Gabranth (Dissidia 012)

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Gabranth
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Info
Name Gabranth (ガブラス)
Original game Final Fantasy XII
Base ATK (LV100) 108 (Normal, Very Low)
112 (+4 in EX, Very High)
Base DEF (LV100) 109 (Normal, Lowest)
112 (+3 in EX, High)
Run Speed 12 (Normal, Very Slow)
4 (EX, Fast)
Dash Speed 85 (Normal, Slow)
73 (EX, Fast)
Fall Speed 81 (Normal, Average)
67 (EX, Fast)
Fall Speed Ratio After Dodge 34 (Normal, Above Avg.)
16 (EX, Very Fast)
Fastest BRV 19F (Sentence, Rupture)
15F (EX, Dual Rend & Enrage)
Fastest HP 35F (EX, Hatred)
1-Hit HP Hatred, Innocence
HP Links No
Command Block EX Attack Magic Block
Weapon Swords, Daggers, Greatswords, Axes, Guns
Armor Shields, Gauntlets, Helms, Light Armor,
Heavy Armor, Large Shields
Exclusive weapons Demonsbane, Deathbringer,
Chaos Blade
Unlock
Alignment Chaos
Voice Actor (JP) Akio Ōtsuka
Voice Actor (ENG) Keith Ferguson



Overview

Gabranth is a unique character who fills EX Gauge to quickly enter EX Mode. He is one of the weakest characters in the game outside EX Mode with slow movement and below average frame data. He is the only character in the game to have HP attacks that cannot deal HP damage. This forms the crux of his strategy: Build EX gauge with the distinct EX Charge HP attack while fending off the opponent, then unleash EX Mode at will.

Once in EX Mode, Gabranth becomes much stronger. High movement speed, bravery damage and mid priority are all more prominent. The universal benefits of EX have a causative effect too; Gabranth reaps the benefits of added critical hits, health regen and assist gauge depletion more frequently over the course of a match. One of Gabranth's distinct strengths is his ability to survive significantly longer than most characters thanks to the health regen.

Gabranth's reliance on EX demands time and strong defensive fundamentals. He can struggle against effective rushdown due to his floaty air dodges and relatively slow EX gain between interactions. His HP attacks aren't very effective neutral tools against high movement, and mixups aren't best in class even in EX Mode. HP conversions require assist (and often wall rush), which he cannot build very quickly. The relatively short uptime with EX mode also means Gabranth has a small window of opportunity to do what many characters can do without his constraints.

In competitive play, Gabranth has been ranked as a high tier and a mid tier character. Gabranth's matchups are rather volatile; His frequent access to EX mechanics is powerful against some of the best-in-class defense, which makes him very difficult to defeat over time. But he also struggles a lot against best-in-class offense, which can dismantle him quickly. Players who can stand their ground will find a rewarding character with a unique twist on the game's meter economy.

Strengths Weaknesses
  • EX Generation is fastest in the game whenever Gabranth can stay still for a few seconds
  • High survivability against defensive characters thanks to EX mode's health regeneration
  • High burst damage with EX mode's critical hits, assist and EX Burst
  • Banish traps help Gabranth charge EX without suffering huge setbacks
  • Only character who is immune to EX Break's bravery effect
  • Slow, weak mixups and low damage without EX mode. No offensive HP attacks outside of EX mode or Chase.
  • Struggles against rushdown without EX mode. Gabranth builds EX slowly when under constant pressure
  • Reliance on EX mode limits Gabranth's ability to apply pressure and get results
  • Average HP attacks and mixup potential even in EX mode
  • Average assist building rate, even in EX mode


Unique Mechanic - EX Charge

Gabranth cannot normally deal HP damage without EX mode. Instead, he can fill EX gauge on demand with a unique EX Charge HP attack. This does not generate EX Force on the field, so opponents cannot grab it and fill their EX gauge. Gabranth's EX gauge fills up whenever he is using this move. Gabranth needs EX mode to unlock his full potential, so using EX Charge is very important to him.

EX Charge has ground and midair versions. The main difference between them is that ground EX Charge takes 5.5 seconds (334F) to fill EX gauge entirely, while aerial EX Charge takes 8.3 seconds (500F).

Base Damage -
Startup Frame ?
Damage Type -
Priority -
EX Force ?
Effects -
Cancels Dodge, Block, Attack
Assist Gain (Hit) 0
CP (Mastered) 30 (15)
Charge EX Gauge by holding button. Unlocked at
level 1
Mastered at
150 AP


This is the core of base Gabranth. He stands still while gradually filling EX gauge. Ground version of EX Charge fills the gauge in 5.5 seconds (334 frames). Using this move is the fastest way to reach max EX gauge without EX Cores, so Gabranth should use it whenever possible.

Gabranth is vulnerable to attacks during this state, but the recovery is short. He can cancel it into a dodge, block or another attack, be it EX Charge or bravery. Block and dodge are the fastest options, but both present their own risks to Gabranth. That being said, Gabranth can chain EX Charge (tap input) and dodge together to create more movement without waiting through the recovery animation.

Using EX Charge does not fill assist gauge, but it still prevents it from depleting on its own.

Base Damage -
Startup Frame ?
Damage Type -
Priority -
EX Force ?
Effects -
Cancels Dodge, Block, Attack
Assist Gain (Hit) 0
CP (Mastered) 30 (15)
Charge EX Gauge by holding button.
Cancelled when you touch the ground.
Unlocked at
level 1
Mastered at
150 AP


Aerial version of EX Charge shares some traits with the grounded version, but few things are also different.

  • Aerial EX Charge fills EX gauge slower. Reaching full gauge from empty takes 8.3 seconds (500 frames).
  • Gabranth descends slowly during this state.
  • Aerial EX Charge stops if Gabranth touches the ground. The recovery is the same as releasing the button.

If Gabranth activates EX Mode during this move, he will descend much faster, as per his EX Mode stats.

Just like the ground version, Gabranth can chain EX Charge (tap input) and dodge together to create more movement without waiting through the recovery animation. It doesn't build much EX gauge, but it can make it more difficult for opponents to hit Gabranth when used carefully.

Like the grounded version, EX Charge does not fill assist gauge, but it still prevents it from depleting on its own.


Bravery Attacks

Ground (Normal)

Base Damage 14 (5, 2, 2, 6)
Startup Frame 19F
Damage Type Physical
Priority Melee Low
EX Force 87
Effects -
Cancels Dodge
Assist Gain (Hit)
CP (Mastered) 20 (10)
[Mid] Swift slicing with linked weapons.
Can close in on foe. Cancel attack with EX Charge.
Unlocked at
level 1
Mastered at
90 AP


Sentence is a two-stage combo attack with decent knockback. It's intended to keep opponents away, and it's fast enough to be barely unreactable by itself. Unfortunately Gabranth relies on attack timing as his primary mixups, so Sentence may not always hit against vigilant opponents. If Gabranth connects Sentence, he can call assist after the first part. This can buy time for EX Charge or let Gabranth confirm an assist combo into EX mode immediately.

If Gabranth finishes Sentence, he can cancel the recovery into EX Charge to fill EX gauge faster.

The grounded version makes Gabranth airborne. It can be used more reliably as a post-block punish compared to Lunge, but it also doesn't create as much space for Gabranth, which he needs in base form. Sentence can be dodge cancelled if it misses, but it has enough recovery to make Gabranth vulnerable to whiff punishes and dodge punish situations.

Base Damage 20
Startup Frame 23F
Damage Type Physical
Priority Melee Low
EX Force 60
Effects -
Cancels Dodge, EX Charge
Assist Gain (Hit)
CP (Mastered) 20 (10)
[Mid] Charging attack. Charge follows opponent.
Cancel attack with EX Charge.
Unlocked at
level 4
Mastered at
90 AP


Lunge is Gabranth's slower grounded keepout tool. It is commonly used after staggering opponent with a block, but the active frames can power through Ranged Low priority attacks as well. Lunge has higher knockback compared to Sentence, which can be cancelled into EX Charge. This means Lunge provides better advantage for Gabranth's EX Charge, as it creates more distance for his opponent on hit. Its slower startup is easier for opponents to react to, so Gabranth has to be careful when using Lunge. Gabranth cannot confirm an assist combo with Lunge in the same way as Sentence, so this move has less damage potential overall.

If Gabranth uses Lunge while locked off, he will move in the direction he is facing.

Aerial (Normal)

Base Damage 14 (5, 2, 2, 6)
Startup Frame 19F
Damage Type Physical
Priority Melee Low
EX Force 87
Effects -
Cancels Dodge
EX Charge (On Hit)
Assist Gain (Hit)
CP (Mastered) 20 (10)
[Mid] Swift slicing with linked weapons.
Can close in on foe. Cancel attack with EX Charge.
Unlocked at
level 8
Mastered at
90 AP


Midair Sentence is practically identical with the ground version. But since it's an aerial attack, Gabranth can use this move more freely while defending in base form. It's the closest base Gabranth has to an aerial poke, but it's relatively slow. This version can still combo into assists and it has rather short knockback. If Gabranth finishes Sentence, he can cancel it into EX Charge.

As this is Gabranth's faster air bravery, he can catch opponents trying to react to his other bravery Circle of Judgment. Attack timing is key, because Gabranth has no offensive mixups in base form outside of delayed timing.

Base Damage 20 (1, 1, 18)
Startup Frame 23F
Damage Type Physical
Priority Melee Low
EX Force 90
Effects Absorb
Cancels Dodge, EX Charge
Assist Gain (Hit)
CP (Mastered) 20 (10)
[Mid] Spin; create vacuum wave.
Cancel attack with EX Charge.
Unlocked at
level 1
Mastered at
90 AP


Circle of Judgment is the midair equivalent of Lunge. It has long active frames and slower startup, but pushes opponents much further on hit. As with other Therefore it is more advantageous for Gabranth as a keepout move, but it is also easier to react to. Circle of Judgment still has a decent amount of recovery before it can be dodge cancelled, so caution is still advised.

Circle of Judgment pulls nearby opponents in, which increases its overall range. Gabranth can also move with analog stick ddff-icon-analog.png during the spinning motion. All these factors help Gabranth in whiff punish in the air. Because of manual movement, Circle of Judgment can hit shallow and miss early hits, or the last hit with pushback. This is both a good thing and a bad thing; A shallow hit lets Gabranth combo into Jecht assist for more EX charging. But it also means Gabranth can lose a bit of damage if used from a distance, though the base damage is not particularly high.

If the opponent is near a wall, Circle of Judgment can start an assist combo. The wall reduces the move's knockback, which lets assists follow up. This is not a common position for Gabranth in base form due to his usual strategy of defending for EX gauge, but it can work as a situational combo for more EX.

Ground (EX Mode)

Base Damage 40 (3 x 8, 16)
Startup Frame 15F
Damage Type Physical
Priority Melee Low
EX Force 24
Effects Wall Rush
Cancels Dodge, Attack (follow-ups)
Assist Gain (Hit)
CP (Mastered) 20 (10)
[Mid] Quick slash w/shortsword.
Slash with each button press.
Unlocked at
level 1
Mastered at
90 AP


A lengthy, grounded combo with a quick startup. Enrage is used as a punish tool and occasionally to approach. Dodge punishment, punishing blocks and whiffs are all feasible thanks to its reach and fast startup. Enrage is fast enough to be unreactable on startup, which lets Gabranth attempt mixups with Relentless Lunge if the opponent is trying to fight in close-range.

Enrage has the highest base damage out of Gabranth's braveries. Each follow-up must be done manually with Circle ddff-icon-button-circle.png. Up to four follow-ups can be done, even if Gabranth misses. This makes Enrage safer to use in neutral, and it also makes hit confirming assist combos more consistent. Enrage also has high knockback, which can wall rush for assist combos as well.

The first slashes move Gabranth forward, which has good reach. Afterwards Gabranth moves very little with subsequent follow-ups. If Gabranth is almost out of EX gauge, he can delay Enrage follow-ups to extend his EX mode and regenerate more health.

Gabranth usually fights in the air, so Enrage may not see much use in large stages. However, he can still end combos with it by using assists that knock down in the air, such as Jecht and Yuna.

Base Damage 15
Startup Frame 31F
Damage Type Magical
Priority Ranged Low
EX Force 60
Effects Chase, Absorb
Cancels Dodge
Assist Gain (Hit)
CP (Mastered) 20 (10)
[Long] Generate tornado.
Slow speed, long duration.
Unlocked at
level 1
Mastered at
90 AP


Aero is lingering projectile that moves towards opponent for ~5.5 seconds on average. The grounded version is not used often, but it shares traits with the aerial version. Gabranth becomes airborne when using Aero. It can be dodge cancelled relatively early and it usually leads to chase on hit. If Aero connects, it will vanish.

Due to its Ranged Low priority, Aero does not occupy space effectively, since it loses to blocks, dashes and melee attacks. It also has fairly low reward on hit. As a result, Aero takes a more niche role as a passive defensive tool for building assist gauge. It is weak to rushdown, but it's also safe against assist punishes due to its short recovery and coverage in front of Gabranth.

Generally speaking, Aero cannot pass through physical walls. If Gabranth uses Aero right in front of a wall, the projectile will not appear. If Aero is active and bumps into a wall, it may attempt to move along the wall. Whenever Aero is in the air, it will attempt to move towards opponent, including off the ledge. Aero can clip into Crystal World's platforms this way. Aero can also destroy weaker stage elements, like World of Darkness pillars or Ultimecia Castle's wooden platforms.

Base Damage 35 (6, 9, 20)
Startup Frame 21F
Damage Type Physical
Priority Melee Mid
EX Force 90
Effects Chase
Cancels Dodge
Assist Gain (Hit)
CP (Mastered) 20 (10)
[Mid] Charge up to 3 times
by pressing button.
Unlocked at
level 25
Mastered at
120 AP


Relentless Lunge is a mid priority gap closer. Gabranth will lunge towards opponent, and follow up with two more lunges to knock opponents away. Both follow-ups must be done manually with Circle ddff-icon-button-circle.png, and they can be done even if Gabranth misses with each hit. This move has a decent horizontal hitbox, and Gabranth will automatically aim towards opponent with each subsequent lunge. As a melee mid priority move, Relentless Lunge can stagger regular blocks and beat low priority pokes. Therefore it can be used to threaten space on the ground and punish grounded dodges.

On hit, Gabranth can use the first two lunges to do an assist combo. The third lunge leads to chase, where Gabranth can quickly grab the 90 EX he generated and go for another mixup. Relentless Lunge does not anti-air well, and keeps Gabranth on the ground for the whole attack. If Gabranth does this move against a ledge, he cannot move in that direction. Gabranth often fights in the air, so Relentless Lunge won't always see use in competitive play. It is serviceable as a mixup option along with Enrage, but Gabranth won't get many opportunities to enforce this.

If Gabranth uses Relentless Lunge while locked off, he will move in the direction he is facing.

Base Damage 20 (10, 10)
Startup Frame 31F
Damage Type Magical
Priority Ranged Low
EX Force 90
Effects Chase
Cancels Dodge
Assist Gain (Hit)
CP (Mastered) 20 (10)
[Long] Send column of flame along ground.
Homes in on foe.
Unlocked at
level 16
Mastered at
120 AP


Gaia Breach is Gabranth's midrange projectile. It comes out fairly fast for a projectile, and it travels quickly as well. It is useful for punishing landing lag and dodges on the ground. On hit, Gabranth can go for chase mixups or dodge cancel to do an assist combo.

The projectile is low priority, so it can blocked or dashed through. Gabranth has decent horizontal tracking during startup, and the projectile tracks very slightly while its moving. Its relatively tall hitbox can anti-air opponents.

Gabranth's strategy often involves using his close-range attacks instead of zoning against opponents. Opponents often choose to retreat when Gabranth is in EX mode, so Gabranth may not get as many opportunities to use this move offensively either. Therefore Gaia Breach can function as a secondary grounded poke.

Aerial (EX Mode)

Base Damage 30 (10, 10, 10)
Startup Frame 15F
Damage Type Physical
Priority Melee Low
EX Force 30
Effects Wall Rush
Cancels Dodge
Assist Gain (Hit)
CP (Mastered) 20 (10)
[Mid] Quick slash w/shortsword.
Cut long distance in one bound.
Unlocked at
level 31
Mastered at
90 AP


Dual Rend is Gabranth's main air poke. It's fast, recovers quickly and deals good damage on hit. This is a good move as a general-purpose tool for approaching, and punishing blocks, whiffs or even dodges. It has decent vertical tracking with both hits, moreso the first.

Dual Rend's actionable recovery isn't long for a poke, but Gabranth always performs both slashes. That makes it a bit more committal compared to Warrior of Light's Dayflash or Tidus's Hop Step. Dual Rend can wall rush, but this is the primary way Gabranth can convert this to HP damage.

Base Damage 30 (3, 3, 3, 5, 16)
Startup Frame 19F
Damage Type Physical
Priority Melee Low
EX Force 30
Effects Wall Rush
Cancels Dodge
Assist Gain (Hit)
CP (Mastered) 20 (10)
[Rise][Dive] Pierce opponent.
Direction depends on position.
Unlocked at
level 12
Mastered at
90 AP


Rupture (Downward).

Rupture is a vertical lunging move. Its fast, travels at a diagonal angle and wall rushes. The dive's direction depends on where the opponent is in relation to Gabranth; If opponent is above Gabranth, he will go up. If opponent is below Gabranth, he will go down.

Similar to Cecil's Sacred Cross, Gabranth moves forward slightly before performing the dive. The longer animation makes it more dangerous to whiff, but it's quite strong as an air-to-ground punish tool. Just like Dual Rend, Gabranth always finishes the whole attack, and he needs wall rush and assist to get HP damage out of it.

If Gabranth uses Rupture while locked off, he will move in the direction he is facing. The vertical direction still depends on opponent's height as it normally would.

Base Damage 15
Startup Frame 31F
Damage Type Magical
Priority Ranged Low
EX Force 60
Effects Chase, Absorb
Cancels Dodge
Assist Gain (Hit)
CP (Mastered) 20 (10)
[Long] Generate tornado.
Slow speed, long duration.
Unlocked at
level 1
Mastered at
90 AP


Aero's midair version is functionally very similar to the ground version. It follows the opponent for roughly 5.5 seconds and leads to chase. As an aerial move, Gabranth has more opportunities to use this as a passive defensive tool for building assist gauge. The recovery is relatively short and spawns quickly in front of Gabranth. That makes it pretty safe to use in neutral at midrange, since it cannot be assist punished. It is still ranged low priority though, so Gabranth can make himself vulnerable to offense if used predictably.

Gabranth usually equips Vortex of Judgment and Dual Rend for close-range. The problem with Aero is that its lackluster space control against rushdown and strict requirements for follow-ups make it less consistent in competitive play. It has decent hit stun, but Gabranth cannot make use of it without walls and assist. As a result, Aero is not a clear cut recommendation for Gabranth's third midair EX mode bravery.

Aero knocks back vertically upwards and horizontally away from Gabranth. It will attempt to do this regardless of camera angle. The knockback direction can be influenced by resetting the camera to point in a different direction. This can be used in assist combos to keep opponents at a wall / corner with Aero, instead of pushing them away. [1] It's Gabranth's only aerial solo combo route.

Base Damage 30 (3 x 3, 3 x 3, 3, 3, 6)
Startup Frame 23F
Damage Type Physical
Priority Melee Mid
Block (Ranged Low)
EX Force 84
Effects Magic Block, Chase, Absorb
Cancels Dodge
Assist Gain (Hit)
CP (Mastered) 20 (10)
[Mid] Create 3 vacuum waves.
Can aim with the analog stick.
Unlocked at
level 1
Mastered at
120 AP


Vortex of Judgment is one of Gabranth's most important braveries. It's a three-stage spinning attack with good base damage, EX gain and melee mid priority. That means Gabranth can punish opponents for blocking, and contest lower priority pokes. This is Gabranth's primary mixup in the air in conjunction with Dual Rend and HP attacks. Gabranth can complete this attack with Circle ddff-icon-button-circle.png inputs even if it misses. It can be delayed for pressure, and hit confirmed for assist combos. Similar to Circle of Judgment, this move can pull in nearby opponents, increasing its reach. The last hit leads to chase, which Gabranth can use to enforce more mixups. Since initiating chase grabs all EX force on the field, Gabranth can also extend his EX mode duration whenever this hits. Gabranth relies heavily on his EX mode, so he is more inclined to go for chase compared to other characters.

This move occupies a decent amount of space around Gabranth, but it won't do much against opponents who are playing passively at a distance. It is only when the opponent chooses to engage with Gabranth in close-range where Vortex of Judgment becomes more powerful. Gabranth doesn't move very far even with the manual movement, so it has short lateral reach against dodges.

Vortex of Judgment can block Ranged Low attacks for majority of the animation. [2]

HP Attacks

Ground (EX Mode)

Base Damage 20
Startup Frame 41F
Damage Type Physical
Priority Melee High
Block (Ranged Low)
EX Force 90
Effects Magic Block, Absorb
Cancels Dodge
Assist Gain (Hit)
CP (Mastered) 30 (15)
[Mid] Thrust sword; set off
large explosion at sword tip.
Unlocked at
level 36
Mastered at
120 AP


Execution is a close-range sword thrust, which leads to an explosion on hit. Gabranth moves forward after readying himself, but it's a short distance. It cannot punish neutral ground dodges reliably (with Ground Evasion Boost ability). It works well enough as an assist combo ender on the ground with Jecht and Yuna assists. Execution is Gabranth's only HP that deals bravery damage. And since it's done in EX mode where attacks have a higher critical hit rate, 20 base damage can also rack up some damage before EX Burst.

Execution can block Ranged Low attacks when the blades have been fused. [3]

Base Damage -
Startup Frame 81F
Damage Type -
Priority Ranged High
Block (Ranged Low)
EX Force 15
Effects Magic Block, Wall Rush
Cancels Dodge
Assist Gain (Hit)
CP (Mastered) 30 (15)
[Long] 4 sword shockwaves fly
toward foe at high speed.
Unlocked at
level 1
Mastered at
120 AP


Innocence is a long-range barrage of projectiles. It's not used as often as the midair version, but it can occupy a lot of space in front of Gabranth. A common use for Innocence is as a last-ditch effort to occupy space and get HP damage in. It has long active frames and deals HP damage immediately on hit.

Unlike the aerial version, Gabranth cannot move during startup. He is entirely stationary for the whole attack, and is vulnerable to attacks from above. The projectiles have a decent hitbox, but they won't track the opponent once fired. If opponent is moving sideways, Gabranth will attempt to fire the next projectile in that direction. The aim is not very accurate though, and the projectiles move at relatively slow speed. While Innocence can anti-air with a diagonal angle, it has a low maximum limit. Opponents can dodge above Gabranth, and won't be able to connect Innocence anymore. In addition to that, the projectiles themselves can be shaped in a different angle, which alters their hitbox further.

Innocence (ground) can block Ranged Low attacks when the blades have been fused. [4]

Aerial (EX Mode)

Base Damage -
Startup Frame 35F
15F after release (Charged)
Damage Type -
Priority Melee High
EX Force 30
Effects Wall Rush, Absorb
Cancels Dodge
Assist Gain (Hit)
CP (Mastered) 30 (15)
[Mid] Emit shockwave.
Can aim with the analog stick.
Unlocked at
level 1
Mastered at
120 AP


Hatred can be held for a short time.

Hatred is Gabranth's close-range 1-hit HP. It's often used after blocking an opponent and as an assist combo ender. The shockwave surrounds Gabranth, which is good for angling wall rush during assist, but the reach is short otherwise. Gabranth can delay Hatred by holding Square ddff-icon-button-square.png. He can move during this time and take advantage of absorb effect, which pulls nearby opponents in. Gabranth will fall gradually, so it's more effective near ground and walls. Holding Hatred does not increase its damage or hitbox.

This is a staple HP attack for Gabranth. It has short active frames and it can punished if it misses. Hatred works reliably after assists and can wall rush in any direction. That's a good damage increase for Gabranth, as his critical hits often do lots of bravery damage beforehand.

Base Damage -
Startup Frame 75F
Damage Type -
Priority Ranged High
Block (Ranged Low)
EX Force 15
Effects Magic Block, Wall Rush
Cancels Dodge
Assist Gain (Hit)
CP (Mastered) 30 (15)
[Long] 4 sword shockwaves fly
toward foe at high speed.
Unlocked at
level 20
Mastered at
120 AP


The midair Innocence works differently from the ground version, with one key difference; Gabranth fires projectiles at a downward angle. The projectiles start with an upward curve and quickly start moving downwards. They will travel roughly one air dash's distance, so it won't go as far as the ground version.

Innocence has big enough hitboxes to hit in front of Gabranth and above him. Due to Innocence's trajectory and active duration, it is well suited to threaten nearby air dodges and ground dodges. This move has long enough recovery to be vulnerable to attacks, so it can be risky to whiff entirely though.

Innocence cannot anti-air very high at midrange, so it's usually reserved for close-range and small stages in general. It can cover a lot of space when used near corners, but the projectiles will vanish if they hit the ceiling. It is sometimes used as a last-ditch effort to get HP damage in before EX mode runs out. Gabranth can also go for Innocence during assist combos to stack meter depletion, but its uses in combos are pretty limited otherwise.

Gabranth can move with analog stick ddff-icon-analog.png during startup. Much like the ground version, Innocence can block Ranged Low attacks when the blades have been fused. [5]

EX Mode: Mist

Effects:

  • Regen
  • Critical Boost
  • Stray's Tenacity
  • Jamming

Stray's Tenacity

[Always active while in EX Mode] Boosts stats and abilities, and greatly strengthens attacks.

  • ATK +4
  • DEF +3

Jamming

[Activates after EX Break] Prevents opponent from gaining stage bravery.

This is unique to Gabranth. Even if he gets hit by assist during EX mode, the opponent won't get stage bravery from EX Break. This is great for Gabranth, as he is expected to be in EX mode often. It's a consistent safety net in cases where opponent gets a full assist gauge during Gabranth's EX mode.

EX Burst: Quickening

Blows embodying wrath itself. Shuffle options with R. Press X to select moves to use.

Damage multiplier (initial) Damage multiplier (rest) Type
10 6 x 5, 8 x 2, 14, 2 x 12, 6 (90) (100 total) Physical


Quickening is a series of three Mist techniques; Fulminating Oblivion, Ruin Unflinching and Frost Purge. Gabranth must shuffle his options with R ddff-icon-button-r.png and select an available move with Cross ddff-icon-button-cross.png. If Gabranth fails to do this within the allotted time, EX Burst ends. Gabranth only needs to do this for the first two quickenings, Fulminating Oblivion and Ruin Unflinching. He will deal bravery damage during each sequence, so this is important for doing maximum damage.

The shuffling may appear random at first, but Gabranth can always guarantee the next Quickening. This is done by pressing R ddff-icon-button-r.png, then pressing Cross ddff-icon-button-cross.png repeatedly a few times. This can be repeated two more times at a steady pace, and it will always succeed by the last repetition.

Quickening is not especially damaging as an EX Burst. However, because Gabranth will ideally access EX mode multiple times, he also gets more chances to do this. It contributes to his overall burst damage potential, and often deals enough bravery damage to break if opponent is at low bravery after an assist combo.

Gabranth's finisher depends on how many Quickenings he performed. This has no effect on the damage dealt, as it only does HP damage. One Quickening results in Inferno, two Quickenings result in Ark Blast and all three Quickenings result in Black Hole.

Combos

Solo

Assist

Builds

Builds here.

Stats
HP 11299
CP 450
BRV 996
ATK 176
DEF 183
LUK 63
Max Booster x2.1
Special Effect: Soul of Yamato
Equipment
Assist Jecht
Weapon ddff-icon-equip-weapon.png Chaos Blade
Hand ddff-icon-equip-hand.png Genji Shield
Head ddff-icon-equip-head.png Genji Helm
Body ddff-icon-equip-body.png Genji Armor
Accessory 1 accessory_basic.png Hyper Ring
Accessory 2 accessory_basic.png Muscle Belt
Accessory 3 accessory_basic.png Silver Hourglass
Accessory 4 accessory_basic.png Angel's Bell
Accessory 5 accessory_booster.png EX Mode
Accessory 6 accessory_booster.png Summon Unused
Accessory 7 accessory_booster.png Opponent Summon Unused
Accessory 8 accessory_special.png Tenacious Attacker
Accessory 9 accessory_special.png Spider Web
Accessory 10 accessory_special.png Spider's Bane
Summon ddff-icon-summonstone.png Rubicante
{{{dataBRV}}} {{{dataHP}}}
Bravery attacks
Ground Aerial
HP attacks
Ground Aerial

ddff-icon-equip%20ability.pngindicates a "Gear" extra ability or the use of CP / Equipment glitch. The total CP cost will assume the glitch is done.


A general all-rounder build for Gabranth.

Equip Master Guardsman extra ability for +1000 HP.

Stats
HP
CP
BRV
ATK
DEF
LUK
Max Booster
Special Effect:
Equipment
Assist
Weapon ddff-icon-equip-weapon.png
Hand ddff-icon-equip-hand.png
Head ddff-icon-equip-head.png
Body ddff-icon-equip-body.png
Accessory 1
Accessory 2
Accessory 3
Accessory 4
Accessory 5
Accessory 6
Accessory 7
Accessory 8
Accessory 9
Accessory 10
Summon ddff-icon-summonstone.png
{{{dataBRV}}} {{{dataHP}}}
Bravery attacks
Ground Aerial
HP attacks
Ground Aerial

ddff-icon-equip%20ability.pngindicates a "Gear" extra ability or the use of CP / Equipment glitch. The total CP cost will assume the glitch is done.

Assist

Gabranth Assist Data

Type Attack Startup Position Spawn Damage multiplier Effects
BRV Enrage 15F Ground Opponent 3 x 8, 16 (40) Wall Rush
BRV Aero 31F Air Opponent 15 Chase
HP Execution 41F Ground Opponent 20 Chase
HP Hatred 35F Air Opponent - Wall Rush


Synergies

Gabranth works well with Kuja and Jecht assists.

References

Navigation


Wiki Roadmap (012 Gabranth)

Please edit this page's roadmap template when relevant additions and changes are made.

11,63 % done

   


Page Completed In progress To-do Score
General 10 / 86
Pros / Cons Initial draft for pros and cons. ? / ?
Overview / Character Data Overview. 2 / 2
Bravery Attacks Ability info, images. overviews. 2 / 5
HP Attacks Ability info, images. overviews. 2 / 5
EX Mode Basic info, ex burst image. Add overview 2 / 3
Combos Add solo and assist combos with video examples. 0 / 7
Builds 1 build. Add more builds with overviews as seen on Cloud's page. 1 / 10
Assist Assist data Common viable assists with overviews. Gabranth assist overview. 1 / 3
Matchups Create page. Matchup analysis and tips. 0 / 32
Frame Data Create page. Helpful links related to character. 0 / 1
Starter Guide Create page. Concise pvp guide with core concepts and essentials. 0 / 8
Strategy Create page. Strategies and counterplays. 0 / 10