Jecht (Dissidia 012)/Combos and Gabranth (Dissidia 012): Difference between pages

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[[Category:Dissidia 012 Final Fantasy]]
[[Category:Dissidia 012 Final Fantasy]]


= Overview =
{{CharacterInfo
[[Jecht (Dissidia 012)|'''Jecht''']] operates with a distinct combo system that allows him to link into HP attacks by himself. This is different from HP links - HP attacks are not dedicated follow-ups that are equipped on top of bravery attacks. Rather, they are independent HP attacks that can be cancelled into at the end of a combo from ''Jecht Rush'' or ''Jecht Stream''.
|name=Gabranth (ガブラス)
|origin=Final Fantasy XII
|weapon=Swords, Daggers, Greatswords, Axes, Guns
|armor=Shields, Gauntlets, Helms, Light Armor, Heavy Armor, Large Shields
|atk=108 (Very Low / +4 during EX Mode, Very High)
|def=109 (Lowest / +3 during EX Mode, High)
|runspeed=12 (Normal, Very Slow), 4 (EX Mode, Fast)
|dash=85 (Normal, Slow), 73 (EX Mode, Fast)
|fall=81 (Normal, Average), 67 (EX Mode, Fast)
|fallr=34 (Normal, Above Average),  16 (EX Mode, Very Fast)
|exclusives=Demonsbane, Deathbringer, Chaos Blade
}}


Each full bravery combo chain is comprised of three combo sequences and an optional HP attack at the end, starting with Jecht Rush or Jecht Stream. ''Every'' follow-up requires a bravery / HP attack input within a specific 3-frame window. If a single bravery input is mistimed, Jecht will repeat the previous attack and chaining into an HP attack will no longer be possible for that combo.
{{ProConTable
|pros=
|cons=
}}


When the subsequent bravery attacks have been timed correctly, Jecht will end the combo chain with a wall rush finisher. These combo chains will be referred to with a direction and a number, with "2" being middle of the chain and "3" being the last part of the chain.
== Overview ==


== Combos (Solo) ==
== Bravery Attacks ==


[[File:012-jecht-branch-a.png]]
=== Ground (Normal) ===


DC = Dodge Cancel
<tabber>
|-|Sentence (ground)=
{{AbilityInfo
|damage=5, 2, 2, 6 (14)
|startup=19F
|type=Physical
|priority=Melee Low
|ex=87
|effect=-
|cp=20 (10)
}}
''[Mid] Swift slicing with linked weapons. Can close in on foe. Cancel attack with EX Charge.''
 
|-|Lunge=
{{AbilityInfo
|damage=20
|startup=23F
|type=Physical
|priority=Melee Low
|ex=60
|effect=-
|cp=20 (10)
}}
''[Mid] Charging attack. Charge follows opponent. Cancel attack with EX Charge.
 
</tabber>
 
=== Ground (EX Mode) ===
 
<tabber>
 
|-|Enrage=
{{AbilityInfo
|damage=3 x 8, 16 (40)
|startup=15F
|type=Physical
|priority=Melee Low
|ex=24
|effect=Wall Rush
|cp=20 (10)
}}
''[Mid] Quick slash w/shortsword. Slash with each button press.''
 
|-|Aero (ground)=
{{AbilityInfo
|damage=15
|startup=31F
|type=Magical
|priority=Ranged Low
|ex=60
|effect=Chase, Absorb
|cp=20 (10)
}}
''[Long] Generate tornado. Slow speed, long duration.''
 
|-|Relentless Lunge=
{{AbilityInfo
|damage=6, 9, 20 (35)
|startup=21F
|type=Physical
|priority=Melee Mid
|ex=90
|effect=Chase
|cp=20 (10)
}}
''[Mid] Charge up to 3 times by pressing button.''


{| class="wikitable"
|-|Gaia Breach=
|-
{{AbilityInfo
!Combo !! Video
|damage=10, 10 (20)
|-
|startup=31F
|Jecht Rush > Neutral 2 > Neutral 3 > HP (Jecht Blade / Jecht Beam) || video?
|type=Magical
|-
|priority=Ranged Low
|Jecht Rush > Neutral 2 > Up 3 > HP (Ultimate Jecht Shot / Jecht Blade LV2) || video?
|ex=90
|-
|effect=Chase
|Jecht Rush > Up 2 > Neutral 3 > HP (Jecht Blade / Jecht Beam) ||
|cp=20 (10)
|-
}}
|Jecht Rush > Up 2 > Down 3 > HP (Triumphant Grasp) ||
''[Long] Send column of flame along ground. Homes in on foe.''
|-
|Jecht Rush > Neutral 2 > Failed Up 3 > DC (forward) > Jecht Stream > HP (Jecht Blade / Jecht Beam)||
|-
|Jecht Stream > Neutral 2 > Neutral 3 > HP (Jecht Blade / Jecht Beam) ||
|-
|Jecht Stream > Neutral 2 > Down 3 > HP (Triumphant Grasp) ||
|}


Jecht's "failed" Up 3 has enough hit stun to dodge cancel and connect an uncharged Jecht Stream. To make the combo less prone to failure, hold X during Up 3 and mash R. If you do Jecht Rush > Up 2, this same technique applies to that as well.
</tabber>


=== Combo Timing ===
=== Aerial (Normal) ===
Each combo timing has a minimum of three frames for a successful input. The following documentation is based off of Eddienput script timing at 30 frames per second. The "W" stands for waiting until taking the next action in a script.


<div class="toccolours mw-collapsible mw-collapsed overflow:auto;">
<tabber>
<div style="font-weight:bold;line-height:1.6;">Jecht Rush</div>
|-|Sentence (midair)=
<div class="mw-collapsible-content">
{{AbilityInfo
*Rush to Neutral / Up 2: W10, W11 and W12 ('''3-frame''' window)
|damage=5, 2, 2, 6 (14)
*Rush Neutral 2 to Neutral 3 / Up 3: W18, W19, W20 ('''3-frame''' window)
|startup=19F
*Rush Neutral 3 to HP: W20, W21, W22, W23 ('''4-frame''' window)
|type=Physical
*Rush Up 3 to HP (UJS): W27, W28, W29, W30, W31 ('''5-frame''' window)
|priority=Melee Low
*Rush Up 2 into Down 3 / Jecht Stream Down 3. W16, W17, W18, W19, W20 ('''5-frame''' window)
|ex=87
</div></div></div>
|effect=-
|cp=20 (10)
}}
''[Mid] Swift slicing with linked weapons. Can close in on foe. Cancel attack with EX Charge.''


<div class="toccolours mw-collapsible mw-collapsed overflow:auto;">
|-|Circle of Judgment=
<div style="font-weight:bold;line-height:1.6;">Jecht Stream</div>
{{AbilityInfo
<div class="mw-collapsible-content">
|damage=1, 1, 18 (20)
*Stream to Neutral 2: W20, W21 and W22 ('''3-frame''' window)
|startup=23F
*Stream Neutral 2 to Neutral 3 / Down 3: W26, W27 and W28 ('''3-frame''' window)
|type=Physical
*Stream Down 3 to HP:  W16, W17, W18, W19, W20 ('''5-frame''' window)
|priority=Melee Low
*Stream Down 3 to LV2 Triumphant Grasp: '''4-frame window''' if done on earliest timing. If input x frames later, you either have 3, 2 or 1 frame(s) to time LV2 Grasp, including button release
|ex=90
*Stream Neutral 3 to HP: W20, W21, W22, W23 ('''4-frame''' window)
|effect=Absorb
*Stream Neutral 3 to LV2 Blade: '''5-frame''' window if done on earliest timing
|cp=20 (10)
</div></div></div>
}}
''[Mid] Spin; create vacuum wave. Cancel attack with EX Charge.''


If you time an HP early enough, you can charge it to a slightly stronger level 2 version for additional bravery damage. This timing can be difficult to pinpoint and as such, is recommended once you have plenty of experience with the character. The additional hits as well subtly enhanced particle and sound effects will signal success on hit.
</tabber>


=== Choosing the HP combo finisher ===
=== Aerial (EX Mode) ===
Jecht can freely choose which HP attack to end a combo chain with.


Solo HP finisher damage multipliers ranked:
<tabber>
*Ultimate Jecht Shot LV2 ('''24''', easiest timing, floor only)
*Ultimate Jecht Shot LV1 ('''18''')
*Jecht Blade LV2 ('''16''', works anywhere)
*Triumphant Grasp LV2 ('''15''', hardest timing, air only)
*Jecht Blade LV1 ('''10''')
*Triumphant Grasp LV1 ('''10''', easiest timing, air only)


The damage multipliers between Triumphant Grasp and Jecht Blade don't have massive discrepancies between each other, so securing the wall rush often takes priority. Consider the following traits when choosing your HP finisher:
|-|Dual Rend=
{{AbilityInfo
|damage=10, 10, 10 (30)
|startup=15F
|type=Physical
|priority=Melee Low
|ex=30
|effect=Wall Rush
|cp=20 (10)
}}
''[Mid] Quick slash w/shortsword. Cut long distance in one bound.''


'''Ultimate Jecht Shot''' - Consistent high damage on the ground. Only needs floor to output highest (bravery) damage output relative to practical assist combos. However, the long animation also leaves Jecht vulnerable to Assist Change counterattacks.
|-|Rupture=
{{AbilityInfo
|damage=3, 3, 3, 5, 16 (30)
|startup=19F
|type=Physical
|priority=Melee Low
|ex=30
|effect=Wall Rush
|cp=20 (10)
}}
''[Rise][Dive] Pierce opponent. Direction depends on position.''


'''Triumphant Grasp''' - Less bravery damage, but more consistent wall rushes due to short travel distance, and diagonal knockback angle. '''Easiest HP to time''' thanks to Down 3 combo branch. Best used when near a wall, a ceiling, or when you are already at the wall. Diagonal knockback tends to wall rush more consistently in sphere-shaped stages like Order's Sanctuary and Edge of Madness, and it works at the ceiling too. Arguably safest against LV1 Assist Change due to creating most distance during traversal.
|-|Aero (midair)=
{{AbilityInfo
|damage=15
|startup=31F
|type=Magical
|priority=Ranged Low
|ex=60
|effect=Chase, Absorb
|cp=20 (10)
}}
''[Long] Generate tornado. Slow speed, long duration.''


'''Jecht Blade''' - Longest wall carry and highest air-centric combo damage. This also keeps you at the opponent's altitude after a wall rush, so use the dodge cancel window to connect Jecht Beam during Kuja assist. Level 2 Jecht Blade has slightly stronger damage multiplier (16) than level 2 Triumphant Grasp (15), making this technically the stronger aerial wall rush ender. Like Ultimate Jecht Shot, opponent has ample time to retaliate after an Assist Change.
|-|Vortex of Judgment=
{{AbilityInfo
|damage=3 x 3, 3 x 3, 3, 3, 6 (30)
|startup=23F
|type=Physical
|priority=Melee Mid, Block (Ranged Low?)
|ex=84
|effect=Magic Block, Chase, Absorb
|cp=20 (10)
}}
''[Mid] Create 3 vacuum waves. Can aim with the analog stick.''


'''Jecht Beam''' - Does not cause wall rush, but generates 120 EX '''twice''' on hit. This also applies to Side by Side's assist meter influx as well, making this the defacto finisher for building meter. Barring few assists, Jecht Beam requires a wall nearby for combos and Jecht is completely stationary during this attack, making LV1 Assist Change retaliations practical for some characters. If the opponent is trying to react to Jecht Blade for an easier punish attempt, this can and will catch them off guard.
== HP Attacks ==


== Combos (Assist) ==
Outside of EX Mode Gabranth only has access to EX Charge, which has a ground and an aerial version. The main difference between the two is that ground EX Charge takes 5.5 seconds (334F) to generate a full EX meter, while aerial EX Charge takes 8.3 seconds (500F).
AC = Assist Chase
DC = Dodge Cancel
WR = Wall Rush


The listed combos will assume max damage HP enders where possible. Remember that you are allowed to adjust your combo to suit your skill or fit your needs e.g. Jecht Beam instead of Jecht Blade. Since the damage scales according to character stats and equipment, the native damage multipliers for attacks will be used to indicate damage.
=== Normal ===


<tabber>
<tabber>
|-|Kuja=
|-|EX Charge (ground)=
{| class="wikitable sortable"
{{AbilityInfo
|-
|damage=-
! scope=col | Combo
|startup=?
! scope=col | Approximate damage (multipliers)
|type=-
! scope=col | Notes
|priority=-
! scope=col class=unsortable | Video
|ex=?
|-
|effect=-
|Jecht Rush > Ultimate Jecht Shot WR > '''Kuja''' > DC > Jecht Beam > AC > Jecht Stream || ?? || Beam increases critical hit rate for Jecht Stream. || video here
|cp=30 (15)
|-
}}
|Jecht Rush > Jecht Blade WR > '''Kuja''' > DC (diagonal / forward) > Jecht Beam > DC > AC > Jecht Stream LV3 > Jecht Blade LV2 || ?? || Beam increases critical hit rate for Jecht Stream. || another vid
''Charge EX Gauge by holding button.''
|-
 
|Jecht Stream > Down 3 > '''Kuja''' > AC > Jecht Stream LV3 > Jecht Blade LV2 || ?? || BRV damage. Can fit in Jecht Beam during assist if nearby. || video
|-|EX Charge (midair)=
|-
{{AbilityInfo
|Jecht Stream > Triumphant Grasp WR > '''Kuja''' > AC > Jecht Stream LV3 > HP || ?? || Kuja is too far above Jecht to fit in a Jecht Beam. || videooo
|damage=-
|-
|startup=?
|Jecht Stream > Down 3 > Jecht Beam > '''Kuja''' > Jecht Beam HIT > DC > AC > Jecht Stream LV3 > Jecht Blade LV2 || ?? || No wall. Delay the assist call until the opponent is not moving as much. || video
|type=-
|-
|priority=-
|Jecht Stream > Neutral 3 > Jecht Beam > '''Kuja''' > AC > Jecht Stream LV3 > Jecht Blade LV2 || ?? || Requires wall. Good for EX generation. || video
|ex=?
|-
|effect=-
|Jecht Stream Failed 3 > '''Kuja''' (after multi-hit spinning) > last kick HIT > Kuja HIT > AC > Jecht Stream LV3 > Jecht Blade LV2 || ?? || Combo save. No wall. || video
|cp=30 (15)
|-
}}
|Jecht Stream Failed 3 > '''Kuja''' > Empty chase > assist HIT > AC  > Jecht Stream LV3 > Jecht Blade LV2 || ?? || Combo save. Requires wall. || video
''Charge EX Gauge by holding button. Cancelled when you touch the ground.''
|-
 
|Jecht Stream Failed 3 > '''Kuja HP''' > Chase HP > assist HIT > AC > Jecht Stream > Jecht Blade LV2 || ?? || Combo save. Requires 2 assist bars. || video
</tabber>
|-
|}


== HP Attacks ==


|-|Tidus=
=== Ground (EX Mode) ===
{| class="wikitable sortable"
|-
! scope=col | Combo
! scope=col | Approximate damage (multipliers)  
! scope=col | Notes
! scope=col class=unsortable | Video
|-
|Jecht Rush > Ultimate Jecht Shot WR > '''Tidus''' > DC (neutral) > Free Air Dash > Land > Jecht Rush > Neutral 2 > Failed Up 3* > DC (forward) > Jecht Stream > HP || ?? || High BRV damage with the dodge cancel combo. If near a wall, Tidus can wall rush the opponent too high for the second Jecht Rush. || vid
|-
|Jecht Rush > Ultimate Jecht Shot WR > '''Tidus''' > DC (neutral) > > Free Air Dash > Land > Jecht Rush LV3 > Ultimate Jecht Shot LV2 || ?? || Less brv damage, but consistent HP wall rush damage with less room for error. || vid
|-
|Jecht Stream > Jecht Blade WR > '''Tidus''' > AC > LV3 Jecht Stream > HP || ?? || Bread-and-butter, nothing fancy. || video
|-
|Jecht Stream > Triumphant Grasp WR > '''Tidus''' > AC > LV3 Jecht Stream > HP || ?? || Bread-and-butter, nothing fancy. || video
|-
|Jecht Stream > Down 3 > Jecht Beam > '''Tidus''' call > Tidus HIT 1 > Jecht Beam HIT > Tidus HIT 2 > DC > AC > Jecht Stream > Jecht Beam  || ?? || No wall. Requires 1 assist bar. EX generation. Call Tidus right after inputting Jecht Beam. For LV3 Jecht Stream, delay Tidus. || vid
|-
|Jecht Stream > Jecht Beam > '''Tidus''' > DC > AC > Jecht Stream > Jecht Blade LV2 || ?? || Requires wall. Sphere-shaped walls can make it easier to send too far for assist to pick up. || vid
|-
|Jecht Rush > Failed Neutral 3 > '''Tidus''' > DC > AC > Jecht Stream LV3 > Jecht Blade LV2 || ?? || Combo save. Ground only. Call Tidus right as Jecht's movement stops. || video
|-
|Jecht Stream > Failed Neutral 3 > '''Tidus''' > Empty chase > Tidus HIT > AC > Jecht Stream > Jecht Blade LV2 || ?? || Combo save. Requires wall. || video
|-
|Jecht Stream > Failed Neutral 3 > '''Tidus''' HP >> Chase HP > Opponent dodge > Tidus HP HIT > AC > Jecht Stream LV3 > Jecht Blade LV2 || ?? || Combo save. No wall. Requires 2 assist bars. || video
|-
|Jecht Stream > Failed Neutral 3 > '''Tidus''' > DC > AC > Jecht Stream LV3 > Jecht Blade LV2 || ?? || Combo save. No wall required, but very difficult / inconsistent without wall. || video
|}


|-|Aerith=
<tabber>
|Jecht Rush > Ultimate Jecht Shot WR > '''Aerith''' > DC (neutral) > Land > Ultimate Jecht Shot WR > '''Aerith''' > HP HIT > Aerith HIT >  Jecht Rush LV3 > Ultimate Jecht Shot LV2 || ?? || 3x HP + wall rush damage. Ground only, high damage with a high base bravery build. Perform the second UJS further away, || video
|-|Execution=
|-
{{AbilityInfo
|Jecht Rush > Ultimate Jecht Shot WR > '''Aerith''' > DC (neutral) > Land > Ultimate Jecht Shot WR > '''Aerith''' > HP HIT > Aerith HIT >  Jecht Rush LV3 > Neutral 2 > Failed Up 3 > DC (forward) > Jecht Stream > Jecht Blade LV2 || ?? || Highest damage potential. 2x HP + wall rush, with BRV break and 1 HP + wall rush depending on situation. || video
|damage=20
|-
|startup=41F
|Jecht Stream > Jecht Blade WR > '''Aerith''' > Free Air Dash x2 > Jecht Stream LV3 > Jecht Blade LV2 || ?? || Free Air Dash for assist meter. || video
|type=Physical
|-
|priority=Melee High, Block (Ranged Low?)
|Jecht Stream > Triumphant Grasp WR > '''Aerith''' > Free Air Dash x2 > Jecht Stream LV3 > Jecht Blade LV2 || ?? || Free Air Dash for assist meter. || video
|ex=90
|-
|effect=Magic Block, Absorb
|Jecht Stream > Jecht Beam > '''Aerith''' > Jecht Beam HIT > Aerith HIT > Free Air Dash x2 > Jecht Stream LV3 > Jecht Blade LV2 || ?? || Requires wall (direct angle). Call Aerith before Jecht Beam hits. || video
|cp=30 (15)
|-
}}
|Jecht Stream Failed 3 > '''Aerith''' > Empty chase > Aerith HIT > Jecht Stream LV3 > Jecht Blade LV2 || ?? || Combo save. No wall required. || video
''[Mid] Thrust sword; set off large explosion at sword tip.''
|-
|Jecht Stream Failed 3 > '''Aerith''' > Chase HP > opponent dodge > Aerith HIT > Jecht Stream LV3 > Jecht Blade LV2 || ?? || Combo save. No wall required. Generates EX with the opponent's dodge. || video
|}


|-|Sephiroth=
|-|Innocence (ground)=
|Jecht Rush > Ultimate Jecht Shot WR > '''Sephiroth''' > DC (neutral) > Jecht Beam > DC > AC > Jecht Stream LV3 > Jecht Blade LV2 || ?? || Time Jecht Beam on the last part of ground BRV assist. || video
{{AbilityInfo
|-
|damage=-
|Jecht Stream > Jecht Blade WR > '''Sephiroth''' > DC (diagonal/forward) > Jecht Beam > DC > AC > Jecht Stream > Jecht Blade LV2 || ?? || Not enough time for Jecht Stream LV3. || video
|startup=81F
|-
|type=-
|Jecht Stream > Triumphant Grasp WR > '''Sephiroth''' > AC > Jecht Stream LV3 > Jecht Blade LV2 || ?? || Same as Kuja and Tidus. || video
|priority=Ranged High, Block (Ranged Low?)
|-
|ex=15
|Jecht Stream > Jecht Beam > '''Sephiroth''' > AC > Jecht Stream LV3 > Jecht Blade LV2 || ?? || Requires wall (direct angle). || video
|effect=Magic Block, Wall Rush
|-
|cp=30 (15)
|Jecht Stream Failed 3 > '''Sephiroth''' (after multi-hit spinning) > last kick HIT > Sephiroth HIT > AC > Jecht Stream LV3 > Jecht Blade LV2 || ?? || Combo save. No wall. || video
}}
|-
''[Long] 4 sword shockwaves fly toward foe at high speed.''
|Jecht Stream Failed 3 > '''Sephiroth''' > Empty chase > Sephiroth HIT > AC > Jecht Stream LV3 > Jecht Blade LV2 || ?? || Requires wall. || video
|-
|}


|-|Yuna=
</tabber>
e


|-|Onion Knight=
=== Aerial (EX Mode) ===
f


|-|Squall=
<tabber>
g


|-|Ultimecia=
|-|Hatred=
h
When charged by holding the button, the hitbox appears 15 frames after button release.


|-|Terra=
{{AbilityInfo
i
|damage=-
|startup=35F
|type=-
|priority=Melee High
|ex=30
|effect=Wall Rush, Absorb
|cp=30 (15)
}}
''[Mid] Emit shockwave. Can aim with the analog stick.''


|-|Gilgamesh=
|-|Innocence (midair)=
j
{{AbilityInfo
|damage=-
|startup=75F
|type=-
|priority=Ranged High, Block (Ranged Low?)
|ex=15
|effect=Magic Block, Wall Rush
|cp=30 (15)
}}
''[Long] 4 sword shockwaves fly toward foe at high speed.''


</tabber>
</tabber>


== Saving a combo ==
== EX Mode: Mist ==
Yes, even failed combos can be converted into HP damage with assist. The timing varies depending on your assist and stage positioning.
Effects:
* Regen
* Critical Boost
* Stray's Tenacity
* Jamming
 
=== Stray's Tenacity ===
''[Always active while in EX Mode] Boosts stats and abilities, and greatly strengthens attacks.''
 
* ATK +4
* DEF +3
 
=== Jamming ===
''[Activates after EX Break] Prevents opponent from gaining stage bravery.''
 
=== EX Burst: Quickening ===
''Blows embodying wrath itself. Shuffle options with R. Press X to select moves to use.''
 
A consistent method for a successful EX Burst is to press R, then press X repeatedly a few times and loop this for a total of three repetitions for each Quickening.
 
{{burst
|damage1=10
|damage2=6 x 5, 8 x 2, 14, 2 x 12, 6 (90) (100 total)
|type=Physical
}}
 
== Builds ==
Builds here.
 
<tabber>
|-|Build #1=
{{Build
|hp=
|cp=
|brv=
|atk=
|def=
|luk=
|booster=
|setbonus=
|ast=
|wpn=
|hand=
|head=
|armor=
|acc1=
|acc2=
|acc3=
|acc4=
|acc5=
|acc6=
|acc7=
|acc8=
|acc9=
|acc10=
|summon=
}}
 
|-|Build #2=
{{Build
|hp=
|cp=
|brv=
|atk=
|def=
|luk=
|booster=
|setbonus=
|ast=
|wpn=
|hand=
|head=
|armor=
|acc1=
|acc2=
|acc3=
|acc4=
|acc5=
|acc6=
|acc7=
|acc8=
|acc9=
|acc10=
|summon=
}}
 
</tabber>


If the opponent is pushed into a wall, most meta assists will work fine if you initiate empty chase. Without a wall, Aerith works consistently with empty chase. As a general rule, call the assist after the last kick, but BEFORE the chase prompt appears. Then do empty chase to coincide with the assist's connected attack.
== Assist ==


=== Knockback cancel ===
{{012Assist
Few assists (Kuja, Tidus, Sephiroth) require cancelling the knockback of the last hit that causes a chase prompt. The idea is to call the assist when the multi hits end, or when Jecht does a little spin before winding up the kick.
|type1=BRV
|attack1=Enrage
|startup1=15F
|position1=Ground
|spawn1=Opponent
|damage1=3 x 8, 16 (40)
|effect1=Wall Rush
|type2=BRV
|attack2=Aero
|startup2=31F
|position2=Air
|spawn2=Opponent
|damage2=15
|effect2=Chase
|type3=HP
|attack3=Execution
|startup3=41F
|position3=Ground
|spawn3=Opponent
|damage3=20
|effect3=Chase
|type4=HP
|attack4=Hatred
|startup4=35F
|position4=Air
|spawn4=Opponent
|damage4=-
|effect4=Wall Rush
}}


If done correctly, assist will carry out their attack as usual. Unfortunately, some assists like Yuna, Onion Knight and Zidane spawn too far for this to work with them. However, assists with good range, wide hitbox and / or multiple hits such as Kuja and Sephiroth make this easier.
Gabranth works well with Kuja and Jecht assists.

Revision as of 14:36, 5 January 2024


Info
Name Gabranth (ガブラス)
Original game Final Fantasy XII
Weapon Swords, Daggers, Greatswords, Axes, Guns
Armor Shields, Gauntlets, Helms, Light Armor, Heavy Armor, Large Shields
Base ATK (LV100) 108 (Very Low / +4 during EX Mode, Very High)
Base DEF (LV100) 109 (Lowest / +3 during EX Mode, High)
Run Speed 12 (Normal, Very Slow), 4 (EX Mode, Fast)
Dash Speed 85 (Normal, Slow), 73 (EX Mode, Fast)
Fall Speed 81 (Normal, Average), 67 (EX Mode, Fast)
Fall Speed Ratio After Dodge 34 (Normal, Above Average), 16 (EX Mode, Very Fast)
Exclusive weapons Demonsbane, Deathbringer, Chaos Blade
Strengths Weaknesses

Overview

Bravery Attacks

Ground (Normal)

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
5, 2, 2, 6 (14) 19F Physical Melee Low 87 - 20 (10)
[Mid] Swift slicing with linked weapons. Can close in on foe. Cancel attack with EX Charge.

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
20 23F Physical Melee Low 60 - 20 (10)
[Mid] Charging attack. Charge follows opponent. Cancel attack with EX Charge.

Ground (EX Mode)

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
3 x 8, 16 (40) 15F Physical Melee Low 24 Wall Rush 20 (10)
[Mid] Quick slash w/shortsword. Slash with each button press.

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
15 31F Magical Ranged Low 60 Chase, Absorb 20 (10)
[Long] Generate tornado. Slow speed, long duration.

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
6, 9, 20 (35) 21F Physical Melee Mid 90 Chase 20 (10)
[Mid] Charge up to 3 times by pressing button.

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
10, 10 (20) 31F Magical Ranged Low 90 Chase 20 (10)
[Long] Send column of flame along ground. Homes in on foe.

Aerial (Normal)

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
5, 2, 2, 6 (14) 19F Physical Melee Low 87 - 20 (10)
[Mid] Swift slicing with linked weapons. Can close in on foe. Cancel attack with EX Charge.

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
1, 1, 18 (20) 23F Physical Melee Low 90 Absorb 20 (10)
[Mid] Spin; create vacuum wave. Cancel attack with EX Charge.

Aerial (EX Mode)

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
10, 10, 10 (30) 15F Physical Melee Low 30 Wall Rush 20 (10)
[Mid] Quick slash w/shortsword. Cut long distance in one bound.

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
3, 3, 3, 5, 16 (30) 19F Physical Melee Low 30 Wall Rush 20 (10)
[Rise][Dive] Pierce opponent. Direction depends on position.

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
15 31F Magical Ranged Low 60 Chase, Absorb 20 (10)
[Long] Generate tornado. Slow speed, long duration.

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
3 x 3, 3 x 3, 3, 3, 6 (30) 23F Physical Melee Mid, Block (Ranged Low?) 84 Magic Block, Chase, Absorb 20 (10)

[Mid] Create 3 vacuum waves. Can aim with the analog stick.

HP Attacks

Outside of EX Mode Gabranth only has access to EX Charge, which has a ground and an aerial version. The main difference between the two is that ground EX Charge takes 5.5 seconds (334F) to generate a full EX meter, while aerial EX Charge takes 8.3 seconds (500F).

Normal

<tabber>

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
- ? - - ? - 30 (15)
Charge EX Gauge by holding button.

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
- ? - - ? - 30 (15)
Charge EX Gauge by holding button. Cancelled when you touch the ground.

HP Attacks

Ground (EX Mode)

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
20 41F Physical Melee High, Block (Ranged Low?) 90 Magic Block, Absorb 30 (15)
[Mid] Thrust sword; set off large explosion at sword tip.

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
- 81F - Ranged High, Block (Ranged Low?) 15 Magic Block, Wall Rush 30 (15)
[Long] 4 sword shockwaves fly toward foe at high speed.

Aerial (EX Mode)

When charged by holding the button, the hitbox appears 15 frames after button release.

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
- 35F - Melee High 30 Wall Rush, Absorb 30 (15)
[Mid] Emit shockwave. Can aim with the analog stick.

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
- 75F - Ranged High, Block (Ranged Low?) 15 Magic Block, Wall Rush 30 (15)
[Long] 4 sword shockwaves fly toward foe at high speed.

EX Mode: Mist

Effects:

  • Regen
  • Critical Boost
  • Stray's Tenacity
  • Jamming

Stray's Tenacity

[Always active while in EX Mode] Boosts stats and abilities, and greatly strengthens attacks.

  • ATK +4
  • DEF +3

Jamming

[Activates after EX Break] Prevents opponent from gaining stage bravery.

EX Burst: Quickening

Blows embodying wrath itself. Shuffle options with R. Press X to select moves to use.

A consistent method for a successful EX Burst is to press R, then press X repeatedly a few times and loop this for a total of three repetitions for each Quickening.

Damage multiplier (initial) Damage multiplier (rest) Type
10 6 x 5, 8 x 2, 14, 2 x 12, 6 (90) (100 total) Physical

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

Type Attack Startup Position Spawn Damage multiplier Effects
BRV Enrage 15F Ground Opponent 3 x 8, 16 (40) Wall Rush
BRV Aero 31F Air Opponent 15 Chase
HP Execution 41F Ground Opponent 20 Chase
HP Hatred 35F Air Opponent - Wall Rush

Gabranth works well with Kuja and Jecht assists.