Cecil Harvey (Dissidia 012) and The Emperor (Dissidia 012): Difference between pages

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(Difference between pages)
 
(Adjusted sections. Added build. Added links to assists.)
 
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{{CharacterInfo
{{CharacterInfo
|name=The Emperor (皇帝)
|origin=Final Fantasy II
|weapon=Daggers, Poles, Rods, Staves
|armor=Bangles, Clothing, Hairpins, Hats, Headbands, Robes
|atk=110 (Average)
|def=112 (High)
|runspeed=8 (Below Average)
|dash=81 (Below Average)
|fall=97 (Slow)
|fallr=44 (Slow)
|exclusives=Diamond Mace, Demon's Rod, Mateus's Malice
}}


|name=Cecil Harvey (セシル・ハーヴィ)
{{ProConTable
|origin=Final Fantasy IV
|pros=
|weapon=Axes, Greatswords, Swords
* '''Powerful area denial''': Emperor specializes in Traps and Anti-Approach, able to keep out most characters effectively with his moves and force bold or creative approaches to land a hit on him
|armor=Gauntlets, Heavy Armor, Helms, Light Armor, Shields
|atk=109 (Low / +1 as Dark Knight, Average)
|def=111 (Average / +1 as Paladin, High)
|runspeed= 9 (Dark Knight, Slow) / 5 (Paladin, Above Average)


|dash=81 (Dark Knight, Below Average) / 77 (Paladin, Average / Good)
* '''Distinct win condition''': Starfall gives him a unique win condition in the form of a move that is unavoidable once it started, but takes time to be charged. This gives him a tool to force approaches and the opponent has to respect it existing with counterplay in every matchup, even in those that have an easier time shutting it down


|fall=81 (Dark Knight, Average) / 89 (Paladin, Below Average)
* '''Strong defensive mixups''': Low recovery on most of his moves, projectiles and traps staying out even if he gets hit and fast dodge cancels make The Emperor slippery and tricky to approach


|fallr=39 (Dark Knight, Average) / 40 (Paladin, Average)
* '''Thunder Crest''': A powerful bravery attack to stop approaches with and sometimes even checkmating characters with it existing alone


|exclusives=Dark Sword, Mythgraven Blade, Lustrous Sword, Lightbringer, Cimmerian Edge
* '''Strong assist gain''': A combination of low recovery moves, rotating them, Starfall and Side by Side being a common build lets The Emperor quickly build assist meter while setting up his gameplan, often staying afloat in the meter economy.


}}
|cons=
 
* '''Polarizing matchups''': Both a good and a bad thing. With all his upsides, The Emperor lacks severely in rushdown, giving him the most polarizing matchup spread in the entire game. Some characters are outright denied with the right conditions and some give him absolute hell without stage counterpicks. Any character that can play around Starfall and traps requires a different approach to beat.
{{ProConTable
 
|pros=


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


}}
}}


== Overview ==
= Overview =
 
Cecil Harvey is a close / mid-range character who functions with two different movesets - Dark Knight and Paladin. Due to the risky nature of changing jobs and their distinct strengths, it is often recommended to focus on one job over the other. Cecil can whiff punish effectively from a variety of angles, has decent assist synergy and bravery damage output.
 
However he struggles to generate assist meter on whiff due to long start-ups, animation length and late cancel opportunities. EX generation is good for Paladin, but weaker in Dark Knight. With less than ideal speed and tracking, limited effective angles, difficulties staying safe and keeping up in meter economy, Cecil often takes relatively high risks for a lower return.
 
His arguably safer repertoire is restricted to ground (Dark Knight), which also does not often force his opponents to play into his strengths.


Cecil has been primarily a bottom tier character, with some hope for low tier status. Temper your expectations and you may discover a fun character for yourself.


Build styles:
= Bravery Moves =
* Side by Side (Dark Knight)
* EX (Paladin)


== Bravery Attacks ==
== Ground ==


=== Ground (Dark Knight) ===
<tabber>
<tabber>
|-|Valiant Blow=
|-|Bombard=
{{AbilityInfo
{{AbilityInfo
|damage=10, 10, 20 (40)
|damage=5, 5 x 3 (20)
|startup=15F
|startup=21F
|type=Physical
|type=Physical > Magical
|priority=Melee Low
|priority=Melee High
|ex=30
|ex=84
|effect=Wall rush
|effect=Chase
|cp=20 (10)
|cp=30 (15)
}}
}}
''[Close] Jab foe with blade. Can send foe flying.''
''[Close] Sweep with staff. Extra explosion damage on hit.''


|-|Dark Cannon=
|-|Landmine=
{{AbilityInfo
{{AbilityInfo
|damage=1 x 4, 2 x 4, 3 (15)
|damage=each (35)
|startup=41F
|startup=29F
|type=Magical
|type=Magical
|priority=Ranged Low (forward), Ranged Mid (backward)
|priority=Ranged Low
|ex=each 3
|ex=0
|effect=Block (Ranged Low)
|effect=Absorb
|cp=20 (10)
|cp=30 (15)
}}
}}
''[Long] Draw foe with projectile. Good start for other combos.''
''[Close] Lay mine. Multiples OK; they will persist a long time.''


|-|Shadow Lance=
|-|Light Crest (ground)=
{{AbilityInfo
{{AbilityInfo
|damage=8, 7 x 6 (50)
|damage=each (7)
|startup=35F
|startup=37F
|type=Physical
|type=Magical
|priority=Melee High (close), Ranged Low (far)
|priority=Ranged Low
|ex=~20
|ex=0
|effect=Wall rush
|effect=-
|cp=20 (10)
|cp=30 (15)
}}
}}
''[Mid] Throw weapon. Major damage if lands near opponent.''
''[Mid] Draw vertical light sigil. Fires when foe enters range; large vertical range.''
 
|-|Dynamite (ground)=
{| class="wikitable"
|-
! Version !! Damage multiplier !! Startup frame !! Type !! Priority !! EX Force !! Effects !! CP (Mastered)
|-
| LV1 || 1 x 5, 25 (30) || 43F || Magical || Ranged Low (Special when sticked on surface) || 60+ || Absorb, Wall Rush || 30 (15)
|-
| LV2 || 1 x 7, 33 (40) || 80F (charge), 3F (hitbox after shot) || Magical || Ranged Mid (Special when sticked on surface) || 60+ || Absorb, Wall Rush || -
|-
| LV3 || 1 x 10, 40 (50) || 120F (charge), 3F (hitbox after shot) || Magical || Ranged High (Special when sticked on surface) || each hit 3 || Absorb, Wall Rush || -
|}
''[Long] Emit bomb from staff that lands and draws in foe.''


</tabber>


=== Ground (Paladin) ===
|-|Thunder Crest=
<tabber>
|-|Slash=
{{AbilityInfo
{{AbilityInfo
|damage=10, 10 (20)
|damage=2 x 17, 6 (40)
|startup=23F
|startup=35F
|type=Physical
|type=Magical
|priority=Melee Low
|priority=Unblockable
|ex=90
|ex=60
|effect=Chase
|effect=Absorb
|cp=20 (10)
|cp=30 (15)
}}
}}
''[Close] Hit foe upwards. Slow, but very accurate strike.''
''[Mid] Draw sigil on the ground. Paralyzes foe when in range.''
 
The bread and butter of The Emperor's ground game and combos. The bane of many close range characters' existence. The Emperor draws a large sigil that travels forward on the ground for a moment before activating. Bounces off of walls and outright stops at edges. The Emperor can turn and place the crest into any direction with [[Lock_Off|'''lock off''']],  if it's set on neutral circle input.


|-|Lightning Rise=
Thunder Crest has a bigger hitbox than what the sigil implies, and draws in characters and assists near it once activated. It can activate as soon as it's visible if the opponent's character or assist is near it.
{{AbilityInfo
|damage=3, 3, 5, 4, 4, 11 (30)
|startup=43F
|type=Physical
|priority=Melee Mid (first half), Melee Low (second half)
|ex=90
|effect=Chase, Block (Ranged Low)
|cp=20 (10)
}}
''[Mid] Charge, then leap. Good start for midair attacks.''


Contrary to what the description says in the game, it is ''not'' a good start for midair attacks. The slow startup time makes it impractical against vigilant players and chase limits viable assist combo conversions.
The damage output is good as it is at 40 damage multiplier, but it becomes even more notable when used in tandem with Mine. The last hit sends at a decent upward angle for followups.


|-|Dark Step=
One of Thunder Crest's standout properties is that it stays even if he gets hit while casting it until it completely vanishes. And because it's unblockable, it overrides any attack and guard. It essentially shuts down any approach going through it, making it incredibly oppressive against some characters and greatly limiting their options. This gives The Emperor ''more'' time to set up other traps around him or change strategies.
{{AbilityInfo
|damage=5, 10, 1 x 2, 10 (27)
|startup=23F
|type=Physical
|priority=Melee Low
|ex=90
|effect=Chase, job change
|cp=20 (10)
}}
''[Close] Change job to Dark Knight during combo.''


</tabber>
</tabber>


=== Aerial (Dark Knight) ===
== Aerial ==
 
<tabber>
<tabber>
|-|Gravity Ball=
|-|Mine=
{{AbilityInfo
{{AbilityInfo
|damage=7, 2 x 4 (15)
|damage=each (35)
|startup=37F
|startup=23F
|type=Magical
|type=Magical
|priority=Ranged Low
|priority=Ranged Low
|ex=0
|ex=0
|effect=Wall Rush
|effect=Absorb
|cp=20 (10)
|cp=30 (15)
}}
}}
''[Mid] Fire off gravity ball. Good start for ground attacks.''
''[Close] Drop mine. Multiples OK; they will persist a long time.''


|-|Nightfall=
|-|Light Crest (midair)=
{{AbilityInfo
{{AbilityInfo
|damage=1 each, 24 (25+)
|damage=each (7)
|startup=37F
|type=Physical
|priority=Melee Low (falling), Ranged Mid (landing)
|ex=60+
|effect=Chase
|cp=20 (10)
}}
''[Close] High-speed dive. Useful for quick descents.''
 
|-|Paladin Arts=
{{AbilityInfo
|damage=7, 2 x 4, 3 x 5 (30)
|startup=37F
|startup=37F
|type=Magical
|type=Magical
|priority=Ranged Low
|priority=Ranged Low
|ex=0
|ex=0
|effect=Job change
|effect=-
|cp=20 (10)
|cp=30 (15)
}}
}}
''[Mid] Change job to Paladin during combo.''
''[Mid] Draw horizontal light sigil. Fires when foe enters range; faces opponent's direction.''
 
|-|Dynamite (midair)=
{| class="wikitable"
|-
! Version !! Damage multiplier !! Startup frame !! Type !! Priority !! EX Force !! Effects !! CP (Mastered)
|-
| LV1 || 1 x 5, 25 (30) || 43F || Magical || Ranged Low (Special when sticked on surface) || 60+ || Absorb, Wall Rush || 30 (15)
|-
| LV2 || 1 x 7, 33 (40) || 80F (charge), 3F (hitbox after shot) || Magical || Ranged Mid (Special when sticked on surface) || 60+ || Absorb, Wall Rush || -
|-
| LV3 || 1 x 10, 40 (50) || 120F (charge), 3F (hitbox after shot) || Magical || Ranged High (Special when sticked on surface) || each hit 3 || Absorb, Wall Rush || -
|}
''[Long] Emit bomb from staff that lands and draws in foe.''
 
Shares traits with the ground version.


</tabber>
</tabber>


=== Aerial (Paladin) ===
= HP Attacks =
<tabber>
|-|Radiant Wings=
{{AbilityInfo
|damage=3, 3, 7, 6, 6, 6, 9 (40)
|startup=19F
|type=Physical
|priority=Melee Low
|ex=30
|effect=Wall rush
|cp=20 (10)
}}
 
|-|Sacred Cross=
{{AbilityInfo
|damage=3 x 5, 5, 10 (30)
|startup=21F
|type=Physical
|priority=Melee Low
|ex=90
|effect=Chase
|cp=20 (10)
}}


== Ground ==


|-|Searchlight=
<tabber>
|-|Starfall (ground)=
{{AbilityInfo
{{AbilityInfo
|damage=3 x 5 (15)
|damage=each (3)
|startup=95F
|startup=521F
|type=Magical
|type=Magical
|priority=Ranged Low
|priority=Unblockable
|ex=0
|ex=0
|effect=-
|effect=Absorb, Wall Rush, Block Low (Ranged)
|cp=20 (10)
}}
</tabber>
 
== HP Attacks ==
 
=== Ground ===
<tabber>
|-|Soul Eater=
{{AbilityInfo
|damage=4, 2 x 5, 6 (20)
|startup=39F
|type=Physical
|priority=Melee High
|ex=30
|effect=Wall rush
|cp=30 (15)
|cp=30 (15)
}}
}}
''[Close] Stab fore and devour his soul. Limited height, quick strike.''
''[Long] Call down giant meteor. Long cast. Aim with analog stick.''


|-|Dark Flame=
|-|Flare (ground)=
{{AbilityInfo
{{AbilityInfo
|damage=-
|damage=-
|startup=53F
|startup=35F
|type=-
|type=-
|priority=Ranged High
|priority=Ranged High
|ex=0
|ex=60
|effect=Wall rush
|effect=-
|cp=30 (15)
|cp=30 (15)
}}
}}
''[Long] Summon dark fire. Slow speed, strong homing.''
''[Mid] Gather globe of blue light that slowly homes in on opponent.''


|-|Shadow Bringer=
|-|Dreary Cell (ground)=
{{AbilityInfo
{{AbilityInfo
|damage=10, 10 (20)
|damage=-
|startup=13F
|startup=69F (total), 43F (activation)
|type=Physical
|type=Magical
|priority=Melee High
|priority=Unblockable
|ex=30
|ex=36/54/72
|effect=Wall rush, Dark Knight BRV damage +3%, Paladin BRV damage -3%
|effect=Absorb
|cp=30 (15)
|cp=30 (15)
}}
}}
''[Ultra-close] Dark sword slash. Dark Knight BRV damage +3%, Paladin BRV damage -3%.''
''[Close] Set discreet light trap. Detonates when foe approaches.''


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


=== Aerial ===
== Aerial ==


<tabber>
<tabber>
|-|Saint's Fall=
|-|Starfall (midair)=
{{AbilityInfo
{{AbilityInfo
|damage=1 x 3, 2, 1 x 2, 3 (10)
|damage=each (3)
|startup=53F
|startup=521F
|type=Physical
|type=Magical
|priority=Melee High
|priority=Unblockable
|ex=30
|ex=0
|effect=Wall rush
|effect=Absorb, Wall Rush, Block Low (Ranged)
|cp=30 (15)
|cp=30 (15)
}}
}}
''[Mid] Focus light and charge. From afar, good vs. any height.''
''[Long] Call down giant meteor. Long cast. Aim with analog stick.''


|-|Paladin Force=
|-|Flare (midair)=
{{AbilityInfo
{{AbilityInfo
|damage=2 x 5, 5 (15)
|damage=-
|startup=43F
|startup=35F
|type=Both
|type=-
|priority=Ranged High (first hit), Melee High (other hits)
|priority=Ranged High
|ex=30
|ex=60
|effect=Wall rush
|effect=Wall Rush
|cp=30 (15)
|cp=30 (15)
}}
}}
''[Close] Holy sword magic. Effective against any height.''
''[Mid] Gather globe of red light that awaits remote detonation.''


|-|Luminous Shard=
|-|Dreary Cell (midair)=
{{AbilityInfo
{{AbilityInfo
|damage=-
|damage=-
|startup=63F
|startup=69F (total), 43F (activation)
|type=-
|type=Magical
|priority=Ranged High
|priority=Unblockable
|ex=60
|ex=36/54/72
|effect=Paladin BRV damage +3%, Dark Knight BRV damage -3%
|effect=Absorb
|cp=30 (15)
|cp=30 (15)
}}
}}
''[Long] Shoot light projectiles. Paladin BRV damage +3%. Dark Knight BRV damage -3%.''
''[Close] Set discreet light trap. Detonates when foe approaches.''
 
Equipping Luminous Shard will lock you out equipping the grounded Shadow Bringer HP for the Dark Knight job.


</tabber>
</tabber>


== EX Mode: Job Augment! ==
= EX Mode: Power of Hellfire! =
 
Effects:
Effects:
* Regen
* Regen
* Critical Boost
* Critical Boost
* Proteus
* Blood Magic
* Inner Strength
 
=== Proteus ===
 
''[Activate with R + Square] Bridles light and darkness to instantly change jobs without attacking.''
 
=== Inner Strength ===
 
''[Always active while in EX Mode] Each is 1.5 times as powerful.''


=== EX Burst: Soul Shift ===
== Blood Magic ==
''[Activates when HP attack hits] Absorbs HP equivalent to damage dealt.''


''A chain of attacks combining the power of light and darkness. Enter the commands that appear on both sides of the screen at the same time.''
== EX Burst: Absolute Dominion ==
''An attack that takes over the opponent's mind. Absorbs HP damage dealt. Enter the commands that display on screen.


{{burst
{{burst
 
|damage1=6, 13 (19)
|damage1=6, 9 (15, DK)
|damage2=16x4, 17 (100 total)
 
|type=Magical
|damage2=15 (PA), 25 (DK), 7 x 2 (DK), 30 (PA) (99 total)
 
|type=Both
 
}}
}}


== About the Job System ==
= Builds =
Cecil has two jobs, but only has access to one of them at a time. To change jobs, either use Paladin Arts or Dark Step braveries, or grounded HP attack to access Dark Knight or aerial HP to access Paladin.
Builds here.
 
Jobs can be changed freely outside of attack animations during EX mode by pressing R+Square. This means Cecil often makes himself vulnerable in order to change movesets, making this adjustment rather risky for Cecil. Not only that, equipping Shadow Bringer or Luminous Shard HP attack locks Cecil out of equipping the other HP, further incentivising into dedicated Dark Knight or Paladin play.
 
Cecil ALWAYS starts a fight in Dark Knight form, meaning Paladin-focused players will have to perform an HP attack as soon as the match starts, or bide their time in Dark Knight form until they have an opportunity to change forms without being punished.


== Builds ==
<tabber>
<tabber>
|-|Side by Side (Dark Knight)=
|-|Side by Side=
{{Build
{{Build
|hp=9883
|hp=10172
|cp=450
|cp=450
|brv=1623
|brv=1157
|atk=176
|atk=177
|def=182
|def=186
|luk=61
|luk=61
|booster=x3.5
|booster=
|setbonus=None
|setbonus=Succubus' Soul
|ast=Jecht / Sephiroth / Yuna
|ast={{012yuna}}
|wpn=Piggy's Stick
|wpn=Blood Sword ([[CP_Glitch_(Dissidia_012)|'''CP Glitch''']])
|hand=Chainsaw
|hand=Sanguine Shield ([[CP_Glitch_(Dissidia_012)|'''CP Glitch''']])
|head=Thornlet
|head=Blood Helm ([[CP_Glitch_(Dissidia_012)|'''CP Glitch''']])
|armor=Maximillian
|armor=Blood Armor ([[CP_Glitch_(Dissidia_012)|'''CP Glitch''']])
|acc1={{accbas}} Sniper Eye
|acc1={{accbas}} Earring
|acc2={{accbas}} Dismay Shock
|acc2={{accbas}} Bravery Orb
|acc3={{accbas}} Battle Hammer
|acc3={{accbas}} Dismay Shock
|acc4={{accboo}} Empty EX Gauge
|acc4={{accbas}} Battle Hammer
|acc5={{accboo}} Summon Unused
|acc5={{accbas}} A Comrade's Vow
|acc6={{accboo}} Pre-EX Mode
|acc6={{accboo}} Empty EX Gauge
|acc7={{accboo}} Pre-EX Revenge
|acc7={{accboo}} Pre-EX Mode
|acc8={{accsp}} Blue Gem
|acc8={{accsp}} Blue Gem
|acc9={{accsp}} Miracle Shoes
|acc9={{accsp}} Miracle Shoes
Line 357: Line 291:
|summon=Rubicante
|summon=Rubicante
}}
}}
Use the [[CP_Glitch_(Dissidia_012)|CP glitch]] with Equip Machines and Bard's Gear.


Blue Gem and Miracle Shoes can be substituted with Together as One, Hero's Seal or Back-Breaking Straw (to offset Thornlet penalties).


Boosters "Grounded" and "BRV = 0" can enhance HP wall rush damage with a higher multiplier at the cost of lower base bravery.
Equip Master Protector extra ability.


|-|Hybrid (Paladin)=
|-|Build #2=
{{Build
{{Build
|hp=10299
|hp=
|cp=450
|cp=
|brv=956 (1147 with First to Victory)
|brv=
|atk=178
|atk=
|def=183
|def=
|luk=60
|luk=
|booster=x3.0
|booster=
|setbonus=Judgment of Lufenia
|setbonus=
|ast=Kuja / Aerith
|ast=
|wpn=Cleaver
|wpn=
|hand=Lufenian Shield
|hand=
|head=Lufenian Helm
|head=
|armor=Lufenian Armor
|armor=
|acc1={{accbas}} Hyper Ring
|acc1=
|acc2={{accbas}} Muscle Belt
|acc2=
|acc3={{accbas}} Dismay Shock
|acc3=
|acc4={{accboo}} Summon Unused
|acc4=
|acc5={{accboo}} Pre-EX Mode
|acc5=
|acc6={{accboo}} Pre-EX Revenge
|acc6=
|acc7={{accboo}} Opponent Summon Unused
|acc7=
|acc8={{accsp}} White Gem
|acc8=
|acc9={{accsp}} Tenacious Attacker
|acc9=
|acc10={{accsp}} First to Victory
|acc10=
|summon=Rubicante
|summon=
}}
}}
Use the [[CP_Glitch_(Dissidia_012)|CP glitch]] with Ranger's Gear.


"Muscle Belt" basic accessory and "Opponent Summon Unused" booster can be substituted with what the player wants more.
</tabber>


Tenacious Attacker is not essential if Aerith assist is used. Hero's Essence can be used for additional Extra Abilities (critical hit rate). Winged Boots is good for banish trap stages.
= Assist =
</tabber>


== Assists ==
== The Emperor's assist data ==
Cecil's assist data


{{012Assist
{{012Assist
|type1=BRV
|type1=BRV
|attack1=Shadow Lance
|attack1=Thunder Crest
|startup1=35F
|startup1=35F
|position1=Ground
|position1=Ground
|spawn1=Opponent
|spawn1=Player
|damage1=8, 7 x 6 (up to 50)
|damage1=2 x 17, 6 (40)
|effect1=Wall Rush
|effect1=Absorb
|type2=BRV
|type2=BRV
|attack2=Radiant Wings
|attack2=Mine
|startup2=19F
|startup2=23F
|position2=Air
|position2=Air
|spawn2=Opponent
|spawn2=Opponent
|damage2=3, 3, 7, 6, 6, 9
|damage2=35 each (up to 70)
|effect2=Wall Rush
|effect2=Chase, Absorb
|type3=HP
|type3=HP
|attack3=Soul Eater
|attack3=Flare
|startup3=39F
|startup3=35F
|position3=Ground
|position3=Ground
|spawn3=Opponent
|spawn3=Player
|damage3=4, 2 x 5, 6 (20)
|damage3=-
|effect3=Wall Rush
|effect3=-
|type4=HP
|type4=HP
|attack4=Saint's Fall
|attack4=Flare
|startup4=53F
|startup4=37F
|position4=Air
|position4=Air
|spawn4=Opponent
|spawn4=Opponent
|damage4=1 x 3, 2, 1 x 2, 3 (10)
|damage4=-
|effect4=Wall Rush
|effect4=Wall Rush
}}
}}


=== Dark Knight Assists ===
== Assists ==
<tabber>
The Emperor works well with {{012tid}}, {{012yuna}} and {{012jec}}.
|-|Jecht=
Fast whiff punishes, converts off of Cecil's key moves and wall rush, sets up solo combos and lets him transition into Dark Knight from Paladin on hit as part of a combo.
 
|-|Sephiroth=
Whiff punishes and more notably, easy knockback cancels. With assist meter, Cecil won't have to rely on wall rushes for assist conversions.
 
|-|Yuna=
Ranged Low priority that isn't staggered by LV2 Assist Change, converts off of key moves, wall rush and often works within Cecil's effective range in smaller stages.
</tabber>
 
=== Paladin Assists ===
<tabber>
|-|Aerith=
Lets Cecil combo Sacred Cross into an HP by initiating a chase at the cost of no EX depletion on hit. As such, can set up solo combos anywhere. Combos safely into Luminous Shard without being staggered by LV2 Assist Change.
 
|-|Tidus=
Fastest whiff punisher in the air with less air combo potential, but ground assist can wall rush on the ground for extended solo combos.
 
|-|Yuna=
Air conversions have restrictions, but doesn't stagger from LV2 Assist Change. Works well when playing near the ground.
 
</tabber>

Latest revision as of 00:50, 26 March 2024


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

Overview

Bravery Moves

Ground

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

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

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

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

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
2 x 17, 6 (40) 35F Magical Unblockable 60 Absorb 30 (15)

[Mid] Draw sigil on the ground. Paralyzes foe when in range.

The bread and butter of The Emperor's ground game and combos. The bane of many close range characters' existence. The Emperor draws a large sigil that travels forward on the ground for a moment before activating. Bounces off of walls and outright stops at edges. The Emperor can turn and place the crest into any direction with lock off, if it's set on neutral circle input.

Thunder Crest has a bigger hitbox than what the sigil implies, and draws in characters and assists near it once activated. It can activate as soon as it's visible if the opponent's character or assist is near it.

The damage output is good as it is at 40 damage multiplier, but it becomes even more notable when used in tandem with Mine. The last hit sends at a decent upward angle for followups.

One of Thunder Crest's standout properties is that it stays even if he gets hit while casting it until it completely vanishes. And because it's unblockable, it overrides any attack and guard. It essentially shuts down any approach going through it, making it incredibly oppressive against some characters and greatly limiting their options. This gives The Emperor more time to set up other traps around him or change strategies.

Aerial

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

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

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

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

Shares traits with the ground version.

HP Attacks

Ground

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

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

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

Aerial

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

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

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

EX Mode: Power of Hellfire!

Effects:

  • Regen
  • Critical Boost
  • Blood Magic

Blood Magic

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

EX Burst: Absolute Dominion

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

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

Builds

Builds here.

Stats
HP 10172
CP 450
BRV 1157
ATK 177
DEF 186
LUK 61
Max Booster
Special Effect: Succubus' Soul
Equipment
Assist Yuna
Weapon Blood Sword (CP Glitch)
Hand Sanguine Shield (CP Glitch)
Head Blood Helm (CP Glitch)
Armor Blood Armor (CP Glitch)
Accessory 1 accessory_basic.png Earring
Accessory 2 accessory_basic.png Bravery Orb
Accessory 3 accessory_basic.png Dismay Shock
Accessory 4 accessory_basic.png Battle Hammer
Accessory 5 accessory_basic.png A Comrade's Vow
Accessory 6 accessory_booster.png Empty EX Gauge
Accessory 7 accessory_booster.png Pre-EX Mode
Accessory 8 accessory_special.png Blue Gem
Accessory 9 accessory_special.png Miracle Shoes
Accessory 10 accessory_special.png Side by Side
Summon Rubicante


Equip Master Protector extra ability.

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

Assist

The Emperor's assist data

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

Assists

The Emperor works well with Tidus, Yuna and Jecht.