Squall Leonhart (Dissidia 012)

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Name Squall Leonhart (スコール・レオンハート)
Original game Final Fantasy VIII
Weapon Swords, Daggers, Katanas, Guns
Armor Shields, Bangles, Hats, Helms, Clothing,
Light Armor, Large Shields, and Chestplates
Base ATK (LV100) 109 (Low)
Base DEF (LV100) 111 (Average)
Run Speed 5 (Above Average)
Dash Speed 77 (Average / Good)
Fall Speed 81 (Average)
Fall Speed Ratio After Dodge 38 (Average)
Exclusive weapons Revolver, Twin Lance, Punishment, Lionheart
Strengths Weaknesses
  • Flexible, straightforward moveset helps Squall onboard new and experienced players to compete.
  • Defensive punishment is relatively easy and effective thanks to Beat Fang, Blasting Zone and Aerial Circle.
  • Combo potential is great, particularly close to the ground. A variety of solo combos and assist conversions are available and he can combo into HPs reliably on the ground as well.
  • Assist synergy. Squall is great at using several assists to convert to HP damage thanks to multi-part attacks and wall rush capabilities.
  • EX Mode increases Squall's gunblade's range and damage exponentially.
  • Meter depletion, particularly with Yuna assist is among the strongest in the game.
  • Versatile builds can support Squall with a variety of different playstyles and matchups.
  • Average post-dodge defense. Beat Fang clashes being his primary defensive tool to cover for his floaty air dodges make Squall more vulnerable to dodge punishes.
  • Lackluster EX generation in the air can lead Squall to rely on EX Cores to stay competitive with EX meter.
  • Prone to whiffing against fast characters. Dodge punishing fast fallers such as Tidus and Prishe and hitting fast runners such as Onion Knight can put Squall at great risk for engaging first.
  • Below average air combo extensions. With limited ways to extend aerial assist combos without wall rush, Squall's bravery damage output can suffer in air-centric fights.


Squall is a flexible close range character who can engage from further away and approach from a variety of angles. Above average running speed, fast multi-part bravery attacks, strong anti-air, strong combo & meter drain potential and Ranged Low block properties, Squall has a lot going for him.

On the ground, he can hit people outside of their effective range to lead into combos, easily anti-air and catch their dodges as well as play the conventional close range interactions. Air combat is handled with good usage of air movement, single hit HPs and the infamous Beat Fang. Building assist meter is consistent, with fast bravery whiffs and retaliatory HPs when using Side by Side. EX generation is weak in the air, but finishing ground attacks and investing into EX Core absorption with his exclusive weapon can make up the difference. Due to his holding potential, Squall can work with a variety of assists, though HP follow-ups may suffer depending on position and assist choice.

Squall is versatile and relatively easy to use. But he doesn't have a way to punish opponents in the air for using low recovery melee attacks outside of his blocking range. This is felt most with his Aerial Circle HP that pulls the opponent in. He also struggles to punish air dodges effectively against fall fallers such as Kefka or Prishe. Similiarly, fast running speed can make most of his moves whiff effortlessly. On top of that, his primary way of protecting himself after a dodge is clashing with a bravery attack. Combined with his floaty air dodges, the reliance on dodge cancels can put Squall at great risk for any approach attempts.

Squall has been ranked as a high tier character throughout the game's competitive lifespan. In rulesets where meter depletion is not allowed, his effectiveness falls off a little. Nevertheless, his consistency and ease of use make him a good pick for new and experienced players alike, even if a few matchups can cripple him a lot.

Bravery Attacks

During EX Mode, damage multipliers inside brackets [ ] hit twice instead of once.


Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
[3, 3, 5],9 (20) [31] 13F Physical Melee Low 30 Wall Rush 30 (15)

[Close] Leap into the air. Quick launch, easy wall rush.

A quick forward slash with combo potential. Upper Blues is commonly used as a poke, whiff punisher, in combos and to fill assist meter faster with dodge cancels. Due to the forward movement, it is more reliable in catching moving opponents than his other ground braveries. And while it's not his strongest anti-air attack, it can still serve as one against opponents who are barely hovering off the ground.

On hit, Upper Blues can reliably wall rush on the floor for pressure or assist combos. Delaying the second hit allows comboing into Beat Fang with a dodge cancel for a higher damaging combo with more assist meter gain.

A good bravery to have in most match-ups and builds.

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
[5, 6, 8, 10, 5, 5, 16] (55) (110) 13F Physical Melee Low 90 Chase 30 (15)

[Close] Repeated slashes. Short range; quick and powerful.

Another fast bravery with shorter reach than Upper Blues, but better EX generation. Much like Upper Blues, this can be dodge cancelled quickly to generate assist meter and cancelling the third hit even enables the well known "golden combo" that capitalises on landing lag.

The knockback on the last hit does not lend well to assist combos, but because each attack can be pressed within a generous input window, assist conversions can be confirmed reliably.

Due to Solid Barrel's short range, it is not often used to punish whiffs or poke moving opponents. Dashing helps in applying Solid Barrel in it's effective range, but it works more consistently as a block punisher against grounded opponents and as a combo starter / extender after Thunder Barret. Having higher damage and EX Force output than Upper Blues, along with good frame data are enough to justify this attack as a staple for Squall.

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
10 (10) 33F Magical Ranged Low 0 - 30 (15)

[Long] Fire one ice bullet. Long range, strong homing.

A slow single hit projectile with low priority. The tracking is deceptively good and the hit stun is serviceable for combo purposes. At particular spacings, it can enable combo extensions with Thunder Barret or even act as a combo starter.

Overall though, Blizzard Barret is rarely prioritized in competitive play. Outside of the homing and hit stun, it is an underwhelming low priority projectile with unfavorable risk / reward ratio. Squall's other ground braveries are more competitive compared to Blizzard Barret, so it is often neglected altogether.

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
each (3) 33F (furthest bolt appears first) Magical Ranged Low each 9 30 (15)

[Mid] Lightning that draws foes. Good start for combos

A signature Squall combo starter. Four vertical lightning bolts are cast in front of Squall, which can act as a longer range disjointed poke, anti-air, dodge punisher and as a combo starter. Squall can cancel the recovery on whiff into attacks, dodges and blocks. But on hit this can be cancelled much earlier to perform solo combos, including his staple HP attacks.

Thunder Barret is a great move for Squall in most match-ups as it can control a decent amount of space with good reward on hit.

It is not without weaknesses however. The Ranged Low priority and the relatively slow startup make it easier for the opponent to react and power through bolts with a dash or an attack, creating an opening for hitting Squall when he is vulnerable. Furthermore, the lightning bolts do not have enough tracking to hit high speed lateral movement. Even though Thunder Barret's recovery can be cancelled into other actions, Squall is completely stationary and has no protection beyond the active lightning bolts. As such, using this move predictably can quickly backfire against vigilant opponents.

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
6, 6, 6, 6 each 6 (24+) 33F Magical Ranged Low, Mid (only thunder) 60~90 Chase 30 (15)

[Mid] Magic barrage. Can combo without hitting.

A combination of magic projectiles with good EX generation. The startup, low priority and lack of dodge cancel windows do not lend to fighting at a range. However, the first two projectiles can be reasonably safe to throw out at a distance and they can be confirmed into an assist combo on hit. Each projectile can be input with a bit of delay to help with this. In addition, the mid priority thunder bolt can be used as an effective -albeit predictable- method to force a dodge from the opponent. Depending on the opponent, punishing a dodge or what comes after it is possible with an assist, creating a more favorable situation for Squall if he performs this move uninterrupted.

Fusillade can also work in situations where Solid Barrel would normally be used. That is, after staggering with a block or starting a combo with Thunder Barret. Much like Solid Barrel, the holding potential is great for assist conversions and the EX generation can be exceeded depending on the assist.

Due to functional overlap with Solid Barrel with few standout traits elsewhere, Fusillade is not often prioritized in competitive play.


Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
20 (20) 41F Physical Melee Mid 0 Block Low (Ranged), Wall Rush 30 (15)

[Mid] Unleash heel drop. Slow start, fast movement.

An advancing mid priority attack. Squall can block Ranged Low priority attacks during the startup animation such as Lightning's Thunder or Yuna's Heavenly Strike. Heel Crush works as a callout against these kinds of attacks and because of the mid priority, it will also stagger opponents looking to block Beat Fang. This move can be dodge cancelled somewhat early during the recovery animation, but the lengthy startup gives the opponent time to prepare for a counter attack.

Heel Crush is often used in conjunction with Beat Fang and Fire Barret to create mixups and otherwise create meaningful interactions at close range. It is not mandatory for all matchups.

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
[3, 5], 7, [2 x 6, 13] (40) [73] 15F Physical Melee Low 30 Wall Rush 30 (15)

[Close] Float, then strike down foe. Short reach, but fast.

The defacto Squall bravery. A poke, a great whiff punisher, a flexible combo starter with an occasional guard crossup. Beat Fang shares many characteristics with his ground braveries, such as it's speed, multi-hit attacks with lenient input window and combo potential. But because this is Squall's only quick melee bravery, it is at the heart of his aerial combat.

Beat Fang has a lot of utility. It's fast startup and early dodge cancel window make it great for building assist meter on whiff. The homing movement during startup lets him punish missed attacks with ease. It even has a hitbox that can hit behind a blocking opponent in close range seemingly at random, ignoring the guard attempt altogether.

Once Beat Fang connects, the second upward slash can evade incoming attacks, namely The Emperor's Dreary Cell or assists that were called in an attempt to interrupt Beat Fang. Wall rushing near the ground not only enables a variety of assist followups, but also allows Squall to impose defensive decision making on the opponent and potentially repeat the situation, akin to the okizeme concept in other fighting games. Because of the way camera works, the knocked down opponent may also have to deal with crossed up directional attack inputs 1-2 times depending on how Squall moves afterwards, further confusing his prey.

There are a few things Squall players should be wary of, however. For one, Squall can only cancel Beat Fang's recovery into an air dodge which reduces ambiguity for the opponent. Despite the tracking during startup, Beat Fang has no hitbox below Squall. This means it can and will miss against dashes, air dodges with fast fall speed and fast runners on the ground such as Tidus and Tifa. And if Squall commits to the finishing series of blows, he can be easily staggered with a LV2 Assist Change for a punish. Given how much Squall relies on this move, these factors can greatly reduce his hit rate and bravery damage output. Since critical hits are not distributed in a binary "all or nothing" fashion, the damage increase from critical hits can fluctuate greatly.

Regardless, Beat Fang is one of Squall's most important and effective moves. Anything Solid Barrel and Upper Blues could achieve is relegated to it in the air and much of his success hinges on how he can leverage Beat Fang to his advantage.

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
each 1 x 8, 7 (15) 33F Magical Ranged Low each 30 Wall Rush 30 (15)

[Mid] Magic barrage. Can combo without hitting.

A barrage of multi hitting low priority projectiles that stay in place after traversing a short distance. Mystic Flurry is not commonly prioritized in competitive play.

On paper, it has good potential for damage and generating EX Force. However, each projectile is fired somewhat erratically in front of Squall and they do not combo into each other consistently at the end of their duration. Because of this, the projectiles are often positioned unfavorably and not necessarily right in front of Squall. And if one projectile wall rushes on the ground, the remaining projectiles cannot inflict damage without assist.

All that creates complications for punishes and combos alike, but Squall's safety is also at risk - He is completely stationary for Mystic Flurry's duration whether he fires all projectiles or not. Dodge cancelling the recovery is the same speed as Mystic Flurry's natural recovery, further cementing Squall's commitment when using this move. Coupled with the fact that Ranged Low projectiles lose to attacks, blocks and dashes, Mystic Flurry provides very little reward in proportion to the risk it presents for using it.

Mystic Flurry's projectiles stay on the field even if Squall gets hit. This isn't often useful, but any projectile that does connect on the opponent causes downward knockback on their last hit, which can wall rush. That can be used to combo into assists or reassess the situation, but setting up Mystic Flurry can be just as worthwhile for daring players - Squall can pick up opponents stuck in a barrage of hits with Beat Fang or Aerial Circle, but due to Mystic Flurry's inconsistent behavior and required spacing, this can be difficult to perform or justify.

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
each (5) 33F Magical Ranged Low 0 - 30 (15)

[Long] Launch multiple fireballs. Normal speed, strong homing.

Three homing fireballs pursue the opponent for a period of time. Fire Barret is often used in conjunction with Beat Fang to build assist meter more efficiently in the air. The range is good for occupying space and creating a potential combo conversion later. Each projectile inflicts a decent amount of hit stun which is difficult to spontaneously react to, but it does allow Squall to combo into other attacks if the player has a good read on the situation. And even if Fire Barret is used up close, the recovery can be cancelled into an attack -usually Beat Fang- for additional damage on hit.

Squall remains stationary for a moment after firing and cannot dodge cancel until the split projectiles begin pursuing in earnest. This can make Squall vulnerable to whiff punishes with an assist when done with a precise timing even if he has Auto Assist Lock On extra ability equipped.

Fire Barret is a staple air bravery for Squall due to it's consistency and relatively low commitment in many situations. It complements his ability to interact in close and mid ranges and can provide opportunities for additional damage from time to time. In a way, it's usage could be likened to a conventional projectile in a traditional 2D fighting game.

HP Attacks


Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
- 43F - Ranged High 0 Block Low (Ranged), wall rush, absorb 30 (15)

[Close] Surround self with explosions. Block foe's spells.

A circular explosion surrounds Squall, pulling in nearby opponents and blowing them away. Fated Circle is a good secondary ground HP for Squall thanks to it's utility. The Ranged High priority cannot be staggered with blocks or LV2 Assist Change. It can wall rush for additional HP damage, bypass EX Revenge checkmates thanks to the lack of bravery damage, it can even block Ranged Low attacks similiar to Heel Crush! The animation is fairly quick with a slightly above average recovery for an HP, making it harder to whiff punish after escaping with an assist change. The absorb effect works well against guarding opponents from a short distance. Each explosion has it's own hitbox which won't necessarily hit often due to surrounding Squall. But they do contribute to the overall active duration when an opponent can be damaged.

If Fated Circle hits a grounded opponent, the knockback often causes a wall rush even on the floor which can be used to follow up with an assist. Your mileage may vary depending on positioning and assist, however.

Squall's grounded HP attacks are great for the most part and that may be Fated Circle's greatest shortcoming. While great in it's own right, two of his other HPs are often stronger or more applicable in practical situations. In any build that has 3 grounded HP attacks however, Fated Circle rounds out Squall's repertoire really well.

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
1 x N (max 50) 43F Physical Melee High each 3 Wall rush 30 (15)

[Mid] Rage-filled charge. Can aim with the analog stick.

Squall starts revolver driving. A staple HP, this is an advancing multi hitting attack that can be freely steered with no regard for lock on. The HP attack button must be held to extend this attack's duration, or Squall will transition to the ending of the move immediately upon button release and inflict HP damage.

Revolver Drive is often used as a block punisher, an assist combo starter / ender or stalling briefly. Landing this attack can be very beneficial - Squall can generate up to 50 hits worth of 3 EX Force (total 150) and freely manipulate his trajectory to best facilitate wall rush or advantegous positioning with EX Cores. Squall's ability to collect the EX by himself is somewhat unreliable however - Without increasing EX intake range he tends to only get roughly half (40~50 %) of the generated EX.

If done against a ledge, Squall will simply remain stationary while continuing to inflict bravery damage. This is far from ideal against characters who have Glutton accessory_special.png equipped as both characters remain close to the generated EX Force, but it is a good alternative for racking up damage in stages like Lunar Subterrane.

While Revolver Drive performs well once it hits, using it by itself in neutral situations is less effective overall. Aside from the startup and lack of absorb effect, Revolver Drive has little anti air capability despite having a hitbox above him. It can only move along solid surface and the traversal speed is only good, if not average. Sharp turns will greatly slow down momentum and it takes a good second to reach top speed again.

Even though Revolver Drive can be stopped at almost any time, it does have a maximum duration. Opponents can stay airborne and close to Squall, preparing for a counter attack once Squall stops moving. This is where players must remain wary of their timing and releasing earlier than what the opponent anticipates can go a long way in avoiding punishment. Furthermore, moves with unblockable priority such as The Emperor's Thunder Crest and Exdeath's Black Hole can pierce through Revolver Drive. This is on par with how the attack priority system behaves, but Revolver Drive suffers from it more on average compared to other attacks.

Revolver Drive also exhibits notably altered behavior during assist call / change slowdowns - Whenever an assist is called or when assist change is used, Revolver Drive's movement speed increases drastically. This can help Squall close a distance for a surprise attack or create distance while the opponent is escaping from it. Steering is also influenced by this and could be used to convert into an assist without a wall by moving past the opponent and letting the assist pick up from that spot.

If a bravery break is inflicted during Revolver Drive, releasing the HP button causes the HP damage to be inflicted immediately before the additional bravery is added.

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
6, 1 x 4 (10) 41F Magical Melee High 90 - 30 (15)

[Mid] Chop with massive blade of light that flies forward.

One of Squall's strongest and fastest HP attacks. Great reach and horizontal tracking make Blasting Zone effective for controlling space against dodges and missed attacks. Assists can follow up on hit without a wall and good EX Force output ensure consistent reward.

Blasting Zone's range cannot be understated. It is long and tall enough to hit airborne characters outside of Thunder Barret's reach. What really complements it is the tracking - Blasting Zone will home in the opponent right until the blade is slammed to the ground and it's very fast.

The recovery is quite short for a move as potent as this. It's vulnerable to Omni Ground Dash and air dodge invincibility, but it's borderline unpunishable without them or assist.

Whenever a player thinks an opponent will dodge, Blasting Zone is fantastic and easy to use to capitalise on that opportunity. The hitboxes are active from the 41 frame startup until the HP damage portion. That can be used to disrupt opponents inside traps such as The Emperor and reflect lingering high priority projectiles like Vaan's Windburst.

Overall, Blasting Zone is a staple in competitive Squall gameplay. It can be used effectively with ease to retaliate and chip away health. Great for calling out predictable behavior.

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
- 59F - Melee High 0 Wall rush 30 (15)

[Long] Leap into a charge. Slow start, but very fast charge.

A long distance aerial charging attack. While good for whiff punishing long recovery attacks from a great distance, Rough Divide is usually outclassed by his other ground HP attacks. As such, it's midair version is often used instead.


Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
- 43F - Ranged High 0 Block Low (Ranged), wall rush, absorb 30 (15)

[Close] Surround self with explosions. Blocks foe's spells.

Midair variant of Fated Circle, Aerial Circle is Squall's go-to HP attack while airborne. The surrounding explosions are formed vertically instead of horizontally, which leaves Squall vulnerable to attacks from his sides. This isn't as much of a weakness as it may seem at first, because Aerial Circle shares many traits with the grounded Fated Circle. The startup, absorb effect, Ranged Low block, single hit Ranged High priority and wall rush are all here.

Aerial Circle thrives partly due to lack of Revolver Drive and Blasting Zone. Because of how prominent aerial combat is in Dissidia 012, Squall has many opportunities to use Aerial Circle during assist combos and pre-emptively as a high risk approach against regular blocks and neutral air dodges. The absorb effect pulls in stationary opponents within it's range, letting Squall inflict HP damage consistently after blodging or using LV2 Assist Change.

A notable strength that Aerial Circle has is meter depletion. Due to the active frames provided by the surrounding explosions, Aerial Circle can hit multiple times with the help of Yuna assist, which requires no wall. The additional hits inflict no HP damage, but meter depletion will activate for each successful hit. This is more difficult to replicate with other assists or Fated Circle, as they require wall rush to go along with the subsequent hits.

One thing to look out for when using Aerial Circle in the neutral is the opponent's assist - If they call an assist right before Aerial Circle hits, Squall will be hit during the recovery and suffer a bravery break.

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
- 59F - Melee High 0 Wall rush 30 (15)

[Long] Leap into a charge. Slow start, but very fast charge.

Aerial version of Rough Divide. A common, albeit secondary HP attack for Squall. Rough Divide starts with a minor jump before charging towards the opponent at high speed. This is a single hit HP attack that will travel a set distance unless it hits the ground. Rough Divide does not have freeform vertical homing, but it can connect after confirming a Kuja air bravery assist for example.

Rough Divide can be used as a long range whiff punisher (after LV1 Assist Change or otherwise) or to pre-emptively call out dodges and Fire Barret hits from a distance. It can also wall rush, though the knockback isn't particularly large. If the opponent is positioned in the middle of Rough Divide's maximum distance, using assist to interrupt it is often ill-advised. It is Melee High priority however, so high priority blocks such as Exdeath's Omni Block and Jecht's Jecht Block can stagger Squall.

Compared to Aerial Circle, Rough Divide sees much less use overall. It is useful for the aforementioned cases as well as squeezing in HP damage after whiff punishing with an assist from afar. Generally it is outclassed by Aerial Circle, whether it's reward on hit, assist combo conversions or just plain frame data. The distance Squall can create when used near an opponent who escaped with Assist Change is far superior to Aerial Circle however, and thus can be significantly harder to punish afterwards.

EX Mode: Lionheart equipped!


  • Regen
  • Critical Boost
  • Lionheart (RANGE)
  • Lionheart (HIT)

Lionheart (RANGE)

[Always active while in EX Mode] Transfers the heart of a lion to the weapon, increasing it's range.

During EX Mode, Squall has longer range on his gunblade. This can help connect the "Golden Combo" more consistently.

Lionheart (HIT)

[Always active while in EX Mode] Pushes the weapon's specs to the limit, increasing the force of each blast.

Certain hits during bravery attacks are repeated for extra damage. Check the damage multipliers in the attack info for more.

EX Burst: Renzokuken

A flurry of attacks ending in one shattering blow. Watch your timing and press R when the cursor is in the frame.

Damage multiplier (initial) Damage multiplier (rest) Type
2,2 (4) 9x7, 13, 20 (96) (100 total) Physical



Squall has several solo combos on the ground and is one of the best characters at taking advantage of landing lag.

DC = Dodge cancel
LL = Landing lag

Combo Approximate damage (multipliers) Approximate EX Force Notes Video
Solid Barrel (3 hits) > DC > LL > Upper Blues (2 hits, delay the 2nd hit) > DC > LL > Beat Fang 65 + WR (5, 6, 8, 3, 3, 40 + WR) ?? The notorious "golden combo". Highest assist gain. Solid Barrel DC into Upper Blues is particularly difficult to time. The landing lag link is prone to escape outside of EX Mode (1-2 frame timing), but if the opponent's dodge timing is off at any point, the combo becomes far more consistent.
Solid Barrel's 2nd and 4th hits can be more reliable, but will require having back against the wall.
Beat Fang (1st hit) > DC > LL > Beat Fang (1st hit) > repeat 6+ (3, 3, 3...) ?? Infinite combo. Reliant on landing lag and difficult to time, but it is inescapable if the opponent cannot use assist or EX. Can be easier during EX Mode due to the added hit. On average this is a very low damaging infinite, but even with one repetition the added assist generation on attack is a great asset to Squall. This can be used to the player's advantage in tournaments where infinites are banned. video
Mystic Flurry > DC > Beat Fang / Aerial Circle ?? ?? Very inconsistent due to Mystic Flurry's projectile positioning and reliance on connecting another attack during one of the projectiles. video
Fire Barret > Beat Fang 45~55 +WR (5~15, 40 + WR) ?? A single Fire Barret projectile has enough hit stun to combo into Beat Fang or even Aerial Circle if it hit moments after firing it. Can be difficult to visually confirm in the heat of the moment. video

Thunder Barret

Squall's Thunder Barret inherently allows cancelling into another attack and causes enough hitstun to even chain into HP attacks with precise timing. In short, Thunder Barret can combo into any grounded attack except Rough Divide.

Each Thunder Barret bolt has a damage multiplier of 3 and further bolts can miss if performed close to the opponent. Therefore, the overall damage and meter generation depend largely on the initial distance and followup(s).

Note that the bolts do not hit at once - Each bolt hits consecutively, with the furthest bolt hitting first and the closest bolt hitting last. That means Thunder Barret inflicts more hit stun when used from longer range. This is important for comboing into Revolver Drive, Squall's most rewarding link.

Combo Approximate damage (multipliers) Approximate EX Force Notes Video
Thunder Barret > Solid Barrel 58~67 (3~12, 55) 99~126 (9~36, 90) Easy to do, high EX gain. video
Thunder Barret > Upper Blues 23~32 + WR (3~12, 20 + WR) 39~66 (9~36, 30) Wall rush and dodge cancel Beat Fang help facilitate ground assist followups. video
Thunder Barret > Blizzard Barret 13~22 (3~12, 10) 9~36 (9~36, 0) No known utility to prioritise this over other followups. video
Thunder Barret > Fusillade 33~42+ 69~96+ Not often prioritised due to other braveries, but this cannot be staggered by LV2 Assist Change. Can be used in conjunction with assists with downward knockback for added EX Force. video
Thunder Barret > Fated Circle 3~12 + HP WR 9~36 Same timing requirement as Revolver Drive, does not inflict additional bravery damage or generate EX. Similiar to Fusillade, LV2 Assist Change cannot stagger Squall. Overall the weakest HP option of the three in terms of reward, but can still wall rush. video
Thunder Barret > Blasting Zone 13~22 (3~12, 10) 99~126 (9~36, 90) Easiest HP attack timing due to faster start-up. Good EX gain and can still combo into air assists. video
Thunder Barret > Revolver Drive 4~86 + HP WR (3~12, 1xN, max 50) 12~186 Highest EX gain, great wall rush potential and stage position manipulation. One of Squall's strongest solo combos. Repeatedly pressing Revolver Drive will not register a held input once the HP attack begins, which can cause issues when practicing the timing. video
Thunder Barret > Solid Barrel (3 hits) > DC > LL > Upper Blues (2 hits, delay the 2nd hit) > DC > LL > Beat Fang 68~77 + WR (3xN, 5, 6, 8, 3, 3, 40 + WR) ?? The most extensive solo ground combo. Comboing into Solid Barrel also enables the golden combo, increasing bravery damage and assist meter gain even further. video


  • AC = Assist Chase
  • DC = Dodge Cancel
  • LL = Landing Lag
  • WR = Wall Rush

Any attack that can be chained from Thunder Barret adds 3~12 extra damage and 9~36 EX Force depending on how many bolts hit.


Starter Combo Damage EX Force Notes Video
Solid Barrel (4th hit) -- 29 (5, 6, 8, 10) 24 (6, 6, 6, 6) -- --
Kuja > AC > Aerial Circle 79 + HP (29 + 50, HP) 24 Basic. HP ender. video
Kuja > AC > Beat Fang 119 (29, 50, 40) 54 (29, 30) Basic. BRV ender. video
Solid Barrel (last hit) -- 55 (5, 6, 8, 10, 5, 5, 16) 90 Knockback cancel or wall. [footnotes 1] --
Solid Barrel 4th > Call Kuja > Solid Barrel (last) > Kuja (hit) > Aerial Circle 105 + HP (55, 50, HP) 90 (90, 0) -- video
Upper Blues (3rd hit) -- 11 (3, 3, 5) 24 (9, 9, 6) -- --
Kuja > DC > AC > Aerial Circle 61 + HP (11, 50, HP) 24 Basic. video
Kuja > DC > AC > Beat Fang 101 (11, 50, 40) 54 (24, 30) Basic. video
Kuja > DC (back) Fire Barret > DC > AC > Beat Fang (1st hit) > DC > Fire (hit) > Beat Fang 109 (11, 50, 3, 5, 40) 63 (24, 9, 30) Advanced. Fire Barret tracking is finicky, but adds a bit of extra damage. video
Upper Blues -- 20 + WR 30 Wall Rush --
Kuja > DC > Aerial Circle (+WR) > AC > Beat Fang 107 + HP & WR (20 + WR, 47 + HP (WR) 40) 60 (30, 30) Staple. Aerial Circle enables crits during brv recovery for Beat Fang, increasing damage output. Use the HP from far enough to knock towards floor again. [footnotes 2] video
Blasting Zone -- 10 90 -- --
Kuja > AC > Beat Fang 100 + HP (10 + HP, 50, 40) 120 Call assist when opponent's knockback is slowing down. video
Fated Circle -- 0 0 Wall Rush --
WR > Kuja > Beat Fang 87 + HP & WR (0 + HP WR, 47, 40 + WR) 30 (0, 30) Against a grounded opponent, Fated Circle can wall rush on the floor without the extra damage for a combo. video
Fusillade -- 30+ (6,6,6,6 each 6) 60~90 Dodge cancel for an assist combo. video
DC > Kuja > Aerial Circle 80+ (30+, 50, HP) 60~90 -- video
Revolver Drive -- 1xN (max 50) each 3 (max 150) Wall Rush --
WR > Kuja > Beat Fang 91~140 + HP WR (1~50, 50, 40) 31~80 (1~50, 30) Basic. video


Starter Combo Damage EX Force Notes Video
Beat Fang -- 27 (3, 5, 7, 2x6) 30 No wall. Call Kuja during last part.[footnotes 3] --
Kuja > AC > Aerial Circle 77 (27, 50, HP) 30 (30, 0) -- video
Beat Fang -- 40 (3, 5, 7, 2x6) 30 Wall Rush. --
WR > Kuja > DC > Aerial Circle > DC > AC > Beat Fang 127 + HP & WR (40 + WR, 47, HP + WR, 40 + WR) 60 (30, 0, 30) Same idea as with Upper Blues > Aerial Circle. HP during assist for extra crits. video
Aerial Circle -- HP + WR 0 Wall Rush. --
WR > Kuja > AC > Beat Fang 90 + HP WR (HP+ WR, 50, 40) 30 (0, 30) Basic. video


  1. Solid Barrel (last hit): Call Kuja as you press the last part of Solid Barrel. The assist should hit the opponent as Squall blows the opponent away. It's still technically more damage even with an early timing where the last hit misses.
  2. Upper Blues WR > Kuja > Aerial Circle: You have to dodge upwards a little bit to not pull the opponent out of Kuja assist, and to not push the opponent away from floor with the HP. This idea of hovering over the opponent applies to a Beat Fang Kuja combo as well.
  3. Beat Fang > Kuja: Similiar to Solid Barrel knockback cancel, call Kuja as you input the last part of Beat Fang. Kuja will pick up the opponent. If that's too difficult, Kuja can also combo off of Beat Fang's third hit for less damage.

* Solid Barrel (4th hit) > Yuna > DC (neutral) > Thunder Barret > Solid Barrel (damage) / Revolver Drive (EX)

  • Upper Blues (3rd hit) > Yuna > DC > Aerial Circle when second assist hit connects
  • Upper Blues (3rd hit) > Yuna > DC > Thunder Barret > BRV / HP
  • Upper Blues or Beat Fang (wall rush) > Yuna > WR > Thunder Barret / Rough Divide (depending on distance)
  • Beat Fang (3 hits) > Yuna > DC > Aerial Circle when second assist hit connects
  • Yuna > DC > Thunder Barret > BRV / HP (requires ground)
  • Blasting Zone > Yuna > Ground Dash > Thunder Barret > BRV / HP [notesyuna 1]
  • Fated Circle > WR > Yuna > Thunder Barret > BRV / HP


  1. Blasting Zone: Call Yuna as late as possible. She doesn't have much horizontal reach. Easier at a wall.

* Solid Barrel (4th hit) > Jecht > Thunder Barret > DC > move backwards > Thunder Barret > BRV / HP

  • Upper Blues (3rd hit) > Jecht > DC > Thunder Barret > BRV / HP
  • Upper Blues or Beat Fang (wall rush) > DC > Jecht > Thunder Barret > BRV / HP
  • Beat Fang (3 hits) > DC > Thunder Barret > BRV / HP (requires ground)
  • Beat Fang (3 hits) > Jecht > DC (diagonally forward) > Rough Divide
  • Blasting Zone > Jecht > Ground Dash > Thunder Barret > BRV / HP [notes 1]
  • Fated Circle (floor WR) > Jecht > Ground Dash > Thunder Barret > BRV / HP
  • Aerial Circle / Rough Divide (WR) > Jecht > Thunder Barret > BRV / HP


  1. Similiar to Kuja assist, call Jecht when the opponent's momentum has slowed down. Without wall, only the second kick will hit and follow through with the air combo.

* Solid Barrel (4th hit) > Tidus > Beat Fang / Aerial Circle

  • Upper Blues (3rd hit) > Tidus > Beat Fang / Aerial Circle
  • Upper Blues / Beat Fang (WR) > Tidus > DC > Thunder Barret > BRV / HP
  • Beat Fang (3 hits) > Tidus > DC > Aerial Circle
  • Blasting Zone > Tidus [notestidus 1]
  • Fated Circle (floor WR) > Tidus > Ground Dash x2 > Upper Blues (delayed 2nd hit) > DC > LL > Beat Fang


  1. Much like Yuna assist, timing must be delayed more than usual to make up for short reach.

* Solid Barrel (4th hit) > Sephiroth > DC (forward) > Rough Divide

  • Solid Barrel (4th hit) > Sephiroth > DC (forward) > Beat Fang (1st hit) > DC > teleport > Beat Fang
  • Upper Blues (3rd hit) > Sephiroth > DC (diagonally forward) > Rough Divide [notessephi 1]
  • Upper Blues / Beat Fang (WR) > Sephiroth > DC > Aerial Circle > AC > Beat Fang [notessephi 2]
  • Upper Blues / Beat Fang (WR) > Sephiroth > DC > Heel Crush > teleport > Beat Fang / Aerial Circle
  • Beat Fang (3 hits) > Sephiroth > DC (diagonally forward) > Rough Divide
  • Beat Fang (3 hits) > Sephiroth > DC > Aerial Circle (during assist)
  • Blasting Zone > Sephiroth > Beat Fang
  • Fated Circle (floor WR) > Sephiroth > AC > Beat Fang


  1. Upper Blues (3rd hit):Do Rough Divide when Sephiroth transitions to second part of his attack.
  2. Same idea as with Kuja ground assist. HP during the assist and leverage the increased critical hit rate afterwards with Beat Fang.

* Solid Barrel (4th hit) > Onion Knight > DC (forward) > Rough Divide

  • Solid Barrel (4th hit) > Onion Knight > DC (neutral) > Thunder Barret > DC (neutral) > Blasting Zone
  • Upper Blues (3rd hit) > Onion Knight > DC > Rough Divide
  • Upper Blues / Beat Fang (WR) > Onion Knight > DC > Aerial Circle > WR > DC > AC > Beat Fang [notesok 1]
  • Beat Fang (3 hits) > Onion Knight > DC > Rough Divide
  • Blasting Zone > Onion Knight > DC (forward) > Free Air Dash > BRV / HP if wall rushed. [notesok 2]
  • Fated Circle (floor WR) > Onion Knight > AC > Beat Fang


  1. Same as with Kuja and Sephiroth assist. Wall rush with Aerial Circle during the assist.
  2. Requires later timing than other listed assists, therefore margin for error is small.

* Solid Barrel (4th hit) > The Emperor > Solid Barrel (last hit) > The Emperor (hit) > Thunder Barret > BRV / HP

  • Upper Blues > The Emperor (call during 1st hit) - Upper Blues wall rush > The Emperor (trap) HIT > DC > Heel Crush > DC > Thunder Barret > BRV / HP
  • Upper Blues > The Emperor (call during 2nd hit, continue after slowdown ends) > Upper Blues wall rush > The Emperor (Mine) HIT > DC > AC > Beat Fang
  • Beat Fang (WR) > Beat Fang WR > The Emperor > AC > Beat Fang [notesemp 1]
  • Beat Fang (3 hits)
  • Blasting Zone
  • Fated Circle (floor WR)


  1. call The Emperor just as wall rush happens

* Solid Barrel (4th hit) > Terra > Solid Barrel last hit > chase > chase HP > opponent dodges and does chase BRV > Terra HIT > (If you dodged chase BRV): Thunder Barret - BRV / HP]. (If hit by chase BRV): Recovery attack Rough Divide

  • Solid Barrel (4th hit) > Terra > Solid Barrel last hit > chase > chase HP > opponent dodges and does chase HP > player dodge HP* > Terra HIT > Thunder Barret > BRV / HP
  • You will want to evade chase HP, as the movement can make Terra's Graviga miss.
  • Upper Blues (3rd hit) > Terra > DC > Aerial Circle / Rough Divide (requires wall rush, HP depending on distance)
  • Upper Blues / Beat Fang (WR)
  • Beat Fang (3 hits) > Terra > DC > Aerial Circle / Rough Divide (requires wall rush, HP depending on distance)
  • Fusillade > Fusillade (1st hit) > Terra > delay all Fusillade hits and finish > Terra HIT - BRV / HP [notesterra 1]


  1. If you have second assist bar, you can follow up "Terra HIT" with: Thunder Barret > before Thunder hits, call Terra > Fusillade no delayed hits > Terra HIT > BRV / HP


HP 10299
CP 450
BRV 996
ATK 177
DEF 185
LUK --
Max Booster x3.5
Special Effect: Judgment of Lufenia
Assist Kuja
Weapon Lionheart
Hand Lufenian Shield
Head Lufenian Helm
Body Lufenian Armor (CP Glitch)
Accessory 1 accessory_basic.png Hyper Ring
Accessory 2 accessory_basic.png Zephyr Cloak
Accessory 3 accessory_basic.png Dismay Shock
Accessory 4 accessory_booster.png Large Gap in HP
Accessory 5 accessory_booster.png Summon Unused
Accessory 6 accessory_booster.png Pre-EX Mode
Accessory 7 accessory_booster.png Pre-EX Revenge
Accessory 8 accessory_special.png Tenacious Attacker
Accessory 9 accessory_special.png Glutton
Accessory 10 accessory_special.png First to Victory
Summon Rubicante

A general all-rounder build.

HP 9972
CP 450
BRV 877 (1052 with First to Victory)
ATK 178
DEF 185
LUK --
Max Booster x3.5
Special Effect: Adamant Chains
Assist Kuja
Weapon Earthbreaker (CP Glitch)
Hand Adamant Shield
Head Adamant Helm
Body Adamant Vest
Accessory 1 accessory_basic.png Muscle Belt
Accessory 2 accessory_basic.png Dismay Shock
Accessory 3 accessory_basic.png Battle Hammer
Accessory 4 accessory_booster.png Summon Unused
Accessory 5 accessory_booster.png Pre-EX Mode
Accessory 6 accessory_booster.pngPre-EX Revenge
Accessory 7 accessory_booster.png Aerial
Accessory 8 accessory_special.png Tenacious Attacker
Accessory 9 accessory_special.png First to Victory
Accessory 10 accessory_special.png Back-Breaking Straw
Summon Rubicante

Weapon can be changed according to match-up or player preference.

This set primarily takes advantage of the added air dodge distance that the set bonus provides. Squall's air dodges leave him vulnerable with no strong options to cover them, so the additional dodge distance helps him stay safe and whiff punish.

Against Onion Knight, Jecht or Cloud, you may need to adjust the accessories to suit Side by Side special accessory for assist meter. Tenacious Attacker is not a necessity, but good to have. Hero's Essence for more CP, Winged Boots for banish traps, Glutton for characters with strong EX generation (e.g. Lightning, Shantotto).

HP 10299
CP 450
BRV 996
ATK 177
DEF 185
LUK --
Max Booster x5.3
Special Effect: Soul of Yamato
Assist Kuja
Weapon Lionheart
Hand Genji Shield
Head Genji Helm
Body Genji Armor (CP Glitch)
Accessory 1 accessory_basic.png Sniper Eye
Accessory 2 accessory_basic.png Dragonfly Orb
Accessory 3 accessory_basic.png Battle Hammer
Accessory 4 accessory_booster.png EX Core Present
Accessory 5 accessory_booster.png Summon Unused
Accessory 6 accessory_booster.png Pre-EX Mode
Accessory 7 accessory_booster.png Pre-EX Revenge
Accessory 8 accessory_booster.png Aerial
Accessory 9 accessory_special.png Tenacious Attacker
Accessory 10 accessory_special.png First to Victory
Summon Rubicante

Enhanced EX intake through EX cores.

Substitutes: Sniper Eye, Dragonfly Orb, Aerial and special accessories can be substituted according to player preference. First to Victory can be replaced with Dismay Shock. Previously mentioned substitutes are decent picks, such as Muscle Belt. With EX cores being your primary source for the meter, Together as One and Platinum Hourglass are not completely unviable.

HP 9971
CP 450
BRV 1453 (2179 with Hero's Seal)
ATK 176
DEF 182
LUK --
Max Booster x3.8
Special Effect: None
Assist Kuja
Weapon Piggy's Stick
Hand Hero's Shield
Head Royal Crown (CP Glitch)
Body Maximillian (CP Glitch)
Accessory 1 accessory_basic.png Sniper Eye
Accessory 2 accessory_basic.png Dismay Shock
Accessory 3 accessory_basic.png Battle Hammer
Accessory 4 accessory_booster.png BRV = 0
Accessory 5 accessory_booster.png Empty EX Gauge
Accessory 6 accessory_booster.png Pre-EX Mode
Accessory 7 accessory_booster.png Pre-EX Revenge
Accessory 8 accessory_special.png Hero's Seal
Accessory 9 accessory_special.png Together as One
Accessory 10 accessory_special.png Side by Side
Summon Rubicante

Recommended for small stages or even / favorable match-ups. With Together as One, Squall can whiff twice and already have one assist bar ready. Every time you stagger the opponent with LV2 Assist Change and hit them with Aerial Circle, you are also couple whiffs away from an assist bar. Meter lead can be easy to maintain to an extent.


  • Basic - Hyper Ring, Muscle Belt, Bravery Orb
  • Booster - Large Gap in HP, Summon Unused, Grounded, Aerial, Assist
  • Special - Blue Gem, Growth Egg, Great Gospel, Winged Boots, Hero's Essence, Badge of Trust.

HP 10298
CP 450
BRV 996
ATK 179
DEF 182
LUK --
Max Booster x6.9
Special Effect: Seal of Lufenia
Assist Yuna
Weapon Lufenian Lance (CP Glitch)
Hand Lufenian Dirk (CP Glitch)
Head Lufenian Headband (CP Glitch)
Body Maximillian (CP Glitch)
Accessory 1 accessory_basic.png Dismay Shock
Accessory 2 accessory_basic.png Battle Hammer
Accessory 3 accessory_booster.png BRV = 0
Accessory 4 accessory_booster.png Assist
Accessory 5 accessory_booster.png Summon Unused
Accessory 6 accessory_booster.png Pre-EX Mode
Accessory 7 accessory_booster.png Pre-EX Revenge
Accessory 8 accessory_booster.png Aerial
Accessory 9 Free choice
Accessory 10 Free choice

Yuna's air bravery assist with Aerial Circle for maximum effect. Press Aerial Circle as the second brv hit lands to ensure a maximum amount of hits from Aerial Circle. Even though no additional damage occurs (aside from wall rush), each HP hit depletes meter.


Squall's assist data

Type Attack Startup Position Spawn Damage multiplier Effects
BRV Solid Barrel 13F Ground Opponent 5, 6, 8, 10, 5, 5, 16 (55) Chase
BRV Heel Crush 41F Air Opponent 20 Wall Rush, Block (Ranged Low)
HP Blasting Zone 41F Ground Opponent 6, 1 x 4, (10) Chase
HP Aerial Circle 43F Air Opponent - Wall Rush, Absorb, Block (Ranged Low)

As an assist, Squall has niche strengths in exchange for overall viability in most practical situations. Solid Barrel is a fast grounded combo with Assist Chase at the end, but the range is short so it must be timed late into a grounded wall rush.

Heel Crush being Squall's air bravery assist hurts his viability a lot. It is not good at whiff punishing or providing the player character with easy or consistent followups, which are all important aspects for a typical assist to succeed. If an opponent opts to dodge the mid priority attack however, it can provide a dodge punish opportunity if it doesn't activate Precision Evasion.

The Blasting Zone HP is good for interruptions with an Assist Chase at the end for easier followups. Aerial Circle can become inescapable during chase. Outside of these contexts, Squall assist provides diminishing returns compared to the more powerful assists like Kuja, Jecht and Aerith.


All meta assists can work, with Kuja being the strongest. Because of Squall's holding potential, conversion ability during a combo and wall rush potential on Upper Blues and Beat Fang, he synergises with a myriad of assists.

High damage and reliable conversions, but also quite vulnerable if the opponent escapes with Assist Change. Converts off of wall rushes and bravery attacks with ease. When using air BRV assist, delaying the teleport for a moment before using Aerial Circle will make it much more reliable. This assist also has safety against LV2 Change thanks to the Flare Star HP's Ranged High priority, which works well off of Beat Fang and Upper Blues.

Strongest meter depletion anywhere on the stage with air BRV assist. By timing Aerial Circle to hit simultaneously with Yuna air BRV's third hit, the knockback will be cancelled briefly by the assist and enable the HP to hit multiple times, applying depletion each time.

Other assist moves have far more limited application and diminishing returns on investment. Ranged Low priority on air BRV assist means LV2 Assist Change will not stagger Yuna, making this very applicable.

Be careful however - If the opponent Assist Changes after Yuna has connected the second hit, you will not be able to protect her during Aerial Circle...

A good all-rounder assist. Fast start-up can convert off of any (traded) hit with relative ease and holding potential ensures an HP at varying positions. Both bravery assists allow Thunder Barret follow-ups as long as ground is available. This means an abundance of Revolver Drive enders for a lot of EX, but it also means you may have to protect Jecht sometimes to avoid being locked out of using him.

Fast air bravery assist for whiff punishes and low damage output, slower ground bravery assist for trades and higher damage via Thunder Barret. A serviceable assist, but he doesn't provide Squall any distinct advantages beyond air assist start-up and it's relative safety.

Faster ground BRV assist than Kuja with similiar holding potential for Aerial Circle or Thunder Barret. However, the knockback on both BRV assists restricts combo structure. Not a terrible assist, but practical follow-ups often commit to all BRV or an early HP. Sephiroth also stays on the field for a fairly long time, so protecting him can result in diminishing returns.

Squall's holding potential lets him convert to the relatively slow Seal Evil attack even without ground. With wall rush on the ground however, Squall can generate some of the spent assist meter back thanks to Ground Dash + Assist Gauge Up Dash abilities while the opponent is stuck in Seal Evil.

All ground conversions are compromised due to Aerith's Cure not having any hitstun. Coupled with the weakest meter depletion overall, Aerith assist can be difficult to justify for Squall specifically.

A viable assist, but arguably one of the weaker meta options for Squall.

Niche, empowered ground play and very damaging mines through Beat Fang wall rushes. With Squall's liberal combo sequences on the ground, he can also combo into the Thunder Crest assist with ease.

LV2 Assist Change does not stagger The Emperor and the opponent's assist will be locked upon use thanks to the trap's Unblockable priority. Thunder Crest's holding potential allows an HP of your choice and of course, you can cover yourself by being inside the trap itself.

In addition, if The Emperor is called just as the Beat Fang wall rushes, the Ranged Low air BRV assist Mine can connect for a lot of bravery damage.

Other wall rush conversions and whiff punishment are weakened or compromised, but this assist is definitely not without merit!

A serviceable assist. Similiar to The Emperor, grounded wall rushes provide utility in the form of Blizzard's Ranged Low priority and holding potential. Turbo-Hit does not require a wall for an HP, but converting off of an opponent's whiffed attack can be difficult if you're far away. Blizzard can also intercept attacks from further away, which may prove to be helpful during grounded interactions.

Functionally similiar to Yuna assist. Longer range compared to Yuna, but no Ranged Low priority, meaning he will lose to LV2 Assist Change. Does exhibit highest raw bravery damage with Excalibur however, worth considering if you're going for extended combos.

Cecil assist can be likened to a slower version of Yuna / Gilgamesh assist with middle-of-the-pack damage and longer holding potential. If you have ground available, Cecil works off of most combo starters just fine. Outside of this combo-centric appeal, Cecil does not provide any distinct advantages over other assists.

Limited air conversions and punish opportunities, but more extravagant ground combos with Graviga assist and Fusillade. As Fusillade is not an essential move for Squall, this is something of a flamboyant combination. With two assist bars, it's possible to combo into Fusillade twice in a row for a minimum of 60 base damage multiplier and 120 ex! Graviga could act as an instigator due to it's tracking, but do note it can still be dodged and that Terra is vulnerable while casting.



Wiki Roadmap (012 Squall Leonhart)

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Page Completed In progress To-do Score
General 1 / 5
Strengths and weaknesses Done. Edit if necessary. 5 / 5
Overview Old overview. Rewrite overview. 2 / 5
Bravery Attacks Ability info and overviews. Images. 4 / 5
HP Attacks Ability info and overviews. images. 4 / 5
EX Mode Basic info Overview / detailed info 1 / 5
Combos Solo combos and Kuja assist combos (no videos). Add more assist combos into a table with video examples. 2 / 5
Builds 5 builds. Add overviews as seen on Tifa's page. 3 / 5
Assist Assist data, viable assists and Squall's viability as an assist. Add more to the overviews if possible. 3 / 5
Matchups Page created. Matchups tips and analysis. 0 / 32
Resources Create page. Helpful links related to character. 0 / 5
Starter Guide Create page. Concise pvp guide with core concepts and essentials. 0 / 5
Strategy Basic strategies and counterplays added. Add more if possible. 3 / 5