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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 {{#tooltip: rushdown |

















































An offensive playstyle that focuses on getting close to the opponent and attacking them relentlessly.













}} due to his floaty air dodges and relatively slow EX gain between interactions. His HP attacks aren't very effective {{#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.





















}} tools against high movement, and {{#tooltip: mixups |








































A situation where a player has several ways to attack, which require different actions from the defending player.






















}} 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 {{#tooltip: rushdown |

















































An offensive playstyle that focuses on getting close to the opponent and attacking them relentlessly.













}} 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).

<tabber> |-|EX Charge (ground)=

<img src="Hp_gabranth_ex_charge_g.jpeg" 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).}} ?
Damage Type -
Priority -
The amount of EX that can be gained from EX Force. 1000 = Full EX gauge.}} ?
Effects -
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.}} 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.

|-|EX Charge (midair)=

<img src="Hp_gabranth_ex_charge_a.jpeg" 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).}} ?
Damage Type -
Priority -
The amount of EX that can be gained from EX Force. 1000 = Full EX gauge.}} ?
Effects -
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.}} 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.

</tabber>


Bravery Attacks

Ground (Normal)

<tabber> |-|Sentence (ground)=

<img src="Brv_gabranth_sentence_g.jpeg" 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. }} 14 (5, 2, 2, 6)
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.}} 87
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) 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 {{#tooltip: knockback |

































The distance travelled after getting hit by an attack. The exact distance varies depending on the attack.





























}}. 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 {{#tooltip: mixups |








































A situation where a player has several ways to attack, which require different actions from the defending player.






















}}, 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 with a full EX gauge.

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

The grounded version makes Gabranth airborne. It can be used more reliably as a post-block {{#tooltip: punish |














































Attacking someone when they are recovering from a move and are unable to defend. This is typically guaranteed damage when done right.
















}} compared to Lunge, but it also doesn't create as much space for Gabranth, which he needs in base form. Sentence can be {{#tooltip: dodge cancelled |



















Dodge cancel refers to an action that is interrupted with a dodge. Abbreviated as DC.











































}} if it misses, but it has enough recovery to make Gabranth vulnerable to {{#tooltip: whiff punishes |



























































Hitting an opponent who missed (whiffed) their attack.



}} and dodge punish situations.

|-|Lunge=

<img src="Brv_gabranth_lunge.jpeg" 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).}} 23F
Damage Type Physical
Priority Melee Low
The amount of EX that can be gained from EX Force. 1000 = Full EX gauge.}} 60
Effects -
What this move can be cancelled into.}} Dodge, EX Charge
Assist Gain {{#tooltip: (Hit) | The amount of assist gauge filled if this attack hits. 5000 = 1 assist gauge.}}
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 {{#tooltip: active |

The period of time when an attack is capable of doing damage.





























































}} frames can power through Ranged Low priority attacks as well. Lunge has higher {{#tooltip: knockback |

































The distance travelled after getting hit by an attack. The exact distance varies depending on the attack.





























}} compared to Sentence, which can be {{#tooltip: cancelled |














An action that is interrupted early by doing another action.
















































}} into EX Charge. This means Lunge provides better advantage for Gabranth's EX Charge, as it creates more distance for his opponent on hit.

The slower {{#tooltip: startup |





















































The time it takes before an attack can do damage.









}} is easier for opponents to react to, so Gabranth has to be careful when using Lunge. Gabranth cannot {{#tooltip: confirm |






























































}} an assist combo with Lunge in the same way as Sentence, so this move has less damage potential overall. And lastly, Lunge keeps Gabranth on the ground, and it cannot hit airborne opponents well. When blocking an opponent and countering with Lunge, Gabranth needs to make sure his opponent is on the ground as well.

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

</tabber>

Aerial (Normal)

<tabber> |-|Sentence (midair)=

<img src="Brv_gabranth_sentence_a.jpeg" 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. }} 14 (5, 2, 2, 6)
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.}} 87
Effects -
What this move can be cancelled into.}} Dodge
EX Charge (On Hit)
Assist Gain {{#tooltip: (Hit) | The amount of assist gauge filled if this attack hits. 5000 = 1 assist gauge.}}
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 {{#tooltip: poke |












































A fast attack that is used to occupy space, start offense and fill assist gauge.


















}}, but it's relatively slow. This version can still combo into assists and it has rather short knockback. If Gabranth finishes Sentence, he can {{#tooltip: cancel |














An action that is interrupted early by doing another action.
















































}} 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 {{#tooltip: mixups |








































A situation where a player has several ways to attack, which require different actions from the defending player.






















}} in base form outside of delayed timing.

|-|Circle of Judgment=

<img src="Brv_gabranth_circle_of_judgment.jpeg" 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 (1, 1, 18)
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.}} 90
Effects Absorb
What this move can be cancelled into.}} Dodge, EX Charge
Assist Gain {{#tooltip: (Hit) | The amount of assist gauge filled if this attack hits. 5000 = 1 assist gauge.}}
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 {{#tooltip: active |

The period of time when an attack is capable of doing damage.





























































}} frames and slower {{#tooltip: startup |





















































The time it takes before an attack can do damage.









}}, but pushes opponents much further on hit. 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 {{#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.











































}}, so caution is still advised.

Circle of Judgment pulls nearby opponents in, which increases its overall range. Gabranth can also move with analog stick <img>ddff-icon-analog.png</img> during the spinning motion. All these factors help Gabranth {{#tooltip: whiff punish |



























































Hitting an opponent who missed (whiffed) their attack.



}} in the air. Because of manual movement and short lateral {{#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.



































}}, Circle of Judgment can hit shallow. That can result in missing 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.

</tabber>

Ground (EX Mode)

<tabber>

|-|Enrage=

<img src="Brv_gabranth_enrage.jpeg" 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. }} 40 (3 x 8, 16)
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).}} 15F
Damage Type Physical
Priority Melee Low
The amount of EX that can be gained from EX Force. 1000 = Full EX gauge.}} 24
Effects Wall Rush
What this move can be cancelled into.}} Dodge, Attack (follow-ups)
Assist Gain {{#tooltip: (Hit) | The amount of assist gauge filled if this attack hits. 5000 = 1 assist gauge.}}
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 {{#tooltip: startup. |





















































The time it takes before an attack can do damage.









}} Enrage is used as a {{#tooltip: punish |














































Attacking someone when they are recovering from a move and are unable to defend. This is typically guaranteed damage when done right.
















}} tool and occasionally to approach grounded opponents. Dodge punishment, punishing blocks and {{#tooltip: whiffs |


























































A missed attack that doesn't make any contact.




}} are all feasible thanks to its reach and fast startup. Enrage is fast enough to be unreactable on startup, which lets Gabranth attempt {{#tooltip: mixups |








































A situation where a player has several ways to attack, which require different actions from the defending player.






















}} 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 <img>ddff-icon-button-circle.png</img>. Up to four follow-ups can be done, even if Gabranth misses. This makes Enrage 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.





















}}, and it also makes {{#tooltip: hit confirming |


























The act of performing an attack, reacting to it hitting and following up appropriately. Ergo, "confirming" it.




































}} 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.

|-|Aero (ground)=

<img src="Brv_gabranth_aero_g.jpeg" 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. }} 15
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).}} 31F
Damage Type Magical
Priority Ranged Low
The amount of EX that can be gained from EX Force. 1000 = Full EX gauge.}} 60
Effects Chase, 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) 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 {{#tooltip: dodge cancelled |



















Dodge cancel refers to an action that is interrupted with a dodge. Abbreviated as DC.











































}} 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 {{#tooltip: rushdown |

















































An offensive playstyle that focuses on getting close to the opponent and attacking them relentlessly.













}}, but it's also safe against {{#tooltip: assist punishes |






Using assist to hit the opponent who missed an attack, before they can defend.
























































}} 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 {{#tooltip: active |

The period of time when an attack is capable of doing damage.





























































}} 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.

|-|Relentless Lunge=

<img src="Brv_gabranth_relentless_lunge.jpeg" 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. }} 35 (6, 9, 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).}} 21F
Damage Type Physical
Priority Melee Mid
The amount of EX that can be gained from EX Force. 1000 = Full EX gauge.}} 90
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) 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 <img>ddff-icon-button-circle.png</img>, and they can be done even if Gabranth misses with each hit. This move has a decent horizontal {{#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 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 {{#tooltip: pokes |












































A fast attack that is used to occupy space, start offense and fill assist gauge.


















}}. 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 {{#tooltip: mixup |








































A situation where a player has several ways to attack, which require different actions from the defending player.






















}}. Relentless Lunge does not {{#tooltip: anti-air |




Attacking an airborne opponent from below, usually on the ground.


























































}} 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.


|-|Gaia Breach=

<img src="Brv_gabranth_gaia_breach.jpeg" 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 (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).}} 31F
Damage Type Magical
Priority Ranged Low
The amount of EX that can be gained from EX Force. 1000 = Full EX gauge.}} 90
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) 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 {{#tooltip: mixups |








































A situation where a player has several ways to attack, which require different actions from the defending player.






















}} or {{#tooltip: dodge cancel |



















Dodge cancel refers to an action that is interrupted with a dodge. Abbreviated as DC.











































}} to do an assist combo.

The projectile is low priority, so it can blocked or dashed through. Gabranth has decent horizontal {{#tooltip: tracking |






















































Tracking refers to how effectively a move can follow the opponent once it is performed. Similar to "homing".








}} during {{#tooltip: startup |





















































The time it takes before an attack can do damage.









}}, and the projectile tracks very slightly while its moving. Its relatively tall {{#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.



































}} can {{#tooltip: anti-air |




Attacking an airborne opponent from below, usually on the ground.


























































}} opponents.

Gabranth's strategy typically revolves around close-range attacks instead of {{#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. }}. Opponents often choose to retreat when Gabranth is in EX mode, so Gabranth may not get many opportunities to use this move offensively either. Therefore Gaia Breach can function as a secondary grounded poke, if the {{#tooltip: matchup |





































Two specific characters matched against each other. Also refers to the strategy and knowledge surrounding it.

























}} allows it.

</tabber>

Aerial (EX Mode)

<tabber>

|-|Dual Rend=

<img src="Brv_gabranth_dual_rend.jpeg" 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. }} 30 (10, 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).}} 15F
Damage Type Physical
Priority Melee Low
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) 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 {{#tooltip: poke |












































A fast attack that is used to occupy space, start offense and fill assist gauge.


















}}. It's fast, {{#tooltip: recovers |
















































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".














}} quickly and deals good damage on hit. This is a good move as a general-purpose tool for approaching, 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.
















}} blocks, {{#tooltip: whiffs |


























































A missed attack that doesn't make any contact.




}} or even dodges. It has decent vertical {{#tooltip: tracking |






















































Tracking refers to how effectively a move can follow the opponent once it is performed. Similar to "homing".








}} 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 {{#tooltip: convert |



















Turning a hit (unlikely or otherwise) into a combo through situational awareness.











































}} this to HP damage.

|-|Rupture=

<img src="Brv_gabranth_rupture_2.jpeg" 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. }} 30 (3, 3, 3, 5, 16)
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.}} 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) 20 (10)
[Rise][Dive] Pierce opponent.
Direction depends on position.
Unlocked at
level 12
Mastered at
90 AP


File:Brv gabranth rupture 1.jpeg
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 {{#tooltip: whiff |


























































A missed attack that doesn't make any contact.




}}, but it's quite strong as an {{#tooltip: air-to-ground |



Attacking a grounded opponent while being in the air. The attacker may land on the ground as well.



























































}} {{#tooltip: punish |














































Attacking someone when they are recovering from a move and are unable to defend. This is typically guaranteed damage when done right.
















}} 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.

|-|Aero (midair)=

<img src="Brv_gabranth_aero_a.jpeg" 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. }} 15
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).}} 31F
Damage Type Magical
Priority Ranged Low
The amount of EX that can be gained from EX Force. 1000 = Full EX gauge.}} 60
Effects Chase, 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) 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 {{#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 relatively short and spawns quickly in front of Gabranth. That makes it pretty safe 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.





















}} 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 {{#tooltip: rushdown |

















































An offensive playstyle that focuses on getting close to the opponent and attacking them relentlessly.













}} and strict requirements for follow-ups make it less consistent in competitive play. It has decent {{#tooltip: hit stun |



























The period of time when a character cannot do an action after getting hit by an attack.



































}}, 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.

|-|Vortex of Judgment=

<img src="Brv_gabranth_vortex_of_judgment.jpeg" 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. }} 30 (3 x 3, 3 x 3, 3, 3, 6)
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 Mid
Block (Ranged Low)
The amount of EX that can be gained from EX Force. 1000 = Full EX gauge.}} 84
Effects Magic Block, Chase, 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) 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 {{#tooltip: mixup |








































A situation where a player has several ways to attack, which require different actions from the defending player.






















}} in the air in conjunction with Dual Rend and HP attacks. Gabranth can complete this attack with Circle <img>ddff-icon-button-circle.png</img> inputs even if it misses. The follow-ups can be delayed for pressure, and {{#tooltip: hit confirmed |


























The act of performing an attack, reacting to it hitting and following up appropriately. Ergo, "confirming" it.




































}} 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. That being said, the threat of follow-ups lets Gabranth build assist gauge more safely. 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]

</tabber>

HP Attacks

Ground (EX Mode)

<tabber> |-|Execution=

<img src="Hp_gabranth_execution.jpeg" 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).}} 41F
Damage Type Physical
Priority Melee High
Block (Ranged Low)
The amount of EX that can be gained from EX Force. 1000 = Full EX gauge.}} 90
Effects Magic Block, 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) 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]

|-|Innocence (ground)=

<img src="Hp_gabranth_innocence_g.jpeg" 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. }} -
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).}} 81F
Damage Type -
Priority Ranged High
Block (Ranged Low)
The amount of EX that can be gained from EX Force. 1000 = Full EX gauge.}} 15
Effects Magic Block, 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] 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 {{#tooltip: active |

The period of time when an attack is capable of doing damage.





























































}} frames and deals HP damage immediately on hit.

Unlike the aerial version, Gabranth cannot move during {{#tooltip: startup |





















































The time it takes before an attack can do damage.









}}. He is entirely stationary for the whole attack, and is vulnerable to attacks from above. The projectiles have a 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.



































}}, but they won't {{#tooltip: track |






















































Tracking refers to how effectively a move can follow the opponent once it is performed. Similar to "homing".








}} the opponent once fired. If opponent is moving, Gabranth will attempt to fire the next projectile in their direction. The aim is not very accurate though, and the projectiles move at relatively slow speed. While Innocence can {{#tooltip: anti-air |




Attacking an airborne opponent from below, usually on the ground.


























































}} with a diagonal angle, it has a low maximum limit. Opponents can dodge above Gabranth, and then the projectiles will miss altogether. 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]

</tabber>

Aerial (EX Mode)

<tabber>

|-|Hatred=

<img src="Hp_gabranth_hatred_1.jpeg" 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).}} 35F
15F after release (Charged)
Damage Type -
Priority Melee High
The amount of EX that can be gained from EX Force. 1000 = Full EX gauge.}} 30
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) 30 (15)
[Mid] Emit shockwave.
Can aim with the analog stick.
Unlocked at
level 1
Mastered at
120 AP


File:Hp gabranth hatred 2.jpeg
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 <img>ddff-icon-button-square.png</img>. 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 {{#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.



































}}.

This is a staple HP attack for Gabranth. It has short active frames and it can {{#tooltip: punished |














































Attacking someone when they are recovering from a move and are unable to defend. This is typically guaranteed damage when done right.
















}} 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.

|-|Innocence (midair)=

<img src="Hp_gabranth_innocence_a.jpeg" 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. }} -
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).}} 75F
Damage Type -
Priority Ranged High
Block (Ranged Low)
The amount of EX that can be gained from EX Force. 1000 = Full EX gauge.}} 15
Effects Magic Block, 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] 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 {{#tooltip: hitboxes |



























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.



































}} to hit in front of Gabranth and above him. Due to Innocence's trajectory and {{#tooltip: active |

The period of time when an attack is capable of doing damage.





























































}} duration, it is well suited to threaten nearby air dodges and ground dodges. This move has long enough {{#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".














}} to be vulnerable to attacks, so it can be risky to {{#tooltip: whiff |


























































A missed attack that doesn't make any contact.




}} entirely though.

Innocence cannot {{#tooltip: anti-air |




Attacking an airborne opponent from below, usually on the ground.


























































}} 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 {{#tooltip: depletion |




















An equipment effect which empties the opponent's Assist or EX gauge by a certain amount.










































}}, but its uses in combos are pretty limited otherwise.

Gabranth can move with analog stick <img>ddff-icon-analog.png</img> during {{#tooltip: startup |





















































The time it takes before an attack can do damage.









}}. Much like the ground version, Innocence can block Ranged Low attacks when the blades have been fused. [5]

</tabber>

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

<img src="012_ex_break.jpeg" style="object-fit: none; object-position: 0% 0%; border:3px solid RGB(105,86,160);></img>

[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

<img src="Ex_burst_gabranth.jpeg" style="object-fit: none; object-position: 0% 0%; border:3px solid RGB(105,86,160);></img>

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









The attack's baseline damage value before equipment and stats are considered.





















































}} (Initial) !! {{#tooltip: Base Damage |









The attack's baseline damage value before equipment and stats are considered.





















































}} (Remainder) !! 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 <img>ddff-icon-button-r.png</img> and select an available move with Cross <img>ddff-icon-button-cross.png</img>. 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 <img>ddff-icon-button-r.png</img>, then pressing Cross <img>ddff-icon-button-cross.png</img> 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.

<tabber> |-|Hybrid (Soul of Yamato)=

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 <img>ddff-icon-equip-weapon.png</img> Chaos Blade
Hand <img>ddff-icon-equip-hand.png</img> Genji Shield
Head <img>ddff-icon-equip-head.png</img> Genji Helm
Body <img>ddff-icon-equip-body.png</img> Genji Armor
Accessory 1 <img>accessory_basic.png</img> Hyper Ring
Accessory 2 <img>accessory_basic.png</img> Muscle Belt
Accessory 3 <img>accessory_basic.png</img> Silver Hourglass
Accessory 4 <img>accessory_basic.png</img> Angel's Bell
Accessory 5 <img>accessory_booster.png</img> EX Mode
Accessory 6 <img>accessory_booster.png</img> Summon Unused
Accessory 7 <img>accessory_booster.png</img> Opponent Summon Unused
Accessory 8 <img>accessory_special.png</img> Tenacious Attacker
Accessory 9 <img>accessory_special.png</img> Spider Web
Accessory 10 <img>accessory_special.png</img> Spider's Bane
Summon <img>ddff-icon-summonstone.png</img> Rubicante
{{{dataBRV}}} {{{dataHP}}}
Bravery attacks
Ground Aerial
HP attacks
Ground Aerial

<img>ddff-icon-equip%20ability.png</img> indicates a "Gear" extra ability or the use of Equip Glitch. The total Capacity Point cost assumes the equip glitch is done.


A general all-rounder build for Gabranth.

Equip Master Guardsman extra ability for +1000 HP.

|-|Build #2=

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

<img>ddff-icon-equip%20ability.png</img> indicates a "Gear" extra ability or the use of Equip Glitch. The total Capacity Point cost assumes the equip glitch is done.


</tabber>

Assist

Gabranth Assist Data

Type Attack





















































The time it takes before an attack can do damage.









}} !! {{#tooltip: Position |













































This indicates where the assist appears. Spawn type determines this, e.g. where the opponent is.

















}} !! {{#tooltip: Spawn |





















































Assist character's spawn type. This checks for opponent's or player's state first. e.g. opponent on ground = assist does ground attack.









}} !! {{#tooltip: Base Damage |









The attack's baseline damage value before equipment and stats are considered.





















































}} !! 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