Firion (Dissidia 012)/Matchups
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Matchups
Warrior of Light
| Warrior of Light
Even
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Intro
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. }} tools, so it's recommended to take advantage of them. Start by defending and firing Straightarrows. This will show how Warrior of Light (WoL) reacts. If WoL evades Straightarrows consistently, he will eventually want to approach. Form your strategies around Straightarrow first, then focus on what WoL does in close-range. Both WoL and Firion can use Side by Side builds effectively thanks to {{#tooltip: HP links |
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.
A read is an educated guess informed by some knowledge or context in a match. An extremely risky move that works in this manner is considered a "hard read".
A missed attack that doesn't make any contact.
A fast attack that is used to occupy space, start offense and fill assist gauge.
Attacking an airborne opponent from below, usually on the ground.
}}, making it more reliable to use. Most of Firion's attacks miss at sharp vertical angles, so don't rely too much on Lord of Arms. If it misses, Firion becomes vulnerable to assist attacks or worse, Shield Strike HP links. Move around with (Omni) Ground Dash to avoid getting blindsided.
A situation where a player has several ways to attack, which require different actions from the defending player.
A strategy which involves a character staying above the opponent, often at a safe distance.
About Meter Management Both characters will likely use Side by Side <img> </img> to leverage assist meter more consistently. The damage output from assist combos and high base bravery builds is enough to swing the match in one's favor. One assist combo can do 3000+ HP damage, which Firion cannot afford to lose more than 2-3 times. Therefore it's recommended to escape with Assist Change at least once if Firion gets hit.
Side by Side fills assist gauge even when it is locked. So even if Firion needs to avoid damage with Assist Change, he is not forced on his back foot so to speak. If WoL has assist available, be careful he doesn't call assist to coincide with a Straightarrow hit; This will do HP damage to WoL, but his assist (usually Sephiroth) will Bravery Break Firion afterwards. Firion and WoL are vulnerable to attacks after LV1 Assist Change; Firion can escape from WoL's Bitter End and use Straightarrow to get HP damage and assist meter. Conversely, WoL can escape from Firion's Double Trouble and use Shield Strike / Crossover. The good thing about that is if Firion hits first, WoL will lose this sequence of Assist Changes in the end. For example: Rope Knife > Double Trouble > WoL escapes (Assist Locked) > Shield Strike into Bitter End > Firion escapes (Assist Locked) > Straightarrow. Neither character gets consistent HP damage from LV2 Assist Change staggers in most situations. However, with Firion's Double Trouble, WoL can attempt to use LV2 Change early to block Double Trouble late. This gives him more time to dash and line up Shield Strike. Something to keep in mind.
About Wall Rush Firion's usual combo starters guarantee HP Wall Rush consistently in most stages, whereas WoL's does not. WoL's HP links featuring Bitter End send forward, and its knockback is not especially long.
His Rune Saber HP links are a different story however; WoL can extend a Rune Saber combo with Sephiroth assist, follow up with Crossover and have a realistic chance at reaching ceiling on Order's Sanctuary. Low ceiling stages such as Pandaemonium - Top Floor and M. S. Prima Vista make this even easier, so try to avoid getting hit by Ascension on the ground and Crossover in the air. It is recommended to avoid the ceiling for long periods of time; WoL can dodge punish Firion's air dodges with Free Air Dash > Dayflash and challenge his zoning with Rising Buckler or even Crossover. |
Garland
| Garland
Even
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Intro
A situation where a player has no options to avoid losing a situation or a match. For example, hitting an opponent who has a full EX gauge and killing bravery can activate EX Revenge and guarantee a win.
}} with Rope Knife, and Garland can power through with Lance Charge. Both can use HP attacks to punish dodges and build momentum with combos. Firion gets more reward in fewer interactions, but falls behind if Garland keeps him airborne with Twist Drill and gets a full EX gauge. Both characters use Kuja assist. Investing into EX gauge depletion is a good idea.
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.
A missed attack that doesn't make any contact.
The time it takes before an attack can do damage.
}} Lance Charge and even Deathblow with a good {{#tooltip: read |
A read is an educated guess informed by some knowledge or context in a match. An extremely risky move that works in this manner is considered a "hard read".
A situation where a player has several ways to attack, which require different actions from the defending player.
}}, Firion is not in range to strike back with Swordslash. Air recover and move away instead. Firion's other moves are too slow to contest here, so using them allows Garland to do Twist Drill and chase Firion again. The one exception to this is the ceiling, in a corner; The corner won't push Firion further, while Garland moves much closer to Firion. This is where Swordslash can actually hit him if Garland tries to push his advantage.
}}. But if Garland is trying to catch Rope Knife from above with Chain Cast (or even Thundaga), Shield Bash gives Firion the long range counter for assist gauge and combos.
About Meter Management Firion has a few good ways to use assist gauge.
}} it.
Please note, that sometimes it may be better to preserve assist gauge instead of using it. This becomes especially important if Garland has full EX gauge. More info in the About EX Revenge Checkmates section.
About EX Revenge Checkmates If Garland has a full EX gauge, assist gauge becomes Firion's lifeline. If possible, avoid using assist until 2 gauges are filled. This gives Firion coverage against EX Revenge if he gets an assist combo, and EX mode combos if he takes damage himself.
If Firion has to spend assist gauge to avoid damage, it has certain ramifications. It means Garland go on the offensive and severely restrict Firion's options. Only Straightarrow can deplete EX gauge instantly if it hits (and EX depletion is in Firion's build). That makes it more predictable as well. Multi Air Slide, (Omni) Ground Dash and Quickmoves allow Firion to run away, but they won't necessarily resolve the situation. Remember that you can block Garland's dash and that banish traps disrupt Garland's combos entirely. There really isn't much that Firion can do to easily escape this situation. Getting a block stagger is risky and makes his situation worse if he misses. Reverse Ground Dash can work if he has it equipped, but certain stages limit its effectiveness. It's one of the safest options for filling assist gauge, although it's a notable trade-off in other situations, since Firion could only ground dash away from Garland. If Firion gets repeatedly hit by Twist Drill with no assist gauge, Garland can use chase HP attacks without consequences until he has assist gauge to finish the match. Retaliating with Recovery Attack or chase bravery is futile with no assist gauge to back up the interaction. Try to avoid this situation at all costs.
After Assist Change... If Garland can still use LV1 Assist Change during the combo, be wary of using Straightarrow {{#tooltip: filler |
An attack that is done during an assist's attack. This adds damage, and the combo continues afterwards.
Using assist to hit the opponent who missed an attack, before they can defend.
However, Firion can also use his assist gauge to escape combos and lock Garland's assist. Lance Charge > ground Kuja BRV assist + 2x Bardiche is a classic high damaging route for Garland. But he can't do two Bardiches, because Firion can escape with LV1 Assist Change (<img> This is where assist protection interactions come into play. Let's look at some of the options for Lance Charge > ground Kuja BRV assist. This assumes that Firion escapes after Kuja assist hits.
There are even more options, such as blocking Garland's Twist Drill. But the general idea is hitting Kuja immediately or bypassing Garland's interception. Since Firion also uses Kuja assist in this match-up, Garland can create a similar situation with LV1 Assist Change. If he escapes, he can lock Kuja with Chain Cast, Thundaga or dodge > Flare. Here, Firion can use Straightarrow to force HP damage, or a dodge {{#tooltip: mixup |
A situation where a player has several ways to attack, which require different actions from the defending player.
Can Garland use Side by Side <img> Usually no. However, it's a slightly better idea against Firion, since Garland can contest Firion with Tsunami (and Earthquake). One good {{#tooltip: read |
A read is an educated guess informed by some knowledge or context in a match. An extremely risky move that works in this manner is considered a "hard read".
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Firion
| Firion
Even
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}} is about using Swordslash to build assist, firing Straightarrows and punishing with your own assist just right without getting Assist Locked. Straightarrow can catch air dodges, but it also stops the other Firion from finishing Straightarrow if they start firing a split second later. It's strong both as a pre-emptive attack and a sort of "pacemaker", but be careful if the opponent has assist gauge; A well placed Kuja assist can divert Firion's aim (with Auto Assist Lock On), or even Bravery Break if the arrow hits at the same time. Having assist gauge is important, but if both Firions don't have it filled, there is room for upsets HPs, Shield Bash counters and daring braveries. If you are far away, Magic Arts: Fire can be used to bait the opponent into using Shield Bash. And if that happens, Straightarrow can hit through the long range Shield Bash counter before it can hit you. If you get hit by an {{#tooltip: HP link |
An HP attack that branches from a bravery attack. e.g. Cloud's Slashing Blow into Omnislash Version 5.
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The Emperor
| The Emperor
Slightly Firion Favor
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Intro
A missed attack that doesn't make any contact.
A situation where a player has several ways to attack, which require different actions from the defending player.
}}, so they're not recommended purely for reflecting Flares. The Emperor can use assist to hit {{#tooltip: whiff punish |
}} after Firion uses an HP attack, so make sure this doesn't cause huge setbacks for Firion. Firion can also use assist to {{#tooltip: punish |
}} Flares, most notably BRV assists when The Emperor is in the air. Side by Side <img> Firion is not expected to trade with traps or stray projectiles often, but his attacks are also somewhat telegraphed if used in response to The Emperor. Here are some benefits and downsides for both Side by Side and EX builds.
A read is an educated guess informed by some knowledge or context in a match. An extremely risky move that works in this manner is considered a "hard read".
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Onion Knight
| Onion Knight
Onion Knight Favor
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Intro
}} with high damage output, albeit different in other areas. Firion is slower, but has longer reach. Onion Knight has shorter reach, but he can move around Firion's attacks and hit him afterwards. This creates a lot of risk for Firion, which makes it hard to gain advantage or make comebacks. Ultimately both characters try to outsmart each other in close-range, and whoever has assist gauge can offset any risk they will take. Both characters are expected to use Side by Side <img>
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.
}} him. Firion cannot outrun Onion Knight, so he has to dash to reposition safely. All this means Firion relies more on reading the Onion Knight player rather than forcing them to play his game. As such, his options aren't often definitive answers.
Attacking an airborne opponent from below, usually on the ground.
A situation where a player has several ways to attack, which require different actions from the defending player.
When an attack is done as is, with nothing preceding it.
}} Firion and bypass Shield Bash. Try to move away from Onion Knight, so that Shield Bash blocks Thunder from the front.
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.
About Assist Gauge Management This match-up hinges a lot on how assist gauge is used. The following notes assume that Firion is using Side by Side <img> </img>.
It is very important that Firion has at least 1 assist gauge available. It lets him escape from combos and {{#tooltip: whiff punish |
}} Thunder or HP attacks. Most importantly, it gets him much closer to 2 full gauges with any HP hit. Having 2 assist gauges is ideal for Firion, since it lets him escape HP links without the 20-second Assist Lock penalty. And if he uses BRV Assist, he still has another gauge as a backup. If Onion Knight escapes from Kuja assist with LV1 Assist Change, he will try to hit Kuja and cause Assist Lock. Use Straightarrow to potentially recoup some assist gauge. Since both characters are trying to outsmart each other, filling assist gauge can be tricky outside of combos. Firion wants to fill it with Swordslash, but he also wants to avoid getting hit. Meanwhile Onion Knight doesn't want to miss his braveries, since they leave him open to Rope Knife and other moves. Spot dashing is the safest way for both characters, but they have to attack eventually to stop the gauge from depleting on its own. Onion Knight has Strength / Magic Booster and Firion has Swordslash / Shield Bash, but making reads in this situation is riskier for Firion. If Firion has 2 assist gauges and Onion Knight has none, it is much safer to do anything in neutral. If the situation is reversed, Firion has to take bigger risks just to make Onion Knight spend assist gauge. This is one of the worst situations Firion can find himself in, so doing anything that throws Onion Knight off helps. Similarly, it's recommended to defend more passively during Assist Lock. Onion Knight is looking to punish any move Firion makes, so moving around and not flailing recklessly buys him time. If the stage allows it, Quickmoves can help Firion stall for time. Remember, that Side by Side and assist gauge depletion work even during Assist Lock, so every hit has future ramifications. |
Cloud of Darkness
| Cloud of Darkness
Slightly Firion Favor?
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| (REVISION COMING SOON)
This is a matchup where Firion can counter Cloud of Darkness' (CoD) moves with his own attacks. Since CoD's attacks have long uptime and / or relatively long recovery, Firion can power through them with Straightarrow, Reel Axe or even Lord of Arms. Reel Axe can stop CoD's bravery attacks, particularly if it commits to a followup. Alternatively, Firion can attempt to dodge punish afterwards with Straightarrow, Lord of Arms or Straightarrow. Just be careful not to get pushed back first in case CoD is close. If Firion is out of CoD's immediate range, most of Firion's HP attacks come out fast enough to hit CoD during an HP attack. Straightarrow is once again a reliable option here. CoD has to whiff at least occasionally to build assist gauge. Firion can try to use this to his advantage. Since CoD often fights at midrange, it can reflect Fire back at Firion without actually hitting him. This can be a good opportunity to counter the reflected fire with Shield Bash. Firion should be aware of CoD's Wrath Particle Beam though; If it counters a low priority projectile, it spawns an HP projectile at Firion's location. Firion should dodge the beam whenever possible, because it can lead to an assist combo on hit. If CoD counters a projectile in this way, Firion can {{#tooltip: assist punish |
Using assist to hit the opponent who missed an attack, before they can defend.
Overall, Firion does not have a lot of trouble fighting in this matchup. |
Cecil
| Cecil
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|---|
| (REVISION COMING SOON)
Firion has some notable advantages against Cecil. Shield Bash works against Cecil's ranged bravery attacks, which are all {{#tooltip: reactable |
}}. This shuts down much of Cecil's {{#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. }} game, aside from occasional Dark Flame and assist call from long range. Cecil also struggles to fill assist gauge as quickly as Firion, or do it safely with attacks. That means Firion has high potential to establish a lead in wide, flat stages such as Order's Sanctuary and Pandaemonium - Top Floor. Dark Knight Cecil primarily works with Valiant Blow, Shadow Bringer, Dark Flame and occasional Shadow Lance. These can realistically become a threat in dodge punish situations, but otherwise Firion can comfortably move around with Omni Ground Dash. Firion can look for {{#tooltip: whiff punishes |
}} (Rope Knife) or apply a dodge punish {{#tooltip: mixup |
A situation where a player has several ways to attack, which require different actions from the defending player.
Paladin Cecil has poor {{#tooltip: tracking |
Tracking refers to how effectively a move can follow the opponent once it is performed. Similar to "homing".
Using assist to hit the opponent who missed an attack, before they can defend.
}}. If Firion is close enough, he can also whiff punish with Rope Knife. Cecil's Sacred Cross can hit from above, but if Firion used Rope Knife or Lance Combo beforehand, he can cover himself with the Lance Followup. It is recommended to move away from Cecil, as it makes it harder for him to apply {{#tooltip: mixups |
A situation where a player has several ways to attack, which require different actions from the defending player.
In small stages, Dark Knight Cecil can use Side by Side builds more effectively. This increases his damage potential, but it won't necessarily make his {{#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.
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Golbez
| Golbez
Slightly Golbez Favor?
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| (REVISION COMING SOON)
Firion has to be careful in this matchup, as Golbez has a competent midrange game and explosive damage output with Side by Side. Golbez's Nightglow can stop Swordslash, Rope Knife and Lance Combo in their tracks if they're close to Golbez. His Glare Hand and Rising Wave can interrupt Firion's Straightarrow, so it's recommended to pick a high angle relative to Golbez, or fire Straightarrows from long range just to be safe. Both Firion and Golbez are known to be proficient ground fighters, but Firion may not always have to luxury of controlling the pace here. If Golbez has a good read on Firion's attack timing, he can shut down many of Firion's options as they come up. Firion does not have exceptional tools for {{#tooltip: point blank |
}} range, so it's important to understand what he can do in midrange. Glare Hand's wave projectile is Ranged Low, so using Shield Bash can put some pressure on Golbez. Glare Wave projectile is unblockable, but it cannot catch Firion if he dashes towards Golbez right when it is cast within range. If Firion gets close enough for Golbez to dodge, Rope Knife is one of his better moves for a dodge punish. Golbez often protects himself with Nightglow after a ground dodge, but it only becomes {{#tooltip: active | The period of time when an attack is capable of doing damage.
If all else fails, Firion can try {{#tooltip: halo camping |
A strategy which involves a character staying above the opponent, often at a safe distance.
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Sephiroth
| Sephiroth
Even
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Intro
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.
Tracking refers to how effectively a move can follow the opponent once it is performed. Similar to "homing".
A situation where a player has several ways to attack, which require different actions from the defending player.
}} it.
A strategy which involves a character staying above the opponent, often at a safe distance.
}} and get all EX for little risk. Similar to Garland's Twist Drill chase scenario, the pushback is too much for Firion to retaliate consistently. If Firion tries to use Recovery Attack with Swordslash (too short), Straightarrow or Weaponsmaster, Sephiroth can hit him with another Sudden Cruelty and Chase again. The one exception to this is Magic Arts: Frost, which requires a swift input with Recovery Attack ability enabled. And even when it works, it does little damage and barely pushes Sephiroth back at all. It's better than nothing, but may not be easy to justify for all Firion players. If you choose to do Recovery Attack, be careful about dodging as Sephiroth has HP attacks to call them out.
A strategy which involves a character staying above the opponent, often at a safe distance.
After Assist Change... Sephiroth often uses Kuja or Aerith assist. Due to Aerith assist chase setups, Firion is not often in a position to hit Aerith after escaping with Assist Change. Whether it's Kuja or Aerith assist, Magic Arts: Bolt is Firion's go-to option. Look out for Sephiroth's Oblivion though, it has enough vertical {{#tooltip: tracking |
Tracking refers to how effectively a move can follow the opponent once it is performed. Similar to "homing".
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Navigation
</img> to leverage assist meter more consistently. The damage output from assist combos and high base bravery builds is enough to swing the match in one's favor. One assist combo can do 3000+ HP damage, which Firion cannot afford to lose more than 2-3 times. Therefore it's recommended to escape with Assist Change at least once if Firion gets hit.
</img> depletes Onion Knight's gauge, great for setting momentum with assist combos.