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[[Category:Dissidia 012 Final Fantasy]]
<div class="contentbox">
 
{{#if:{{{header|}}}|<div class="contentheading">{{{header}}}</div><hr class="contenthr">}}
<img>https://resources.dissidia.wiki/ddff/chara-icon/ddff-icon-squall.png</img>
<div>
{{CharacterInfo
{{{content}}}
|name=Squall Leonhart (スコール・レオンハート)
</div>{{
|origin=Final Fantasy VIII
#if:{{{subheader1|}}}|<div class="subcontentheading">{{{subheader1}}}</div><hr class="contenthr">|}}{{
|weapon=Swords, Daggers, Katanas, Guns
#if:{{{subcontent1|}}}|<div style="text-align: left;">
|armor=Shields, Bangles, Hats, Helms, Clothing, Light Armor, Large Shields, and Chestplates
{{{subcontent1}}}
|runspeed=5 (Above Average)
</div>|}}{{
|dash=77 (Average / Good)
#if:{{{subheader2|}}}|<div class="subcontentheading">{{{subheader2}}}</div><hr class="contenthr">|}}{{
|fall=81 (Average)
#if:{{{subcontent2|}}}|<div style="text-align: left;">
|fallr=38 (Average)
{{{subcontent2}}}
|exclusives=Revolver, Twin Lance, Punishment, Lionheart
</div>|}}{{
}}
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{{ProConTable
{{{subcontent3}}}
|pros=
</div>|}}
|cons=
</div></includeonly>
}}
 
== Overview ==
Squall is a flexible close range character who can engage from further away and approach from a variety of angles. Above average running speed, fast multi-part bravery attacks, strong anti-air, strong combo & meter drain potential and Ranged Low block properties, Squall has a lot going for him.
 
On the ground, he can hit people outside of their effective range to lead into combos, easily anti-air and catch their dodges as well as play the conventional close range interactions. Air combat is handled with good usage of air movement, single hit HPs and the infamous Beat Fang. Building assist meter is consistent, with fast bravery whiffs and retaliatory HPs when using Side by Side. EX generation is weak in the air, but finishing ground attacks and investing into EX Core absorption with his exclusive weapon can make up the difference. Due to his holding potential, Squall can work with a variety of assists, though HP follow-ups may suffer depending on position and assist choice.
 
Squall is versatile and relatively easy to use, but he can struggle to punish air dodges effectively against fall fallers such as Kefka or Prishe. Similiarly, fast running speed can make most of his moves whiff effortlessly. On top of that, his primary way of protecting himself after a dodge is clashing with a bravery attack. Combined with his floaty air dodges, the reliance on dodge cancels can put Squall at great risk for any approach attempts.
 
Squall is a high tier character. Barring a few unfavorable match-ups, his consistency, flexibility and ease of use make him a good pick for new and experienced players alike.
 
Build styles:
*Adamant Chains
*Side by Side
*EX Core
*Hybrid
*Depletion
 
== Bravery Moves ==
=== Ground ===
During EX Mode, damage multipliers inside brackets [ ] hit twice instead of once.
 
<tabber>
|-|Upper Blues=
{{AbilityInfo
|damage=[3,3,5],9 (20) [31]
|startup=13F
|type=Physical
|priority=Melee Low
|ex=30
|effect=Wall Rush
|cp=30 (15)
}}
''[Close] Leap into the air. Quick launch, easy wall rush.''
 
|-|Solid Barrel=
{{AbilityInfo
|damage=[5,6,8,,10,5,5,16] (55) (110)
|startup=13F
|type=Physical
|priority=Melee Low
|ex=90
|effect=Chase
|cp=30 (15)
}}
''[Close] Repeated slashes. Short range; quick and powerful.''
 
 
|-|Blizzard Barret=
{{AbilityInfo
|damage=10 (10)
|startup=33F
|type=Magical
|priority=Ranged Low
|ex=0
|effect=-
|cp=30 (15)
}}
''[Long] Fire one ice bullet. Long range, strong homing.''
 
|-|Thunder Barret=
{{AbilityInfo
|damage=each (3)
|startup=33F (furthest bolt appears first)
|type=Magical
|priority=Ranged Low
|ex=each 9
|effect=
|cp=30 (15)
}}
''[Mid] Lightning that draws foes. Good start for combos''
 
|-|Fusillade=
{{AbilityInfo
|damage=6,6,6,6 each 6 (24+)
|startup=33F
|type=Magical
|priority=Ranged Low, Mid (only thunder)
|ex=60~90
|effect=Chase
|cp=30 (15)
}}
''[Mid] Magic barrage. Can combo without hitting.''
</tabber>
 
=== Aerial ===
<tabber>
|-|Heel Crush=
{{AbilityInfo
|damage=20 (20)
|startup=41F
|type=Physical
|priority=Melee Mid
|ex=0
|effect=Block Low (Ranged), Wall Rush
|cp=30 (15)
}}
''[Mid] Unleash heel drop. Slow start, fast movement.''
 
|-|Beat Fang=
{{AbilityInfo
|damage=[3,5],7,[2x6,13] (40) [73]
|startup=15F
|type=Physical
|priority=Melee Low
|ex=30
|effect=Wall Rush
|cp=30 (15)
}}
''[Close] Float, then strike down foe. Short reach, but fast.''
 
|-|Mystic Flurry=
{{AbilityInfo
|damage=each 1 x8,7 (15)
|startup=33F
|type=Magical
|priority=Ranged Low
|ex=each 30
|effect=Wall Rush
|cp=30 (15)
}}
''[Mid] Magic barrage. Can combo without hitting.''
 
|-|Fire Barret=
{{AbilityInfo
|damage=each (5)
|startup=33F
|type=Magical
|priority=Ranged Low
|ex=0
|effect=--
|cp=30 (15)
}}
''[Long] Launch multiple fireballs. Normal speed, strong homing.''
 
</tabber>
 
== HP Moves ==
=== Ground ===
<tabber>
|-|Fated Circle=
{{AbilityInfo
|damage=--
|startup=43F
|type=--
|priority=Ranged High
|ex=0
|effect=Block Low (Ranged), wall rush, absorb
|cp=30 (15)
}}
''[Close] Surround self with explosions. Block foe's spells.''
 
|-|Revolver Drive=
{{AbilityInfo
|damage=1 xN (max 50)
|startup=43F
|type=Physical
|priority=Melee High
|ex=each 3
|effect=Wall rush
|cp=30 (15)
}}
''[Mid] Rage-filled charge. Can aim with the analog stick.''
 
|-|Blasting Zone=
{{AbilityInfo
|damage=6, 1 x4 (10)
|startup=41F
|type=Magical
|priority=Melee High
|ex=90
|effect=
|cp=30 (15)
}}
''[Mid] Chop with massive blade of light that flies forward.''
 
Very strong tracking during start-up, good anti-air and dodge punishment tool.
 
|-|Rough Divide=
{{AbilityInfo
|damage=--
|startup=59F
|type=--
|priority=Melee High
|ex=0
|effect=Wall rush
|cp=30 (15)
}}
''[Long] Leap into a charge. Slow start, but very fast charge.''
 
</tabber>
 
=== Aerial ===
<tabber>
|-|Aerial Circle=
{{AbilityInfo
|damage=--
|startup=43F
|type=--
|priority=Ranged High
|ex=0
|effect=Block Low (Ranged), wall rush, absorb
|cp=30 (15)
}}
''[Close] Surround self with explosions. Blocks foe's spells.''
 
|-|Rough Divide=
{{AbilityInfo
|damage=--
|startup=59F
|type=--
|priority=Melee High
|ex=0
|effect=Wall rush
|cp=30 (15)
}}
''[Long] Leap into a charge. Slow start, but very fast charge.''
 
</tabber>
 
== EX Mode: Lionheart equipped! ==
Effects:
* Regen
* Critical Boost
* Lionheart (RANGE)
* Lionheart (HIT)
 
==== Lionheart (RANGE) ====
''[Always active while in EX Mode] Transfers the heart of a lion to the weapon, increasing it's range.''
 
==== Lionheart (HIT) ====
''[Always active while in EX Mode] Pushes the weapon's specs to the limit, increasing the force of each blast.''
 
==== EX Burst: Renzokuken ====
''A flurry of attacks ending in one shattering blow. Watch your timing and press R when the cursor is in the frame.''
 
{{burst
|damage1=2,2 (4)
|damage2=9x7, 13, 20 (96) (100 total)
|type=Physical
}}
 
== Builds ==
<tabber>
|-|Hybrid=
{{Build
|hp=10299
|cp=450
|brv=996
|atk=177
|def=185
|luk=--
|booster=x3.5
|setbonus=Judgment of Lufenia
|ast=Kuja
|wpn=Lionheart
|hand=Lufenian Shield
|head=Lufenian Helm
|armor=Lufenian Armor
|acc1=Hyper Ring
|acc2=Zephyr Cloak
|acc3=Dismay Shock
|acc4=Large Gap in HP
|acc5=Summon Unused
|acc6=Pre-EX Mode
|acc7=Pre-EX Revenge
|acc8=Tenacious Attacker
|acc9=Glutton
|acc10=First to Victory
|summon=Rubicante
}}
Use the [[CP_Glitch_(Dissidia_012)|CP glitch]] for Cavalier's Gear.
A general all-rounder build.
 
|-|Adamant Chains=
{{Build
|hp=9972
|cp=450
|brv=877 (1052 with First to Victory)
|atk=178
|def=185
|luk=--
|booster=x3.5
|setbonus=Adamant Chains
|ast=Kuja
|wpn=Earthbreaker
|hand=Adamant Shield
|head=Adamant Helm
|armor=Adamant Vest
|acc1=Muscle Belt
|acc2=Dismay Shock
|acc3=Battle Hammer
|acc4=Summon Unused
|acc5=Pre-EX Mode
|acc6=Pre-EX Revenge
|acc7=Aerial
|acc8=Tenacious Attacker
|acc9=First to Victory
|acc10=Back-Breaking Straw
|summon=Rubicante
}}
Weapon can be changed according to match-up or player preference.
 
This set primarily takes advantage of the added air dodge distance that the set bonus provides. Squall's air dodges leave him vulnerable with no strong options to cover them, so the additional dodge distance helps him stay safe and whiff punish.
 
Against Onion Knight, Jecht or Cloud, you may need to adjust the accessories to suit Side by Side special accessory for assist meter. Tenacious Attacker is not a necessity, but good to have. Hero's Essence for more CP, Winged Boots for banish traps, Glutton for characters with strong EX generation (e.g. Lightning, Shantotto).
 
|-|EX Core=
{{Build
|hp=10299
|cp=450
|brv=996
|atk=177
|def=185
|luk=--
|booster=x5.3
|setbonus=Soul of Yamato
|ast=Kuja
|wpn=Lionheart
|hand=Genji Shield
|head=Genji Helm
|armor=Genji Armor
|acc1=Sniper Eye
|acc2=Dragonfly Orb
|acc3=Battle Hammer
|acc4=EX Core Present
|acc5=Summon Unused
|acc6=Pre-EX Mode
|acc7=Pre-EX Revenge
|acc8=Aerial
|acc9=Tenacious Attacker
|acc10=First to Victory
|summon=Rubicante
}}
Use the [[CP_Glitch_(Dissidia_012)|CP glitch]] for Cavalier's Gear.
 
Enhanced EX intake through EX cores.
 
Substitutes: Sniper Eye, Dragonfly Orb, Aerial and special accessories can be substituted according to player preference. First to Victory can be replaced with Dismay Shock. Previously mentioned substitutes are decent picks, such as Muscle Belt. With EX cores being your primary source for the meter, Together as One and Platinum Hourglass are not completely unviable.
 
|-|Side by Side=
{{Build
|hp=9971
|cp=450
|brv=1453 (2179 with Hero's Seal)
|atk=176
|def=182
|luk=--
|booster=x3.8
|setbonus=None
|ast=Kuja
|wpn=Piggy's Stick
|hand=Hero's Shield
|head=Royal Crown
|armor=Maximillian
|acc1=Sniper Eye
|acc2=Dismay Shock
|acc3=Battle Hammer
|acc4=BRV = 0
|acc5=Empty EX Gauge
|acc6=Pre-EX Mode
|acc7=Pre-EX Revenge
|acc8=Hero's Seal
|acc9=Together as One
|acc10=Side by Side
|summon=Rubicante
}}
Use the [[CP_Glitch_(Dissidia_012)|CP glitch]] for Bard's Gear and Thief's Gear.
 
Recommended for small stages or even / favorable match-ups. With Together as One, Squall can whiff twice and already have one assist bar ready. Every time you stagger the opponent with LV2 Assist Change and hit them with Aerial Circle, you are also couple whiffs away from an assist bar. Meter lead can be easy to maintain to an extent.
 
Substitutes:
* Basic - Hyper Ring, Muscle Belt, Bravery Orb
* Booster - Large Gap in HP, Summon Unused, Grounded, Aerial, Assist
* Special - Blue Gem, Growth Egg, Great Gospel, Winged Boots, Hero's Essence, Badge of Trust.
 
|-|Meter Depletion=
{{Build
|hp=10298
|cp=450
|brv=996
|atk=179
|def=182
|luk=--
|booster=x6.9
|setbonus=Seal of Lufenia
|ast=Yuna
|wpn=Lufenian Lance
|hand=Lufenian Dirk
|head=Lufenian Headband
|armor=Maximillian
|acc1=Dismay Shock
|acc2=Battle Hammer
|acc3=BRV = 0
|acc4=Assist
|acc5=Summon Unused
|acc6=Pre-EX Mode
|acc7=Pre-EX Revenge
|acc8=Aerial
|acc9=Free choice
|acc10=Free choice
|summon=
}}
Use the [[CP_Glitch_(Dissidia_012)|CP glitch]] for Hoplite's Gear, Thief's Gear, Bard's Gear and Cavalier's Gear.
 
Yuna's air bravery assist with Aerial Circle for maximum effect. Press Aerial Circle as the second brv hit lands to ensure a maximum amount of hits from Aerial Circle. Even though no additional damage occurs (aside from wall rush), each HP hit depletes meter.
 
</tabber>
 
== Assists ==
Squall's assist data
 
{| class="wikitable"
|-
! Attack !! Startup !! Spawns near !! Damage Multiplier !! Additional properties
|-
| Solid Barrel (Ground BRV) || 13F || Opponent || 5, 6, 8, 10, 5, 5, 16 (55) || Chase
|-
| Heel Crush (Midair BRV) || 41F || Opponent || 20 (20) || Melee Mid, Wall Rush, Block (Ranged Low)
|-
| Blasting Zone (Ground HP) || 41F || Opponent || 6, 1 x 4 (10) || Chase
|-
| Aerial Circle (Midair HP) || 43F || Opponent || - || Wall Rush, Block (Ranged Low)
|-
|}
 
All meta assists can work, with Kuja being the strongest. Because of Squall's holding potential, conversion ability during a combo and wall rush potential on Upper Blues and Beat Fang, he synergises with a myriad of assists.
 
<tabber>
|-|Kuja=
High damage and reliable conversions, but also quite vulnerable if the opponent escapes with Assist Change. Converts off of wall rushes and bravery attacks with ease. When using air BRV assist, delaying the teleport for a moment before using Aerial Circle will make it much more reliable.
 
This assist also has safety against LV2 Change thanks to the Flare Star HP's Ranged High priority, which works well off of Beat Fang and Upper Blues.
 
|-|Yuna=
Strongest meter depletion anywhere on the stage with air BRV assist. By timing Aerial Circle to hit simultaneously with Yuna air BRV's third hit, the knockback will be cancelled briefly by the assist and enable the HP to hit multiple times, applying depletion each time.
 
Other assist moves have far more limited application and diminishing returns on investment. Ranged Low priority on air BRV assist means LV2 Assist Change will not stagger Yuna, making this very applicable.
 
Be careful however - If the opponent Assist Changes after Yuna has connected the second hit, you will not be able to protect her during Aerial Circle...
 
|-|Jecht=
A good all-rounder assist. Fast start-up can convert off of any (traded) hit with relative ease and holding potential ensures an HP at varying positions.
 
Both bravery assists allow Thunder Barret follow-ups as long as ground is available. This means an abundance of Revolver Drive enders for a lot of EX, but it also means you may have to protect Jecht sometimes to avoid being locked out of using him.
 
|-|Tidus=
Fast air bravery assist for whiff punishes and low damage output, slower ground bravery assist for trades and higher damage via Thunder Barret.
 
A serviceable assist, but he doesn't provide Squall any distinct advantages beyond air assist start-up and it's relative safety.
 
|-|Sephiroth=
Faster ground BRV assist than Kuja with similiar holding potential for Aerial Circle or Thunder Barret. However, the knockback on both BRV assists restricts combo structure. Not a terrible assist, but practical follow-ups often commit to all BRV or an early HP.
 
Sephiroth also stays on the field for a fairly long time, so protecting him can result in diminishing returns.
 
|-|Aerith=
Squall's holding potential lets him convert to the relatively slow Seal Evil attack even without ground. With wall rush on the ground however, Squall can generate some of the spent assist meter back thanks to Ground Dash + Assist Gauge Up Dash abilities while the opponent is stuck in Seal Evil.
 
All ground conversions are compromised due to Aerith's Cure not having any hitstun. Coupled with the weakest meter depletion overall, Aerith assist can be difficult to justify for Squall specifically.
 
A viable assist, but arguably one of the weaker meta options for Squall.
 
|-|The Emperor=
Niche, empowered ground play and exceptionally damaging and safe Beat Fang wall rushes. Due to Thunder Crest's condition requiring a grounded player character, Squall's liberal ground attacks can combo into it with ease.
 
LV2 Assist Change does not stagger The Emperor and the opponent's assist will be locked upon use thanks to the trap's Unblockable priority. Thunder Crest's holding potential allows an HP of your choice and of course, you can cover yourself by being inside the trap itself.
 
In addition, if The Emperor is called just as the Beat Fang wall rushes, the Ranged Low air BRV assist Mine can connect for a lot of bravery damage.
 
Other wall rush conversions and whiff punishment are weakened or compromised, but this assist is definitely not without merit!
 
 
|-|Onion Knight=
A serviceable assist. Similiar to The Emperor, grounded wall rushes provide utility in the form of Blizzard's Ranged Low priority and holding potential. Turbo-Hit does not require a wall for an HP, but converting off of an opponent's whiffed attack can be difficult if you're far away. Blizzard can also intercept attacks from further away, which may prove to be helpful during grounded interactions.
 
|-|Gilgamesh=
Functionally similiar to Yuna assist. Longer range compared to Yuna, but no Ranged Low priority, meaning he will lose to LV2 Assist Change. Does exhibit highest raw bravery damage with Excalibur however, worth considering if you're going for extended combos.
 
|-|Cecil=
Cecil assist can be likened to a slower version of Yuna / Gilgamesh assist with middle-of-the-pack damage and longer holding potential. If you have ground available, Cecil works off of most combo starters just fine.
 
Outside of this combo-centric appeal, Cecil does not provide any distinct advantages over other assists.
 
|-|Terra=
Limited air conversions and punish opportunities, but more extravagant ground combos with Graviga assist and Fusillade. As Fusillade is not an essential move for Squall, this is something of a flamboyant combination. With two assist bars, it's possible to combo into Fusillade twice in a row for a minimum of 60 base damage multiplier and 120 ex!
 
Graviga could act as an instigator due to it's tracking, but do note it can still be dodged and that Terra is vulnerable while casting.
 
</tabber>

Revision as of 00:42, 8 October 2023


ddff-icon-squall.png

Info
Name Squall Leonhart (スコール・レオンハート)
Original game Final Fantasy VIII
Weapon Swords, Daggers, Katanas, Guns
Armor Shields, Bangles, Hats, Helms, Clothing, Light Armor, Large Shields, and Chestplates
Base ATK (LV100)
Base DEF (LV100)
Run Speed 5 (Above Average)
Dash Speed 77 (Average / Good)
Fall Speed 81 (Average)
Fall Speed Ratio After Dodge 38 (Average)
Exclusive weapons Revolver, Twin Lance, Punishment, Lionheart
Strengths Weaknesses

Overview

Squall is a flexible close range character who can engage from further away and approach from a variety of angles. Above average running speed, fast multi-part bravery attacks, strong anti-air, strong combo & meter drain potential and Ranged Low block properties, Squall has a lot going for him.

On the ground, he can hit people outside of their effective range to lead into combos, easily anti-air and catch their dodges as well as play the conventional close range interactions. Air combat is handled with good usage of air movement, single hit HPs and the infamous Beat Fang. Building assist meter is consistent, with fast bravery whiffs and retaliatory HPs when using Side by Side. EX generation is weak in the air, but finishing ground attacks and investing into EX Core absorption with his exclusive weapon can make up the difference. Due to his holding potential, Squall can work with a variety of assists, though HP follow-ups may suffer depending on position and assist choice.

Squall is versatile and relatively easy to use, but he can struggle to punish air dodges effectively against fall fallers such as Kefka or Prishe. Similiarly, fast running speed can make most of his moves whiff effortlessly. On top of that, his primary way of protecting himself after a dodge is clashing with a bravery attack. Combined with his floaty air dodges, the reliance on dodge cancels can put Squall at great risk for any approach attempts.

Squall is a high tier character. Barring a few unfavorable match-ups, his consistency, flexibility and ease of use make him a good pick for new and experienced players alike.

Build styles:

  • Adamant Chains
  • Side by Side
  • EX Core
  • Hybrid
  • Depletion

Bravery Moves

Ground

During EX Mode, damage multipliers inside brackets [ ] hit twice instead of once.

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
[3,3,5],9 (20) [31] 13F Physical Melee Low 30 Wall Rush 30 (15)
[Close] Leap into the air. Quick launch, easy wall rush.

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
[5,6,8,,10,5,5,16] (55) (110) 13F Physical Melee Low 90 Chase 30 (15)
[Close] Repeated slashes. Short range; quick and powerful.

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
10 (10) 33F Magical Ranged Low 0 - 30 (15)
[Long] Fire one ice bullet. Long range, strong homing.

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
each (3) 33F (furthest bolt appears first) Magical Ranged Low each 9 30 (15)
[Mid] Lightning that draws foes. Good start for combos

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
6,6,6,6 each 6 (24+) 33F Magical Ranged Low, Mid (only thunder) 60~90 Chase 30 (15)
[Mid] Magic barrage. Can combo without hitting.

Aerial

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
20 (20) 41F Physical Melee Mid 0 Block Low (Ranged), Wall Rush 30 (15)
[Mid] Unleash heel drop. Slow start, fast movement.

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
[3,5],7,[2x6,13] (40) [73] 15F Physical Melee Low 30 Wall Rush 30 (15)
[Close] Float, then strike down foe. Short reach, but fast.

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
each 1 x8,7 (15) 33F Magical Ranged Low each 30 Wall Rush 30 (15)
[Mid] Magic barrage. Can combo without hitting.

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
each (5) 33F Magical Ranged Low 0 -- 30 (15)
[Long] Launch multiple fireballs. Normal speed, strong homing.

HP Moves

Ground

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
-- 43F -- Ranged High 0 Block Low (Ranged), wall rush, absorb 30 (15)
[Close] Surround self with explosions. Block foe's spells.

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
1 xN (max 50) 43F Physical Melee High each 3 Wall rush 30 (15)
[Mid] Rage-filled charge. Can aim with the analog stick.

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
6, 1 x4 (10) 41F Magical Melee High 90 30 (15)

[Mid] Chop with massive blade of light that flies forward.

Very strong tracking during start-up, good anti-air and dodge punishment tool.

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
-- 59F -- Melee High 0 Wall rush 30 (15)
[Long] Leap into a charge. Slow start, but very fast charge.

Aerial

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
-- 43F -- Ranged High 0 Block Low (Ranged), wall rush, absorb 30 (15)
[Close] Surround self with explosions. Blocks foe's spells.

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
-- 59F -- Melee High 0 Wall rush 30 (15)
[Long] Leap into a charge. Slow start, but very fast charge.

EX Mode: Lionheart equipped!

Effects:

  • Regen
  • Critical Boost
  • Lionheart (RANGE)
  • Lionheart (HIT)

Lionheart (RANGE)

[Always active while in EX Mode] Transfers the heart of a lion to the weapon, increasing it's range.

Lionheart (HIT)

[Always active while in EX Mode] Pushes the weapon's specs to the limit, increasing the force of each blast.

EX Burst: Renzokuken

A flurry of attacks ending in one shattering blow. Watch your timing and press R when the cursor is in the frame.

Damage multiplier (initial) Damage multiplier (rest) Type
2,2 (4) 9x7, 13, 20 (96) (100 total) Physical

Builds

Stats
HP 10299
CP 450
BRV 996
ATK 177
DEF 185
LUK --
Max Booster x3.5
Special Effect: Judgment of Lufenia
Equipment
Assist Kuja
Weapon Lionheart
Hand Lufenian Shield
Head Lufenian Helm
Armor Lufenian Armor
Accessory 1 Hyper Ring
Accessory 2 Zephyr Cloak
Accessory 3 Dismay Shock
Accessory 4 Large Gap in HP
Accessory 5 Summon Unused
Accessory 6 Pre-EX Mode
Accessory 7 Pre-EX Revenge
Accessory 8 Tenacious Attacker
Accessory 9 Glutton
Accessory 10 First to Victory
Summon Rubicante

Use the CP glitch for Cavalier's Gear.

A general all-rounder build.

Stats
HP 9972
CP 450
BRV 877 (1052 with First to Victory)
ATK 178
DEF 185
LUK --
Max Booster x3.5
Special Effect: Adamant Chains
Equipment
Assist Kuja
Weapon Earthbreaker
Hand Adamant Shield
Head Adamant Helm
Armor Adamant Vest
Accessory 1 Muscle Belt
Accessory 2 Dismay Shock
Accessory 3 Battle Hammer
Accessory 4 Summon Unused
Accessory 5 Pre-EX Mode
Accessory 6 Pre-EX Revenge
Accessory 7 Aerial
Accessory 8 Tenacious Attacker
Accessory 9 First to Victory
Accessory 10 Back-Breaking Straw
Summon Rubicante

Weapon can be changed according to match-up or player preference.

This set primarily takes advantage of the added air dodge distance that the set bonus provides. Squall's air dodges leave him vulnerable with no strong options to cover them, so the additional dodge distance helps him stay safe and whiff punish.

Against Onion Knight, Jecht or Cloud, you may need to adjust the accessories to suit Side by Side special accessory for assist meter. Tenacious Attacker is not a necessity, but good to have. Hero's Essence for more CP, Winged Boots for banish traps, Glutton for characters with strong EX generation (e.g. Lightning, Shantotto).

Stats
HP 10299
CP 450
BRV 996
ATK 177
DEF 185
LUK --
Max Booster x5.3
Special Effect: Soul of Yamato
Equipment
Assist Kuja
Weapon Lionheart
Hand Genji Shield
Head Genji Helm
Armor Genji Armor
Accessory 1 Sniper Eye
Accessory 2 Dragonfly Orb
Accessory 3 Battle Hammer
Accessory 4 EX Core Present
Accessory 5 Summon Unused
Accessory 6 Pre-EX Mode
Accessory 7 Pre-EX Revenge
Accessory 8 Aerial
Accessory 9 Tenacious Attacker
Accessory 10 First to Victory
Summon Rubicante

Use the CP glitch for Cavalier's Gear.

Enhanced EX intake through EX cores.

Substitutes: Sniper Eye, Dragonfly Orb, Aerial and special accessories can be substituted according to player preference. First to Victory can be replaced with Dismay Shock. Previously mentioned substitutes are decent picks, such as Muscle Belt. With EX cores being your primary source for the meter, Together as One and Platinum Hourglass are not completely unviable.

Stats
HP 9971
CP 450
BRV 1453 (2179 with Hero's Seal)
ATK 176
DEF 182
LUK --
Max Booster x3.8
Special Effect: None
Equipment
Assist Kuja
Weapon Piggy's Stick
Hand Hero's Shield
Head Royal Crown
Armor Maximillian
Accessory 1 Sniper Eye
Accessory 2 Dismay Shock
Accessory 3 Battle Hammer
Accessory 4 BRV = 0
Accessory 5 Empty EX Gauge
Accessory 6 Pre-EX Mode
Accessory 7 Pre-EX Revenge
Accessory 8 Hero's Seal
Accessory 9 Together as One
Accessory 10 Side by Side
Summon Rubicante

Use the CP glitch for Bard's Gear and Thief's Gear.

Recommended for small stages or even / favorable match-ups. With Together as One, Squall can whiff twice and already have one assist bar ready. Every time you stagger the opponent with LV2 Assist Change and hit them with Aerial Circle, you are also couple whiffs away from an assist bar. Meter lead can be easy to maintain to an extent.

Substitutes:

  • Basic - Hyper Ring, Muscle Belt, Bravery Orb
  • Booster - Large Gap in HP, Summon Unused, Grounded, Aerial, Assist
  • Special - Blue Gem, Growth Egg, Great Gospel, Winged Boots, Hero's Essence, Badge of Trust.

Stats
HP 10298
CP 450
BRV 996
ATK 179
DEF 182
LUK --
Max Booster x6.9
Special Effect: Seal of Lufenia
Equipment
Assist Yuna
Weapon Lufenian Lance
Hand Lufenian Dirk
Head Lufenian Headband
Armor Maximillian
Accessory 1 Dismay Shock
Accessory 2 Battle Hammer
Accessory 3 BRV = 0
Accessory 4 Assist
Accessory 5 Summon Unused
Accessory 6 Pre-EX Mode
Accessory 7 Pre-EX Revenge
Accessory 8 Aerial
Accessory 9 Free choice
Accessory 10 Free choice
Summon

Use the CP glitch for Hoplite's Gear, Thief's Gear, Bard's Gear and Cavalier's Gear.

Yuna's air bravery assist with Aerial Circle for maximum effect. Press Aerial Circle as the second brv hit lands to ensure a maximum amount of hits from Aerial Circle. Even though no additional damage occurs (aside from wall rush), each HP hit depletes meter.

Assists

Squall's assist data

Attack Startup Spawns near Damage Multiplier Additional properties
Solid Barrel (Ground BRV) 13F Opponent 5, 6, 8, 10, 5, 5, 16 (55) Chase
Heel Crush (Midair BRV) 41F Opponent 20 (20) Melee Mid, Wall Rush, Block (Ranged Low)
Blasting Zone (Ground HP) 41F Opponent 6, 1 x 4 (10) Chase
Aerial Circle (Midair HP) 43F Opponent - Wall Rush, Block (Ranged Low)

All meta assists can work, with Kuja being the strongest. Because of Squall's holding potential, conversion ability during a combo and wall rush potential on Upper Blues and Beat Fang, he synergises with a myriad of assists.

High damage and reliable conversions, but also quite vulnerable if the opponent escapes with Assist Change. Converts off of wall rushes and bravery attacks with ease. When using air BRV assist, delaying the teleport for a moment before using Aerial Circle will make it much more reliable. This assist also has safety against LV2 Change thanks to the Flare Star HP's Ranged High priority, which works well off of Beat Fang and Upper Blues.

Strongest meter depletion anywhere on the stage with air BRV assist. By timing Aerial Circle to hit simultaneously with Yuna air BRV's third hit, the knockback will be cancelled briefly by the assist and enable the HP to hit multiple times, applying depletion each time.

Other assist moves have far more limited application and diminishing returns on investment. Ranged Low priority on air BRV assist means LV2 Assist Change will not stagger Yuna, making this very applicable.

Be careful however - If the opponent Assist Changes after Yuna has connected the second hit, you will not be able to protect her during Aerial Circle...

A good all-rounder assist. Fast start-up can convert off of any (traded) hit with relative ease and holding potential ensures an HP at varying positions. Both bravery assists allow Thunder Barret follow-ups as long as ground is available. This means an abundance of Revolver Drive enders for a lot of EX, but it also means you may have to protect Jecht sometimes to avoid being locked out of using him.

Fast air bravery assist for whiff punishes and low damage output, slower ground bravery assist for trades and higher damage via Thunder Barret. A serviceable assist, but he doesn't provide Squall any distinct advantages beyond air assist start-up and it's relative safety.

Faster ground BRV assist than Kuja with similiar holding potential for Aerial Circle or Thunder Barret. However, the knockback on both BRV assists restricts combo structure. Not a terrible assist, but practical follow-ups often commit to all BRV or an early HP. Sephiroth also stays on the field for a fairly long time, so protecting him can result in diminishing returns.

Squall's holding potential lets him convert to the relatively slow Seal Evil attack even without ground. With wall rush on the ground however, Squall can generate some of the spent assist meter back thanks to Ground Dash + Assist Gauge Up Dash abilities while the opponent is stuck in Seal Evil.

All ground conversions are compromised due to Aerith's Cure not having any hitstun. Coupled with the weakest meter depletion overall, Aerith assist can be difficult to justify for Squall specifically.

A viable assist, but arguably one of the weaker meta options for Squall.

Niche, empowered ground play and exceptionally damaging and safe Beat Fang wall rushes. Due to Thunder Crest's condition requiring a grounded player character, Squall's liberal ground attacks can combo into it with ease.

LV2 Assist Change does not stagger The Emperor and the opponent's assist will be locked upon use thanks to the trap's Unblockable priority. Thunder Crest's holding potential allows an HP of your choice and of course, you can cover yourself by being inside the trap itself.

In addition, if The Emperor is called just as the Beat Fang wall rushes, the Ranged Low air BRV assist Mine can connect for a lot of bravery damage.

Other wall rush conversions and whiff punishment are weakened or compromised, but this assist is definitely not without merit!

A serviceable assist. Similiar to The Emperor, grounded wall rushes provide utility in the form of Blizzard's Ranged Low priority and holding potential. Turbo-Hit does not require a wall for an HP, but converting off of an opponent's whiffed attack can be difficult if you're far away. Blizzard can also intercept attacks from further away, which may prove to be helpful during grounded interactions.

Functionally similiar to Yuna assist. Longer range compared to Yuna, but no Ranged Low priority, meaning he will lose to LV2 Assist Change. Does exhibit highest raw bravery damage with Excalibur however, worth considering if you're going for extended combos.

Cecil assist can be likened to a slower version of Yuna / Gilgamesh assist with middle-of-the-pack damage and longer holding potential. If you have ground available, Cecil works off of most combo starters just fine. Outside of this combo-centric appeal, Cecil does not provide any distinct advantages over other assists.

Limited air conversions and punish opportunities, but more extravagant ground combos with Graviga assist and Fusillade. As Fusillade is not an essential move for Squall, this is something of a flamboyant combination. With two assist bars, it's possible to combo into Fusillade twice in a row for a minimum of 60 base damage multiplier and 120 ex! Graviga could act as an instigator due to it's tracking, but do note it can still be dodged and that Terra is vulnerable while casting.