjRFM&t=138 '''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
|Highbringer 2nd hit (high) > WR > '''Kuja''' > DC > AC > Chain Cast > DC > Twist Drill || '''119 + WR''' (24 + WR, 50 AST, 15, 30) || 210 (30, 90, 90) || Wall. || [https://www.youtube.com/watch?v=_E2EVyWjRFM&t=149 '''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. <br>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.
||Highbringer 1st hit (low) > DC > '''Kuja''' > AC > Chain Cast > DC > Twist Drill || '''100''' (5, 50 AST, 15, 30) || 198 (18, 90, 90) || - || [https://www.youtube.com/watch?v=_E2EVyWjRFM&t=169 '''Video''']
|-
|-
|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. <br>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. <ref group="notes">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.</ref> || video
|Highbringer 2nd hit (low) > DC > '''Kuja''' > AC > Chain Cast > DC > Twist Drill || '''119''' (24, 50 AST, 15, 30) || 270 (90, 90, 90) || Wall. || [https://www.youtube.com/watch?v=_E2EVyWjRFM&t=180 '''Video''']
|}
 
=== Notes ===
<references group="notes" />
 
== 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!
<tabber>
|-|Jecht=
* 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
 
|-|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.
 
* 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
 
|-|Sephiroth=
 
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
 
</tabber>
 
=== Paladin ===
<tabber>
|-|Aerith=
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.
 
{|class="wikitable sortable"
! scope=col|Starter
! scope=col|Combo
! scope=col|Damage
! scope=col|EX Force
! scope=col|Notes
! scope=col|Video
|-
|-
|rowspan="2"|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. || --
|Round Edge 3rd hit (Long) > '''Kuja'''  > AC > Chain Cast > DC > Twist Drill || '''119''' (7, 8, 9, 50 AST, 15, 30) || 210 (30, 90, 90) || No wall rush. || [https://www.youtube.com/watch?v=_E2EVyWjRFM&t=193 '''Video''']
|-
|-
|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
|Round Edge (Long) > '''Kuja''' > Empty Chase > AC > Chain Cast > DC > Twist Drill || '''140''' (45, 50 AST, 15, 30) || 270 (90, 90, 90) || More EX. Works when knocked towards wall or corner. || [https://www.youtube.com/watch?v=_E2EVyWjRFM&t=206 '''Video''']
|-
|-
|rowspan="2"|Slash > Free Air Dash > Radiant Wings || -- || 60 (10, 10, 3, 3, 7, 6, 6, 6, 9 + WR) || '''120''' (90, 30) || Higher damaging starter combo. || --
|Round Edge 3rd hit (Short) > WR > '''Kuja'''  > AC > Chain Cast > DC > Twist Drill || '''140 + WR''' (45 + WR, 50 AST, 15, 30) || 210 (30, 90, 90) || Wall rush while grounded. || [https://www.youtube.com/watch?v=_E2EVyWjRFM&t=221 '''Video''']
|-
|-
|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
|Deathblow > move > jump > Twist Drill 1st > '''Kuja''' > AC > Chain Cast > DC > Twist Drill || '''126''' (15, 4x2, 8, 50 AST, 15, 30) || 270 (60, 30, 90, 90) || Easier, lower damage assist conversion <br>without dodge cancel or empty chase. || [https://www.youtube.com/watch?v=_E2EVyWjRFM&t=233 '''Video''']
|-
|-
|rowspan="3"|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. || --
|Deathblow > move > jump > Twist Drill 2nd > Empty Chase > '''Kuja''' > AC > Chain Cast > DC > Twist Drill || '''140''' (15, 30, 50 AST, 15, 30) || 330 (60, 90, 90, 90) || 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. || [https://www.youtube.com/watch?v=_E2EVyWjRFM&t=247 '''Video''']
|-
|-
|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
|Deathblow > move > jump > Twist Drill 2nd > DC > '''Kuja''' > AC > Chain Cast > DC > Twist Drill || '''140''' (15, 30, 50 AST, 15, 30) || 330 (60, 90, 90, 90) || 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. || [https://www.youtube.com/watch?v=_E2EVyWjRFM&t=260 '''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
|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) || 240 (30, 30, 90, 90) || Wall. || [https://www.youtube.com/watch?v=_E2EVyWjRFM&t=274 '''Video''']
|-
|-
|rowspan="2"|Dark Step || -- || 27 (5, 10, 1x2, 10) || 90 || Chase setup. Call Aerith before Cecil becomes grounded, then initiate chase. || --
|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) || 180 (0, 0, 0, 90, 90) || Garland's highest damaging, iconic <br>soul crushing assist combo. <br>Second Bardiche during assist may not <br>wall rush depending on when it hits. <br>If wall rushed from afar, Garland usually has <br>time for only one Bardiche instead of two. || [https://www.youtube.com/watch?v=_E2EVyWjRFM&t=289 '''Video''']
|-
|-
|Aerith > Land > Chase > Chase HP > opp dodged > Searchlight > Paladin Force || '''57''' (27, 3x5 > 2x5, 5 + HP WR) || '''135''' (90, 15 chase, 0, 30) || -- || video
|Bardiche > WR > Kuja > DC > Bardiche > DC > Bardiche > DC > AC > Flare || 152 + BRV & HP WR (30 + WR, 47 AST, 30 + WR, 30 + WR, 15) || 30 (0, 0, 0, 30) || HP conversion. || [https://www.youtube.com/watch?v=_E2EVyWjRFM&t=302 '''Video''']
|}
 
== Aerial ==
 
{|class="wikitable sortable"
! scope=col|Starter
! scope=col|Combo
! scope=col|Damage
! scope=col|EX Force
! scope=col|Notes
! scope=col|Video
|-
| rowspan="4"|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
|Twist Drill 1st hit > '''Kuja''' > AC > Twist Drill || '''96''' (4x2, 8, 50 AST, 30) || 120 (30, 90) || 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. || [https://www.youtube.com/watch?v=_E2EVyWjRFM&t=107 '''Video''']
|-
|-
|Aerith > [[Chase_(Dissidia_012)#Empty_Chase|'''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
|Chain Cast > DC > '''Kuja''' > AC > Flare || '''80 (+WR)''' (15, 50 AST, 15) || 120 (90, 30) || Early assist conversion. || [https://www.youtube.com/watch?v=_E2EVyWjRFM&t=314 '''Video''']
|-
|-
|rowspan="3"|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. || --
|Earthquake > WR > '''Kuja''' > AC > Chain Cast > DC > Twist Drill || '''113 + WR''' (18 + WR, 50 AST, 15, 30) || 216 (36, 90, 90) || Grounded HP wall rush conversion. Nothing fancy, <br>but good reward when mixed up appropriately regardless. || [https://www.youtube.com/watch?v=_E2EVyWjRFM&t=343 '''Video''']
|-
|-
|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
|Tsunami > '''Kuja''' > AC > Chain Cast > DC > Twist Drill || '''107''' (12, 50 AST, 15, 30) || 276 (96, 90, 90) || Another grounded HP conversion. Less damage than Earthquake, <br>but works better as a dodge punisher and still functional as a mixup. || [https://www.youtube.com/watch?v=_E2EVyWjRFM&t=355 '''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
|Flare > WR > '''Kuja''' > AC > Chain Cast > DC > Twist Drill || '''110 + HP WR''' (15+ HP WR, 50 AST, 15, 30) || 210 (30, 90, 90) || Basic. || [https://www.youtube.com/watch?v=_E2EVyWjRFM&t=368 '''Video''']
|-
|-
|Cyclone > '''Kuja''' > AC > Chain Cast > DC > Twist Drill || '''91~95 + HP''' (50 AST, 15, 26~30) || 240 (60, 90, 90) || Good if the opponent fails to counterplay Cyclone. || [https://www.youtube.com/watch?v=_E2EVyWjRFM?feature=shared&t=382 '''Video''']
|}
|}
|-|Tidus=
* Searchlight - Tidus (air) - BRV / HP
* Radiant Wings (1st part) - Tidus (air) - BRV / HP
* 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
* Sacred Cross (near wall) - Assist call - empty chase - BRV / Paladin Force
* Sacred Cross (above opponent on the ground) - empty chase - Tidus (ground) - Free Air Dash - Searchlight - land on ground and approach
* Slash - Free Air Dash cancel and dash for a split second - Radiant Wings or Sacred Cross
* Dark Step (1st part) - Tidus - BRV / HP
|-|Yuna=
* Searchlight - Yuna (air) - Free Air Dash if at a distance - BRV / HP
* Radiant Wings (1st part) - Yuna (air) - BRV / HP
* Radiant Wings (right before wall rush) - Yuna (air) - BRV / HP. Being closer to ground makes Yuna more likely to connect.
* Sacred Cross (near wall) - Assist call - empty chase - BRV / Paladin Force
* Dark Step (1st part, near wall) - Yuna (air) - BRV / HP
* Paladin Force (after BRV damage, but before HP hit) - Yuna (air) - Sacred Cross (if far from ground) / Paladin Force (if close to ground)


</tabber>
</tabber>


= Builds =
= Builds =
<tabber>
<tabber>
|-|Side by Side (Dark Knight)=
|-|Hybrid (Damage)=
 
{{Build
{{Build
|hp=9883
|hp=9644
|cp=450
|cp=450
|brv=1623
|brv=956 (1147 initial)
|atk=176
|atk=182
|def=182
|def=184
|luk=61
|luk=60
|booster=x3.8
|booster=x3.5
|setbonus=None
|setbonus=Seal of Lufenia
|ast=Jecht / Sephiroth / Yuna
|ast=Kuja
|wpn=Piggy's Stick
|wpn=Gigant Axe
|hand=Chainsaw
|hand=Lufenian Dirk
|head=Thornlet
|head=Lufenian Hairpin
|armor=Maximillian
|armor=Lufenian Vest
|acc1={{accbas}} Sniper Eye
|acc1={{accbas}} Hyper Ring
|acc2={{accbas}} Dismay Shock
|acc2={{accbas}} Muscle Belt
|acc3={{accbas}} Battle Hammer
|acc3={{accbas}} Booster
|acc4={{accboo}} BRV = 0
|acc4={{accboo}} Large Gap in HP
|acc5={{accboo}} Empty EX Gauge
|acc5={{accboo}} Summon Unused
|acc6={{accboo}} Pre-EX Mode
|acc6={{accboo}} Pre-EX Mode
|acc7={{accboo}} Pre-EX Revenge
|acc7={{accboo}} Pre-EX Revenge
|acc8={{accsp}} Blue Gem
|acc8={{accsp}} White Gem
|acc9={{accsp}} Miracle Shoes
|acc9={{accsp}} Glutton
|acc10={{accsp}} Side by Side
|acc10={{accsp}} First to Victory
|summon=Rubicante
|summon=Rubicante
}}
}}
Use the [[CP_Glitch_(Dissidia_012)|CP glitch]] with Equip Machines and Bard's Gear.
Use the [[CP Glitch (Dissidia 012)|'''CP Glitch''']] with Thief's Gear 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).
Substitutes
Basic: Booster for Battle Hammer (assist depletion) or Dismay Shock (EX depletion).


Boosters "Grounded" and "BRV = 0" can enhance HP wall rush damage with a higher multiplier at the cost of lower base bravery.
A strong, versatile build. High bravery damage output, enhanced EX absorption and an initial boost for meter and bravery help Garland reach a full EX bar and a subsequent OHKO faster. Use this build as your default.


|-|Hybrid (Paladin)=
Equip Master Guardsman for over 10,000 health.
 
|-|EX Revenge=
{{Build
{{Build
|hp=10299
|hp=9644
|cp=450
|cp=450
|brv=956 (1147 with First to Victory)
|brv=957 (1148 initial)
|atk=178
|atk=180
|def=183
|def=185
|luk=60
|luk=60
|booster=x3.0
|booster=x2.7
|setbonus=Judgment of Lufenia
|setbonus=King of Tragedy
|ast=Kuja / Aerith
|ast=Kuja
|wpn=Cleaver
|wpn=Rhongomiant
|hand=Lufenian Shield
|hand=Prytwen
|head=Lufenian Helm
|head=Dragon Sallet
|armor=Lufenian Armor
|armor=Wygar
|acc1={{accbas}} Hyper Ring
|acc1={{accbas}} Muscle Belt
|acc2={{accbas}} Muscle Belt
|acc2={{accbas}} Booster
|acc3={{accbas}} Dismay Shock
|acc3={{accbas}} Dismay Shock
|acc4={{accboo}} Summon Unused
|acc4={{accboo}} Large Gap in BRV
|acc5={{accboo}} Pre-EX Mode
|acc5={{accboo}} EX Revenge
|acc6={{accboo}} Pre-EX Revenge
|acc6={{accboo}} Summon Unused
|acc7={{accboo}} Opponent Summon Unused
|acc7={{accsp}} Spider Web
|acc8={{accsp}} White Gem
|acc8={{accsp}} Spider's Bane
|acc9={{accsp}} Tenacious Attacker
|acc9={{accsp}} Avenger
|acc10={{accsp}} First to Victory
|acc10={{accsp}} First to Victory
|summon=Rubicante
|summon=Rubicante
}}
}}
Use the [[CP_Glitch_(Dissidia_012)|CP glitch]] with Ranger's Gear.
A dedicated EX Revenge build.


"Muscle Belt" basic accessory and "Opponent Summon Unused" booster can be substituted with what the player wants more.
Against a Tidus with 184 DEF, a critical hit Bardiche can inflict  600+ bravery damage. It is possible to accumulate 5000 bravery during EX Revenge ''alone''. Add two more Bardiches during a Kuja assist combo into a Flare and it amounts to about 7000 HP damage total. One way to mitigate damage from this combo is by equipping the extra ability Disable Sneak Attack.


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.
</tabber>
</tabber>


== Assists ==
 
Cecil's assist data
= Assist =
 
Garland's assist data.


{{012Assist
{{012Assist
|type1=BRV
|type1=BRV
|attack1=Shadow Lance
|attack1=Round Edge
|startup1=35F
|startup1=23F
|position1=Ground
|position1=Ground
|spawn1=Opponent
|spawn1=Opponent
|damage1=8, 7 x 6 (up to 50)
|damage1=2 x 4, 6, 16 (30)
|effect1=Wall Rush
|effect1=Wall Rush
|type2=BRV
|type2=BRV
|attack2=Radiant Wings
|attack2=Bardiche
|startup2=19F
|startup2=23F
|position2=Air
|position2=Air
|spawn2=Opponent
|spawn2=Opponent
|damage2=3, 3, 7, 6, 6, 9
|damage2=30
|effect2=Wall Rush
|effect2=Wall Rush
|type3=HP
|type3=HP
|attack3=Soul Eater
|attack3=Tsunami
|startup3=39F
|startup3=45F
|position3=Ground
|position3=Ground
|spawn3=Opponent
|spawn3=Opponent
|damage3=4, 2 x 5, 6 (20)
|damage3=2 x 6 (12)
|effect3=Wall Rush
|effect3=Chase
|type4=HP
|type4=HP
|attack4=Saint's Fall
|attack4=Cyclone
|startup4=53F
|startup4=51F
|position4=Air
|position4=Air
|spawn4=Opponent
|spawn4=Opponent
|damage4=1 x 3, 2, 1 x 2, 3 (10)
|damage4=-
|effect4=Wall Rush
|effect4=Chase
}}
}}


=== Dark Knight Assists ===
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.
 
<tabber>
<tabber>
|-|Jecht=
|-|Kuja=
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.
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=
|-|Sephiroth=
Whiff punishes and more notably, easy knockback cancels. With assist meter, Cecil won't have to rely on wall rushes for assist conversions.
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. <br><br>If you need an assist to whiff punish grounded opponents more reliably, Sephiroth can substitute Kuja.


|-|Yuna=
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.
</tabber>
=== Paladin Assists ===
<tabber>
|-|Aerith=
|-|Aerith=
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.
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. <br><br>Garland rarely has to prioritise LV2 Assist Change stalemate counterstrategies over everything else that Kuja / Sephiroth can already achieve.
 
|-|Tidus=
Fastest whiff punisher in the air with less air combo potential, but ground assist can wall rush on the ground for extended solo combos.
 
|-|Yuna=
Air conversions have restrictions, but doesn't stagger from LV2 Assist Change. Works well when playing near the ground.
 
</tabber>
</tabber>

Revision as of 15:29, 14 May 2024

ddff-icon-garland.png

General Matchups Resources Starter Guide Strategy
Info
Name Garland (ガーランド)
Original game Final Fantasy
Weapon Axes, Greatswords, Katanas, Spears
Armor Gauntlets, Heavy Armor, Helms, Light Armor, Shields
Base ATK (LV100) 111 (High)
Base DEF (LV100) 112 (High)
Run Speed 10.5 (Very Slow)
Dash Speed 81 (Below Average)
Fall Speed 77 (Above Average)
Fall Speed Ratio After Dodge 41 (Below Average)
Exclusive weapons Ogrekiller, Viking Axe, Gigant Axe
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 Effects CP (Mastered)
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) Wall Rush (Short) / Chase (Long) 30 (15)

[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 Effects CP (Mastered)
2 x 5, 5, 15 (30) 31F Physical Melee Mid 30 Wall Rush 30 (15)

[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 Effects CP (Mastered)
15 13F Physical Melee Low 60 30 (15)

[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 Effects CP (Mastered)
5, 19 (24, Low) / 5, 2, 2, 15 (24, High) 17F (Low) / 13F (High) Physical Melee Low 90 (Low) / 30 (High) Chase (Low) / Wall Rush (High) 30 (15)

[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 Effects CP (Mastered)
each (10) 51F Magical Ranged Low 0 - 30 (15)

[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 Effects CP (Mastered)
7, 8, 15 (30) 21F Physical Melee Low 30 Wall Rush 30 (15)

[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 Effects CP (Mastered)
7, 8 (15) 45F Physical Melee Low 90 Chase 30 (15)

[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 Effects CP (Mastered)
30 23F Physical Melee Low 0 Wall Rush 30 (15)

[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 accessory_basic.png 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 Effects CP (Mastered)
4 x 2, 8, 14 (30) 21F Physical Melee Low 90 Chase 30 (15)

[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 Effects CP (Mastered)
each (10) 51F Magical Ranged Low 0 - 30 (15)

[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 Effects CP (Mastered)
8, 2 x 5 (18) 39F Physical (axe) / Magical (rocks) Melee High (axe) / Unblockable (rocks) 36 Wall Rush 30 (15)

[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 Effects CP (Mastered)
- 59F - Ranged High each (9) - 30 (15)

[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 Effects CP (Mastered)
2 x 6 (12) 45F Physical Melee High 96 - 30 (15)

[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 Effects CP (Mastered)
- 59F - Ranged High each (9) - 30 (15)

[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 Effects CP (Mastered)
- 51F - Ranged High each (60) Absorb 30 (15)

[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 Effects CP (Mastered)
15 47F Physical Melee High 30 Wall Rush 30 (15)

[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) Approximate EX Force Notes Video
Deathblow > move > jump > Twist Drill 45 (15, 30) 150 (60, 90) Staple combo. Move and jump as quickly as possible. The later Deathblow hits, the more time you have to combo into Twist Drill. Video
Round Edge 3rd hit (Long) > Deathblow > move > jump > Twist Drill 69 (7, 8, 9, 15, 30) 180 (30, 60, 90) Guaranteed Deathblow, but timing is tricky. Try to time it later than earlier to avoid inputting Round Edge's finisher. Video
Chain Cast > DC > Twist Drill 45 (15, 30) 180 (90, 90) 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 > Twin Swords 45 (15, 30) 120 (90, 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
Chain Cast > DC > Bardiche 45 (15, 30) 90 (90, 0) Same as Twin Swords, but without additional EX gain. Harder to land than Twin Swords due to lack of forward tracking, but can be more practical if Chain Cast whiff punished something air-to-ground. Video
Thundaga (2 hits) > DC > Twin Swords 50 minimum + WR (10, 10, 30) 30 Near wall or corner to reduce Thundaga pushback. All Thundaga combos rely on this and are situational because of it. Video
Thundaga (3 hits) > Twist Drill 60 (10, 10, 10, 30) 90 Near wall or corner to reduce Thundaga pushback. Video
Thundaga (3 hits) > Chain Cast > DC > Twist Drill 75 (10, 10, 10, 15, 30) 180 Near wall or corner to reduce Thundaga pushback. Video
Thundaga (3 hits) > Flare 45 + HP WR (10, 10, 10, 15) 30 Near wall or corner to reduce Thundaga pushback. Garland must be close enough to opponent for Flare to connect, which is not the range Thundaga is often used at. Video

Assist

Garland's combo structure is mostly universal across his viable assists.

These combos usually start with wall rush (Bardiche, Lance Charge or an HP), Chain Cast dodge cancel or Twist Drill.

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) Approximate EX Force Notes 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) 45 (30, 0, 0, 15) Staple high power assist combo, with a staple HP ender instead of another dodge cancel combo. Video
Lance Charge > WR > Kuja > DC > Bardiche > DC > Bardiche > DC > AC > Twist Drill 167 (30 + WR, 47 AST, 30 + WR, 30 + WR, 30) 120 (30, 0, 0, 90) Basic Twist Drill ender. 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) 210 (30, 0, 0, 90, 90) 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
Highbringer 1st hit (high) > Kuja > AC > Chain Cast > DC > Twist Drill 100 (5, 50 AST, 15, 30) 198 (18, 90, 90) - Video
Highbringer 2nd hit (high) > WR > Kuja > DC > AC > Chain Cast > DC > Twist Drill 119 + WR (24 + WR, 50 AST, 15, 30) 210 (30, 90, 90) Wall. Video
Highbringer 1st hit (low) > DC > Kuja > AC > Chain Cast > DC > Twist Drill 100 (5, 50 AST, 15, 30) 198 (18, 90, 90) - Video
Highbringer 2nd hit (low) > DC > Kuja > AC > Chain Cast > DC > Twist Drill 119 (24, 50 AST, 15, 30) 270 (90, 90, 90) Wall. Video
Round Edge 3rd hit (Long) > Kuja > AC > Chain Cast > DC > Twist Drill 119 (7, 8, 9, 50 AST, 15, 30) 210 (30, 90, 90) No wall rush. Video
Round Edge (Long) > Kuja > Empty Chase > AC > Chain Cast > DC > Twist Drill 140 (45, 50 AST, 15, 30) 270 (90, 90, 90) More EX. Works when knocked towards wall or corner. Video
Round Edge 3rd hit (Short) > WR > Kuja > AC > Chain Cast > DC > Twist Drill 140 + WR (45 + WR, 50 AST, 15, 30) 210 (30, 90, 90) 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) 270 (60, 30, 90, 90) 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) 330 (60, 90, 90, 90) 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) 330 (60, 90, 90, 90) 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) 240 (30, 30, 90, 90) Wall. 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) 180 (0, 0, 0, 90, 90) 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
Bardiche > WR > Kuja > DC > Bardiche > DC > Bardiche > DC > AC > Flare 152 + BRV & HP WR (30 + WR, 47 AST, 30 + WR, 30 + WR, 15) 30 (0, 0, 0, 30) HP conversion. Video
Twist Drill 1st hit > Kuja > AC > Twist Drill 96 (4x2, 8, 50 AST, 30) 120 (30, 90) 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
Chain Cast > DC > Kuja > AC > Flare 80 (+WR) (15, 50 AST, 15) 120 (90, 30) Early assist conversion. Video
Earthquake > WR > Kuja > AC > Chain Cast > DC > Twist Drill 113 + WR (18 + WR, 50 AST, 15, 30) 216 (36, 90, 90) Grounded HP wall rush conversion. Nothing fancy,
but good reward when mixed up appropriately regardless.
Video
Tsunami > Kuja > AC > Chain Cast > DC > Twist Drill 107 (12, 50 AST, 15, 30) 276 (96, 90, 90) Another grounded HP conversion. Less damage than Earthquake,
but works better as a dodge punisher and still functional as a mixup.
Video
Flare > WR > Kuja > AC > Chain Cast > DC > Twist Drill 110 + HP WR (15+ HP WR, 50 AST, 15, 30) 210 (30, 90, 90) Basic. Video
Cyclone > Kuja > AC > Chain Cast > DC > Twist Drill 91~95 + HP (50 AST, 15, 26~30) 240 (60, 90, 90) Good if the opponent fails to counterplay Cyclone. Video

Builds

Stats
HP 9644
CP 450
BRV 956 (1147 initial)
ATK 182
DEF 184
LUK 60
Max Booster x3.5
Special Effect: Seal of Lufenia
Equipment
Assist Kuja
Weapon Gigant Axe
Hand Lufenian Dirk
Head Lufenian Hairpin
Body Lufenian Vest
Accessory 1 accessory_basic.png Hyper Ring
Accessory 2 accessory_basic.png Muscle Belt
Accessory 3 accessory_basic.png Booster
Accessory 4 accessory_booster.png Large Gap in HP
Accessory 5 accessory_booster.png Summon Unused
Accessory 6 accessory_booster.png Pre-EX Mode
Accessory 7 accessory_booster.png Pre-EX Revenge
Accessory 8 accessory_special.png White Gem
Accessory 9 accessory_special.png Glutton
Accessory 10 accessory_special.png First to Victory
Summon Rubicante

Use the CP Glitch with Thief's Gear and Bard's Gear.

Substitutes Basic: Booster for Battle Hammer (assist depletion) or Dismay Shock (EX depletion).

A strong, versatile build. High bravery damage output, enhanced EX absorption and an initial boost for meter and bravery help Garland reach a full EX bar and a subsequent OHKO faster. Use this build as your default.

Equip Master Guardsman for over 10,000 health.

Stats
HP 9644
CP 450
BRV 957 (1148 initial)
ATK 180
DEF 185
LUK 60
Max Booster x2.7
Special Effect: King of Tragedy
Equipment
Assist Kuja
Weapon Rhongomiant
Hand Prytwen
Head Dragon Sallet
Body Wygar
Accessory 1 accessory_basic.png Muscle Belt
Accessory 2 accessory_basic.png Booster
Accessory 3 accessory_basic.png Dismay Shock
Accessory 4 accessory_booster.png Large Gap in BRV
Accessory 5 accessory_booster.png EX Revenge
Accessory 6 accessory_booster.png Summon Unused
Accessory 7 accessory_special.png Spider Web
Accessory 8 accessory_special.png Spider's Bane
Accessory 9 accessory_special.png Avenger
Accessory 10 accessory_special.png First to Victory
Summon Rubicante

A dedicated EX Revenge build.

Against a Tidus with 184 DEF, a critical hit Bardiche can inflict 600+ bravery damage. It is possible to accumulate 5000 bravery during EX Revenge alone. Add two more Bardiches during a Kuja assist combo into a Flare and it amounts to about 7000 HP damage total. One way to mitigate damage from this combo is by equipping the extra ability Disable Sneak Attack.


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.