Lightning (Dissidia 012) and The Emperor (Dissidia 012): Difference between pages

From Dissidia Wiki
(Difference between pages)
(→‎Ground: army of one changed "range is much farther" to "range is much longer")
 
(Added pros and cons from old wiki with a few tweaks.)
 
Line 2: Line 2:


{{CharacterInfo
{{CharacterInfo
|name=Lightning (ライトニング)
|name=The Emperor (皇帝)
|origin=Final Fantasy XIII
|origin=Final Fantasy II
|weapon=Swords, Daggers, Greatswords, Katanas, Guns, Parrying Weapons
|weapon=Daggers, Poles, Rods, Staves
|armor=Shields, Bangles, Gauntlets, Hats, Helms, Headbands, Ribbons, Clothing, Light Armor, Chestplates
|armor=Bangles, Clothing, Hairpins, Hats, Headbands, Robes
|atk=109 (Low / +1 as Commando, Average)
|atk=110 (Average)
|def=111 (Average)
|def=112 (High)
|runspeed=6 (Average / Good)
|runspeed=8 (Below Average)
|dash=73 (Fast)
|dash=81 (Below Average)
|fall=75 (Above Average)
|fall=97 (Slow)
|fallr=28 (Above Average)
|fallr=44 (Slow)
|exclusives=Blazefire Saber, Axis Blade, Flamberge, Enkindler, Omega Weapon, Barrage Blade, Zantetsuken, Odin Blade
|exclusives=Diamond Mace, Demon's Rod, Mateus's Malice
}}
}}


{{ProConTable
{{ProConTable
|pros=
|pros=
|cons=
* '''Powerful area denial''': Emperor specializes in Traps and Anti-Approach, able to keep out most characters effectively with his moves and force bold or creative approaches to land a hit on him
}}


== Overview ==
* '''Distinct win condition''': Starfall gives him a unique win condition in the form of a move that is unavoidable once it started, but takes time to be charged. This gives him a tool to force approaches and the opponent has to respect it existing with counterplay in every matchup, even in those that have an easier time shutting it down


== Paradigm Shift ==
* '''Strong defensive mixups''': Low recovery on most of his moves, projectiles and traps staying out even if he gets hit and fast dodge cancels make The Emperor slippery and tricky to approach
Lightning has three different sets of bravery attacks through the Commando, Ravager and Medic roles. Press L + R to change to a different role.


Default rotation for roles is: Commando > Ravager > Medic
* '''Thunder Crest''': A powerful bravery attack to stop approaches with and sometimes even checkmating characters with it existing alone


If Reverse Paradigm extra ability is used, the rotation becomes: Ravager > Commando > Medic
* '''Strong assist gain''': A combination of low recovery moves, rotating them, Starfall and Side by Side being a common build lets The Emperor quickly build assist meter while setting up his gameplan, often staying afloat in the meter economy.


If no attacks under a specific role are equipped such as Medic, the role will not be available in battle. This can serve as quality of life to a player who wishes to streamline paradigm shift gameplay.
|cons=
 
* '''Polarizing matchups''': Both a good and a bad thing. With all his upsides, The Emperor lacks severely in rushdown, giving him the most polarizing matchup spread in the entire game. Some characters are outright denied with the right conditions and some give him absolute hell without stage counterpicks. Any character that can play around Starfall and traps requires a different approach to beat.
The Commando role has a passive +1 ATK stat boost when using it in battle.
 
== Bravery Attacks ==


=== Ground  ===
* '''Polarizing stage strengths''': Stages change The Emperor's gameplan harder than many other characters, requiring you to learn effective strategies for some of the more unorthodox / smaller stages.


<tabber>
|-| Commando=
{{#tag:tabber
|Launch=
{{AbilityInfo
|damage=12, 10, 18 (40)
|startup=23F
|type=Physical
|priority=Melee Low
|ex=30
|effect=Wall Rush
|cp=20 (10)
}}
}}
''[Close] Sword slash sending foe flying vertically upward.''


Your fastest grounded move but still reactable. It has decent tracking and range, so it's great for a quick whiff punish or punishing back / side dodges when playing on the ground.
== Overview ==


Primarily though, you will use this for following up assist combos into Flourish of Steel as your most damaging HP combo ender in terms of bravery damage.


{{!}}-{{!}}Blitz=
== Bravery Moves ==
{{AbilityInfo
|damage=2 x 7, 4, 17 (35)
|startup=29F
|type=Physical
|priority=Melee Mid
|ex=30
|effect=Wall Rush
|cp=20 (10)
}}
''[Mid] Spinning slash and gun shot. Boost hit times when close.''


Very active, huge and far going spinning slash. Due to it's active frames and Melee Mid priority it can be used to bash through attacks like Squall Thunder Barret, and comboed off of with assist from both the first hit and the wallrush. Lightning can convert into a combo on guard break with assist or a very late guard break, though the wall rush shot won't come out when it does and it has to be dodge cancelled.
=== Ground ===


Though it has fairly long recovery, it can be hard to punish so often times you could end up safe to dodge cancel out and return to neutral. Use with caution.
<tabber>
 
|-|Bombard=
{{!}}-{{!}}Ruinga=
{{AbilityInfo
{{AbilityInfo
|damage=10, 15 (25)
|damage=5, 5 x 3 (20)
|startup=37F
|startup=21F
|type=Magical
|type=Physical > Magical
|priority=Ranged Low (orb), Ranged Mid (explosion)
|priority=Melee High
|ex=30
|ex=84
|effect=Wall Rush
|effect=Chase
|cp=20 (10)
|cp=30 (15)
}}
}}
''[Mid] Shoot forth pearls of light. Deal damage on hit and explosion.''
''[Close] Sweep with staff. Extra explosion damage on hit.''
 
A long range orb with limited vertical tracking that upon hit wall rushes. The somewhat more useful version of Ruin, it can be used for long range whiff punishes into assist to combo off of, but you might rarely get the chance for that. Still an option that can be considered every now and then.
 
}}
 
|-|Ravager=
 
{{#tag:tabber|Thundaga=
The first bolt appears at 27 frames. After that, bolts appear every 8 frames and stay on field for 12 frames. The last bolt appears at ~4 seconds (235F) for a total of 27 bolts.
 
Lightning regains control at about 100F and can dodge cancel at about 56F.


|-|Landmine=
{{AbilityInfo
{{AbilityInfo
|damage=each (10)
|damage=each (35)
|startup=27F
|startup=29F
|type=Magical
|type=Magical
|priority=Ranged Low
|priority=Ranged Low
|ex=each 21
|ex=0
|effect=Chase
|effect=Absorb
|cp=20 (10)
|cp=30 (15)
}}
}}
''[Close] Call down lightning bolts. Long duration, keeps foe at bay.''
''[Close] Lay mine. Multiples OK; they will persist a long time.''
 
Calls down lightning bolts in a small area around her. All Ranged Low priority, but because they spawn frequently and stay if she gets hit, most characters can't punish her staying within them. This gives Lightning time to breathe and generate bravery in Medic role, cast another Ravager spell or build assist meter with other attacks.


The bolts have enough hit stun to follow up with an assist during chase, but it is difficult to confirm it in the moment; The chase prompt comes out as soon as a bolt hits.
|-|Light Crest (ground)=
 
{{!}}-{{!}}Fire=
{{AbilityInfo
{{AbilityInfo
|damage=each 4 (up to 12)
|damage=each (7)
|startup=25F, 11F, 11F
|startup=37F
|type=Magical
|type=Magical
|priority=Ranged Low
|priority=Ranged Low
|ex=0
|ex=0
|effect=-
|effect=-
|cp=20 (10)
|cp=30 (15)
}}
}}
''[Long] Flame projectile. Eventual speed increase.''
''[Mid] Draw vertical light sigil. Fires when foe enters range; large vertical range.''


Lightning spawns up to 3 small projectiles in front of her, which after a short time go after the opponent at decent speed. Has very generous hit stun so if it does hit, it's easy to follow up. When used in conjunction with Thundaga and / or Watera, they can halt approaches and put the opponent on the defensive for a moment.
|-|Dynamite (ground)=
{| class="wikitable"
|-
! Version !! Damage multiplier !! Startup frame !! Type !! Priority !! EX Force !! Effects !! CP (Mastered)
|-
| LV1 || 1 x 5, 25 (30) || 43F || Magical || Ranged Low (Special when sticked on surface) || 60+ || Absorb, Wall Rush || 30 (15)
|-
| LV2 || 1 x 7, 33 (40) || 80F (charge), 3F (hitbox after shot) || Magical || Ranged Mid (Special when sticked on surface) || 60+ || Absorb, Wall Rush || -
|-
| LV3 || 1 x 10, 40 (50) || 120F (charge), 3F (hitbox after shot) || Magical || Ranged High (Special when sticked on surface) || each hit 3 || Absorb, Wall Rush || -
|}
''[Long] Emit bomb from staff that lands and draws in foe.''


Commonly sees use in some advanced ground combos, such as after wall rushing with Aerith on the ground. Similiarly, Jecht assist gives enough time and distance to set up Fire and combo afterwards. Fire > Launch is a nice extension when it's available.


{{!}}-{{!}}Aerora=
|-|Thunder Crest=
{{AbilityInfo
{{AbilityInfo
|damage=1 x 5, 6 (11)
|damage=2 x 17, 6 (40)
|startup=43F
|startup=35F
|type=Magical
|type=Magical
|priority=Ranged Low
|priority=Unblockable
|ex=0
|ex=60
|effect=-
|effect=Absorb
|cp=20 (10)
|cp=30 (15)
}}
''[Mid] Launch wind projectiles. Paralyzes foe with multiple hits.''
 
Launches a small projectile with slow vertical tracking at them. It's not a strong projectile in neutral, but can [https://dissidia.wiki/Glitch_(Dissidia_012)#Hit_Glitch '''hit glitch'''] into Lightning Strike. However, it is harder to land than some of the more practical link glitch combos.
 
{{!}}-{{!}}Army of One (ground)=
{{AbilityInfo
|damage=3 x 6, 12 (30)
|startup=43F
|type=Physical
|priority=Melee Mid
|ex=120
|effect=Chase
|cp=20 (10)
}}
''[Close] Barrage of attacks. Generates extra EX Force.''
 
A tracking dash attack that leads into [[Chase_(Dissidia_012)|'''Chase''']] on hit. The range is much longer than you'd expect and it can dodge punish consistently upclose. A good mixup to call out block and dodge, even if the animation is on the slower side. On hit it builds an insane amount of EX and with Chase combos even more, making this a rewarding tool when it connects.
 
}}
}}
''[Mid] Draw sigil on the ground. Paralyzes foe when in range.''


</tabber>
</tabber>
Line 161: Line 109:


<tabber>
<tabber>
|-| Commando=
|-|Mine=
{{#tag:tabber
|Blaze Rush=
{{AbilityInfo
|damage=7 x 3, 14 (35)
|startup=29F
|type=Physical
|priority=Ranged Low
|ex=30
|effect=Wall Rush
|cp=20 (10)
}}
''[Mid] Gun shot & charge slash. Effective against any height.''
 
{{!}}-{{!}}Smite=
{{AbilityInfo
{{AbilityInfo
|damage=12, 10, 18 (40)
|damage=each (35)
|startup=23F
|startup=23F
|type=Physical
|priority=Melee Low
|ex=30
|effect=Wall Rush
|cp=20 (10)
}}
''[Close] Sword slash knocking foe downwards.''
{{!}}-{{!}}Ruin=
{{AbilityInfo
|damage=each (10)
|startup=33F
|type=Magical
|type=Magical
|priority=Ranged Low
|priority=Ranged Low
|ex=0
|ex=0
|effect=Chase
|effect=Absorb
|cp=20 (10)
|cp=30 (15)
}}
}}
''[Long] Shoot forth pearls of light. Can aim with the analog stick.''
''[Close] Drop mine. Multiples OK; they will persist a long time.''


}}
|-|Light Crest (midair)=
 
 
|-| Ravager=
{{#tag:tabber
|Thunder=
{{AbilityInfo
{{AbilityInfo
|damage=2, 3, 5 (10)
|damage=each (7)
|startup=13F
|startup=37F
|type=Magical
|type=Magical
|priority=Ranged Low
|priority=Ranged Low
|ex=90
|ex=0
|effect=Chase
|cp=20 (10)
}}
''[Close] Call down lightning bolts. Short range, quick execution.''
 
{{!}}-{{!}}Blizzara=
{{AbilityInfo
|damage=2, 10 (12)
|startup=63F
|type=Magical
|priority=Ranged Low
|ex=60
|effect=Absorb
|cp=20 (10)
}}
''[Mid] Launch shards of ice after drawing in foe.''
 
{{!}}-{{!}}Watera=
{{AbilityInfo
|damage=15
|startup=43F
|type=Magical
|priority=Ranged Mid
|ex=90
|effect=-
|effect=-
|cp=20 (10)
|cp=30 (15)
}}
''[Long] Launch waterballs. Slowly tracks opponent.''
 
{{!}}-{{!}}Army of One (midair)=
{{AbilityInfo
|damage=3 x 6, 12 (30)
|startup=43F
|type=Physical
|priority=Melee Mid
|ex=120
|effect=Chase
|cp=20 (10)
}}
''[Close] Barrage of attacks. Generates extra EX Force.''
 
}}
</tabber>
 
=== Medic ===
 
Medic has two bravery attacks, both of which have a ground and an aerial version
 
<tabber>
 
 
|-|Cure=
At level 100, Lightning gains 138 total bravery (6 + 13 + 20 + 26 + 33 + 40). The process takes about 3 seconds (~180F).
 
{{AbilityInfo
|damage=1 to 6 % of raw BRV (21 %)
|startup=~33F
|type=Magical
|priority=-
|ex=-
|effect=-
|cp=20 (10)
}}
}}
''Increase bravery. Continue combo for boost.''
''[Mid] Draw horizontal light sigil. Fires when foe enters range; faces opponent's direction.''


|-|Cura=
|-|Dynamite (midair)=
At level 100, Lightning gains 165 total bravery (6 + 6 + 153). The process takes about 2.5 seconds (~160F).
{| class="wikitable"
|-
! Version !! Damage multiplier !! Startup frame !! Type !! Priority !! EX Force !! Effects !! CP (Mastered)
|-
| LV1 || 1 x 5, 25 (30) || 43F || Magical || Ranged Low (Special when sticked on surface) || 60+ || Absorb, Wall Rush || 30 (15)
|-
| LV2 || 1 x 7, 33 (40) || 80F (charge), 3F (hitbox after shot) || Magical || Ranged Mid (Special when sticked on surface) || 60+ || Absorb, Wall Rush || -
|-
| LV3 || 1 x 10, 40 (50) || 120F (charge), 3F (hitbox after shot) || Magical || Ranged High (Special when sticked on surface) || each hit 3 || Absorb, Wall Rush || -
|}
''[Long] Emit bomb from staff that lands and draws in foe.''


{{AbilityInfo
Shares traits with the ground version.
|damage=1, 1, 23 % of raw BRV (25 %)
|startup=~55F
|type=Magical
|priority=-
|ex=-
|effect=-
|cp=20 (10)
}}
''Increase bravery. Successful combo provides greater boost.''


</tabber>
</tabber>
Line 297: Line 155:


<tabber>
<tabber>
|-|Lightning Strike=
|-|Starfall (ground)=
{{AbilityInfo
{{AbilityInfo
|damage=each (7)
|damage=each (3)
|startup=47F
|startup=521F
|type=Magical
|type=Magical
|priority=Ranged High
|priority=Unblockable
|ex=60 + 12 x N
|ex=0
|effect=-
|effect=Absorb, Wall Rush, Block Low (Ranged)
|cp=30 (15)
|cp=30 (15)
}}
}}
''[Close] Call down lightning bolts. Great against flank attacks.''
''[Long] Call down giant meteor. Long cast. Aim with analog stick.''


|-|Razor Gale=
|-|Flare (ground)=
{{AbilityInfo
{{AbilityInfo
|damage=10
|damage=-
|startup=59F
|startup=35F
|type=Physical
|type=-
|priority=Melee High (blade), Ranged High (projectile)
|priority=Ranged High
|ex=0
|ex=60
|effect=Wall Rush
|effect=-
|cp=30 (15)
|cp=30 (15)
}}
}}
''[Long] Shockwave from sword. Slow speed, strong homing.''
''[Mid] Gather globe of blue light that slowly homes in on opponent.''
 
|-|Flourish of Steel=
Commando only.


|-|Dreary Cell (ground)=
{{AbilityInfo
{{AbilityInfo
|damage=3, 3, 4 (10) / +Launch = (32)
|damage=-
|startup=?
|startup=69F (total), 43F (activation)
|type=Physical
|type=Magical
|priority=Melee High
|priority=Unblockable
|ex=90
|ex=36/54/72
|effect=-
|effect=Absorb
|cp=30 (15)
|cp=30 (15)
}}
}}
''Branching from Launch [Combo] Swing large sword.''
''[Close] Set discreet light trap. Detonates when foe approaches.''
 


</tabber>
</tabber>
Line 341: Line 196:


<tabber>
<tabber>
|-|Crushing Blow=
|-|Starfall (midair)=
{{AbilityInfo
|damage=each (3)
|startup=521F
|type=Magical
|priority=Unblockable
|ex=0
|effect=Absorb, Wall Rush, Block Low (Ranged)
|cp=30 (15)
}}
''[Long] Call down giant meteor. Long cast. Aim with analog stick.''
 
|-|Flare (midair)=
{{AbilityInfo
{{AbilityInfo
|damage=-
|damage=-
|startup=47F
|startup=35F
|type=-
|type=-
|priority=Melee High
|priority=Ranged High
|ex=60
|ex=60
|effect=-
|effect=Wall Rush
|cp=30 (15)
|cp=30 (15)
}}
}}
''[Mid] Slashing charge sending foe flying upward.''
''[Mid] Gather globe of red light that awaits remote detonation.''


|-|Thunderfall=
|-|Dreary Cell (midair)=
{{AbilityInfo
{{AbilityInfo
|damage=1 x 8 (blade), 2 x 6 (thunder) (8 + 12)
|damage=-
|startup=55F
|startup=69F (total), 43F (activation)
|type=Physical (blade) / Magical (thunder)
|type=Magical
|priority=Melee High (blade) / Ranged High (thunder) / Block (Ranged Low)
|priority=Unblockable
|ex=18
|ex=36/54/72
|effect=Wall Rush, Magic Block
|effect=Absorb
|cp=40 (20)
|cp=30 (15)
}}
}}
''[Long] Drop lightning on foe. Can hit with spinning sword.''
''[Close] Set discreet light trap. Detonates when foe approaches.''


</tabber>
</tabber>


== EX Mode: Omega Weapon equipped! ==
== EX Mode: Power of Hellfire! ==
Effects:
Effects:
* Regen
* Regen
* Critical Boost
* Critical Boost
* Omega Weapon
* Blood Magic
* Grav-con Unit


=== Omega Weapon ===
=== Blood Magic ===
''[Activates with bravery attack] Instantly causes a Bravery Break if an opponent is near Break status.''
''[Activates when HP attack hits] Absorbs HP equivalent to damage dealt.''


An attack will break if the opponent is under 30 % of their base bravery (200 BRV at level 100). Very potent for increasing damage with an EX Burst.
=== EX Burst: Absolute Dominion ===
 
''An attack that takes over the opponent's mind. Absorbs HP damage dealt. Enter the commands that display on screen.
=== Grav-con Unit ===
''[Always active while in EX Mode] The Grav-con Unit activates to automatically avoid Wall Rush damage.''
 
=== EX Burst: Gestalt Drive ===
''A chain of attacks imbued with the powers of Odin. Enter the commands as shown on the screen to initiate an attack.''
 
Even if your movement controls are set to utilise directional buttons, the directional commands must be done with an analog stick.
 
Remember that Lightning has +1 ATK while in Commando role. This applies to her EX Burst as well.


{{burst
{{burst
|damage1=12, 4 x 5 (32)
|damage1=6, 13 (19)
|damage2=13 x 4, 4 x 5 (72) (104 total)
|damage2=16x4, 17 (100 total)
|type=Physical (except Lightning Strike & Thunderfall)
|type=Magical
}}
}}


Line 459: Line 316:
== Assist ==
== Assist ==


Lightning's assist data.
The Emperor's assist data.


{{012Assist
{{012Assist
|type1=BRV
|type1=BRV
|attack1=Aerora
|attack1=Thunder Crest
|startup1=43F
|startup1=35F
|position1=Ground
|position1=Ground
|spawn1=Opponent
|spawn1=Player
|damage1=1 x 5, 6 (11)
|damage1=2 x 17, 6 (40)
|effect1=-
|effect1=Absorb
|type2=BRV
|type2=BRV
|attack2=Smite
|attack2=Mine
|startup2=23F
|startup2=23F
|position2=Air
|position2=Air
|spawn2=Opponent
|spawn2=Opponent
|damage2=12, 10, 18 (40)
|damage2=35 each (up to 70)
|effect2=Wall Rush
|effect2=Chase, Absorb
|type3=HP
|type3=HP
|attack3=Lightning Strike
|attack3=Flare
|startup3=47F
|startup3=35F
|position3=Ground
|position3=Ground
|spawn3=Opponent
|spawn3=Player
|damage3=each (7)
|damage3=-
|effect3=Chase
|effect3=-
|type4=HP
|type4=HP
|attack4=Thunderfall
|attack4=Flare
|startup4=55F
|startup4=37F
|position4=Air
|position4=Air
|spawn4=Opponent
|spawn4=Opponent
|damage4=1 x 8, 2 x 6 (8 / 12)
|damage4=-
|effect4=Block, Wall Rush
|effect4=Wall Rush
}}
}}


Lightning works well with most tournament viable assists.
The Emperor works well with FFX assists.

Revision as of 13:34, 8 January 2024


Info
Name The Emperor (皇帝)
Original game Final Fantasy II
Weapon Daggers, Poles, Rods, Staves
Armor Bangles, Clothing, Hairpins, Hats, Headbands, Robes
Base ATK (LV100) 110 (Average)
Base DEF (LV100) 112 (High)
Run Speed 8 (Below Average)
Dash Speed 81 (Below Average)
Fall Speed 97 (Slow)
Fall Speed Ratio After Dodge 44 (Slow)
Exclusive weapons Diamond Mace, Demon's Rod, Mateus's Malice
Strengths Weaknesses
  • Powerful area denial: Emperor specializes in Traps and Anti-Approach, able to keep out most characters effectively with his moves and force bold or creative approaches to land a hit on him
  • Distinct win condition: Starfall gives him a unique win condition in the form of a move that is unavoidable once it started, but takes time to be charged. This gives him a tool to force approaches and the opponent has to respect it existing with counterplay in every matchup, even in those that have an easier time shutting it down
  • Strong defensive mixups: Low recovery on most of his moves, projectiles and traps staying out even if he gets hit and fast dodge cancels make The Emperor slippery and tricky to approach
  • Thunder Crest: A powerful bravery attack to stop approaches with and sometimes even checkmating characters with it existing alone
  • Strong assist gain: A combination of low recovery moves, rotating them, Starfall and Side by Side being a common build lets The Emperor quickly build assist meter while setting up his gameplan, often staying afloat in the meter economy.
  • Polarizing matchups: Both a good and a bad thing. With all his upsides, The Emperor lacks severely in rushdown, giving him the most polarizing matchup spread in the entire game. Some characters are outright denied with the right conditions and some give him absolute hell without stage counterpicks. Any character that can play around Starfall and traps requires a different approach to beat.
  • Polarizing stage strengths: Stages change The Emperor's gameplan harder than many other characters, requiring you to learn effective strategies for some of the more unorthodox / smaller stages.

Overview

Bravery Moves

Ground

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
5, 5 x 3 (20) 21F Physical > Magical Melee High 84 Chase 30 (15)
[Close] Sweep with staff. Extra explosion damage on hit.

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
each (35) 29F Magical Ranged Low 0 Absorb 30 (15)
[Close] Lay mine. Multiples OK; they will persist a long time.

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
each (7) 37F Magical Ranged Low 0 - 30 (15)
[Mid] Draw vertical light sigil. Fires when foe enters range; large vertical range.

Version Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
LV1 1 x 5, 25 (30) 43F Magical Ranged Low (Special when sticked on surface) 60+ Absorb, Wall Rush 30 (15)
LV2 1 x 7, 33 (40) 80F (charge), 3F (hitbox after shot) Magical Ranged Mid (Special when sticked on surface) 60+ Absorb, Wall Rush -
LV3 1 x 10, 40 (50) 120F (charge), 3F (hitbox after shot) Magical Ranged High (Special when sticked on surface) each hit 3 Absorb, Wall Rush -
[Long] Emit bomb from staff that lands and draws in foe.

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
2 x 17, 6 (40) 35F Magical Unblockable 60 Absorb 30 (15)
[Mid] Draw sigil on the ground. Paralyzes foe when in range.

Aerial

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
each (35) 23F Magical Ranged Low 0 Absorb 30 (15)
[Close] Drop mine. Multiples OK; they will persist a long time.

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
each (7) 37F Magical Ranged Low 0 - 30 (15)
[Mid] Draw horizontal light sigil. Fires when foe enters range; faces opponent's direction.

Version Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
LV1 1 x 5, 25 (30) 43F Magical Ranged Low (Special when sticked on surface) 60+ Absorb, Wall Rush 30 (15)
LV2 1 x 7, 33 (40) 80F (charge), 3F (hitbox after shot) Magical Ranged Mid (Special when sticked on surface) 60+ Absorb, Wall Rush -
LV3 1 x 10, 40 (50) 120F (charge), 3F (hitbox after shot) Magical Ranged High (Special when sticked on surface) each hit 3 Absorb, Wall Rush -

[Long] Emit bomb from staff that lands and draws in foe.

Shares traits with the ground version.

HP Attacks

Ground

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
each (3) 521F Magical Unblockable 0 Absorb, Wall Rush, Block Low (Ranged) 30 (15)
[Long] Call down giant meteor. Long cast. Aim with analog stick.

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
- 35F - Ranged High 60 - 30 (15)
[Mid] Gather globe of blue light that slowly homes in on opponent.

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
- 69F (total), 43F (activation) Magical Unblockable 36/54/72 Absorb 30 (15)
[Close] Set discreet light trap. Detonates when foe approaches.

Aerial

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
each (3) 521F Magical Unblockable 0 Absorb, Wall Rush, Block Low (Ranged) 30 (15)
[Long] Call down giant meteor. Long cast. Aim with analog stick.

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
- 35F - Ranged High 60 Wall Rush 30 (15)
[Mid] Gather globe of red light that awaits remote detonation.

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
- 69F (total), 43F (activation) Magical Unblockable 36/54/72 Absorb 30 (15)
[Close] Set discreet light trap. Detonates when foe approaches.

EX Mode: Power of Hellfire!

Effects:

  • Regen
  • Critical Boost
  • Blood Magic

Blood Magic

[Activates when HP attack hits] Absorbs HP equivalent to damage dealt.

EX Burst: Absolute Dominion

An attack that takes over the opponent's mind. Absorbs HP damage dealt. Enter the commands that display on screen.

Damage multiplier (initial) Damage multiplier (rest) Type
6, 13 (19) 16x4, 17 (100 total) Magical

Builds

Builds here.

Stats
HP
CP
BRV
ATK
DEF
LUK
Max Booster
Special Effect:
Equipment
Assist
Weapon
Hand
Head
Armor
Accessory 1
Accessory 2
Accessory 3
Accessory 4
Accessory 5
Accessory 6
Accessory 7
Accessory 8
Accessory 9
Accessory 10
Summon

Stats
HP
CP
BRV
ATK
DEF
LUK
Max Booster
Special Effect:
Equipment
Assist
Weapon
Hand
Head
Armor
Accessory 1
Accessory 2
Accessory 3
Accessory 4
Accessory 5
Accessory 6
Accessory 7
Accessory 8
Accessory 9
Accessory 10
Summon

Assist

The Emperor's assist data.

Type Attack Startup Position Spawn Damage multiplier Effects
BRV Thunder Crest 35F Ground Player 2 x 17, 6 (40) Absorb
BRV Mine 23F Air Opponent 35 each (up to 70) Chase, Absorb
HP Flare 35F Ground Player - -
HP Flare 37F Air Opponent - Wall Rush

The Emperor works well with FFX assists.