Vaan (Dissidia 012) and Garland (Dissidia 012): Difference between pages

From Dissidia Wiki
(Difference between pages)
(→‎Overview: Added about ex.)
 
(→‎Ground: Adjusted details for ground braveries.)
 
Line 1: Line 1:
[[Category:Dissidia 012 Final Fantasy]]
[[Category:Dissidia 012 Final Fantasy]]
{{CharacterInfo
{{CharacterInfo
|name=Vaan (ヴァン)
|name=Garland (ガーランド)
|origin=Final Fantasy XII
|origin=Final Fantasy
|weapon=Parrying Weapons, all normal weapons except instruments
|weapon=Axes, Greatswords, Katanas, Spears
|armor=Shields, Bangles, Hats, Helms, Headbands, Clothing, Light Armor, Chestplates
|armor=Gauntlets, Heavy Armor, Helms, Light Armor, Shields
|atk=109 (Below Average)
|runspeed=10.5 (Very Slow)
|def=112 (High)
|dash=81 (Below Average)
|runspeed=6 (Good)
|fall=77 (Above Average)
|dash=77F (Average / Good)
|fallr=41 (Below Average)
|fall=73F (Great)
|exclusives=
|fallr=28 (Above Average)
|exclusives=Ogrekiller, Viking Axe, Gigant Axe
|exclusives=Reks's Blade, Sword of Kings, Zodiac Blade
 
}}
 
{{ProConTable
|pros=*Coming soon
|cons=*Coming soon
}}
}}


= Overview =
== Overview ==
Vaan is a close to mid range character in Dissidia 012 with a variety of bravery attacks in his arsenal. By utilising his unique "Switch" mechanic, Vaan can access a different bravery attack based on the bravery he previously used.
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.


This is a double-edged sword - While Vaan has access to attacks with an abundance of above average properties, he is forced to commit to attacking if the player wants to use a specific bravery attack in the future. Many of Vaan's attacks have long start-up or long recovery and are designed to work at specific ranges and angles. As such, Vaan's necessity to whiff is mandated not just by the assist mechanic, but also the accessibility of his repertoire.
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, the nature of his gameplay actually lends well to low and intermediate players. Vaan's mechanical diversity exposes players to various aspects of decision making and gameplay interactions. While few staple loadouts exist, each match-up may demand specific combinations. This kind of diversity makes Vaan a compelling character to experiment with. He can crush blocks, engage from mid range, bypass projectiles, he even has infinite combos. Few solo combos exist, but assists expand his combo potential even further. Despite the relatively high damage multipliers on attacks, the below average base ATK stat means Vaan's damage output is only average without heavy investment. He scales well with investment and his mobility is good overall while boasting an above average base defense stat. Vaan's EX intake is slightly above average, but also has one of the most underwhelming EX modes in the game.
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''.


Vaan has been ranked mid and low tier throughout the game's competitive history. He is not known to be an effective counterpick character and optimising his play requires a lot of effort one might expect from a specialist. Even at his strongest, Vaan's gameplay is not necessarily polarising. He suffers from a three-slot-bravery dilemma and often times below average frame data or tracking. He is not proficient at building assist meter and he struggles against command blocks designed around mid and high priority attacks.
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. But with consistent grounded defensive play, he can overpower many conventionally strong characters who have to engage with him first. He often requires meter to land HP damage and thus secure a victory, but his long-term gameplan is strong thanks to his EX generation and strong applications of a full EX meter.


Players have to make compromises and take advantage of every mechanic, quirk and strategy they can. In a way, Vaan may truly exemplify the saying "jack of all trades is a master of none".
Accumulate bravery, meter and overwhelm the opposition.


== Bravery Attacks ==
== Bravery Attacks ==
All of Vaan's bravery attacks have two versions. Switch (SW) versions are performed when Vaan has not previously used the attack in question e.g. at the start of a match. On-hand (OH) versions are only performed if Vaan uses the same attack again after the Switch version.
=== Ground ===
 
<tabber>
|-|Round Edge=
{{AbilityInfo
|damage=7,8,30 (45, Short) / 7,8,9,2,2,2,15 (45, Long)
|startup=23F
|type=Physical
|priority=Melee Low, Melee Mid (2nd hit), Melee High (3rd hit, Long)
|ex=30 (Short) / 90 (Long)
|effect=Wall Rush (Short) / Chase (Long)
|cp=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.


All attacks have a ground and midair version.
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.


<tabber>
|-|Lance Charge=
|-|Sword & Shield=
{{AbilityInfo
{{AbilityInfoVaan
|damage=2x5,5,15 (30)
|damage1=30
|startup=31F
|startup1=39F (Block 1~30F)
|type=Physical
|type1=Physical
|priority=Melee Mid
|priority1=Block Mid / Melee Low
|ex=30
|ex1=60
|effect=Wall Rush
|effect1=Chase, block
|cp=30 (15)
|cp1=40 (20)
|damage2=5,7,13 (25)
|startup2=19F
|type2=Physical
|priority2=Melee Low
|ex2=90
|effect2=Chase
|cp2=
|damage3=30
|startup3=39F (Block 1~30F)
|type3=Physical
|priority3=Block High / Melee Low
|ex3=60
|effect3=Chase, block, increased block priority
|cp3=
}}
}}
''[Close] Sword and shield attack. Block attacks while switching.''
''[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 movement helps avoid it with less risk, but the mileage varies between chahracters.
 
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.


EX Version's blocking priority is upgraded from Block Mid to Block High, the same as few other command blocks such as [[Cloud_of_Darkness_(Dissidia_012)|'''Cloud of Darkness''']]' Wrath or [[Exdeath_(Dissidia_012)|'''Exdeath''']]'s Protect / Shell Guard. It will stagger opponents using Melee Mid attacks and Vaan himself will stagger against high priority (HP) attacks.
Lance Charge is a staple in Garland's kit and is one of the best ground-to-ground bravery attacks in the game.


|-|Axe & Shield=
|-|Deathblow=
{{AbilityInfoVaan
{{AbilityInfo
|damage1=30
|damage=15
|startup1=33F
|startup=13F
|type1=Physical
|type=Physical
|priority1=Melee High
|priority=Melee Low
|ex1=0
|ex=60
|effect1=Wall rush
|effect=
|cp1=40 (20)
|cp=30 (15)
|damage2=2 hits, 4 hits, 1 hit (7~25)
|startup2=19F
|type2=Physical
|priority2=Melee Low
|ex2=30
|effect2=Wall rush
|cp2=
|damage3=4 hits, 25 (29~45)
|startup3=33F
|type3=Physical
|priority3=Melee High
|ex3=30
|effect3=Wall rush, extra follow-up
|cp3=
}}
}}
''[Close] Swipe with axe. Break foe's defense while switching.''
''[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.


|-|Greatsword=
|-|Highbringer=
{{AbilityInfoVaan
{{AbilityInfo
|damage1=10,10,20 (40)
|damage=5,19 (24, Low) / 5,2,2,15 (24, High)
|startup1=11F / 43F (max charge)
|startup=17F (Low) / 13F (High)
|type1=Physical
|type=Physical
|priority1=Melee Low / Melee Mid
|priority=Melee Low
|ex1=30
|ex=90 (Low) / 30 (High)
|effect1=Wall rush
|effect=Chase (Low) / Wall Rush (High)
|cp1=40 (20)
|cp=30 (15)
|damage2=13,17 (30)
|startup2=23F
|type2=Physical
|priority2=Melee Low
|ex2=30
|effect2=Wall rush
|cp2=
|damage3=10,10,20 (40)
|startup3=11F / 33F (max charge)
|type3=Physical
|priority3=Melee Low / Melee Mid (3rd hit / Max Charge all hits)
|ex3=30
|effect3=Wall rush, reduced charge time
|cp3=
}}
}}
''[Mid] Two-handed blade slash. Hold button to change range.''
''[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.


One of Vaan's strongest bravery attacks. Close + mid-range. Commonly used as a close-range initiator, combo extender, a gap closer and a commital dodge punish (SW charged).
It's not a terrible move, but Deathblow is the stronger move overall.


SW is his fastest attack at 11 frames (60 FPS) and boasts great knockback and good tracking when fully charged. The damage multiplier is great, higher than [[Garland_(Dissidia_012)|'''Garland''']]'s Bardiche. Charging increases tracking and turns the attack into a Melee Mid priority attack. The initial hitbox is active for majority of the movement, making it very good at catching dodges that stay within the move's path. However, while it can continue travelling forward and vertically, greatsword is poor at turning around after the initial charge.
|-|Thundaga (ground)=
{{AbilityInfo
|damage=each (10)
|startup=51F
|type=Magical
|priority=Ranged Low
|ex=0
|effect=
|cp=30 (15)
}}
''[Long] Call down lightning strikes that home in on opponent.''


SW Greatsword can also be used as a dodge cancel follow-up from SW Katana, SW Staff, SW Crossbow and Windburst.
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.


OH version is a decent advancing poke with relatively good speed, but weaker on hit compared to SW version. It is one of his fastest attacks to whiff in terms of duration and recovery. The first hit can be easily hit-confirmed for an assist without a wall, which is where Vaan is normally a bit worse on average. The tracking up close is deceptively good and the attack works well as an assist combo filler.
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.


Though it is somewhat predictable at it's commonly used range if not used in tandem with Katana or Crossbow, it has a rare upside that's shared among many of Vaan's on-hand braveries - It does not have an instant sound queue on start-up. The animation is not explicit and it does not emit any visual effects early to telegraph the attack. That can make it difficult for the opponent to visually react to OH Greatsword consistently.
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.


EX version only reduces required time for a maximum charge. Can catch unwary opponents off guard, but the EX mode's Free Switch is more valuable overall as it lets Vaan access the SW version more frequently with less risk.
Thundaga is good at interrupting opponents from a distance, but it does not represent a big threat frequently.
</tabber>


Greatsword is a consistently powerful bravery for Vaan and is a popular choice in many match-ups, such as Cecil, Cloud and Squall.
=== Aerial ===


|-|Katana=
<tabber>
{{AbilityInfoVaan
|-|Twin Swords=
|damage1=1x12,30,8 (50)
{{AbilityInfo
|startup1=39F
|damage=7,8,15 (30)
|type1=Physical
|startup=21F
|priority1=Melee Mid
|type=Physical
|ex1=60~90
|priority=Melee Low
|effect1=Chase
|ex=30
|cp1=40 (20)
|effect=Wall Rush
|damage2=9,1x4,17 (30)
|cp=30 (15)
|startup2=23F
|type2=Physical
|priority2=Melee Low
|ex2=90
|effect2=Chase
|cp2=
|damage3=1x12,30,8 (50)
|startup3=39F
|type3=Physical
|priority3=Melee Mid
|ex3=60~90
|effect3=Chase, longer input for 2nd hit
|cp3=
}}
}}
''[Mid] Katana slash. Power rises with slow combo while switching.''
''[Mid] Swipe with twin blades. Approaches foe; limited height.''
 
Garland's primary aerial bravery attack that advances forward. It's fast enough to be unreactable in close range and it can occupy space for a relatively long time. Obviously 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.


|-|Spear=
|-|Chain Cast=
{{AbilityInfoVaan
{{AbilityInfo
|damage1=4x5,15 (35)
|damage=7,8 (15)
|startup1=23F
|startup=45F
|type1=Physical
|type=Physical
|priority1=Melee Mid
|priority=Melee Low
|ex1=15
|ex=90
|effect1=Wall rush, absorb
|effect=Chase
|cp1=40 (20)
|cp=30 (15)
|damage2=2x4,7,13 (28)
|startup2=21F
|type2=Physical
|priority2=Melee Low
|ex2=30
|effect2=Wall rush
|cp2=
|damage3=4x5,4x5,15 (55)
|startup3=23F
|type3=Physical
|priority3=Melee Mid
|ex3=24
|effect3=Wall rush, absorb
|cp3=
}}
}}
''[Mid] Swipe with spear. Draw foe near while switching.''
''[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), but he must be below the opponent for this to work.
 
It has enough hit stun to make empty chase attempts safer than on average, although it is not entirely safe to use in all instances.
 
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.


|-|Staff=
|-|Bardiche=
{{AbilityInfoVaan
{{AbilityInfo
|damage1=1x8,22 (30)
|damage=30
|startup1=23F
|startup=23F
|type1=Magical
|type=Physical
|priority1=Melee Low
|priority=Melee Low
|ex1=108
|ex=0
|effect1=Chase
|effect=Wall Rush
|cp1=40 (20)
|cp=30 (15)
|damage2=3x3,11 (20)
|startup2=21F
|type2=Physical
|priority2=Melee Low
|ex2=114
|effect2=Chase
|cp2=
|damage3=1x8,1x8,22 (38)
|startup3=150
|type3=Magical
|priority3=Melee Low
|ex3=150
|effect3=Chase
|cp3=
}}
}}
''[Mid] Swipe with staff. Generates extra EX Force. SW: Move OK.''
''[Dive] Mighty axe swing. Great for attacking from above.''
 
Garland's iconic crushing repertoire. A staple in Garland's kit thanks to it's speed, relative safety on whiff and infamous damage output. The designated vertical, downward tracking and the lack of forward momentum limits Bardiche's hit rate in the air. But it functions well as an assist meter generator and air-to-ground attack.
 
With one of the higher bravery damage multipliers (30) and wall rush, repeated use of Bardiche is known to be the strongest EX Revenge combo in the entire game.


|-|Crossbow=
|-|Twist Drill=
{{AbilityInfoVaan
{{AbilityInfo
|damage1=1x15,15 (30)
|damage=4x2,8,14 (30)
|startup1=41F
|startup=21F
|type1=Physical
|type=Physical
|priority1=Ranged Low
|priority=Melee Low
|ex1=max 105
|ex=90
|effect1=Chase
|effect=Chase
|cp1=40 (20)
|cp=30 (15)
|damage2=4x3 (12)
|startup2=31F
|type2=Physical
|priority2=Ranged Low
|ex2=0
|effect2=Chase
|cp2=
|damage3=1x15,15 (30)
|startup3=41F
|type3=Physical
|priority3=Ranged Low
|ex3=max 105
|effect3=Chase, increased range
|cp3=
}}
}}
''[Long] Shoot at foe with bowgun. SW: Hold button for rapid-fire.''
''[Rise] Upwards lunge with sword. Great for attacking from below.''
 
Fast anti-air attack with good combo potential, damage and EX output. Primarily designed to home in on opponents above Garland, Twist Drill is often used as a combo move after Deathblow, as a whiff punisher or as an approach tool.
 
It's hitstun is long enough to combo into an assist from a relatively late dodge cancel window or an empty chase. That also means Twist Drill is a bravery attack that is ''consistently safe on hit after initiating an empty chase'' for EX intake.
 
While it cannot effectively hit opponents directly in front of him or above his head, Twist Drill is still a staple in Garland's air combat. The extended hitbox allows him to poke through projectiles and traps, such as Ultimecia's charged Knight's Lance. The first part can be dodge cancelled early enough to contest The Emperor's Dreary Cell traps and the overall speed can be difficult to react to. Drill the threat into the opponent's head.
 


|-|Rifle=
|-|Thundaga (midair)=
{{AbilityInfoVaan
{{AbilityInfo
|damage1=3x6 (18)
|damage=each (10)
|startup1=49F (Dodge 1~20F)
|startup=51F
|type1=Physical
|type=Magical
|priority1=Ranged Low
|priority=Ranged Low
|ex1=0
|ex=0
|effect1=Wall rush, dodge
|effect=
|cp1=40 (20)
|cp=30 (15)
|damage2=3x6 (18)
|startup2=29F
|type2=Physical
|priority2=Ranged Low
|ex2=0
|effect2=Wall rush
|cp2=
|damage3=3x6,3x6 (36)
|startup3=49F (Dodge 1~20F)
|type3=Physical
|priority3=Ranged Low
|ex3=0
|effect3=Wall rush, dodge
|cp3=
}}
}}
''[Long] Shoot at foe with gun. Dodge ability while switching.''
''[Long] Call down lightning strikes that home in on opponent.''
 
Same as the ground version, except it can be done anywhere in the air. This one is more difficult to justify with four other strong air braveries competing for slots.


</tabber>
</tabber>
Line 260: Line 229:


=== Ground ===
=== Ground ===
<tabber>
<tabber>
|-|Torrent=
|-|Earthquake=
{{AbilityInfo
|damage=8, 2x5 (18)
|startup=39F
|type=Physical (axe) / Magical (rocks)
|priority=Melee High (axe) / Unblockable (rocks)
|ex=36
|effect=Wall Rush
|cp=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. The HP-inflicting rock that spawns at the end has minor anti-air potential.
 
The active duration, the relative space control and dodge cancel window can make punishing this move on the ground difficult without mid range attacks. Earthquake is effective when used sparingly, but aerial attacks from above can still punish it.
 
|-|Blaze (ground)=
{{AbilityInfo
{{AbilityInfo
|damage=2 [up], 2,3,3, [down] (10)
|damage=--
|startup=21F (up) / 69F (down)
|startup=59F
|type=Magical
|type=--
|priority=Ranged High
|priority=Ranged High
|ex=24
|ex=each (9)
|effect=Wall rush
|effect=--
|cp=40 (20)
|cp=30 (15)
}}
}}
''[Long] Call down water torrents. Water fires from magic array.''
''[Long] Shoot multiple fireballs that chase opponent.''
 
Homing fireballs that can be dodged with well placed dodge. Not commonly used on the ground when Garland has other attacks with better properties and reward on hit.
 
Each fireball can inflict meter depletion if they hit, a trait that carries over to it's aerial version.


|-|Cataclysm=
|-|Tsunami=
{{AbilityInfo
{{AbilityInfo
|damage=--
|damage=2x6 (12)
|startup=45F
|startup=45F
|type=--
|type=Physical
|priority=Melee High / Ranged High
|priority=Melee High
|ex=30~60
|ex=96
|effect=
|effect=--
|cp=40 (20)
|cp=30 (15)
}}
}}
''[Mid] Summon multiple boulders that charge at opponent.''
''[Mid] Hurl chain sword. Vertically limited, very accurate.''
 
One of Garland's primary post-dodge defensive options on the ground. Much like Chain Cast, the swift movement makes it safe rather than plain invincibility. Strong tracking against grounded opponents works very well as a dodge punisher and as an instigator (when assist meter is available). Can also hit aerial opponents who are close to Garland at the time of impact.
 
Combos into assists on hit. A good mixup akin to Earthquake, with stronger tracking at the expense of wall rush. The animation is long, so exercise caution before using this.
 
If you stagger an opponent with a [[Blodge|'''blodge''']], you can use Tsunami to retaliate after blodging backwards or sideways.


</tabber>
</tabber>
Line 289: Line 285:
=== Aerial ===
=== Aerial ===
<tabber>
<tabber>
|-|Inferno=
|-|Blaze (midair)=
{{AbilityInfo
|damage=--
|startup=59F
|type=--
|priority=Ranged High
|ex=each (9)
|effect=--
|cp=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.
 
|-|Cyclone=
{{AbilityInfo
{{AbilityInfo
|damage=1x9 (9)
|damage=--
|startup=51F
|startup=51F
|type=Magical
|type=--
|priority=Melee High
|priority=Ranged High
|ex=3 per hit (27 max)
|ex=each (60)
|effect=Wall rush
|effect=Absorb
|cp=40 (20)
|cp=30 (15)
}}
}}
''[Mid] Focus flames and charge. Strong homing capability.''
''[Close] Call forth tornado. Slow speed, homing ability.''
 
Two ranged high projectiles that temporarily occupy space while gradually splintering off from their starting position. Often used as a passive defensive tool, a combo extender after an assist or a safer match ender during an assist combo. Combos into assists hit.
 
It does not protect Garland effectively from all angles. However, characters without projectiles, command blocks, disjointed hitbox or a relatively fast advancing Melee High attack will find Cyclone to be difficult to neutralise.


|-|Windburst=
|-|Flare=
{{AbilityInfo
{{AbilityInfo
|damage=15
|damage=15
|startup=29F (step) / 99F (wind)
|startup=47F
|type=Physical
|type=Physical
|priority=Melee High (step) / Ranged High (wind)
|priority=Melee High
|ex=30 / 60
|ex=30
|effect=Absorb
|effect=Wall Rush
|cp=40 (20)
|cp=30 (15)
}}
}}
''[Long] Generate tornado. Draws in foe for a set time.''
''[Mid] Strike with greatsword, causing large explosion on hit.''
 
Garland's primary post-block HP retaliation and assist combo ender inflicting HP damage. Homes in on the opponent well, but only occupies space briefly. The knockback has good wall rush potential.
 
If the opponent uses LV1 Assist Change as soon as Flare's first hit has made contact, Garland can be hit during the animation. Cyclone and Blaze HPs can make up for this weakness, but Flare remains a staple in Garland's arsenal regardless. It is the only aerial HP he can consistently connect after staggering an opponent with a block. Rack up the bravery and unleash the fury.


</tabber>
</tabber>


=== EX Mode: Obtained all Licenses! ===
== EX Mode ==
Effects:
Effects:
* Regen
* Regen
* Critical Boost
* Critical Boost
* Free Switch
* Indomitable Resolve
* Zodiak
 
=== Indomitable Resolve ===
''[Active while attacking] Even while taking damage, attacks can be performed without flinching.''
 
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.
 
=== EX Burst: Soul of Chaos ===
''An attack terrible enough to shake the heavens. Repeatedly press circle to add strength to the attack.''
 
{{burst
|damage1=12, 12 (24)
|damage2=4x3, 3x4, 16, 16, 5x4 (100 total)
|type=Physical
}}
 
== Assist ==
Garland's assist data.
 
{| class="wikitable"
|-
! Attack !! Startup !! Spawns near !! Damage Multiplier !! Additional properties
|-
| Round Edge (Ground BRV) || 23F || Opponent || 2 x 4, 6, 16 (30) || Melee Mid (third hit), Wall Rush
|-
| Bardiche (Midair BRV) || 23F || Opponent || 30 (30) || Wall Rush
|-
| Tsunami (Ground HP) || 45F || Opponent || 2 x 6 (12) || Chase
|-
| Cyclone (Midair HP) || 51F || Opponent || - || Chase
|-
|}
 
Garland works with most meta assists, but only Kuja (and to a lesser extent, Sephiroth) provides the signature damage output, consistent combo opportunities and whiff punish capabilities. Other assists have diminishing returns.
 
<tabber>
|-|Kuja=
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 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.
 
|-|Aerith=
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>Not necessarily a bad choice, but Garland rarely has to prioritise LV2 Assist Change stalemate counterstrategies over everything else that Kuja / Sephiroth can already achieve.
</tabber>


==== Free Switch ====
== Builds ==
''[Activate with R + square] Revert to unarmed attacks at any time.''


Starts at 1F, ends at 31F, dodge oor attack cancelable at 21F.
<tabber>
|-|Hybrid (Damage)=


==== Zodiak ====
{{Build
''[Always active while in EX Mode] Boosts stats and abilities, and greatly strengthens attacks.''
|hp=9644
|cp=450
|brv=956 (1147 initial)
|atk=182
|def=184
|luk=60
|booster=x3.5
|setbonus=Seal of Lufenia
|ast=Kuja
|wpn=Gigant Axe
|hand=Lufenian Dirk
|head=Lufenian Hairpin
|armor=Lufenian Vest
|acc1={{accbas}} Hyper Ring
|acc2={{accbas}} Muscle Belt
|acc3={{accbas}} Booster
|acc4={{accboo}} Large Gap in HP
|acc5={{accboo}} Summon Unused
|acc6={{accboo}} Pre-EX Mode
|acc7={{accboo}} Pre-EX Revenge
|acc8={{accsp}} White Gem
|acc9={{accsp}} Glutton
|acc10={{accsp}} First to Victory
|summon=Rubicante
}}
Use the [[CP Glitch (Dissidia 012)|'''CP Glitch''']] with Thief's Gear and Bard's Gear.


Each Switch variant of a bravery attack gains a boost, such as increased range, invincibility, shorter charge time or an additional follow-up. Please refer to the bravery attack section for details.
Substitutes
Basic: Booster for Battle Hammer (assist depletion) or Dismay Shock (EX depletion).


==== EX Burst: Quickening ====
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.
''A powerful attack infused with Mist. 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.  
Equip Master Guardsman for over 10,000 health.


{{burst
|-|EX Revenge=
|damage1=4, 6 (10)
{{Build
|damage2=10x3, 5x6, 3x10 (90) (100 total)
|hp=9644
|type=Magical
|cp=450
|brv=957 (1148 initial)
|atk=180
|def=185
|luk=60
|booster=x2.7
|setbonus=King of Tragedy
|ast=Kuja
|wpn=Rhongomiant
|hand=Prytwen
|head=Dragon Sallet
|armor=Wygar
|acc1={{accbas}} Muscle Belt
|acc2={{accbas}} Booster
|acc3={{accbas}} Dismay Shock
|acc4={{accboo}} Large Gap in BRV
|acc5={{accboo}} EX Revenge
|acc6={{accboo}} Summon Unused
|acc7={{accsp}} Spider Web
|acc8={{accsp}} Spider's Bane
|acc9={{accsp}} Avenger
|acc10={{accsp}} 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.
</tabber>

Revision as of 17:59, 18 October 2023


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)
Base DEF (LV100)
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
  • Coming soon
  • Coming soon

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. But with consistent grounded defensive play, he can overpower many conventionally strong characters who have to engage with him first. He often requires meter to land HP damage and thus secure a victory, but his long-term gameplan is strong thanks to his EX generation and strong applications of a full EX meter.

Accumulate bravery, meter and overwhelm the opposition.

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)
2x5,5,15 (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 movement helps avoid it with less risk, but the mileage varies between chahracters.

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 enough to be unreactable in close range and it can occupy space for a relatively long time. Obviously 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), but he must be below the opponent for this to work.

It has enough hit stun to make empty chase attempts safer than on average, although it is not entirely safe to use in all instances.

The consistency of Chain Cast's damage output, meter generation and applications in the neutral make it an appealing choice for a third bravery slot along with Bardiche and Twist Drill.

Damage multiplier Startup frame Type Priority EX Force 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 thanks to it's speed, relative safety on whiff and infamous damage output. The designated vertical, downward tracking and the lack of forward momentum limits Bardiche's hit rate in the air. But it functions well as an assist meter generator and air-to-ground attack.

With one of the higher bravery damage multipliers (30) and wall rush, repeated use of Bardiche is known to be the strongest EX Revenge combo in the entire game.

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
4x2,8,14 (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.

While it cannot effectively hit opponents directly in front of him or above his head, Twist Drill is still a staple in Garland's air combat. The extended hitbox allows him to poke through projectiles and traps, such as Ultimecia's charged Knight's Lance. The first part can be dodge cancelled early enough to contest The Emperor's Dreary Cell traps and the overall speed can be difficult to react to. Drill the threat into the opponent's head.

Damage multiplier Startup frame Type Priority EX Force 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. This one is more difficult to justify with four other strong air braveries competing for slots.

HP Attacks

Ground

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
8, 2x5 (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. The HP-inflicting rock that spawns at the end has minor anti-air potential.

The active duration, the relative space control and dodge cancel window can make punishing this move on the ground difficult without mid range attacks. Earthquake is effective when used sparingly, but aerial attacks from above can still punish it.

Damage multiplier Startup frame Type Priority EX Force 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.

Each fireball can inflict meter depletion if they hit, a trait that carries over to it's aerial version.

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
2x6 (12) 45F Physical Melee High 96 -- 30 (15)

[Mid] Hurl chain sword. Vertically limited, very accurate.

One of Garland's primary post-dodge defensive options on the ground. Much like Chain Cast, the swift movement makes it safe rather than plain invincibility. Strong tracking against grounded opponents works very well as a dodge punisher and as an instigator (when assist meter is available). Can also hit aerial opponents who are close to Garland at the time of impact.

Combos into assists on hit. A good mixup akin to Earthquake, with stronger tracking at the expense of wall rush. The animation is long, so exercise caution before using this.

If you stagger an opponent with a blodge, you can use Tsunami to retaliate after blodging backwards or sideways.

Aerial

Damage multiplier Startup frame Type Priority EX Force 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. Combos into assists hit.

It does not protect Garland effectively from all angles. However, characters without projectiles, command blocks, disjointed hitbox or a relatively fast advancing Melee High attack will find Cyclone to be difficult to neutralise.

Damage multiplier Startup frame Type Priority EX Force 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, but only occupies space briefly. The knockback has good wall rush potential.

If the opponent uses LV1 Assist Change as soon as Flare's first hit has made contact, Garland can be hit during the animation. Cyclone and Blaze HPs can make up for this weakness, but Flare remains a staple in Garland's arsenal regardless. It is the only aerial HP he can consistently connect after staggering an opponent with a block. Rack up the bravery and unleash the fury.

EX Mode

Effects:

  • Regen
  • Critical Boost
  • Indomitable Resolve

Indomitable Resolve

[Active while attacking] Even while taking damage, attacks can be performed without flinching.

Rare instance of super armor in Dissidia 012. During an attack animation, Garland will not flinch from any attack that does not inflict HP damage. Can work in a pinch against characters with HP links (Cyclone, anyone?), but remember that EX mode does not alter Garland's attack properties.

EX Burst: Soul of Chaos

An attack terrible enough to shake the heavens. Repeatedly press circle to add strength to the attack.

Damage multiplier (initial) Damage multiplier (rest) Type
12, 12 (24) 4x3, 3x4, 16, 16, 5x4 (100 total) Physical

Assist

Garland's assist data.

Attack Startup Spawns near Damage Multiplier Additional properties
Round Edge (Ground BRV) 23F Opponent 2 x 4, 6, 16 (30) Melee Mid (third hit), Wall Rush
Bardiche (Midair BRV) 23F Opponent 30 (30) Wall Rush
Tsunami (Ground HP) 45F Opponent 2 x 6 (12) Chase
Cyclone (Midair HP) 51F Opponent - Chase

Garland works with most meta assists, but only Kuja (and to a lesser extent, Sephiroth) provides the signature damage output, consistent combo opportunities and whiff punish capabilities. Other assists have diminishing returns.

The strongest known assist for Garland. Solid whiff punisher, consistent combo conversions and BRV damage. Even though the slow ground BRV assist makes it harder to react in time to max distance ground wall rushes off of Bardiche, the damage output that follows with 2x Bardiche more than makes up for it. Both BRV assists allow Garland to combo into Chain Cast > DC > Twist Drill almost anywhere for added EX meter and bravery.

Kuja also converts off of full Twist Drill consistently, with empty chase or dodge cancel alike. And if you need to play around LV2 Assist Change, Kuja's HP assists can come in handy with Bardiche > Flare Star or Chain Cast > Force Symphony.

It's about as straightforward as it gets - Kuja synergises with Garland in places where it's needed the most.

Sephiroth trades a bit of bravery damage, consistent Chain Cast follow-ups and Ranged High priority HP assists for faster speed on the ground and wider hitboxes. Double Bardiche is still possible during Reaper, but Sudden Cruelty's horizontal knockback makes it difficult to do much more than a Twist Drill or Flare.

If you need an assist to whiff punish grounded opponents more reliably, Sephiroth can substitute Kuja.

Garland can already combo into assists with Kuja and Sephiroth, but Aerith lets Garland do that even if the opponent has two assist bars. This comes at the expense of fast whiff punishes, EX meter depletion (assist hit) and Earthquake follow-ups.

Not necessarily a bad choice, but Garland rarely has to prioritise LV2 Assist Change stalemate counterstrategies over everything else that Kuja / Sephiroth can already achieve.

Builds

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
Armor 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
Armor 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.