Firion (Dissidia 012)
| General | Starter Guide | Combos | Strategy | Frame Data |
|---|---|---|---|---|
| Matchups | Builds | Match Videos | Gallery | Resources |
| Info | |
|---|---|
<img style="width: 239px; height: 256px; object-fit: cover; display:block; margin:0 auto;" src=" " alt="">
| |
| Name | Firion (フリオニール) |
| Original game | Final Fantasy II |
| Base ATK (LV100) | 111 (High) |
| Base DEF (LV100) | 112 (High) |
| Run Speed | 8 (Below Average) |
| Dash Speed | 81 (Below Average) |
| Fall Speed | 81 (Average) |
| Fall Speed Ratio After Dodge | 38 (Average) |
| Fastest BRV | 9F (Swordslash) |
| Fastest HP | 33F / 49F (Lord of Arms) |
| 1-Hit HP | Yes (Straightarrow) |
| HP Links | Yes |
| Command Block | Yes (Shield Bash) |
| Weapon | All normal weapons, Parrying Weapons, Guns, Poles |
| Armor | Bangles, Chestplates, Clothing, Hats, Headbands, Helms, Light Armor, Shields |
| Exclusive weapons | Rebellion Army, Longinus, Wild Rose |
| Unlock | Default |
| Alignment | Cosmos |
| Voice Actor (JP) | Hikaru Midorikawa |
| Voice Actor (ENG) | Johnny Yong Bosch |
Overview
Firion is a defensive ground-oriented fighter. His main strategy revolves around controlling space with Straightarrow and {{#tooltip: punishing |
Attacking someone when they are recovering from a move and are unable to defend. This is typically guaranteed damage when done right.
}} approaches with {{#tooltip: HP links |
An HP attack that branches from a bravery attack. e.g. Cloud's Slashing Blow into Omnislash Version 5.
}} or Shield Bash counters. With quick Swordslash {{#tooltip: pokes |
A fast attack that is used to occupy space, start offense and fill assist gauge.
}} and Magic Arts {{#tooltip: projectiles |
A type of attack that travels independently from any character. Beams, fireballs and magic spells are often like this. Many projectiles are Ranged priority in Dissidia 012, and they can be reflected back.
}}, Firion has tools for almost any range. Poke with Swordslash, defend with Shield Bash, pressure with Straightarrow, or retaliate with Rope Knife or Reel Axe.
Firion’s defense is backed up by his damage output; His Double Trouble HP link wall rushes on the ground, which sets up assist combos consistently. With high base bravery and Side by Side, Firion can quickly fill assist gauge and get big momentum with one HP hit. Firion’s HP attacks are also strong in {{#tooltip: neutral |
The stage of a fight where neither player is blocking or getting hit by anything. Both players are trying to figure out how to approach, or trying to hit each other.
}}, so stray hits and callouts are rewarding as well.
As a ground fighter, Firion is more vulnerable in the air. Aggressive opponents can overwhelm him there due to his short range and telegraphed low priority projectiles. His mobility is also below average, and his floaty air dodges leave him open to dodge punishment. Firion also cannot force opponents to fight near ground, unless he commits to slower EX gain, which is outclassed by Side by Side. In addition, his Straightarrow pressure suffers against fast movement and {{#tooltip: whiff punishes |
Hitting an opponent who missed (whiffed) their attack.
}} once opponents have assist.
In competitive play, Firion has been consistently ranked at high tier. He is good at controlling space and capitalizing on mistakes at mid-range. He cannot fight as effectively in the air, or prevent all opponents from staying there. He performs well against close-range characters such as Cloud, Zidane and Prishe, and small stages such as Pandaemonium - Top Floor make it harder to run away from him. Despite the weak EX generation and air combat, Firion’s high damage and straightforward gameplan have made him a consistent tournament threat.
| Strengths | Weaknesses |
|---|---|
The act of using long-range attacks to try and prevent the opponent from approaching. Usually achieved with projectiles, such as Sephiroth's Shadow Flare. }} - Shield Bash's long range counter is fast, long reach, difficult to avoid and leads to assist combos. Good for shutting down low priority projectiles.
An HP attack that branches from a bravery attack. e.g. Cloud's Slashing Blow into Omnislash Version 5.
The stage of a fight where neither player is blocking or getting hit by anything. Both players are trying to figure out how to approach, or trying to hit each other.
|
|
Bravery Attacks
Ground
<tabber> |-|Lance Combo=
<img src=" " style="width:250px; height:270px; object-fit: none; object-position: ; border:3px solid RGB(105,86,160); inline-table;"></img>
| ||
|---|---|---|
| The attack's baseline damage value before equipment and stats are considered. }} | 20+ (8, 12) | |
| The time it takes for this attack to do damage. Currently this is measured at 60 frames per second (30F would be 0.5 seconds).}} | 19F | |
| Damage Type | Physical | |
| Priority | Melee Low | |
| The amount of EX that can be gained from EX Force. 1000 = Full EX gauge.}} | 15 | |
| Effects | Absorb | |
| What this move can be cancelled into.}} | Dodge, Follow-up (Away) | |
| Assist Gain {{#tooltip: (Hit) | The amount of assist gauge filled if this attack hits. 5000 = 1 assist gauge.}} | ||
| CP (Mastered) | 30 (15) | |
| [Close] Quick upward swing with lance. Slightly draws foe near. |
Unlocked at level 4 |
Mastered at 160 AP |
Lance Combo is Firion's fastest move for {{#tooltip: HP links |
An HP attack that branches from a bravery attack. e.g. Cloud's Slashing Blow into Omnislash Version 5.
}}, but it also has shortest reach despite it pulling in enemies. It has long {{#tooltip: active |
The period of time when an attack is capable of doing damage.
}} frames, so it can still hit opponents who are trying to {{#tooltip: whiff punish |
Hitting an opponent who missed (whiffed) their attack.
}} Firion too early. The animation is quick, which lets Firion quickly transition into his follow-ups or the Double Trouble HP link.
As a {{#tooltip: poke |
A fast attack that is used to occupy space, start offense and fill assist gauge.
}}, Lance Combo can be {{#tooltip: dodge cancelled |
Dodge cancel refers to an action that is interrupted with a dodge. Abbreviated as DC.
}} relatively early, though it's still slower than Swordslash. And even if Lance Combo misses, Firion still has the mid priority lance follow-up to protect himself. That's not exclusive to this move, but it's safer in this regard than Reel Axe, one of his other braveries.
|-|Swordslash (ground)=
<img src=" " style="width:250px; height:270px; object-fit: none; object-position: ; border:3px solid RGB(105,86,160); inline-table;"></img>
| ||
|---|---|---|
| The attack's baseline damage value before equipment and stats are considered. }} | 20 | |
| The time it takes for this attack to do damage. Currently this is measured at 60 frames per second (30F would be 0.5 seconds).}} | 9F | |
| Damage Type | Physical | |
| Priority | Melee Low | |
| The amount of EX that can be gained from EX Force. 1000 = Full EX gauge.}} | 60 | |
| Effects | Chase | |
| What this move can be cancelled into.}} | Dodge, Block, Attack | |
| Assist Gain {{#tooltip: (Hit) | The amount of assist gauge filled if this attack hits. 5000 = 1 assist gauge.}} | ||
| CP (Mastered) | 30 (15) | |
| [Close] Quick sword slash. Short reach, but quick strike. |
Unlocked at level 16 |
Mastered at 90 AP |
Swordslash is Firion's main close-range {{#tooltip: poke |
A fast attack that is used to occupy space, start offense and fill assist gauge.
}}. It can build assist gauge on {{#tooltip: whiff |
A missed attack that doesn't make any contact.
}} and push enemies away who are getting too comfortable near Firion. The reach is short, so it's not effective as a {{#tooltip: whiff punish |
Hitting an opponent who missed (whiffed) their attack.
}} tool. However, its {{#tooltip: startup |
The time it takes before an attack can do damage.
}} is one of the fastest in the whole game. Firion can {{#tooltip: cancel |
An action that is interrupted early by doing another action.
}} this move into a block or other attacks (including HP), which helps him stay ambiguous against reactive opponents. [1] [2]
Using Swordslash well in conjunction with other moves lets Firion establish the defensive ground combat where he excels at. If Swordslash hits, Firion can even convert into a Kuja assist combo. [3]
|-|Rope Knife=
<img src=" " style="width:250px; height:270px; object-fit: none; object-position: ; border:3px solid RGB(105,86,160); inline-table;"></img>
| ||
|---|---|---|
| The attack's baseline damage value before equipment and stats are considered. }} | 20+ (2 x 10) | |
| The time it takes for this attack to do damage. Currently this is measured at 60 frames per second (30F would be 0.5 seconds).}} | 23F | |
| Damage Type | Physical | |
| Priority | Melee Low | |
| The amount of EX that can be gained from EX Force. 1000 = Full EX gauge.}} | 30 | |
| Effects | - | |
| What this move can be cancelled into.}} | Dodge, Follow-up (Away) | |
| Assist Gain {{#tooltip: (Hit) | The amount of assist gauge filled if this attack hits. 5000 = 1 assist gauge.}} | ||
| CP (Mastered) | 30 (15) | |
| [Mid] Throw lightning knife. Good versus any height, long duration. |
Unlocked at level 1 |
Mastered at 160 AP |
Rope Knife is Firion's primary {{#tooltip: whiff punish |
Hitting an opponent who missed (whiffed) their attack.
}} tool on the ground. Similar to Lance Combo and Reel Axe, Rope Knife pulls in enemies for follow-ups, including Double Trouble HP link. [4] It has enough reach and {{#tooltip: active |
The period of time when an attack is capable of doing damage.
}} frames to catch ground dodges and landing lag. [5] [6] [7] Rope Knife has some vertical {{#tooltip: tracking |
Tracking refers to how effectively a move can follow the opponent once it is performed. Similar to "homing".
}} as well. [8] The startup speed is slower than Lance Combo, but it's fast enough to punish plenty of moves on reaction if Firion is within range. [9]
Firion can use Rope Knife as a threat against close-range characters. It has longer reach than most {{#tooltip: pokes |
A fast attack that is used to occupy space, start offense and fill assist gauge.
}}, so it can punish opponents for poking near Firion. [10] Rope Knife can also go through projectiles and pull the opponent in, functioning as a {{#tooltip: disjoint |
A part of an attack that isn't close to the character's hurtbox. If this part of an attack gets hit by opponent's attack, the character using it will not take damage.
}}. [11]
Rope Knife has a glaring weakness; It's rather telegraphed. The bright yellow visual effect around the knife and Firion's distinct audio cue make it easier to react to this move. And if it's used from its maximum range, Firion doesn't have many low risk options to use as a {{#tooltip: mixup |
A situation where a player has several ways to attack, which require different actions from the defending player.
}}. It also generates more EX than other ground combo moves, though that's negligible when using Side by Side <img>
</img>. Most of Rope Knife's hits don't pull the opponent towards Firion, so a "shallow" hit can cause the opponent to drop out of the move if it hits at an awkward angle. [12] The long active frames can also backfire on Firion (though not often), as higher priority moves cause Firion to stagger. [13] [14]
Despite its weaknesses, Rope Knife is commonly used in competitive play. It plays an important role in Firion's defense as a distinct punisher and spacing tool. With Rope Knife, Firion's range is not limited to point blank (Swordslash) and long-range (Reel Axe, Magic Arts, Straightarrow). And it's safer to use than Lord of Arms as a punisher. And of course, Rope Knife enables high damaging assist combos with Double Trouble.
|-|Reel Axe=
<img src=" " style="width:250px; height:270px; object-fit: none; object-position: 45%; border:3px solid RGB(105,86,160); inline-table;"></img>
| ||
|---|---|---|
| The attack's baseline damage value before equipment and stats are considered. }} | 20+ (10, 10) | |
| The time it takes for this attack to do damage. Currently this is measured at 60 frames per second (30F would be 0.5 seconds).}} | 47F | |
| Damage Type | Physical | |
| Priority | Ranged High | |
| The amount of EX that can be gained from EX Force. 1000 = Full EX gauge.}} | 15 | |
| Effects | - | |
| What this move can be cancelled into.}} | Dodge, Follow-up (Away) | |
| Assist Gain {{#tooltip: (Hit) | The amount of assist gauge filled if this attack hits. 5000 = 1 assist gauge.}} | ||
| CP (Mastered) | 30 (15) | |
| [Long] Throw axe straight ahead at high speed. |
Unlocked at level 1 |
Mastered at 160 AP |
Reel Axe is a high priority projectile that pulls opponents to Firion. It has the longest lateral reach out of Firion's ground braveries. This is mainly used to break through blocks from long range. It complements Rope Knife, making it an effective {{#tooltip: mixup |
A situation where a player has several ways to attack, which require different actions from the defending player.
}} when used sparingly.
While the projectile travels quickly, it takes a long time to come out. Once Firion has thrown the axe, it travels in a straight line with no {{#tooltip: tracking |
Tracking refers to how effectively a move can follow the opponent once it is performed. Similar to "homing".
}}. Any character with average run speed can evade this attack by moving sideways. Firion is also vulnerable to {{#tooltip: assist punishes |
Using assist to hit the opponent who missed an attack, before they can defend.
}} during this move. All this means is that Reel Axe is rather risky to use, especially when its average damage output remains on par with Rope Knife and Lance Combo. If it guard breaks, Firion can do any of his follow-ups, and the critical hits can also deal more damage. However, this attack is not essential for increasing Firion's damage in competitive play.
</tabber>
Follow-ups
Rope Knife, Lance Combo and Reel Axe can be followed up with one of three attacks. Because the bravery starters have identical base damage, the total base damage will be shown in parenthesis.
- Circle <img>
</img> (Neutral) for Punch - Up+Circle ↑+<img>
</img> (Towards) for Slash & Arrow - Down+Circle ↓+<img>
</img> (Away) for Lance
<tabber> |-|Neutral (Punch)=
<img src=" " style="width:250px; height:270px; object-fit: none; object-position: 50%; border:3px solid RGB(105,86,160); inline-table;"></img>
| ||
|---|---|---|
| The attack's baseline damage value before equipment and stats are considered. }} | +25 (45 Total) | |
| The time it takes for this attack to do damage. Currently this is measured at 60 frames per second (30F would be 0.5 seconds).}} | ? | |
| Damage Type | Physical | |
| Priority | Melee Low | |
| The amount of EX that can be gained from EX Force. 1000 = Full EX gauge.}} | 0 | |
| Effects | Wall Rush | |
| What this move can be cancelled into.}} | Dodge | |
| Assist Gain {{#tooltip: (Hit) | The amount of assist gauge filled if this attack hits. 5000 = 1 assist gauge.}} | ||
| CP (Mastered) | ||
| Unlocked at level - |
Mastered at - AP |
Neutral follow-up (Punch) is Firion's highest damaging ender for bravery damage. It's a very fast attack with long {{#tooltip: knockback |
The distance travelled after getting hit by an attack. The exact distance varies depending on the attack.
}} for wall rushes. Since Firion often goes for Double Trouble, the punch can make Firion safer against early Assist Changes. Firion can use this to sneak in bravery damage right before the opponent escapes reflexively.
Punch sees less use than Double Trouble and Lance follow-ups due to its weaker combo routes and reliance on wall rush. Its base damage is quite good, and more worthwhile with physical damage builds. However, Firion benefits more from HP links and assist combos on average.
|-|Towards (Slash and arrow)=
<img src=" " style="width:250px; height:270px; object-fit: none; object-position: ; border:3px solid RGB(105,86,160); inline-table;"></img>
| ||
|---|---|---|
| The attack's baseline damage value before equipment and stats are considered. }} | +10 (5, 5) (30 Total) | |
| The time it takes for this attack to do damage. Currently this is measured at 60 frames per second (30F would be 0.5 seconds).}} | ? | |
| Damage Type | Physical | |
| Priority | Melee Low (slash) Ranged Low (arrow) | |
| The amount of EX that can be gained from EX Force. 1000 = Full EX gauge.}} | 75 | |
| Effects | Chase | |
| What this move can be cancelled into.}} | ||
| Assist Gain {{#tooltip: (Hit) | The amount of assist gauge filled if this attack hits. 5000 = 1 assist gauge.}} | ||
| CP (Mastered) | ||
| Unlocked at level |
Mastered at AP |
Towards follow-up (Slash & Arrow) is a two-stage attack that leads to Chase. This is mainly used with EX builds, and it is outclassed by Firion's other options most of the time. Firion can combo into assist after the first sword swing, but it's not a high damage starter.
The main issue lies in the Slash & Arrow's return on investment; Firion's damage comes from HP wall rushes with assist, and his other attacks don't generate much EX on average. Slash & Arrow may generate the most EX out of his braveries, but majority of it comes from the long-range arrow shot. Getting all of the EX requires dodging towards opponent and staying airborne for a moment. This means Firion gives up HP damage and ground moves for EX gauge, which he already struggles to fill.
|-|Away (Lance)=
<img src=" " style="width:250px; height:270px; object-fit: none; object-position: ; border:3px solid RGB(105,86,160); inline-table;"></img>
| ||
|---|---|---|
| The attack's baseline damage value before equipment and stats are considered. }} | +8 (1 x 5, 3) (28 Total) | |
| The time it takes for this attack to do damage. Currently this is measured at 60 frames per second (30F would be 0.5 seconds).}} | 11F | |
| Damage Type | Physical | |
| Priority | Melee Mid | |
| The amount of EX that can be gained from EX Force. 1000 = Full EX gauge.}} | 15 | |
| Effects | Wall Rush, Absorb | |
| What this move can be cancelled into.}} | Dodge | |
| Assist Gain {{#tooltip: (Hit) | The amount of assist gauge filled if this attack hits. 5000 = 1 assist gauge.}} | ||
| CP (Mastered) | ||
| Unlocked at level |
Mastered at AP |
Away follow-up (Lance) is a combo attack that wall rushes on the ground. Its base damage may be low, but it has utility thanks to melee mid priority and consistent wall rushes. The wall rush opens up assist combos, and the mid priority protects Firion from hasty retaliations. It can be done even if the ground combo braveries (Rope Knife etc.) miss, which is good against greedy opponents. [15]
Firion swings the weapon around him, which has good coverage around his body, so Lance doesn't have an explicit "blind spot". Lance also pulls nearby opponents in, so they cannot just wait for Firion to finish the attack before punishing it. It does have decent {{#tooltip: recovery |
The period of time that occurs after an action has finished, but before gaining full control of the character again. For example, many HP attacks in Dissidia 012 have long recovery. This may be occasionally referred to as "endlag".
}} before it can be {{#tooltip: dodge cancelled |
Dodge cancel refers to an action that is interrupted with a dodge. Abbreviated as DC.
}} though, so Firion should not always use this. [16] [17] Since it stays out for a while, Firion can also lose to advancing high priority moves. [18]
</tabber>
Aerial
Similar to ground moves like Lance Combo, Firion's Magic Arts have built-in follow-ups. Two follow-ups can be done, and the corresponding Magic Arts braveries do not have to be equipped to do them.
- Circle <img>
</img> for Magic Arts: Frost - Up+Circle ↑+<img>
</img> for Magic Arts: Flame - Down+Circle ↓+<img>
</img> for Magic Arts: Bolt
<tabber> |-|Magic Arts: Flame=
<img src=" " style="width:250px; height:270px; object-fit: none; object-position: ; border:3px solid RGB(105,86,160); inline-table;"></img>
| ||
|---|---|---|
| The attack's baseline damage value before equipment and stats are considered. }} | each 10 | |
| The time it takes for this attack to do damage. Currently this is measured at 60 frames per second (30F would be 0.5 seconds).}} | 25F | |
| Damage Type | Magical | |
| Priority | Ranged Low | |
| The amount of EX that can be gained from EX Force. 1000 = Full EX gauge.}} | 0 | |
| Effects | -- | |
| What this move can be cancelled into.}} | Dodge | |
| Assist Gain {{#tooltip: (Hit) | The amount of assist gauge filled if this attack hits. 5000 = 1 assist gauge.}} | ||
| CP (Mastered) | 30 (15) | |
| Magic combo starting with Fire. Can swap spell from second shot. |
Unlocked at level 24 |
Mastered at 90 AP |
Magic Arts: Flame is a slow, homing {{#tooltip: projectile |
A type of attack that travels independently from any character. Beams, fireballs and magic spells are often like this. Many projectiles are Ranged priority in Dissidia 012, and they can be reflected back.
}}. Its main use is setting up Shield Bash counters if it is reflected. Firion uses this to supplement his combat, even though it has a low hit rate.
Flame has low damage, but it has just enough {{#tooltip: hit stun |
The period of time when a character cannot do an action after getting hit by an attack.
}} to be used in combos if Firion is ever ready for it.
As mentioned earlier, Flame is not used to control space conventionally. Its low priority loses to almost everything, but this is a blessing in disguise; If Flame is reflected, Firion can block it with Shield Bash and activate the barrage of long-range projectiles that have very strong {{#tooltip: tracking |
Tracking refers to how effectively a move can follow the opponent once it is performed. Similar to "homing".
}}. Flame's slow travel speed makes this fairly easy to notice by most intermediate and advanced players. However, Firion can cast at least one Flame rather safely without getting {{#tooltip: assist punished |
Using assist to hit the opponent who missed an attack, before they can defend.
}} for it. So if Firion has time to cast this at all, he can at least attempt to pressure opponents over time this way.
|-|Magic Arts: Frost=
<img src=" " style="width:250px; height:270px; object-fit: none; object-position: 40%; border:3px solid RGB(105,86,160); inline-table;"></img>
| ||
|---|---|---|
| The attack's baseline damage value before equipment and stats are considered. }} | each 12 | |
| The time it takes for this attack to do damage. Currently this is measured at 60 frames per second (30F would be 0.5 seconds).}} | 25F | |
| Damage Type | Magical | |
| Priority | Ranged Low | |
| The amount of EX that can be gained from EX Force. 1000 = Full EX gauge.}} | 0 | |
| Effects | Chase | |
| What this move can be cancelled into.}} | Dodge | |
| Assist Gain {{#tooltip: (Hit) | The amount of assist gauge filled if this attack hits. 5000 = 1 assist gauge.}} | ||
| CP (Mastered) | 30 (15) | |
| Magic combo starting w/Blizzard. Can swap spell from second shot. |
Unlocked at level 1 |
Mastered at 90 AP |
Magic Arts: Frost is a single projectile that moves towards opponent in a straight line. It is the only air bravery that hits reliably after blocking an opponent due to its speed, but the reward is pretty low. It does low damage and generates no EX.
Frost is not always prioritized in competitive play, but it can lead to an elaborate chase setup if two of them are cast during an assist combo.
|-|Magic Arts: Bolt=
<img src=" " style="width:250px; height:270px; object-fit: none; object-position: ; border:3px solid RGB(105,86,160); inline-table;"></img>
| ||
|---|---|---|
| The attack's baseline damage value before equipment and stats are considered. }} | each 15 (4, 4, 7) | |
| The time it takes for this attack to do damage. Currently this is measured at 60 frames per second (30F would be 0.5 seconds).}} | 53F | |
| Damage Type | Magical | |
| Priority | Ranged Low | |
| The amount of EX that can be gained from EX Force. 1000 = Full EX gauge.}} | 0 | |
| Effects | Wall Rush | |
| What this move can be cancelled into.}} | Dodge | |
| Assist Gain {{#tooltip: (Hit) | The amount of assist gauge filled if this attack hits. 5000 = 1 assist gauge.}} | ||
| CP (Mastered) | 30 (15) | |
| Magic combo starting w/Thunder. Can swap spell from second shot. |
Unlocked at level 1 |
Mastered at 90 AP |
Magic Arts: Bolt spawns a projectile at the opponent's location and wall rushes them on the ground. This is great for harassing opponents from a distance thanks to its {{#tooltip: active |
The period of time when an attack is capable of doing damage.
}} duration, decent {{#tooltip: hitbox |
An invisible predefined area that determines how an attack can come into contact with a character. If this makes contact with a character, the attack connects. Bigger hitbox means it's easier to land the attack.
}} and the repeated casts. Most of Firion's projectiles don't go through solid obstacles, like walls. This does not apply to Bolt, so Firion can use it against opponents who are trying to stay behind cover. [19] [20] Despite its low priority, Bolt encourages opponents to move as getting hit by this can lead to an assist combo or more Bolt pressure.
Bolt takes almost a second to come out and it won't {{#tooltip: track |
}} the opponent once it's been casted. Therefore it is not recommended to be used as a general {{#tooltip: zoning |
The act of using long-range attacks to try and prevent the opponent from approaching. Usually achieved with projectiles, such as Sephiroth's Shadow Flare. }} tool when opponents are rapidly approaching Firion.
|-|Swordslash (midair)=
<img src=" " style="width:250px; height:270px; object-fit: none; object-position: 60%; border:3px solid RGB(105,86,160); inline-table;"></img>
| ||
|---|---|---|
| The attack's baseline damage value before equipment and stats are considered. }} | 20 | |
| The time it takes for this attack to do damage. Currently this is measured at 60 frames per second (30F would be 0.5 seconds).}} | 9F | |
| Damage Type | Physical | |
| Priority | Melee Low | |
| The amount of EX that can be gained from EX Force. 1000 = Full EX gauge.}} | 0 | |
| Effects | Wall Rush | |
| What this move can be cancelled into.}} | Dodge, Block, Attack | |
| Assist Gain {{#tooltip: (Hit) | The amount of assist gauge filled if this attack hits. 5000 = 1 assist gauge.}} | ||
| CP (Mastered) | 30 (15) | |
| [Close] Slash in midair. Short reach, but quick strike. |
Unlocked at level 31 |
Mastered at 90 AP |
Midair Swordslash is similar to the grounded version, and is often equipped at all times. It is used similarly as a {{#tooltip: poke |
A fast attack that is used to occupy space, start offense and fill assist gauge.
}} that can push opponents away. The sheer speed also lets Firion protect himself after air dodge as well.
The main difference is that aerial Swordslash can wall rush on the ground. This is good for assist combos, and it's practically higher reward for Firion compared to the grounded Swordslash. However, it's important to remember that Firion is not a very strong aerial fighter; His other air attacks are slow and he falls slowly after an air dodge. Aerial Swordslash's range is very short, so it can easily miss even if Firion blocks a melee attack successfully. [21] It can be {{#tooltip: cancelled |
An action that is interrupted early by doing another action.
}} quickly to build assist gauge, but this is not a preferred situation for Firion.
Aerial Swordslash is also used as a {{#tooltip: combo filler |
An attack that is done during an assist's attack. This adds damage, and the combo continues afterwards.
}} during ground Kuja assist combos, usually after ground wall rush. [22] [23]
If Firion does not cancel midair Swordslash, he will fall down until the animation finishes.
</tabber>
HP Attacks
Ground
<tabber> |-|Shield Bash=
<img src=" " style="width:250px; height:270px; object-fit: none; object-position: ; border:3px solid RGB(105,86,160); inline-table;"></img>
| |||
|---|---|---|---|
| Close | Far | ||
| The attack's baseline damage value before equipment and stats are considered. }} | 16 (4 x 4) | 10 (3, 7) | |
| The time it takes for this attack to do damage. Currently this is measured at 60 frames per second (30F would be 0.5 seconds).}} | Block frame 1F~26F, end 49F | Block frame 1F~26F, end 49F | |
| Damage Type | Physical | Magical | |
| Priority | Block Mid > Melee High | Block Mid > Ranged High | |
| The amount of EX that can be gained from EX Force. 1000 = Full EX gauge.}} | 96 | 60 | |
| Effects | Block | Block | |
| What this move can be cancelled into.}} | |||
| Assist Gain {{#tooltip: (Hit) | The amount of assist gauge filled if this attack hits. 5000 = 1 assist gauge.}} | |||
| CP (Mastered) | 30 (15) | ||
| [Block] Create shield of light. HP attack on successful block. |
Unlocked at level 20 |
Mastered at 130 AP | |
Shield Bash is Firion's {{#tooltip: command block |
An attack that has block properties. Most of them block instantly and attack after a moment, e.g. Sephiroth's Scintilla.
}}. It complements his ground combat and protects Firion after ground dodges. When Firion blocks an attack with this, he will respond with a counterattack. There are two counters, near and far. The type of counter depends on how far the opponent is from Firion at that moment.
- Near version
- A barrage of close-range knife throws.
- Activates if Shield Bash blocked an attack while opponent was very close.
- The "close" threshold is approximately at Firion's head and 1,1 World of Darkness' tiles.
- The attack can be Melee or Ranged priority, even from assist. Near version still activates based on distance to opponent.
- Firion {{#tooltip: tracks |
Tracking refers to how effectively a move can follow the opponent once it is performed. Similar to "homing".
}} the opponent, turning around if necessary. Has a low vertical angle.
- Far version
- Three long-range homing spells based on Flame, Frost and Bolt magic arts.
- Activates if Shield Bash blocked an attack while opponent was out of "close" threshold.
- Blocks Ranged Low attacks for majority of the counter.
Shield Bash has multiple use cases. It can counter long-range projectiles and discourage {{#tooltip: zoning |
The act of using long-range attacks to try and prevent the opponent from approaching. Usually achieved with projectiles, such as Sephiroth's Shadow Flare. }}. It can be used after a ground dodge to protect against dodge punish attempts. Firion can even set up a Shield Bash by having his Magic Arts: Flame reflected back at him. It's a powerful defensive tool, partly because it can make opponents think twice before attacking Firion.
Much of Shield Bash's strengths can be attributed to its blocking duration and the potency of the far version. Shield Bash blocks instantly on frame 1, which gives Firion gapless defense after dodging with Evasion Boost ability. The homing spells also travel very far and very quickly; Dodging all of them requires Precision Evasion or very specific positioning and dodge timing. [24] This is because the projectiles are huge, {{#tooltip: active |
The period of time when an attack is capable of doing damage.
}} for a long time, and they leave very few gaps in between them. If either first or second projectile hits, the rest is guaranteed.
The third projectile (bolt) is a 1-hit HP that generates 60 EX and knocks opponent upward for an {{#tooltip: assist combo |
A combo involving an assist character.
}}. If the bolt hits from below, it can trigger the HP hit multiple times. That means multiple {{#tooltip: meter depletion |
An equipment effect which empties the opponent's Assist or EX gauge by a certain amount.
}} ticks and an excessive amount of EX Force on the field. Since Firion is a prominent Side by Side <img>
</img> user, Shield Bash can also fill both assist gauges effectively in this manner.
As for downsides, Shield Bash can only block low priority attacks. Any mid or high priority attack, such as Garland's Lance Charge or Zidane's Free Energy cause Firion to get staggered or guard crushed. [25] In that sense it is not much different from a regular block. Shield Bash also struggles against {{#tooltip: halo camping |
A strategy which involves a character staying above the opponent, often at a safe distance.
}} in large stages; Firion cannot block attacks if his opponent insists on staying away from him. The far version can also be interrupted with assist, but Auto Assist Lock On extra ability helps with that. Shield Bash (far) automatically interrupts assists with this ability, as long as more projectiles can come out. Firion will keep aiming at the assist even after opponent's assist disappears, which makes Firion more vulnerable to {{#tooltip: punishes |
Attacking someone when they are recovering from a move and are unable to defend. This is typically guaranteed damage when done right.
}}.
|-|Straightarrow (ground)=
<img src=" " style="width:250px; height:270px; object-fit: none; object-position: ; border:3px solid RGB(105,86,160); inline-table;"></img>
| ||
|---|---|---|
| The attack's baseline damage value before equipment and stats are considered. }} | - | |
| The time it takes for this attack to do damage. Currently this is measured at 60 frames per second (30F would be 0.5 seconds).}} | 61F | |
| Damage Type | - | |
| Priority | Ranged High | |
| The amount of EX that can be gained from EX Force. 1000 = Full EX gauge.}} | 30 | |
| Effects | Wall Rush | |
| What this move can be cancelled into.}} | Dodge | |
| Assist Gain {{#tooltip: (Hit) | The amount of assist gauge filled if this attack hits. 5000 = 1 assist gauge.}} | ||
| CP (Mastered) | 30 (15) | |
| [Long] Fire arrow of light. Charge to adjust timiing. |
Unlocked at level 1 |
Mastered at 130 AP |
Straightarrow is Firion's primary {{#tooltip: zoning |
The act of using long-range attacks to try and prevent the opponent from approaching. Usually achieved with projectiles, such as Sephiroth's Shadow Flare.
}} tool. It is a single projectile that travels at high speed when fired. What makes this move really effective is Firion's ability to hold it. As long as Square <img>
</img> is held, Firion continues to aim at the opponent regardless of where they move. Firion adjusts his aim fairly quickly, so he can snipe slow movement, {{#tooltip: whiffs |
A missed attack that doesn't make any contact.
}} and dodges [26] with relative ease by releasing Square <img>
</img>.
The ground version of Straightarrow is not used as often as the midair version. However, it can be occasionally useful to Firion as a slightly faster version of the move. This is because Firion does not have to jump in order to use it. Firion is considered airborne when using Straightarrow on the ground, so fast air assists can punish him.
Straightarrow has a maximum charge time of roughly 1 second (from startup, ~2 seconds in total). After that, Firion will fire Straightarrow automatically. This applies to midair version as well.
|-|Lord of Arms=
<img src=" " style="width:250px; height:270px; object-fit: none; object-position: ; border:3px solid RGB(105,86,160); inline-table;"></img>
| ||
|---|---|---|
| The attack's baseline damage value before equipment and stats are considered. }} | 20 (4 x 5) | |
| The time it takes for this attack to do damage. Currently this is measured at 60 frames per second (30F would be 0.5 seconds).}} | 33F (above Firion), 49F (1st), 99F (2nd) | |
| Damage Type | Physical | |
| Priority | Melee High | |
| The amount of EX that can be gained from EX Force. 1000 = Full EX gauge.}} | 30 | |
| Effects | Wall Rush | |
| What this move can be cancelled into.}} | Dodge | |
| Assist Gain {{#tooltip: (Hit) | The amount of assist gauge filled if this attack hits. 5000 = 1 assist gauge.}} | ||
| CP (Mastered) | 30 (15) | |
| [Mid] Use all weapons. Extremely accurate. | Unlocked at level 36 |
Mastered at 130 AP |
Firion uses weapons to fire two energy waves in quick succession. Lord of Arms {{#tooltip: tracks |
Tracking refers to how effectively a move can follow the opponent once it is performed. Similar to "homing".
}} around Firion, which can force a dodge in close-range. This is great, because the second wave can punish regular dodges and still wall rush. Lord of Arms can be effective as a high priority {{#tooltip: mixup |
A situation where a player has several ways to attack, which require different actions from the defending player.
}} against fidgety opponents. It has enough lateral reach to punish landing lag as well. [27] It wall rushes on the ground, which leads to damaging assist combos. Lord of Arms has a {{#tooltip: hitbox |
An invisible predefined area that determines how an attack can come into contact with a character. If this makes contact with a character, the attack connects. Bigger hitbox means it's easier to land the attack.
}} above Firion, which comes out the fastest, so it does work as an {{#tooltip: anti-air |
Attacking an airborne opponent from below, usually on the ground.
}} if Firion needs it. Firion is considered grounded during this move, so he won't always get punished by slow assists (Kuja ground BRV, Aerith air BRV). Also, Lord of Arms can cause multiple HP hits with the second wave. This greatly increases assist gauge filled with Side by Side <img>
</img> and meter depletion.
Although Lord of Arms is powerful, it can still be dangerous to use recklessly. It has long {{#tooltip: recovery |
The period of time that occurs after an action has finished, but before gaining full control of the character again. For example, many HP attacks in Dissidia 012 have long recovery. This may be occasionally referred to as "endlag".
}}, which can be {{#tooltip: punished |
Attacking someone when they are recovering from a move and are unable to defend. This is typically guaranteed damage when done right.
}}. [28] It may have good tracking, but it's not omnipotent; The waves don't reach high up into the air, and they can be avoided by dashing sideways with Omni Ground Dash or Multi Air Slide. The invincibility from Evasion Boost and / or Precision Evasion can also evade Lord of Arms with proper timing. Firion also needs to look out for bravery breaks from assists; Firion always fires both energy waves even if they miss. That means if the opponent cannot evade the second wave after dodging, they can call assist and hit Firion after taking HP damage. Auto Assist Lock On support ability won't do much in this case.
Overall Lord of Arms has high upset potential, but it still leaves Firion vulnerable if it misses. A strong move when used carefully.
|-|Double Trouble A=
<img src=" " style="width:250px; height:270px; object-fit: none; object-position: 60%; border:3px solid RGB(105,86,160); inline-table;"></img>
| ||
|---|---|---|
| The attack's baseline damage value before equipment and stats are considered. }} | +10 (2, 1 x 6, 2) (30 Total) | |
| The time it takes for this attack to do damage. Currently this is measured at 60 frames per second (30F would be 0.5 seconds).}} | ?? | |
| Damage Type | Physical | |
| Priority | Melee High | |
| The amount of EX that can be gained from EX Force. 1000 = Full EX gauge.}} | 30 | |
| Effects | Wall Rush | |
| What this move can be cancelled into.}} | Dodge | |
| Assist Gain {{#tooltip: (Hit) | The amount of assist gauge filled if this attack hits. 5000 = 1 assist gauge.}} | ||
| CP (Mastered) | 30 (15) | |
| Branching from Lance Combo. [Combo] Multi-weapon attack. |
Unlocked at level |
Mastered at 130 AP |
Double Trouble is Firion's {{#tooltip: HP link |
An HP attack that branches from a bravery attack. e.g. Cloud's Slashing Blow into Omnislash Version 5.
}}, which causes solo HP damage and devastating assist combos with Side by Side <img>
</img>. It is available with three of Firion's ground braveries, and Firion is expected to have it in most {{#tooltip: matchups |
Two specific characters matched against each other. Also refers to the strategy and knowledge surrounding it.
}}. Double Trouble knocks at a downward diagonal angle, and it wall rushes on the ground in most stages. [29] This creates consistent damage output for Firion whenever he gets a good hit on the opponent.
If opponent escapes from Double Trouble with Assist Change, Firion will keep doing this move even when it misses. That makes Firion vulnerable to punish attempts. [30] [31] However, Firion can quickly {{#tooltip: cancel |
An action that is interrupted early by doing another action.
}} the {{#tooltip: recovery |
The period of time that occurs after an action has finished, but before gaining full control of the character again. For example, many HP attacks in Dissidia 012 have long recovery. This may be occasionally referred to as "endlag".
}} into a dodge after the final hit. [32] This makes Double Trouble a bit safer to use, and puts the onus on the opponent to punish properly. [33]
|-|Double Trouble B=
<img src=" " style="width:250px; height:270px; object-fit: none; object-position: 60%; border:3px solid RGB(105,86,160); inline-table;"></img>
| ||
|---|---|---|
| The attack's baseline damage value before equipment and stats are considered. }} | +10 (2, 1 x 6, 2) (30 Total) | |
| The time it takes for this attack to do damage. Currently this is measured at 60 frames per second (30F would be 0.5 seconds).}} | ? | |
| Damage Type | Physical | |
| Priority | Melee High | |
| The amount of EX that can be gained from EX Force. 1000 = Full EX gauge.}} | 30 | |
| Effects | Wall Rush | |
| What this move can be cancelled into.}} | Dodge | |
| Assist Gain {{#tooltip: (Hit) | The amount of assist gauge filled if this attack hits. 5000 = 1 assist gauge.}} | ||
| CP (Mastered) | 30 (15) | |
| Branching from Rope Knife. [Combo] Multi-weapon attack. |
Unlocked at level |
Mastered at 130 AP |
Identical with Double Trouble A.
|-|Double Trouble C=
<img src=" " style="width:250px; height:270px; object-fit: none; object-position: 60%; border:3px solid RGB(105,86,160); inline-table;"></img>
| ||
|---|---|---|
| The attack's baseline damage value before equipment and stats are considered. }} | +10 (2, 1 x 6, 2) (30 Total) | |
| The time it takes for this attack to do damage. Currently this is measured at 60 frames per second (30F would be 0.5 seconds).}} | ?? | |
| Damage Type | Physical | |
| Priority | Melee High | |
| The amount of EX that can be gained from EX Force. 1000 = Full EX gauge.}} | 30 | |
| Effects | Wall Rush | |
| What this move can be cancelled into.}} | Dodge | |
| Assist Gain {{#tooltip: (Hit) | The amount of assist gauge filled if this attack hits. 5000 = 1 assist gauge.}} | ||
| CP (Mastered) | 30 (15) | |
| Branching from Reel Axe. [Combo] Multi-weapon attack. |
Unlocked at level |
Mastered at 130 AP |
Identical with Double Trouble A.
</tabber>
Aerial
<tabber> |-|Straightarrow (midair)=
<img src=" " style="width:250px; height:270px; object-fit: none; object-position: 55%; border:3px solid RGB(105,86,160); inline-table;"></img>
| ||
|---|---|---|
| The attack's baseline damage value before equipment and stats are considered. }} | - | |
| The time it takes for this attack to do damage. Currently this is measured at 60 frames per second (30F would be 0.5 seconds).}} | 61F | |
| Damage Type | - | |
| Priority | Ranged High | |
| The amount of EX that can be gained from EX Force. 1000 = Full EX gauge.}} | 30 | |
| Effects | Wall Rush | |
| What this move can be cancelled into.}} | Dodge | |
| Assist Gain {{#tooltip: (Hit) | The amount of assist gauge filled if this attack hits. 5000 = 1 assist gauge.}} | ||
| CP (Mastered) | 30 (15) | |
| [Long] Fire arrow of light. Charge to adjust timing. |
Unlocked at level 1 |
Mastered at 130 AP |
Firion's primary {{#tooltip: zoning |
The act of using long-range attacks to try and prevent the opponent from approaching. Usually achieved with projectiles, such as Sephiroth's Shadow Flare.
}} tool, but in the air. This is identical with the ground version. The main difference boils down to this being usable in the air; Whenever Firion is in the air, he can apply pressure with Straightarrow. Hold Square <img>
</img> to aim, release to fire. Its fast travel speed makes it good for {{#tooltip: punishing |
Attacking someone when they are recovering from a move and are unable to defend. This is typically guaranteed damage when done right.
}} moves from a distance. [34] It can still miss against fast movement, [35] [36], but it's great at capitalizing on opponent's mistakes otherwise.
Straightarrow can quickly rack up damage, because it forces opponents to stop and respond in specific ways, and punishes them if they fail. [37] [38] [39] It can Wall Rush, which is great for assist follow-ups. [40] With Side by Side <img>
</img>, Firion also gets a chunk of assist gauge whenever Straightarrow hits. [41] All these factors contribute greatly to Straightarrow's staying power. It can slow down the pace of a match and yields good reward on hit without demanding conditions. Straightarrow is a character-defining move in several aspects.
Firion is vulnerable in a few ways during Straightarrow (both ground and midair). For one, he cannot quickly turn his aim behind him, so he needs to make sure opponents cannot dodge behind his back. [42] Firion can still hit behind his back if he can reorient himself in time, [43] but he needs to be aware when his maximum charge time ends.
The second vulnerability has to do with assists; Once Firion fires the projectile, his {{#tooltip: recovery |
The period of time that occurs after an action has finished, but before gaining full control of the character again. For example, many HP attacks in Dissidia 012 have long recovery. This may be occasionally referred to as "endlag".
}} is long enough for quick air assists to punish him. [44] Furthermore, if Firion gets predictable, the opponent can call assist before taking damage from Straightarrow. [45] This can be exploited further; When Firion deals HP damage, the assist can bravery break him immediately afterwards. [46] That can have a devastating effect on Firion's momentum just for a single Straightarrow. Being mindful of resources, Straightarrow release timings and maximum charge time will help a lot in long matches. And lastly, Firion cannot fire Straightarrow in under a second, so he can always take damage before then. [47]
With Auto Assist Lock On, Firion can automatically aim at assists that are called when Straightarrow is being held. [48] This makes it much safer to use in {{#tooltip: neutral |
The stage of a fight where neither player is blocking or getting hit by anything. Both players are trying to figure out how to approach, or trying to hit each other.
}}. [49] This can give Firion more assist gauge with Side by Side <img>
</img>, but it can also set himself up for a pincer attack from his opponent. [50] Auto Assist Lock On also makes it harder to protect Firion's own assist if opponent escapes with Assist Change; Auto Assist Lock On forces Firion to aim at the assist even when they disappear after Assist Change. [51]
|-|Weaponsmaster=
<img src=" " style="width:250px; height:270px; object-fit: none; object-position: ; border:3px solid RGB(105,86,160); inline-table;"></img>
| ||
|---|---|---|
| The attack's baseline damage value before equipment and stats are considered. }} | 22 (2 x 11) | |
| The time it takes for this attack to do damage. Currently this is measured at 60 frames per second (30F would be 0.5 seconds).}} | 53F | |
| Damage Type | Physical | |
| Priority | Melee High | |
| The amount of EX that can be gained from EX Force. 1000 = Full EX gauge.}} | ~30 | |
| Effects | Wall Rush | |
| What this move can be cancelled into.}} | Dodge | |
| Assist Gain {{#tooltip: (Hit) | The amount of assist gauge filled if this attack hits. 5000 = 1 assist gauge.}} | ||
| CP (Mastered) | 30 (15) | |
| [Mid] Use all weapons. Steals bravery, then HP attack. |
Unlocked at level 8 |
Mastered at 130 AP |
Weaponsmaster is Firion's primary aerial HP for bravery damage. It is commonly used to end assist combos after Kuja assist. It also works as a no-frills counter after blocking an opponent. [52] It has good lateral range and it stays {{#tooltip: active |
The period of time when an attack is capable of doing damage.
}} for majority of the attack once it's out. Firion can use this to challenge dodges in smaller spaces, and if it hits, it can wall rush for an assist combo.
Firion will automatically turn towards opponent during {{#tooltip: startup |
The time it takes before an attack can do damage.
}}. Even if an opponent goes under him, Firion will quickly adjust his aim. Afterwards, Firion's direction is fixed, and he will move slowly towards opponent. This slightly increases Weaponsmaster's maximum range. The long animation makes Firion susceptible to counterattacks. [53] As a result, it carries high risk for controlling space compared to Straightarrow and Lord of Arms. Many competitive assists have faster air braveries than ground braveries, so in terms of {{#tooltip: assist punishes |
Using assist to hit the opponent who missed an attack, before they can defend.
}}, Weaponsmaster is not afforded the same degree of safety as Lord of Arms. Firion should also be careful if opponent can escape with Assist Change, since he can be punished afterwards. [54]
</tabber>
EX Mode: Blood Weapon equipped!
Effects:
- Regen
- Critical Boost
- Blood Weapon
Firion has a strong EX mode due to the health regeneration from Blood Weapon. The major downside is that Firion's EX generation is weak overall, and is outclassed by high base bravery and Side by Side <img>
</img> builds. Firion may not get access to EX mode often, but if he does, he can benefit greatly from it.
Blood Weapon
<img src="
" style="object-fit: none; object-position: 0% 0%; border:3px solid RGB(105,86,160);></img>
[Activates when HP attack hits] Absorbs HP equivalent to damage dealt.
Blood Weapon heals Firion whenever he lands an HP attack during EX mode. It will heal as much health as Firion had bravery at the time. Even though it heals with HP damage, it does not work with Wall Rush HP damage. Therefore this effect is strictly more powerful at higher bravery.
Blood Weapon is very powerful for making comebacks, or establishing an exceptionally good health lead. The healing effect also applies to EX Burst as well, so Firion can guarantee at least two heals if he lands an HP attack. If Firion is already in a winning position, Blood Weapon allows him to secure a win even more decisively compared to most characters.
EX Burst: Fervid Blazer
<img src="
" style="object-fit: none; object-position: 0% 0%; border:3px solid RGB(105,86,160);></img>
A chain of attacks releasing the power of his weapons. Damage dealt adds to his own HP. Enter the commands that display before the attack.
|
The attack's baseline damage value before equipment and stats are considered.
The attack's baseline damage value before equipment and stats are considered.
| ||
|---|---|---|
| 3 x 3 (9) | 4 x 3, 5 x 2, 13, 6 x 2, 12, 4 x 8 (100 total) | Physical |
Fervid Blazer demands five button inputs in order, shown from left to right. Firion has roughly two seconds to complete the button sequence. The button sequence may change each time, but the common structure is three directional inputs, then two face button inputs. The d-pad must always be used, even if d-pad is used to move the character.
Each wrong button press locks one input from the sequence. That means Firion will do one attack less during the EX Burst. If there are no successful inputs, Firion will transition straight into the last barrage of arrow shots.
Combos
Main article: Firion (Combos)
Firion's practical combos are mostly limited to assist combos. As an HP linker, he benefits a lot from any Wall Rush he gets from Double Trouble, Lord of Arms and Straightarrow. He works with a few competitive assists, of which Kuja is most reliable.
Solo
Firion's solo combos are situational at best, either requiring wall or setting up Magic Arts: Fire beforehand.
Assist (Kuja)
Main article: Firion Combos (Kuja Assist)
Firion has a straightforward and effective synergy with Kuja. He can Wall Rush off of his key moves, and then have Kuja follow up. Firion typically ends his combos with Weaponsmaster or Straightarrow (midair). Whenever Firion gets a ground Wall Rush (e.g. Double Trouble), he can also increase the reward on hit with {{#tooltip: fillers |
An attack that is done during an assist's attack. This adds damage, and the combo continues afterwards.
}}.
Builds
Main article: Firion (012) Builds
Firion mainly uses Side by Side <img>
</img> builds to capitalize on his strengths as an {{#tooltip: HP linker |
Characters with prominent BRV-to-HP links, such as Firion, Cloud and Zidane.
}}. Most of his attacks don't generate much EX (or none), so the competitive multiplayer builds tend to focus on assist, high base bravery and HP Wall Rush damage instead.
| Stats | |
|---|---|
| HP | 9683 |
| CP | 450 |
| BRV | 1623 |
| ATK | 178 |
| DEF | 184 |
| LUK | 60 |
| Max Booster | x4.6 |
| Equipment | |
|---|---|
| Assist | Kuja |
| Weapon <img> |
Piggy's Stick |
| Hand <img> |
Chainsaw <img> (Equip Machines) |
| Head <img> |
Thornlet <img> (Bard's Gear) |
| Body <img> |
Maximillian <img> (Cavalier's Gear) |
| Accessory 1 | Sniper Eye <img> </img>
|
| Accessory 2 | Bravery Orb <img> </img>
|
| Accessory 3 | Dismay Shock <img> </img>
|
| Accessory 4 | Battle Hammer <img> </img>
|
| Accessory 5 | Empty EX Gauge <img> </img>
|
| Accessory 6 | Summon Unused <img> </img>
|
| Accessory 7 | Pre-EX Mode <img> </img>
|
| Accessory 8 | Pre-EX Revenge <img> </img>
|
| Accessory 9 | Opponent Summon Unused <img> </img>
|
| Accessory 10 | Side by Side <img> </img>
|
| Summon <img> |
Rubicante |
| Bravery attacks | |
|---|---|
| Ground | Aerial |
| <img> |
<img> |
| ↑+<img> |
↑+<img> |
| <img> |
|
| ↓+<img> |
↓+<img> |
| <img> |
|
| HP attacks | |
| Ground | Aerial |
| <img> |
<img> |
| ↑+<img> |
↑+<img> |
| ↓+<img> |
|
<img>
</img> indicates a "Gear" extra ability or the use of Equip Glitch. The total Capacity Point cost assumes the equip glitch is done.
This is a Side by Side damage build centered around high {{#tooltip: base bravery |
The baseline bravery that can be modified with equipment. Bravery recovers to this after bravery break.
}}. Side by Side gives a chunk of assist gauge for doing HP damage, which lets Firion use Kuja assist more often. Whenever Firion gets an HP Wall Rush with Straightarrow or Double Trouble, he can deal over 2000 HP damage. A single Double Trouble Kuja assist combo ranges between 4,130 - 4,712 HP damage. This depends on Firion's combo route, but three assist combos are often enough to win. Since Firion gets HP attacks from his ground braveries and any Straightarrow that hits, he can deal lots of damage quickly. This is true for any character that uses this build such as Golbez, but Firion benefits from it regardless.
Base bravery ignores opponent's DEF stat, so the damage output is pretty consistent, assuming Firion does not get hit often. Thornlet <img>
</img> also reduces bravery slightly whenever Firion successfully dodges or blocks an attack. This can be offset with Back-Breaking Straw <img>
</img>, or {{#tooltip: punishing |
Attacking someone when they are recovering from a move and are unable to defend. This is typically guaranteed damage when done right.
}} the opponent if their attack has long {{#tooltip: recovery |
The period of time that occurs after an action has finished, but before gaining full control of the character again. For example, many HP attacks in Dissidia 012 have long recovery. This may be occasionally referred to as "endlag".
}}.
The booster accessory multiplier is at x4.6 with Opponent Summon Unused <img>
</img>. If opponent does not have a summon equipped, the maximum multiplier is x3.5.
Assist
Firion Assist Data
| Type | Attack |
The time it takes before an attack can do damage.
}} !! {{#tooltip: Spawn |
}} !! {{#tooltip: Base Damage |
The attack's baseline damage value before equipment and stats are considered.
| ||||
|---|---|---|---|---|---|---|
| BRV | Rope Knife | 23F | Ground | Opponent | 2 x 10, 25 (45) | Wall Rush |
| BRV | Magic Arts: Flame | 25F | Air | Opponent | 10 each (up to 30) | - |
| HP | Straightarrow | 61F | Ground | Opponent | - | Wall Rush |
| HP | Weaponmaster | 52F | Air | Opponent | 2 x 11 (22) | Wall Rush |
Assist Overview
Firion assist is one of the weakest assists in the game. Very limited combo potential and high requirements for notable reward make it difficult to justify him for any character. He enables loops with Magic Arts: Fire [55], but setting them up requires ground or ceiling, as well as characters who can hold long enough for Fire to hit. Unfortunately Firion assist does not excel in any other area. Whiff punishment, damage and meter depletion alike are all diminished due to BRV assists' reward and steep requirements. For example, Rope Knife pushes opponents away quickly and depends on Wall Rush to make combos easier at all.
HP assists are also expensive to use and too slow to use for Wall Rush combos. Straightarrow is often charged, which makes it impractical for combos, but can add pressure in volatile situations. Weaponsmaster is similarly slow, but at least it occupies space for a moment once it's out. It might be useful in small stages on an occasion, especially Phantom Train.
Synergies
Firion works with various competitive assists, though very few of them amplify Firion's strengths.
- Kuja
- The most common and powerful synergy. BRV assists combo from every Wall Rush, which Firion can do consistently. They also hold the opponent for Straightarrow {{#tooltip: fillers |
An attack that is done during an assist's attack. This adds damage, and the combo continues afterwards.
}}, which adds more meter depletion (with equipment) and critical hits for combo finishers. Kuja pushes Firion's damage potential far, while still having some {{#tooltip: whiff punish |
Hitting an opponent who missed (whiffed) their attack.
}} capability. A strong assist all around and great for anyone learning Firion.
- Sephiroth
- Sephiroth has a faster ground BRV assist than Kuja, but shorter {{#tooltip: holds |
Holding an opponent in place with an attack, usually to set up an assist combo. In Dissidia NT, other players can follow up instead of assists.
}}, {{#tooltip: hit stun |
The period of time when a character cannot do an action after getting hit by an attack.
}} and harsher knockback angles make it harder to do anything extraordinary. 1 Swordslash filler can be done during Reaper, but Weaponsmaster barely connects after Reaper and Sudden Cruelty Assist Chases. It's far from the worst synergy in the game, but Kuja assist eclipses Sephiroth here in terms of performance and consistency.
- Aerith
- Less common for Firion. Aerith enables even more HP damage than Kuja at the cost of whiff punishes and reduced meter depletion. The main strategy here involves high base bravery builds and double assist combos; With Double Trouble and Straightarrows, Firion can spend two assist gauges to do three HP attacks in a single combo.
References
- ↑ Swordslash into Rope Knife (attack cancel)
- ↑ Swordslash into Lance Combo (attack cancel)
- ↑ Swordslash conversion into Kuja assist combo.
- ↑ Rope Knife pulls opponent to Firion
- ↑ Rope Knife has long active frames
- ↑ Rope Knife has long active frames (and extends beyond visuals?)
- ↑ Rope Knife catches landing lag
- ↑ Rope Knife vertical tracking
- ↑ Rope Knife whiff punish (Zidane Tempest)
- ↑ Rope Knife whiff punish (Squall Beat Fang)
- ↑ Rope Knife pokes through projectile (Bartz Dark Flame)
- ↑ Rope Knife pull misses
- ↑ Rope Knife gets staggered by high priority move (Jecht LV3 Jecht Stream
- ↑ Rope Knife gets staggered by high priority move (Tifa Burning Arrow)
- ↑ Lance follow-up protects Firion against low priority attack
- ↑ Lance follow-up gets whiff punished, it's not always safe to use
- ↑ Lance follow-up gets assist punished
- ↑ Lance Follow-up loses to HP attack
- ↑ Magic Arts: Bolt can hit behind solid obstacles (Crystal Tower)
- ↑ Magic Arts: Bolt can hit behind obstacles (Pandaemonium, opponent POV)
- ↑ Swordslash (midair) short range after blocking
- ↑ Swordslash (midair) as assist combo filler (Lord of Arms)
- ↑ Swordslash (midair) as assist combo filler (Straightarrow)
- ↑ Shield Bash far counter evaded (Precision Evasion)
- ↑ Shield Bash cannot block high priority attack (Zidane Free Energy)
- ↑ Straightarrow can punish air dodge
- ↑ Lord of Arms punishes landing lag from max range
- ↑ Lord of Arms' long recovery, vulnerable to punishes
- ↑ Double Trouble wall rushes on the ground
- ↑ Double Trouble punished after Assist Change
- ↑ Double Trouble punished after Assist Change (Squall Aerial Circle)
- ↑ Double Trouble has short recovery when it is dodge cancelled
- ↑ Double Trouble has short recovery when it is dodge cancelled (Squall Aerial Circle)
- ↑ Straightarrow can whiff punish from a distance
- ↑ Straightarrow tracking against fast run speed (misses)
- ↑ Straightarrow no vertical tracking once fired
- ↑ Firion forces a Straightarrow mixup after LV2 Assist Change.
- ↑ Firion forces Straightarrow in small space and punishes air dodge
- ↑ Firion delays Straightarrow's timing to apply pressure.
- ↑ Straightarrow Wall Rush, great for assist combos
- ↑ Straightarrow fills assist gauge with Side by Side
- ↑ Firion turns Straightarrow aim slowly behind hims
- ↑ Straightarrow aims behind Firion (Squall air dodge, near wall)
- ↑ Straightarrow gets assist punished after firing.
- ↑ [https://www.youtube.com/watch?v=bxDZ9N6HYL4&t=292 Straightarrow gets assist punished during {{#tooltip: startup | The time it takes before an attack can do damage. }}]
- ↑ Firion hits Straightarrow, gets broken by assist afterwards.
- ↑ Straightarrow gets hit during startup
- ↑ Straightarrow automatically aims at assist (Auto Assist Lock On)
- ↑ Straightarrow with Auto Assist Lock On, Firion avoids punishment
- ↑ Straightarrow with Auto Assist Lock On, Firion gets punished by opponent's point character
- ↑ Straightarrow keeps aiming at assist after they're gone (Auto Assist Lock On)
- ↑ Weaponsmaster as a no-frills counter after blocking opponent
- ↑ Weaponsmaster long recovery is punishable
- ↑ Weaponsmaster gets punished with opponent Firion's Straightarrow after LV1 Assist Change
- ↑ Firion assist Magic Arts: Fire loops
Navigation
Wiki Roadmap (012 Firion)
Please edit this page's roadmap template when relevant additions and changes are made.
25,58 % done
| Page | Completed | In progress | To-do | Score |
|---|---|---|---|---|
| General | Update combo and build sections as seen in Cloud's main page once combos and builds are posted. | 22 / 86 | ||
| Pros / Cons | Done | ? / ? | ||
| Overview / Character Data | Done. | Shorten overview to be more digestible. Distribute info to other parts of Firion pages if necessary. | 2 / 2 | |
| Bravery Attacks | Ability info, images and overviews. | 5 / 5 | ||
| HP Attacks | Ability info, images and overviews. | 5 / 5 | ||
| EX Mode | Basic info, images and overviews. | 3 / 3 | ||
| Combos | Kuja assist combos added, has video examples. Firion general page has solo and few assist combos listed. | Add write-ups on Kuja assist combos (e.g. enders). | Add solo combos to combo page, with video examples. Add EX Revenge combos with video examples. Add Aerith assist combos with video examples. | 5 / 7 |
| Builds | 1 build. | Add more builds that are in line with Cloud's build page. | 1 / 10 | |
| Assist | Assist data added. | Add common viable assists with an overview. | 1 / 3 | |
| Matchups | Create the page. Matchup analysis and tips against each character. | 0 / 32 | ||
| Frame Data | Create the page. Frame data research based on 30 FPS (the game's actual frame rate). | 0 / 1 | ||
| Starter Guide | Create the page. A concise PvP guide with core concepts and bare essentials. | 0 / 8 | ||
| Strategy | Create the page. More in-depth tips, tricks and counterplay (ground and air) | 0 / 10 |
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