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		<id>https://dissidia.wiki/index.php?title=Firion_(Dissidia_012)&amp;diff=4823</id>
		<title>Firion (Dissidia 012)</title>
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		<updated>2026-04-01T12:14:04Z</updated>

		<summary type="html">&lt;p&gt;Muggshotter: /* Assist Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Dissidia 012 Final Fantasy]]&lt;br /&gt;
{{012CharNavFir}}&lt;br /&gt;
&lt;br /&gt;
{{CharacterInfo&lt;br /&gt;
|portrait=https://resources.dissidia.wiki/ddff/portraits/ddff-port-firion.png&lt;br /&gt;
|name=Firion (フリオニール)&lt;br /&gt;
|origin=Final Fantasy II&lt;br /&gt;
|atk=111 (High)&lt;br /&gt;
|def=112 (High)&lt;br /&gt;
|runspeed=8 (Below Average)&lt;br /&gt;
|dash=81 (Below Average)&lt;br /&gt;
|fall=81 (Average)&lt;br /&gt;
|fallr=38 (Average)&lt;br /&gt;
|fastestbrv=9F (Swordslash)&lt;br /&gt;
|fastesthp=33F / 49F (Lord of Arms)&lt;br /&gt;
|1hithp=Yes (Straightarrow)&lt;br /&gt;
|hplinks=Yes&lt;br /&gt;
|cmdblock=Yes (Shield Bash)&lt;br /&gt;
|weapon=All normal weapons, Parrying Weapons, Guns, Poles&lt;br /&gt;
|armor=Bangles, Chestplates, Clothing, Hats,&amp;lt;br&amp;gt;Headbands, Helms, Light Armor, Shields&lt;br /&gt;
|exclusives=Rebellion Army, Longinus, Wild Rose&lt;br /&gt;
|unlock=Default&lt;br /&gt;
|alignment=Cosmos&lt;br /&gt;
|vajp=[https://en.wikipedia.org/wiki/Hikaru_Midorikawa Hikaru Midorikawa]&lt;br /&gt;
|vaeng=[https://en.wikipedia.org/wiki/Johnny_Yong_Bosch Johnny Yong Bosch]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Firion is a defensive ground-oriented fighter. His main strategy revolves around controlling space with Straightarrow and {{keyword|punishing|punish=1}} approaches with {{keyword|HP links|hplink=1}} or Shield Bash counters. With quick Swordslash {{keyword|pokes|poke=1}} and Magic Arts {{keyword|projectiles|projectile=1}}, Firion has tools for almost any range. Defend with Swordslash and Shield Bash, pressure with Straightarrow and go for broke with a grounded HP link.&lt;br /&gt;
&lt;br /&gt;
Firion’s defense is backed up by his damage output; As an {{keyword|HP linker|hplinker=1}}, Firion benefits a lot from &#039;&#039;&#039;[[Multiplayer_Build_Guide_(Dissidia_012)#Side_by_Side|Side by Side builds.]]&#039;&#039;&#039; His common Double Trouble HP link &#039;&#039;&#039;[[Wall_Rush_(Dissidia_012_Final_Fantasy)|wall rushes]]&#039;&#039;&#039; on the ground, which sets up high damage assist combos consistently. With &#039;&#039;&#039;[[Multiplayer_Build_Guide_(Dissidia_012)#Damage_(high_base_bravery)|high base bravery]]&#039;&#039;&#039; and Side by Side, Firion can quickly fill assist gauge and get big momentum with one HP hit. Firion’s HP attacks are also strong in {{keyword|neutral|neutral=1}}, so stray hits and callouts are rewarding as well.&lt;br /&gt;
&lt;br /&gt;
As a ground fighter, Firion is more vulnerable in the air. Aggressive opponents can overwhelm him there due to his short range and telegraphed low priority projectiles. His mobility is also below average, and his floaty air dodges leave him open to &#039;&#039;&#039;[[Dodge_(Dissidia_012)#Dodge_punishment|dodge punishment.]]&#039;&#039;&#039; Firion also cannot force opponents to fight near ground, unless he commits to slower EX gain, which is outclassed by Side by Side. In addition, his Straightarrow pressure suffers against fast movement and {{keyword|whiff punishes|whiffpunish=1}} once opponents have assist.&lt;br /&gt;
&lt;br /&gt;
In competitive play, Firion has been consistently ranked at high tier. He is good at controlling space and capitalizing on mistakes at mid-range. He cannot fight as effectively in the air, or prevent all opponents from staying there. He performs well against close-range characters such as {{012clo}}, {{012zid}} and {{012pri}}, and small stages such as Pandaemonium - Top Floor make it harder to run away from him. Despite the weak EX generation and air combat, Firion’s high damage and straightforward gameplan have made him a consistent tournament threat.&lt;br /&gt;
&lt;br /&gt;
{{ProConTable&lt;br /&gt;
|pros=*&#039;&#039;&#039;Defensive ground combat&#039;&#039;&#039; - Firion can stand toe-to-toe in close-range combat with Swordslash &amp;amp; Rope Knife BRVs and Shield Bash HP for protection after a dodge.&lt;br /&gt;
*&#039;&#039;&#039;Anti-{{keyword|zoning|zoning=1}}&#039;&#039;&#039; - Shield Bash&#039;s long range counter is fast, long reach, difficult to avoid and leads to assist combos. Good for shutting down low priority projectiles.&lt;br /&gt;
*&#039;&#039;&#039;Damage&#039;&#039;&#039; - High base bravery, high base ATK, synergy with Side by Side {{accsp}} and consistent HP link wall rushes reward Firion greatly with just one combo.&lt;br /&gt;
*&#039;&#039;&#039;[[Assist_(Dissidia_012)#Side_by_Side|Side by Side]]&#039;&#039;&#039; {{accsp}} - Firion builds assist gauge and momentum quickly with well placed {{keyword|HP links|hplink=1}} and strong HP attacks in {{keyword|neutral|neutral=1}}.&lt;br /&gt;
*&#039;&#039;&#039;Ranged combat&#039;&#039;&#039; - Magic Arts: Bolt and more notably Straightarrow can force opponents to disengage and punish mistimed dodges even from long distances.&lt;br /&gt;
*&#039;&#039;&#039;EX Mode&#039;s Blood Weapon&#039;&#039;&#039; - Rare, but regenerating health equal to HP damage dealt is strong at creating comebacks.&lt;br /&gt;
|cons=*&#039;&#039;&#039;Air combat&#039;&#039;&#039; - Floaty air dodges, low combo potential, lack of effective post-dodge defense and quick approaching close-range attacks can create a lot of risk for Firion.&lt;br /&gt;
*&#039;&#039;&#039;Enforcing defenders in his effective range&#039;&#039;&#039; - Firion&#039;s arsenal is not designed to easily enforce opponents hanging at a large stage&#039;s ceiling to engage with him. These situations often involve long-term strategies with EX and appropriate builds.&lt;br /&gt;
*&#039;&#039;&#039;Punishable HP links&#039;&#039;&#039; - As a frequent HP link user, Double Trouble&#039;s long HP attack animation leave him vulnerable to counter attacks after &#039;&#039;&#039;[[Assist_(Dissidia_012)#Assist_Change|Assist Change.]]&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Bravery Attacks ==&lt;br /&gt;
&lt;br /&gt;
=== Ground ===&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Lance Combo=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;20+&#039;&#039;&#039; (8, 12)&lt;br /&gt;
|startup=19F&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee Low&lt;br /&gt;
|ex=15&lt;br /&gt;
|effect=Absorb&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/8/83/Brv_firion_lance_combo.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge, Follow-up (Away)&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=4&lt;br /&gt;
|ap=160&lt;br /&gt;
|gametext=[Close] Quick upward swing with lance. &amp;lt;br&amp;gt;Slightly draws foe near.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Lance Combo is Firion&#039;s fastest move for {{keyword|HP links|hplink=1}}, but it also has shortest reach despite it pulling in enemies. It has long {{keyword|active|active=1}} frames, so it can still hit opponents who are trying to {{keyword|whiff punish|whiffpunish=1}} Firion too early. The animation is quick, which lets Firion quickly transition into his follow-ups or the Double Trouble HP link.&lt;br /&gt;
&lt;br /&gt;
As a {{keyword|poke|poke=1}}, Lance Combo can be {{keyword|dodge cancelled|dc=1}} relatively early, though it&#039;s still slower than Swordslash. And even if Lance Combo misses, Firion still has the mid priority lance follow-up to protect himself. That&#039;s not exclusive to this move, but it&#039;s safer in this regard than Reel Axe, one of his other braveries.&lt;br /&gt;
&lt;br /&gt;
|-|Swordslash (ground)=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;20&#039;&#039;&#039;&lt;br /&gt;
|startup=9F&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee Low&lt;br /&gt;
|ex=60&lt;br /&gt;
|effect=Chase&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/e/ed/Brv_firion_swordslash_g.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge, Block, Attack&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=16&lt;br /&gt;
|ap=90&lt;br /&gt;
|gametext=[Close] Quick sword slash. &amp;lt;br&amp;gt;Short reach, but quick strike.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Swordslash is Firion&#039;s main close-range {{keyword|poke|poke=1}}. It can build assist gauge on {{keyword|whiff|whiff=1}} and push enemies away who are getting too comfortable near Firion. The reach is short, so it&#039;s not effective as a {{keyword|whiff punish|whiffpunish=1}} tool. However, its {{keyword|startup|startup=1}} is one of the fastest in the whole game. Firion can {{keyword|cancel|cancel=1}} this move into a block or other attacks (including HP), which helps him stay ambiguous against reactive opponents. &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=SGv4ADXqhCw&amp;amp;t=322 Swordslash into Rope Knife (attack cancel)]&amp;lt;/ref&amp;gt; &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=EhazH4c2TJs&amp;amp;t=219 Swordslash into Lance Combo (attack cancel)]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Using Swordslash well in conjunction with other moves lets Firion establish the defensive ground combat where he excels at. If Swordslash hits, Firion can even convert into a Kuja assist combo. &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=bxDZ9N6HYL4&amp;amp;t=107 Swordslash conversion into Kuja assist combo.]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-|Rope Knife=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;20+&#039;&#039;&#039; (2 x 10)&lt;br /&gt;
|startup=23F&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee Low&lt;br /&gt;
|ex=30&lt;br /&gt;
|effect=-&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/c/c0/Brv_firion_rope_knife.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge, Follow-up (Away)&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=1&lt;br /&gt;
|ap=160&lt;br /&gt;
|gametext=[Mid] Throw lightning knife. &amp;lt;br&amp;gt;Good versus any height, long duration.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Rope Knife is Firion&#039;s primary {{keyword|whiff punish|whiffpunish=1}} tool on the ground. Similar to Lance Combo and Reel Axe, Rope Knife pulls in enemies for follow-ups, including Double Trouble HP link. &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=EhazH4c2TJs&amp;amp;t=102 Rope Knife pulls opponent to Firion]&amp;lt;/ref&amp;gt; It has enough reach and {{keyword|active|active=1}} frames to catch ground dodges and landing lag. &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=ra6pKVI6gno&amp;amp;t=360 Rope Knife has long active frames]&amp;lt;/ref&amp;gt; &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=W2KoophyA6w&amp;amp;t=62 Rope Knife has long active frames (and extends beyond visuals?)]&amp;lt;/ref&amp;gt; &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=SGv4ADXqhCw&amp;amp;t=718 Rope Knife catches landing lag]&amp;lt;/ref&amp;gt; Rope Knife has some vertical {{keyword|tracking|tracking=1}} as well. &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=rU9esevjw50&amp;amp;t=202 Rope Knife vertical tracking]&amp;lt;/ref&amp;gt; The startup speed is slower than Lance Combo, but it&#039;s fast enough to punish plenty of moves on reaction if Firion is within range. &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=EhazH4c2TJs&amp;amp;t=334 Rope Knife whiff punish (Zidane Tempest)]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Firion can use Rope Knife as a threat against close-range characters. It has longer reach than most {{keyword|pokes|poke=1}}, so it can punish opponents for poking near Firion. &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=W2KoophyA6w&amp;amp;t=94 Rope Knife whiff punish (Squall Beat Fang)]&amp;lt;/ref&amp;gt; Rope Knife can also go through projectiles and pull the opponent in, functioning as a {{keyword|disjoint|disjoint=1}}. &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=ra6pKVI6gno&amp;amp;t=311 Rope Knife pokes through projectile (Bartz Dark Flame)]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Rope Knife has a glaring weakness; It&#039;s rather telegraphed. The bright yellow visual effect around the knife and Firion&#039;s distinct audio cue make it easier to react to this move. And if it&#039;s used from its maximum range, Firion doesn&#039;t have many low risk options to use as a {{keyword|mixup|mixup=1}}. It also generates more EX than other ground combo moves, though that&#039;s negligible when using Side by Side {{accsp}}. Most of Rope Knife&#039;s hits don&#039;t pull the opponent towards Firion, so a &amp;quot;shallow&amp;quot; hit can cause the opponent to drop out of the move if it hits at an awkward angle. &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=ra6pKVI6gno&amp;amp;t=43 Rope Knife pull misses]&amp;lt;/ref&amp;gt; The long active frames can also backfire on Firion (though not often), as higher priority moves cause Firion to stagger. &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=Dl1G_ZhtdpY&amp;amp;t=30 Rope Knife gets staggered by high priority move (Jecht LV3 Jecht Stream]&amp;lt;/ref&amp;gt; &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=1N1IeTT0Uu0&amp;amp;t=18s Rope Knife gets staggered by high priority move (Tifa Burning Arrow)]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Despite its weaknesses, Rope Knife is commonly used in competitive play. It plays an important role in Firion&#039;s defense as a distinct punisher and spacing tool. With Rope Knife, Firion&#039;s range is not limited to point blank (Swordslash) and long-range (Reel Axe, Magic Arts, Straightarrow). And it&#039;s safer to use than Lord of Arms as a punisher. And of course, Rope Knife enables high damaging assist combos with Double Trouble.&lt;br /&gt;
&lt;br /&gt;
|-|Reel Axe=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;20+&#039;&#039;&#039; (10, 10)&lt;br /&gt;
|startup=47F&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Ranged High&lt;br /&gt;
|ex=15&lt;br /&gt;
|effect=-&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/d/d5/Brv_firion_reel_axe.jpeg&lt;br /&gt;
|imgpos=45%&lt;br /&gt;
|cancels=Dodge, Follow-up (Away)&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=1&lt;br /&gt;
|ap=160&lt;br /&gt;
|gametext=[Long] Throw axe straight ahead &amp;lt;br&amp;gt;at high speed.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Reel Axe is a high priority projectile that pulls opponents to Firion. It has the longest lateral reach out of Firion&#039;s ground braveries. This is mainly used to break through blocks from long range. It complements Rope Knife, making it an effective {{keyword|mixup|mixup=1}} when used sparingly.&lt;br /&gt;
&lt;br /&gt;
While the projectile travels quickly, it takes a long time to come out. Once Firion has thrown the axe, it travels in a straight line with no {{keyword|tracking|tracking=1}}. Any character with average run speed can evade this attack by moving sideways. Firion is also vulnerable to {{keyword|assist punishes|assistpunish=1}} during this move. All this means is that Reel Axe is rather risky to use, especially when its average damage output remains on par with Rope Knife and Lance Combo. If it guard breaks, Firion can do any of his follow-ups, and the critical hits can also deal more damage. However, this attack is not essential for increasing Firion&#039;s damage in competitive play.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Follow-ups ===&lt;br /&gt;
Rope Knife, Lance Combo and Reel Axe can be followed up with one of three attacks. Because the bravery starters have identical base damage, the total base damage will be shown in parenthesis.&lt;br /&gt;
&lt;br /&gt;
* Circle {{pspcir}} (Neutral) for Punch&lt;br /&gt;
* Up+Circle ↑+{{pspcir}} (Towards) for Slash &amp;amp; Arrow&lt;br /&gt;
* Down+Circle ↓+{{pspcir}} (Away) for Lance&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Neutral (Punch)=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;+25&#039;&#039;&#039; (45 Total)&lt;br /&gt;
|startup=?&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee Low&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=-&lt;br /&gt;
|image=https://dissidia.wiki/images/9/9c/Brv_firion_followup_neutral.jpeg&lt;br /&gt;
|imgpos=50%&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=-&lt;br /&gt;
|ap=-&lt;br /&gt;
|gametext=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Neutral follow-up (Punch) is Firion&#039;s highest damaging ender for bravery damage. It&#039;s a very fast attack with long {{keyword|knockback|knockback=1}} for wall rushes. Since Firion often goes for Double Trouble, the punch can make Firion safer against early &#039;&#039;&#039;[[Assist_(Dissidia_012)#Assist_Change|Assist Changes]]&#039;&#039;&#039;. Firion can use this to sneak in bravery damage right before the opponent escapes reflexively.&lt;br /&gt;
&lt;br /&gt;
Punch sees less use than Double Trouble and Lance follow-ups due to its weaker combo routes and reliance on wall rush. Its base damage is quite good, and more worthwhile with physical damage builds. However, Firion benefits more from HP links and assist combos on average.&lt;br /&gt;
&lt;br /&gt;
|-|Towards (Slash and arrow)=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;+10&#039;&#039;&#039; (5, 5) (30 Total)&lt;br /&gt;
|startup=?&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee Low (slash) &amp;lt;br&amp;gt;Ranged Low (arrow)&lt;br /&gt;
|ex=75&lt;br /&gt;
|effect=Chase&lt;br /&gt;
|cp=-&lt;br /&gt;
|image=https://dissidia.wiki/images/f/f8/Brv_firion_followup_towards.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=&lt;br /&gt;
|ap=&lt;br /&gt;
|gametext=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Towards follow-up (Slash &amp;amp; Arrow) is a two-stage attack that leads to Chase. This is mainly used with EX builds, and it is outclassed by Firion&#039;s other options most of the time. Firion can combo into assist after the first sword swing, but it&#039;s not a high damage starter.&lt;br /&gt;
&lt;br /&gt;
The main issue lies in the Slash &amp;amp; Arrow&#039;s return on investment; Firion&#039;s damage comes from HP wall rushes with assist, and his other attacks don&#039;t generate much EX on average. Slash &amp;amp; Arrow may generate the most EX out of his braveries, but majority of it comes from the long-range arrow shot. Getting all of the EX requires dodging towards opponent and staying airborne for a moment. This means Firion gives up HP damage and ground moves for EX gauge, which he already struggles to fill.&lt;br /&gt;
&lt;br /&gt;
|-|Away (Lance)=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;+8&#039;&#039;&#039; (1 x 5, 3) (28 Total)&lt;br /&gt;
|startup=11F&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee Mid&lt;br /&gt;
|ex=15&lt;br /&gt;
|effect=Wall Rush, Absorb&lt;br /&gt;
|cp=-&lt;br /&gt;
|image=https://dissidia.wiki/images/4/46/Brv_firion_followup_away.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=&lt;br /&gt;
|ap=&lt;br /&gt;
|gametext=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Away follow-up (Lance) is a combo attack that wall rushes on the ground. Its base damage may be low, but it has utility thanks to melee mid priority and consistent wall rushes. The wall rush opens up assist combos, and the mid priority protects Firion from hasty retaliations. It can be done even if the ground combo braveries (Rope Knife etc.) miss, which is good against greedy opponents. &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=EhazH4c2TJs&amp;amp;t=141 Lance follow-up protects Firion against low priority attack]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Firion swings the weapon around him, which has good coverage around his body, so Lance doesn&#039;t have an explicit &amp;quot;blind spot&amp;quot;. Lance also pulls nearby opponents in, so they cannot just wait for Firion to finish the attack before punishing it. It does have decent {{keyword|recovery|recovery=1}} before it can be {{keyword|dodge cancelled|dc=1}} though, so Firion should not always use this. &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=rU9esevjw50&amp;amp;t=272 Lance follow-up gets whiff punished, it&#039;s not always safe to use]&amp;lt;/ref&amp;gt; &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=1N1IeTT0Uu0&amp;amp;t=283 Lance follow-up gets assist punished]&amp;lt;/ref&amp;gt; Since it stays out for a while, Firion can also lose to advancing high priority moves. &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=bxDZ9N6HYL4&amp;amp;t=81 Lance Follow-up loses to HP attack]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Aerial ===&lt;br /&gt;
Similar to ground moves like Lance Combo, Firion&#039;s Magic Arts have built-in follow-ups. Two follow-ups can be done, and the corresponding Magic Arts braveries do not have to be equipped to do them.&lt;br /&gt;
&lt;br /&gt;
* Circle {{pspcir}} for Magic Arts: Frost&lt;br /&gt;
* Up+Circle ↑+{{pspcir}} for Magic Arts: Flame&lt;br /&gt;
* Down+Circle ↓+{{pspcir}} for Magic Arts: Bolt&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Magic Arts: Flame=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=each &#039;&#039;&#039;10&#039;&#039;&#039;&lt;br /&gt;
|startup=25F&lt;br /&gt;
|type=Magical&lt;br /&gt;
|priority=Ranged Low&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=--&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/f/f9/Brv_firion_magic_arts_flame.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=24&lt;br /&gt;
|ap=90&lt;br /&gt;
|gametext=Magic combo starting with Fire. &amp;lt;br&amp;gt;Can swap spell from second shot.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Magic Arts: Flame is a slow, homing {{keyword|projectile|projectile=1}}. It has low damage, but it has enough hit stun to be used in combos if Firion is ever ready for it.&lt;br /&gt;
&lt;br /&gt;
Flame is not used to control space conventionally. Its low priority loses to just about anything, but this is a blessing in disguise; If Flame is reflected, Firion can block it with Shield Bash and activate the barrage of long-range projectiles that have very strong {{keyword|tracking|tracking=1}}. Flame&#039;s slow travel speed makes this fairly easy to notice by most intermediate and advanced players. However, Firion can cast at least one Flame rather safely without getting {{keyword|assist punished|assistpunish=1}} for it. So if Firion has time to cast this at all, he can at least attempt to pressure opponents over time this way.&lt;br /&gt;
&lt;br /&gt;
|-|Magic Arts: Frost=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=each &#039;&#039;&#039;12&#039;&#039;&#039;&lt;br /&gt;
|startup=25F&lt;br /&gt;
|type=Magical&lt;br /&gt;
|priority=Ranged Low&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=Chase&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/3/38/Brv_firion_magic_arts_freeze.jpeg&lt;br /&gt;
|imgpos=40%&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=1&lt;br /&gt;
|ap=90&lt;br /&gt;
|gametext=Magic combo starting w/Blizzard. &amp;lt;br&amp;gt;Can swap spell from second shot.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Magic Arts: Frost is a single projectile that moves towards opponent in a straight line. It does low damage and generates no EX, but it also travels pretty fast once it comes out; Frost hits staggered opponents reliably after a block.&lt;br /&gt;
&lt;br /&gt;
Frost can also lead to an elaborate chase setup if two of them are cast during an assist.&lt;br /&gt;
&lt;br /&gt;
|-|Magic Arts: Bolt=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=each &#039;&#039;&#039;15&#039;&#039;&#039; (4, 4, 7)&lt;br /&gt;
|startup=53F&lt;br /&gt;
|type=Magical&lt;br /&gt;
|priority=Ranged Low&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/8/8a/Brv_firion_magic_arts_bolt.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=1&lt;br /&gt;
|ap=90&lt;br /&gt;
|gametext=Magic combo starting w/Thunder. &amp;lt;br&amp;gt;Can swap spell from second shot.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Magic Arts: Bolt spawns a projectile at the opponent&#039;s location and wall rushes them on the ground. Firion can use this to harass opponents from a distance thanks to its {{keyword|active|active=1}} duration, decent {{keyword|hitbox|hitbox=1}} and the repeated casts. Most of Firion&#039;s projectiles don&#039;t go through solid obstacles, like walls. This does not apply to Bolt, so Firion can use it against opponents who are trying to stay behind cover. &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=EhazH4c2TJs&amp;amp;t=235 Magic Arts: Bolt can hit behind solid obstacles (Crystal Tower)]&amp;lt;/ref&amp;gt;  &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=rU9esevjw50&amp;amp;t=164 Magic Arts: Bolt can hit behind obstacles (Pandaemonium, opponent POV)]&amp;lt;/ref&amp;gt; Despite its low priority, Bolt encourages opponents to move as getting hit by this can lead to an assist combo or more Bolt pressure.&lt;br /&gt;
&lt;br /&gt;
Bolt takes almost a second to come out and it won&#039;t {{keyword|track|track=1}} the opponent once it&#039;s been casted. Therefore it is not recommended to be used as a general {{keyword|zoning|zoning=1}} tool when opponents are rapidly approaching Firion. &lt;br /&gt;
&lt;br /&gt;
|-|Swordslash (midair)=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;20&#039;&#039;&#039;&lt;br /&gt;
|startup=9F&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee Low&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/6/61/Brv_firion_swordslash_a.jpeg&lt;br /&gt;
|imgpos=60%&lt;br /&gt;
|cancels=Dodge, Block, Attack&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=31&lt;br /&gt;
|ap=90&lt;br /&gt;
|gametext=[Close] Slash in midair. &amp;lt;br&amp;gt;Short reach, but quick strike.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Firion&#039;s midair Swordslash shares a few key traits with the grounded version. It&#039;s very fast, does 20 base damage and can be cancelled into attacks.&lt;br /&gt;
&lt;br /&gt;
Aerial Swordslash works similarly as a {{keyword|poke|poke=1}} that can push opponents away. A big difference is that it can wall rush on the ground instead. This is good for assist combos, and it&#039;s practically higher reward for Firion compared to the grounded Swordslash. However, it&#039;s important to remember that Firion is not a very strong aerial fighter; His other air attacks are slow and he falls slowly after an air dodge. The range on aerial Swordslash is quite short, so it can easily miss even if Firion blocks a melee attack successfully. &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=Dl1G_ZhtdpY&amp;amp;t=261 Swordslash (midair) short range after blocking]&amp;lt;/ref&amp;gt; It can be {{keyword|cancelled|cancel=1}} quickly to build assist gauge, but this is not a preferred situation for Firion.&lt;br /&gt;
&lt;br /&gt;
Aerial Swordslash is also used as a {{keyword|combo filler|filler=1}} during ground Kuja assist combos, usually after ground wall rush. &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=bxDZ9N6HYL4&amp;amp;t=379 Swordslash (midair) as assist combo filler (Lord of Arms)]&amp;lt;/ref&amp;gt; &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=bxDZ9N6HYL4&amp;amp;t=397 Swordslash (midair) as assist combo filler (Straightarrow)]&amp;lt;/ref&amp;gt; &lt;br /&gt;
&lt;br /&gt;
If Firion does not cancel midair Swordslash, he will fall down until the animation finishes.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== HP Attacks ==&lt;br /&gt;
&lt;br /&gt;
=== Ground ===&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Shield Bash=&lt;br /&gt;
{{AbilityInfo2&lt;br /&gt;
|ver1=Close&lt;br /&gt;
|damage1=&#039;&#039;&#039;16&#039;&#039;&#039; (4 x 4)&lt;br /&gt;
|startup1=Block frame 1F~26F, end 49F&lt;br /&gt;
|type1=Physical&lt;br /&gt;
|priority1=Block Mid &amp;gt; Melee High&lt;br /&gt;
|ex1=96&lt;br /&gt;
|effect1=Block&lt;br /&gt;
|cancels1=&lt;br /&gt;
|asthit1=&lt;br /&gt;
|gametext=[Block] Create shield of light. &amp;lt;br&amp;gt;HP attack on successful block.&lt;br /&gt;
|level=20&lt;br /&gt;
|ap=130&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|ver2=Far&lt;br /&gt;
|damage2=&#039;&#039;&#039;10&#039;&#039;&#039; (3, 7)&lt;br /&gt;
|startup2=Block frame 1F~26F, end 49F&lt;br /&gt;
|type2=Magical&lt;br /&gt;
|priority2=Block Mid &amp;gt; Ranged High&lt;br /&gt;
|ex2=60&lt;br /&gt;
|effect2=Block&lt;br /&gt;
|cancels2=&lt;br /&gt;
|asthit2=&lt;br /&gt;
|image=https://dissidia.wiki/images/1/1e/Hp_firion_shield_bash.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[File:Hp_firion_shield_bash_close.jpeg|thumb|300px|Shield Bash (Close).]]&lt;br /&gt;
&lt;br /&gt;
[[File:Hp_firion_shield_bash_far.jpeg|thumb|300px|Shield Bash (Far) fires three homing spells that can be difficult to avoid.]]&lt;br /&gt;
&lt;br /&gt;
Shield Bash is Firion&#039;s {{keyword|command block|commandblock=1}}. When Firion blocks an attack with this, he will respond with a counterattack. There are two counters, near and far. The type of counter depends on how far the opponent is from Firion at that moment.&lt;br /&gt;
&lt;br /&gt;
;Near version&lt;br /&gt;
*A barrage of close-range knife throws.&lt;br /&gt;
*Activates if Shield Bash blocked an attack while opponent was very close.&lt;br /&gt;
*The &amp;quot;close&amp;quot; threshold is approximately at Firion&#039;s head and 1,1 World of Darkness&#039; tiles.&lt;br /&gt;
*The attack can be Melee or Ranged priority, even from assist. Near version still activates based on distance to opponent.&lt;br /&gt;
*Firion {{keyword|tracks|tracking=1}} the opponent, turning around if necessary. Has a low vertical angle.&lt;br /&gt;
&lt;br /&gt;
;Far version&lt;br /&gt;
*Three long-range homing spells based on Flame, Frost and Bolt magic arts.&lt;br /&gt;
*Activates if Shield Bash blocked an attack while opponent was out of &amp;quot;close&amp;quot; threshold.&lt;br /&gt;
*Blocks Ranged Low attacks for majority of the counter.&lt;br /&gt;
&lt;br /&gt;
Shield Bash has multiple use cases. It can counter long-range projectiles and discourage {{keyword|zoning|zoning=1}}. It can be used after a ground dodge to protect against dodge punish attempts. Firion can even set up a Shield Bash by having his Magic Arts: Flame reflected back at him. It&#039;s a powerful defensive tool, partly because it can make opponents think twice before attacking Firion.&lt;br /&gt;
&lt;br /&gt;
Much of Shield Bash&#039;s strengths can be attributed to its blocking duration and the potency of the far version. Shield Bash blocks instantly on frame 1, which gives Firion gapless defense after dodging with Evasion Boost ability. &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=bxDZ9N6HYL4&amp;amp;t=302 Shield Bash far counter evaded (Precision Evasion)]&amp;lt;/ref&amp;gt; The homing spells also travel very far and very quickly; Dodging all of them requires &#039;&#039;&#039;[[Dodge_(Dissidia_012)#Precision_Evasion|Precision Evasion]]&#039;&#039;&#039; or very specific positioning and dodge timing.  This is because the projectiles are huge, {{keyword|active|active=1}} for a long time, and they leave very few gaps in between them. If either first or second projectile hits, the rest is guaranteed.&lt;br /&gt;
&lt;br /&gt;
The third projectile (bolt) is a 1-hit HP that generates 60 EX and knocks opponent upward for an {{keyword|assist combo|assistcombo=1}}. If the bolt hits from below, it can trigger the HP hit multiple times. That means multiple {{keyword|meter depletion|depletion=1}} ticks and an excessive amount of EX Force on the field. Since Firion is a prominent Side by Side {{accsp}} user, Shield Bash can also fill both assist gauges effectively in this manner.&lt;br /&gt;
&lt;br /&gt;
As for downsides, Shield Bash can only block low priority attacks. Any mid or high priority attack, such as {{012gar}}&#039;s Lance Charge or {{012zid}}&#039;s Free Energy cause Firion to get staggered or guard crushed. &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=EhazH4c2TJs&amp;amp;t=188 Shield Bash cannot block high priority attack (Zidane Free Energy)]&amp;lt;/ref&amp;gt; In that sense it is not much different from a regular block. Shield Bash also struggles against {{keyword|halo camping|halocamp=1}} in large stages; Firion cannot block attacks if his opponent insists on staying away from him. The far version can also be interrupted with assist, but Auto Assist Lock On extra ability helps with that. Shield Bash (far) automatically interrupts assists with this ability, as long as more projectiles can come out. Firion will keep aiming at the assist even after opponent&#039;s assist disappears, which makes Firion more vulnerable to {{keyword|punishes|punish=1}}.&lt;br /&gt;
&lt;br /&gt;
|-|Straightarrow (ground)=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=-&lt;br /&gt;
|startup=61F&lt;br /&gt;
|type=-&lt;br /&gt;
|priority=Ranged High&lt;br /&gt;
|ex=30&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/1/11/Hp_firion_straightarrow_g.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=1&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=[Long] Fire arrow of light. &amp;lt;br&amp;gt;Charge to adjust timiing.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Straightarrow is Firion&#039;s primary {{keyword|zoning|zoning=1}} tool. It is a single projectile that travels at high speed when fired. What makes this move really effective is Firion&#039;s ability to hold it. As long as Square {{pspsqu}} is held, Firion continues to aim at the opponent regardless of where they move. Firion adjusts his aim fairly quickly, so he can snipe slow movement, {{keyword|whiffs|whiff=1}} and dodges &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=bxDZ9N6HYL4&amp;amp;t=23 Straightarrow can punish air dodge]&amp;lt;/ref&amp;gt; with relative ease by releasing Square {{pspsqu}}.&lt;br /&gt;
&lt;br /&gt;
The ground version of Straightarrow is not used as often as the midair version. However, it can be occasionally useful to Firion as a slightly faster version of the move. This is because Firion does not have to jump in order to use it. Firion is considered airborne when using Straightarrow on the ground, so fast air assists can punish him.&lt;br /&gt;
&lt;br /&gt;
Straightarrow has a maximum charge time of roughly 1 second (from startup, ~2 seconds in total). After that, Firion will fire Straightarrow automatically. This applies to midair version as well.&lt;br /&gt;
&lt;br /&gt;
|-|Lord of Arms=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;20&#039;&#039;&#039; (4 x 5)&lt;br /&gt;
|startup=33F (above Firion), 49F (1st), 99F (2nd)&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee High&lt;br /&gt;
|ex=30&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/8/8d/Hp_firion_lord_of_arms.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=36&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=[Mid] Use all weapons. Extremely accurate.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Firion uses weapons to fire two energy waves in quick succession. Lord of Arms {{keyword|tracks|tracking=1}} around Firion, which can force a dodge in close-range. This is great, because the second wave can punish regular dodges and still wall rush. Lord of Arms can be effective as a high priority {{keyword|mixup|mixup=1}} against fidgety opponents. It has enough lateral reach to punish &#039;&#039;&#039;[[Landing_lag|landing lag]]&#039;&#039;&#039; as well. &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=bxDZ9N6HYL4&amp;amp;t=377 Lord of Arms punishes landing lag from max range]&amp;lt;/ref&amp;gt; It wall rushes on the ground, which leads to damaging assist combos. Lord of Arms has a {{keyword|hitbox|hitbox=1}} above Firion, which comes out the fastest, so it does work as an {{keyword|anti-air|anti-air=1}} if Firion needs it. Firion is considered grounded during this move, so he won&#039;t always get punished by slow assists (Kuja ground BRV, Aerith air BRV). Also, Lord of Arms can cause multiple HP hits with the second wave. This greatly increases assist gauge filled with Side by Side {{accsp}} and meter depletion.&lt;br /&gt;
&lt;br /&gt;
Although Lord of Arms is powerful, it can still be dangerous to use recklessly. It has long {{keyword|recovery|recovery=1}}, which can be {{keyword|punished|punish=1}}. &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=EhazH4c2TJs&amp;amp;t=195 Lord of Arms&#039; long recovery, vulnerable to punishes]&amp;lt;/ref&amp;gt; It may have good tracking, but it&#039;s not omnipotent; The waves don&#039;t reach high up into the air, and they can be avoided by dashing sideways with Omni Ground Dash or Multi Air Slide. The invincibility from Evasion Boost and / or Precision Evasion can also evade Lord of Arms with proper timing. Firion also needs to look out for &#039;&#039;&#039;[[Bravery_(Dissidia_012)#Bravery_Break|bravery breaks]]&#039;&#039;&#039; from assists; Firion always fires both energy waves even if they miss. That means if the opponent cannot evade the second wave after dodging, they can call assist and hit Firion after taking HP damage. Auto Assist Lock On support ability won&#039;t do much in this case.&lt;br /&gt;
&lt;br /&gt;
Overall Lord of Arms has high upset potential, but it still leaves Firion vulnerable if it misses. A strong move when used carefully.&lt;br /&gt;
&lt;br /&gt;
|-|Double Trouble A=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;+10&#039;&#039;&#039; (2, 1 x 6, 2) (30 Total)&lt;br /&gt;
|startup=??&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee High&lt;br /&gt;
|ex=30&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/2/25/Hp_firion_double_trouble.jpeg&lt;br /&gt;
|imgpos=60%&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=Branching from Lance Combo. &amp;lt;br&amp;gt;[Combo] Multi-weapon attack.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Double Trouble is Firion&#039;s {{keyword|HP link|hplink=1}}, which causes solo HP damage and devastating assist combos with Side by Side {{accsp}}. It is available with three of Firion&#039;s ground braveries, and Firion is expected to have it in most {{keyword|matchups|matchup=1}}. Double Trouble knocks at a downward diagonal angle, and it wall rushes on the ground in most stages. &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=1N1IeTT0Uu0&amp;amp;t=230 Double Trouble wall rushes on the ground]&amp;lt;/ref&amp;gt; This creates consistent damage output for Firion whenever he gets a good hit on the opponent.&lt;br /&gt;
&lt;br /&gt;
If opponent escapes from Double Trouble with Assist Change, Firion will keep doing this move even when it misses. That makes Firion vulnerable to punish attempts. &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=EhazH4c2TJs&amp;amp;t=380 Double Trouble punished after Assist Change] &amp;lt;/ref&amp;gt; &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=W2KoophyA6w&amp;amp;t=148 Double Trouble punished after Assist Change (Squall Aerial Circle)]&amp;lt;/ref&amp;gt; However, Firion can quickly {{keyword|cancel|cancel=1}} the {{keyword|recovery|recovery=1}} into a dodge after the final hit. &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=EhazH4c2TJs&amp;amp;t=17 Double Trouble has short recovery when it is dodge cancelled]&amp;lt;/ref&amp;gt; This makes Double Trouble a bit safer to use, and puts the onus on the opponent to punish properly. &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=W2KoophyA6w&amp;amp;t=94 Double Trouble has short recovery when it is dodge cancelled (Squall Aerial Circle)]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-|Double Trouble B=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;+10&#039;&#039;&#039; (2, 1 x 6, 2) (30 Total)&lt;br /&gt;
|startup=?&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee High&lt;br /&gt;
|ex=30&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/2/25/Hp_firion_double_trouble.jpeg&lt;br /&gt;
|imgpos=60%&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=Branching from Rope Knife. &amp;lt;br&amp;gt;[Combo] Multi-weapon attack.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Identical with Double Trouble A.&lt;br /&gt;
&lt;br /&gt;
|-|Double Trouble C=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;+10&#039;&#039;&#039; (2, 1 x 6, 2) (30 Total)&lt;br /&gt;
|startup=??&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee High&lt;br /&gt;
|ex=30&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/2/25/Hp_firion_double_trouble.jpeg&lt;br /&gt;
|imgpos=60%&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=Branching from Reel Axe. &amp;lt;br&amp;gt;[Combo] Multi-weapon attack.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Identical with Double Trouble A.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Aerial ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Straightarrow (midair)=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=-&lt;br /&gt;
|startup=61F&lt;br /&gt;
|type=-&lt;br /&gt;
|priority=Ranged High&lt;br /&gt;
|ex=30&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/4/44/Hp_firion_straightarrow_a.jpeg&lt;br /&gt;
|imgpos=55%&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=1&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=[Long] Fire arrow of light. &amp;lt;br&amp;gt;Charge to adjust timing.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Firion&#039;s primary {{keyword|zoning|zoning=1}} tool, but in the air. This is identical with the ground version. The main difference boils down to this being usable in the air; Whenever Firion is in the air, he can apply pressure with Straightarrow. Hold Square {{pspsqu}} to aim, release to fire. Its fast travel speed makes it good for {{keyword|punishing|punish=1}} moves from a distance. &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=i0wVA8eKICo&amp;amp;t=714 Straightarrow can whiff punish from a distance]&amp;lt;/ref&amp;gt; It can still miss against fast movement, &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=Dl1G_ZhtdpY&amp;amp;t=175 Straightarrow tracking against fast run speed (misses)]&amp;lt;/ref&amp;gt; &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=SGv4ADXqhCw&amp;amp;t=708 Straightarrow no vertical tracking once fired]&amp;lt;/ref&amp;gt;, but it&#039;s great at capitalizing on opponent&#039;s mistakes otherwise.&lt;br /&gt;
&lt;br /&gt;
Straightarrow can quickly rack up damage, because it forces opponents to stop and respond in specific ways, and punishes them if they fail. &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=SGv4ADXqhCw&amp;amp;t=628 Firion forces a Straightarrow mixup after LV2 Assist Change.]&amp;lt;/ref&amp;gt; &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=bxDZ9N6HYL4&amp;amp;t=248 Firion forces Straightarrow in small space and punishes air dodge]&amp;lt;/ref&amp;gt; &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=Dl1G_ZhtdpY&amp;amp;t=268 Firion delays Straightarrow&#039;s timing to apply pressure.]&amp;lt;/ref&amp;gt; It can Wall Rush, which is great for assist follow-ups. &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=i0wVA8eKICo&amp;amp;t=1053 Straightarrow Wall Rush, great for assist combos]&amp;lt;/ref&amp;gt; With Side by Side {{accsp}}, Firion also gets a chunk of assist gauge whenever Straightarrow hits. &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=i0wVA8eKICo&amp;amp;t=1004 Straightarrow fills assist gauge with Side by Side]&amp;lt;/ref&amp;gt; All these factors contribute greatly to Straightarrow&#039;s staying power. It can slow down the pace of a match and yields good reward on hit without demanding conditions. Straightarrow is a character-defining move in several aspects.&lt;br /&gt;
&lt;br /&gt;
Firion is vulnerable in a few ways during Straightarrow (both ground and midair). For one, he cannot quickly turn his aim behind him, so he needs to make sure opponents cannot dodge behind his back. &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=EhazH4c2TJs&amp;amp;t=81 Firion turns Straightarrow aim slowly behind hims]&amp;lt;/ref&amp;gt; Firion can still hit behind his back if he can reorient himself in time, &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=W2KoophyA6w&amp;amp;t=110 Straightarrow aims behind Firion (Squall air dodge, near wall)]&amp;lt;/ref&amp;gt; but he needs to be aware when his maximum charge time ends.&lt;br /&gt;
&lt;br /&gt;
The second vulnerability has to do with assists; Once Firion fires the projectile, his {{keyword|recovery|recovery=1}} is long enough for quick air assists to punish him. &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=ra6pKVI6gno&amp;amp;t=284 Straightarrow gets assist punished after firing.]&amp;lt;/ref&amp;gt; Furthermore, if Firion gets predictable, the opponent can call assist before taking damage from Straightarrow. &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=bxDZ9N6HYL4&amp;amp;t=292 Straightarrow gets assist punished during {{keyword|startup|startup=1}}]&amp;lt;/ref&amp;gt; This can be exploited further; When Firion deals HP damage, the assist can bravery break him immediately afterwards. &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=ra6pKVI6gno&amp;amp;t=99 Firion hits Straightarrow, gets broken by assist afterwards.]&amp;lt;/ref&amp;gt; That can have a devastating effect on Firion&#039;s momentum just for a single Straightarrow. Being mindful of resources, Straightarrow release timings and maximum charge time will help a lot in long matches. And lastly, Firion cannot fire Straightarrow in under a second, so he can always take damage before then. &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=EhazH4c2TJs&amp;amp;t=351 Straightarrow gets hit during startup]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
With Auto Assist Lock On, Firion can automatically aim at assists that are called when Straightarrow is being held. &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=SGv4ADXqhCw&amp;amp;t=312 Straightarrow automatically aims at assist (Auto Assist Lock On)]&amp;lt;/ref&amp;gt; This makes it much safer to use in {{keyword|neutral|neutral=1}}. &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=EhazH4c2TJs&amp;amp;t=442 Straightarrow with Auto Assist Lock On, Firion avoids punishment]&amp;lt;/ref&amp;gt; This can give Firion more assist gauge with Side by Side {{accsp}}, but it can also set himself up for a pincer attack from his opponent. &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=EhazH4c2TJs&amp;amp;t=406 Straightarrow with Auto Assist Lock On, Firion gets punished by opponent&#039;s point character]&amp;lt;/ref&amp;gt; Auto Assist Lock On also makes it harder to protect Firion&#039;s own assist if opponent escapes with Assist Change; Auto Assist Lock On forces Firion to aim at the assist even when they disappear after Assist Change. &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=bxDZ9N6HYL4&amp;amp;t=309 Straightarrow keeps aiming at assist after they&#039;re gone (Auto Assist Lock On)]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-|Weaponsmaster=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;22&#039;&#039;&#039; (2 x 11)&lt;br /&gt;
|startup=53F&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee High&lt;br /&gt;
|ex=~30&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/c/c1/Hp_firion_weaponsmaster.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=8&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=[Mid] Use all weapons. &amp;lt;br&amp;gt;Steals bravery, then HP attack.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Weaponsmaster is Firion&#039;s primary aerial HP for bravery damage. It is commonly used to end assist combos after Kuja assist. It also works as a no-frills counter after blocking an opponent. &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=EhazH4c2TJs&amp;amp;t=67 Weaponsmaster as a no-frills counter after blocking opponent]&amp;lt;/ref&amp;gt; It has good lateral range and it stays {{keyword|active|active=1}} for majority of the attack once it&#039;s out. Firion can use this to challenge dodges in smaller spaces, and if it hits, it can wall rush for an assist combo.&lt;br /&gt;
&lt;br /&gt;
Firion will automatically turn towards opponent during {{keyword|startup|startup=1}}. Even if an opponent goes under him, Firion will quickly adjust his aim. Afterwards, Firion&#039;s direction is fixed, and he will move slowly towards opponent. This slightly increases Weaponsmaster&#039;s maximum range. The long animation makes Firion susceptible to counterattacks. &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=ra6pKVI6gno&amp;amp;t=271 Weaponsmaster long recovery is punishable]&amp;lt;/ref&amp;gt; As a result, it carries high risk for controlling space compared to Straightarrow and Lord of Arms. Many competitive assists have faster air braveries than ground braveries, so in terms of {{keyword|assist punishes|assistpunish=1}}, Weaponsmaster is not afforded the same degree of safety as Lord of Arms. Firion should also be careful if opponent can escape with Assist Change, since he can be punished afterwards. &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=ra6pKVI6gno&amp;amp;t=187 Weaponsmaster gets punished with opponent Firion&#039;s Straightarrow after LV1 Assist Change]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== EX Mode: Blood Weapon equipped! ==&lt;br /&gt;
Effects:&lt;br /&gt;
* Regen&lt;br /&gt;
* Critical Boost&lt;br /&gt;
* Blood Weapon&lt;br /&gt;
&lt;br /&gt;
Firion has a strong EX mode due to the health regeneration from Blood Weapon. The major downside is that Firion&#039;s EX generation is weak overall, and is outclassed by high base bravery and Side by Side {{accsp}} builds. Firion may not get access to EX mode often, but if he does, he can benefit greatly from it.&lt;br /&gt;
&lt;br /&gt;
=== Blood Weapon ===&lt;br /&gt;
{{image|https://dissidia.wiki/images/b/b7/Ex_mode_firion_blood_magic.jpeg}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[Activates when HP attack hits] Absorbs HP equivalent to damage dealt.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Blood Weapon heals Firion whenever he lands an HP attack during EX mode. It will heal as much health as Firion had bravery at the time. Even though it heals with HP damage, it does not work with Wall Rush HP damage. Therefore this effect is strictly more powerful at higher bravery.&lt;br /&gt;
&lt;br /&gt;
Blood Weapon is very powerful for making comebacks, or establishing an exceptionally good health lead. The healing effect also applies to EX Burst as well, so Firion can guarantee at least two heals if he lands an HP attack. If Firion is already in a winning position, Blood Weapon allows him to secure a win even more decisively compared to most characters.&lt;br /&gt;
&lt;br /&gt;
=== EX Burst: Fervid Blazer ===&lt;br /&gt;
{{image|https://dissidia.wiki/images/e/e7/Ex_burst_firion.jpeg}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;A chain of attacks releasing the power of his weapons. Damage dealt adds to his own HP. Enter the commands that display before the attack.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{burst&lt;br /&gt;
|damage1=3 x 3 (9)&lt;br /&gt;
|damage2=4 x 3, 5 x 2, 13, 6 x 2, 12, 4 x 8 (100 total)&lt;br /&gt;
|type=Physical&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Fervid Blazer demands five button inputs in order, shown from left to right. Firion has roughly two seconds to complete the button sequence. The button sequence may change each time, but the common structure is three directional inputs, then two face button inputs. The d-pad must always be used, even if d-pad is used to move the character.&lt;br /&gt;
&lt;br /&gt;
Each wrong button press locks one input from the sequence. That means Firion will do one attack less during the EX Burst. If there are no successful inputs, Firion will transition straight into the last barrage of arrow shots.&lt;br /&gt;
&lt;br /&gt;
== Combos ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main article: &#039;&#039;&#039;[[Firion_(Dissidia_012)/Combos|Firion (Combos)]]&#039;&#039;&#039; &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Firion&#039;s practical combos are mostly limited to assist combos. As an HP linker, he benefits a lot from any Wall Rush he gets from Double Trouble, Lord of Arms and Straightarrow. He works with a few competitive assists, of which Kuja is most reliable.&lt;br /&gt;
&lt;br /&gt;
=== Solo ===&lt;br /&gt;
&lt;br /&gt;
Firion&#039;s solo combos are situational at best, either requiring wall or setting up Magic Arts: Fire beforehand.&lt;br /&gt;
&lt;br /&gt;
{{Combo-012&lt;br /&gt;
| data      = &lt;br /&gt;
{{Combo-012Data&lt;br /&gt;
|combo=&#039;&#039;&#039;Magic Arts: Flame&#039;&#039;&#039; &amp;gt; Rope Knife &amp;gt; Double Trouble&lt;br /&gt;
|condition=Projectile Starter&lt;br /&gt;
|requirement=Set Up Projectile&lt;br /&gt;
|purpose=Stray Hit Combo&lt;br /&gt;
|damage=40 + HP &amp;amp; WR&lt;br /&gt;
|damagehits=10 &amp;gt; 20 &amp;gt; 10 + HP &amp;amp; WR&lt;br /&gt;
|ex=60&lt;br /&gt;
|exhits=0 &amp;gt; 30 &amp;gt; 30&lt;br /&gt;
|meteropp=&lt;br /&gt;
|video=&lt;br /&gt;
|notes=If Flame hits, it has just enough {{keyword|hit stun|hitstun=1}} for solo combos. The challenge here is hitting the opponent with Flame while being actionable. Assists can help with that, but in a {{keyword|neutral|neutral=1}} situation this may not be as practical. Rope Knife, Straightarrow and Lord of Arms are all serviceable followups, assuming Firion is close enough to land them.&lt;br /&gt;
}}&lt;br /&gt;
{{Combo-012Data&lt;br /&gt;
|combo=&#039;&#039;&#039;Lance Combo&#039;&#039;&#039; &amp;gt; Followup (↑) &amp;gt; {{clr|dc=1}} &amp;gt; Rope Knife &amp;gt; Double Trouble&lt;br /&gt;
|condition=Poke Starter&lt;br /&gt;
|requirement=Ground, Near Wall&lt;br /&gt;
|purpose=BRV Damage &amp;amp; Assist Gain&lt;br /&gt;
|damage=55 + HP &amp;amp; Wall Rush&lt;br /&gt;
|damagehits=20 &amp;gt; 5 &amp;gt; 20 &amp;gt; 10 + HP &amp;amp; WR&lt;br /&gt;
|ex=90&lt;br /&gt;
|exhits=15 &amp;gt; 15 &amp;gt; 30 &amp;gt; 30&lt;br /&gt;
|meteropp=&lt;br /&gt;
|video=&lt;br /&gt;
|notes=Followup (↑) has just enough {{keyword|hit stun|hitstun=1}} for Firion to dodge and combo into Rope Knife. This requires being very close to wall, as this relies on reducing opponent&#039;s knockback and keeping Firion close. The dodge cancel and the following Rope Knife must be done as soon as humanly possible, so the timing is strict.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Lance Combo and Reel Axe are more reliable combo starters here, but Rope Knife can start this combo as well. It is a niche solo combo in most stages, but Firion does get more assist gauge for using different attacks. Naturally, it also deals more BRV damage.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Assist (Kuja) ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main article: &#039;&#039;&#039;[[Firion_(Dissidia_012)/Combos#Assist_Combos_(Kuja)|Firion Combos (Kuja Assist)]]&#039;&#039;&#039; &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Firion has a straightforward and effective synergy with Kuja. He can Wall Rush off of his key moves, and then have Kuja follow up. Firion typically ends his combos with Weaponsmaster or Straightarrow (midair). Whenever Firion gets a ground Wall Rush (e.g. Double Trouble), he can also increase the reward on hit with {{keyword|fillers|filler=1}}.&lt;br /&gt;
&lt;br /&gt;
{{Combo-012&lt;br /&gt;
| data      = &lt;br /&gt;
{{Combo-012Data&lt;br /&gt;
|combo=&#039;&#039;&#039;Rope Knife&#039;&#039;&#039; &amp;gt; Followup (↓) &amp;gt; {{clr|wr=1}} &amp;gt; {{clr|astbrv=1}} &amp;gt; {{clr|ac=1}} &amp;gt; Weaponsmaster&lt;br /&gt;
|condition=Punish Starter&lt;br /&gt;
|requirement=Ground, Wall Rush (Floor)&lt;br /&gt;
|purpose=BRV Damage, Beginner Combo&lt;br /&gt;
|damage=89 + HP &amp;amp; Wall Rush&lt;br /&gt;
|damagehits=20 &amp;gt; 8 &amp;gt; 43 (Assist) &amp;gt; 18 + HP &amp;amp; WR&lt;br /&gt;
|ex=~75&lt;br /&gt;
|exhits=45 &amp;gt; ~30&lt;br /&gt;
|meteropp=142&lt;br /&gt;
|video=https://www.youtube.com/watch?v=udGT9uPWtYM&amp;amp;t=17&lt;br /&gt;
|notes=Not particularly strong, but suitable for beginners.&lt;br /&gt;
&lt;br /&gt;
Followup (↓) can also catch aggressive opponents with mid priority if Rope Knife misses. Firion players should keep an eye out for this if they use this move.&lt;br /&gt;
}}&lt;br /&gt;
{{Combo-012Data&lt;br /&gt;
|combo=&#039;&#039;&#039;Rope Knife&#039;&#039;&#039; &amp;gt; Double Trouble &amp;gt; {{clr|wr=1}} &amp;gt; {{clr|astbrv=1}} &amp;gt; Straightarrow &amp;gt; {{clr|ac=1}} &amp;gt; Weaponsmaster&lt;br /&gt;
|condition=Punish Starter&lt;br /&gt;
|requirement=Ground, Wall Rush&lt;br /&gt;
|purpose=HP Link, Multipurpose&lt;br /&gt;
|damage=92 + HP &amp;amp; Wall Rush&lt;br /&gt;
|damagehits=20 &amp;gt; 10 + HP &amp;amp; WR &amp;gt; 46 (Assist) &amp;gt; HP &amp;gt; 16 + HP &amp;amp; WR&lt;br /&gt;
|ex=~90&lt;br /&gt;
|exhits=30 &amp;gt; ~30 &amp;gt; 0 &amp;gt; ~30&lt;br /&gt;
|meteropp=141&lt;br /&gt;
|video=https://www.youtube.com/watch?v=udGT9uPWtYM&amp;amp;t=115&lt;br /&gt;
|notes=A Firion classic. Recommended for high base bravery builds. Straightarrow filler serves a few purposes; It adds meter depletion, resets base BRV recovery to normal and increases critical hit rate for Weaponmaster during base BRV recovery. Straightarrow can be fired whenever during Kuja&#039;s multi-hits, and if it Wall Rushes, it&#039;s even better for Firion.&lt;br /&gt;
}}&lt;br /&gt;
{{Combo-012Data&lt;br /&gt;
|combo=&#039;&#039;&#039;Shield Bash (far)&#039;&#039;&#039; &amp;gt; {{clr|astbrv=1}} &amp;gt; {{clr|ac=1}} &amp;gt; Weaponsmaster&lt;br /&gt;
|condition=Counter Starter&lt;br /&gt;
|requirement=Ground, Midrange&lt;br /&gt;
|purpose=Anti-{{keyword|Zoning|zoning=1}}&lt;br /&gt;
|damage=68 + HP &amp;amp; WR&lt;br /&gt;
|damagehits=10 + HP &amp;gt; 4,16,20 (40 total, Assist) &amp;gt; 18 + HP &amp;amp; WR&lt;br /&gt;
|ex=~90&lt;br /&gt;
|exhits=60 &amp;gt; ~30&lt;br /&gt;
|meteropp=102&lt;br /&gt;
|video=https://www.youtube.com/watch?v=udGT9uPWtYM&amp;amp;t=154&lt;br /&gt;
|notes=Shield Bash&#039;s long range counter controls a lot of space, and leads to assist combo on hit. Firion should be careful about his positioning, however; Normally the thunder bolt knocks opponent upward once. If the thunder bolt hits from below, it can knock opponent up multiple times.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;This generates lots of EX Force (and assist gauge with Side by Side {{accsp}}), but it also delays Kuja assist timing a lot. The exact timing can be difficult to measure at first, but roughly 1 second after the first bolt hit can work. If in doubt, please watch the example video linked here.&lt;br /&gt;
}}&lt;br /&gt;
{{Combo-012Data&lt;br /&gt;
|combo=&#039;&#039;&#039;Straightarrow&#039;&#039;&#039; &amp;gt; {{clr|wr=1}} &amp;gt; {{clr|astbrv=1}} &amp;gt; Straightarrow &amp;gt; {{clr|ac=1}} &amp;gt; Weaponsmaster&lt;br /&gt;
|condition=HP Projectile Starter&lt;br /&gt;
|requirement=Wall Rush (Ground)&lt;br /&gt;
|purpose={{keyword|Zoning|zoning=1}} Reward, Multipurpose&lt;br /&gt;
|damage=65 + HP &amp;amp; Wall Rush&lt;br /&gt;
|damagehits=HP + WR &amp;gt; 47 (Assist) + HP (&amp;amp; WR) &amp;gt; 18 + HP &amp;amp; WR&lt;br /&gt;
|ex=~30&lt;br /&gt;
|exhits=0 &amp;gt; 0 &amp;gt; ~30&lt;br /&gt;
|meteropp=94&lt;br /&gt;
|video=https://www.youtube.com/watch?v=udGT9uPWtYM&amp;amp;t=214&lt;br /&gt;
|notes=Straightarrow combo against grounded opponents. Matchup dependent, but still recommended for high base BRV builds. The Straightarrow filler serves the same role as with prior core combos; Resets base BRV recovery, adds meter depletion and increases critical hit rate for Weaponsmaster.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
= Builds =&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-|Side by Side (Judgment of Lufenia + Wall Rush)=&lt;br /&gt;
{{Build&lt;br /&gt;
|hp=9576&lt;br /&gt;
|cp=450&lt;br /&gt;
|brv=1394&lt;br /&gt;
|atk=178&lt;br /&gt;
|def=184&lt;br /&gt;
|luk=61&lt;br /&gt;
|booster=x2.9&lt;br /&gt;
|setbonus=Judgment of Lufenia&lt;br /&gt;
|ast={{012kuja}}&lt;br /&gt;
|wpn=Lufenian Gun&lt;br /&gt;
|hand=Chainsaw {{equip}}&lt;br /&gt;
|head=Lufenian Cap&lt;br /&gt;
|armor=Lufenian Armor {{equip}}&lt;br /&gt;
|acc1={{accbas}} Sniper Eye&lt;br /&gt;
|acc2={{accbas}} Bravery Orb&lt;br /&gt;
|acc3={{accbas}} Dismay Shock&lt;br /&gt;
|acc4={{accbas}} Battle Hammer&lt;br /&gt;
|acc5={{accboo}} BRV = 0&lt;br /&gt;
|acc6={{accboo}} Empty EX Gauge&lt;br /&gt;
|acc7={{accboo}} Pre-EX Mode&lt;br /&gt;
|acc8={{accsp}} Blue Gem&lt;br /&gt;
|acc9={{accsp}} Miracle Shoes&lt;br /&gt;
|acc10={{accsp}} Side by Side&lt;br /&gt;
|summon=Rubicante&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Equip Machinery extra ability for the listed base bravery.&lt;br /&gt;
&lt;br /&gt;
This build focuses on assist meter drain and adding damage via HP wall rushes.&lt;br /&gt;
&lt;br /&gt;
|-|Build #1=&lt;br /&gt;
{{Build&lt;br /&gt;
|hp=&lt;br /&gt;
|cp=&lt;br /&gt;
|brv=&lt;br /&gt;
|atk=&lt;br /&gt;
|def=&lt;br /&gt;
|luk=&lt;br /&gt;
|booster=&lt;br /&gt;
|setbonus=&lt;br /&gt;
|ast=&lt;br /&gt;
|wpn=&lt;br /&gt;
|hand=&lt;br /&gt;
|head=&lt;br /&gt;
|armor=&lt;br /&gt;
|acc1=&lt;br /&gt;
|acc2=&lt;br /&gt;
|acc3=&lt;br /&gt;
|acc4=&lt;br /&gt;
|acc5=&lt;br /&gt;
|acc6=&lt;br /&gt;
|acc7=&lt;br /&gt;
|acc8=&lt;br /&gt;
|acc9=&lt;br /&gt;
|acc10=&lt;br /&gt;
|summon=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Assist ==&lt;br /&gt;
&lt;br /&gt;
=== Firion Assist Data ===&lt;br /&gt;
&lt;br /&gt;
{{012Assist&lt;br /&gt;
|type1=BRV&lt;br /&gt;
|attack1=Rope Knife&lt;br /&gt;
|startup1=23F&lt;br /&gt;
|position1=Ground&lt;br /&gt;
|spawn1=Opponent&lt;br /&gt;
|damage1=2 x 10, 25 (45)&lt;br /&gt;
|effect1=Wall Rush&lt;br /&gt;
|type2=BRV&lt;br /&gt;
|attack2=Magic Arts: Flame&lt;br /&gt;
|startup2=25F&lt;br /&gt;
|position2=Air&lt;br /&gt;
|spawn2=Opponent&lt;br /&gt;
|damage2=10 each (up to 30)&lt;br /&gt;
|effect2=-&lt;br /&gt;
|type3=HP&lt;br /&gt;
|attack3=Straightarrow&lt;br /&gt;
|startup3=61F&lt;br /&gt;
|position3=Ground&lt;br /&gt;
|spawn3=Opponent&lt;br /&gt;
|damage3=-&lt;br /&gt;
|effect3=Wall Rush&lt;br /&gt;
|type4=HP&lt;br /&gt;
|attack4=Weaponmaster&lt;br /&gt;
|startup4=52F&lt;br /&gt;
|position4=Air&lt;br /&gt;
|spawn4=Opponent&lt;br /&gt;
|damage4=2 x 11 (22)&lt;br /&gt;
|effect4=Wall Rush&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Assist Overview ===&lt;br /&gt;
&lt;br /&gt;
Firion assist is one of the weakest assists in the game. Very limited combo potential and high requirements for notable reward make it difficult to justify him for any character. He enables loops with Magic Arts: Fire &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=vA3cZSRWYEU&amp;amp;t=333s Firion assist Magic Arts: Fire loops]&amp;lt;/ref&amp;gt;, but setting them up requires ground or ceiling, as well as characters who can hold long enough for Fire to hit. Unfortunately Firion assist does not excel in any other area. Whiff punishment, damage and meter depletion alike are all diminished due to BRV assists&#039; reward and steep requirements. For example, Rope Knife pushes opponents away quickly and depends on Wall Rush to make combos easier at all.&lt;br /&gt;
&lt;br /&gt;
HP assists are also expensive to use and too slow to use for Wall Rush combos. Straightarrow is often charged, which makes it impractical for combos, but can add pressure in volatile situations. Weaponsmaster is similarly slow, but at least it occupies space for a moment once it&#039;s out. It might be useful in small stages on an occasion, especially Phantom Train.&lt;br /&gt;
&lt;br /&gt;
=== Synergies ===&lt;br /&gt;
&lt;br /&gt;
Firion works with various competitive assists, though very few of them amplify Firion&#039;s strengths.&lt;br /&gt;
&lt;br /&gt;
;Kuja&lt;br /&gt;
:The most common and powerful synergy. BRV assists combo from every Wall Rush, which Firion can do consistently. They also hold the opponent for Straightarrow {{keyword|fillers|filler=1}}, which adds more meter depletion (with equipment) and critical hits for combo finishers. Kuja pushes Firion&#039;s damage potential far, while still having some {{keyword|whiff punish|whiffpunish=1}} capability. A strong assist all around and great for anyone learning Firion.&lt;br /&gt;
&lt;br /&gt;
;Sephiroth&lt;br /&gt;
:Sephiroth has a faster ground BRV assist than Kuja, but shorter {{keyword|holds|hold=1}}, {{keyword|hit stun|hitstun=1}} and harsher knockback angles make it harder to do anything extraordinary. 1 Swordslash filler can be done during Reaper, but Weaponsmaster barely connects after Reaper and Sudden Cruelty Assist Chases. It&#039;s far from the worst synergy in the game, but Kuja assist eclipses Sephiroth here in terms of performance and consistency.&lt;br /&gt;
&lt;br /&gt;
;Aerith&lt;br /&gt;
:Less common for Firion. Aerith enables even more HP damage than Kuja at the cost of whiff punishes and reduced meter depletion. The main strategy here involves &#039;&#039;&#039;[[Multiplayer_Build_Guide_(Dissidia_012)#Damage_(high_base_bravery)|high base bravery builds]]&#039;&#039;&#039; and double assist combos; With Double Trouble and Straightarrows, Firion can spend two assist gauges to do three HP attacks in a single combo.&lt;br /&gt;
&lt;br /&gt;
= References =&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{navbox012}}&lt;br /&gt;
&lt;br /&gt;
{{roadmap012fir}}&lt;/div&gt;</summary>
		<author><name>Muggshotter</name></author>
	</entry>
	<entry>
		<id>https://dissidia.wiki/index.php?title=Firion_(Dissidia_012)&amp;diff=4822</id>
		<title>Firion (Dissidia 012)</title>
		<link rel="alternate" type="text/html" href="https://dissidia.wiki/index.php?title=Firion_(Dissidia_012)&amp;diff=4822"/>
		<updated>2026-04-01T12:09:12Z</updated>

		<summary type="html">&lt;p&gt;Muggshotter: /* Assist */ Added few assist synergies. Added firion assist overview.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Dissidia 012 Final Fantasy]]&lt;br /&gt;
{{012CharNavFir}}&lt;br /&gt;
&lt;br /&gt;
{{CharacterInfo&lt;br /&gt;
|portrait=https://resources.dissidia.wiki/ddff/portraits/ddff-port-firion.png&lt;br /&gt;
|name=Firion (フリオニール)&lt;br /&gt;
|origin=Final Fantasy II&lt;br /&gt;
|atk=111 (High)&lt;br /&gt;
|def=112 (High)&lt;br /&gt;
|runspeed=8 (Below Average)&lt;br /&gt;
|dash=81 (Below Average)&lt;br /&gt;
|fall=81 (Average)&lt;br /&gt;
|fallr=38 (Average)&lt;br /&gt;
|fastestbrv=9F (Swordslash)&lt;br /&gt;
|fastesthp=33F / 49F (Lord of Arms)&lt;br /&gt;
|1hithp=Yes (Straightarrow)&lt;br /&gt;
|hplinks=Yes&lt;br /&gt;
|cmdblock=Yes (Shield Bash)&lt;br /&gt;
|weapon=All normal weapons, Parrying Weapons, Guns, Poles&lt;br /&gt;
|armor=Bangles, Chestplates, Clothing, Hats,&amp;lt;br&amp;gt;Headbands, Helms, Light Armor, Shields&lt;br /&gt;
|exclusives=Rebellion Army, Longinus, Wild Rose&lt;br /&gt;
|unlock=Default&lt;br /&gt;
|alignment=Cosmos&lt;br /&gt;
|vajp=[https://en.wikipedia.org/wiki/Hikaru_Midorikawa Hikaru Midorikawa]&lt;br /&gt;
|vaeng=[https://en.wikipedia.org/wiki/Johnny_Yong_Bosch Johnny Yong Bosch]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Firion is a defensive ground-oriented fighter. His main strategy revolves around controlling space with Straightarrow and {{keyword|punishing|punish=1}} approaches with {{keyword|HP links|hplink=1}} or Shield Bash counters. With quick Swordslash {{keyword|pokes|poke=1}} and Magic Arts {{keyword|projectiles|projectile=1}}, Firion has tools for almost any range. Defend with Swordslash and Shield Bash, pressure with Straightarrow and go for broke with a grounded HP link.&lt;br /&gt;
&lt;br /&gt;
Firion’s defense is backed up by his damage output; As an {{keyword|HP linker|hplinker=1}}, Firion benefits a lot from &#039;&#039;&#039;[[Multiplayer_Build_Guide_(Dissidia_012)#Side_by_Side|Side by Side builds.]]&#039;&#039;&#039; His common Double Trouble HP link &#039;&#039;&#039;[[Wall_Rush_(Dissidia_012_Final_Fantasy)|wall rushes]]&#039;&#039;&#039; on the ground, which sets up high damage assist combos consistently. With &#039;&#039;&#039;[[Multiplayer_Build_Guide_(Dissidia_012)#Damage_(high_base_bravery)|high base bravery]]&#039;&#039;&#039; and Side by Side, Firion can quickly fill assist gauge and get big momentum with one HP hit. Firion’s HP attacks are also strong in {{keyword|neutral|neutral=1}}, so stray hits and callouts are rewarding as well.&lt;br /&gt;
&lt;br /&gt;
As a ground fighter, Firion is more vulnerable in the air. Aggressive opponents can overwhelm him there due to his short range and telegraphed low priority projectiles. His mobility is also below average, and his floaty air dodges leave him open to &#039;&#039;&#039;[[Dodge_(Dissidia_012)#Dodge_punishment|dodge punishment.]]&#039;&#039;&#039; Firion also cannot force opponents to fight near ground, unless he commits to slower EX gain, which is outclassed by Side by Side. In addition, his Straightarrow pressure suffers against fast movement and {{keyword|whiff punishes|whiffpunish=1}} once opponents have assist.&lt;br /&gt;
&lt;br /&gt;
In competitive play, Firion has been consistently ranked at high tier. He is good at controlling space and capitalizing on mistakes at mid-range. He cannot fight as effectively in the air, or prevent all opponents from staying there. He performs well against close-range characters such as {{012clo}}, {{012zid}} and {{012pri}}, and small stages such as Pandaemonium - Top Floor make it harder to run away from him. Despite the weak EX generation and air combat, Firion’s high damage and straightforward gameplan have made him a consistent tournament threat.&lt;br /&gt;
&lt;br /&gt;
{{ProConTable&lt;br /&gt;
|pros=*&#039;&#039;&#039;Defensive ground combat&#039;&#039;&#039; - Firion can stand toe-to-toe in close-range combat with Swordslash &amp;amp; Rope Knife BRVs and Shield Bash HP for protection after a dodge.&lt;br /&gt;
*&#039;&#039;&#039;Anti-{{keyword|zoning|zoning=1}}&#039;&#039;&#039; - Shield Bash&#039;s long range counter is fast, long reach, difficult to avoid and leads to assist combos. Good for shutting down low priority projectiles.&lt;br /&gt;
*&#039;&#039;&#039;Damage&#039;&#039;&#039; - High base bravery, high base ATK, synergy with Side by Side {{accsp}} and consistent HP link wall rushes reward Firion greatly with just one combo.&lt;br /&gt;
*&#039;&#039;&#039;[[Assist_(Dissidia_012)#Side_by_Side|Side by Side]]&#039;&#039;&#039; {{accsp}} - Firion builds assist gauge and momentum quickly with well placed {{keyword|HP links|hplink=1}} and strong HP attacks in {{keyword|neutral|neutral=1}}.&lt;br /&gt;
*&#039;&#039;&#039;Ranged combat&#039;&#039;&#039; - Magic Arts: Bolt and more notably Straightarrow can force opponents to disengage and punish mistimed dodges even from long distances.&lt;br /&gt;
*&#039;&#039;&#039;EX Mode&#039;s Blood Weapon&#039;&#039;&#039; - Rare, but regenerating health equal to HP damage dealt is strong at creating comebacks.&lt;br /&gt;
|cons=*&#039;&#039;&#039;Air combat&#039;&#039;&#039; - Floaty air dodges, low combo potential, lack of effective post-dodge defense and quick approaching close-range attacks can create a lot of risk for Firion.&lt;br /&gt;
*&#039;&#039;&#039;Enforcing defenders in his effective range&#039;&#039;&#039; - Firion&#039;s arsenal is not designed to easily enforce opponents hanging at a large stage&#039;s ceiling to engage with him. These situations often involve long-term strategies with EX and appropriate builds.&lt;br /&gt;
*&#039;&#039;&#039;Punishable HP links&#039;&#039;&#039; - As a frequent HP link user, Double Trouble&#039;s long HP attack animation leave him vulnerable to counter attacks after &#039;&#039;&#039;[[Assist_(Dissidia_012)#Assist_Change|Assist Change.]]&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Bravery Attacks ==&lt;br /&gt;
&lt;br /&gt;
=== Ground ===&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Lance Combo=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;20+&#039;&#039;&#039; (8, 12)&lt;br /&gt;
|startup=19F&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee Low&lt;br /&gt;
|ex=15&lt;br /&gt;
|effect=Absorb&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/8/83/Brv_firion_lance_combo.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge, Follow-up (Away)&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=4&lt;br /&gt;
|ap=160&lt;br /&gt;
|gametext=[Close] Quick upward swing with lance. &amp;lt;br&amp;gt;Slightly draws foe near.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Lance Combo is Firion&#039;s fastest move for {{keyword|HP links|hplink=1}}, but it also has shortest reach despite it pulling in enemies. It has long {{keyword|active|active=1}} frames, so it can still hit opponents who are trying to {{keyword|whiff punish|whiffpunish=1}} Firion too early. The animation is quick, which lets Firion quickly transition into his follow-ups or the Double Trouble HP link.&lt;br /&gt;
&lt;br /&gt;
As a {{keyword|poke|poke=1}}, Lance Combo can be {{keyword|dodge cancelled|dc=1}} relatively early, though it&#039;s still slower than Swordslash. And even if Lance Combo misses, Firion still has the mid priority lance follow-up to protect himself. That&#039;s not exclusive to this move, but it&#039;s safer in this regard than Reel Axe, one of his other braveries.&lt;br /&gt;
&lt;br /&gt;
|-|Swordslash (ground)=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;20&#039;&#039;&#039;&lt;br /&gt;
|startup=9F&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee Low&lt;br /&gt;
|ex=60&lt;br /&gt;
|effect=Chase&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/e/ed/Brv_firion_swordslash_g.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge, Block, Attack&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=16&lt;br /&gt;
|ap=90&lt;br /&gt;
|gametext=[Close] Quick sword slash. &amp;lt;br&amp;gt;Short reach, but quick strike.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Swordslash is Firion&#039;s main close-range {{keyword|poke|poke=1}}. It can build assist gauge on {{keyword|whiff|whiff=1}} and push enemies away who are getting too comfortable near Firion. The reach is short, so it&#039;s not effective as a {{keyword|whiff punish|whiffpunish=1}} tool. However, its {{keyword|startup|startup=1}} is one of the fastest in the whole game. Firion can {{keyword|cancel|cancel=1}} this move into a block or other attacks (including HP), which helps him stay ambiguous against reactive opponents. &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=SGv4ADXqhCw&amp;amp;t=322 Swordslash into Rope Knife (attack cancel)]&amp;lt;/ref&amp;gt; &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=EhazH4c2TJs&amp;amp;t=219 Swordslash into Lance Combo (attack cancel)]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Using Swordslash well in conjunction with other moves lets Firion establish the defensive ground combat where he excels at. If Swordslash hits, Firion can even convert into a Kuja assist combo. &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=bxDZ9N6HYL4&amp;amp;t=107 Swordslash conversion into Kuja assist combo.]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-|Rope Knife=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;20+&#039;&#039;&#039; (2 x 10)&lt;br /&gt;
|startup=23F&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee Low&lt;br /&gt;
|ex=30&lt;br /&gt;
|effect=-&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/c/c0/Brv_firion_rope_knife.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge, Follow-up (Away)&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=1&lt;br /&gt;
|ap=160&lt;br /&gt;
|gametext=[Mid] Throw lightning knife. &amp;lt;br&amp;gt;Good versus any height, long duration.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Rope Knife is Firion&#039;s primary {{keyword|whiff punish|whiffpunish=1}} tool on the ground. Similar to Lance Combo and Reel Axe, Rope Knife pulls in enemies for follow-ups, including Double Trouble HP link. &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=EhazH4c2TJs&amp;amp;t=102 Rope Knife pulls opponent to Firion]&amp;lt;/ref&amp;gt; It has enough reach and {{keyword|active|active=1}} frames to catch ground dodges and landing lag. &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=ra6pKVI6gno&amp;amp;t=360 Rope Knife has long active frames]&amp;lt;/ref&amp;gt; &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=W2KoophyA6w&amp;amp;t=62 Rope Knife has long active frames (and extends beyond visuals?)]&amp;lt;/ref&amp;gt; &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=SGv4ADXqhCw&amp;amp;t=718 Rope Knife catches landing lag]&amp;lt;/ref&amp;gt; Rope Knife has some vertical {{keyword|tracking|tracking=1}} as well. &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=rU9esevjw50&amp;amp;t=202 Rope Knife vertical tracking]&amp;lt;/ref&amp;gt; The startup speed is slower than Lance Combo, but it&#039;s fast enough to punish plenty of moves on reaction if Firion is within range. &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=EhazH4c2TJs&amp;amp;t=334 Rope Knife whiff punish (Zidane Tempest)]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Firion can use Rope Knife as a threat against close-range characters. It has longer reach than most {{keyword|pokes|poke=1}}, so it can punish opponents for poking near Firion. &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=W2KoophyA6w&amp;amp;t=94 Rope Knife whiff punish (Squall Beat Fang)]&amp;lt;/ref&amp;gt; Rope Knife can also go through projectiles and pull the opponent in, functioning as a {{keyword|disjoint|disjoint=1}}. &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=ra6pKVI6gno&amp;amp;t=311 Rope Knife pokes through projectile (Bartz Dark Flame)]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Rope Knife has a glaring weakness; It&#039;s rather telegraphed. The bright yellow visual effect around the knife and Firion&#039;s distinct audio cue make it easier to react to this move. And if it&#039;s used from its maximum range, Firion doesn&#039;t have many low risk options to use as a {{keyword|mixup|mixup=1}}. It also generates more EX than other ground combo moves, though that&#039;s negligible when using Side by Side {{accsp}}. Most of Rope Knife&#039;s hits don&#039;t pull the opponent towards Firion, so a &amp;quot;shallow&amp;quot; hit can cause the opponent to drop out of the move if it hits at an awkward angle. &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=ra6pKVI6gno&amp;amp;t=43 Rope Knife pull misses]&amp;lt;/ref&amp;gt; The long active frames can also backfire on Firion (though not often), as higher priority moves cause Firion to stagger. &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=Dl1G_ZhtdpY&amp;amp;t=30 Rope Knife gets staggered by high priority move (Jecht LV3 Jecht Stream]&amp;lt;/ref&amp;gt; &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=1N1IeTT0Uu0&amp;amp;t=18s Rope Knife gets staggered by high priority move (Tifa Burning Arrow)]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Despite its weaknesses, Rope Knife is commonly used in competitive play. It plays an important role in Firion&#039;s defense as a distinct punisher and spacing tool. With Rope Knife, Firion&#039;s range is not limited to point blank (Swordslash) and long-range (Reel Axe, Magic Arts, Straightarrow). And it&#039;s safer to use than Lord of Arms as a punisher. And of course, Rope Knife enables high damaging assist combos with Double Trouble.&lt;br /&gt;
&lt;br /&gt;
|-|Reel Axe=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;20+&#039;&#039;&#039; (10, 10)&lt;br /&gt;
|startup=47F&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Ranged High&lt;br /&gt;
|ex=15&lt;br /&gt;
|effect=-&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/d/d5/Brv_firion_reel_axe.jpeg&lt;br /&gt;
|imgpos=45%&lt;br /&gt;
|cancels=Dodge, Follow-up (Away)&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=1&lt;br /&gt;
|ap=160&lt;br /&gt;
|gametext=[Long] Throw axe straight ahead &amp;lt;br&amp;gt;at high speed.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Reel Axe is a high priority projectile that pulls opponents to Firion. It has the longest lateral reach out of Firion&#039;s ground braveries. This is mainly used to break through blocks from long range. It complements Rope Knife, making it an effective {{keyword|mixup|mixup=1}} when used sparingly.&lt;br /&gt;
&lt;br /&gt;
While the projectile travels quickly, it takes a long time to come out. Once Firion has thrown the axe, it travels in a straight line with no {{keyword|tracking|tracking=1}}. Any character with average run speed can evade this attack by moving sideways. Firion is also vulnerable to {{keyword|assist punishes|assistpunish=1}} during this move. All this means is that Reel Axe is rather risky to use, especially when its average damage output remains on par with Rope Knife and Lance Combo. If it guard breaks, Firion can do any of his follow-ups, and the critical hits can also deal more damage. However, this attack is not essential for increasing Firion&#039;s damage in competitive play.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Follow-ups ===&lt;br /&gt;
Rope Knife, Lance Combo and Reel Axe can be followed up with one of three attacks. Because the bravery starters have identical base damage, the total base damage will be shown in parenthesis.&lt;br /&gt;
&lt;br /&gt;
* Circle {{pspcir}} (Neutral) for Punch&lt;br /&gt;
* Up+Circle ↑+{{pspcir}} (Towards) for Slash &amp;amp; Arrow&lt;br /&gt;
* Down+Circle ↓+{{pspcir}} (Away) for Lance&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Neutral (Punch)=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;+25&#039;&#039;&#039; (45 Total)&lt;br /&gt;
|startup=?&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee Low&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=-&lt;br /&gt;
|image=https://dissidia.wiki/images/9/9c/Brv_firion_followup_neutral.jpeg&lt;br /&gt;
|imgpos=50%&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=-&lt;br /&gt;
|ap=-&lt;br /&gt;
|gametext=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Neutral follow-up (Punch) is Firion&#039;s highest damaging ender for bravery damage. It&#039;s a very fast attack with long {{keyword|knockback|knockback=1}} for wall rushes. Since Firion often goes for Double Trouble, the punch can make Firion safer against early &#039;&#039;&#039;[[Assist_(Dissidia_012)#Assist_Change|Assist Changes]]&#039;&#039;&#039;. Firion can use this to sneak in bravery damage right before the opponent escapes reflexively.&lt;br /&gt;
&lt;br /&gt;
Punch sees less use than Double Trouble and Lance follow-ups due to its weaker combo routes and reliance on wall rush. Its base damage is quite good, and more worthwhile with physical damage builds. However, Firion benefits more from HP links and assist combos on average.&lt;br /&gt;
&lt;br /&gt;
|-|Towards (Slash and arrow)=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;+10&#039;&#039;&#039; (5, 5) (30 Total)&lt;br /&gt;
|startup=?&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee Low (slash) &amp;lt;br&amp;gt;Ranged Low (arrow)&lt;br /&gt;
|ex=75&lt;br /&gt;
|effect=Chase&lt;br /&gt;
|cp=-&lt;br /&gt;
|image=https://dissidia.wiki/images/f/f8/Brv_firion_followup_towards.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=&lt;br /&gt;
|ap=&lt;br /&gt;
|gametext=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Towards follow-up (Slash &amp;amp; Arrow) is a two-stage attack that leads to Chase. This is mainly used with EX builds, and it is outclassed by Firion&#039;s other options most of the time. Firion can combo into assist after the first sword swing, but it&#039;s not a high damage starter.&lt;br /&gt;
&lt;br /&gt;
The main issue lies in the Slash &amp;amp; Arrow&#039;s return on investment; Firion&#039;s damage comes from HP wall rushes with assist, and his other attacks don&#039;t generate much EX on average. Slash &amp;amp; Arrow may generate the most EX out of his braveries, but majority of it comes from the long-range arrow shot. Getting all of the EX requires dodging towards opponent and staying airborne for a moment. This means Firion gives up HP damage and ground moves for EX gauge, which he already struggles to fill.&lt;br /&gt;
&lt;br /&gt;
|-|Away (Lance)=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;+8&#039;&#039;&#039; (1 x 5, 3) (28 Total)&lt;br /&gt;
|startup=11F&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee Mid&lt;br /&gt;
|ex=15&lt;br /&gt;
|effect=Wall Rush, Absorb&lt;br /&gt;
|cp=-&lt;br /&gt;
|image=https://dissidia.wiki/images/4/46/Brv_firion_followup_away.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=&lt;br /&gt;
|ap=&lt;br /&gt;
|gametext=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Away follow-up (Lance) is a combo attack that wall rushes on the ground. Its base damage may be low, but it has utility thanks to melee mid priority and consistent wall rushes. The wall rush opens up assist combos, and the mid priority protects Firion from hasty retaliations. It can be done even if the ground combo braveries (Rope Knife etc.) miss, which is good against greedy opponents. &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=EhazH4c2TJs&amp;amp;t=141 Lance follow-up protects Firion against low priority attack]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Firion swings the weapon around him, which has good coverage around his body, so Lance doesn&#039;t have an explicit &amp;quot;blind spot&amp;quot;. Lance also pulls nearby opponents in, so they cannot just wait for Firion to finish the attack before punishing it. It does have decent {{keyword|recovery|recovery=1}} before it can be {{keyword|dodge cancelled|dc=1}} though, so Firion should not always use this. &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=rU9esevjw50&amp;amp;t=272 Lance follow-up gets whiff punished, it&#039;s not always safe to use]&amp;lt;/ref&amp;gt; &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=1N1IeTT0Uu0&amp;amp;t=283 Lance follow-up gets assist punished]&amp;lt;/ref&amp;gt; Since it stays out for a while, Firion can also lose to advancing high priority moves. &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=bxDZ9N6HYL4&amp;amp;t=81 Lance Follow-up loses to HP attack]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Aerial ===&lt;br /&gt;
Similar to ground moves like Lance Combo, Firion&#039;s Magic Arts have built-in follow-ups. Two follow-ups can be done, and the corresponding Magic Arts braveries do not have to be equipped to do them.&lt;br /&gt;
&lt;br /&gt;
* Circle {{pspcir}} for Magic Arts: Frost&lt;br /&gt;
* Up+Circle ↑+{{pspcir}} for Magic Arts: Flame&lt;br /&gt;
* Down+Circle ↓+{{pspcir}} for Magic Arts: Bolt&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Magic Arts: Flame=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=each &#039;&#039;&#039;10&#039;&#039;&#039;&lt;br /&gt;
|startup=25F&lt;br /&gt;
|type=Magical&lt;br /&gt;
|priority=Ranged Low&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=--&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/f/f9/Brv_firion_magic_arts_flame.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=24&lt;br /&gt;
|ap=90&lt;br /&gt;
|gametext=Magic combo starting with Fire. &amp;lt;br&amp;gt;Can swap spell from second shot.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Magic Arts: Flame is a slow, homing {{keyword|projectile|projectile=1}}. It has low damage, but it has enough hit stun to be used in combos if Firion is ever ready for it.&lt;br /&gt;
&lt;br /&gt;
Flame is not used to control space conventionally. Its low priority loses to just about anything, but this is a blessing in disguise; If Flame is reflected, Firion can block it with Shield Bash and activate the barrage of long-range projectiles that have very strong {{keyword|tracking|tracking=1}}. Flame&#039;s slow travel speed makes this fairly easy to notice by most intermediate and advanced players. However, Firion can cast at least one Flame rather safely without getting {{keyword|assist punished|assistpunish=1}} for it. So if Firion has time to cast this at all, he can at least attempt to pressure opponents over time this way.&lt;br /&gt;
&lt;br /&gt;
|-|Magic Arts: Frost=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=each &#039;&#039;&#039;12&#039;&#039;&#039;&lt;br /&gt;
|startup=25F&lt;br /&gt;
|type=Magical&lt;br /&gt;
|priority=Ranged Low&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=Chase&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/3/38/Brv_firion_magic_arts_freeze.jpeg&lt;br /&gt;
|imgpos=40%&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=1&lt;br /&gt;
|ap=90&lt;br /&gt;
|gametext=Magic combo starting w/Blizzard. &amp;lt;br&amp;gt;Can swap spell from second shot.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Magic Arts: Frost is a single projectile that moves towards opponent in a straight line. It does low damage and generates no EX, but it also travels pretty fast once it comes out; Frost hits staggered opponents reliably after a block.&lt;br /&gt;
&lt;br /&gt;
Frost can also lead to an elaborate chase setup if two of them are cast during an assist.&lt;br /&gt;
&lt;br /&gt;
|-|Magic Arts: Bolt=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=each &#039;&#039;&#039;15&#039;&#039;&#039; (4, 4, 7)&lt;br /&gt;
|startup=53F&lt;br /&gt;
|type=Magical&lt;br /&gt;
|priority=Ranged Low&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/8/8a/Brv_firion_magic_arts_bolt.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=1&lt;br /&gt;
|ap=90&lt;br /&gt;
|gametext=Magic combo starting w/Thunder. &amp;lt;br&amp;gt;Can swap spell from second shot.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Magic Arts: Bolt spawns a projectile at the opponent&#039;s location and wall rushes them on the ground. Firion can use this to harass opponents from a distance thanks to its {{keyword|active|active=1}} duration, decent {{keyword|hitbox|hitbox=1}} and the repeated casts. Most of Firion&#039;s projectiles don&#039;t go through solid obstacles, like walls. This does not apply to Bolt, so Firion can use it against opponents who are trying to stay behind cover. &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=EhazH4c2TJs&amp;amp;t=235 Magic Arts: Bolt can hit behind solid obstacles (Crystal Tower)]&amp;lt;/ref&amp;gt;  &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=rU9esevjw50&amp;amp;t=164 Magic Arts: Bolt can hit behind obstacles (Pandaemonium, opponent POV)]&amp;lt;/ref&amp;gt; Despite its low priority, Bolt encourages opponents to move as getting hit by this can lead to an assist combo or more Bolt pressure.&lt;br /&gt;
&lt;br /&gt;
Bolt takes almost a second to come out and it won&#039;t {{keyword|track|track=1}} the opponent once it&#039;s been casted. Therefore it is not recommended to be used as a general {{keyword|zoning|zoning=1}} tool when opponents are rapidly approaching Firion. &lt;br /&gt;
&lt;br /&gt;
|-|Swordslash (midair)=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;20&#039;&#039;&#039;&lt;br /&gt;
|startup=9F&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee Low&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/6/61/Brv_firion_swordslash_a.jpeg&lt;br /&gt;
|imgpos=60%&lt;br /&gt;
|cancels=Dodge, Block, Attack&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=31&lt;br /&gt;
|ap=90&lt;br /&gt;
|gametext=[Close] Slash in midair. &amp;lt;br&amp;gt;Short reach, but quick strike.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Firion&#039;s midair Swordslash shares a few key traits with the grounded version. It&#039;s very fast, does 20 base damage and can be cancelled into attacks.&lt;br /&gt;
&lt;br /&gt;
Aerial Swordslash works similarly as a {{keyword|poke|poke=1}} that can push opponents away. A big difference is that it can wall rush on the ground instead. This is good for assist combos, and it&#039;s practically higher reward for Firion compared to the grounded Swordslash. However, it&#039;s important to remember that Firion is not a very strong aerial fighter; His other air attacks are slow and he falls slowly after an air dodge. The range on aerial Swordslash is quite short, so it can easily miss even if Firion blocks a melee attack successfully. &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=Dl1G_ZhtdpY&amp;amp;t=261 Swordslash (midair) short range after blocking]&amp;lt;/ref&amp;gt; It can be {{keyword|cancelled|cancel=1}} quickly to build assist gauge, but this is not a preferred situation for Firion.&lt;br /&gt;
&lt;br /&gt;
Aerial Swordslash is also used as a {{keyword|combo filler|filler=1}} during ground Kuja assist combos, usually after ground wall rush. &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=bxDZ9N6HYL4&amp;amp;t=379 Swordslash (midair) as assist combo filler (Lord of Arms)]&amp;lt;/ref&amp;gt; &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=bxDZ9N6HYL4&amp;amp;t=397 Swordslash (midair) as assist combo filler (Straightarrow)]&amp;lt;/ref&amp;gt; &lt;br /&gt;
&lt;br /&gt;
If Firion does not cancel midair Swordslash, he will fall down until the animation finishes.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== HP Attacks ==&lt;br /&gt;
&lt;br /&gt;
=== Ground ===&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Shield Bash=&lt;br /&gt;
{{AbilityInfo2&lt;br /&gt;
|ver1=Close&lt;br /&gt;
|damage1=&#039;&#039;&#039;16&#039;&#039;&#039; (4 x 4)&lt;br /&gt;
|startup1=Block frame 1F~26F, end 49F&lt;br /&gt;
|type1=Physical&lt;br /&gt;
|priority1=Block Mid &amp;gt; Melee High&lt;br /&gt;
|ex1=96&lt;br /&gt;
|effect1=Block&lt;br /&gt;
|cancels1=&lt;br /&gt;
|asthit1=&lt;br /&gt;
|gametext=[Block] Create shield of light. &amp;lt;br&amp;gt;HP attack on successful block.&lt;br /&gt;
|level=20&lt;br /&gt;
|ap=130&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|ver2=Far&lt;br /&gt;
|damage2=&#039;&#039;&#039;10&#039;&#039;&#039; (3, 7)&lt;br /&gt;
|startup2=Block frame 1F~26F, end 49F&lt;br /&gt;
|type2=Magical&lt;br /&gt;
|priority2=Block Mid &amp;gt; Ranged High&lt;br /&gt;
|ex2=60&lt;br /&gt;
|effect2=Block&lt;br /&gt;
|cancels2=&lt;br /&gt;
|asthit2=&lt;br /&gt;
|image=https://dissidia.wiki/images/1/1e/Hp_firion_shield_bash.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[File:Hp_firion_shield_bash_close.jpeg|thumb|300px|Shield Bash (Close).]]&lt;br /&gt;
&lt;br /&gt;
[[File:Hp_firion_shield_bash_far.jpeg|thumb|300px|Shield Bash (Far) fires three homing spells that can be difficult to avoid.]]&lt;br /&gt;
&lt;br /&gt;
Shield Bash is Firion&#039;s {{keyword|command block|commandblock=1}}. When Firion blocks an attack with this, he will respond with a counterattack. There are two counters, near and far. The type of counter depends on how far the opponent is from Firion at that moment.&lt;br /&gt;
&lt;br /&gt;
;Near version&lt;br /&gt;
*A barrage of close-range knife throws.&lt;br /&gt;
*Activates if Shield Bash blocked an attack while opponent was very close.&lt;br /&gt;
*The &amp;quot;close&amp;quot; threshold is approximately at Firion&#039;s head and 1,1 World of Darkness&#039; tiles.&lt;br /&gt;
*The attack can be Melee or Ranged priority, even from assist. Near version still activates based on distance to opponent.&lt;br /&gt;
*Firion {{keyword|tracks|tracking=1}} the opponent, turning around if necessary. Has a low vertical angle.&lt;br /&gt;
&lt;br /&gt;
;Far version&lt;br /&gt;
*Three long-range homing spells based on Flame, Frost and Bolt magic arts.&lt;br /&gt;
*Activates if Shield Bash blocked an attack while opponent was out of &amp;quot;close&amp;quot; threshold.&lt;br /&gt;
*Blocks Ranged Low attacks for majority of the counter.&lt;br /&gt;
&lt;br /&gt;
Shield Bash has multiple use cases. It can counter long-range projectiles and discourage {{keyword|zoning|zoning=1}}. It can be used after a ground dodge to protect against dodge punish attempts. Firion can even set up a Shield Bash by having his Magic Arts: Flame reflected back at him. It&#039;s a powerful defensive tool, partly because it can make opponents think twice before attacking Firion.&lt;br /&gt;
&lt;br /&gt;
Much of Shield Bash&#039;s strengths can be attributed to its blocking duration and the potency of the far version. Shield Bash blocks instantly on frame 1, which gives Firion gapless defense after dodging with Evasion Boost ability. &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=bxDZ9N6HYL4&amp;amp;t=302 Shield Bash far counter evaded (Precision Evasion)]&amp;lt;/ref&amp;gt; The homing spells also travel very far and very quickly; Dodging all of them requires &#039;&#039;&#039;[[Dodge_(Dissidia_012)#Precision_Evasion|Precision Evasion]]&#039;&#039;&#039; or very specific positioning and dodge timing.  This is because the projectiles are huge, {{keyword|active|active=1}} for a long time, and they leave very few gaps in between them. If either first or second projectile hits, the rest is guaranteed.&lt;br /&gt;
&lt;br /&gt;
The third projectile (bolt) is a 1-hit HP that generates 60 EX and knocks opponent upward for an {{keyword|assist combo|assistcombo=1}}. If the bolt hits from below, it can trigger the HP hit multiple times. That means multiple {{keyword|meter depletion|depletion=1}} ticks and an excessive amount of EX Force on the field. Since Firion is a prominent Side by Side {{accsp}} user, Shield Bash can also fill both assist gauges effectively in this manner.&lt;br /&gt;
&lt;br /&gt;
As for downsides, Shield Bash can only block low priority attacks. Any mid or high priority attack, such as {{012gar}}&#039;s Lance Charge or {{012zid}}&#039;s Free Energy cause Firion to get staggered or guard crushed. &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=EhazH4c2TJs&amp;amp;t=188 Shield Bash cannot block high priority attack (Zidane Free Energy)]&amp;lt;/ref&amp;gt; In that sense it is not much different from a regular block. Shield Bash also struggles against {{keyword|halo camping|halocamp=1}} in large stages; Firion cannot block attacks if his opponent insists on staying away from him. The far version can also be interrupted with assist, but Auto Assist Lock On extra ability helps with that. Shield Bash (far) automatically interrupts assists with this ability, as long as more projectiles can come out. Firion will keep aiming at the assist even after opponent&#039;s assist disappears, which makes Firion more vulnerable to {{keyword|punishes|punish=1}}.&lt;br /&gt;
&lt;br /&gt;
|-|Straightarrow (ground)=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=-&lt;br /&gt;
|startup=61F&lt;br /&gt;
|type=-&lt;br /&gt;
|priority=Ranged High&lt;br /&gt;
|ex=30&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/1/11/Hp_firion_straightarrow_g.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=1&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=[Long] Fire arrow of light. &amp;lt;br&amp;gt;Charge to adjust timiing.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Straightarrow is Firion&#039;s primary {{keyword|zoning|zoning=1}} tool. It is a single projectile that travels at high speed when fired. What makes this move really effective is Firion&#039;s ability to hold it. As long as Square {{pspsqu}} is held, Firion continues to aim at the opponent regardless of where they move. Firion adjusts his aim fairly quickly, so he can snipe slow movement, {{keyword|whiffs|whiff=1}} and dodges &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=bxDZ9N6HYL4&amp;amp;t=23 Straightarrow can punish air dodge]&amp;lt;/ref&amp;gt; with relative ease by releasing Square {{pspsqu}}.&lt;br /&gt;
&lt;br /&gt;
The ground version of Straightarrow is not used as often as the midair version. However, it can be occasionally useful to Firion as a slightly faster version of the move. This is because Firion does not have to jump in order to use it. Firion is considered airborne when using Straightarrow on the ground, so fast air assists can punish him.&lt;br /&gt;
&lt;br /&gt;
Straightarrow has a maximum charge time of roughly 1 second (from startup, ~2 seconds in total). After that, Firion will fire Straightarrow automatically. This applies to midair version as well.&lt;br /&gt;
&lt;br /&gt;
|-|Lord of Arms=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;20&#039;&#039;&#039; (4 x 5)&lt;br /&gt;
|startup=33F (above Firion), 49F (1st), 99F (2nd)&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee High&lt;br /&gt;
|ex=30&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/8/8d/Hp_firion_lord_of_arms.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=36&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=[Mid] Use all weapons. Extremely accurate.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Firion uses weapons to fire two energy waves in quick succession. Lord of Arms {{keyword|tracks|tracking=1}} around Firion, which can force a dodge in close-range. This is great, because the second wave can punish regular dodges and still wall rush. Lord of Arms can be effective as a high priority {{keyword|mixup|mixup=1}} against fidgety opponents. It has enough lateral reach to punish &#039;&#039;&#039;[[Landing_lag|landing lag]]&#039;&#039;&#039; as well. &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=bxDZ9N6HYL4&amp;amp;t=377 Lord of Arms punishes landing lag from max range]&amp;lt;/ref&amp;gt; It wall rushes on the ground, which leads to damaging assist combos. Lord of Arms has a {{keyword|hitbox|hitbox=1}} above Firion, which comes out the fastest, so it does work as an {{keyword|anti-air|anti-air=1}} if Firion needs it. Firion is considered grounded during this move, so he won&#039;t always get punished by slow assists (Kuja ground BRV, Aerith air BRV). Also, Lord of Arms can cause multiple HP hits with the second wave. This greatly increases assist gauge filled with Side by Side {{accsp}} and meter depletion.&lt;br /&gt;
&lt;br /&gt;
Although Lord of Arms is powerful, it can still be dangerous to use recklessly. It has long {{keyword|recovery|recovery=1}}, which can be {{keyword|punished|punish=1}}. &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=EhazH4c2TJs&amp;amp;t=195 Lord of Arms&#039; long recovery, vulnerable to punishes]&amp;lt;/ref&amp;gt; It may have good tracking, but it&#039;s not omnipotent; The waves don&#039;t reach high up into the air, and they can be avoided by dashing sideways with Omni Ground Dash or Multi Air Slide. The invincibility from Evasion Boost and / or Precision Evasion can also evade Lord of Arms with proper timing. Firion also needs to look out for &#039;&#039;&#039;[[Bravery_(Dissidia_012)#Bravery_Break|bravery breaks]]&#039;&#039;&#039; from assists; Firion always fires both energy waves even if they miss. That means if the opponent cannot evade the second wave after dodging, they can call assist and hit Firion after taking HP damage. Auto Assist Lock On support ability won&#039;t do much in this case.&lt;br /&gt;
&lt;br /&gt;
Overall Lord of Arms has high upset potential, but it still leaves Firion vulnerable if it misses. A strong move when used carefully.&lt;br /&gt;
&lt;br /&gt;
|-|Double Trouble A=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;+10&#039;&#039;&#039; (2, 1 x 6, 2) (30 Total)&lt;br /&gt;
|startup=??&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee High&lt;br /&gt;
|ex=30&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/2/25/Hp_firion_double_trouble.jpeg&lt;br /&gt;
|imgpos=60%&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=Branching from Lance Combo. &amp;lt;br&amp;gt;[Combo] Multi-weapon attack.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Double Trouble is Firion&#039;s {{keyword|HP link|hplink=1}}, which causes solo HP damage and devastating assist combos with Side by Side {{accsp}}. It is available with three of Firion&#039;s ground braveries, and Firion is expected to have it in most {{keyword|matchups|matchup=1}}. Double Trouble knocks at a downward diagonal angle, and it wall rushes on the ground in most stages. &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=1N1IeTT0Uu0&amp;amp;t=230 Double Trouble wall rushes on the ground]&amp;lt;/ref&amp;gt; This creates consistent damage output for Firion whenever he gets a good hit on the opponent.&lt;br /&gt;
&lt;br /&gt;
If opponent escapes from Double Trouble with Assist Change, Firion will keep doing this move even when it misses. That makes Firion vulnerable to punish attempts. &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=EhazH4c2TJs&amp;amp;t=380 Double Trouble punished after Assist Change] &amp;lt;/ref&amp;gt; &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=W2KoophyA6w&amp;amp;t=148 Double Trouble punished after Assist Change (Squall Aerial Circle)]&amp;lt;/ref&amp;gt; However, Firion can quickly {{keyword|cancel|cancel=1}} the {{keyword|recovery|recovery=1}} into a dodge after the final hit. &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=EhazH4c2TJs&amp;amp;t=17 Double Trouble has short recovery when it is dodge cancelled]&amp;lt;/ref&amp;gt; This makes Double Trouble a bit safer to use, and puts the onus on the opponent to punish properly. &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=W2KoophyA6w&amp;amp;t=94 Double Trouble has short recovery when it is dodge cancelled (Squall Aerial Circle)]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-|Double Trouble B=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;+10&#039;&#039;&#039; (2, 1 x 6, 2) (30 Total)&lt;br /&gt;
|startup=?&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee High&lt;br /&gt;
|ex=30&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/2/25/Hp_firion_double_trouble.jpeg&lt;br /&gt;
|imgpos=60%&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=Branching from Rope Knife. &amp;lt;br&amp;gt;[Combo] Multi-weapon attack.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Identical with Double Trouble A.&lt;br /&gt;
&lt;br /&gt;
|-|Double Trouble C=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;+10&#039;&#039;&#039; (2, 1 x 6, 2) (30 Total)&lt;br /&gt;
|startup=??&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee High&lt;br /&gt;
|ex=30&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/2/25/Hp_firion_double_trouble.jpeg&lt;br /&gt;
|imgpos=60%&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=Branching from Reel Axe. &amp;lt;br&amp;gt;[Combo] Multi-weapon attack.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Identical with Double Trouble A.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Aerial ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Straightarrow (midair)=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=-&lt;br /&gt;
|startup=61F&lt;br /&gt;
|type=-&lt;br /&gt;
|priority=Ranged High&lt;br /&gt;
|ex=30&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/4/44/Hp_firion_straightarrow_a.jpeg&lt;br /&gt;
|imgpos=55%&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=1&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=[Long] Fire arrow of light. &amp;lt;br&amp;gt;Charge to adjust timing.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Firion&#039;s primary {{keyword|zoning|zoning=1}} tool, but in the air. This is identical with the ground version. The main difference boils down to this being usable in the air; Whenever Firion is in the air, he can apply pressure with Straightarrow. Hold Square {{pspsqu}} to aim, release to fire. Its fast travel speed makes it good for {{keyword|punishing|punish=1}} moves from a distance. &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=i0wVA8eKICo&amp;amp;t=714 Straightarrow can whiff punish from a distance]&amp;lt;/ref&amp;gt; It can still miss against fast movement, &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=Dl1G_ZhtdpY&amp;amp;t=175 Straightarrow tracking against fast run speed (misses)]&amp;lt;/ref&amp;gt; &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=SGv4ADXqhCw&amp;amp;t=708 Straightarrow no vertical tracking once fired]&amp;lt;/ref&amp;gt;, but it&#039;s great at capitalizing on opponent&#039;s mistakes otherwise.&lt;br /&gt;
&lt;br /&gt;
Straightarrow can quickly rack up damage, because it forces opponents to stop and respond in specific ways, and punishes them if they fail. &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=SGv4ADXqhCw&amp;amp;t=628 Firion forces a Straightarrow mixup after LV2 Assist Change.]&amp;lt;/ref&amp;gt; &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=bxDZ9N6HYL4&amp;amp;t=248 Firion forces Straightarrow in small space and punishes air dodge]&amp;lt;/ref&amp;gt; &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=Dl1G_ZhtdpY&amp;amp;t=268 Firion delays Straightarrow&#039;s timing to apply pressure.]&amp;lt;/ref&amp;gt; It can Wall Rush, which is great for assist follow-ups. &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=i0wVA8eKICo&amp;amp;t=1053 Straightarrow Wall Rush, great for assist combos]&amp;lt;/ref&amp;gt; With Side by Side {{accsp}}, Firion also gets a chunk of assist gauge whenever Straightarrow hits. &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=i0wVA8eKICo&amp;amp;t=1004 Straightarrow fills assist gauge with Side by Side]&amp;lt;/ref&amp;gt; All these factors contribute greatly to Straightarrow&#039;s staying power. It can slow down the pace of a match and yields good reward on hit without demanding conditions. Straightarrow is a character-defining move in several aspects.&lt;br /&gt;
&lt;br /&gt;
Firion is vulnerable in a few ways during Straightarrow (both ground and midair). For one, he cannot quickly turn his aim behind him, so he needs to make sure opponents cannot dodge behind his back. &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=EhazH4c2TJs&amp;amp;t=81 Firion turns Straightarrow aim slowly behind hims]&amp;lt;/ref&amp;gt; Firion can still hit behind his back if he can reorient himself in time, &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=W2KoophyA6w&amp;amp;t=110 Straightarrow aims behind Firion (Squall air dodge, near wall)]&amp;lt;/ref&amp;gt; but he needs to be aware when his maximum charge time ends.&lt;br /&gt;
&lt;br /&gt;
The second vulnerability has to do with assists; Once Firion fires the projectile, his {{keyword|recovery|recovery=1}} is long enough for quick air assists to punish him. &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=ra6pKVI6gno&amp;amp;t=284 Straightarrow gets assist punished after firing.]&amp;lt;/ref&amp;gt; Furthermore, if Firion gets predictable, the opponent can call assist before taking damage from Straightarrow. &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=bxDZ9N6HYL4&amp;amp;t=292 Straightarrow gets assist punished during {{keyword|startup|startup=1}}]&amp;lt;/ref&amp;gt; This can be exploited further; When Firion deals HP damage, the assist can bravery break him immediately afterwards. &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=ra6pKVI6gno&amp;amp;t=99 Firion hits Straightarrow, gets broken by assist afterwards.]&amp;lt;/ref&amp;gt; That can have a devastating effect on Firion&#039;s momentum just for a single Straightarrow. Being mindful of resources, Straightarrow release timings and maximum charge time will help a lot in long matches. And lastly, Firion cannot fire Straightarrow in under a second, so he can always take damage before then. &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=EhazH4c2TJs&amp;amp;t=351 Straightarrow gets hit during startup]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
With Auto Assist Lock On, Firion can automatically aim at assists that are called when Straightarrow is being held. &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=SGv4ADXqhCw&amp;amp;t=312 Straightarrow automatically aims at assist (Auto Assist Lock On)]&amp;lt;/ref&amp;gt; This makes it much safer to use in {{keyword|neutral|neutral=1}}. &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=EhazH4c2TJs&amp;amp;t=442 Straightarrow with Auto Assist Lock On, Firion avoids punishment]&amp;lt;/ref&amp;gt; This can give Firion more assist gauge with Side by Side {{accsp}}, but it can also set himself up for a pincer attack from his opponent. &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=EhazH4c2TJs&amp;amp;t=406 Straightarrow with Auto Assist Lock On, Firion gets punished by opponent&#039;s point character]&amp;lt;/ref&amp;gt; Auto Assist Lock On also makes it harder to protect Firion&#039;s own assist if opponent escapes with Assist Change; Auto Assist Lock On forces Firion to aim at the assist even when they disappear after Assist Change. &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=bxDZ9N6HYL4&amp;amp;t=309 Straightarrow keeps aiming at assist after they&#039;re gone (Auto Assist Lock On)]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-|Weaponsmaster=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;22&#039;&#039;&#039; (2 x 11)&lt;br /&gt;
|startup=53F&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee High&lt;br /&gt;
|ex=~30&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/c/c1/Hp_firion_weaponsmaster.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=8&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=[Mid] Use all weapons. &amp;lt;br&amp;gt;Steals bravery, then HP attack.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Weaponsmaster is Firion&#039;s primary aerial HP for bravery damage. It is commonly used to end assist combos after Kuja assist. It also works as a no-frills counter after blocking an opponent. &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=EhazH4c2TJs&amp;amp;t=67 Weaponsmaster as a no-frills counter after blocking opponent]&amp;lt;/ref&amp;gt; It has good lateral range and it stays {{keyword|active|active=1}} for majority of the attack once it&#039;s out. Firion can use this to challenge dodges in smaller spaces, and if it hits, it can wall rush for an assist combo.&lt;br /&gt;
&lt;br /&gt;
Firion will automatically turn towards opponent during {{keyword|startup|startup=1}}. Even if an opponent goes under him, Firion will quickly adjust his aim. Afterwards, Firion&#039;s direction is fixed, and he will move slowly towards opponent. This slightly increases Weaponsmaster&#039;s maximum range. The long animation makes Firion susceptible to counterattacks. &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=ra6pKVI6gno&amp;amp;t=271 Weaponsmaster long recovery is punishable]&amp;lt;/ref&amp;gt; As a result, it carries high risk for controlling space compared to Straightarrow and Lord of Arms. Many competitive assists have faster air braveries than ground braveries, so in terms of {{keyword|assist punishes|assistpunish=1}}, Weaponsmaster is not afforded the same degree of safety as Lord of Arms. Firion should also be careful if opponent can escape with Assist Change, since he can be punished afterwards. &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=ra6pKVI6gno&amp;amp;t=187 Weaponsmaster gets punished with opponent Firion&#039;s Straightarrow after LV1 Assist Change]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== EX Mode: Blood Weapon equipped! ==&lt;br /&gt;
Effects:&lt;br /&gt;
* Regen&lt;br /&gt;
* Critical Boost&lt;br /&gt;
* Blood Weapon&lt;br /&gt;
&lt;br /&gt;
Firion has a strong EX mode due to the health regeneration from Blood Weapon. The major downside is that Firion&#039;s EX generation is weak overall, and is outclassed by high base bravery and Side by Side {{accsp}} builds. Firion may not get access to EX mode often, but if he does, he can benefit greatly from it.&lt;br /&gt;
&lt;br /&gt;
=== Blood Weapon ===&lt;br /&gt;
{{image|https://dissidia.wiki/images/b/b7/Ex_mode_firion_blood_magic.jpeg}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[Activates when HP attack hits] Absorbs HP equivalent to damage dealt.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Blood Weapon heals Firion whenever he lands an HP attack during EX mode. It will heal as much health as Firion had bravery at the time. Even though it heals with HP damage, it does not work with Wall Rush HP damage. Therefore this effect is strictly more powerful at higher bravery.&lt;br /&gt;
&lt;br /&gt;
Blood Weapon is very powerful for making comebacks, or establishing an exceptionally good health lead. The healing effect also applies to EX Burst as well, so Firion can guarantee at least two heals if he lands an HP attack. If Firion is already in a winning position, Blood Weapon allows him to secure a win even more decisively compared to most characters.&lt;br /&gt;
&lt;br /&gt;
=== EX Burst: Fervid Blazer ===&lt;br /&gt;
{{image|https://dissidia.wiki/images/e/e7/Ex_burst_firion.jpeg}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;A chain of attacks releasing the power of his weapons. Damage dealt adds to his own HP. Enter the commands that display before the attack.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{burst&lt;br /&gt;
|damage1=3 x 3 (9)&lt;br /&gt;
|damage2=4 x 3, 5 x 2, 13, 6 x 2, 12, 4 x 8 (100 total)&lt;br /&gt;
|type=Physical&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Fervid Blazer demands five button inputs in order, shown from left to right. Firion has roughly two seconds to complete the button sequence. The button sequence may change each time, but the common structure is three directional inputs, then two face button inputs. The d-pad must always be used, even if d-pad is used to move the character.&lt;br /&gt;
&lt;br /&gt;
Each wrong button press locks one input from the sequence. That means Firion will do one attack less during the EX Burst. If there are no successful inputs, Firion will transition straight into the last barrage of arrow shots.&lt;br /&gt;
&lt;br /&gt;
== Combos ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main article: &#039;&#039;&#039;[[Firion_(Dissidia_012)/Combos|Firion (Combos)]]&#039;&#039;&#039; &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Firion&#039;s practical combos are mostly limited to assist combos. As an HP linker, he benefits a lot from any Wall Rush he gets from Double Trouble, Lord of Arms and Straightarrow. He works with a few competitive assists, of which Kuja is most reliable.&lt;br /&gt;
&lt;br /&gt;
=== Solo ===&lt;br /&gt;
&lt;br /&gt;
Firion&#039;s solo combos are situational at best, either requiring wall or setting up Magic Arts: Fire beforehand.&lt;br /&gt;
&lt;br /&gt;
{{Combo-012&lt;br /&gt;
| data      = &lt;br /&gt;
{{Combo-012Data&lt;br /&gt;
|combo=&#039;&#039;&#039;Magic Arts: Flame&#039;&#039;&#039; &amp;gt; Rope Knife &amp;gt; Double Trouble&lt;br /&gt;
|condition=Projectile Starter&lt;br /&gt;
|requirement=Set Up Projectile&lt;br /&gt;
|purpose=Stray Hit Combo&lt;br /&gt;
|damage=40 + HP &amp;amp; WR&lt;br /&gt;
|damagehits=10 &amp;gt; 20 &amp;gt; 10 + HP &amp;amp; WR&lt;br /&gt;
|ex=60&lt;br /&gt;
|exhits=0 &amp;gt; 30 &amp;gt; 30&lt;br /&gt;
|meteropp=&lt;br /&gt;
|video=&lt;br /&gt;
|notes=If Flame hits, it has just enough {{keyword|hit stun|hitstun=1}} for solo combos. The challenge here is hitting the opponent with Flame while being actionable. Assists can help with that, but in a {{keyword|neutral|neutral=1}} situation this may not be as practical. Rope Knife, Straightarrow and Lord of Arms are all serviceable followups, assuming Firion is close enough to land them.&lt;br /&gt;
}}&lt;br /&gt;
{{Combo-012Data&lt;br /&gt;
|combo=&#039;&#039;&#039;Lance Combo&#039;&#039;&#039; &amp;gt; Followup (↑) &amp;gt; {{clr|dc=1}} &amp;gt; Rope Knife &amp;gt; Double Trouble&lt;br /&gt;
|condition=Poke Starter&lt;br /&gt;
|requirement=Ground, Near Wall&lt;br /&gt;
|purpose=BRV Damage &amp;amp; Assist Gain&lt;br /&gt;
|damage=55 + HP &amp;amp; Wall Rush&lt;br /&gt;
|damagehits=20 &amp;gt; 5 &amp;gt; 20 &amp;gt; 10 + HP &amp;amp; WR&lt;br /&gt;
|ex=90&lt;br /&gt;
|exhits=15 &amp;gt; 15 &amp;gt; 30 &amp;gt; 30&lt;br /&gt;
|meteropp=&lt;br /&gt;
|video=&lt;br /&gt;
|notes=Followup (↑) has just enough {{keyword|hit stun|hitstun=1}} for Firion to dodge and combo into Rope Knife. This requires being very close to wall, as this relies on reducing opponent&#039;s knockback and keeping Firion close. The dodge cancel and the following Rope Knife must be done as soon as humanly possible, so the timing is strict.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Lance Combo and Reel Axe are more reliable combo starters here, but Rope Knife can start this combo as well. It is a niche solo combo in most stages, but Firion does get more assist gauge for using different attacks. Naturally, it also deals more BRV damage.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Assist (Kuja) ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main article: &#039;&#039;&#039;[[Firion_(Dissidia_012)/Combos#Assist_Combos_(Kuja)|Firion Combos (Kuja Assist)]]&#039;&#039;&#039; &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Firion has a straightforward and effective synergy with Kuja. He can Wall Rush off of his key moves, and then have Kuja follow up. Firion typically ends his combos with Weaponsmaster or Straightarrow (midair). Whenever Firion gets a ground Wall Rush (e.g. Double Trouble), he can also increase the reward on hit with {{keyword|fillers|filler=1}}.&lt;br /&gt;
&lt;br /&gt;
{{Combo-012&lt;br /&gt;
| data      = &lt;br /&gt;
{{Combo-012Data&lt;br /&gt;
|combo=&#039;&#039;&#039;Rope Knife&#039;&#039;&#039; &amp;gt; Followup (↓) &amp;gt; {{clr|wr=1}} &amp;gt; {{clr|astbrv=1}} &amp;gt; {{clr|ac=1}} &amp;gt; Weaponsmaster&lt;br /&gt;
|condition=Punish Starter&lt;br /&gt;
|requirement=Ground, Wall Rush (Floor)&lt;br /&gt;
|purpose=BRV Damage, Beginner Combo&lt;br /&gt;
|damage=89 + HP &amp;amp; Wall Rush&lt;br /&gt;
|damagehits=20 &amp;gt; 8 &amp;gt; 43 (Assist) &amp;gt; 18 + HP &amp;amp; WR&lt;br /&gt;
|ex=~75&lt;br /&gt;
|exhits=45 &amp;gt; ~30&lt;br /&gt;
|meteropp=142&lt;br /&gt;
|video=https://www.youtube.com/watch?v=udGT9uPWtYM&amp;amp;t=17&lt;br /&gt;
|notes=Not particularly strong, but suitable for beginners.&lt;br /&gt;
&lt;br /&gt;
Followup (↓) can also catch aggressive opponents with mid priority if Rope Knife misses. Firion players should keep an eye out for this if they use this move.&lt;br /&gt;
}}&lt;br /&gt;
{{Combo-012Data&lt;br /&gt;
|combo=&#039;&#039;&#039;Rope Knife&#039;&#039;&#039; &amp;gt; Double Trouble &amp;gt; {{clr|wr=1}} &amp;gt; {{clr|astbrv=1}} &amp;gt; Straightarrow &amp;gt; {{clr|ac=1}} &amp;gt; Weaponsmaster&lt;br /&gt;
|condition=Punish Starter&lt;br /&gt;
|requirement=Ground, Wall Rush&lt;br /&gt;
|purpose=HP Link, Multipurpose&lt;br /&gt;
|damage=92 + HP &amp;amp; Wall Rush&lt;br /&gt;
|damagehits=20 &amp;gt; 10 + HP &amp;amp; WR &amp;gt; 46 (Assist) &amp;gt; HP &amp;gt; 16 + HP &amp;amp; WR&lt;br /&gt;
|ex=~90&lt;br /&gt;
|exhits=30 &amp;gt; ~30 &amp;gt; 0 &amp;gt; ~30&lt;br /&gt;
|meteropp=141&lt;br /&gt;
|video=https://www.youtube.com/watch?v=udGT9uPWtYM&amp;amp;t=115&lt;br /&gt;
|notes=A Firion classic. Recommended for high base bravery builds. Straightarrow filler serves a few purposes; It adds meter depletion, resets base BRV recovery to normal and increases critical hit rate for Weaponmaster during base BRV recovery. Straightarrow can be fired whenever during Kuja&#039;s multi-hits, and if it Wall Rushes, it&#039;s even better for Firion.&lt;br /&gt;
}}&lt;br /&gt;
{{Combo-012Data&lt;br /&gt;
|combo=&#039;&#039;&#039;Shield Bash (far)&#039;&#039;&#039; &amp;gt; {{clr|astbrv=1}} &amp;gt; {{clr|ac=1}} &amp;gt; Weaponsmaster&lt;br /&gt;
|condition=Counter Starter&lt;br /&gt;
|requirement=Ground, Midrange&lt;br /&gt;
|purpose=Anti-{{keyword|Zoning|zoning=1}}&lt;br /&gt;
|damage=68 + HP &amp;amp; WR&lt;br /&gt;
|damagehits=10 + HP &amp;gt; 4,16,20 (40 total, Assist) &amp;gt; 18 + HP &amp;amp; WR&lt;br /&gt;
|ex=~90&lt;br /&gt;
|exhits=60 &amp;gt; ~30&lt;br /&gt;
|meteropp=102&lt;br /&gt;
|video=https://www.youtube.com/watch?v=udGT9uPWtYM&amp;amp;t=154&lt;br /&gt;
|notes=Shield Bash&#039;s long range counter controls a lot of space, and leads to assist combo on hit. Firion should be careful about his positioning, however; Normally the thunder bolt knocks opponent upward once. If the thunder bolt hits from below, it can knock opponent up multiple times.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;This generates lots of EX Force (and assist gauge with Side by Side {{accsp}}), but it also delays Kuja assist timing a lot. The exact timing can be difficult to measure at first, but roughly 1 second after the first bolt hit can work. If in doubt, please watch the example video linked here.&lt;br /&gt;
}}&lt;br /&gt;
{{Combo-012Data&lt;br /&gt;
|combo=&#039;&#039;&#039;Straightarrow&#039;&#039;&#039; &amp;gt; {{clr|wr=1}} &amp;gt; {{clr|astbrv=1}} &amp;gt; Straightarrow &amp;gt; {{clr|ac=1}} &amp;gt; Weaponsmaster&lt;br /&gt;
|condition=HP Projectile Starter&lt;br /&gt;
|requirement=Wall Rush (Ground)&lt;br /&gt;
|purpose={{keyword|Zoning|zoning=1}} Reward, Multipurpose&lt;br /&gt;
|damage=65 + HP &amp;amp; Wall Rush&lt;br /&gt;
|damagehits=HP + WR &amp;gt; 47 (Assist) + HP (&amp;amp; WR) &amp;gt; 18 + HP &amp;amp; WR&lt;br /&gt;
|ex=~30&lt;br /&gt;
|exhits=0 &amp;gt; 0 &amp;gt; ~30&lt;br /&gt;
|meteropp=94&lt;br /&gt;
|video=https://www.youtube.com/watch?v=udGT9uPWtYM&amp;amp;t=214&lt;br /&gt;
|notes=Straightarrow combo against grounded opponents. Matchup dependent, but still recommended for high base BRV builds. The Straightarrow filler serves the same role as with prior core combos; Resets base BRV recovery, adds meter depletion and increases critical hit rate for Weaponsmaster.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
= Builds =&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-|Side by Side (Judgment of Lufenia + Wall Rush)=&lt;br /&gt;
{{Build&lt;br /&gt;
|hp=9576&lt;br /&gt;
|cp=450&lt;br /&gt;
|brv=1394&lt;br /&gt;
|atk=178&lt;br /&gt;
|def=184&lt;br /&gt;
|luk=61&lt;br /&gt;
|booster=x2.9&lt;br /&gt;
|setbonus=Judgment of Lufenia&lt;br /&gt;
|ast={{012kuja}}&lt;br /&gt;
|wpn=Lufenian Gun&lt;br /&gt;
|hand=Chainsaw {{equip}}&lt;br /&gt;
|head=Lufenian Cap&lt;br /&gt;
|armor=Lufenian Armor {{equip}}&lt;br /&gt;
|acc1={{accbas}} Sniper Eye&lt;br /&gt;
|acc2={{accbas}} Bravery Orb&lt;br /&gt;
|acc3={{accbas}} Dismay Shock&lt;br /&gt;
|acc4={{accbas}} Battle Hammer&lt;br /&gt;
|acc5={{accboo}} BRV = 0&lt;br /&gt;
|acc6={{accboo}} Empty EX Gauge&lt;br /&gt;
|acc7={{accboo}} Pre-EX Mode&lt;br /&gt;
|acc8={{accsp}} Blue Gem&lt;br /&gt;
|acc9={{accsp}} Miracle Shoes&lt;br /&gt;
|acc10={{accsp}} Side by Side&lt;br /&gt;
|summon=Rubicante&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Equip Machinery extra ability for the listed base bravery.&lt;br /&gt;
&lt;br /&gt;
This build focuses on assist meter drain and adding damage via HP wall rushes.&lt;br /&gt;
&lt;br /&gt;
|-|Build #1=&lt;br /&gt;
{{Build&lt;br /&gt;
|hp=&lt;br /&gt;
|cp=&lt;br /&gt;
|brv=&lt;br /&gt;
|atk=&lt;br /&gt;
|def=&lt;br /&gt;
|luk=&lt;br /&gt;
|booster=&lt;br /&gt;
|setbonus=&lt;br /&gt;
|ast=&lt;br /&gt;
|wpn=&lt;br /&gt;
|hand=&lt;br /&gt;
|head=&lt;br /&gt;
|armor=&lt;br /&gt;
|acc1=&lt;br /&gt;
|acc2=&lt;br /&gt;
|acc3=&lt;br /&gt;
|acc4=&lt;br /&gt;
|acc5=&lt;br /&gt;
|acc6=&lt;br /&gt;
|acc7=&lt;br /&gt;
|acc8=&lt;br /&gt;
|acc9=&lt;br /&gt;
|acc10=&lt;br /&gt;
|summon=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Assist ==&lt;br /&gt;
&lt;br /&gt;
=== Firion Assist Data ===&lt;br /&gt;
&lt;br /&gt;
{{012Assist&lt;br /&gt;
|type1=BRV&lt;br /&gt;
|attack1=Rope Knife&lt;br /&gt;
|startup1=23F&lt;br /&gt;
|position1=Ground&lt;br /&gt;
|spawn1=Opponent&lt;br /&gt;
|damage1=2 x 10, 25 (45)&lt;br /&gt;
|effect1=Wall Rush&lt;br /&gt;
|type2=BRV&lt;br /&gt;
|attack2=Magic Arts: Flame&lt;br /&gt;
|startup2=25F&lt;br /&gt;
|position2=Air&lt;br /&gt;
|spawn2=Opponent&lt;br /&gt;
|damage2=10 each (up to 30)&lt;br /&gt;
|effect2=-&lt;br /&gt;
|type3=HP&lt;br /&gt;
|attack3=Straightarrow&lt;br /&gt;
|startup3=61F&lt;br /&gt;
|position3=Ground&lt;br /&gt;
|spawn3=Opponent&lt;br /&gt;
|damage3=-&lt;br /&gt;
|effect3=Wall Rush&lt;br /&gt;
|type4=HP&lt;br /&gt;
|attack4=Weaponmaster&lt;br /&gt;
|startup4=52F&lt;br /&gt;
|position4=Air&lt;br /&gt;
|spawn4=Opponent&lt;br /&gt;
|damage4=2 x 11 (22)&lt;br /&gt;
|effect4=Wall Rush&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Assist Overview ===&lt;br /&gt;
&lt;br /&gt;
Firion assist is one of the weakest assists in the game. Very limited combo potential, lackluster screen presence and high requirements for mileage make it difficult to justify him for any character. He enables loops with Magic Arts: Fire &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=vA3cZSRWYEU&amp;amp;t=333s Firion assist Magic Arts: Fire loops]&amp;lt;/ref&amp;gt;, but setting them up requires ground or ceiling, as well as characters who can hold long enough for Fire to hit. Unfortunately Firion assist does not excel in any other area. Whiff punishment, damage and meter depletion alike are all diminished due to BRV assists&#039; reward and steep requirements. For example, Rope Knife pushes opponents away quickly and depends on Wall Rush to make combos easier at all.&lt;br /&gt;
&lt;br /&gt;
HP assists are also expensive to use and too slow to use for Wall Rush combos. Straightarrow is often charged, which makes it impractical for combos, but can add pressure in volatile situations. Weaponsmaster is similarly slow, but at least it occupies space for a moment once it&#039;s out. It might be useful in small stages on an occasion, especially Phantom Train.&lt;br /&gt;
&lt;br /&gt;
=== Synergies ===&lt;br /&gt;
&lt;br /&gt;
Firion works with various competitive assists, though very few of them amplify Firion&#039;s strengths.&lt;br /&gt;
&lt;br /&gt;
;Kuja&lt;br /&gt;
:The most common and powerful synergy. BRV assists combo from every Wall Rush, which Firion can do consistently. They also hold the opponent for Straightarrow {{keyword|fillers|filler=1}}, which adds more meter depletion (with equipment) and critical hits for combo finishers. Kuja pushes Firion&#039;s damage potential far, while still having some {{keyword|whiff punish|whiffpunish=1}} capability. A strong assist all around and great for anyone learning Firion.&lt;br /&gt;
&lt;br /&gt;
;Sephiroth&lt;br /&gt;
:Sephiroth has a faster ground BRV assist than Kuja, but shorter {{keyword|holds|hold=1}}, {{keyword|hit stun|hitstun=1}} and harsher knockback angles make it harder to do anything extraordinary. 1 Swordslash filler can be done during Reaper, but Weaponsmaster barely connects after Reaper and Sudden Cruelty Assist Chases. It&#039;s far from the worst synergy in the game, but Kuja assist eclipses Sephiroth here in terms of performance and consistency.&lt;br /&gt;
&lt;br /&gt;
;Aerith&lt;br /&gt;
:Less common for Firion. Aerith enables even more HP damage than Kuja at the cost of whiff punishes and reduced meter depletion. The main strategy here involves &#039;&#039;&#039;[[Multiplayer_Build_Guide_(Dissidia_012)#Damage_(high_base_bravery)|high base bravery builds]]&#039;&#039;&#039; and double assist combos; With Double Trouble and Straightarrows, Firion can spend two assist gauges to do three HP attacks in a single combo.&lt;br /&gt;
&lt;br /&gt;
= References =&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{navbox012}}&lt;br /&gt;
&lt;br /&gt;
{{roadmap012fir}}&lt;/div&gt;</summary>
		<author><name>Muggshotter</name></author>
	</entry>
	<entry>
		<id>https://dissidia.wiki/index.php?title=Damage_Formula_(Dissidia_012)&amp;diff=4821</id>
		<title>Damage Formula (Dissidia 012)</title>
		<link rel="alternate" type="text/html" href="https://dissidia.wiki/index.php?title=Damage_Formula_(Dissidia_012)&amp;diff=4821"/>
		<updated>2026-04-01T10:41:30Z</updated>

		<summary type="html">&lt;p&gt;Muggshotter: Adjusted terms and info to be more consistent and easier to read.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Dissidia 012 Final Fantasy]]&lt;br /&gt;
&lt;br /&gt;
Damage formula determines how much damage a bravery attack can cause.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;Character power&amp;lt;/span&amp;gt; X &amp;lt;span style=&amp;quot;color:#0000ff&amp;quot;&amp;gt;{{keyword|base damage|basedamage=1}}&amp;lt;/span&amp;gt; X ( [1 OR &amp;lt;span style=&amp;quot;color:#008000&amp;quot;&amp;gt;Critical bonus&amp;lt;/span&amp;gt;] + Damage bonus from equips) &lt;br /&gt;
= actual damage number on screen.&lt;br /&gt;
&lt;br /&gt;
After the calculation, round down to nearest integer, i.e decimals are dropped. This is the value that appears on screen.&lt;br /&gt;
&lt;br /&gt;
Note for veteran players: Character Base Power was changed to Character Power, and Skill Damage Multiplier was changed to {{keyword|Base Damage|basedamage=1}}. Sorry for the confusion this may cause.&lt;br /&gt;
&lt;br /&gt;
=== Calculating Character Power ===&lt;br /&gt;
&#039;&#039;&#039;When your ATK is lower than enemy&#039;s DEF:&#039;&#039;&#039;&lt;br /&gt;
character power = (10 ÷ ((enemy DEF- your ATK)+10)) x enemy&#039;s raw BRV ÷100&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;When your ATK is &#039;&#039;higher&#039;&#039; than enemy&#039;s DEF:&#039;&#039;&#039;&lt;br /&gt;
character power = (((your ATK - enemy DEF)+10) ÷ 10) x enemy&#039;s raw BRV ÷ 100&lt;br /&gt;
&lt;br /&gt;
The result of this calculation is then added to character power in the formula above.&lt;br /&gt;
&lt;br /&gt;
=== Enemy&#039;s Raw Bravery ===&lt;br /&gt;
Raw BRV = BRV without any equipment/accessory, i.e. always &#039;&#039;&#039;667 for Lv100&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Base Damage ===&lt;br /&gt;
Base damage refers to bravery damage dealt by bravery attacks and some HP attacks. This is a native value that cannot be changed by equipment or stat boosts. Base damage is listed on every character&#039;s attack tables. For example, &#039;&#039;&#039;[[Cloud_Strife_(Dissidia_012)#Aerial_Fang-1|Cloud&#039;s Aerial Fang]]&#039;&#039;&#039; &#039;s base damage is 25.&lt;br /&gt;
&lt;br /&gt;
=== Critical Bonus ===&lt;br /&gt;
Critical bonus = (enemy&#039;s current BRV ÷ your MAX HP) x 7 [min cap 2, max cap 8]&lt;br /&gt;
&lt;br /&gt;
Example: If your MAX HP = 6999, your critical hits do 2x normal damage when enemy has under 2000 BRV. They start to do more damage when they get higher BRV, and finally caps at 8x damage when enemy is at 7999+ BRV.&lt;br /&gt;
&lt;br /&gt;
=== Example Calculation ===&lt;br /&gt;
* 1) Figuring out the character power&lt;br /&gt;
Let&#039;s use Cloud&#039;s Aerial Fang as an example. The opponent will be a LV100 Warrior of Light with Defense value of 187 (Adamant Shield {{equhand}} and Adamant Helm {{equhead}}). Cloud has an Attack value of 177 (Lufenian Saber {{equwpn}}). Cloud&#039;s Attack is less than Warrior of Light&#039;s Defense.&lt;br /&gt;
&lt;br /&gt;
187 defense - 177 attack = 10.&lt;br /&gt;
10+10 = 20&lt;br /&gt;
Now, divide 10 with 20. You will get &#039;&#039;&#039;0.5&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Enemy&#039;s raw BRV is 667 as Warrior of Light is at LV100. No magic tricks there.&lt;br /&gt;
&lt;br /&gt;
0.5 x 667 x 100 = &amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;&#039;&#039;3.335&#039;&#039;&amp;lt;/span&amp;gt;. This is the final value that indicates the &#039;&#039;&#039;character power&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* 2) base damage.&lt;br /&gt;
In this instance it&#039;s &amp;lt;span style=&amp;quot;color:#0000ff&amp;quot;&amp;gt;&#039;&#039;25&#039;&#039;&amp;lt;/span&amp;gt;. Aerial Fang only has one hit with a base damage of 25. With attacks that hit multiple times such as Double Cut, you have to account for every hit that connects. For example, &#039;&#039;&#039;[[Cloud_Strife_(Dissidia_012)#Double_Cut_(ground)-0|Double Cut]]&#039;&#039;&#039; has a total base damage of 20. 7 for first hit, 13 for the second hit.&lt;br /&gt;
&lt;br /&gt;
* 3) 1 or Critical bonus&lt;br /&gt;
Without critical hits, the value is 1.&lt;br /&gt;
&lt;br /&gt;
Final calculation: &amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;3.335&amp;lt;/span&amp;gt; x &amp;lt;span style=&amp;quot;color:#0000ff&amp;quot;&amp;gt;25&amp;lt;/span&amp;gt; x 1 + = 83,375. Or 83.3. Round down to nearest integer, it&#039;s 83. Aerial Fang does &#039;&#039;&#039;83 damage&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Please note, that critical hits do not automatically apply to all hits in a multi-part attack. For example, Tidus&#039; Hop Step can get a critical hit for the first hit, but not the second. Increased critical hit rate helps with that, but it&#039;s worth noting regardless.&lt;br /&gt;
&lt;br /&gt;
=== Example Calculation 2 ===&lt;br /&gt;
&lt;br /&gt;
Let&#039;s add damage accessories now, Hyper Ring {{accbas}} (+5 % damage boost) and Muscle Belt {{accbas}} (+7 % physical damage boost). Because Cloud&#039;s Aerial Fang is a physical attack type, it benefits from both Hyper Ring and Muscle Belt for a total of 12 % boost.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;3.335&amp;lt;/span&amp;gt; x &amp;lt;span style=&amp;quot;color:#0000ff&amp;quot;&amp;gt;25&amp;lt;/span&amp;gt; x 1 + 12 % from accessories. No booster accessories {{accboo}}.&lt;br /&gt;
&lt;br /&gt;
Aerial Fang still does 83.3 damage, but the accessories increase it. How much is 12 % increase for 83.3? 93.30. Round down to the nearest integer and now Cloud&#039;s Aerial Fang does &#039;&#039;&#039;93 damage&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Thank you to ujhbn for originally translating and providing the information from Japanese to English for Dissidia 012 players.&lt;br /&gt;
&lt;br /&gt;
{{navbox012}}&lt;/div&gt;</summary>
		<author><name>Muggshotter</name></author>
	</entry>
	<entry>
		<id>https://dissidia.wiki/index.php?title=Firion_(Dissidia_012)&amp;diff=4820</id>
		<title>Firion (Dissidia 012)</title>
		<link rel="alternate" type="text/html" href="https://dissidia.wiki/index.php?title=Firion_(Dissidia_012)&amp;diff=4820"/>
		<updated>2026-04-01T09:49:39Z</updated>

		<summary type="html">&lt;p&gt;Muggshotter: /* Combos */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Dissidia 012 Final Fantasy]]&lt;br /&gt;
{{012CharNavFir}}&lt;br /&gt;
&lt;br /&gt;
{{CharacterInfo&lt;br /&gt;
|portrait=https://resources.dissidia.wiki/ddff/portraits/ddff-port-firion.png&lt;br /&gt;
|name=Firion (フリオニール)&lt;br /&gt;
|origin=Final Fantasy II&lt;br /&gt;
|atk=111 (High)&lt;br /&gt;
|def=112 (High)&lt;br /&gt;
|runspeed=8 (Below Average)&lt;br /&gt;
|dash=81 (Below Average)&lt;br /&gt;
|fall=81 (Average)&lt;br /&gt;
|fallr=38 (Average)&lt;br /&gt;
|fastestbrv=9F (Swordslash)&lt;br /&gt;
|fastesthp=33F / 49F (Lord of Arms)&lt;br /&gt;
|1hithp=Yes (Straightarrow)&lt;br /&gt;
|hplinks=Yes&lt;br /&gt;
|cmdblock=Yes (Shield Bash)&lt;br /&gt;
|weapon=All normal weapons, Parrying Weapons, Guns, Poles&lt;br /&gt;
|armor=Bangles, Chestplates, Clothing, Hats,&amp;lt;br&amp;gt;Headbands, Helms, Light Armor, Shields&lt;br /&gt;
|exclusives=Rebellion Army, Longinus, Wild Rose&lt;br /&gt;
|unlock=Default&lt;br /&gt;
|alignment=Cosmos&lt;br /&gt;
|vajp=[https://en.wikipedia.org/wiki/Hikaru_Midorikawa Hikaru Midorikawa]&lt;br /&gt;
|vaeng=[https://en.wikipedia.org/wiki/Johnny_Yong_Bosch Johnny Yong Bosch]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Firion is a defensive ground-oriented fighter. His main strategy revolves around controlling space with Straightarrow and {{keyword|punishing|punish=1}} approaches with {{keyword|HP links|hplink=1}} or Shield Bash counters. With quick Swordslash {{keyword|pokes|poke=1}} and Magic Arts {{keyword|projectiles|projectile=1}}, Firion has tools for almost any range. Defend with Swordslash and Shield Bash, pressure with Straightarrow and go for broke with a grounded HP link.&lt;br /&gt;
&lt;br /&gt;
Firion’s defense is backed up by his damage output; As an {{keyword|HP linker|hplinker=1}}, Firion benefits a lot from &#039;&#039;&#039;[[Multiplayer_Build_Guide_(Dissidia_012)#Side_by_Side|Side by Side builds.]]&#039;&#039;&#039; His common Double Trouble HP link &#039;&#039;&#039;[[Wall_Rush_(Dissidia_012_Final_Fantasy)|wall rushes]]&#039;&#039;&#039; on the ground, which sets up high damage assist combos consistently. With &#039;&#039;&#039;[[Multiplayer_Build_Guide_(Dissidia_012)#Damage_(high_base_bravery)|high base bravery]]&#039;&#039;&#039; and Side by Side, Firion can quickly fill assist gauge and get big momentum with one HP hit. Firion’s HP attacks are also strong in {{keyword|neutral|neutral=1}}, so stray hits and callouts are rewarding as well.&lt;br /&gt;
&lt;br /&gt;
As a ground fighter, Firion is more vulnerable in the air. Aggressive opponents can overwhelm him there due to his short range and telegraphed low priority projectiles. His mobility is also below average, and his floaty air dodges leave him open to &#039;&#039;&#039;[[Dodge_(Dissidia_012)#Dodge_punishment|dodge punishment.]]&#039;&#039;&#039; Firion also cannot force opponents to fight near ground, unless he commits to slower EX gain, which is outclassed by Side by Side. In addition, his Straightarrow pressure suffers against fast movement and {{keyword|whiff punishes|whiffpunish=1}} once opponents have assist.&lt;br /&gt;
&lt;br /&gt;
In competitive play, Firion has been consistently ranked at high tier. He is good at controlling space and capitalizing on mistakes at mid-range. He cannot fight as effectively in the air, or prevent all opponents from staying there. He performs well against close-range characters such as {{012clo}}, {{012zid}} and {{012pri}}, and small stages such as Pandaemonium - Top Floor make it harder to run away from him. Despite the weak EX generation and air combat, Firion’s high damage and straightforward gameplan have made him a consistent tournament threat.&lt;br /&gt;
&lt;br /&gt;
{{ProConTable&lt;br /&gt;
|pros=*&#039;&#039;&#039;Defensive ground combat&#039;&#039;&#039; - Firion can stand toe-to-toe in close-range combat with Swordslash &amp;amp; Rope Knife BRVs and Shield Bash HP for protection after a dodge.&lt;br /&gt;
*&#039;&#039;&#039;Anti-{{keyword|zoning|zoning=1}}&#039;&#039;&#039; - Shield Bash&#039;s long range counter is fast, long reach, difficult to avoid and leads to assist combos. Good for shutting down low priority projectiles.&lt;br /&gt;
*&#039;&#039;&#039;Damage&#039;&#039;&#039; - High base bravery, high base ATK, synergy with Side by Side {{accsp}} and consistent HP link wall rushes reward Firion greatly with just one combo.&lt;br /&gt;
*&#039;&#039;&#039;[[Assist_(Dissidia_012)#Side_by_Side|Side by Side]]&#039;&#039;&#039; {{accsp}} - Firion builds assist gauge and momentum quickly with well placed {{keyword|HP links|hplink=1}} and strong HP attacks in {{keyword|neutral|neutral=1}}.&lt;br /&gt;
*&#039;&#039;&#039;Ranged combat&#039;&#039;&#039; - Magic Arts: Bolt and more notably Straightarrow can force opponents to disengage and punish mistimed dodges even from long distances.&lt;br /&gt;
*&#039;&#039;&#039;EX Mode&#039;s Blood Weapon&#039;&#039;&#039; - Rare, but regenerating health equal to HP damage dealt is strong at creating comebacks.&lt;br /&gt;
|cons=*&#039;&#039;&#039;Air combat&#039;&#039;&#039; - Floaty air dodges, low combo potential, lack of effective post-dodge defense and quick approaching close-range attacks can create a lot of risk for Firion.&lt;br /&gt;
*&#039;&#039;&#039;Enforcing defenders in his effective range&#039;&#039;&#039; - Firion&#039;s arsenal is not designed to easily enforce opponents hanging at a large stage&#039;s ceiling to engage with him. These situations often involve long-term strategies with EX and appropriate builds.&lt;br /&gt;
*&#039;&#039;&#039;Punishable HP links&#039;&#039;&#039; - As a frequent HP link user, Double Trouble&#039;s long HP attack animation leave him vulnerable to counter attacks after &#039;&#039;&#039;[[Assist_(Dissidia_012)#Assist_Change|Assist Change.]]&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Bravery Attacks ==&lt;br /&gt;
&lt;br /&gt;
=== Ground ===&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Lance Combo=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;20+&#039;&#039;&#039; (8, 12)&lt;br /&gt;
|startup=19F&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee Low&lt;br /&gt;
|ex=15&lt;br /&gt;
|effect=Absorb&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/8/83/Brv_firion_lance_combo.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge, Follow-up (Away)&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=4&lt;br /&gt;
|ap=160&lt;br /&gt;
|gametext=[Close] Quick upward swing with lance. &amp;lt;br&amp;gt;Slightly draws foe near.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Lance Combo is Firion&#039;s fastest move for {{keyword|HP links|hplink=1}}, but it also has shortest reach despite it pulling in enemies. It has long {{keyword|active|active=1}} frames, so it can still hit opponents who are trying to {{keyword|whiff punish|whiffpunish=1}} Firion too early. The animation is quick, which lets Firion quickly transition into his follow-ups or the Double Trouble HP link.&lt;br /&gt;
&lt;br /&gt;
As a {{keyword|poke|poke=1}}, Lance Combo can be {{keyword|dodge cancelled|dc=1}} relatively early, though it&#039;s still slower than Swordslash. And even if Lance Combo misses, Firion still has the mid priority lance follow-up to protect himself. That&#039;s not exclusive to this move, but it&#039;s safer in this regard than Reel Axe, one of his other braveries.&lt;br /&gt;
&lt;br /&gt;
|-|Swordslash (ground)=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;20&#039;&#039;&#039;&lt;br /&gt;
|startup=9F&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee Low&lt;br /&gt;
|ex=60&lt;br /&gt;
|effect=Chase&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/e/ed/Brv_firion_swordslash_g.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge, Block, Attack&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=16&lt;br /&gt;
|ap=90&lt;br /&gt;
|gametext=[Close] Quick sword slash. &amp;lt;br&amp;gt;Short reach, but quick strike.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Swordslash is Firion&#039;s main close-range {{keyword|poke|poke=1}}. It can build assist gauge on {{keyword|whiff|whiff=1}} and push enemies away who are getting too comfortable near Firion. The reach is short, so it&#039;s not effective as a {{keyword|whiff punish|whiffpunish=1}} tool. However, its {{keyword|startup|startup=1}} is one of the fastest in the whole game. Firion can {{keyword|cancel|cancel=1}} this move into a block or other attacks (including HP), which helps him stay ambiguous against reactive opponents. &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=SGv4ADXqhCw&amp;amp;t=322 Swordslash into Rope Knife (attack cancel)]&amp;lt;/ref&amp;gt; &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=EhazH4c2TJs&amp;amp;t=219 Swordslash into Lance Combo (attack cancel)]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Using Swordslash well in conjunction with other moves lets Firion establish the defensive ground combat where he excels at. If Swordslash hits, Firion can even convert into a Kuja assist combo. &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=bxDZ9N6HYL4&amp;amp;t=107 Swordslash conversion into Kuja assist combo.]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-|Rope Knife=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;20+&#039;&#039;&#039; (2 x 10)&lt;br /&gt;
|startup=23F&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee Low&lt;br /&gt;
|ex=30&lt;br /&gt;
|effect=-&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/c/c0/Brv_firion_rope_knife.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge, Follow-up (Away)&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=1&lt;br /&gt;
|ap=160&lt;br /&gt;
|gametext=[Mid] Throw lightning knife. &amp;lt;br&amp;gt;Good versus any height, long duration.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Rope Knife is Firion&#039;s primary {{keyword|whiff punish|whiffpunish=1}} tool on the ground. Similar to Lance Combo and Reel Axe, Rope Knife pulls in enemies for follow-ups, including Double Trouble HP link. &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=EhazH4c2TJs&amp;amp;t=102 Rope Knife pulls opponent to Firion]&amp;lt;/ref&amp;gt; It has enough reach and {{keyword|active|active=1}} frames to catch ground dodges and landing lag. &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=ra6pKVI6gno&amp;amp;t=360 Rope Knife has long active frames]&amp;lt;/ref&amp;gt; &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=W2KoophyA6w&amp;amp;t=62 Rope Knife has long active frames (and extends beyond visuals?)]&amp;lt;/ref&amp;gt; &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=SGv4ADXqhCw&amp;amp;t=718 Rope Knife catches landing lag]&amp;lt;/ref&amp;gt; Rope Knife has some vertical {{keyword|tracking|tracking=1}} as well. &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=rU9esevjw50&amp;amp;t=202 Rope Knife vertical tracking]&amp;lt;/ref&amp;gt; The startup speed is slower than Lance Combo, but it&#039;s fast enough to punish plenty of moves on reaction if Firion is within range. &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=EhazH4c2TJs&amp;amp;t=334 Rope Knife whiff punish (Zidane Tempest)]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Firion can use Rope Knife as a threat against close-range characters. It has longer reach than most {{keyword|pokes|poke=1}}, so it can punish opponents for poking near Firion. &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=W2KoophyA6w&amp;amp;t=94 Rope Knife whiff punish (Squall Beat Fang)]&amp;lt;/ref&amp;gt; Rope Knife can also go through projectiles and pull the opponent in, functioning as a {{keyword|disjoint|disjoint=1}}. &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=ra6pKVI6gno&amp;amp;t=311 Rope Knife pokes through projectile (Bartz Dark Flame)]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Rope Knife has a glaring weakness; It&#039;s rather telegraphed. The bright yellow visual effect around the knife and Firion&#039;s distinct audio cue make it easier to react to this move. And if it&#039;s used from its maximum range, Firion doesn&#039;t have many low risk options to use as a {{keyword|mixup|mixup=1}}. It also generates more EX than other ground combo moves, though that&#039;s negligible when using Side by Side {{accsp}}. Most of Rope Knife&#039;s hits don&#039;t pull the opponent towards Firion, so a &amp;quot;shallow&amp;quot; hit can cause the opponent to drop out of the move if it hits at an awkward angle. &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=ra6pKVI6gno&amp;amp;t=43 Rope Knife pull misses]&amp;lt;/ref&amp;gt; The long active frames can also backfire on Firion (though not often), as higher priority moves cause Firion to stagger. &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=Dl1G_ZhtdpY&amp;amp;t=30 Rope Knife gets staggered by high priority move (Jecht LV3 Jecht Stream]&amp;lt;/ref&amp;gt; &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=1N1IeTT0Uu0&amp;amp;t=18s Rope Knife gets staggered by high priority move (Tifa Burning Arrow)]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Despite its weaknesses, Rope Knife is commonly used in competitive play. It plays an important role in Firion&#039;s defense as a distinct punisher and spacing tool. With Rope Knife, Firion&#039;s range is not limited to point blank (Swordslash) and long-range (Reel Axe, Magic Arts, Straightarrow). And it&#039;s safer to use than Lord of Arms as a punisher. And of course, Rope Knife enables high damaging assist combos with Double Trouble.&lt;br /&gt;
&lt;br /&gt;
|-|Reel Axe=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;20+&#039;&#039;&#039; (10, 10)&lt;br /&gt;
|startup=47F&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Ranged High&lt;br /&gt;
|ex=15&lt;br /&gt;
|effect=-&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/d/d5/Brv_firion_reel_axe.jpeg&lt;br /&gt;
|imgpos=45%&lt;br /&gt;
|cancels=Dodge, Follow-up (Away)&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=1&lt;br /&gt;
|ap=160&lt;br /&gt;
|gametext=[Long] Throw axe straight ahead &amp;lt;br&amp;gt;at high speed.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Reel Axe is a high priority projectile that pulls opponents to Firion. It has the longest lateral reach out of Firion&#039;s ground braveries. This is mainly used to break through blocks from long range. It complements Rope Knife, making it an effective {{keyword|mixup|mixup=1}} when used sparingly.&lt;br /&gt;
&lt;br /&gt;
While the projectile travels quickly, it takes a long time to come out. Once Firion has thrown the axe, it travels in a straight line with no {{keyword|tracking|tracking=1}}. Any character with average run speed can evade this attack by moving sideways. Firion is also vulnerable to {{keyword|assist punishes|assistpunish=1}} during this move. All this means is that Reel Axe is rather risky to use, especially when its average damage output remains on par with Rope Knife and Lance Combo. If it guard breaks, Firion can do any of his follow-ups, and the critical hits can also deal more damage. However, this attack is not essential for increasing Firion&#039;s damage in competitive play.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Follow-ups ===&lt;br /&gt;
Rope Knife, Lance Combo and Reel Axe can be followed up with one of three attacks. Because the bravery starters have identical base damage, the total base damage will be shown in parenthesis.&lt;br /&gt;
&lt;br /&gt;
* Circle {{pspcir}} (Neutral) for Punch&lt;br /&gt;
* Up+Circle ↑+{{pspcir}} (Towards) for Slash &amp;amp; Arrow&lt;br /&gt;
* Down+Circle ↓+{{pspcir}} (Away) for Lance&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Neutral (Punch)=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;+25&#039;&#039;&#039; (45 Total)&lt;br /&gt;
|startup=?&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee Low&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=-&lt;br /&gt;
|image=https://dissidia.wiki/images/9/9c/Brv_firion_followup_neutral.jpeg&lt;br /&gt;
|imgpos=50%&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=-&lt;br /&gt;
|ap=-&lt;br /&gt;
|gametext=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Neutral follow-up (Punch) is Firion&#039;s highest damaging ender for bravery damage. It&#039;s a very fast attack with long {{keyword|knockback|knockback=1}} for wall rushes. Since Firion often goes for Double Trouble, the punch can make Firion safer against early &#039;&#039;&#039;[[Assist_(Dissidia_012)#Assist_Change|Assist Changes]]&#039;&#039;&#039;. Firion can use this to sneak in bravery damage right before the opponent escapes reflexively.&lt;br /&gt;
&lt;br /&gt;
Punch sees less use than Double Trouble and Lance follow-ups due to its weaker combo routes and reliance on wall rush. Its base damage is quite good, and more worthwhile with physical damage builds. However, Firion benefits more from HP links and assist combos on average.&lt;br /&gt;
&lt;br /&gt;
|-|Towards (Slash and arrow)=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;+10&#039;&#039;&#039; (5, 5) (30 Total)&lt;br /&gt;
|startup=?&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee Low (slash) &amp;lt;br&amp;gt;Ranged Low (arrow)&lt;br /&gt;
|ex=75&lt;br /&gt;
|effect=Chase&lt;br /&gt;
|cp=-&lt;br /&gt;
|image=https://dissidia.wiki/images/f/f8/Brv_firion_followup_towards.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=&lt;br /&gt;
|ap=&lt;br /&gt;
|gametext=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Towards follow-up (Slash &amp;amp; Arrow) is a two-stage attack that leads to Chase. This is mainly used with EX builds, and it is outclassed by Firion&#039;s other options most of the time. Firion can combo into assist after the first sword swing, but it&#039;s not a high damage starter.&lt;br /&gt;
&lt;br /&gt;
The main issue lies in the Slash &amp;amp; Arrow&#039;s return on investment; Firion&#039;s damage comes from HP wall rushes with assist, and his other attacks don&#039;t generate much EX on average. Slash &amp;amp; Arrow may generate the most EX out of his braveries, but majority of it comes from the long-range arrow shot. Getting all of the EX requires dodging towards opponent and staying airborne for a moment. This means Firion gives up HP damage and ground moves for EX gauge, which he already struggles to fill.&lt;br /&gt;
&lt;br /&gt;
|-|Away (Lance)=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;+8&#039;&#039;&#039; (1 x 5, 3) (28 Total)&lt;br /&gt;
|startup=11F&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee Mid&lt;br /&gt;
|ex=15&lt;br /&gt;
|effect=Wall Rush, Absorb&lt;br /&gt;
|cp=-&lt;br /&gt;
|image=https://dissidia.wiki/images/4/46/Brv_firion_followup_away.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=&lt;br /&gt;
|ap=&lt;br /&gt;
|gametext=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Away follow-up (Lance) is a combo attack that wall rushes on the ground. Its base damage may be low, but it has utility thanks to melee mid priority and consistent wall rushes. The wall rush opens up assist combos, and the mid priority protects Firion from hasty retaliations. It can be done even if the ground combo braveries (Rope Knife etc.) miss, which is good against greedy opponents. &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=EhazH4c2TJs&amp;amp;t=141 Lance follow-up protects Firion against low priority attack]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Firion swings the weapon around him, which has good coverage around his body, so Lance doesn&#039;t have an explicit &amp;quot;blind spot&amp;quot;. Lance also pulls nearby opponents in, so they cannot just wait for Firion to finish the attack before punishing it. It does have decent {{keyword|recovery|recovery=1}} before it can be {{keyword|dodge cancelled|dc=1}} though, so Firion should not always use this. &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=rU9esevjw50&amp;amp;t=272 Lance follow-up gets whiff punished, it&#039;s not always safe to use]&amp;lt;/ref&amp;gt; &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=1N1IeTT0Uu0&amp;amp;t=283 Lance follow-up gets assist punished]&amp;lt;/ref&amp;gt; Since it stays out for a while, Firion can also lose to advancing high priority moves. &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=bxDZ9N6HYL4&amp;amp;t=81 Lance Follow-up loses to HP attack]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Aerial ===&lt;br /&gt;
Similar to ground moves like Lance Combo, Firion&#039;s Magic Arts have built-in follow-ups. Two follow-ups can be done, and the corresponding Magic Arts braveries do not have to be equipped to do them.&lt;br /&gt;
&lt;br /&gt;
* Circle {{pspcir}} for Magic Arts: Frost&lt;br /&gt;
* Up+Circle ↑+{{pspcir}} for Magic Arts: Flame&lt;br /&gt;
* Down+Circle ↓+{{pspcir}} for Magic Arts: Bolt&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Magic Arts: Flame=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=each &#039;&#039;&#039;10&#039;&#039;&#039;&lt;br /&gt;
|startup=25F&lt;br /&gt;
|type=Magical&lt;br /&gt;
|priority=Ranged Low&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=--&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/f/f9/Brv_firion_magic_arts_flame.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=24&lt;br /&gt;
|ap=90&lt;br /&gt;
|gametext=Magic combo starting with Fire. &amp;lt;br&amp;gt;Can swap spell from second shot.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Magic Arts: Flame is a slow, homing {{keyword|projectile|projectile=1}}. It has low damage, but it has enough hit stun to be used in combos if Firion is ever ready for it.&lt;br /&gt;
&lt;br /&gt;
Flame is not used to control space conventionally. Its low priority loses to just about anything, but this is a blessing in disguise; If Flame is reflected, Firion can block it with Shield Bash and activate the barrage of long-range projectiles that have very strong {{keyword|tracking|tracking=1}}. Flame&#039;s slow travel speed makes this fairly easy to notice by most intermediate and advanced players. However, Firion can cast at least one Flame rather safely without getting {{keyword|assist punished|assistpunish=1}} for it. So if Firion has time to cast this at all, he can at least attempt to pressure opponents over time this way.&lt;br /&gt;
&lt;br /&gt;
|-|Magic Arts: Frost=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=each &#039;&#039;&#039;12&#039;&#039;&#039;&lt;br /&gt;
|startup=25F&lt;br /&gt;
|type=Magical&lt;br /&gt;
|priority=Ranged Low&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=Chase&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/3/38/Brv_firion_magic_arts_freeze.jpeg&lt;br /&gt;
|imgpos=40%&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=1&lt;br /&gt;
|ap=90&lt;br /&gt;
|gametext=Magic combo starting w/Blizzard. &amp;lt;br&amp;gt;Can swap spell from second shot.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Magic Arts: Frost is a single projectile that moves towards opponent in a straight line. It does low damage and generates no EX, but it also travels pretty fast once it comes out; Frost hits staggered opponents reliably after a block.&lt;br /&gt;
&lt;br /&gt;
Frost can also lead to an elaborate chase setup if two of them are cast during an assist.&lt;br /&gt;
&lt;br /&gt;
|-|Magic Arts: Bolt=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=each &#039;&#039;&#039;15&#039;&#039;&#039; (4, 4, 7)&lt;br /&gt;
|startup=53F&lt;br /&gt;
|type=Magical&lt;br /&gt;
|priority=Ranged Low&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/8/8a/Brv_firion_magic_arts_bolt.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=1&lt;br /&gt;
|ap=90&lt;br /&gt;
|gametext=Magic combo starting w/Thunder. &amp;lt;br&amp;gt;Can swap spell from second shot.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Magic Arts: Bolt spawns a projectile at the opponent&#039;s location and wall rushes them on the ground. Firion can use this to harass opponents from a distance thanks to its {{keyword|active|active=1}} duration, decent {{keyword|hitbox|hitbox=1}} and the repeated casts. Most of Firion&#039;s projectiles don&#039;t go through solid obstacles, like walls. This does not apply to Bolt, so Firion can use it against opponents who are trying to stay behind cover. &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=EhazH4c2TJs&amp;amp;t=235 Magic Arts: Bolt can hit behind solid obstacles (Crystal Tower)]&amp;lt;/ref&amp;gt;  &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=rU9esevjw50&amp;amp;t=164 Magic Arts: Bolt can hit behind obstacles (Pandaemonium, opponent POV)]&amp;lt;/ref&amp;gt; Despite its low priority, Bolt encourages opponents to move as getting hit by this can lead to an assist combo or more Bolt pressure.&lt;br /&gt;
&lt;br /&gt;
Bolt takes almost a second to come out and it won&#039;t {{keyword|track|track=1}} the opponent once it&#039;s been casted. Therefore it is not recommended to be used as a general {{keyword|zoning|zoning=1}} tool when opponents are rapidly approaching Firion. &lt;br /&gt;
&lt;br /&gt;
|-|Swordslash (midair)=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;20&#039;&#039;&#039;&lt;br /&gt;
|startup=9F&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee Low&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/6/61/Brv_firion_swordslash_a.jpeg&lt;br /&gt;
|imgpos=60%&lt;br /&gt;
|cancels=Dodge, Block, Attack&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=31&lt;br /&gt;
|ap=90&lt;br /&gt;
|gametext=[Close] Slash in midair. &amp;lt;br&amp;gt;Short reach, but quick strike.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Firion&#039;s midair Swordslash shares a few key traits with the grounded version. It&#039;s very fast, does 20 base damage and can be cancelled into attacks.&lt;br /&gt;
&lt;br /&gt;
Aerial Swordslash works similarly as a {{keyword|poke|poke=1}} that can push opponents away. A big difference is that it can wall rush on the ground instead. This is good for assist combos, and it&#039;s practically higher reward for Firion compared to the grounded Swordslash. However, it&#039;s important to remember that Firion is not a very strong aerial fighter; His other air attacks are slow and he falls slowly after an air dodge. The range on aerial Swordslash is quite short, so it can easily miss even if Firion blocks a melee attack successfully. &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=Dl1G_ZhtdpY&amp;amp;t=261 Swordslash (midair) short range after blocking]&amp;lt;/ref&amp;gt; It can be {{keyword|cancelled|cancel=1}} quickly to build assist gauge, but this is not a preferred situation for Firion.&lt;br /&gt;
&lt;br /&gt;
Aerial Swordslash is also used as a {{keyword|combo filler|filler=1}} during ground Kuja assist combos, usually after ground wall rush. &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=bxDZ9N6HYL4&amp;amp;t=379 Swordslash (midair) as assist combo filler (Lord of Arms)]&amp;lt;/ref&amp;gt; &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=bxDZ9N6HYL4&amp;amp;t=397 Swordslash (midair) as assist combo filler (Straightarrow)]&amp;lt;/ref&amp;gt; &lt;br /&gt;
&lt;br /&gt;
If Firion does not cancel midair Swordslash, he will fall down until the animation finishes.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== HP Attacks ==&lt;br /&gt;
&lt;br /&gt;
=== Ground ===&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Shield Bash=&lt;br /&gt;
{{AbilityInfo2&lt;br /&gt;
|ver1=Close&lt;br /&gt;
|damage1=&#039;&#039;&#039;16&#039;&#039;&#039; (4 x 4)&lt;br /&gt;
|startup1=Block frame 1F~26F, end 49F&lt;br /&gt;
|type1=Physical&lt;br /&gt;
|priority1=Block Mid &amp;gt; Melee High&lt;br /&gt;
|ex1=96&lt;br /&gt;
|effect1=Block&lt;br /&gt;
|cancels1=&lt;br /&gt;
|asthit1=&lt;br /&gt;
|gametext=[Block] Create shield of light. &amp;lt;br&amp;gt;HP attack on successful block.&lt;br /&gt;
|level=20&lt;br /&gt;
|ap=130&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|ver2=Far&lt;br /&gt;
|damage2=&#039;&#039;&#039;10&#039;&#039;&#039; (3, 7)&lt;br /&gt;
|startup2=Block frame 1F~26F, end 49F&lt;br /&gt;
|type2=Magical&lt;br /&gt;
|priority2=Block Mid &amp;gt; Ranged High&lt;br /&gt;
|ex2=60&lt;br /&gt;
|effect2=Block&lt;br /&gt;
|cancels2=&lt;br /&gt;
|asthit2=&lt;br /&gt;
|image=https://dissidia.wiki/images/1/1e/Hp_firion_shield_bash.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[File:Hp_firion_shield_bash_close.jpeg|thumb|300px|Shield Bash (Close).]]&lt;br /&gt;
&lt;br /&gt;
[[File:Hp_firion_shield_bash_far.jpeg|thumb|300px|Shield Bash (Far) fires three homing spells that can be difficult to avoid.]]&lt;br /&gt;
&lt;br /&gt;
Shield Bash is Firion&#039;s {{keyword|command block|commandblock=1}}. When Firion blocks an attack with this, he will respond with a counterattack. There are two counters, near and far. The type of counter depends on how far the opponent is from Firion at that moment.&lt;br /&gt;
&lt;br /&gt;
;Near version&lt;br /&gt;
*A barrage of close-range knife throws.&lt;br /&gt;
*Activates if Shield Bash blocked an attack while opponent was very close.&lt;br /&gt;
*The &amp;quot;close&amp;quot; threshold is approximately at Firion&#039;s head and 1,1 World of Darkness&#039; tiles.&lt;br /&gt;
*The attack can be Melee or Ranged priority, even from assist. Near version still activates based on distance to opponent.&lt;br /&gt;
*Firion {{keyword|tracks|tracking=1}} the opponent, turning around if necessary. Has a low vertical angle.&lt;br /&gt;
&lt;br /&gt;
;Far version&lt;br /&gt;
*Three long-range homing spells based on Flame, Frost and Bolt magic arts.&lt;br /&gt;
*Activates if Shield Bash blocked an attack while opponent was out of &amp;quot;close&amp;quot; threshold.&lt;br /&gt;
*Blocks Ranged Low attacks for majority of the counter.&lt;br /&gt;
&lt;br /&gt;
Shield Bash has multiple use cases. It can counter long-range projectiles and discourage {{keyword|zoning|zoning=1}}. It can be used after a ground dodge to protect against dodge punish attempts. Firion can even set up a Shield Bash by having his Magic Arts: Flame reflected back at him. It&#039;s a powerful defensive tool, partly because it can make opponents think twice before attacking Firion.&lt;br /&gt;
&lt;br /&gt;
Much of Shield Bash&#039;s strengths can be attributed to its blocking duration and the potency of the far version. Shield Bash blocks instantly on frame 1, which gives Firion gapless defense after dodging with Evasion Boost ability. &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=bxDZ9N6HYL4&amp;amp;t=302 Shield Bash far counter evaded (Precision Evasion)]&amp;lt;/ref&amp;gt; The homing spells also travel very far and very quickly; Dodging all of them requires &#039;&#039;&#039;[[Dodge_(Dissidia_012)#Precision_Evasion|Precision Evasion]]&#039;&#039;&#039; or very specific positioning and dodge timing.  This is because the projectiles are huge, {{keyword|active|active=1}} for a long time, and they leave very few gaps in between them. If either first or second projectile hits, the rest is guaranteed.&lt;br /&gt;
&lt;br /&gt;
The third projectile (bolt) is a 1-hit HP that generates 60 EX and knocks opponent upward for an {{keyword|assist combo|assistcombo=1}}. If the bolt hits from below, it can trigger the HP hit multiple times. That means multiple {{keyword|meter depletion|depletion=1}} ticks and an excessive amount of EX Force on the field. Since Firion is a prominent Side by Side {{accsp}} user, Shield Bash can also fill both assist gauges effectively in this manner.&lt;br /&gt;
&lt;br /&gt;
As for downsides, Shield Bash can only block low priority attacks. Any mid or high priority attack, such as {{012gar}}&#039;s Lance Charge or {{012zid}}&#039;s Free Energy cause Firion to get staggered or guard crushed. &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=EhazH4c2TJs&amp;amp;t=188 Shield Bash cannot block high priority attack (Zidane Free Energy)]&amp;lt;/ref&amp;gt; In that sense it is not much different from a regular block. Shield Bash also struggles against {{keyword|halo camping|halocamp=1}} in large stages; Firion cannot block attacks if his opponent insists on staying away from him. The far version can also be interrupted with assist, but Auto Assist Lock On extra ability helps with that. Shield Bash (far) automatically interrupts assists with this ability, as long as more projectiles can come out. Firion will keep aiming at the assist even after opponent&#039;s assist disappears, which makes Firion more vulnerable to {{keyword|punishes|punish=1}}.&lt;br /&gt;
&lt;br /&gt;
|-|Straightarrow (ground)=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=-&lt;br /&gt;
|startup=61F&lt;br /&gt;
|type=-&lt;br /&gt;
|priority=Ranged High&lt;br /&gt;
|ex=30&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/1/11/Hp_firion_straightarrow_g.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=1&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=[Long] Fire arrow of light. &amp;lt;br&amp;gt;Charge to adjust timiing.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Straightarrow is Firion&#039;s primary {{keyword|zoning|zoning=1}} tool. It is a single projectile that travels at high speed when fired. What makes this move really effective is Firion&#039;s ability to hold it. As long as Square {{pspsqu}} is held, Firion continues to aim at the opponent regardless of where they move. Firion adjusts his aim fairly quickly, so he can snipe slow movement, {{keyword|whiffs|whiff=1}} and dodges &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=bxDZ9N6HYL4&amp;amp;t=23 Straightarrow can punish air dodge]&amp;lt;/ref&amp;gt; with relative ease by releasing Square {{pspsqu}}.&lt;br /&gt;
&lt;br /&gt;
The ground version of Straightarrow is not used as often as the midair version. However, it can be occasionally useful to Firion as a slightly faster version of the move. This is because Firion does not have to jump in order to use it. Firion is considered airborne when using Straightarrow on the ground, so fast air assists can punish him.&lt;br /&gt;
&lt;br /&gt;
Straightarrow has a maximum charge time of roughly 1 second (from startup, ~2 seconds in total). After that, Firion will fire Straightarrow automatically. This applies to midair version as well.&lt;br /&gt;
&lt;br /&gt;
|-|Lord of Arms=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;20&#039;&#039;&#039; (4 x 5)&lt;br /&gt;
|startup=33F (above Firion), 49F (1st), 99F (2nd)&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee High&lt;br /&gt;
|ex=30&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/8/8d/Hp_firion_lord_of_arms.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=36&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=[Mid] Use all weapons. Extremely accurate.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Firion uses weapons to fire two energy waves in quick succession. Lord of Arms {{keyword|tracks|tracking=1}} around Firion, which can force a dodge in close-range. This is great, because the second wave can punish regular dodges and still wall rush. Lord of Arms can be effective as a high priority {{keyword|mixup|mixup=1}} against fidgety opponents. It has enough lateral reach to punish &#039;&#039;&#039;[[Landing_lag|landing lag]]&#039;&#039;&#039; as well. &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=bxDZ9N6HYL4&amp;amp;t=377 Lord of Arms punishes landing lag from max range]&amp;lt;/ref&amp;gt; It wall rushes on the ground, which leads to damaging assist combos. Lord of Arms has a {{keyword|hitbox|hitbox=1}} above Firion, which comes out the fastest, so it does work as an {{keyword|anti-air|anti-air=1}} if Firion needs it. Firion is considered grounded during this move, so he won&#039;t always get punished by slow assists (Kuja ground BRV, Aerith air BRV). Also, Lord of Arms can cause multiple HP hits with the second wave. This greatly increases assist gauge filled with Side by Side {{accsp}} and meter depletion.&lt;br /&gt;
&lt;br /&gt;
Although Lord of Arms is powerful, it can still be dangerous to use recklessly. It has long {{keyword|recovery|recovery=1}}, which can be {{keyword|punished|punish=1}}. &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=EhazH4c2TJs&amp;amp;t=195 Lord of Arms&#039; long recovery, vulnerable to punishes]&amp;lt;/ref&amp;gt; It may have good tracking, but it&#039;s not omnipotent; The waves don&#039;t reach high up into the air, and they can be avoided by dashing sideways with Omni Ground Dash or Multi Air Slide. The invincibility from Evasion Boost and / or Precision Evasion can also evade Lord of Arms with proper timing. Firion also needs to look out for &#039;&#039;&#039;[[Bravery_(Dissidia_012)#Bravery_Break|bravery breaks]]&#039;&#039;&#039; from assists; Firion always fires both energy waves even if they miss. That means if the opponent cannot evade the second wave after dodging, they can call assist and hit Firion after taking HP damage. Auto Assist Lock On support ability won&#039;t do much in this case.&lt;br /&gt;
&lt;br /&gt;
Overall Lord of Arms has high upset potential, but it still leaves Firion vulnerable if it misses. A strong move when used carefully.&lt;br /&gt;
&lt;br /&gt;
|-|Double Trouble A=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;+10&#039;&#039;&#039; (2, 1 x 6, 2) (30 Total)&lt;br /&gt;
|startup=??&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee High&lt;br /&gt;
|ex=30&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/2/25/Hp_firion_double_trouble.jpeg&lt;br /&gt;
|imgpos=60%&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=Branching from Lance Combo. &amp;lt;br&amp;gt;[Combo] Multi-weapon attack.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Double Trouble is Firion&#039;s {{keyword|HP link|hplink=1}}, which causes solo HP damage and devastating assist combos with Side by Side {{accsp}}. It is available with three of Firion&#039;s ground braveries, and Firion is expected to have it in most {{keyword|matchups|matchup=1}}. Double Trouble knocks at a downward diagonal angle, and it wall rushes on the ground in most stages. &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=1N1IeTT0Uu0&amp;amp;t=230 Double Trouble wall rushes on the ground]&amp;lt;/ref&amp;gt; This creates consistent damage output for Firion whenever he gets a good hit on the opponent.&lt;br /&gt;
&lt;br /&gt;
If opponent escapes from Double Trouble with Assist Change, Firion will keep doing this move even when it misses. That makes Firion vulnerable to punish attempts. &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=EhazH4c2TJs&amp;amp;t=380 Double Trouble punished after Assist Change] &amp;lt;/ref&amp;gt; &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=W2KoophyA6w&amp;amp;t=148 Double Trouble punished after Assist Change (Squall Aerial Circle)]&amp;lt;/ref&amp;gt; However, Firion can quickly {{keyword|cancel|cancel=1}} the {{keyword|recovery|recovery=1}} into a dodge after the final hit. &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=EhazH4c2TJs&amp;amp;t=17 Double Trouble has short recovery when it is dodge cancelled]&amp;lt;/ref&amp;gt; This makes Double Trouble a bit safer to use, and puts the onus on the opponent to punish properly. &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=W2KoophyA6w&amp;amp;t=94 Double Trouble has short recovery when it is dodge cancelled (Squall Aerial Circle)]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-|Double Trouble B=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;+10&#039;&#039;&#039; (2, 1 x 6, 2) (30 Total)&lt;br /&gt;
|startup=?&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee High&lt;br /&gt;
|ex=30&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/2/25/Hp_firion_double_trouble.jpeg&lt;br /&gt;
|imgpos=60%&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=Branching from Rope Knife. &amp;lt;br&amp;gt;[Combo] Multi-weapon attack.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Identical with Double Trouble A.&lt;br /&gt;
&lt;br /&gt;
|-|Double Trouble C=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;+10&#039;&#039;&#039; (2, 1 x 6, 2) (30 Total)&lt;br /&gt;
|startup=??&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee High&lt;br /&gt;
|ex=30&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/2/25/Hp_firion_double_trouble.jpeg&lt;br /&gt;
|imgpos=60%&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=Branching from Reel Axe. &amp;lt;br&amp;gt;[Combo] Multi-weapon attack.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Identical with Double Trouble A.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Aerial ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Straightarrow (midair)=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=-&lt;br /&gt;
|startup=61F&lt;br /&gt;
|type=-&lt;br /&gt;
|priority=Ranged High&lt;br /&gt;
|ex=30&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/4/44/Hp_firion_straightarrow_a.jpeg&lt;br /&gt;
|imgpos=55%&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=1&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=[Long] Fire arrow of light. &amp;lt;br&amp;gt;Charge to adjust timing.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Firion&#039;s primary {{keyword|zoning|zoning=1}} tool, but in the air. This is identical with the ground version. The main difference boils down to this being usable in the air; Whenever Firion is in the air, he can apply pressure with Straightarrow. Hold Square {{pspsqu}} to aim, release to fire. Its fast travel speed makes it good for {{keyword|punishing|punish=1}} moves from a distance. &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=i0wVA8eKICo&amp;amp;t=714 Straightarrow can whiff punish from a distance]&amp;lt;/ref&amp;gt; It can still miss against fast movement, &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=Dl1G_ZhtdpY&amp;amp;t=175 Straightarrow tracking against fast run speed (misses)]&amp;lt;/ref&amp;gt; &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=SGv4ADXqhCw&amp;amp;t=708 Straightarrow no vertical tracking once fired]&amp;lt;/ref&amp;gt;, but it&#039;s great at capitalizing on opponent&#039;s mistakes otherwise.&lt;br /&gt;
&lt;br /&gt;
Straightarrow can quickly rack up damage, because it forces opponents to stop and respond in specific ways, and punishes them if they fail. &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=SGv4ADXqhCw&amp;amp;t=628 Firion forces a Straightarrow mixup after LV2 Assist Change.]&amp;lt;/ref&amp;gt; &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=bxDZ9N6HYL4&amp;amp;t=248 Firion forces Straightarrow in small space and punishes air dodge]&amp;lt;/ref&amp;gt; &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=Dl1G_ZhtdpY&amp;amp;t=268 Firion delays Straightarrow&#039;s timing to apply pressure.]&amp;lt;/ref&amp;gt; It can Wall Rush, which is great for assist follow-ups. &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=i0wVA8eKICo&amp;amp;t=1053 Straightarrow Wall Rush, great for assist combos]&amp;lt;/ref&amp;gt; With Side by Side {{accsp}}, Firion also gets a chunk of assist gauge whenever Straightarrow hits. &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=i0wVA8eKICo&amp;amp;t=1004 Straightarrow fills assist gauge with Side by Side]&amp;lt;/ref&amp;gt; All these factors contribute greatly to Straightarrow&#039;s staying power. It can slow down the pace of a match and yields good reward on hit without demanding conditions. Straightarrow is a character-defining move in several aspects.&lt;br /&gt;
&lt;br /&gt;
Firion is vulnerable in a few ways during Straightarrow (both ground and midair). For one, he cannot quickly turn his aim behind him, so he needs to make sure opponents cannot dodge behind his back. &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=EhazH4c2TJs&amp;amp;t=81 Firion turns Straightarrow aim slowly behind hims]&amp;lt;/ref&amp;gt; Firion can still hit behind his back if he can reorient himself in time, &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=W2KoophyA6w&amp;amp;t=110 Straightarrow aims behind Firion (Squall air dodge, near wall)]&amp;lt;/ref&amp;gt; but he needs to be aware when his maximum charge time ends.&lt;br /&gt;
&lt;br /&gt;
The second vulnerability has to do with assists; Once Firion fires the projectile, his {{keyword|recovery|recovery=1}} is long enough for quick air assists to punish him. &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=ra6pKVI6gno&amp;amp;t=284 Straightarrow gets assist punished after firing.]&amp;lt;/ref&amp;gt; Furthermore, if Firion gets predictable, the opponent can call assist before taking damage from Straightarrow. &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=bxDZ9N6HYL4&amp;amp;t=292 Straightarrow gets assist punished during {{keyword|startup|startup=1}}]&amp;lt;/ref&amp;gt; This can be exploited further; When Firion deals HP damage, the assist can bravery break him immediately afterwards. &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=ra6pKVI6gno&amp;amp;t=99 Firion hits Straightarrow, gets broken by assist afterwards.]&amp;lt;/ref&amp;gt; That can have a devastating effect on Firion&#039;s momentum just for a single Straightarrow. Being mindful of resources, Straightarrow release timings and maximum charge time will help a lot in long matches. And lastly, Firion cannot fire Straightarrow in under a second, so he can always take damage before then. &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=EhazH4c2TJs&amp;amp;t=351 Straightarrow gets hit during startup]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
With Auto Assist Lock On, Firion can automatically aim at assists that are called when Straightarrow is being held. &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=SGv4ADXqhCw&amp;amp;t=312 Straightarrow automatically aims at assist (Auto Assist Lock On)]&amp;lt;/ref&amp;gt; This makes it much safer to use in {{keyword|neutral|neutral=1}}. &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=EhazH4c2TJs&amp;amp;t=442 Straightarrow with Auto Assist Lock On, Firion avoids punishment]&amp;lt;/ref&amp;gt; This can give Firion more assist gauge with Side by Side {{accsp}}, but it can also set himself up for a pincer attack from his opponent. &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=EhazH4c2TJs&amp;amp;t=406 Straightarrow with Auto Assist Lock On, Firion gets punished by opponent&#039;s point character]&amp;lt;/ref&amp;gt; Auto Assist Lock On also makes it harder to protect Firion&#039;s own assist if opponent escapes with Assist Change; Auto Assist Lock On forces Firion to aim at the assist even when they disappear after Assist Change. &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=bxDZ9N6HYL4&amp;amp;t=309 Straightarrow keeps aiming at assist after they&#039;re gone (Auto Assist Lock On)]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-|Weaponsmaster=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;22&#039;&#039;&#039; (2 x 11)&lt;br /&gt;
|startup=53F&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee High&lt;br /&gt;
|ex=~30&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/c/c1/Hp_firion_weaponsmaster.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=8&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=[Mid] Use all weapons. &amp;lt;br&amp;gt;Steals bravery, then HP attack.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Weaponsmaster is Firion&#039;s primary aerial HP for bravery damage. It is commonly used to end assist combos after Kuja assist. It also works as a no-frills counter after blocking an opponent. &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=EhazH4c2TJs&amp;amp;t=67 Weaponsmaster as a no-frills counter after blocking opponent]&amp;lt;/ref&amp;gt; It has good lateral range and it stays {{keyword|active|active=1}} for majority of the attack once it&#039;s out. Firion can use this to challenge dodges in smaller spaces, and if it hits, it can wall rush for an assist combo.&lt;br /&gt;
&lt;br /&gt;
Firion will automatically turn towards opponent during {{keyword|startup|startup=1}}. Even if an opponent goes under him, Firion will quickly adjust his aim. Afterwards, Firion&#039;s direction is fixed, and he will move slowly towards opponent. This slightly increases Weaponsmaster&#039;s maximum range. The long animation makes Firion susceptible to counterattacks. &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=ra6pKVI6gno&amp;amp;t=271 Weaponsmaster long recovery is punishable]&amp;lt;/ref&amp;gt; As a result, it carries high risk for controlling space compared to Straightarrow and Lord of Arms. Many competitive assists have faster air braveries than ground braveries, so in terms of {{keyword|assist punishes|assistpunish=1}}, Weaponsmaster is not afforded the same degree of safety as Lord of Arms. Firion should also be careful if opponent can escape with Assist Change, since he can be punished afterwards. &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=ra6pKVI6gno&amp;amp;t=187 Weaponsmaster gets punished with opponent Firion&#039;s Straightarrow after LV1 Assist Change]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== EX Mode: Blood Weapon equipped! ==&lt;br /&gt;
Effects:&lt;br /&gt;
* Regen&lt;br /&gt;
* Critical Boost&lt;br /&gt;
* Blood Weapon&lt;br /&gt;
&lt;br /&gt;
Firion has a strong EX mode due to the health regeneration from Blood Weapon. The major downside is that Firion&#039;s EX generation is weak overall, and is outclassed by high base bravery and Side by Side {{accsp}} builds. Firion may not get access to EX mode often, but if he does, he can benefit greatly from it.&lt;br /&gt;
&lt;br /&gt;
=== Blood Weapon ===&lt;br /&gt;
{{image|https://dissidia.wiki/images/b/b7/Ex_mode_firion_blood_magic.jpeg}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[Activates when HP attack hits] Absorbs HP equivalent to damage dealt.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Blood Weapon heals Firion whenever he lands an HP attack during EX mode. It will heal as much health as Firion had bravery at the time. Even though it heals with HP damage, it does not work with Wall Rush HP damage. Therefore this effect is strictly more powerful at higher bravery.&lt;br /&gt;
&lt;br /&gt;
Blood Weapon is very powerful for making comebacks, or establishing an exceptionally good health lead. The healing effect also applies to EX Burst as well, so Firion can guarantee at least two heals if he lands an HP attack. If Firion is already in a winning position, Blood Weapon allows him to secure a win even more decisively compared to most characters.&lt;br /&gt;
&lt;br /&gt;
=== EX Burst: Fervid Blazer ===&lt;br /&gt;
{{image|https://dissidia.wiki/images/e/e7/Ex_burst_firion.jpeg}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;A chain of attacks releasing the power of his weapons. Damage dealt adds to his own HP. Enter the commands that display before the attack.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{burst&lt;br /&gt;
|damage1=3 x 3 (9)&lt;br /&gt;
|damage2=4 x 3, 5 x 2, 13, 6 x 2, 12, 4 x 8 (100 total)&lt;br /&gt;
|type=Physical&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Fervid Blazer demands five button inputs in order, shown from left to right. Firion has roughly two seconds to complete the button sequence. The button sequence may change each time, but the common structure is three directional inputs, then two face button inputs. The d-pad must always be used, even if d-pad is used to move the character.&lt;br /&gt;
&lt;br /&gt;
Each wrong button press locks one input from the sequence. That means Firion will do one attack less during the EX Burst. If there are no successful inputs, Firion will transition straight into the last barrage of arrow shots.&lt;br /&gt;
&lt;br /&gt;
== Combos ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main article: &#039;&#039;&#039;[[Firion_(Dissidia_012)/Combos|Firion (Combos)]]&#039;&#039;&#039; &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Firion&#039;s practical combos are mostly limited to assist combos. As an HP linker, he benefits a lot from any Wall Rush he gets from Double Trouble, Lord of Arms and Straightarrow. He works with a few competitive assists, of which Kuja is most reliable.&lt;br /&gt;
&lt;br /&gt;
=== Solo ===&lt;br /&gt;
&lt;br /&gt;
Firion&#039;s solo combos are situational at best, either requiring wall or setting up Magic Arts: Fire beforehand.&lt;br /&gt;
&lt;br /&gt;
{{Combo-012&lt;br /&gt;
| data      = &lt;br /&gt;
{{Combo-012Data&lt;br /&gt;
|combo=&#039;&#039;&#039;Magic Arts: Flame&#039;&#039;&#039; &amp;gt; Rope Knife &amp;gt; Double Trouble&lt;br /&gt;
|condition=Projectile Starter&lt;br /&gt;
|requirement=Set Up Projectile&lt;br /&gt;
|purpose=Stray Hit Combo&lt;br /&gt;
|damage=40 + HP &amp;amp; WR&lt;br /&gt;
|damagehits=10 &amp;gt; 20 &amp;gt; 10 + HP &amp;amp; WR&lt;br /&gt;
|ex=60&lt;br /&gt;
|exhits=0 &amp;gt; 30 &amp;gt; 30&lt;br /&gt;
|meteropp=&lt;br /&gt;
|video=&lt;br /&gt;
|notes=If Flame hits, it has just enough {{keyword|hit stun|hitstun=1}} for solo combos. The challenge here is hitting the opponent with Flame while being actionable. Assists can help with that, but in a {{keyword|neutral|neutral=1}} situation this may not be as practical. Rope Knife, Straightarrow and Lord of Arms are all serviceable followups, assuming Firion is close enough to land them.&lt;br /&gt;
}}&lt;br /&gt;
{{Combo-012Data&lt;br /&gt;
|combo=&#039;&#039;&#039;Lance Combo&#039;&#039;&#039; &amp;gt; Followup (↑) &amp;gt; {{clr|dc=1}} &amp;gt; Rope Knife &amp;gt; Double Trouble&lt;br /&gt;
|condition=Poke Starter&lt;br /&gt;
|requirement=Ground, Near Wall&lt;br /&gt;
|purpose=BRV Damage &amp;amp; Assist Gain&lt;br /&gt;
|damage=55 + HP &amp;amp; Wall Rush&lt;br /&gt;
|damagehits=20 &amp;gt; 5 &amp;gt; 20 &amp;gt; 10 + HP &amp;amp; WR&lt;br /&gt;
|ex=90&lt;br /&gt;
|exhits=15 &amp;gt; 15 &amp;gt; 30 &amp;gt; 30&lt;br /&gt;
|meteropp=&lt;br /&gt;
|video=&lt;br /&gt;
|notes=Followup (↑) has just enough {{keyword|hit stun|hitstun=1}} for Firion to dodge and combo into Rope Knife. This requires being very close to wall, as this relies on reducing opponent&#039;s knockback and keeping Firion close. The dodge cancel and the following Rope Knife must be done as soon as humanly possible, so the timing is strict.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Lance Combo and Reel Axe are more reliable combo starters here, but Rope Knife can start this combo as well. It is a niche solo combo in most stages, but Firion does get more assist gauge for using different attacks. Naturally, it also deals more BRV damage.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Assist (Kuja) ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main article: &#039;&#039;&#039;[[Firion_(Dissidia_012)/Combos#Assist_Combos_(Kuja)|Firion Combos (Kuja Assist)]]&#039;&#039;&#039; &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Firion has a straightforward and effective synergy with Kuja. He can Wall Rush off of his key moves, and then have Kuja follow up. Firion typically ends his combos with Weaponsmaster or Straightarrow (midair). Whenever Firion gets a ground Wall Rush (e.g. Double Trouble), he can also increase the reward on hit with {{keyword|fillers|filler=1}}.&lt;br /&gt;
&lt;br /&gt;
{{Combo-012&lt;br /&gt;
| data      = &lt;br /&gt;
{{Combo-012Data&lt;br /&gt;
|combo=&#039;&#039;&#039;Rope Knife&#039;&#039;&#039; &amp;gt; Followup (↓) &amp;gt; {{clr|wr=1}} &amp;gt; {{clr|astbrv=1}} &amp;gt; {{clr|ac=1}} &amp;gt; Weaponsmaster&lt;br /&gt;
|condition=Punish Starter&lt;br /&gt;
|requirement=Ground, Wall Rush (Floor)&lt;br /&gt;
|purpose=BRV Damage, Beginner Combo&lt;br /&gt;
|damage=89 + HP &amp;amp; Wall Rush&lt;br /&gt;
|damagehits=20 &amp;gt; 8 &amp;gt; 43 (Assist) &amp;gt; 18 + HP &amp;amp; WR&lt;br /&gt;
|ex=~75&lt;br /&gt;
|exhits=45 &amp;gt; ~30&lt;br /&gt;
|meteropp=142&lt;br /&gt;
|video=https://www.youtube.com/watch?v=udGT9uPWtYM&amp;amp;t=17&lt;br /&gt;
|notes=Not particularly strong, but suitable for beginners.&lt;br /&gt;
&lt;br /&gt;
Followup (↓) can also catch aggressive opponents with mid priority if Rope Knife misses. Firion players should keep an eye out for this if they use this move.&lt;br /&gt;
}}&lt;br /&gt;
{{Combo-012Data&lt;br /&gt;
|combo=&#039;&#039;&#039;Rope Knife&#039;&#039;&#039; &amp;gt; Double Trouble &amp;gt; {{clr|wr=1}} &amp;gt; {{clr|astbrv=1}} &amp;gt; Straightarrow &amp;gt; {{clr|ac=1}} &amp;gt; Weaponsmaster&lt;br /&gt;
|condition=Punish Starter&lt;br /&gt;
|requirement=Ground, Wall Rush&lt;br /&gt;
|purpose=HP Link, Multipurpose&lt;br /&gt;
|damage=92 + HP &amp;amp; Wall Rush&lt;br /&gt;
|damagehits=20 &amp;gt; 10 + HP &amp;amp; WR &amp;gt; 46 (Assist) &amp;gt; HP &amp;gt; 16 + HP &amp;amp; WR&lt;br /&gt;
|ex=~90&lt;br /&gt;
|exhits=30 &amp;gt; ~30 &amp;gt; 0 &amp;gt; ~30&lt;br /&gt;
|meteropp=141&lt;br /&gt;
|video=https://www.youtube.com/watch?v=udGT9uPWtYM&amp;amp;t=115&lt;br /&gt;
|notes=A Firion classic. Recommended for high base bravery builds. Straightarrow filler serves a few purposes; It adds meter depletion, resets base BRV recovery to normal and increases critical hit rate for Weaponmaster during base BRV recovery. Straightarrow can be fired whenever during Kuja&#039;s multi-hits, and if it Wall Rushes, it&#039;s even better for Firion.&lt;br /&gt;
}}&lt;br /&gt;
{{Combo-012Data&lt;br /&gt;
|combo=&#039;&#039;&#039;Shield Bash (far)&#039;&#039;&#039; &amp;gt; {{clr|astbrv=1}} &amp;gt; {{clr|ac=1}} &amp;gt; Weaponsmaster&lt;br /&gt;
|condition=Counter Starter&lt;br /&gt;
|requirement=Ground, Midrange&lt;br /&gt;
|purpose=Anti-{{keyword|Zoning|zoning=1}}&lt;br /&gt;
|damage=68 + HP &amp;amp; WR&lt;br /&gt;
|damagehits=10 + HP &amp;gt; 4,16,20 (40 total, Assist) &amp;gt; 18 + HP &amp;amp; WR&lt;br /&gt;
|ex=~90&lt;br /&gt;
|exhits=60 &amp;gt; ~30&lt;br /&gt;
|meteropp=102&lt;br /&gt;
|video=https://www.youtube.com/watch?v=udGT9uPWtYM&amp;amp;t=154&lt;br /&gt;
|notes=Shield Bash&#039;s long range counter controls a lot of space, and leads to assist combo on hit. Firion should be careful about his positioning, however; Normally the thunder bolt knocks opponent upward once. If the thunder bolt hits from below, it can knock opponent up multiple times.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;This generates lots of EX Force (and assist gauge with Side by Side {{accsp}}), but it also delays Kuja assist timing a lot. The exact timing can be difficult to measure at first, but roughly 1 second after the first bolt hit can work. If in doubt, please watch the example video linked here.&lt;br /&gt;
}}&lt;br /&gt;
{{Combo-012Data&lt;br /&gt;
|combo=&#039;&#039;&#039;Straightarrow&#039;&#039;&#039; &amp;gt; {{clr|wr=1}} &amp;gt; {{clr|astbrv=1}} &amp;gt; Straightarrow &amp;gt; {{clr|ac=1}} &amp;gt; Weaponsmaster&lt;br /&gt;
|condition=HP Projectile Starter&lt;br /&gt;
|requirement=Wall Rush (Ground)&lt;br /&gt;
|purpose={{keyword|Zoning|zoning=1}} Reward, Multipurpose&lt;br /&gt;
|damage=65 + HP &amp;amp; Wall Rush&lt;br /&gt;
|damagehits=HP + WR &amp;gt; 47 (Assist) + HP (&amp;amp; WR) &amp;gt; 18 + HP &amp;amp; WR&lt;br /&gt;
|ex=~30&lt;br /&gt;
|exhits=0 &amp;gt; 0 &amp;gt; ~30&lt;br /&gt;
|meteropp=94&lt;br /&gt;
|video=https://www.youtube.com/watch?v=udGT9uPWtYM&amp;amp;t=214&lt;br /&gt;
|notes=Straightarrow combo against grounded opponents. Matchup dependent, but still recommended for high base BRV builds. The Straightarrow filler serves the same role as with prior core combos; Resets base BRV recovery, adds meter depletion and increases critical hit rate for Weaponsmaster.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
= Builds =&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-|Side by Side (Judgment of Lufenia + Wall Rush)=&lt;br /&gt;
{{Build&lt;br /&gt;
|hp=9576&lt;br /&gt;
|cp=450&lt;br /&gt;
|brv=1394&lt;br /&gt;
|atk=178&lt;br /&gt;
|def=184&lt;br /&gt;
|luk=61&lt;br /&gt;
|booster=x2.9&lt;br /&gt;
|setbonus=Judgment of Lufenia&lt;br /&gt;
|ast={{012kuja}}&lt;br /&gt;
|wpn=Lufenian Gun&lt;br /&gt;
|hand=Chainsaw {{equip}}&lt;br /&gt;
|head=Lufenian Cap&lt;br /&gt;
|armor=Lufenian Armor {{equip}}&lt;br /&gt;
|acc1={{accbas}} Sniper Eye&lt;br /&gt;
|acc2={{accbas}} Bravery Orb&lt;br /&gt;
|acc3={{accbas}} Dismay Shock&lt;br /&gt;
|acc4={{accbas}} Battle Hammer&lt;br /&gt;
|acc5={{accboo}} BRV = 0&lt;br /&gt;
|acc6={{accboo}} Empty EX Gauge&lt;br /&gt;
|acc7={{accboo}} Pre-EX Mode&lt;br /&gt;
|acc8={{accsp}} Blue Gem&lt;br /&gt;
|acc9={{accsp}} Miracle Shoes&lt;br /&gt;
|acc10={{accsp}} Side by Side&lt;br /&gt;
|summon=Rubicante&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Equip Machinery extra ability for the listed base bravery.&lt;br /&gt;
&lt;br /&gt;
This build focuses on assist meter drain and adding damage via HP wall rushes.&lt;br /&gt;
&lt;br /&gt;
|-|Build #1=&lt;br /&gt;
{{Build&lt;br /&gt;
|hp=&lt;br /&gt;
|cp=&lt;br /&gt;
|brv=&lt;br /&gt;
|atk=&lt;br /&gt;
|def=&lt;br /&gt;
|luk=&lt;br /&gt;
|booster=&lt;br /&gt;
|setbonus=&lt;br /&gt;
|ast=&lt;br /&gt;
|wpn=&lt;br /&gt;
|hand=&lt;br /&gt;
|head=&lt;br /&gt;
|armor=&lt;br /&gt;
|acc1=&lt;br /&gt;
|acc2=&lt;br /&gt;
|acc3=&lt;br /&gt;
|acc4=&lt;br /&gt;
|acc5=&lt;br /&gt;
|acc6=&lt;br /&gt;
|acc7=&lt;br /&gt;
|acc8=&lt;br /&gt;
|acc9=&lt;br /&gt;
|acc10=&lt;br /&gt;
|summon=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Assist =&lt;br /&gt;
&lt;br /&gt;
Firion&#039;s assist data.&lt;br /&gt;
&lt;br /&gt;
{{012Assist&lt;br /&gt;
|type1=BRV&lt;br /&gt;
|attack1=Rope Knife&lt;br /&gt;
|startup1=23F&lt;br /&gt;
|position1=Ground&lt;br /&gt;
|spawn1=Opponent&lt;br /&gt;
|damage1=2 x 10, 25 (45)&lt;br /&gt;
|effect1=Wall Rush&lt;br /&gt;
|type2=BRV&lt;br /&gt;
|attack2=Magic Arts: Flame&lt;br /&gt;
|startup2=25F&lt;br /&gt;
|position2=Air&lt;br /&gt;
|spawn2=Opponent&lt;br /&gt;
|damage2=10 each (up to 30)&lt;br /&gt;
|effect2=-&lt;br /&gt;
|type3=HP&lt;br /&gt;
|attack3=Straightarrow&lt;br /&gt;
|startup3=61F&lt;br /&gt;
|position3=Ground&lt;br /&gt;
|spawn3=Opponent&lt;br /&gt;
|damage3=-&lt;br /&gt;
|effect3=Wall Rush&lt;br /&gt;
|type4=HP&lt;br /&gt;
|attack4=Weaponmaster&lt;br /&gt;
|startup4=52F&lt;br /&gt;
|position4=Air&lt;br /&gt;
|spawn4=Opponent&lt;br /&gt;
|damage4=2 x 11 (22)&lt;br /&gt;
|effect4=Wall Rush&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Firion works with a limited number of assists, but can also use The Emperor. Kuja&lt;br /&gt;
&lt;br /&gt;
= References =&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{navbox012}}&lt;br /&gt;
&lt;br /&gt;
{{roadmap012fir}}&lt;/div&gt;</summary>
		<author><name>Muggshotter</name></author>
	</entry>
	<entry>
		<id>https://dissidia.wiki/index.php?title=Firion_(Dissidia_012)&amp;diff=4819</id>
		<title>Firion (Dissidia 012)</title>
		<link rel="alternate" type="text/html" href="https://dissidia.wiki/index.php?title=Firion_(Dissidia_012)&amp;diff=4819"/>
		<updated>2026-04-01T09:48:07Z</updated>

		<summary type="html">&lt;p&gt;Muggshotter: /* Follow-ups */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Dissidia 012 Final Fantasy]]&lt;br /&gt;
{{012CharNavFir}}&lt;br /&gt;
&lt;br /&gt;
{{CharacterInfo&lt;br /&gt;
|portrait=https://resources.dissidia.wiki/ddff/portraits/ddff-port-firion.png&lt;br /&gt;
|name=Firion (フリオニール)&lt;br /&gt;
|origin=Final Fantasy II&lt;br /&gt;
|atk=111 (High)&lt;br /&gt;
|def=112 (High)&lt;br /&gt;
|runspeed=8 (Below Average)&lt;br /&gt;
|dash=81 (Below Average)&lt;br /&gt;
|fall=81 (Average)&lt;br /&gt;
|fallr=38 (Average)&lt;br /&gt;
|fastestbrv=9F (Swordslash)&lt;br /&gt;
|fastesthp=33F / 49F (Lord of Arms)&lt;br /&gt;
|1hithp=Yes (Straightarrow)&lt;br /&gt;
|hplinks=Yes&lt;br /&gt;
|cmdblock=Yes (Shield Bash)&lt;br /&gt;
|weapon=All normal weapons, Parrying Weapons, Guns, Poles&lt;br /&gt;
|armor=Bangles, Chestplates, Clothing, Hats,&amp;lt;br&amp;gt;Headbands, Helms, Light Armor, Shields&lt;br /&gt;
|exclusives=Rebellion Army, Longinus, Wild Rose&lt;br /&gt;
|unlock=Default&lt;br /&gt;
|alignment=Cosmos&lt;br /&gt;
|vajp=[https://en.wikipedia.org/wiki/Hikaru_Midorikawa Hikaru Midorikawa]&lt;br /&gt;
|vaeng=[https://en.wikipedia.org/wiki/Johnny_Yong_Bosch Johnny Yong Bosch]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Firion is a defensive ground-oriented fighter. His main strategy revolves around controlling space with Straightarrow and {{keyword|punishing|punish=1}} approaches with {{keyword|HP links|hplink=1}} or Shield Bash counters. With quick Swordslash {{keyword|pokes|poke=1}} and Magic Arts {{keyword|projectiles|projectile=1}}, Firion has tools for almost any range. Defend with Swordslash and Shield Bash, pressure with Straightarrow and go for broke with a grounded HP link.&lt;br /&gt;
&lt;br /&gt;
Firion’s defense is backed up by his damage output; As an {{keyword|HP linker|hplinker=1}}, Firion benefits a lot from &#039;&#039;&#039;[[Multiplayer_Build_Guide_(Dissidia_012)#Side_by_Side|Side by Side builds.]]&#039;&#039;&#039; His common Double Trouble HP link &#039;&#039;&#039;[[Wall_Rush_(Dissidia_012_Final_Fantasy)|wall rushes]]&#039;&#039;&#039; on the ground, which sets up high damage assist combos consistently. With &#039;&#039;&#039;[[Multiplayer_Build_Guide_(Dissidia_012)#Damage_(high_base_bravery)|high base bravery]]&#039;&#039;&#039; and Side by Side, Firion can quickly fill assist gauge and get big momentum with one HP hit. Firion’s HP attacks are also strong in {{keyword|neutral|neutral=1}}, so stray hits and callouts are rewarding as well.&lt;br /&gt;
&lt;br /&gt;
As a ground fighter, Firion is more vulnerable in the air. Aggressive opponents can overwhelm him there due to his short range and telegraphed low priority projectiles. His mobility is also below average, and his floaty air dodges leave him open to &#039;&#039;&#039;[[Dodge_(Dissidia_012)#Dodge_punishment|dodge punishment.]]&#039;&#039;&#039; Firion also cannot force opponents to fight near ground, unless he commits to slower EX gain, which is outclassed by Side by Side. In addition, his Straightarrow pressure suffers against fast movement and {{keyword|whiff punishes|whiffpunish=1}} once opponents have assist.&lt;br /&gt;
&lt;br /&gt;
In competitive play, Firion has been consistently ranked at high tier. He is good at controlling space and capitalizing on mistakes at mid-range. He cannot fight as effectively in the air, or prevent all opponents from staying there. He performs well against close-range characters such as {{012clo}}, {{012zid}} and {{012pri}}, and small stages such as Pandaemonium - Top Floor make it harder to run away from him. Despite the weak EX generation and air combat, Firion’s high damage and straightforward gameplan have made him a consistent tournament threat.&lt;br /&gt;
&lt;br /&gt;
{{ProConTable&lt;br /&gt;
|pros=*&#039;&#039;&#039;Defensive ground combat&#039;&#039;&#039; - Firion can stand toe-to-toe in close-range combat with Swordslash &amp;amp; Rope Knife BRVs and Shield Bash HP for protection after a dodge.&lt;br /&gt;
*&#039;&#039;&#039;Anti-{{keyword|zoning|zoning=1}}&#039;&#039;&#039; - Shield Bash&#039;s long range counter is fast, long reach, difficult to avoid and leads to assist combos. Good for shutting down low priority projectiles.&lt;br /&gt;
*&#039;&#039;&#039;Damage&#039;&#039;&#039; - High base bravery, high base ATK, synergy with Side by Side {{accsp}} and consistent HP link wall rushes reward Firion greatly with just one combo.&lt;br /&gt;
*&#039;&#039;&#039;[[Assist_(Dissidia_012)#Side_by_Side|Side by Side]]&#039;&#039;&#039; {{accsp}} - Firion builds assist gauge and momentum quickly with well placed {{keyword|HP links|hplink=1}} and strong HP attacks in {{keyword|neutral|neutral=1}}.&lt;br /&gt;
*&#039;&#039;&#039;Ranged combat&#039;&#039;&#039; - Magic Arts: Bolt and more notably Straightarrow can force opponents to disengage and punish mistimed dodges even from long distances.&lt;br /&gt;
*&#039;&#039;&#039;EX Mode&#039;s Blood Weapon&#039;&#039;&#039; - Rare, but regenerating health equal to HP damage dealt is strong at creating comebacks.&lt;br /&gt;
|cons=*&#039;&#039;&#039;Air combat&#039;&#039;&#039; - Floaty air dodges, low combo potential, lack of effective post-dodge defense and quick approaching close-range attacks can create a lot of risk for Firion.&lt;br /&gt;
*&#039;&#039;&#039;Enforcing defenders in his effective range&#039;&#039;&#039; - Firion&#039;s arsenal is not designed to easily enforce opponents hanging at a large stage&#039;s ceiling to engage with him. These situations often involve long-term strategies with EX and appropriate builds.&lt;br /&gt;
*&#039;&#039;&#039;Punishable HP links&#039;&#039;&#039; - As a frequent HP link user, Double Trouble&#039;s long HP attack animation leave him vulnerable to counter attacks after &#039;&#039;&#039;[[Assist_(Dissidia_012)#Assist_Change|Assist Change.]]&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Bravery Attacks ==&lt;br /&gt;
&lt;br /&gt;
=== Ground ===&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Lance Combo=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;20+&#039;&#039;&#039; (8, 12)&lt;br /&gt;
|startup=19F&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee Low&lt;br /&gt;
|ex=15&lt;br /&gt;
|effect=Absorb&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/8/83/Brv_firion_lance_combo.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge, Follow-up (Away)&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=4&lt;br /&gt;
|ap=160&lt;br /&gt;
|gametext=[Close] Quick upward swing with lance. &amp;lt;br&amp;gt;Slightly draws foe near.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Lance Combo is Firion&#039;s fastest move for {{keyword|HP links|hplink=1}}, but it also has shortest reach despite it pulling in enemies. It has long {{keyword|active|active=1}} frames, so it can still hit opponents who are trying to {{keyword|whiff punish|whiffpunish=1}} Firion too early. The animation is quick, which lets Firion quickly transition into his follow-ups or the Double Trouble HP link.&lt;br /&gt;
&lt;br /&gt;
As a {{keyword|poke|poke=1}}, Lance Combo can be {{keyword|dodge cancelled|dc=1}} relatively early, though it&#039;s still slower than Swordslash. And even if Lance Combo misses, Firion still has the mid priority lance follow-up to protect himself. That&#039;s not exclusive to this move, but it&#039;s safer in this regard than Reel Axe, one of his other braveries.&lt;br /&gt;
&lt;br /&gt;
|-|Swordslash (ground)=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;20&#039;&#039;&#039;&lt;br /&gt;
|startup=9F&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee Low&lt;br /&gt;
|ex=60&lt;br /&gt;
|effect=Chase&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/e/ed/Brv_firion_swordslash_g.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge, Block, Attack&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=16&lt;br /&gt;
|ap=90&lt;br /&gt;
|gametext=[Close] Quick sword slash. &amp;lt;br&amp;gt;Short reach, but quick strike.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Swordslash is Firion&#039;s main close-range {{keyword|poke|poke=1}}. It can build assist gauge on {{keyword|whiff|whiff=1}} and push enemies away who are getting too comfortable near Firion. The reach is short, so it&#039;s not effective as a {{keyword|whiff punish|whiffpunish=1}} tool. However, its {{keyword|startup|startup=1}} is one of the fastest in the whole game. Firion can {{keyword|cancel|cancel=1}} this move into a block or other attacks (including HP), which helps him stay ambiguous against reactive opponents. &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=SGv4ADXqhCw&amp;amp;t=322 Swordslash into Rope Knife (attack cancel)]&amp;lt;/ref&amp;gt; &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=EhazH4c2TJs&amp;amp;t=219 Swordslash into Lance Combo (attack cancel)]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Using Swordslash well in conjunction with other moves lets Firion establish the defensive ground combat where he excels at. If Swordslash hits, Firion can even convert into a Kuja assist combo. &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=bxDZ9N6HYL4&amp;amp;t=107 Swordslash conversion into Kuja assist combo.]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-|Rope Knife=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;20+&#039;&#039;&#039; (2 x 10)&lt;br /&gt;
|startup=23F&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee Low&lt;br /&gt;
|ex=30&lt;br /&gt;
|effect=-&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/c/c0/Brv_firion_rope_knife.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge, Follow-up (Away)&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=1&lt;br /&gt;
|ap=160&lt;br /&gt;
|gametext=[Mid] Throw lightning knife. &amp;lt;br&amp;gt;Good versus any height, long duration.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Rope Knife is Firion&#039;s primary {{keyword|whiff punish|whiffpunish=1}} tool on the ground. Similar to Lance Combo and Reel Axe, Rope Knife pulls in enemies for follow-ups, including Double Trouble HP link. &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=EhazH4c2TJs&amp;amp;t=102 Rope Knife pulls opponent to Firion]&amp;lt;/ref&amp;gt; It has enough reach and {{keyword|active|active=1}} frames to catch ground dodges and landing lag. &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=ra6pKVI6gno&amp;amp;t=360 Rope Knife has long active frames]&amp;lt;/ref&amp;gt; &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=W2KoophyA6w&amp;amp;t=62 Rope Knife has long active frames (and extends beyond visuals?)]&amp;lt;/ref&amp;gt; &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=SGv4ADXqhCw&amp;amp;t=718 Rope Knife catches landing lag]&amp;lt;/ref&amp;gt; Rope Knife has some vertical {{keyword|tracking|tracking=1}} as well. &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=rU9esevjw50&amp;amp;t=202 Rope Knife vertical tracking]&amp;lt;/ref&amp;gt; The startup speed is slower than Lance Combo, but it&#039;s fast enough to punish plenty of moves on reaction if Firion is within range. &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=EhazH4c2TJs&amp;amp;t=334 Rope Knife whiff punish (Zidane Tempest)]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Firion can use Rope Knife as a threat against close-range characters. It has longer reach than most {{keyword|pokes|poke=1}}, so it can punish opponents for poking near Firion. &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=W2KoophyA6w&amp;amp;t=94 Rope Knife whiff punish (Squall Beat Fang)]&amp;lt;/ref&amp;gt; Rope Knife can also go through projectiles and pull the opponent in, functioning as a {{keyword|disjoint|disjoint=1}}. &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=ra6pKVI6gno&amp;amp;t=311 Rope Knife pokes through projectile (Bartz Dark Flame)]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Rope Knife has a glaring weakness; It&#039;s rather telegraphed. The bright yellow visual effect around the knife and Firion&#039;s distinct audio cue make it easier to react to this move. And if it&#039;s used from its maximum range, Firion doesn&#039;t have many low risk options to use as a {{keyword|mixup|mixup=1}}. It also generates more EX than other ground combo moves, though that&#039;s negligible when using Side by Side {{accsp}}. Most of Rope Knife&#039;s hits don&#039;t pull the opponent towards Firion, so a &amp;quot;shallow&amp;quot; hit can cause the opponent to drop out of the move if it hits at an awkward angle. &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=ra6pKVI6gno&amp;amp;t=43 Rope Knife pull misses]&amp;lt;/ref&amp;gt; The long active frames can also backfire on Firion (though not often), as higher priority moves cause Firion to stagger. &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=Dl1G_ZhtdpY&amp;amp;t=30 Rope Knife gets staggered by high priority move (Jecht LV3 Jecht Stream]&amp;lt;/ref&amp;gt; &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=1N1IeTT0Uu0&amp;amp;t=18s Rope Knife gets staggered by high priority move (Tifa Burning Arrow)]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Despite its weaknesses, Rope Knife is commonly used in competitive play. It plays an important role in Firion&#039;s defense as a distinct punisher and spacing tool. With Rope Knife, Firion&#039;s range is not limited to point blank (Swordslash) and long-range (Reel Axe, Magic Arts, Straightarrow). And it&#039;s safer to use than Lord of Arms as a punisher. And of course, Rope Knife enables high damaging assist combos with Double Trouble.&lt;br /&gt;
&lt;br /&gt;
|-|Reel Axe=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;20+&#039;&#039;&#039; (10, 10)&lt;br /&gt;
|startup=47F&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Ranged High&lt;br /&gt;
|ex=15&lt;br /&gt;
|effect=-&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/d/d5/Brv_firion_reel_axe.jpeg&lt;br /&gt;
|imgpos=45%&lt;br /&gt;
|cancels=Dodge, Follow-up (Away)&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=1&lt;br /&gt;
|ap=160&lt;br /&gt;
|gametext=[Long] Throw axe straight ahead &amp;lt;br&amp;gt;at high speed.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Reel Axe is a high priority projectile that pulls opponents to Firion. It has the longest lateral reach out of Firion&#039;s ground braveries. This is mainly used to break through blocks from long range. It complements Rope Knife, making it an effective {{keyword|mixup|mixup=1}} when used sparingly.&lt;br /&gt;
&lt;br /&gt;
While the projectile travels quickly, it takes a long time to come out. Once Firion has thrown the axe, it travels in a straight line with no {{keyword|tracking|tracking=1}}. Any character with average run speed can evade this attack by moving sideways. Firion is also vulnerable to {{keyword|assist punishes|assistpunish=1}} during this move. All this means is that Reel Axe is rather risky to use, especially when its average damage output remains on par with Rope Knife and Lance Combo. If it guard breaks, Firion can do any of his follow-ups, and the critical hits can also deal more damage. However, this attack is not essential for increasing Firion&#039;s damage in competitive play.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Follow-ups ===&lt;br /&gt;
Rope Knife, Lance Combo and Reel Axe can be followed up with one of three attacks. Because the bravery starters have identical base damage, the total base damage will be shown in parenthesis.&lt;br /&gt;
&lt;br /&gt;
* Circle {{pspcir}} (Neutral) for Punch&lt;br /&gt;
* Up+Circle ↑+{{pspcir}} (Towards) for Slash &amp;amp; Arrow&lt;br /&gt;
* Down+Circle ↓+{{pspcir}} (Away) for Lance&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Neutral (Punch)=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;+25&#039;&#039;&#039; (45 Total)&lt;br /&gt;
|startup=?&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee Low&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=-&lt;br /&gt;
|image=https://dissidia.wiki/images/9/9c/Brv_firion_followup_neutral.jpeg&lt;br /&gt;
|imgpos=50%&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=-&lt;br /&gt;
|ap=-&lt;br /&gt;
|gametext=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Neutral follow-up (Punch) is Firion&#039;s highest damaging ender for bravery damage. It&#039;s a very fast attack with long {{keyword|knockback|knockback=1}} for wall rushes. Since Firion often goes for Double Trouble, the punch can make Firion safer against early &#039;&#039;&#039;[[Assist_(Dissidia_012)#Assist_Change|Assist Changes]]&#039;&#039;&#039;. Firion can use this to sneak in bravery damage right before the opponent escapes reflexively.&lt;br /&gt;
&lt;br /&gt;
Punch sees less use than Double Trouble and Lance follow-ups due to its weaker combo routes and reliance on wall rush. Its base damage is quite good, and more worthwhile with physical damage builds. However, Firion benefits more from HP links and assist combos on average.&lt;br /&gt;
&lt;br /&gt;
|-|Towards (Slash and arrow)=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;+10&#039;&#039;&#039; (5, 5) (30 Total)&lt;br /&gt;
|startup=?&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee Low (slash) &amp;lt;br&amp;gt;Ranged Low (arrow)&lt;br /&gt;
|ex=75&lt;br /&gt;
|effect=Chase&lt;br /&gt;
|cp=-&lt;br /&gt;
|image=https://dissidia.wiki/images/f/f8/Brv_firion_followup_towards.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=&lt;br /&gt;
|ap=&lt;br /&gt;
|gametext=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Towards follow-up (Slash &amp;amp; Arrow) is a two-stage attack that leads to Chase. This is mainly used with EX builds, and it is outclassed by Firion&#039;s other options most of the time. Firion can combo into assist after the first sword swing, but it&#039;s not a high damage starter.&lt;br /&gt;
&lt;br /&gt;
The main issue lies in the Slash &amp;amp; Arrow&#039;s return on investment; Firion&#039;s damage comes from HP wall rushes with assist, and his other attacks don&#039;t generate much EX on average. Slash &amp;amp; Arrow may generate the most EX out of his braveries, but majority of it comes from the long-range arrow shot. Getting all of the EX requires dodging towards opponent and staying airborne for a moment. This means Firion gives up HP damage and ground moves for EX gauge, which he already struggles to fill.&lt;br /&gt;
&lt;br /&gt;
|-|Away (Lance)=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;+8&#039;&#039;&#039; (1 x 5, 3) (28 Total)&lt;br /&gt;
|startup=11F&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee Mid&lt;br /&gt;
|ex=15&lt;br /&gt;
|effect=Wall Rush, Absorb&lt;br /&gt;
|cp=-&lt;br /&gt;
|image=https://dissidia.wiki/images/4/46/Brv_firion_followup_away.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=&lt;br /&gt;
|ap=&lt;br /&gt;
|gametext=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Away follow-up (Lance) is a combo attack that wall rushes on the ground. Its base damage may be low, but it has utility thanks to melee mid priority and consistent wall rushes. The wall rush opens up assist combos, and the mid priority protects Firion from hasty retaliations. It can be done even if the ground combo braveries (Rope Knife etc.) miss, which is good against greedy opponents. &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=EhazH4c2TJs&amp;amp;t=141 Lance follow-up protects Firion against low priority attack]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Firion swings the weapon around him, which has good coverage around his body, so Lance doesn&#039;t have an explicit &amp;quot;blind spot&amp;quot;. Lance also pulls nearby opponents in, so they cannot just wait for Firion to finish the attack before punishing it. It does have decent {{keyword|recovery|recovery=1}} before it can be {{keyword|dodge cancelled|dc=1}} though, so Firion should not always use this. &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=rU9esevjw50&amp;amp;t=272 Lance follow-up gets whiff punished, it&#039;s not always safe to use]&amp;lt;/ref&amp;gt; &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=1N1IeTT0Uu0&amp;amp;t=283 Lance follow-up gets assist punished]&amp;lt;/ref&amp;gt; Since it stays out for a while, Firion can also lose to advancing high priority moves. &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=bxDZ9N6HYL4&amp;amp;t=81 Lance Follow-up loses to HP attack]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Aerial ===&lt;br /&gt;
Similar to ground moves like Lance Combo, Firion&#039;s Magic Arts have built-in follow-ups. Two follow-ups can be done, and the corresponding Magic Arts braveries do not have to be equipped to do them.&lt;br /&gt;
&lt;br /&gt;
* Circle {{pspcir}} for Magic Arts: Frost&lt;br /&gt;
* Up+Circle ↑+{{pspcir}} for Magic Arts: Flame&lt;br /&gt;
* Down+Circle ↓+{{pspcir}} for Magic Arts: Bolt&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Magic Arts: Flame=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=each &#039;&#039;&#039;10&#039;&#039;&#039;&lt;br /&gt;
|startup=25F&lt;br /&gt;
|type=Magical&lt;br /&gt;
|priority=Ranged Low&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=--&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/f/f9/Brv_firion_magic_arts_flame.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=24&lt;br /&gt;
|ap=90&lt;br /&gt;
|gametext=Magic combo starting with Fire. &amp;lt;br&amp;gt;Can swap spell from second shot.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Magic Arts: Flame is a slow, homing {{keyword|projectile|projectile=1}}. It has low damage, but it has enough hit stun to be used in combos if Firion is ever ready for it.&lt;br /&gt;
&lt;br /&gt;
Flame is not used to control space conventionally. Its low priority loses to just about anything, but this is a blessing in disguise; If Flame is reflected, Firion can block it with Shield Bash and activate the barrage of long-range projectiles that have very strong {{keyword|tracking|tracking=1}}. Flame&#039;s slow travel speed makes this fairly easy to notice by most intermediate and advanced players. However, Firion can cast at least one Flame rather safely without getting {{keyword|assist punished|assistpunish=1}} for it. So if Firion has time to cast this at all, he can at least attempt to pressure opponents over time this way.&lt;br /&gt;
&lt;br /&gt;
|-|Magic Arts: Frost=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=each &#039;&#039;&#039;12&#039;&#039;&#039;&lt;br /&gt;
|startup=25F&lt;br /&gt;
|type=Magical&lt;br /&gt;
|priority=Ranged Low&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=Chase&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/3/38/Brv_firion_magic_arts_freeze.jpeg&lt;br /&gt;
|imgpos=40%&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=1&lt;br /&gt;
|ap=90&lt;br /&gt;
|gametext=Magic combo starting w/Blizzard. &amp;lt;br&amp;gt;Can swap spell from second shot.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Magic Arts: Frost is a single projectile that moves towards opponent in a straight line. It does low damage and generates no EX, but it also travels pretty fast once it comes out; Frost hits staggered opponents reliably after a block.&lt;br /&gt;
&lt;br /&gt;
Frost can also lead to an elaborate chase setup if two of them are cast during an assist.&lt;br /&gt;
&lt;br /&gt;
|-|Magic Arts: Bolt=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=each &#039;&#039;&#039;15&#039;&#039;&#039; (4, 4, 7)&lt;br /&gt;
|startup=53F&lt;br /&gt;
|type=Magical&lt;br /&gt;
|priority=Ranged Low&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/8/8a/Brv_firion_magic_arts_bolt.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=1&lt;br /&gt;
|ap=90&lt;br /&gt;
|gametext=Magic combo starting w/Thunder. &amp;lt;br&amp;gt;Can swap spell from second shot.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Magic Arts: Bolt spawns a projectile at the opponent&#039;s location and wall rushes them on the ground. Firion can use this to harass opponents from a distance thanks to its {{keyword|active|active=1}} duration, decent {{keyword|hitbox|hitbox=1}} and the repeated casts. Most of Firion&#039;s projectiles don&#039;t go through solid obstacles, like walls. This does not apply to Bolt, so Firion can use it against opponents who are trying to stay behind cover. &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=EhazH4c2TJs&amp;amp;t=235 Magic Arts: Bolt can hit behind solid obstacles (Crystal Tower)]&amp;lt;/ref&amp;gt;  &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=rU9esevjw50&amp;amp;t=164 Magic Arts: Bolt can hit behind obstacles (Pandaemonium, opponent POV)]&amp;lt;/ref&amp;gt; Despite its low priority, Bolt encourages opponents to move as getting hit by this can lead to an assist combo or more Bolt pressure.&lt;br /&gt;
&lt;br /&gt;
Bolt takes almost a second to come out and it won&#039;t {{keyword|track|track=1}} the opponent once it&#039;s been casted. Therefore it is not recommended to be used as a general {{keyword|zoning|zoning=1}} tool when opponents are rapidly approaching Firion. &lt;br /&gt;
&lt;br /&gt;
|-|Swordslash (midair)=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;20&#039;&#039;&#039;&lt;br /&gt;
|startup=9F&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee Low&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/6/61/Brv_firion_swordslash_a.jpeg&lt;br /&gt;
|imgpos=60%&lt;br /&gt;
|cancels=Dodge, Block, Attack&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=31&lt;br /&gt;
|ap=90&lt;br /&gt;
|gametext=[Close] Slash in midair. &amp;lt;br&amp;gt;Short reach, but quick strike.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Firion&#039;s midair Swordslash shares a few key traits with the grounded version. It&#039;s very fast, does 20 base damage and can be cancelled into attacks.&lt;br /&gt;
&lt;br /&gt;
Aerial Swordslash works similarly as a {{keyword|poke|poke=1}} that can push opponents away. A big difference is that it can wall rush on the ground instead. This is good for assist combos, and it&#039;s practically higher reward for Firion compared to the grounded Swordslash. However, it&#039;s important to remember that Firion is not a very strong aerial fighter; His other air attacks are slow and he falls slowly after an air dodge. The range on aerial Swordslash is quite short, so it can easily miss even if Firion blocks a melee attack successfully. &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=Dl1G_ZhtdpY&amp;amp;t=261 Swordslash (midair) short range after blocking]&amp;lt;/ref&amp;gt; It can be {{keyword|cancelled|cancel=1}} quickly to build assist gauge, but this is not a preferred situation for Firion.&lt;br /&gt;
&lt;br /&gt;
Aerial Swordslash is also used as a {{keyword|combo filler|filler=1}} during ground Kuja assist combos, usually after ground wall rush. &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=bxDZ9N6HYL4&amp;amp;t=379 Swordslash (midair) as assist combo filler (Lord of Arms)]&amp;lt;/ref&amp;gt; &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=bxDZ9N6HYL4&amp;amp;t=397 Swordslash (midair) as assist combo filler (Straightarrow)]&amp;lt;/ref&amp;gt; &lt;br /&gt;
&lt;br /&gt;
If Firion does not cancel midair Swordslash, he will fall down until the animation finishes.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== HP Attacks ==&lt;br /&gt;
&lt;br /&gt;
=== Ground ===&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Shield Bash=&lt;br /&gt;
{{AbilityInfo2&lt;br /&gt;
|ver1=Close&lt;br /&gt;
|damage1=&#039;&#039;&#039;16&#039;&#039;&#039; (4 x 4)&lt;br /&gt;
|startup1=Block frame 1F~26F, end 49F&lt;br /&gt;
|type1=Physical&lt;br /&gt;
|priority1=Block Mid &amp;gt; Melee High&lt;br /&gt;
|ex1=96&lt;br /&gt;
|effect1=Block&lt;br /&gt;
|cancels1=&lt;br /&gt;
|asthit1=&lt;br /&gt;
|gametext=[Block] Create shield of light. &amp;lt;br&amp;gt;HP attack on successful block.&lt;br /&gt;
|level=20&lt;br /&gt;
|ap=130&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|ver2=Far&lt;br /&gt;
|damage2=&#039;&#039;&#039;10&#039;&#039;&#039; (3, 7)&lt;br /&gt;
|startup2=Block frame 1F~26F, end 49F&lt;br /&gt;
|type2=Magical&lt;br /&gt;
|priority2=Block Mid &amp;gt; Ranged High&lt;br /&gt;
|ex2=60&lt;br /&gt;
|effect2=Block&lt;br /&gt;
|cancels2=&lt;br /&gt;
|asthit2=&lt;br /&gt;
|image=https://dissidia.wiki/images/1/1e/Hp_firion_shield_bash.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[File:Hp_firion_shield_bash_close.jpeg|thumb|300px|Shield Bash (Close).]]&lt;br /&gt;
&lt;br /&gt;
[[File:Hp_firion_shield_bash_far.jpeg|thumb|300px|Shield Bash (Far) fires three homing spells that can be difficult to avoid.]]&lt;br /&gt;
&lt;br /&gt;
Shield Bash is Firion&#039;s {{keyword|command block|commandblock=1}}. When Firion blocks an attack with this, he will respond with a counterattack. There are two counters, near and far. The type of counter depends on how far the opponent is from Firion at that moment.&lt;br /&gt;
&lt;br /&gt;
;Near version&lt;br /&gt;
*A barrage of close-range knife throws.&lt;br /&gt;
*Activates if Shield Bash blocked an attack while opponent was very close.&lt;br /&gt;
*The &amp;quot;close&amp;quot; threshold is approximately at Firion&#039;s head and 1,1 World of Darkness&#039; tiles.&lt;br /&gt;
*The attack can be Melee or Ranged priority, even from assist. Near version still activates based on distance to opponent.&lt;br /&gt;
*Firion {{keyword|tracks|tracking=1}} the opponent, turning around if necessary. Has a low vertical angle.&lt;br /&gt;
&lt;br /&gt;
;Far version&lt;br /&gt;
*Three long-range homing spells based on Flame, Frost and Bolt magic arts.&lt;br /&gt;
*Activates if Shield Bash blocked an attack while opponent was out of &amp;quot;close&amp;quot; threshold.&lt;br /&gt;
*Blocks Ranged Low attacks for majority of the counter.&lt;br /&gt;
&lt;br /&gt;
Shield Bash has multiple use cases. It can counter long-range projectiles and discourage {{keyword|zoning|zoning=1}}. It can be used after a ground dodge to protect against dodge punish attempts. Firion can even set up a Shield Bash by having his Magic Arts: Flame reflected back at him. It&#039;s a powerful defensive tool, partly because it can make opponents think twice before attacking Firion.&lt;br /&gt;
&lt;br /&gt;
Much of Shield Bash&#039;s strengths can be attributed to its blocking duration and the potency of the far version. Shield Bash blocks instantly on frame 1, which gives Firion gapless defense after dodging with Evasion Boost ability. &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=bxDZ9N6HYL4&amp;amp;t=302 Shield Bash far counter evaded (Precision Evasion)]&amp;lt;/ref&amp;gt; The homing spells also travel very far and very quickly; Dodging all of them requires &#039;&#039;&#039;[[Dodge_(Dissidia_012)#Precision_Evasion|Precision Evasion]]&#039;&#039;&#039; or very specific positioning and dodge timing.  This is because the projectiles are huge, {{keyword|active|active=1}} for a long time, and they leave very few gaps in between them. If either first or second projectile hits, the rest is guaranteed.&lt;br /&gt;
&lt;br /&gt;
The third projectile (bolt) is a 1-hit HP that generates 60 EX and knocks opponent upward for an {{keyword|assist combo|assistcombo=1}}. If the bolt hits from below, it can trigger the HP hit multiple times. That means multiple {{keyword|meter depletion|depletion=1}} ticks and an excessive amount of EX Force on the field. Since Firion is a prominent Side by Side {{accsp}} user, Shield Bash can also fill both assist gauges effectively in this manner.&lt;br /&gt;
&lt;br /&gt;
As for downsides, Shield Bash can only block low priority attacks. Any mid or high priority attack, such as {{012gar}}&#039;s Lance Charge or {{012zid}}&#039;s Free Energy cause Firion to get staggered or guard crushed. &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=EhazH4c2TJs&amp;amp;t=188 Shield Bash cannot block high priority attack (Zidane Free Energy)]&amp;lt;/ref&amp;gt; In that sense it is not much different from a regular block. Shield Bash also struggles against {{keyword|halo camping|halocamp=1}} in large stages; Firion cannot block attacks if his opponent insists on staying away from him. The far version can also be interrupted with assist, but Auto Assist Lock On extra ability helps with that. Shield Bash (far) automatically interrupts assists with this ability, as long as more projectiles can come out. Firion will keep aiming at the assist even after opponent&#039;s assist disappears, which makes Firion more vulnerable to {{keyword|punishes|punish=1}}.&lt;br /&gt;
&lt;br /&gt;
|-|Straightarrow (ground)=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=-&lt;br /&gt;
|startup=61F&lt;br /&gt;
|type=-&lt;br /&gt;
|priority=Ranged High&lt;br /&gt;
|ex=30&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/1/11/Hp_firion_straightarrow_g.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=1&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=[Long] Fire arrow of light. &amp;lt;br&amp;gt;Charge to adjust timiing.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Straightarrow is Firion&#039;s primary {{keyword|zoning|zoning=1}} tool. It is a single projectile that travels at high speed when fired. What makes this move really effective is Firion&#039;s ability to hold it. As long as Square {{pspsqu}} is held, Firion continues to aim at the opponent regardless of where they move. Firion adjusts his aim fairly quickly, so he can snipe slow movement, {{keyword|whiffs|whiff=1}} and dodges &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=bxDZ9N6HYL4&amp;amp;t=23 Straightarrow can punish air dodge]&amp;lt;/ref&amp;gt; with relative ease by releasing Square {{pspsqu}}.&lt;br /&gt;
&lt;br /&gt;
The ground version of Straightarrow is not used as often as the midair version. However, it can be occasionally useful to Firion as a slightly faster version of the move. This is because Firion does not have to jump in order to use it. Firion is considered airborne when using Straightarrow on the ground, so fast air assists can punish him.&lt;br /&gt;
&lt;br /&gt;
Straightarrow has a maximum charge time of roughly 1 second (from startup, ~2 seconds in total). After that, Firion will fire Straightarrow automatically. This applies to midair version as well.&lt;br /&gt;
&lt;br /&gt;
|-|Lord of Arms=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;20&#039;&#039;&#039; (4 x 5)&lt;br /&gt;
|startup=33F (above Firion), 49F (1st), 99F (2nd)&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee High&lt;br /&gt;
|ex=30&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/8/8d/Hp_firion_lord_of_arms.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=36&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=[Mid] Use all weapons. Extremely accurate.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Firion uses weapons to fire two energy waves in quick succession. Lord of Arms {{keyword|tracks|tracking=1}} around Firion, which can force a dodge in close-range. This is great, because the second wave can punish regular dodges and still wall rush. Lord of Arms can be effective as a high priority {{keyword|mixup|mixup=1}} against fidgety opponents. It has enough lateral reach to punish &#039;&#039;&#039;[[Landing_lag|landing lag]]&#039;&#039;&#039; as well. &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=bxDZ9N6HYL4&amp;amp;t=377 Lord of Arms punishes landing lag from max range]&amp;lt;/ref&amp;gt; It wall rushes on the ground, which leads to damaging assist combos. Lord of Arms has a {{keyword|hitbox|hitbox=1}} above Firion, which comes out the fastest, so it does work as an {{keyword|anti-air|anti-air=1}} if Firion needs it. Firion is considered grounded during this move, so he won&#039;t always get punished by slow assists (Kuja ground BRV, Aerith air BRV). Also, Lord of Arms can cause multiple HP hits with the second wave. This greatly increases assist gauge filled with Side by Side {{accsp}} and meter depletion.&lt;br /&gt;
&lt;br /&gt;
Although Lord of Arms is powerful, it can still be dangerous to use recklessly. It has long {{keyword|recovery|recovery=1}}, which can be {{keyword|punished|punish=1}}. &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=EhazH4c2TJs&amp;amp;t=195 Lord of Arms&#039; long recovery, vulnerable to punishes]&amp;lt;/ref&amp;gt; It may have good tracking, but it&#039;s not omnipotent; The waves don&#039;t reach high up into the air, and they can be avoided by dashing sideways with Omni Ground Dash or Multi Air Slide. The invincibility from Evasion Boost and / or Precision Evasion can also evade Lord of Arms with proper timing. Firion also needs to look out for &#039;&#039;&#039;[[Bravery_(Dissidia_012)#Bravery_Break|bravery breaks]]&#039;&#039;&#039; from assists; Firion always fires both energy waves even if they miss. That means if the opponent cannot evade the second wave after dodging, they can call assist and hit Firion after taking HP damage. Auto Assist Lock On support ability won&#039;t do much in this case.&lt;br /&gt;
&lt;br /&gt;
Overall Lord of Arms has high upset potential, but it still leaves Firion vulnerable if it misses. A strong move when used carefully.&lt;br /&gt;
&lt;br /&gt;
|-|Double Trouble A=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;+10&#039;&#039;&#039; (2, 1 x 6, 2) (30 Total)&lt;br /&gt;
|startup=??&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee High&lt;br /&gt;
|ex=30&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/2/25/Hp_firion_double_trouble.jpeg&lt;br /&gt;
|imgpos=60%&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=Branching from Lance Combo. &amp;lt;br&amp;gt;[Combo] Multi-weapon attack.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Double Trouble is Firion&#039;s {{keyword|HP link|hplink=1}}, which causes solo HP damage and devastating assist combos with Side by Side {{accsp}}. It is available with three of Firion&#039;s ground braveries, and Firion is expected to have it in most {{keyword|matchups|matchup=1}}. Double Trouble knocks at a downward diagonal angle, and it wall rushes on the ground in most stages. &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=1N1IeTT0Uu0&amp;amp;t=230 Double Trouble wall rushes on the ground]&amp;lt;/ref&amp;gt; This creates consistent damage output for Firion whenever he gets a good hit on the opponent.&lt;br /&gt;
&lt;br /&gt;
If opponent escapes from Double Trouble with Assist Change, Firion will keep doing this move even when it misses. That makes Firion vulnerable to punish attempts. &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=EhazH4c2TJs&amp;amp;t=380 Double Trouble punished after Assist Change] &amp;lt;/ref&amp;gt; &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=W2KoophyA6w&amp;amp;t=148 Double Trouble punished after Assist Change (Squall Aerial Circle)]&amp;lt;/ref&amp;gt; However, Firion can quickly {{keyword|cancel|cancel=1}} the {{keyword|recovery|recovery=1}} into a dodge after the final hit. &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=EhazH4c2TJs&amp;amp;t=17 Double Trouble has short recovery when it is dodge cancelled]&amp;lt;/ref&amp;gt; This makes Double Trouble a bit safer to use, and puts the onus on the opponent to punish properly. &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=W2KoophyA6w&amp;amp;t=94 Double Trouble has short recovery when it is dodge cancelled (Squall Aerial Circle)]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-|Double Trouble B=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;+10&#039;&#039;&#039; (2, 1 x 6, 2) (30 Total)&lt;br /&gt;
|startup=?&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee High&lt;br /&gt;
|ex=30&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/2/25/Hp_firion_double_trouble.jpeg&lt;br /&gt;
|imgpos=60%&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=Branching from Rope Knife. &amp;lt;br&amp;gt;[Combo] Multi-weapon attack.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Identical with Double Trouble A.&lt;br /&gt;
&lt;br /&gt;
|-|Double Trouble C=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;+10&#039;&#039;&#039; (2, 1 x 6, 2) (30 Total)&lt;br /&gt;
|startup=??&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee High&lt;br /&gt;
|ex=30&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/2/25/Hp_firion_double_trouble.jpeg&lt;br /&gt;
|imgpos=60%&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=Branching from Reel Axe. &amp;lt;br&amp;gt;[Combo] Multi-weapon attack.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Identical with Double Trouble A.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Aerial ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Straightarrow (midair)=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=-&lt;br /&gt;
|startup=61F&lt;br /&gt;
|type=-&lt;br /&gt;
|priority=Ranged High&lt;br /&gt;
|ex=30&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/4/44/Hp_firion_straightarrow_a.jpeg&lt;br /&gt;
|imgpos=55%&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=1&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=[Long] Fire arrow of light. &amp;lt;br&amp;gt;Charge to adjust timing.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Firion&#039;s primary {{keyword|zoning|zoning=1}} tool, but in the air. This is identical with the ground version. The main difference boils down to this being usable in the air; Whenever Firion is in the air, he can apply pressure with Straightarrow. Hold Square {{pspsqu}} to aim, release to fire. Its fast travel speed makes it good for {{keyword|punishing|punish=1}} moves from a distance. &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=i0wVA8eKICo&amp;amp;t=714 Straightarrow can whiff punish from a distance]&amp;lt;/ref&amp;gt; It can still miss against fast movement, &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=Dl1G_ZhtdpY&amp;amp;t=175 Straightarrow tracking against fast run speed (misses)]&amp;lt;/ref&amp;gt; &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=SGv4ADXqhCw&amp;amp;t=708 Straightarrow no vertical tracking once fired]&amp;lt;/ref&amp;gt;, but it&#039;s great at capitalizing on opponent&#039;s mistakes otherwise.&lt;br /&gt;
&lt;br /&gt;
Straightarrow can quickly rack up damage, because it forces opponents to stop and respond in specific ways, and punishes them if they fail. &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=SGv4ADXqhCw&amp;amp;t=628 Firion forces a Straightarrow mixup after LV2 Assist Change.]&amp;lt;/ref&amp;gt; &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=bxDZ9N6HYL4&amp;amp;t=248 Firion forces Straightarrow in small space and punishes air dodge]&amp;lt;/ref&amp;gt; &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=Dl1G_ZhtdpY&amp;amp;t=268 Firion delays Straightarrow&#039;s timing to apply pressure.]&amp;lt;/ref&amp;gt; It can Wall Rush, which is great for assist follow-ups. &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=i0wVA8eKICo&amp;amp;t=1053 Straightarrow Wall Rush, great for assist combos]&amp;lt;/ref&amp;gt; With Side by Side {{accsp}}, Firion also gets a chunk of assist gauge whenever Straightarrow hits. &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=i0wVA8eKICo&amp;amp;t=1004 Straightarrow fills assist gauge with Side by Side]&amp;lt;/ref&amp;gt; All these factors contribute greatly to Straightarrow&#039;s staying power. It can slow down the pace of a match and yields good reward on hit without demanding conditions. Straightarrow is a character-defining move in several aspects.&lt;br /&gt;
&lt;br /&gt;
Firion is vulnerable in a few ways during Straightarrow (both ground and midair). For one, he cannot quickly turn his aim behind him, so he needs to make sure opponents cannot dodge behind his back. &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=EhazH4c2TJs&amp;amp;t=81 Firion turns Straightarrow aim slowly behind hims]&amp;lt;/ref&amp;gt; Firion can still hit behind his back if he can reorient himself in time, &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=W2KoophyA6w&amp;amp;t=110 Straightarrow aims behind Firion (Squall air dodge, near wall)]&amp;lt;/ref&amp;gt; but he needs to be aware when his maximum charge time ends.&lt;br /&gt;
&lt;br /&gt;
The second vulnerability has to do with assists; Once Firion fires the projectile, his {{keyword|recovery|recovery=1}} is long enough for quick air assists to punish him. &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=ra6pKVI6gno&amp;amp;t=284 Straightarrow gets assist punished after firing.]&amp;lt;/ref&amp;gt; Furthermore, if Firion gets predictable, the opponent can call assist before taking damage from Straightarrow. &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=bxDZ9N6HYL4&amp;amp;t=292 Straightarrow gets assist punished during {{keyword|startup|startup=1}}]&amp;lt;/ref&amp;gt; This can be exploited further; When Firion deals HP damage, the assist can bravery break him immediately afterwards. &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=ra6pKVI6gno&amp;amp;t=99 Firion hits Straightarrow, gets broken by assist afterwards.]&amp;lt;/ref&amp;gt; That can have a devastating effect on Firion&#039;s momentum just for a single Straightarrow. Being mindful of resources, Straightarrow release timings and maximum charge time will help a lot in long matches. And lastly, Firion cannot fire Straightarrow in under a second, so he can always take damage before then. &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=EhazH4c2TJs&amp;amp;t=351 Straightarrow gets hit during startup]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
With Auto Assist Lock On, Firion can automatically aim at assists that are called when Straightarrow is being held. &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=SGv4ADXqhCw&amp;amp;t=312 Straightarrow automatically aims at assist (Auto Assist Lock On)]&amp;lt;/ref&amp;gt; This makes it much safer to use in {{keyword|neutral|neutral=1}}. &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=EhazH4c2TJs&amp;amp;t=442 Straightarrow with Auto Assist Lock On, Firion avoids punishment]&amp;lt;/ref&amp;gt; This can give Firion more assist gauge with Side by Side {{accsp}}, but it can also set himself up for a pincer attack from his opponent. &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=EhazH4c2TJs&amp;amp;t=406 Straightarrow with Auto Assist Lock On, Firion gets punished by opponent&#039;s point character]&amp;lt;/ref&amp;gt; Auto Assist Lock On also makes it harder to protect Firion&#039;s own assist if opponent escapes with Assist Change; Auto Assist Lock On forces Firion to aim at the assist even when they disappear after Assist Change. &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=bxDZ9N6HYL4&amp;amp;t=309 Straightarrow keeps aiming at assist after they&#039;re gone (Auto Assist Lock On)]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-|Weaponsmaster=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;22&#039;&#039;&#039; (2 x 11)&lt;br /&gt;
|startup=53F&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee High&lt;br /&gt;
|ex=~30&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/c/c1/Hp_firion_weaponsmaster.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=8&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=[Mid] Use all weapons. &amp;lt;br&amp;gt;Steals bravery, then HP attack.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Weaponsmaster is Firion&#039;s primary aerial HP for bravery damage. It is commonly used to end assist combos after Kuja assist. It also works as a no-frills counter after blocking an opponent. &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=EhazH4c2TJs&amp;amp;t=67 Weaponsmaster as a no-frills counter after blocking opponent]&amp;lt;/ref&amp;gt; It has good lateral range and it stays {{keyword|active|active=1}} for majority of the attack once it&#039;s out. Firion can use this to challenge dodges in smaller spaces, and if it hits, it can wall rush for an assist combo.&lt;br /&gt;
&lt;br /&gt;
Firion will automatically turn towards opponent during {{keyword|startup|startup=1}}. Even if an opponent goes under him, Firion will quickly adjust his aim. Afterwards, Firion&#039;s direction is fixed, and he will move slowly towards opponent. This slightly increases Weaponsmaster&#039;s maximum range. The long animation makes Firion susceptible to counterattacks. &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=ra6pKVI6gno&amp;amp;t=271 Weaponsmaster long recovery is punishable]&amp;lt;/ref&amp;gt; As a result, it carries high risk for controlling space compared to Straightarrow and Lord of Arms. Many competitive assists have faster air braveries than ground braveries, so in terms of {{keyword|assist punishes|assistpunish=1}}, Weaponsmaster is not afforded the same degree of safety as Lord of Arms. Firion should also be careful if opponent can escape with Assist Change, since he can be punished afterwards. &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=ra6pKVI6gno&amp;amp;t=187 Weaponsmaster gets punished with opponent Firion&#039;s Straightarrow after LV1 Assist Change]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== EX Mode: Blood Weapon equipped! ==&lt;br /&gt;
Effects:&lt;br /&gt;
* Regen&lt;br /&gt;
* Critical Boost&lt;br /&gt;
* Blood Weapon&lt;br /&gt;
&lt;br /&gt;
Firion has a strong EX mode due to the health regeneration from Blood Weapon. The major downside is that Firion&#039;s EX generation is weak overall, and is outclassed by high base bravery and Side by Side {{accsp}} builds. Firion may not get access to EX mode often, but if he does, he can benefit greatly from it.&lt;br /&gt;
&lt;br /&gt;
=== Blood Weapon ===&lt;br /&gt;
{{image|https://dissidia.wiki/images/b/b7/Ex_mode_firion_blood_magic.jpeg}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[Activates when HP attack hits] Absorbs HP equivalent to damage dealt.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Blood Weapon heals Firion whenever he lands an HP attack during EX mode. It will heal as much health as Firion had bravery at the time. Even though it heals with HP damage, it does not work with Wall Rush HP damage. Therefore this effect is strictly more powerful at higher bravery.&lt;br /&gt;
&lt;br /&gt;
Blood Weapon is very powerful for making comebacks, or establishing an exceptionally good health lead. The healing effect also applies to EX Burst as well, so Firion can guarantee at least two heals if he lands an HP attack. If Firion is already in a winning position, Blood Weapon allows him to secure a win even more decisively compared to most characters.&lt;br /&gt;
&lt;br /&gt;
=== EX Burst: Fervid Blazer ===&lt;br /&gt;
{{image|https://dissidia.wiki/images/e/e7/Ex_burst_firion.jpeg}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;A chain of attacks releasing the power of his weapons. Damage dealt adds to his own HP. Enter the commands that display before the attack.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{burst&lt;br /&gt;
|damage1=3 x 3 (9)&lt;br /&gt;
|damage2=4 x 3, 5 x 2, 13, 6 x 2, 12, 4 x 8 (100 total)&lt;br /&gt;
|type=Physical&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Fervid Blazer demands five button inputs in order, shown from left to right. Firion has roughly two seconds to complete the button sequence. The button sequence may change each time, but the common structure is three directional inputs, then two face button inputs. The d-pad must always be used, even if d-pad is used to move the character.&lt;br /&gt;
&lt;br /&gt;
Each wrong button press locks one input from the sequence. That means Firion will do one attack less during the EX Burst. If there are no successful inputs, Firion will transition straight into the last barrage of arrow shots.&lt;br /&gt;
&lt;br /&gt;
== Combos ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main article: &#039;&#039;&#039;[[Firion_(Dissidia_012)/Combos|Firion (Combos)]]&#039;&#039;&#039; &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Firion&#039;s practical combos are mostly limited to assist combos. As an HP linker, he benefits a lot from any Wall Rush he gets off of Double Trouble, Lord of Arms and Straightarrow. He works with a few competitive assists, of which Kuja is most reliable.&lt;br /&gt;
&lt;br /&gt;
=== Solo ===&lt;br /&gt;
&lt;br /&gt;
Firion&#039;s solo combos are situational at best, either requiring wall or setting up Magic Arts: Fire beforehand.&lt;br /&gt;
&lt;br /&gt;
{{Combo-012&lt;br /&gt;
| data      = &lt;br /&gt;
{{Combo-012Data&lt;br /&gt;
|combo=&#039;&#039;&#039;Magic Arts: Flame&#039;&#039;&#039; &amp;gt; Rope Knife &amp;gt; Double Trouble&lt;br /&gt;
|condition=Projectile Starter&lt;br /&gt;
|requirement=Set Up Projectile&lt;br /&gt;
|purpose=Stray Hit Combo&lt;br /&gt;
|damage=40 + HP &amp;amp; WR&lt;br /&gt;
|damagehits=10 &amp;gt; 20 &amp;gt; 10 + HP &amp;amp; WR&lt;br /&gt;
|ex=60&lt;br /&gt;
|exhits=0 &amp;gt; 30 &amp;gt; 30&lt;br /&gt;
|meteropp=&lt;br /&gt;
|video=&lt;br /&gt;
|notes=If Flame hits, it has just enough {{keyword|hit stun|hitstun=1}} for solo combos. The challenge here is hitting the opponent with Flame while being actionable. Assists can help with that, but in a {{keyword|neutral|neutral=1}} situation this may not be as practical. Rope Knife, Straightarrow and Lord of Arms are all serviceable followups, assuming Firion is close enough to land them.&lt;br /&gt;
}}&lt;br /&gt;
{{Combo-012Data&lt;br /&gt;
|combo=&#039;&#039;&#039;Lance Combo&#039;&#039;&#039; &amp;gt; Followup (↑) &amp;gt; {{clr|dc=1}} &amp;gt; Rope Knife &amp;gt; Double Trouble&lt;br /&gt;
|condition=Poke Starter&lt;br /&gt;
|requirement=Ground, Near Wall&lt;br /&gt;
|purpose=BRV Damage &amp;amp; Assist Gain&lt;br /&gt;
|damage=55 + HP &amp;amp; Wall Rush&lt;br /&gt;
|damagehits=20 &amp;gt; 5 &amp;gt; 20 &amp;gt; 10 + HP &amp;amp; WR&lt;br /&gt;
|ex=90&lt;br /&gt;
|exhits=15 &amp;gt; 15 &amp;gt; 30 &amp;gt; 30&lt;br /&gt;
|meteropp=&lt;br /&gt;
|video=&lt;br /&gt;
|notes=Followup (↑) has just enough {{keyword|hit stun|hitstun=1}} for Firion to dodge and combo into Rope Knife. This requires being very close to wall, as this relies on reducing opponent&#039;s knockback and keeping Firion close. The dodge cancel and the following Rope Knife must be done as soon as humanly possible, so the timing is strict.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Lance Combo and Reel Axe are more reliable combo starters here, but Rope Knife can start this combo as well. It is a niche solo combo in most stages, but Firion does get more assist gauge for using different attacks. Naturally, it also deals more BRV damage.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Assist (Kuja) ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main article: &#039;&#039;&#039;[[Firion_(Dissidia_012)/Combos#Assist_Combos_(Kuja)|Firion Combos (Kuja Assist)]]&#039;&#039;&#039; &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Firion has a straightforward and effective synergy with Kuja. He can Wall Rush off of his key moves, and then have Kuja follow up. Firion typically ends his combos with Weaponsmaster or Straightarrow (midair). Whenever Firion gets a ground Wall Rush (e.g. Double Trouble), he can also increase the reward on hit with {{keyword|fillers|filler=1}}.&lt;br /&gt;
&lt;br /&gt;
{{Combo-012&lt;br /&gt;
| data      = &lt;br /&gt;
{{Combo-012Data&lt;br /&gt;
|combo=&#039;&#039;&#039;Rope Knife&#039;&#039;&#039; &amp;gt; Followup (↓) &amp;gt; {{clr|wr=1}} &amp;gt; {{clr|astbrv=1}} &amp;gt; {{clr|ac=1}} &amp;gt; Weaponsmaster&lt;br /&gt;
|condition=Punish Starter&lt;br /&gt;
|requirement=Ground, Wall Rush (Floor)&lt;br /&gt;
|purpose=BRV Damage, Beginner Combo&lt;br /&gt;
|damage=89 + HP &amp;amp; Wall Rush&lt;br /&gt;
|damagehits=20 &amp;gt; 8 &amp;gt; 43 (Assist) &amp;gt; 18 + HP &amp;amp; WR&lt;br /&gt;
|ex=~75&lt;br /&gt;
|exhits=45 &amp;gt; ~30&lt;br /&gt;
|meteropp=142&lt;br /&gt;
|video=https://www.youtube.com/watch?v=udGT9uPWtYM&amp;amp;t=17&lt;br /&gt;
|notes=Not particularly strong, but suitable for beginners.&lt;br /&gt;
&lt;br /&gt;
Followup (↓) can also catch aggressive opponents with mid priority if Rope Knife misses. Firion players should keep an eye out for this if they use this move.&lt;br /&gt;
}}&lt;br /&gt;
{{Combo-012Data&lt;br /&gt;
|combo=&#039;&#039;&#039;Rope Knife&#039;&#039;&#039; &amp;gt; Double Trouble &amp;gt; {{clr|wr=1}} &amp;gt; {{clr|astbrv=1}} &amp;gt; Straightarrow &amp;gt; {{clr|ac=1}} &amp;gt; Weaponsmaster&lt;br /&gt;
|condition=Punish Starter&lt;br /&gt;
|requirement=Ground, Wall Rush&lt;br /&gt;
|purpose=HP Link, Multipurpose&lt;br /&gt;
|damage=92 + HP &amp;amp; Wall Rush&lt;br /&gt;
|damagehits=20 &amp;gt; 10 + HP &amp;amp; WR &amp;gt; 46 (Assist) &amp;gt; HP &amp;gt; 16 + HP &amp;amp; WR&lt;br /&gt;
|ex=~90&lt;br /&gt;
|exhits=30 &amp;gt; ~30 &amp;gt; 0 &amp;gt; ~30&lt;br /&gt;
|meteropp=141&lt;br /&gt;
|video=https://www.youtube.com/watch?v=udGT9uPWtYM&amp;amp;t=115&lt;br /&gt;
|notes=A Firion classic. Recommended for high base bravery builds. Straightarrow filler serves a few purposes; It adds meter depletion, resets base BRV recovery to normal and increases critical hit rate for Weaponmaster during base BRV recovery. Straightarrow can be fired whenever during Kuja&#039;s multi-hits, and if it Wall Rushes, it&#039;s even better for Firion.&lt;br /&gt;
}}&lt;br /&gt;
{{Combo-012Data&lt;br /&gt;
|combo=&#039;&#039;&#039;Shield Bash (far)&#039;&#039;&#039; &amp;gt; {{clr|astbrv=1}} &amp;gt; {{clr|ac=1}} &amp;gt; Weaponsmaster&lt;br /&gt;
|condition=Counter Starter&lt;br /&gt;
|requirement=Ground, Midrange&lt;br /&gt;
|purpose=Anti-{{keyword|Zoning|zoning=1}}&lt;br /&gt;
|damage=68 + HP &amp;amp; WR&lt;br /&gt;
|damagehits=10 + HP &amp;gt; 4,16,20 (40 total, Assist) &amp;gt; 18 + HP &amp;amp; WR&lt;br /&gt;
|ex=~90&lt;br /&gt;
|exhits=60 &amp;gt; ~30&lt;br /&gt;
|meteropp=102&lt;br /&gt;
|video=https://www.youtube.com/watch?v=udGT9uPWtYM&amp;amp;t=154&lt;br /&gt;
|notes=Shield Bash&#039;s long range counter controls a lot of space, and leads to assist combo on hit. Firion should be careful about his positioning, however; Normally the thunder bolt knocks opponent upward once. If the thunder bolt hits from below, it can knock opponent up multiple times.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;This generates lots of EX Force (and assist gauge with Side by Side {{accsp}}), but it also delays Kuja assist timing a lot. The exact timing can be difficult to measure at first, but roughly 1 second after the first bolt hit can work. If in doubt, please watch the example video linked here.&lt;br /&gt;
}}&lt;br /&gt;
{{Combo-012Data&lt;br /&gt;
|combo=&#039;&#039;&#039;Straightarrow&#039;&#039;&#039; &amp;gt; {{clr|wr=1}} &amp;gt; {{clr|astbrv=1}} &amp;gt; Straightarrow &amp;gt; {{clr|ac=1}} &amp;gt; Weaponsmaster&lt;br /&gt;
|condition=HP Projectile Starter&lt;br /&gt;
|requirement=Wall Rush (Ground)&lt;br /&gt;
|purpose={{keyword|Zoning|zoning=1}} Reward, Multipurpose&lt;br /&gt;
|damage=65 + HP &amp;amp; Wall Rush&lt;br /&gt;
|damagehits=HP + WR &amp;gt; 47 (Assist) + HP (&amp;amp; WR) &amp;gt; 18 + HP &amp;amp; WR&lt;br /&gt;
|ex=~30&lt;br /&gt;
|exhits=0 &amp;gt; 0 &amp;gt; ~30&lt;br /&gt;
|meteropp=94&lt;br /&gt;
|video=https://www.youtube.com/watch?v=udGT9uPWtYM&amp;amp;t=214&lt;br /&gt;
|notes=Straightarrow combo against grounded opponents. Matchup dependent, but still recommended for high base BRV builds. The Straightarrow filler serves the same role as with prior core combos; Resets base BRV recovery, adds meter depletion and increases critical hit rate for Weaponsmaster.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
= Builds =&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-|Side by Side (Judgment of Lufenia + Wall Rush)=&lt;br /&gt;
{{Build&lt;br /&gt;
|hp=9576&lt;br /&gt;
|cp=450&lt;br /&gt;
|brv=1394&lt;br /&gt;
|atk=178&lt;br /&gt;
|def=184&lt;br /&gt;
|luk=61&lt;br /&gt;
|booster=x2.9&lt;br /&gt;
|setbonus=Judgment of Lufenia&lt;br /&gt;
|ast={{012kuja}}&lt;br /&gt;
|wpn=Lufenian Gun&lt;br /&gt;
|hand=Chainsaw {{equip}}&lt;br /&gt;
|head=Lufenian Cap&lt;br /&gt;
|armor=Lufenian Armor {{equip}}&lt;br /&gt;
|acc1={{accbas}} Sniper Eye&lt;br /&gt;
|acc2={{accbas}} Bravery Orb&lt;br /&gt;
|acc3={{accbas}} Dismay Shock&lt;br /&gt;
|acc4={{accbas}} Battle Hammer&lt;br /&gt;
|acc5={{accboo}} BRV = 0&lt;br /&gt;
|acc6={{accboo}} Empty EX Gauge&lt;br /&gt;
|acc7={{accboo}} Pre-EX Mode&lt;br /&gt;
|acc8={{accsp}} Blue Gem&lt;br /&gt;
|acc9={{accsp}} Miracle Shoes&lt;br /&gt;
|acc10={{accsp}} Side by Side&lt;br /&gt;
|summon=Rubicante&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Equip Machinery extra ability for the listed base bravery.&lt;br /&gt;
&lt;br /&gt;
This build focuses on assist meter drain and adding damage via HP wall rushes.&lt;br /&gt;
&lt;br /&gt;
|-|Build #1=&lt;br /&gt;
{{Build&lt;br /&gt;
|hp=&lt;br /&gt;
|cp=&lt;br /&gt;
|brv=&lt;br /&gt;
|atk=&lt;br /&gt;
|def=&lt;br /&gt;
|luk=&lt;br /&gt;
|booster=&lt;br /&gt;
|setbonus=&lt;br /&gt;
|ast=&lt;br /&gt;
|wpn=&lt;br /&gt;
|hand=&lt;br /&gt;
|head=&lt;br /&gt;
|armor=&lt;br /&gt;
|acc1=&lt;br /&gt;
|acc2=&lt;br /&gt;
|acc3=&lt;br /&gt;
|acc4=&lt;br /&gt;
|acc5=&lt;br /&gt;
|acc6=&lt;br /&gt;
|acc7=&lt;br /&gt;
|acc8=&lt;br /&gt;
|acc9=&lt;br /&gt;
|acc10=&lt;br /&gt;
|summon=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Assist =&lt;br /&gt;
&lt;br /&gt;
Firion&#039;s assist data.&lt;br /&gt;
&lt;br /&gt;
{{012Assist&lt;br /&gt;
|type1=BRV&lt;br /&gt;
|attack1=Rope Knife&lt;br /&gt;
|startup1=23F&lt;br /&gt;
|position1=Ground&lt;br /&gt;
|spawn1=Opponent&lt;br /&gt;
|damage1=2 x 10, 25 (45)&lt;br /&gt;
|effect1=Wall Rush&lt;br /&gt;
|type2=BRV&lt;br /&gt;
|attack2=Magic Arts: Flame&lt;br /&gt;
|startup2=25F&lt;br /&gt;
|position2=Air&lt;br /&gt;
|spawn2=Opponent&lt;br /&gt;
|damage2=10 each (up to 30)&lt;br /&gt;
|effect2=-&lt;br /&gt;
|type3=HP&lt;br /&gt;
|attack3=Straightarrow&lt;br /&gt;
|startup3=61F&lt;br /&gt;
|position3=Ground&lt;br /&gt;
|spawn3=Opponent&lt;br /&gt;
|damage3=-&lt;br /&gt;
|effect3=Wall Rush&lt;br /&gt;
|type4=HP&lt;br /&gt;
|attack4=Weaponmaster&lt;br /&gt;
|startup4=52F&lt;br /&gt;
|position4=Air&lt;br /&gt;
|spawn4=Opponent&lt;br /&gt;
|damage4=2 x 11 (22)&lt;br /&gt;
|effect4=Wall Rush&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Firion works with a limited number of assists, but can also use The Emperor. Kuja&lt;br /&gt;
&lt;br /&gt;
= References =&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{navbox012}}&lt;br /&gt;
&lt;br /&gt;
{{roadmap012fir}}&lt;/div&gt;</summary>
		<author><name>Muggshotter</name></author>
	</entry>
	<entry>
		<id>https://dissidia.wiki/index.php?title=Firion_(Dissidia_012)&amp;diff=4818</id>
		<title>Firion (Dissidia 012)</title>
		<link rel="alternate" type="text/html" href="https://dissidia.wiki/index.php?title=Firion_(Dissidia_012)&amp;diff=4818"/>
		<updated>2026-04-01T09:34:46Z</updated>

		<summary type="html">&lt;p&gt;Muggshotter: /* Ground */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Dissidia 012 Final Fantasy]]&lt;br /&gt;
{{012CharNavFir}}&lt;br /&gt;
&lt;br /&gt;
{{CharacterInfo&lt;br /&gt;
|portrait=https://resources.dissidia.wiki/ddff/portraits/ddff-port-firion.png&lt;br /&gt;
|name=Firion (フリオニール)&lt;br /&gt;
|origin=Final Fantasy II&lt;br /&gt;
|atk=111 (High)&lt;br /&gt;
|def=112 (High)&lt;br /&gt;
|runspeed=8 (Below Average)&lt;br /&gt;
|dash=81 (Below Average)&lt;br /&gt;
|fall=81 (Average)&lt;br /&gt;
|fallr=38 (Average)&lt;br /&gt;
|fastestbrv=9F (Swordslash)&lt;br /&gt;
|fastesthp=33F / 49F (Lord of Arms)&lt;br /&gt;
|1hithp=Yes (Straightarrow)&lt;br /&gt;
|hplinks=Yes&lt;br /&gt;
|cmdblock=Yes (Shield Bash)&lt;br /&gt;
|weapon=All normal weapons, Parrying Weapons, Guns, Poles&lt;br /&gt;
|armor=Bangles, Chestplates, Clothing, Hats,&amp;lt;br&amp;gt;Headbands, Helms, Light Armor, Shields&lt;br /&gt;
|exclusives=Rebellion Army, Longinus, Wild Rose&lt;br /&gt;
|unlock=Default&lt;br /&gt;
|alignment=Cosmos&lt;br /&gt;
|vajp=[https://en.wikipedia.org/wiki/Hikaru_Midorikawa Hikaru Midorikawa]&lt;br /&gt;
|vaeng=[https://en.wikipedia.org/wiki/Johnny_Yong_Bosch Johnny Yong Bosch]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Firion is a defensive ground-oriented fighter. His main strategy revolves around controlling space with Straightarrow and {{keyword|punishing|punish=1}} approaches with {{keyword|HP links|hplink=1}} or Shield Bash counters. With quick Swordslash {{keyword|pokes|poke=1}} and Magic Arts {{keyword|projectiles|projectile=1}}, Firion has tools for almost any range. Defend with Swordslash and Shield Bash, pressure with Straightarrow and go for broke with a grounded HP link.&lt;br /&gt;
&lt;br /&gt;
Firion’s defense is backed up by his damage output; As an {{keyword|HP linker|hplinker=1}}, Firion benefits a lot from &#039;&#039;&#039;[[Multiplayer_Build_Guide_(Dissidia_012)#Side_by_Side|Side by Side builds.]]&#039;&#039;&#039; His common Double Trouble HP link &#039;&#039;&#039;[[Wall_Rush_(Dissidia_012_Final_Fantasy)|wall rushes]]&#039;&#039;&#039; on the ground, which sets up high damage assist combos consistently. With &#039;&#039;&#039;[[Multiplayer_Build_Guide_(Dissidia_012)#Damage_(high_base_bravery)|high base bravery]]&#039;&#039;&#039; and Side by Side, Firion can quickly fill assist gauge and get big momentum with one HP hit. Firion’s HP attacks are also strong in {{keyword|neutral|neutral=1}}, so stray hits and callouts are rewarding as well.&lt;br /&gt;
&lt;br /&gt;
As a ground fighter, Firion is more vulnerable in the air. Aggressive opponents can overwhelm him there due to his short range and telegraphed low priority projectiles. His mobility is also below average, and his floaty air dodges leave him open to &#039;&#039;&#039;[[Dodge_(Dissidia_012)#Dodge_punishment|dodge punishment.]]&#039;&#039;&#039; Firion also cannot force opponents to fight near ground, unless he commits to slower EX gain, which is outclassed by Side by Side. In addition, his Straightarrow pressure suffers against fast movement and {{keyword|whiff punishes|whiffpunish=1}} once opponents have assist.&lt;br /&gt;
&lt;br /&gt;
In competitive play, Firion has been consistently ranked at high tier. He is good at controlling space and capitalizing on mistakes at mid-range. He cannot fight as effectively in the air, or prevent all opponents from staying there. He performs well against close-range characters such as {{012clo}}, {{012zid}} and {{012pri}}, and small stages such as Pandaemonium - Top Floor make it harder to run away from him. Despite the weak EX generation and air combat, Firion’s high damage and straightforward gameplan have made him a consistent tournament threat.&lt;br /&gt;
&lt;br /&gt;
{{ProConTable&lt;br /&gt;
|pros=*&#039;&#039;&#039;Defensive ground combat&#039;&#039;&#039; - Firion can stand toe-to-toe in close-range combat with Swordslash &amp;amp; Rope Knife BRVs and Shield Bash HP for protection after a dodge.&lt;br /&gt;
*&#039;&#039;&#039;Anti-{{keyword|zoning|zoning=1}}&#039;&#039;&#039; - Shield Bash&#039;s long range counter is fast, long reach, difficult to avoid and leads to assist combos. Good for shutting down low priority projectiles.&lt;br /&gt;
*&#039;&#039;&#039;Damage&#039;&#039;&#039; - High base bravery, high base ATK, synergy with Side by Side {{accsp}} and consistent HP link wall rushes reward Firion greatly with just one combo.&lt;br /&gt;
*&#039;&#039;&#039;[[Assist_(Dissidia_012)#Side_by_Side|Side by Side]]&#039;&#039;&#039; {{accsp}} - Firion builds assist gauge and momentum quickly with well placed {{keyword|HP links|hplink=1}} and strong HP attacks in {{keyword|neutral|neutral=1}}.&lt;br /&gt;
*&#039;&#039;&#039;Ranged combat&#039;&#039;&#039; - Magic Arts: Bolt and more notably Straightarrow can force opponents to disengage and punish mistimed dodges even from long distances.&lt;br /&gt;
*&#039;&#039;&#039;EX Mode&#039;s Blood Weapon&#039;&#039;&#039; - Rare, but regenerating health equal to HP damage dealt is strong at creating comebacks.&lt;br /&gt;
|cons=*&#039;&#039;&#039;Air combat&#039;&#039;&#039; - Floaty air dodges, low combo potential, lack of effective post-dodge defense and quick approaching close-range attacks can create a lot of risk for Firion.&lt;br /&gt;
*&#039;&#039;&#039;Enforcing defenders in his effective range&#039;&#039;&#039; - Firion&#039;s arsenal is not designed to easily enforce opponents hanging at a large stage&#039;s ceiling to engage with him. These situations often involve long-term strategies with EX and appropriate builds.&lt;br /&gt;
*&#039;&#039;&#039;Punishable HP links&#039;&#039;&#039; - As a frequent HP link user, Double Trouble&#039;s long HP attack animation leave him vulnerable to counter attacks after &#039;&#039;&#039;[[Assist_(Dissidia_012)#Assist_Change|Assist Change.]]&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Bravery Attacks ==&lt;br /&gt;
&lt;br /&gt;
=== Ground ===&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Lance Combo=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;20+&#039;&#039;&#039; (8, 12)&lt;br /&gt;
|startup=19F&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee Low&lt;br /&gt;
|ex=15&lt;br /&gt;
|effect=Absorb&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/8/83/Brv_firion_lance_combo.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge, Follow-up (Away)&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=4&lt;br /&gt;
|ap=160&lt;br /&gt;
|gametext=[Close] Quick upward swing with lance. &amp;lt;br&amp;gt;Slightly draws foe near.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Lance Combo is Firion&#039;s fastest move for {{keyword|HP links|hplink=1}}, but it also has shortest reach despite it pulling in enemies. It has long {{keyword|active|active=1}} frames, so it can still hit opponents who are trying to {{keyword|whiff punish|whiffpunish=1}} Firion too early. The animation is quick, which lets Firion quickly transition into his follow-ups or the Double Trouble HP link.&lt;br /&gt;
&lt;br /&gt;
As a {{keyword|poke|poke=1}}, Lance Combo can be {{keyword|dodge cancelled|dc=1}} relatively early, though it&#039;s still slower than Swordslash. And even if Lance Combo misses, Firion still has the mid priority lance follow-up to protect himself. That&#039;s not exclusive to this move, but it&#039;s safer in this regard than Reel Axe, one of his other braveries.&lt;br /&gt;
&lt;br /&gt;
|-|Swordslash (ground)=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;20&#039;&#039;&#039;&lt;br /&gt;
|startup=9F&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee Low&lt;br /&gt;
|ex=60&lt;br /&gt;
|effect=Chase&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/e/ed/Brv_firion_swordslash_g.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge, Block, Attack&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=16&lt;br /&gt;
|ap=90&lt;br /&gt;
|gametext=[Close] Quick sword slash. &amp;lt;br&amp;gt;Short reach, but quick strike.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Swordslash is Firion&#039;s main close-range {{keyword|poke|poke=1}}. It can build assist gauge on {{keyword|whiff|whiff=1}} and push enemies away who are getting too comfortable near Firion. The reach is short, so it&#039;s not effective as a {{keyword|whiff punish|whiffpunish=1}} tool. However, its {{keyword|startup|startup=1}} is one of the fastest in the whole game. Firion can {{keyword|cancel|cancel=1}} this move into a block or other attacks (including HP), which helps him stay ambiguous against reactive opponents. &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=SGv4ADXqhCw&amp;amp;t=322 Swordslash into Rope Knife (attack cancel)]&amp;lt;/ref&amp;gt; &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=EhazH4c2TJs&amp;amp;t=219 Swordslash into Lance Combo (attack cancel)]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Using Swordslash well in conjunction with other moves lets Firion establish the defensive ground combat where he excels at. If Swordslash hits, Firion can even convert into a Kuja assist combo. &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=bxDZ9N6HYL4&amp;amp;t=107 Swordslash conversion into Kuja assist combo.]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-|Rope Knife=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;20+&#039;&#039;&#039; (2 x 10)&lt;br /&gt;
|startup=23F&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee Low&lt;br /&gt;
|ex=30&lt;br /&gt;
|effect=-&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/c/c0/Brv_firion_rope_knife.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge, Follow-up (Away)&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=1&lt;br /&gt;
|ap=160&lt;br /&gt;
|gametext=[Mid] Throw lightning knife. &amp;lt;br&amp;gt;Good versus any height, long duration.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Rope Knife is Firion&#039;s primary {{keyword|whiff punish|whiffpunish=1}} tool on the ground. Similar to Lance Combo and Reel Axe, Rope Knife pulls in enemies for follow-ups, including Double Trouble HP link. &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=EhazH4c2TJs&amp;amp;t=102 Rope Knife pulls opponent to Firion]&amp;lt;/ref&amp;gt; It has enough reach and {{keyword|active|active=1}} frames to catch ground dodges and landing lag. &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=ra6pKVI6gno&amp;amp;t=360 Rope Knife has long active frames]&amp;lt;/ref&amp;gt; &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=W2KoophyA6w&amp;amp;t=62 Rope Knife has long active frames (and extends beyond visuals?)]&amp;lt;/ref&amp;gt; &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=SGv4ADXqhCw&amp;amp;t=718 Rope Knife catches landing lag]&amp;lt;/ref&amp;gt; Rope Knife has some vertical {{keyword|tracking|tracking=1}} as well. &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=rU9esevjw50&amp;amp;t=202 Rope Knife vertical tracking]&amp;lt;/ref&amp;gt; The startup speed is slower than Lance Combo, but it&#039;s fast enough to punish plenty of moves on reaction if Firion is within range. &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=EhazH4c2TJs&amp;amp;t=334 Rope Knife whiff punish (Zidane Tempest)]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Firion can use Rope Knife as a threat against close-range characters. It has longer reach than most {{keyword|pokes|poke=1}}, so it can punish opponents for poking near Firion. &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=W2KoophyA6w&amp;amp;t=94 Rope Knife whiff punish (Squall Beat Fang)]&amp;lt;/ref&amp;gt; Rope Knife can also go through projectiles and pull the opponent in, functioning as a {{keyword|disjoint|disjoint=1}}. &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=ra6pKVI6gno&amp;amp;t=311 Rope Knife pokes through projectile (Bartz Dark Flame)]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Rope Knife has a glaring weakness; It&#039;s rather telegraphed. The bright yellow visual effect around the knife and Firion&#039;s distinct audio cue make it easier to react to this move. And if it&#039;s used from its maximum range, Firion doesn&#039;t have many low risk options to use as a {{keyword|mixup|mixup=1}}. It also generates more EX than other ground combo moves, though that&#039;s negligible when using Side by Side {{accsp}}. Most of Rope Knife&#039;s hits don&#039;t pull the opponent towards Firion, so a &amp;quot;shallow&amp;quot; hit can cause the opponent to drop out of the move if it hits at an awkward angle. &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=ra6pKVI6gno&amp;amp;t=43 Rope Knife pull misses]&amp;lt;/ref&amp;gt; The long active frames can also backfire on Firion (though not often), as higher priority moves cause Firion to stagger. &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=Dl1G_ZhtdpY&amp;amp;t=30 Rope Knife gets staggered by high priority move (Jecht LV3 Jecht Stream]&amp;lt;/ref&amp;gt; &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=1N1IeTT0Uu0&amp;amp;t=18s Rope Knife gets staggered by high priority move (Tifa Burning Arrow)]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Despite its weaknesses, Rope Knife is commonly used in competitive play. It plays an important role in Firion&#039;s defense as a distinct punisher and spacing tool. With Rope Knife, Firion&#039;s range is not limited to point blank (Swordslash) and long-range (Reel Axe, Magic Arts, Straightarrow). And it&#039;s safer to use than Lord of Arms as a punisher. And of course, Rope Knife enables high damaging assist combos with Double Trouble.&lt;br /&gt;
&lt;br /&gt;
|-|Reel Axe=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;20+&#039;&#039;&#039; (10, 10)&lt;br /&gt;
|startup=47F&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Ranged High&lt;br /&gt;
|ex=15&lt;br /&gt;
|effect=-&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/d/d5/Brv_firion_reel_axe.jpeg&lt;br /&gt;
|imgpos=45%&lt;br /&gt;
|cancels=Dodge, Follow-up (Away)&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=1&lt;br /&gt;
|ap=160&lt;br /&gt;
|gametext=[Long] Throw axe straight ahead &amp;lt;br&amp;gt;at high speed.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Reel Axe is a high priority projectile that pulls opponents to Firion. It has the longest lateral reach out of Firion&#039;s ground braveries. This is mainly used to break through blocks from long range. It complements Rope Knife, making it an effective {{keyword|mixup|mixup=1}} when used sparingly.&lt;br /&gt;
&lt;br /&gt;
While the projectile travels quickly, it takes a long time to come out. Once Firion has thrown the axe, it travels in a straight line with no {{keyword|tracking|tracking=1}}. Any character with average run speed can evade this attack by moving sideways. Firion is also vulnerable to {{keyword|assist punishes|assistpunish=1}} during this move. All this means is that Reel Axe is rather risky to use, especially when its average damage output remains on par with Rope Knife and Lance Combo. If it guard breaks, Firion can do any of his follow-ups, and the critical hits can also deal more damage. However, this attack is not essential for increasing Firion&#039;s damage in competitive play.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Follow-ups ===&lt;br /&gt;
Rope Knife, Lance Combo and Reel Axe can be followed up with one of three attacks. Because the bravery starters have identical base damage, the total base damage will be shown in parenthesis.&lt;br /&gt;
&lt;br /&gt;
* Circle {{pspcir}} (Neutral) for Punch&lt;br /&gt;
* Up+Circle ↑+{{pspcir}} (Towards) for Slash &amp;amp; Arrow&lt;br /&gt;
* Down+Circle ↓+{{pspcir}} (Away) for Lance&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Neutral (Punch)=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;+25&#039;&#039;&#039; (45 Total)&lt;br /&gt;
|startup=?&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee Low&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=-&lt;br /&gt;
|image=https://dissidia.wiki/images/9/9c/Brv_firion_followup_neutral.jpeg&lt;br /&gt;
|imgpos=50%&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=-&lt;br /&gt;
|ap=-&lt;br /&gt;
|gametext=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Neutral follow-up (Punch) is Firion&#039;s highest damaging ender for bravery damage. It&#039;s a very fast attack with long {{keyword|knockback|knockback=1}} for wall rushes. Since Firion often goes for Double Trouble, the punch can make Firion safer against early &#039;&#039;&#039;[[Assist_(Dissidia_012)#Assist_Change|Assist Changes]]&#039;&#039;&#039;. Firion can use this to sneak in bravery damage right before the opponent escapes reflexively.&lt;br /&gt;
&lt;br /&gt;
Punch sees less use than Double Trouble and Lance follow-ups due to its weaker combo routes and reliance on wall rush. Its base damage is quite good, and more worthwhile with physical damage builds. However, Firion benefits more from HP links and assist combos on average.&lt;br /&gt;
&lt;br /&gt;
|-|Towards (Slash and arrow)=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;+10&#039;&#039;&#039; (5, 5) (30 Total)&lt;br /&gt;
|startup=?&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee Low (slash) &amp;lt;br&amp;gt;Ranged Low (arrow)&lt;br /&gt;
|ex=75&lt;br /&gt;
|effect=Chase&lt;br /&gt;
|cp=-&lt;br /&gt;
|image=https://dissidia.wiki/images/f/f8/Brv_firion_followup_towards.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=&lt;br /&gt;
|ap=&lt;br /&gt;
|gametext=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Towards follow-up (Slash &amp;amp; Arrow) is a two-stage attack that leads to Chase. It has the highest EX gain out of Firion&#039;s braveries, with strong {{keyword|knockback|knockback=1}}. Firion can combo into an assist after the first sword swing, but it&#039;s not a high damage starter.&lt;br /&gt;
&lt;br /&gt;
Firion&#039;s damage lies in wall rushes with assist, and his other attacks don&#039;t generate much EX on average. That puts Slash &amp;amp; Arrow in a niche role. It may generate the most EX out of his braveries, but majority of it comes from the long-range arrow shot. Getting all of the EX requires dodging towards opponent and remaining airborne for a moment. This is not ideal, because Firion gives up damage and ground moves to fill EX gauge which he is already struggling to fill.&lt;br /&gt;
&lt;br /&gt;
As a result, Slash &amp;amp; Arrow is only really prioritized with EX builds and not much else.&lt;br /&gt;
&lt;br /&gt;
|-|Away (Lance)=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;+8&#039;&#039;&#039; (1 x 5, 3) (28 Total)&lt;br /&gt;
|startup=11F&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee Mid&lt;br /&gt;
|ex=15&lt;br /&gt;
|effect=Wall Rush, Absorb&lt;br /&gt;
|cp=-&lt;br /&gt;
|image=https://dissidia.wiki/images/4/46/Brv_firion_followup_away.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=&lt;br /&gt;
|ap=&lt;br /&gt;
|gametext=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Away follow-up (Lance) is a combo attack that wall rushes on the ground. Its base damage may be low, but it has utility thanks to melee mid priority and consistent wall rushes. The wall rush opens up assist combos, which is good, though it&#039;s a low damage starter. Firion can do this move even if his ground combo braveries (Rope Knife etc.) miss, so Lance follow-up can protect him in case the opponent gets greedy. &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=EhazH4c2TJs&amp;amp;t=141 Lance follow-up protects Firion against low priority attack]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Firion swings the weapon around him, which has good coverage around his body, so Lance doesn&#039;t have an explicit &amp;quot;blind spot&amp;quot;. Lance also pulls nearby opponents in, so they cannot just wait for Firion to finish the attack before punishing it. It does have decent {{keyword|recovery|recovery=1}} before it can be {{keyword|dodge cancelled|dc=1}} though, so Firion should not always use this. &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=rU9esevjw50&amp;amp;t=272 Lance follow-up gets whiff punished, it&#039;s not always safe to use]&amp;lt;/ref&amp;gt; &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=1N1IeTT0Uu0&amp;amp;t=283 Lance follow-up gets assist punished]&amp;lt;/ref&amp;gt; Since it stays out for a while, Firion can also lose to advancing high priority moves. &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=bxDZ9N6HYL4&amp;amp;t=81 Lance Follow-up loses to HP attack]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Aerial ===&lt;br /&gt;
Similar to ground moves like Lance Combo, Firion&#039;s Magic Arts have built-in follow-ups. Two follow-ups can be done, and the corresponding Magic Arts braveries do not have to be equipped to do them.&lt;br /&gt;
&lt;br /&gt;
* Circle {{pspcir}} for Magic Arts: Frost&lt;br /&gt;
* Up+Circle ↑+{{pspcir}} for Magic Arts: Flame&lt;br /&gt;
* Down+Circle ↓+{{pspcir}} for Magic Arts: Bolt&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Magic Arts: Flame=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=each &#039;&#039;&#039;10&#039;&#039;&#039;&lt;br /&gt;
|startup=25F&lt;br /&gt;
|type=Magical&lt;br /&gt;
|priority=Ranged Low&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=--&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/f/f9/Brv_firion_magic_arts_flame.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=24&lt;br /&gt;
|ap=90&lt;br /&gt;
|gametext=Magic combo starting with Fire. &amp;lt;br&amp;gt;Can swap spell from second shot.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Magic Arts: Flame is a slow, homing {{keyword|projectile|projectile=1}}. It has low damage, but it has enough hit stun to be used in combos if Firion is ever ready for it.&lt;br /&gt;
&lt;br /&gt;
Flame is not used to control space conventionally. Its low priority loses to just about anything, but this is a blessing in disguise; If Flame is reflected, Firion can block it with Shield Bash and activate the barrage of long-range projectiles that have very strong {{keyword|tracking|tracking=1}}. Flame&#039;s slow travel speed makes this fairly easy to notice by most intermediate and advanced players. However, Firion can cast at least one Flame rather safely without getting {{keyword|assist punished|assistpunish=1}} for it. So if Firion has time to cast this at all, he can at least attempt to pressure opponents over time this way.&lt;br /&gt;
&lt;br /&gt;
|-|Magic Arts: Frost=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=each &#039;&#039;&#039;12&#039;&#039;&#039;&lt;br /&gt;
|startup=25F&lt;br /&gt;
|type=Magical&lt;br /&gt;
|priority=Ranged Low&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=Chase&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/3/38/Brv_firion_magic_arts_freeze.jpeg&lt;br /&gt;
|imgpos=40%&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=1&lt;br /&gt;
|ap=90&lt;br /&gt;
|gametext=Magic combo starting w/Blizzard. &amp;lt;br&amp;gt;Can swap spell from second shot.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Magic Arts: Frost is a single projectile that moves towards opponent in a straight line. It does low damage and generates no EX, but it also travels pretty fast once it comes out; Frost hits staggered opponents reliably after a block.&lt;br /&gt;
&lt;br /&gt;
Frost can also lead to an elaborate chase setup if two of them are cast during an assist.&lt;br /&gt;
&lt;br /&gt;
|-|Magic Arts: Bolt=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=each &#039;&#039;&#039;15&#039;&#039;&#039; (4, 4, 7)&lt;br /&gt;
|startup=53F&lt;br /&gt;
|type=Magical&lt;br /&gt;
|priority=Ranged Low&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/8/8a/Brv_firion_magic_arts_bolt.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=1&lt;br /&gt;
|ap=90&lt;br /&gt;
|gametext=Magic combo starting w/Thunder. &amp;lt;br&amp;gt;Can swap spell from second shot.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Magic Arts: Bolt spawns a projectile at the opponent&#039;s location and wall rushes them on the ground. Firion can use this to harass opponents from a distance thanks to its {{keyword|active|active=1}} duration, decent {{keyword|hitbox|hitbox=1}} and the repeated casts. Most of Firion&#039;s projectiles don&#039;t go through solid obstacles, like walls. This does not apply to Bolt, so Firion can use it against opponents who are trying to stay behind cover. &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=EhazH4c2TJs&amp;amp;t=235 Magic Arts: Bolt can hit behind solid obstacles (Crystal Tower)]&amp;lt;/ref&amp;gt;  &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=rU9esevjw50&amp;amp;t=164 Magic Arts: Bolt can hit behind obstacles (Pandaemonium, opponent POV)]&amp;lt;/ref&amp;gt; Despite its low priority, Bolt encourages opponents to move as getting hit by this can lead to an assist combo or more Bolt pressure.&lt;br /&gt;
&lt;br /&gt;
Bolt takes almost a second to come out and it won&#039;t {{keyword|track|track=1}} the opponent once it&#039;s been casted. Therefore it is not recommended to be used as a general {{keyword|zoning|zoning=1}} tool when opponents are rapidly approaching Firion. &lt;br /&gt;
&lt;br /&gt;
|-|Swordslash (midair)=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;20&#039;&#039;&#039;&lt;br /&gt;
|startup=9F&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee Low&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/6/61/Brv_firion_swordslash_a.jpeg&lt;br /&gt;
|imgpos=60%&lt;br /&gt;
|cancels=Dodge, Block, Attack&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=31&lt;br /&gt;
|ap=90&lt;br /&gt;
|gametext=[Close] Slash in midair. &amp;lt;br&amp;gt;Short reach, but quick strike.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Firion&#039;s midair Swordslash shares a few key traits with the grounded version. It&#039;s very fast, does 20 base damage and can be cancelled into attacks.&lt;br /&gt;
&lt;br /&gt;
Aerial Swordslash works similarly as a {{keyword|poke|poke=1}} that can push opponents away. A big difference is that it can wall rush on the ground instead. This is good for assist combos, and it&#039;s practically higher reward for Firion compared to the grounded Swordslash. However, it&#039;s important to remember that Firion is not a very strong aerial fighter; His other air attacks are slow and he falls slowly after an air dodge. The range on aerial Swordslash is quite short, so it can easily miss even if Firion blocks a melee attack successfully. &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=Dl1G_ZhtdpY&amp;amp;t=261 Swordslash (midair) short range after blocking]&amp;lt;/ref&amp;gt; It can be {{keyword|cancelled|cancel=1}} quickly to build assist gauge, but this is not a preferred situation for Firion.&lt;br /&gt;
&lt;br /&gt;
Aerial Swordslash is also used as a {{keyword|combo filler|filler=1}} during ground Kuja assist combos, usually after ground wall rush. &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=bxDZ9N6HYL4&amp;amp;t=379 Swordslash (midair) as assist combo filler (Lord of Arms)]&amp;lt;/ref&amp;gt; &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=bxDZ9N6HYL4&amp;amp;t=397 Swordslash (midair) as assist combo filler (Straightarrow)]&amp;lt;/ref&amp;gt; &lt;br /&gt;
&lt;br /&gt;
If Firion does not cancel midair Swordslash, he will fall down until the animation finishes.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== HP Attacks ==&lt;br /&gt;
&lt;br /&gt;
=== Ground ===&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Shield Bash=&lt;br /&gt;
{{AbilityInfo2&lt;br /&gt;
|ver1=Close&lt;br /&gt;
|damage1=&#039;&#039;&#039;16&#039;&#039;&#039; (4 x 4)&lt;br /&gt;
|startup1=Block frame 1F~26F, end 49F&lt;br /&gt;
|type1=Physical&lt;br /&gt;
|priority1=Block Mid &amp;gt; Melee High&lt;br /&gt;
|ex1=96&lt;br /&gt;
|effect1=Block&lt;br /&gt;
|cancels1=&lt;br /&gt;
|asthit1=&lt;br /&gt;
|gametext=[Block] Create shield of light. &amp;lt;br&amp;gt;HP attack on successful block.&lt;br /&gt;
|level=20&lt;br /&gt;
|ap=130&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|ver2=Far&lt;br /&gt;
|damage2=&#039;&#039;&#039;10&#039;&#039;&#039; (3, 7)&lt;br /&gt;
|startup2=Block frame 1F~26F, end 49F&lt;br /&gt;
|type2=Magical&lt;br /&gt;
|priority2=Block Mid &amp;gt; Ranged High&lt;br /&gt;
|ex2=60&lt;br /&gt;
|effect2=Block&lt;br /&gt;
|cancels2=&lt;br /&gt;
|asthit2=&lt;br /&gt;
|image=https://dissidia.wiki/images/1/1e/Hp_firion_shield_bash.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[File:Hp_firion_shield_bash_close.jpeg|thumb|300px|Shield Bash (Close).]]&lt;br /&gt;
&lt;br /&gt;
[[File:Hp_firion_shield_bash_far.jpeg|thumb|300px|Shield Bash (Far) fires three homing spells that can be difficult to avoid.]]&lt;br /&gt;
&lt;br /&gt;
Shield Bash is Firion&#039;s {{keyword|command block|commandblock=1}}. When Firion blocks an attack with this, he will respond with a counterattack. There are two counters, near and far. The type of counter depends on how far the opponent is from Firion at that moment.&lt;br /&gt;
&lt;br /&gt;
;Near version&lt;br /&gt;
*A barrage of close-range knife throws.&lt;br /&gt;
*Activates if Shield Bash blocked an attack while opponent was very close.&lt;br /&gt;
*The &amp;quot;close&amp;quot; threshold is approximately at Firion&#039;s head and 1,1 World of Darkness&#039; tiles.&lt;br /&gt;
*The attack can be Melee or Ranged priority, even from assist. Near version still activates based on distance to opponent.&lt;br /&gt;
*Firion {{keyword|tracks|tracking=1}} the opponent, turning around if necessary. Has a low vertical angle.&lt;br /&gt;
&lt;br /&gt;
;Far version&lt;br /&gt;
*Three long-range homing spells based on Flame, Frost and Bolt magic arts.&lt;br /&gt;
*Activates if Shield Bash blocked an attack while opponent was out of &amp;quot;close&amp;quot; threshold.&lt;br /&gt;
*Blocks Ranged Low attacks for majority of the counter.&lt;br /&gt;
&lt;br /&gt;
Shield Bash has multiple use cases. It can counter long-range projectiles and discourage {{keyword|zoning|zoning=1}}. It can be used after a ground dodge to protect against dodge punish attempts. Firion can even set up a Shield Bash by having his Magic Arts: Flame reflected back at him. It&#039;s a powerful defensive tool, partly because it can make opponents think twice before attacking Firion.&lt;br /&gt;
&lt;br /&gt;
Much of Shield Bash&#039;s strengths can be attributed to its blocking duration and the potency of the far version. Shield Bash blocks instantly on frame 1, which gives Firion gapless defense after dodging with Evasion Boost ability. &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=bxDZ9N6HYL4&amp;amp;t=302 Shield Bash far counter evaded (Precision Evasion)]&amp;lt;/ref&amp;gt; The homing spells also travel very far and very quickly; Dodging all of them requires &#039;&#039;&#039;[[Dodge_(Dissidia_012)#Precision_Evasion|Precision Evasion]]&#039;&#039;&#039; or very specific positioning and dodge timing.  This is because the projectiles are huge, {{keyword|active|active=1}} for a long time, and they leave very few gaps in between them. If either first or second projectile hits, the rest is guaranteed.&lt;br /&gt;
&lt;br /&gt;
The third projectile (bolt) is a 1-hit HP that generates 60 EX and knocks opponent upward for an {{keyword|assist combo|assistcombo=1}}. If the bolt hits from below, it can trigger the HP hit multiple times. That means multiple {{keyword|meter depletion|depletion=1}} ticks and an excessive amount of EX Force on the field. Since Firion is a prominent Side by Side {{accsp}} user, Shield Bash can also fill both assist gauges effectively in this manner.&lt;br /&gt;
&lt;br /&gt;
As for downsides, Shield Bash can only block low priority attacks. Any mid or high priority attack, such as {{012gar}}&#039;s Lance Charge or {{012zid}}&#039;s Free Energy cause Firion to get staggered or guard crushed. &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=EhazH4c2TJs&amp;amp;t=188 Shield Bash cannot block high priority attack (Zidane Free Energy)]&amp;lt;/ref&amp;gt; In that sense it is not much different from a regular block. Shield Bash also struggles against {{keyword|halo camping|halocamp=1}} in large stages; Firion cannot block attacks if his opponent insists on staying away from him. The far version can also be interrupted with assist, but Auto Assist Lock On extra ability helps with that. Shield Bash (far) automatically interrupts assists with this ability, as long as more projectiles can come out. Firion will keep aiming at the assist even after opponent&#039;s assist disappears, which makes Firion more vulnerable to {{keyword|punishes|punish=1}}.&lt;br /&gt;
&lt;br /&gt;
|-|Straightarrow (ground)=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=-&lt;br /&gt;
|startup=61F&lt;br /&gt;
|type=-&lt;br /&gt;
|priority=Ranged High&lt;br /&gt;
|ex=30&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/1/11/Hp_firion_straightarrow_g.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=1&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=[Long] Fire arrow of light. &amp;lt;br&amp;gt;Charge to adjust timiing.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Straightarrow is Firion&#039;s primary {{keyword|zoning|zoning=1}} tool. It is a single projectile that travels at high speed when fired. What makes this move really effective is Firion&#039;s ability to hold it. As long as Square {{pspsqu}} is held, Firion continues to aim at the opponent regardless of where they move. Firion adjusts his aim fairly quickly, so he can snipe slow movement, {{keyword|whiffs|whiff=1}} and dodges &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=bxDZ9N6HYL4&amp;amp;t=23 Straightarrow can punish air dodge]&amp;lt;/ref&amp;gt; with relative ease by releasing Square {{pspsqu}}.&lt;br /&gt;
&lt;br /&gt;
The ground version of Straightarrow is not used as often as the midair version. However, it can be occasionally useful to Firion as a slightly faster version of the move. This is because Firion does not have to jump in order to use it. Firion is considered airborne when using Straightarrow on the ground, so fast air assists can punish him.&lt;br /&gt;
&lt;br /&gt;
Straightarrow has a maximum charge time of roughly 1 second (from startup, ~2 seconds in total). After that, Firion will fire Straightarrow automatically. This applies to midair version as well.&lt;br /&gt;
&lt;br /&gt;
|-|Lord of Arms=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;20&#039;&#039;&#039; (4 x 5)&lt;br /&gt;
|startup=33F (above Firion), 49F (1st), 99F (2nd)&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee High&lt;br /&gt;
|ex=30&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/8/8d/Hp_firion_lord_of_arms.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=36&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=[Mid] Use all weapons. Extremely accurate.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Firion uses weapons to fire two energy waves in quick succession. Lord of Arms {{keyword|tracks|tracking=1}} around Firion, which can force a dodge in close-range. This is great, because the second wave can punish regular dodges and still wall rush. Lord of Arms can be effective as a high priority {{keyword|mixup|mixup=1}} against fidgety opponents. It has enough lateral reach to punish &#039;&#039;&#039;[[Landing_lag|landing lag]]&#039;&#039;&#039; as well. &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=bxDZ9N6HYL4&amp;amp;t=377 Lord of Arms punishes landing lag from max range]&amp;lt;/ref&amp;gt; It wall rushes on the ground, which leads to damaging assist combos. Lord of Arms has a {{keyword|hitbox|hitbox=1}} above Firion, which comes out the fastest, so it does work as an {{keyword|anti-air|anti-air=1}} if Firion needs it. Firion is considered grounded during this move, so he won&#039;t always get punished by slow assists (Kuja ground BRV, Aerith air BRV). Also, Lord of Arms can cause multiple HP hits with the second wave. This greatly increases assist gauge filled with Side by Side {{accsp}} and meter depletion.&lt;br /&gt;
&lt;br /&gt;
Although Lord of Arms is powerful, it can still be dangerous to use recklessly. It has long {{keyword|recovery|recovery=1}}, which can be {{keyword|punished|punish=1}}. &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=EhazH4c2TJs&amp;amp;t=195 Lord of Arms&#039; long recovery, vulnerable to punishes]&amp;lt;/ref&amp;gt; It may have good tracking, but it&#039;s not omnipotent; The waves don&#039;t reach high up into the air, and they can be avoided by dashing sideways with Omni Ground Dash or Multi Air Slide. The invincibility from Evasion Boost and / or Precision Evasion can also evade Lord of Arms with proper timing. Firion also needs to look out for &#039;&#039;&#039;[[Bravery_(Dissidia_012)#Bravery_Break|bravery breaks]]&#039;&#039;&#039; from assists; Firion always fires both energy waves even if they miss. That means if the opponent cannot evade the second wave after dodging, they can call assist and hit Firion after taking HP damage. Auto Assist Lock On support ability won&#039;t do much in this case.&lt;br /&gt;
&lt;br /&gt;
Overall Lord of Arms has high upset potential, but it still leaves Firion vulnerable if it misses. A strong move when used carefully.&lt;br /&gt;
&lt;br /&gt;
|-|Double Trouble A=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;+10&#039;&#039;&#039; (2, 1 x 6, 2) (30 Total)&lt;br /&gt;
|startup=??&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee High&lt;br /&gt;
|ex=30&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/2/25/Hp_firion_double_trouble.jpeg&lt;br /&gt;
|imgpos=60%&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=Branching from Lance Combo. &amp;lt;br&amp;gt;[Combo] Multi-weapon attack.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Double Trouble is Firion&#039;s {{keyword|HP link|hplink=1}}, which causes solo HP damage and devastating assist combos with Side by Side {{accsp}}. It is available with three of Firion&#039;s ground braveries, and Firion is expected to have it in most {{keyword|matchups|matchup=1}}. Double Trouble knocks at a downward diagonal angle, and it wall rushes on the ground in most stages. &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=1N1IeTT0Uu0&amp;amp;t=230 Double Trouble wall rushes on the ground]&amp;lt;/ref&amp;gt; This creates consistent damage output for Firion whenever he gets a good hit on the opponent.&lt;br /&gt;
&lt;br /&gt;
If opponent escapes from Double Trouble with Assist Change, Firion will keep doing this move even when it misses. That makes Firion vulnerable to punish attempts. &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=EhazH4c2TJs&amp;amp;t=380 Double Trouble punished after Assist Change] &amp;lt;/ref&amp;gt; &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=W2KoophyA6w&amp;amp;t=148 Double Trouble punished after Assist Change (Squall Aerial Circle)]&amp;lt;/ref&amp;gt; However, Firion can quickly {{keyword|cancel|cancel=1}} the {{keyword|recovery|recovery=1}} into a dodge after the final hit. &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=EhazH4c2TJs&amp;amp;t=17 Double Trouble has short recovery when it is dodge cancelled]&amp;lt;/ref&amp;gt; This makes Double Trouble a bit safer to use, and puts the onus on the opponent to punish properly. &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=W2KoophyA6w&amp;amp;t=94 Double Trouble has short recovery when it is dodge cancelled (Squall Aerial Circle)]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-|Double Trouble B=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;+10&#039;&#039;&#039; (2, 1 x 6, 2) (30 Total)&lt;br /&gt;
|startup=?&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee High&lt;br /&gt;
|ex=30&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/2/25/Hp_firion_double_trouble.jpeg&lt;br /&gt;
|imgpos=60%&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=Branching from Rope Knife. &amp;lt;br&amp;gt;[Combo] Multi-weapon attack.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Identical with Double Trouble A.&lt;br /&gt;
&lt;br /&gt;
|-|Double Trouble C=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;+10&#039;&#039;&#039; (2, 1 x 6, 2) (30 Total)&lt;br /&gt;
|startup=??&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee High&lt;br /&gt;
|ex=30&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/2/25/Hp_firion_double_trouble.jpeg&lt;br /&gt;
|imgpos=60%&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=Branching from Reel Axe. &amp;lt;br&amp;gt;[Combo] Multi-weapon attack.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Identical with Double Trouble A.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Aerial ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Straightarrow (midair)=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=-&lt;br /&gt;
|startup=61F&lt;br /&gt;
|type=-&lt;br /&gt;
|priority=Ranged High&lt;br /&gt;
|ex=30&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/4/44/Hp_firion_straightarrow_a.jpeg&lt;br /&gt;
|imgpos=55%&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=1&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=[Long] Fire arrow of light. &amp;lt;br&amp;gt;Charge to adjust timing.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Firion&#039;s primary {{keyword|zoning|zoning=1}} tool, but in the air. This is identical with the ground version. The main difference boils down to this being usable in the air; Whenever Firion is in the air, he can apply pressure with Straightarrow. Hold Square {{pspsqu}} to aim, release to fire. Its fast travel speed makes it good for {{keyword|punishing|punish=1}} moves from a distance. &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=i0wVA8eKICo&amp;amp;t=714 Straightarrow can whiff punish from a distance]&amp;lt;/ref&amp;gt; It can still miss against fast movement, &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=Dl1G_ZhtdpY&amp;amp;t=175 Straightarrow tracking against fast run speed (misses)]&amp;lt;/ref&amp;gt; &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=SGv4ADXqhCw&amp;amp;t=708 Straightarrow no vertical tracking once fired]&amp;lt;/ref&amp;gt;, but it&#039;s great at capitalizing on opponent&#039;s mistakes otherwise.&lt;br /&gt;
&lt;br /&gt;
Straightarrow can quickly rack up damage, because it forces opponents to stop and respond in specific ways, and punishes them if they fail. &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=SGv4ADXqhCw&amp;amp;t=628 Firion forces a Straightarrow mixup after LV2 Assist Change.]&amp;lt;/ref&amp;gt; &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=bxDZ9N6HYL4&amp;amp;t=248 Firion forces Straightarrow in small space and punishes air dodge]&amp;lt;/ref&amp;gt; &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=Dl1G_ZhtdpY&amp;amp;t=268 Firion delays Straightarrow&#039;s timing to apply pressure.]&amp;lt;/ref&amp;gt; It can Wall Rush, which is great for assist follow-ups. &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=i0wVA8eKICo&amp;amp;t=1053 Straightarrow Wall Rush, great for assist combos]&amp;lt;/ref&amp;gt; With Side by Side {{accsp}}, Firion also gets a chunk of assist gauge whenever Straightarrow hits. &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=i0wVA8eKICo&amp;amp;t=1004 Straightarrow fills assist gauge with Side by Side]&amp;lt;/ref&amp;gt; All these factors contribute greatly to Straightarrow&#039;s staying power. It can slow down the pace of a match and yields good reward on hit without demanding conditions. Straightarrow is a character-defining move in several aspects.&lt;br /&gt;
&lt;br /&gt;
Firion is vulnerable in a few ways during Straightarrow (both ground and midair). For one, he cannot quickly turn his aim behind him, so he needs to make sure opponents cannot dodge behind his back. &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=EhazH4c2TJs&amp;amp;t=81 Firion turns Straightarrow aim slowly behind hims]&amp;lt;/ref&amp;gt; Firion can still hit behind his back if he can reorient himself in time, &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=W2KoophyA6w&amp;amp;t=110 Straightarrow aims behind Firion (Squall air dodge, near wall)]&amp;lt;/ref&amp;gt; but he needs to be aware when his maximum charge time ends.&lt;br /&gt;
&lt;br /&gt;
The second vulnerability has to do with assists; Once Firion fires the projectile, his {{keyword|recovery|recovery=1}} is long enough for quick air assists to punish him. &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=ra6pKVI6gno&amp;amp;t=284 Straightarrow gets assist punished after firing.]&amp;lt;/ref&amp;gt; Furthermore, if Firion gets predictable, the opponent can call assist before taking damage from Straightarrow. &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=bxDZ9N6HYL4&amp;amp;t=292 Straightarrow gets assist punished during {{keyword|startup|startup=1}}]&amp;lt;/ref&amp;gt; This can be exploited further; When Firion deals HP damage, the assist can bravery break him immediately afterwards. &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=ra6pKVI6gno&amp;amp;t=99 Firion hits Straightarrow, gets broken by assist afterwards.]&amp;lt;/ref&amp;gt; That can have a devastating effect on Firion&#039;s momentum just for a single Straightarrow. Being mindful of resources, Straightarrow release timings and maximum charge time will help a lot in long matches. And lastly, Firion cannot fire Straightarrow in under a second, so he can always take damage before then. &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=EhazH4c2TJs&amp;amp;t=351 Straightarrow gets hit during startup]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
With Auto Assist Lock On, Firion can automatically aim at assists that are called when Straightarrow is being held. &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=SGv4ADXqhCw&amp;amp;t=312 Straightarrow automatically aims at assist (Auto Assist Lock On)]&amp;lt;/ref&amp;gt; This makes it much safer to use in {{keyword|neutral|neutral=1}}. &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=EhazH4c2TJs&amp;amp;t=442 Straightarrow with Auto Assist Lock On, Firion avoids punishment]&amp;lt;/ref&amp;gt; This can give Firion more assist gauge with Side by Side {{accsp}}, but it can also set himself up for a pincer attack from his opponent. &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=EhazH4c2TJs&amp;amp;t=406 Straightarrow with Auto Assist Lock On, Firion gets punished by opponent&#039;s point character]&amp;lt;/ref&amp;gt; Auto Assist Lock On also makes it harder to protect Firion&#039;s own assist if opponent escapes with Assist Change; Auto Assist Lock On forces Firion to aim at the assist even when they disappear after Assist Change. &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=bxDZ9N6HYL4&amp;amp;t=309 Straightarrow keeps aiming at assist after they&#039;re gone (Auto Assist Lock On)]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-|Weaponsmaster=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;22&#039;&#039;&#039; (2 x 11)&lt;br /&gt;
|startup=53F&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee High&lt;br /&gt;
|ex=~30&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/c/c1/Hp_firion_weaponsmaster.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=8&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=[Mid] Use all weapons. &amp;lt;br&amp;gt;Steals bravery, then HP attack.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Weaponsmaster is Firion&#039;s primary aerial HP for bravery damage. It is commonly used to end assist combos after Kuja assist. It also works as a no-frills counter after blocking an opponent. &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=EhazH4c2TJs&amp;amp;t=67 Weaponsmaster as a no-frills counter after blocking opponent]&amp;lt;/ref&amp;gt; It has good lateral range and it stays {{keyword|active|active=1}} for majority of the attack once it&#039;s out. Firion can use this to challenge dodges in smaller spaces, and if it hits, it can wall rush for an assist combo.&lt;br /&gt;
&lt;br /&gt;
Firion will automatically turn towards opponent during {{keyword|startup|startup=1}}. Even if an opponent goes under him, Firion will quickly adjust his aim. Afterwards, Firion&#039;s direction is fixed, and he will move slowly towards opponent. This slightly increases Weaponsmaster&#039;s maximum range. The long animation makes Firion susceptible to counterattacks. &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=ra6pKVI6gno&amp;amp;t=271 Weaponsmaster long recovery is punishable]&amp;lt;/ref&amp;gt; As a result, it carries high risk for controlling space compared to Straightarrow and Lord of Arms. Many competitive assists have faster air braveries than ground braveries, so in terms of {{keyword|assist punishes|assistpunish=1}}, Weaponsmaster is not afforded the same degree of safety as Lord of Arms. Firion should also be careful if opponent can escape with Assist Change, since he can be punished afterwards. &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=ra6pKVI6gno&amp;amp;t=187 Weaponsmaster gets punished with opponent Firion&#039;s Straightarrow after LV1 Assist Change]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== EX Mode: Blood Weapon equipped! ==&lt;br /&gt;
Effects:&lt;br /&gt;
* Regen&lt;br /&gt;
* Critical Boost&lt;br /&gt;
* Blood Weapon&lt;br /&gt;
&lt;br /&gt;
Firion has a strong EX mode due to the health regeneration from Blood Weapon. The major downside is that Firion&#039;s EX generation is weak overall, and is outclassed by high base bravery and Side by Side {{accsp}} builds. Firion may not get access to EX mode often, but if he does, he can benefit greatly from it.&lt;br /&gt;
&lt;br /&gt;
=== Blood Weapon ===&lt;br /&gt;
{{image|https://dissidia.wiki/images/b/b7/Ex_mode_firion_blood_magic.jpeg}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[Activates when HP attack hits] Absorbs HP equivalent to damage dealt.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Blood Weapon heals Firion whenever he lands an HP attack during EX mode. It will heal as much health as Firion had bravery at the time. Even though it heals with HP damage, it does not work with Wall Rush HP damage. Therefore this effect is strictly more powerful at higher bravery.&lt;br /&gt;
&lt;br /&gt;
Blood Weapon is very powerful for making comebacks, or establishing an exceptionally good health lead. The healing effect also applies to EX Burst as well, so Firion can guarantee at least two heals if he lands an HP attack. If Firion is already in a winning position, Blood Weapon allows him to secure a win even more decisively compared to most characters.&lt;br /&gt;
&lt;br /&gt;
=== EX Burst: Fervid Blazer ===&lt;br /&gt;
{{image|https://dissidia.wiki/images/e/e7/Ex_burst_firion.jpeg}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;A chain of attacks releasing the power of his weapons. Damage dealt adds to his own HP. Enter the commands that display before the attack.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{burst&lt;br /&gt;
|damage1=3 x 3 (9)&lt;br /&gt;
|damage2=4 x 3, 5 x 2, 13, 6 x 2, 12, 4 x 8 (100 total)&lt;br /&gt;
|type=Physical&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Fervid Blazer demands five button inputs in order, shown from left to right. Firion has roughly two seconds to complete the button sequence. The button sequence may change each time, but the common structure is three directional inputs, then two face button inputs. The d-pad must always be used, even if d-pad is used to move the character.&lt;br /&gt;
&lt;br /&gt;
Each wrong button press locks one input from the sequence. That means Firion will do one attack less during the EX Burst. If there are no successful inputs, Firion will transition straight into the last barrage of arrow shots.&lt;br /&gt;
&lt;br /&gt;
== Combos ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main article: &#039;&#039;&#039;[[Firion_(Dissidia_012)/Combos|Firion (Combos)]]&#039;&#039;&#039; &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Firion&#039;s practical combos are mostly limited to assist combos. As an HP linker, he benefits a lot from any Wall Rush he gets off of Double Trouble, Lord of Arms and Straightarrow. He works with a few competitive assists, of which Kuja is most reliable.&lt;br /&gt;
&lt;br /&gt;
=== Solo ===&lt;br /&gt;
&lt;br /&gt;
Firion&#039;s solo combos are situational at best, either requiring wall or setting up Magic Arts: Fire beforehand.&lt;br /&gt;
&lt;br /&gt;
{{Combo-012&lt;br /&gt;
| data      = &lt;br /&gt;
{{Combo-012Data&lt;br /&gt;
|combo=&#039;&#039;&#039;Magic Arts: Flame&#039;&#039;&#039; &amp;gt; Rope Knife &amp;gt; Double Trouble&lt;br /&gt;
|condition=Projectile Starter&lt;br /&gt;
|requirement=Set Up Projectile&lt;br /&gt;
|purpose=Stray Hit Combo&lt;br /&gt;
|damage=40 + HP &amp;amp; WR&lt;br /&gt;
|damagehits=10 &amp;gt; 20 &amp;gt; 10 + HP &amp;amp; WR&lt;br /&gt;
|ex=60&lt;br /&gt;
|exhits=0 &amp;gt; 30 &amp;gt; 30&lt;br /&gt;
|meteropp=&lt;br /&gt;
|video=&lt;br /&gt;
|notes=If Flame hits, it has just enough {{keyword|hit stun|hitstun=1}} for solo combos. The challenge here is hitting the opponent with Flame while being actionable. Assists can help with that, but in a {{keyword|neutral|neutral=1}} situation this may not be as practical. Rope Knife, Straightarrow and Lord of Arms are all serviceable followups, assuming Firion is close enough to land them.&lt;br /&gt;
}}&lt;br /&gt;
{{Combo-012Data&lt;br /&gt;
|combo=&#039;&#039;&#039;Lance Combo&#039;&#039;&#039; &amp;gt; Followup (↑) &amp;gt; {{clr|dc=1}} &amp;gt; Rope Knife &amp;gt; Double Trouble&lt;br /&gt;
|condition=Poke Starter&lt;br /&gt;
|requirement=Ground, Near Wall&lt;br /&gt;
|purpose=BRV Damage &amp;amp; Assist Gain&lt;br /&gt;
|damage=55 + HP &amp;amp; Wall Rush&lt;br /&gt;
|damagehits=20 &amp;gt; 5 &amp;gt; 20 &amp;gt; 10 + HP &amp;amp; WR&lt;br /&gt;
|ex=90&lt;br /&gt;
|exhits=15 &amp;gt; 15 &amp;gt; 30 &amp;gt; 30&lt;br /&gt;
|meteropp=&lt;br /&gt;
|video=&lt;br /&gt;
|notes=Followup (↑) has just enough {{keyword|hit stun|hitstun=1}} for Firion to dodge and combo into Rope Knife. This requires being very close to wall, as this relies on reducing opponent&#039;s knockback and keeping Firion close. The dodge cancel and the following Rope Knife must be done as soon as humanly possible, so the timing is strict.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Lance Combo and Reel Axe are more reliable combo starters here, but Rope Knife can start this combo as well. It is a niche solo combo in most stages, but Firion does get more assist gauge for using different attacks. Naturally, it also deals more BRV damage.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Assist (Kuja) ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main article: &#039;&#039;&#039;[[Firion_(Dissidia_012)/Combos#Assist_Combos_(Kuja)|Firion Combos (Kuja Assist)]]&#039;&#039;&#039; &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Firion has a straightforward and effective synergy with Kuja. He can Wall Rush off of his key moves, and then have Kuja follow up. Firion typically ends his combos with Weaponsmaster or Straightarrow (midair). Whenever Firion gets a ground Wall Rush (e.g. Double Trouble), he can also increase the reward on hit with {{keyword|fillers|filler=1}}.&lt;br /&gt;
&lt;br /&gt;
{{Combo-012&lt;br /&gt;
| data      = &lt;br /&gt;
{{Combo-012Data&lt;br /&gt;
|combo=&#039;&#039;&#039;Rope Knife&#039;&#039;&#039; &amp;gt; Followup (↓) &amp;gt; {{clr|wr=1}} &amp;gt; {{clr|astbrv=1}} &amp;gt; {{clr|ac=1}} &amp;gt; Weaponsmaster&lt;br /&gt;
|condition=Punish Starter&lt;br /&gt;
|requirement=Ground, Wall Rush (Floor)&lt;br /&gt;
|purpose=BRV Damage, Beginner Combo&lt;br /&gt;
|damage=89 + HP &amp;amp; Wall Rush&lt;br /&gt;
|damagehits=20 &amp;gt; 8 &amp;gt; 43 (Assist) &amp;gt; 18 + HP &amp;amp; WR&lt;br /&gt;
|ex=~75&lt;br /&gt;
|exhits=45 &amp;gt; ~30&lt;br /&gt;
|meteropp=142&lt;br /&gt;
|video=https://www.youtube.com/watch?v=udGT9uPWtYM&amp;amp;t=17&lt;br /&gt;
|notes=Not particularly strong, but suitable for beginners.&lt;br /&gt;
&lt;br /&gt;
Followup (↓) can also catch aggressive opponents with mid priority if Rope Knife misses. Firion players should keep an eye out for this if they use this move.&lt;br /&gt;
}}&lt;br /&gt;
{{Combo-012Data&lt;br /&gt;
|combo=&#039;&#039;&#039;Rope Knife&#039;&#039;&#039; &amp;gt; Double Trouble &amp;gt; {{clr|wr=1}} &amp;gt; {{clr|astbrv=1}} &amp;gt; Straightarrow &amp;gt; {{clr|ac=1}} &amp;gt; Weaponsmaster&lt;br /&gt;
|condition=Punish Starter&lt;br /&gt;
|requirement=Ground, Wall Rush&lt;br /&gt;
|purpose=HP Link, Multipurpose&lt;br /&gt;
|damage=92 + HP &amp;amp; Wall Rush&lt;br /&gt;
|damagehits=20 &amp;gt; 10 + HP &amp;amp; WR &amp;gt; 46 (Assist) &amp;gt; HP &amp;gt; 16 + HP &amp;amp; WR&lt;br /&gt;
|ex=~90&lt;br /&gt;
|exhits=30 &amp;gt; ~30 &amp;gt; 0 &amp;gt; ~30&lt;br /&gt;
|meteropp=141&lt;br /&gt;
|video=https://www.youtube.com/watch?v=udGT9uPWtYM&amp;amp;t=115&lt;br /&gt;
|notes=A Firion classic. Recommended for high base bravery builds. Straightarrow filler serves a few purposes; It adds meter depletion, resets base BRV recovery to normal and increases critical hit rate for Weaponmaster during base BRV recovery. Straightarrow can be fired whenever during Kuja&#039;s multi-hits, and if it Wall Rushes, it&#039;s even better for Firion.&lt;br /&gt;
}}&lt;br /&gt;
{{Combo-012Data&lt;br /&gt;
|combo=&#039;&#039;&#039;Shield Bash (far)&#039;&#039;&#039; &amp;gt; {{clr|astbrv=1}} &amp;gt; {{clr|ac=1}} &amp;gt; Weaponsmaster&lt;br /&gt;
|condition=Counter Starter&lt;br /&gt;
|requirement=Ground, Midrange&lt;br /&gt;
|purpose=Anti-{{keyword|Zoning|zoning=1}}&lt;br /&gt;
|damage=68 + HP &amp;amp; WR&lt;br /&gt;
|damagehits=10 + HP &amp;gt; 4,16,20 (40 total, Assist) &amp;gt; 18 + HP &amp;amp; WR&lt;br /&gt;
|ex=~90&lt;br /&gt;
|exhits=60 &amp;gt; ~30&lt;br /&gt;
|meteropp=102&lt;br /&gt;
|video=https://www.youtube.com/watch?v=udGT9uPWtYM&amp;amp;t=154&lt;br /&gt;
|notes=Shield Bash&#039;s long range counter controls a lot of space, and leads to assist combo on hit. Firion should be careful about his positioning, however; Normally the thunder bolt knocks opponent upward once. If the thunder bolt hits from below, it can knock opponent up multiple times.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;This generates lots of EX Force (and assist gauge with Side by Side {{accsp}}), but it also delays Kuja assist timing a lot. The exact timing can be difficult to measure at first, but roughly 1 second after the first bolt hit can work. If in doubt, please watch the example video linked here.&lt;br /&gt;
}}&lt;br /&gt;
{{Combo-012Data&lt;br /&gt;
|combo=&#039;&#039;&#039;Straightarrow&#039;&#039;&#039; &amp;gt; {{clr|wr=1}} &amp;gt; {{clr|astbrv=1}} &amp;gt; Straightarrow &amp;gt; {{clr|ac=1}} &amp;gt; Weaponsmaster&lt;br /&gt;
|condition=HP Projectile Starter&lt;br /&gt;
|requirement=Wall Rush (Ground)&lt;br /&gt;
|purpose={{keyword|Zoning|zoning=1}} Reward, Multipurpose&lt;br /&gt;
|damage=65 + HP &amp;amp; Wall Rush&lt;br /&gt;
|damagehits=HP + WR &amp;gt; 47 (Assist) + HP (&amp;amp; WR) &amp;gt; 18 + HP &amp;amp; WR&lt;br /&gt;
|ex=~30&lt;br /&gt;
|exhits=0 &amp;gt; 0 &amp;gt; ~30&lt;br /&gt;
|meteropp=94&lt;br /&gt;
|video=https://www.youtube.com/watch?v=udGT9uPWtYM&amp;amp;t=214&lt;br /&gt;
|notes=Straightarrow combo against grounded opponents. Matchup dependent, but still recommended for high base BRV builds. The Straightarrow filler serves the same role as with prior core combos; Resets base BRV recovery, adds meter depletion and increases critical hit rate for Weaponsmaster.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
= Builds =&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-|Side by Side (Judgment of Lufenia + Wall Rush)=&lt;br /&gt;
{{Build&lt;br /&gt;
|hp=9576&lt;br /&gt;
|cp=450&lt;br /&gt;
|brv=1394&lt;br /&gt;
|atk=178&lt;br /&gt;
|def=184&lt;br /&gt;
|luk=61&lt;br /&gt;
|booster=x2.9&lt;br /&gt;
|setbonus=Judgment of Lufenia&lt;br /&gt;
|ast={{012kuja}}&lt;br /&gt;
|wpn=Lufenian Gun&lt;br /&gt;
|hand=Chainsaw {{equip}}&lt;br /&gt;
|head=Lufenian Cap&lt;br /&gt;
|armor=Lufenian Armor {{equip}}&lt;br /&gt;
|acc1={{accbas}} Sniper Eye&lt;br /&gt;
|acc2={{accbas}} Bravery Orb&lt;br /&gt;
|acc3={{accbas}} Dismay Shock&lt;br /&gt;
|acc4={{accbas}} Battle Hammer&lt;br /&gt;
|acc5={{accboo}} BRV = 0&lt;br /&gt;
|acc6={{accboo}} Empty EX Gauge&lt;br /&gt;
|acc7={{accboo}} Pre-EX Mode&lt;br /&gt;
|acc8={{accsp}} Blue Gem&lt;br /&gt;
|acc9={{accsp}} Miracle Shoes&lt;br /&gt;
|acc10={{accsp}} Side by Side&lt;br /&gt;
|summon=Rubicante&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Equip Machinery extra ability for the listed base bravery.&lt;br /&gt;
&lt;br /&gt;
This build focuses on assist meter drain and adding damage via HP wall rushes.&lt;br /&gt;
&lt;br /&gt;
|-|Build #1=&lt;br /&gt;
{{Build&lt;br /&gt;
|hp=&lt;br /&gt;
|cp=&lt;br /&gt;
|brv=&lt;br /&gt;
|atk=&lt;br /&gt;
|def=&lt;br /&gt;
|luk=&lt;br /&gt;
|booster=&lt;br /&gt;
|setbonus=&lt;br /&gt;
|ast=&lt;br /&gt;
|wpn=&lt;br /&gt;
|hand=&lt;br /&gt;
|head=&lt;br /&gt;
|armor=&lt;br /&gt;
|acc1=&lt;br /&gt;
|acc2=&lt;br /&gt;
|acc3=&lt;br /&gt;
|acc4=&lt;br /&gt;
|acc5=&lt;br /&gt;
|acc6=&lt;br /&gt;
|acc7=&lt;br /&gt;
|acc8=&lt;br /&gt;
|acc9=&lt;br /&gt;
|acc10=&lt;br /&gt;
|summon=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Assist =&lt;br /&gt;
&lt;br /&gt;
Firion&#039;s assist data.&lt;br /&gt;
&lt;br /&gt;
{{012Assist&lt;br /&gt;
|type1=BRV&lt;br /&gt;
|attack1=Rope Knife&lt;br /&gt;
|startup1=23F&lt;br /&gt;
|position1=Ground&lt;br /&gt;
|spawn1=Opponent&lt;br /&gt;
|damage1=2 x 10, 25 (45)&lt;br /&gt;
|effect1=Wall Rush&lt;br /&gt;
|type2=BRV&lt;br /&gt;
|attack2=Magic Arts: Flame&lt;br /&gt;
|startup2=25F&lt;br /&gt;
|position2=Air&lt;br /&gt;
|spawn2=Opponent&lt;br /&gt;
|damage2=10 each (up to 30)&lt;br /&gt;
|effect2=-&lt;br /&gt;
|type3=HP&lt;br /&gt;
|attack3=Straightarrow&lt;br /&gt;
|startup3=61F&lt;br /&gt;
|position3=Ground&lt;br /&gt;
|spawn3=Opponent&lt;br /&gt;
|damage3=-&lt;br /&gt;
|effect3=Wall Rush&lt;br /&gt;
|type4=HP&lt;br /&gt;
|attack4=Weaponmaster&lt;br /&gt;
|startup4=52F&lt;br /&gt;
|position4=Air&lt;br /&gt;
|spawn4=Opponent&lt;br /&gt;
|damage4=2 x 11 (22)&lt;br /&gt;
|effect4=Wall Rush&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Firion works with a limited number of assists, but can also use The Emperor. Kuja&lt;br /&gt;
&lt;br /&gt;
= References =&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{navbox012}}&lt;br /&gt;
&lt;br /&gt;
{{roadmap012fir}}&lt;/div&gt;</summary>
		<author><name>Muggshotter</name></author>
	</entry>
	<entry>
		<id>https://dissidia.wiki/index.php?title=Garland_(Dissidia_012)&amp;diff=4817</id>
		<title>Garland (Dissidia 012)</title>
		<link rel="alternate" type="text/html" href="https://dissidia.wiki/index.php?title=Garland_(Dissidia_012)&amp;diff=4817"/>
		<updated>2026-03-26T17:23:54Z</updated>

		<summary type="html">&lt;p&gt;Muggshotter: /* Builds */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Dissidia 012 Final Fantasy]]&lt;br /&gt;
{{012CharNavGar}}&lt;br /&gt;
&lt;br /&gt;
{{CharacterInfo&lt;br /&gt;
|portrait=https://resources.dissidia.wiki/ddff/portraits/ddff-port-garland.png&lt;br /&gt;
|name=Garland (ガーランド)&lt;br /&gt;
|origin=Final Fantasy&lt;br /&gt;
|atk=111 (High)&lt;br /&gt;
|def=112 (High)&lt;br /&gt;
|runspeed=10.5 (Very Slow)&lt;br /&gt;
|dash=81 (Below Average)&lt;br /&gt;
|fall=77 (Above Average)&lt;br /&gt;
|fallr=41 (Below Average)&lt;br /&gt;
|fastestbrv=13F (Deathblow, Highbringer high ver.)&lt;br /&gt;
|fastesthp=39F (Earthquake)&lt;br /&gt;
|1hithp=Yes (Cyclone, Blaze)&lt;br /&gt;
|hplinks=Yes (Combos only)&lt;br /&gt;
|cmdblock=No&lt;br /&gt;
|weapon=Axes, Greatswords, Katanas, Spears&lt;br /&gt;
|armor=Gauntlets, Heavy Armor, Helms,&amp;lt;br&amp;gt;Light Armor, Shields&lt;br /&gt;
|exclusives=Ogrekiller, Viking Axe, Gigant Axe&lt;br /&gt;
|unlock=&lt;br /&gt;
|alignment=Chaos&lt;br /&gt;
|vajp=[https://en.wikipedia.org/wiki/Kenji_Utsumi Kenji Utsumi]&lt;br /&gt;
|vaeng=[https://en.wikipedia.org/wiki/Christopher_Sabat Christopher Sabat]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
= Overview =&lt;br /&gt;
Garland is a defensive close / mid-range character. His strengths are defined by his braveries that are good at {{keyword|whiff punishing|whiffpunish=1}}, combos and accumulating EX and bravery.&lt;br /&gt;
&lt;br /&gt;
On the ground, Garland {{keyword|pokes|poke=1}} with Deathblow to fill assist gauge safely and threaten anyone approaching him from the air. Lance Charge, ground HP attacks and timing {{keyword|mixups|mixup=1}} complement the defensive strategy.&lt;br /&gt;
&lt;br /&gt;
Garland fights in the air with a mixture of offense and defense. Twist Drill {{keyword|anti-airs|anti-air=1}} opponents, Bardiche comes down with high damage potential, Cyclone provides area denial and Chain Cast is a whiff punisher and a solo combo starter rolled into one.&lt;br /&gt;
&lt;br /&gt;
Garland has above average base ATK and DEF stats, but his other attributes are a bit lacking. Below average movement speed, no solo {{keyword|HP links|hplink=1}} and floaty air dodges. His offensive options are limited against air dodges due to air braveries being telegraphed by their specified range, with notable blind spots for each. Garland&#039;s own options for protection after evading are slow and risky as well.&lt;br /&gt;
&lt;br /&gt;
Historically Garland has been considered a low tier character. However, his representation in competitive play in recent years present a case for a higher position. His grounded defense shuts down many close-range aerial approaches, and most hits lead to lots of bravery and EX. Garland&#039;s win condition is defined by his full EX gauge and high bravery stack, where he can end matches with one EX Revenge 5x Bardiche combo. He can exploit the opponent&#039;s positioning as a defender on the ground, but his aerial offense is much more linear and restricted by comparison. Garland&#039;s long-term strategy is strong, but it always requires multiple hits and resources to guarantee a win.&lt;br /&gt;
&lt;br /&gt;
{{ProConTable&lt;br /&gt;
|pros=&lt;br /&gt;
*&#039;&#039;&#039;Whiff Punishment&#039;&#039;&#039; - Several braveries allow Garland to react from various angles.&lt;br /&gt;
*&#039;&#039;&#039;Bravery Damage&#039;&#039;&#039; - Bardiche, Kuja assist and Chain Cast solo combos can bravery break quickly.&lt;br /&gt;
*&#039;&#039;&#039;Safe Ground {{keyword|Neutral|neutral=1}}&#039;&#039;&#039; - Deathblow lets Garland define the pace with less risk than most characters.&lt;br /&gt;
*&#039;&#039;&#039;EX Gauge Economy&#039;&#039;&#039; - Generates and collects EX efficiently through combos. He can kill earlier with EX Revenge than any other character thanks to Bardiche and Bravery stacking.&lt;br /&gt;
*&#039;&#039;&#039;Disjoints&#039;&#039;&#039; that can go through projectiles.&lt;br /&gt;
* &#039;&#039;&#039;Good ground-to-ground presence&#039;&#039;&#039; against close-range characters&lt;br /&gt;
&lt;br /&gt;
|cons=&lt;br /&gt;
* &#039;&#039;&#039;Below average movement&#039;&#039;&#039; - Garland is slightly slower on all fronts.&lt;br /&gt;
* &#039;&#039;&#039;Post-dodge vulnerability&#039;&#039;&#039; - Garland&#039;s air dodges leave him vulnerable, and Chain Cast does not protect with invincibility.&lt;br /&gt;
* &#039;&#039;&#039;Limited aerial dodge punish capability&#039;&#039;&#039; - HPs, Twist Drill and Bardiche need specific angles to hit. Garland struggles to hit fast fallers (e.g. {{012kain}}) and back air dodges. Offensive momentum can be difficult to create in these cases.&lt;br /&gt;
* &#039;&#039;&#039;Flawed aerial neutral and mixups&#039;&#039;&#039; - He can struggle against block in the air, and air HPs provide little utility against most characters.&lt;br /&gt;
* &#039;&#039;&#039;Fast + long range vulnerability&#039;&#039;&#039; - Air braveries are slower on average, so Garland can get interrupted more easily in face-offs. His anti-{{keyword|zoning|zoning=1}} options are mostly limited to dashing and &#039;&#039;&#039;[[Multiplayer_Build_Guide_(Dissidia_012)#Bravery_Boost_on_Dodge|Bravery Boost on Dodge builds]]&#039;&#039;&#039;.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
= Bravery Attacks =&lt;br /&gt;
== Ground ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Round Edge=&lt;br /&gt;
&lt;br /&gt;
{{AbilityInfo2&lt;br /&gt;
|ver1=Short&lt;br /&gt;
|damage1=&#039;&#039;&#039;45&#039;&#039;&#039; (7, 8, 30)&lt;br /&gt;
|startup1=23F&lt;br /&gt;
|type1=Physical&lt;br /&gt;
|priority1=Melee Low &amp;lt;br&amp;gt;Melee Mid (2nd hit)&lt;br /&gt;
|ex1=30&lt;br /&gt;
|effect1=Wall Rush&lt;br /&gt;
|cancels1=Dodge&lt;br /&gt;
|asthit1=&lt;br /&gt;
|gametext=[Close] Broad sword sweep. &amp;lt;br&amp;gt;Change combo with input timing.&lt;br /&gt;
|level=1&lt;br /&gt;
|ap=100&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|ver2=Long&lt;br /&gt;
|damage2=&#039;&#039;&#039;45&#039;&#039;&#039; (7, 8, 9, 2, 2, 2, 15)&lt;br /&gt;
|startup2=23F&lt;br /&gt;
|type2=Physical&lt;br /&gt;
|priority2=Melee Low, Melee Mid (2nd hit) &amp;lt;br&amp;gt;Melee High (3rd hit)&lt;br /&gt;
|ex2=90&lt;br /&gt;
|effect2=Chase&lt;br /&gt;
|cancels2=Dodge&lt;br /&gt;
|asthit2=&lt;br /&gt;
|image=https://dissidia.wiki/images/b/b3/Brv_garland_round_edge.jpeg&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[File:Brv_garland_round_edge_short.jpeg|thumb|300px|Round Edge (Short)]]&lt;br /&gt;
&lt;br /&gt;
[[File:Brv_garland_round_edge_long.jpeg|thumb|300px|Round Edge (Long).]]&lt;br /&gt;
&lt;br /&gt;
Three sword swipes with two different follow-ups. Press circle {{pspcir}} before the third swipe for a wall rush finisher, or press circle {{pspcir}} after it for a chase finisher. Garland&#039;s movement can be controlled freely during the first two swipes.&lt;br /&gt;
&lt;br /&gt;
Round Edge is a high commitment attack, which is mainly used after block staggers or to catch opponents by surprise. It is risky to use due to its long {{keyword|startup|startup=1}} and animation length. Garland cannot dodge until the first three slashes are done. However, this move also provides notable reward on hit thanks to the precise Deathblow follow-ups; Bravery damage, EX and assist gauge are all great for Garland. Even without Deathblow follow-ups, Round Edge still provides assist combos, above average base damage and EX on the long finisher.&lt;br /&gt;
&lt;br /&gt;
Round Edge is not very safe or effective as a {{keyword|neutral|neutral=1}} tool. It is quite slow and has little coverage against opponent&#039;s defensive options. The second and third round slashes have higher priority which can work sometimes, but given the overall speed, this is easier for opponents to anticipate. Since Garland stops moving by the third slash, its high priority can be difficult to use against moving opponents. It is recommended to use this move with caution.&lt;br /&gt;
&lt;br /&gt;
When &#039;&#039;&#039;[[Lock_Off|locked off]]&#039;&#039;&#039;, Garland can move in any direction on the ground with Round Edge.&lt;br /&gt;
&lt;br /&gt;
|-|Lance Charge=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;30&#039;&#039;&#039; (2 x 5, 5, 15)&lt;br /&gt;
|startup=31F&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee Mid&lt;br /&gt;
|ex=30&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/0/00/Brv_garland_lance_charge.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=8&lt;br /&gt;
|ap=100&lt;br /&gt;
|gametext=[Mid] High-speed sword thrust. &amp;lt;br&amp;gt;Vertically limited, good range.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Lance Charge is a staple move for Garland. It&#039;s a very strong ground-to-ground bravery for its speed, mid priority and assist combos on hit. This is a midrange gap closer and a {{keyword|whiff punisher|whiffpunish=1}} that goes in a straight line. It&#039;s quite effective when used in tandem with Deathblow, such as against blocks, low priority attacks and ground dodges.&lt;br /&gt;
&lt;br /&gt;
Lance Charge staggers regular blocks, and it can follow up with a ground wall rush even if it was blocked. The ground wall rush finisher sets up high damaging Kuja assist combos, so Lance Charge&#039;s reward is pretty high with meter. It can punish &#039;&#039;&#039;[[Landing_lag|landing lag]]&#039;&#039;&#039; and counter opponents after a successful backwards / sideways &#039;&#039;&#039;[[Blodge|blodge]]&#039;&#039;&#039;. Lance Charge travels pretty quickly once {{keyword|active|active=1}} and the range extends slightly past the weapon visuals. It can be a difficult move to {{keyword|punish|punish=1}} at ground level due to its short recovery and mid priority&lt;br /&gt;
&lt;br /&gt;
However, this move is quite linear. It loses to fast sideways and upward movement, and higher priority in general. If Lance Charge misses, Garland is left airborne. He is vulnerable to attacks from above and fast assists, and his air dodge can put him in an even worse situation. It will not see much use in aerial focused {{keyword|matchups|matchup=1}} either, such as against {{012seph}}.&lt;br /&gt;
&lt;br /&gt;
|-|Deathblow=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=15&lt;br /&gt;
|startup=13F&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee Low&lt;br /&gt;
|ex=60&lt;br /&gt;
|effect=-&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/e/e9/Brv_garland_deathblow.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge, Block, Attack, Movement&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=1&lt;br /&gt;
|ap=100&lt;br /&gt;
|gametext=[Mid] Swift upwards sword swipe. &amp;lt;br&amp;gt;Low accuracy, quick strike.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
One of Garland&#039;s strongest bravery attacks. It&#039;s a safe {{keyword|poke|poke=1}}, {{keyword|anti-air|anti-air=1}} and a combo starter. The {{keyword|active|active=1}} frames are long, the {{keyword|tracking|tracking=1}} is strong and it {{keyword|recovers|recovery=1}} quickly, which make this a difficult move to contest. Deathblow is great for filling assist gauge and threatening nearby opponents. Garland does not have to dodge to make this move safe, which is very rare in this game. On hit, it combos into jump &amp;gt; Twist Drill, assist and generates lots of EX Force as a result.&lt;br /&gt;
&lt;br /&gt;
Deathblow is a must-have for close-range ground combat. It ties Garland&#039;s defensive gameplay together very well. Even so, it is important to mix things up, so the opponent doesn&#039;t catch Garland at a bad time. It still loses to higher priority attacks and well timed blocks. And because it&#039;s a ground move, it does little to contest {{keyword|halo camping|halocamp=1}}. It does make it easier to fight with full assist gauge, though.&lt;br /&gt;
&lt;br /&gt;
|-|Highbringer=&lt;br /&gt;
&lt;br /&gt;
{{AbilityInfo2&lt;br /&gt;
|ver1=Low&lt;br /&gt;
|damage1=&#039;&#039;&#039;24&#039;&#039;&#039; (5, 19)&lt;br /&gt;
|startup1=17F&lt;br /&gt;
|type1=Physical&lt;br /&gt;
|priority1=Melee Low&lt;br /&gt;
|ex1=90&lt;br /&gt;
|effect1=Chase&lt;br /&gt;
|cancels1=Dodge&lt;br /&gt;
|asthit1=&lt;br /&gt;
|gametext=[Mid] Swing sword upwards. &amp;lt;br&amp;gt;Change combo with input timing.&lt;br /&gt;
|level=32&lt;br /&gt;
|ap=100&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|ver2=High&lt;br /&gt;
|damage2=&#039;&#039;&#039;24&#039;&#039;&#039; (5, 2, 2, 15)&lt;br /&gt;
|startup2=13F&lt;br /&gt;
|type2=Physical&lt;br /&gt;
|priority2=Melee Low&lt;br /&gt;
|ex2=30&lt;br /&gt;
|effect2=Wall Rush&lt;br /&gt;
|cancels2=Dodge&lt;br /&gt;
|asthit2=&lt;br /&gt;
|image=https://dissidia.wiki/images/7/70/Brv_garland_highbringer.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[File:Brv_garland_highbringer_%28low%29.jpeg|thumb|300px|Highbringer (Low). Press Circle for a chain stab.]]&lt;br /&gt;
&lt;br /&gt;
[[File:Brv_garland_highbringer_(high).jpeg|thumb|300px|Highbringer (High). Press Circle for a combo attack.]]&lt;br /&gt;
&lt;br /&gt;
Highbringer functions as a {{keyword|poke|poke=1}}, post-block punisher and an assist combo starter. It is best used as an secondary ground bravery, particularly for aspiring players learning Garland. Highbringer is an uppercut with two built-in follow-up attacks. For low version, tap Circle {{pspcir}} twice for a chase ender and 90 EX. For high version, hold Circle {{pspcir}} to become airborne and then tap again for wall rush attack.&lt;br /&gt;
&lt;br /&gt;
Highbringer is quite fast, and it is more beginner friendly for assist combos compared to Deathblow. Both low and high versions can {{keyword|anti-air|anti-air=1}}, and the {{keyword|hit stun|hitstun=1}} and wall rush allow a variety of assist combo routes. The first slash also looks and acts very similarly to Deathblow, so Highbringer often goes uncontested.&lt;br /&gt;
&lt;br /&gt;
However, this attack is is outclassed by Deathblow at higher levels of play. It has much longer {{keyword|recovery|recovery=1}}, so dodges are needed for long term safety. Highbringer does not lead to the consistent Twist Drill follow-ups, so the reward on hit is weaker and more reliant on assist gauge. The high version has more requirements for notable reward such as short reaction time, assist and sometimes wall rush. It also leaves Garland airborne even if it misses, where he has to avoid getting caught after a dodge.&lt;br /&gt;
&lt;br /&gt;
As a side note, Highbringer (High) first hit can also be dodge cancelled early on hit. However, if Highbringer (Low) first hit connects, the {{keyword|dodge cancel|dc=1}} cannot be done as quickly.&lt;br /&gt;
&lt;br /&gt;
|-|Thundaga (ground)=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=each (10)&lt;br /&gt;
|startup=51F&lt;br /&gt;
|type=Magical&lt;br /&gt;
|priority=Ranged Low&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=-&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/2/2b/Brv_garland_thundaga_g.jpeg&lt;br /&gt;
|imgpos=55%&lt;br /&gt;
|cancels=Dodge, Block, Attack&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=19&lt;br /&gt;
|ap=100&lt;br /&gt;
|gametext=[Long] Call down lightning strikes &amp;lt;br&amp;gt;that home in on opponent.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Three bolts spawn on the opponent in a sequence, and push the opponent away. Thundaga is a long range {{keyword|poke|poke=1}}, that is mostly used to interrupt opponents. It bypasses solid objects and lingering projectiles, but the damage is low and it needs wall for combos. Garland is vulnerable to attacks during the animation, but the {{keyword|recovery|recovery=1}} is rather short for a move like this. It can be difficult to {{keyword|whiff punish|whiffpunish=1}} from a distance. Just watch out for opponent&#039;s Free Air Dash and assist.&lt;br /&gt;
&lt;br /&gt;
Thundaga is not used in competitive play often due to its low damage, EX generation and situational combos.&lt;br /&gt;
&lt;br /&gt;
About the wall combos: If opponent is against a wall, the bolts can combo into each other. Garland can follow up with Flare, Chain Cast and even air bravery assists. The upward knockback&#039;s direction is also based on where the player&#039;s camera is facing.&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Aerial ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Twin Swords=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;30&#039;&#039;&#039; (7, 8, 15)&lt;br /&gt;
|startup=21F&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee Low&lt;br /&gt;
|ex=30&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/5/58/Brv_garland_twin_swords.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=1&lt;br /&gt;
|ap=100&lt;br /&gt;
|gametext=[Mid] Swipe with twin blades. &amp;lt;br&amp;gt;Approaches foe; limited height.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Garland&#039;s dedicated advancing air bravery. Twin Swords&#039; main strength lies in having some tracking in all directions, which makes it more consistent as a counter attack after blocks.&lt;br /&gt;
&lt;br /&gt;
Twin Swords suffers from a 3-slot bravery dilemma, where it is outclassed by Twist Drill, Chain Cast and Bardiche in utility and reward. It covers a range that other braveries don&#039;t do as consistently, but it&#039;s flawed in many other ways. It&#039;s fast, but not fast enough to be always unreactable. The animation is long and every hit is low priority, which risks getting blocked or {{keyword|whiff punished|whiffpunish=1}}. The overall range is average and the {{keyword|tracking|tracking=1}} period is brief. Twin Swords also has to wall rush for assist combos, which further skews the risk / reward ratio against Garland. It is risky to use in {{keyword|neutral|neutral=1}} overall.&lt;br /&gt;
&lt;br /&gt;
|-|Chain Cast=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;15&#039;&#039;&#039; (7, 8)&lt;br /&gt;
|startup=45F&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee Low&lt;br /&gt;
|ex=90&lt;br /&gt;
|effect=Chase&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/1/1d/Brv_garland_chain_cast.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=1&lt;br /&gt;
|ap=100&lt;br /&gt;
|gametext=[Mid] Swing chain. Low accuracy, &amp;lt;br&amp;gt;but effective against any height.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Garland positions himself above in relation to the opponent for two vertical attacks. This is an air combo starter, {{keyword|air-to-ground|air-to-ground=1}} {{keyword|whiff punisher|whiffpunish=1}} and Garland&#039;s primary post-dodge defensive option in the air. It is not invincible, but the movement can help him evade slower dodge punish attempts. On hit, Garland can {{keyword|dodge cancel|dc=1}} and combo into Twist Drill for a total of 180 EX (almost 20 % of an EX bar). Chain Cast&#039;s consistent damage output, meter generation and applications in the neutral make it an appealing choice for a third bravery slot along with Bardiche and Twist Drill. It is pretty slow and telegraphed though, so it can be blocked or dodged easily.&lt;br /&gt;
&lt;br /&gt;
Chain Cast has enough {{keyword|hit stun|hitstun=1}} to make empty chase attempts safer on average, although it is not entirely safe to use in all instances. It can also hit behind the opponent&#039;s block, though exact conditions are unclear. Being significantly below or above the opponent helps, though.&lt;br /&gt;
&lt;br /&gt;
The {{keyword|hitbox|hitbox=1}} has some oddities. It has gaps and possibly slight deadzones between the chain itself and the tip. Before reaching proper down-forward hitbox there may be a gap just below level height. It could have a small deadzone right in front of Garland as well. This requires further research.&lt;br /&gt;
&lt;br /&gt;
|-|Bardiche=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=30&lt;br /&gt;
|startup=23F&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee Low&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/7/7e/Brv_garland_bardiche.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=4&lt;br /&gt;
|ap=100&lt;br /&gt;
|gametext=[Dive] Mighty axe swing. &amp;lt;br&amp;gt;Great for attacking from above.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Garland&#039;s iconic crushing swing. A staple in Garland&#039;s kit due to its speed, average whiff recovery and infamous damage output. It can be used to build assist gauge on whiff and punish long {{keyword|recovery|recovery=1}} attacks below Garland. Bardiche is primarily run for its reward on hit, namely ground wall rush assist combos and EX Revenge. The high base damage makes Garland one of the best users of wall rush bravery enhancements (primarily {{accbas}} Booster).&lt;br /&gt;
&lt;br /&gt;
Outside of combos, Bardiche&#039;s reward is lacking with no EX, short assist confirm window and no automatic Sneak Attack activation. Its other applications in the {{keyword|neutral|neutral=1}} are also weak due to it exclusively tracking downwards, having a small hitbox and flawed mixup options to support it. It is a loud, telegraphed and relatively slow to start low priority move on a character whose other downward attacks are all slower than 40 frames.&lt;br /&gt;
&lt;br /&gt;
Despite these flaws, Bardiche is commonly used because the damage output is high enough to outweigh the cons.&lt;br /&gt;
&lt;br /&gt;
|-|Twist Drill=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;30&#039;&#039;&#039; (4 x 2, 8, 14)&lt;br /&gt;
|startup=21F&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee Low&lt;br /&gt;
|ex=90&lt;br /&gt;
|effect=Chase&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/d/dc/Brv_garland_twist_drill.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=28&lt;br /&gt;
|ap=100&lt;br /&gt;
|gametext=[Rise] Upwards lunge with sword. &amp;lt;br&amp;gt;Great for attacking from below.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Another staple bravery. Twist Drill is a fast {{keyword|anti-air|anti-air=1}} attack with good combo potential, damage and EX output. Twist Drill primarily tracks opponents above Garland, and it is used as a {{keyword|whiff punisher|whiffpunish=1}} or an occasional {{keyword|poke|poke=1}}. It has enough range to connect after Deathblow for 180 EX (almost 20 % of the gauge).&lt;br /&gt;
&lt;br /&gt;
Twist Drill has lots of {{keyword|hitstun|hitstun=1}}. It is one of the few moves in the game that provide a safe {{keyword|empty chase|emptychase=1}} anywhere. This is great for both assist combos and taking EX force reliably. A late {{keyword|dodge cancel|dc=1}} window and empty chase are both viable starters for Garland&#039;s commonly used assists. While Garland is safe after an empty chase, he can still lose to fast attacks and {{keyword|command blocks|commandblock=1}} if he tries to push his advantage immediately. Challenging recovery attack pokes depends on the {{keyword|matchup|matchup=1}} and stage positioning as well; Chasing at a corner can leave Garland closer to the opponent than usual, which is more dangerous for him.&lt;br /&gt;
&lt;br /&gt;
Twist Drill&#039;s whiff {{keyword|recovery|recovery=1}} is long enough for it to be punishable on reaction. It has a blind spot above Garland&#039;s head, and it&#039;s only effective at dodge punishing from below. If the opponent has a good read on Garland, they can even use an air BRV assist to shut down Twist Drill.&lt;br /&gt;
&lt;br /&gt;
Even so, Twist Drill is a staple in Garland&#039;s air combat. The {{keyword|disjointed|disjoint=1}} {{keyword|hitbox|hitbox=1}} allows him to poke through {{keyword|projectiles|projectile=1}} and traps, such as {{012ulti}} charged Knight&#039;s Lance. The first part can be {{keyword|dodge cancelled|dc=1}} early enough to contest {{012emp}}&#039;s Dreary Cells, and the startup speed can be difficult to react to without practice.&lt;br /&gt;
&lt;br /&gt;
Twist Drill can also hit behind the opponent&#039;s block at the right distance and angle, below the opponent.&lt;br /&gt;
&lt;br /&gt;
|-|Thundaga (midair)=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=each (10)&lt;br /&gt;
|startup=51F&lt;br /&gt;
|type=Magical&lt;br /&gt;
|priority=Ranged Low&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=-&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/2/2d/Brv_garland_thundaga_a.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge, Block, Attack&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=25&lt;br /&gt;
|ap=100&lt;br /&gt;
|gametext=[Long] Call down lightning strikes &amp;lt;br&amp;gt;that home in on opponent.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Same as the ground version, except it can be done anywhere in the air. A valid option against mages and characters with poor mobility, though it&#039;s main application is still interrupting opponents.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= HP Attacks =&lt;br /&gt;
&lt;br /&gt;
== Ground ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Earthquake=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;18&#039;&#039;&#039; (8, 2 x 5)&lt;br /&gt;
|startup=39F&lt;br /&gt;
|type=Physical (axe) &amp;lt;br&amp;gt;Magical (rocks)&lt;br /&gt;
|priority=Melee High (axe) &amp;lt;br&amp;gt;Unblockable (rocks)&lt;br /&gt;
|ex=36&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/2/28/Hp_garland_earthquake.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=1&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=[Close] Split ground with axe. &amp;lt;br&amp;gt;Steals bravery, then takes HP.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Earthquake is a decent {{keyword|mixup|mixup=1}} against aggressive ground opponents in close range. It tracks well, has strong {{keyword|knockback|knockback=1}} and the unblockable rocks ignore &#039;&#039;&#039;[[Assist_(Dissidia_012)#LV2_Assist_Change|LV2 Assist Change]]&#039;&#039;&#039; entirely. Earthquake can {{keyword|anti-air|anti-air=1}} forward ground dodges, particularly with the axe slam. The rocks can anti-air as well. This is an effective move when used sparingly.&lt;br /&gt;
&lt;br /&gt;
Because the rocks act independently, Earthquake can be used to clash with &#039;&#039;&#039;[[Attack_Priority_(Dissidia_012)#High|Melee High]]&#039;&#039;&#039; attacks, such as {{012tifa}}&#039;s Rolling Blaze or {{012squ}}&#039;s Revolver Drive and punish them for it. If it {{keyword|trades|trade=1}}, the situation is also often in Garland&#039;s favor. Earthquake is difficult to punish without mid range attacks or assist, but use it with caution. Aerial attacks can still hit Garland. He often has to dodge to reduce the {{keyword|recovery|recovery=1}}, which is risky. And assist is the primary way to make it safer on {{keyword|whiff|whiff=1}} as well. That can be expensive for Garland despite his ground {{keyword|neutral|neutral=1}} capability.&lt;br /&gt;
&lt;br /&gt;
|-|Blaze (ground)=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=-&lt;br /&gt;
|startup=59F&lt;br /&gt;
|type=-&lt;br /&gt;
|priority=Ranged High&lt;br /&gt;
|ex=each (9)&lt;br /&gt;
|effect=-&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/c/c9/Hp_garland_blaze_g.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=16&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=[Long] Shoot multiple fireballs &amp;lt;br&amp;gt;that chase opponent.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Homing fireballs that can be dodged with well placed dodge. The ground version is not used often, since he already has relatively complete kit on the ground.&lt;br /&gt;
&lt;br /&gt;
Blaze has a bad deadzone in front of Garland, and each fireball can inflict meter depletion on hit. These are traits that carry over to its aerial version, which sees much more use in competitive play.&lt;br /&gt;
&lt;br /&gt;
|-|Tsunami=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;12&#039;&#039;&#039; (2 x 6)&lt;br /&gt;
|startup=45F&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee High&lt;br /&gt;
|ex=96&lt;br /&gt;
|effect=-&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/8/8f/Hp_garland_tsunami.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=36&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=[Mid] Hurl chain sword. &amp;lt;br&amp;gt;Vertically limited, very accurate.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Tsunami is a {{keyword|tracking|tracking=1}}, high risk, high reward option against ground dodges. It is also a post-dodge defensive option thanks to the swift upward movement during {{keyword|startup|startup=1}}. Tsunami catches ground dodges consistently, and leads to assist combos on hit. That makes this move something of an instigator when assist gauge is available.&lt;br /&gt;
&lt;br /&gt;
Against opponents without {{keyword|command blocks|commandblock=1}}, doing Tsunami and reacting with an assist can be effective for a {{keyword|checkmate|checkmate=1}} interaction. Tsunami can also hit aerial opponents who are close to Garland at the time of impact. Lastly, if Garland staggers an opponent with a &#039;&#039;&#039;[[Blodge|blodge]]&#039;&#039;&#039; (backwards / sideway dodge), Tsunami is guaranteed.&lt;br /&gt;
&lt;br /&gt;
If Tsunami misses, Garland is vulnerable to counter attacks for a few seconds. Assist is needed to offset this drawback, but Garland must be sure the opponent is going to strike back.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Aerial ==&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Blaze (midair)=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=-&lt;br /&gt;
|startup=59F&lt;br /&gt;
|type=-&lt;br /&gt;
|priority=Ranged High&lt;br /&gt;
|ex=each (9)&lt;br /&gt;
|effect=-&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/8/8e/Hp_garland_blaze.jpeg&lt;br /&gt;
|imgpos=40%&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=1&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=[Long] Shoot multiple fireballs &amp;lt;br&amp;gt;that chase opponent.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Blaze is a secondary long range harassment tool, often used with Cyclone for safe {{keyword|zoning|zoning=1}}. The projectiles {{keyword|track|track=1}} towards the opponent, and they all focus on a singular point of impact. This reduces their screen presence, but each fireball can hit the opponent. That is notable, because each fireball activates the meter depletion effect with Battle Hammer {{accbas}} and the like.&lt;br /&gt;
&lt;br /&gt;
Despite the projectiles&#039; speed and relatively brief duration, it is possible to reflect one of them back at Garland. That is rarely a concern for Garland though. A more common downside to Blaze is the lack of protection around Garland once the projectiles have been fired; There is enough time to hit Garland out of Blaze after firing the projectiles, but &#039;&#039;before&#039;&#039; he can act again. Using Blaze without protection from Cyclone (or even assist) can lead to unfavorable trades with opponent&#039;s assist (Blaze hits, opponent&#039;s assist &#039;&#039;&#039;[[Bravery_(Dissidia_012)#Bravery_Break|breaks]]&#039;&#039;&#039; Garland), or {{keyword|assist punishes|assist punish}}. &lt;br /&gt;
&lt;br /&gt;
Blaze is a staple for Garland, despite not having strong {{keyword|neutral|NEutral}} applications. It has a low hit rate at high level play, but also low risk when used sparingly from a distance. It supports Garland at a range where he doesn&#039;t have much presence, and if his opponent struggles to deal with Cyclone, it makes Blaze that much more prominent.&lt;br /&gt;
&lt;br /&gt;
If the opponent has Auto Assist Lock On equipped, and the opponent escapes an assist combo as Garland uses Blaze, the projectiles won&#039;t track to the opponent. They will disperse instead.&lt;br /&gt;
&lt;br /&gt;
|-|Cyclone=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=-&lt;br /&gt;
|startup=51F&lt;br /&gt;
|type=-&lt;br /&gt;
|priority=Ranged High&lt;br /&gt;
|ex=each (60)&lt;br /&gt;
|effect=Absorb&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/e/ed/Hp_garland_cyclone.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=12&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=[Close] Call forth tornado. &amp;lt;br&amp;gt;Slow speed, homing ability.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Cyclone is used as a passive defensive tool, assist combo extender or a safer combo finisher after assist. It has good reward on hit thanks to its EX generation and {{keyword|hit stun|hitstun=1}} - It combos into assists on hit, and even Garland can follow up if Cyclone hits late. Cyclone plays an important role in optimizing Garland&#039;s air combos for EX, namely at the ceiling and / or after EX Revenge.&lt;br /&gt;
&lt;br /&gt;
Cyclone consists of two Ranged High projectiles that linger for a moment. But they don&#039;t protect Garland from all angles. {{keyword|Disjointed|disjoint=1}} attacks such as {{012seph}}&#039;s Sudden Cruelty and {{012aer}}&#039;s Seal Evil can hit Garland out of it. Advancing high priority moves such as {{012clo}}&#039;s Braver and {{012squ}}&#039;s Rough Divide can also power through Cyclone. Because Garland cannot act again early and or take advantage of Cyclone for long, it is not suited for building offensive momentum.&lt;br /&gt;
&lt;br /&gt;
However, Cyclone can exploit certain shortcomings: Characters without Aerith assist, {{keyword|projectiles|projectile=1}}, {{keyword|command blocks|commandblock=1}}, disjointed {{keyword|hitbox|hitbox=1}} or a relatively fast advancing Melee High attack. In these cases, Cyclone provides a consistent defensive barrier for Garland.&lt;br /&gt;
&lt;br /&gt;
|-|Flare=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=15&lt;br /&gt;
|startup=47F&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee High&lt;br /&gt;
|ex=30&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/2/2e/Hp_garland_flare.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=22&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=[Mid] Strike with greatsword, &amp;lt;br&amp;gt;causing large explosion on hit.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Garland&#039;s primary HP attack after blocking and finishing assist combos. It tracks the opponent, though it&#039;s bad at turning around shortly before moving. The {{keyword|knockback|knockback=1}} has high wall rush potential, which adds more damage consistently after bravery breaks.&lt;br /&gt;
&lt;br /&gt;
Flare&#039;s active frames are very brief and as such, it is not effective at punishing early blocks and catching aerial dodges with Evasion Boost. It also has plenty of {{keyword|recovery frames|recovery=1}}, which leave Garland vulnerable to attacks for a moment.&lt;br /&gt;
&lt;br /&gt;
If Flare makes contact, Garland will transition into the second hit that deals HP damage. This is true whether the opponent escapes with LV1 Assist Change afterwards or he clashes with a lower priority melee move. It doesn&#039;t have particularly strong tracking and Garland can be hit during the animation. Cyclone and Blaze can make up for this weakness, but Flare remains a staple in Garland&#039;s arsenal regardless. It is his only consistent aerial HP for block counters.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== EX Mode: Class Change! ==&lt;br /&gt;
Effects:&lt;br /&gt;
* Regen&lt;br /&gt;
* Critical Boost&lt;br /&gt;
* Indomitable Resolve&lt;br /&gt;
&lt;br /&gt;
Garland&#039;s EX mode is conventionally strong due to his damage output. The threat of his high damaging EX Revenge combos also complements his EX mode, which depletes the opponent&#039;s assist gauge upon activation. There aren&#039;t many unique perks here, but because Garland can fill his EX gauge effectively through combos, he can get more opportunities to close out matches with it.&lt;br /&gt;
&lt;br /&gt;
=== Indomitable Resolve ===&lt;br /&gt;
{{image|https://dissidia.wiki/images/5/51/Ex_mode_garland.jpeg}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[Active while attacking] Even while taking damage, attacks can be performed without flinching.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Rare instance of {{keyword|super armor|super armor}} in Dissidia 012. During an attack animation, Garland will not flinch from any attack that does not inflict HP damage. This can be good as a surprise attack, and it can also work in a pinch against characters with HP links (Cyclone, anyone?), but remember that EX mode does not alter Garland&#039;s attack properties; He can still be blocked.&lt;br /&gt;
&lt;br /&gt;
=== EX Burst: Soul of Chaos ===&lt;br /&gt;
{{image|https://dissidia.wiki/images/6/6a/Ex_burst_garland.jpeg}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;An attack terrible enough to shake the heavens. Repeatedly press circle to add strength to the attack.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{burst&lt;br /&gt;
|damage1=12, 12 (24)&lt;br /&gt;
|damage2=4x3, 3x4, 16, 16, 5x4 (100 total)&lt;br /&gt;
|type=Physical&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Soul of Chaos requires filling the gauge by repeatedly pressing circle {{pspcir}}. It&#039;s not the strongest EX Burst in the game, but well above average in power thanks to Garland&#039;s high base ATK, good initial hits and bravery stacking with a full EX gauge.&lt;br /&gt;
&lt;br /&gt;
== Combos ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main article: &#039;&#039;&#039;[[Garland_(Dissidia_012)/Combos|Garland (Combos)]]&#039;&#039;&#039; &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Solo ===&lt;br /&gt;
&lt;br /&gt;
Garland has a handful of solo combos, but his most practical ones start with Deathblow or Chain Cast. Both can lead to Twist Drill for plenty of damage and EX, which is great for Garland.&lt;br /&gt;
&lt;br /&gt;
{{Combo-012&lt;br /&gt;
|data=&lt;br /&gt;
{{Combo-012Data&lt;br /&gt;
|combo=&#039;&#039;&#039;Deathblow&#039;&#039;&#039; &amp;gt; move &amp;gt; jump &amp;gt; Twist Drill&lt;br /&gt;
|condition=Poke starter&lt;br /&gt;
|requirement=Ground&lt;br /&gt;
|characters=&lt;br /&gt;
|damage=45&lt;br /&gt;
|damagehits=15 &amp;gt; 30&lt;br /&gt;
|ex=150&lt;br /&gt;
|exhits=60 &amp;gt; 90&lt;br /&gt;
|meteropp=&lt;br /&gt;
|video=https://www.youtube.com/watch?v=_E2EVyWjRFM?=shared&amp;amp;t=5&lt;br /&gt;
|notes=Staple combo. High EX and leads to damaging Kuja assist combos for even more EX. Move and jump as quickly as possible. The later Deathblow hits, the more time Garland has to combo into Twist Drill.&lt;br /&gt;
}}&lt;br /&gt;
{{Combo-012Data&lt;br /&gt;
|combo=&#039;&#039;&#039;Chain Cast&#039;&#039;&#039; &amp;gt; {{clr|dc=1}} &amp;gt; Twist Drill&lt;br /&gt;
|condition=Punish starter&lt;br /&gt;
|requirement=Air, above opponent&lt;br /&gt;
|characters=&lt;br /&gt;
|damage=45&lt;br /&gt;
|damagehits=15 &amp;gt; 30&lt;br /&gt;
|ex=180&lt;br /&gt;
|exhits=90 &amp;gt; 90&lt;br /&gt;
|meteropp=&lt;br /&gt;
|video=https://www.youtube.com/watch?v=_E2EVyWjRFM&amp;amp;t=19&lt;br /&gt;
|notes=Staple air combo, commonly used as a punish or an assist combo ender. 180 EX is great, which Garland can get by &#039;&#039;&#039;[[Chase_(Dissidia_012)#Empty_Chase|empty chasing]]&#039;&#039;&#039; immediately. If Garland has assist, he can also start an assist combo by dodge cancelling, or after empty chase ends.&lt;br /&gt;
&lt;br /&gt;
:If opponent is far after Chain Cast, Twist Drill may not land all initial hits. This combo does not require wall, but it can be easier to do near walls and corners due to reduced knockback. Garland should remain cautious when empty chasing at a corner, because being closer to the opponent makes him a bit more vulnerable to recovery attack attempts.&lt;br /&gt;
&lt;br /&gt;
When wall is not nearby, Garland can dodge cancel towards opponent more reliably by moving camera sideways after Assist Chase, and then moving with a quarter-circle motion. For example, the camera is tilted to the right so Garland faces to the left. The quarter-circle motion would then be left &amp;gt; left/up &amp;gt; up. The initial left should be held for almost a split second.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== EX Revenge ===&lt;br /&gt;
&lt;br /&gt;
Garland gets access to some of his strongest combos during EX Revenge, including the notorious Bardiche combo. With EX Revenge, Garland becomes very dangerous to interact with due to its damage potential.&lt;br /&gt;
&lt;br /&gt;
{{Combo-012&lt;br /&gt;
|data=&lt;br /&gt;
{{Combo-012Data&lt;br /&gt;
|combo=&#039;&#039;&#039;Bardiche&#039;&#039;&#039; &amp;gt; {{clr|wr=1}} &amp;gt; Bardiche &amp;gt; {{clr|wr=1}} &amp;gt; Bardiche &amp;gt; {{clr|wr=1}} &amp;gt; Bardiche &amp;gt; {{clr|wr=1}} &amp;gt; Bardiche &amp;gt; Flare&lt;br /&gt;
|condition=Air starter, close to opponent&lt;br /&gt;
|requirement=Full EX Gauge, near ground&lt;br /&gt;
|characters=&lt;br /&gt;
|damage=165 + HP &amp;amp; WR (x5)&lt;br /&gt;
|damagehits=30 + WR &amp;gt; 30 + WR &amp;gt; 30 + WR &amp;gt; 30 + WR &amp;gt; 30 + WR &amp;gt; 15 + HP WR&lt;br /&gt;
|ex=0&lt;br /&gt;
|exhits=0 &amp;gt; 0 &amp;gt; 0 &amp;gt; 0 &amp;gt; 0 &amp;gt; 0&lt;br /&gt;
|meteropp=&lt;br /&gt;
|video=&lt;br /&gt;
|notes=Garland&#039;s EX Revenge combo is infamous for its insane damage output. It is one of, if not THE strongest EX Revenge combo in the game without assist. As long as Garland is close to the opponent, he can repeatedly use Bardiche up to five times. Each Bardiche can also wall rush, which adds even more damage near ground. This combo requires little adjustment for Garland and it should be fairly easy to execute, as long as pressing Circle {{pspcir}} repeatedly is not an issue.&lt;br /&gt;
&lt;br /&gt;
This combo is the reason a full EX gauge is so beneficial for Garland. It practically guarantees a bravery break for Garland. And even if it doesn&#039;t, the wall rush still lets assists follow up. As a result, this combo can do far more damage than just the listed 165 + HP WR. 4,000 HP is practically killing range for Garland, while having more health usually means being put into &#039;&#039;&#039;[[Statistic_(Dissidia_012)#Near_Death|Near Death]]&#039;&#039;&#039; state.&lt;br /&gt;
&lt;br /&gt;
It is important to note, that wall rush contributes a lot to this combo&#039;s damage output. Therefore, if Garland cannot wall rush with Bardiche or especially Flare, he won&#039;t do nearly as much damage. Furthermore, if Garland needs to approach opponent from a distance, he has less time to do Bardiches. In order to ensure maximum damage, Garland should consider activating EX Revenge close to opponent, while being near ground. Garland can also consider dodging behind the opponent at the beginning to get more critical hits from Sneak Attack extra ability.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Assist ===&lt;br /&gt;
&lt;br /&gt;
Garland has a well-rounded combo game with few competitive assists. He can start assist combos with most of his moves and any wall rush he gets. This is great for learning the character, but the combos also scale well with builds and a little bit of execution; Garland is capable of doing lots of bravery damage with Bardiche during ground assists, and Chain Cast solo combos generate lots of EX for Garland. Both are great for him, as a full EX gauge is a fantastic win condition.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main article: &#039;&#039;&#039;[[Garland_(Dissidia_012)/Combos#Assist_Combos_(Kuja)|Garland Combos (Kuja Assist)]]&#039;&#039;&#039; &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Kuja does just about everything Garland would want from assist. Combos off of Garland&#039;s most important moves, great holding potential for Bardiche fillers and sets up Chain Cast combos for damage and EX.&lt;br /&gt;
&lt;br /&gt;
{{Combo-012&lt;br /&gt;
|data=&lt;br /&gt;
{{Combo-012Data&lt;br /&gt;
|combo=&#039;&#039;&#039;Highbringer 1st hit (Low)&#039;&#039;&#039; &amp;gt; {{clr|astbrv=1}} &amp;gt; {{clr|ac=1}} &amp;gt; Flare&lt;br /&gt;
|condition=Poke starter&lt;br /&gt;
|requirement=Ground&lt;br /&gt;
|characters=&lt;br /&gt;
|damage=70 + HP WR&lt;br /&gt;
|damagehits=5 &amp;gt; 50 (Assist) &amp;gt; 15 + HP WR&lt;br /&gt;
|ex=48&lt;br /&gt;
|exhits=18 &amp;gt; 30&lt;br /&gt;
|meteropp=&lt;br /&gt;
|video=&lt;br /&gt;
|notes=&lt;br /&gt;
}}&lt;br /&gt;
{{Combo-012Data&lt;br /&gt;
|combo=&#039;&#039;&#039;Lance Charge&#039;&#039;&#039; &amp;gt; {{clr|wr=1}} &amp;gt; {{clr|astbrv=1}} &amp;gt; {{clr|ac=1}} &amp;gt; Flare&lt;br /&gt;
|condition=Gap closer / Punish starter&lt;br /&gt;
|requirement=Ground&lt;br /&gt;
|characters=&lt;br /&gt;
|damage=92 + HP WR&lt;br /&gt;
|damagehits=30 &amp;gt; 47 (Assist) &amp;gt; 15 + HP WR&lt;br /&gt;
|ex=60&lt;br /&gt;
|exhits=30 &amp;gt; 30&lt;br /&gt;
|meteropp=&lt;br /&gt;
|video=&lt;br /&gt;
|notes=Lance Charge can be used against blocks and for sniping landing lag, which leads to a consistent Kuja assist combo on the ground. If Lance Charge hits from afar or against a blocking opponent, it deals slightly less damage without critical hits. Call Kuja assist quickly after Garland wall rushes.&lt;br /&gt;
}}&lt;br /&gt;
{{Combo-012Data&lt;br /&gt;
|combo=&#039;&#039;&#039;Bardiche&#039;&#039;&#039; &amp;gt; {{clr|wr=1}} &amp;gt; {{clr|astbrv=1}} &amp;gt; {{clr|ac=1}} &amp;gt; Flare&lt;br /&gt;
|condition=Poke / punish starter, Wall Rush&lt;br /&gt;
|requirement=Air&lt;br /&gt;
|characters=&lt;br /&gt;
|damage=92 + HP WR&lt;br /&gt;
|damagehits=30 + WR &amp;gt; 47 (Assist) &amp;gt; 15 + HP WR&lt;br /&gt;
|ex=30&lt;br /&gt;
|exhits=0 &amp;gt; 30&lt;br /&gt;
|meteropp=&lt;br /&gt;
|video=&lt;br /&gt;
|notes=Garland&#039;s infamous assist combo starter. Kuja&#039;s ground BRV assist is rather slow, so there is not much time to call Kuja assist after wall rush. It has to be done rather early, and reacting to it can be harder if Bardiche connects high above the ground. Once Kuja assist does connect, Garland has lots of time to prepare for Assist Chase or add more Bardiches for extra damage. This is an important combo starter for Garland, so getting used to this move will pay in dividends.&lt;br /&gt;
}}&lt;br /&gt;
{{Combo-012Data&lt;br /&gt;
|combo=&#039;&#039;&#039;Twist Drill (1st part)&#039;&#039;&#039; &amp;gt; {{clr|astbrv=1}} &amp;gt; {{clr|ac=1}} &amp;gt; Twist Drill&lt;br /&gt;
|condition=Poke starter&lt;br /&gt;
|requirement=Air&lt;br /&gt;
|characters=&lt;br /&gt;
|damage=96&lt;br /&gt;
|damagehits=16 &amp;gt; 50 (Assist) &amp;gt; 30&lt;br /&gt;
|ex=120&lt;br /&gt;
|exhits=30 &amp;gt; 90&lt;br /&gt;
|meteropp=&lt;br /&gt;
|video=https://www.youtube.com/watch?v=_E2EVyWjRFM&amp;amp;t=107&lt;br /&gt;
|notes=A basic, reliable assist combo that works intuitively for players not used to dodge cancel combos. Chain Cast into Twist Drill is still possible, adds another 15 base damage and 90 EX if Garland can manage it. &lt;br /&gt;
}}&lt;br /&gt;
{{Combo-012Data&lt;br /&gt;
|combo=&#039;&#039;&#039;Tsunami&#039;&#039;&#039; &amp;gt; {{clr|astbrv=1}} &amp;gt; {{clr|ac=1}} &amp;gt; Flare&lt;br /&gt;
|condition=HP starter&lt;br /&gt;
|requirement=Ground&lt;br /&gt;
|characters=&lt;br /&gt;
|damage=77 + HP WR&lt;br /&gt;
|damagehits=12 &amp;gt; 50 (Assist) &amp;gt; 15 + HP WR&lt;br /&gt;
|ex=111&lt;br /&gt;
|exhits=96 &amp;gt; 15&lt;br /&gt;
|meteropp=&lt;br /&gt;
|video=&lt;br /&gt;
|notes=Tsunami can catch ground dodges and blocks a bit easier than Earthquake, and it doesn&#039;t require a wall rush. Once Tsunami has dealt HP damage, the opponent will fly upwards a little bit. Call Kuja assist when the opponent is about to stop moving upwards.&lt;br /&gt;
}}&lt;br /&gt;
{{Combo-012Data&lt;br /&gt;
|combo=&#039;&#039;&#039;Flare&#039;&#039;&#039; &amp;gt; {{clr|wr=1}} &amp;gt; {{clr|astbrv=1}} &amp;gt; {{clr|ac=1}} &amp;gt; Twist Drill &lt;br /&gt;
|condition=HP starter, Wall Rush&lt;br /&gt;
|requirement=Air&lt;br /&gt;
|characters=&lt;br /&gt;
|damage=95 + HP WR&lt;br /&gt;
|damagehits=15 + HP WR &amp;gt; 50 (Assist) &amp;gt; 30&lt;br /&gt;
|ex=120&lt;br /&gt;
|exhits=30 &amp;gt; 90&lt;br /&gt;
|meteropp=&lt;br /&gt;
|video=&lt;br /&gt;
|notes=Just like other wall rush starters, Garland can follow up with Kuja assist. Garland can go for another Flare after Kuja, but the reward won&#039;t be very good if base bravery doesn&#039;t fully recover. Instead, Twist Drill can help deal more bravery damage and fill EX gauge faster. This is a concept that Garland&#039;s core combos will capitalize on greatly.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Builds ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Hybrid (Damage)=&lt;br /&gt;
&lt;br /&gt;
{{Build&lt;br /&gt;
|hp=9644&lt;br /&gt;
|cp=450&lt;br /&gt;
|brv=956 (1147 initial)&lt;br /&gt;
|atk=182&lt;br /&gt;
|def=184&lt;br /&gt;
|luk=60&lt;br /&gt;
|booster=x3.5&lt;br /&gt;
|setbonus=Seal of Lufenia&lt;br /&gt;
|ast=Kuja&lt;br /&gt;
|wpn=Gigant Axe&lt;br /&gt;
|hand=Lufenian Dirk {{equip}}&lt;br /&gt;
|head=Lufenian Hairpin {{equip}}&lt;br /&gt;
|armor=Lufenian Vest&lt;br /&gt;
|acc1={{accbas}} Hyper Ring&lt;br /&gt;
|acc2={{accbas}} Muscle Belt&lt;br /&gt;
|acc3={{accbas}} Booster&lt;br /&gt;
|acc4={{accboo}} Large Gap in HP&lt;br /&gt;
|acc5={{accboo}} Summon Unused&lt;br /&gt;
|acc6={{accboo}} Pre-EX Mode&lt;br /&gt;
|acc7={{accboo}} Pre-EX Revenge&lt;br /&gt;
|acc8={{accsp}} White Gem&lt;br /&gt;
|acc9={{accsp}} Glutton&lt;br /&gt;
|acc10={{accsp}} First to Victory&lt;br /&gt;
|summon=Rubicante&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Substitutes&lt;br /&gt;
Basic: Booster for Battle Hammer (assist depletion) or Dismay Shock (EX depletion).&lt;br /&gt;
&lt;br /&gt;
A strong, versatile build. High bravery damage output, enhanced EX absorption and an initial boost for meter and bravery help Garland reach a full EX bar and a subsequent OHKO faster. Use this build as your default.&lt;br /&gt;
&lt;br /&gt;
Equip Master Guardsman for over 10,000 health.&lt;br /&gt;
&lt;br /&gt;
|-|EX Revenge=&lt;br /&gt;
{{Build&lt;br /&gt;
|hp=9644&lt;br /&gt;
|cp=450&lt;br /&gt;
|brv=957 (1148 initial)&lt;br /&gt;
|atk=180&lt;br /&gt;
|def=185&lt;br /&gt;
|luk=60&lt;br /&gt;
|booster=x2.7&lt;br /&gt;
|setbonus=King of Tragedy&lt;br /&gt;
|ast=Kuja&lt;br /&gt;
|wpn=Rhongomiant&lt;br /&gt;
|hand=Prytwen&lt;br /&gt;
|head=Dragon Sallet&lt;br /&gt;
|armor=Wygar&lt;br /&gt;
|acc1={{accbas}} Muscle Belt&lt;br /&gt;
|acc2={{accbas}} Booster&lt;br /&gt;
|acc3={{accbas}} Dismay Shock&lt;br /&gt;
|acc4={{accboo}} Large Gap in BRV&lt;br /&gt;
|acc5={{accboo}} EX Revenge&lt;br /&gt;
|acc6={{accboo}} Summon Unused&lt;br /&gt;
|acc7={{accsp}} Spider Web&lt;br /&gt;
|acc8={{accsp}} Spider&#039;s Bane&lt;br /&gt;
|acc9={{accsp}} Avenger&lt;br /&gt;
|acc10={{accsp}} First to Victory&lt;br /&gt;
|summon=Rubicante&lt;br /&gt;
}}&lt;br /&gt;
A dedicated EX Revenge build.&lt;br /&gt;
&lt;br /&gt;
Against a Tidus with 184 DEF, a critical hit Bardiche can inflict  600+ bravery damage. It is possible to accumulate 5000 bravery during EX Revenge &#039;&#039;alone&#039;&#039;. Add two more Bardiches during a Kuja assist combo into a Flare and it amounts to about 7000 HP damage total. One way to mitigate damage from this combo is by equipping the extra ability Disable Sneak Attack.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Assist ==&lt;br /&gt;
&lt;br /&gt;
=== Garland Assist Data ===&lt;br /&gt;
&lt;br /&gt;
{{012Assist&lt;br /&gt;
|type1=BRV&lt;br /&gt;
|attack1=Round Edge&lt;br /&gt;
|startup1=23F&lt;br /&gt;
|position1=Ground&lt;br /&gt;
|spawn1=Opponent&lt;br /&gt;
|damage1=2 x 4, 6, 16 (30)&lt;br /&gt;
|effect1=Wall Rush&lt;br /&gt;
|type2=BRV&lt;br /&gt;
|attack2=Bardiche&lt;br /&gt;
|startup2=23F&lt;br /&gt;
|position2=Air&lt;br /&gt;
|spawn2=Opponent&lt;br /&gt;
|damage2=30&lt;br /&gt;
|effect2=Wall Rush&lt;br /&gt;
|type3=HP&lt;br /&gt;
|attack3=Tsunami&lt;br /&gt;
|startup3=45F&lt;br /&gt;
|position3=Ground&lt;br /&gt;
|spawn3=Opponent&lt;br /&gt;
|damage3=2 x 6 (12)&lt;br /&gt;
|effect3=Chase&lt;br /&gt;
|type4=HP&lt;br /&gt;
|attack4=Cyclone&lt;br /&gt;
|startup4=51F&lt;br /&gt;
|position4=Air&lt;br /&gt;
|spawn4=Opponent&lt;br /&gt;
|damage4=-&lt;br /&gt;
|effect4=Chase&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Assist Overview ===&lt;br /&gt;
&lt;br /&gt;
Garland is one of the weaker assists in the game. His {{keyword|holds|hold=1}} are short, so he relies on wall rush for damage and combo opportunities. Bardiche is fast and it avoids LV2 Assist Change staggers easily if it hits in {{keyword|neutral|neutral=1}}, but it leaves very little time to follow up. Tsunami has high coverage on grounded opponents and leads to Assist Chase, but it also has high assist cost. Cyclone covers space, but it is difficult to combo into.&lt;br /&gt;
&lt;br /&gt;
Generally speaking Garland assist does not see much use in competitive play, because he does not enable HP attacks consistently anywhere, or complement most characters&#039; strengths otherwise.&lt;br /&gt;
&lt;br /&gt;
=== Synergies ===&lt;br /&gt;
&lt;br /&gt;
Garland works with most competitive assists.&lt;br /&gt;
&lt;br /&gt;
;Kuja&lt;br /&gt;
:Kuja is the strongest assist for Garland, because he maximizes Garland&#039;s strengths on hit. Great combo potential, high damage output and retains {{keyword|whiff punish|whiffpunish=1}} capability. Air BRV sets up Chain Cast combos in the air for lots of EX, while ground BRV holds the opponent for two damaging Bardiche {{keyword|fillers|filler=1}}. Garland can stack bravery and EX gauge to force a checkmate situation, but Kuja&#039;s Force Symphony can help in Chase sequences. The main thing to watch out for is confirming Kuja ground BRV after Bardiche, as there is not much time to react. If opponent escapes from an assist combo early, Garland has to forgo the extra Bardiches to avoid an easy Assist Lock.&lt;br /&gt;
&lt;br /&gt;
;Sephiroth&lt;br /&gt;
:Sephiroth assist has less damaging and versatile combo routes, but he attacks faster on the ground and has wider {{keyword|hitboxes|hitbox=1}}. He is great for whiff punishing on the ground specifically. Bardiche ground combos are also easier to react with Sephiroth ground BRV. Bardiche fillers are still possible on the ground, and even in the air with air BRV assist. The strong pushback on Sephiroth&#039;s finishers makes Chain Cast follow-ups much less practical. Twist Drill, Bardiche and Flare still work though. That means Garland gets way less EX compared to Kuja assist, but still does competitive BRV damage with Sephiroth. And of course, Sephiroth cannot bypass LV2 Assist Change staggers as consistently as Kuja can.&lt;br /&gt;
&lt;br /&gt;
;Aerith&lt;br /&gt;
:Aerith lets Garland avoid LV2 Assist Change staggers consistently at the cost of damage and whiff punish capability. Twist Drill and Chain Cast combo into Seal Evil consistently with {{keyword|empty chase|emptychase=1}}, and long range Blaze completes the synergy. This can lead to stronger meter depletion, and Aerith still lets Garland get lots of EX with Chain Cast combos afterwards. Garland rarely needs Aerith to be competitive, but it is possible to use her for double assist combos with Cyclone if needed. If Garland lands Earthquake, Aerith does Cure because Garland is on the ground.&lt;br /&gt;
&lt;br /&gt;
;Tidus&lt;br /&gt;
:Tidus assist provides one of the fastest air BRVs for whiff punishes and a slower ground BRV for extended ground combos. If Garland needs The Emperor to stop doing Dreary Cells, Tidus gets the job done. The ground BRV is also nice for people who want to practice Garland&#039;s solo ground combos. Garland does not benefit much from Tidus assist otherwise, even though the air BRV combos are functional.&lt;br /&gt;
&lt;br /&gt;
= References =&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{navbox012}}&lt;br /&gt;
&lt;br /&gt;
{{roadmap012gar}}&lt;/div&gt;</summary>
		<author><name>Muggshotter</name></author>
	</entry>
	<entry>
		<id>https://dissidia.wiki/index.php?title=Garland_(Dissidia_012)&amp;diff=4816</id>
		<title>Garland (Dissidia 012)</title>
		<link rel="alternate" type="text/html" href="https://dissidia.wiki/index.php?title=Garland_(Dissidia_012)&amp;diff=4816"/>
		<updated>2026-03-26T17:23:30Z</updated>

		<summary type="html">&lt;p&gt;Muggshotter: /* Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Dissidia 012 Final Fantasy]]&lt;br /&gt;
{{012CharNavGar}}&lt;br /&gt;
&lt;br /&gt;
{{CharacterInfo&lt;br /&gt;
|portrait=https://resources.dissidia.wiki/ddff/portraits/ddff-port-garland.png&lt;br /&gt;
|name=Garland (ガーランド)&lt;br /&gt;
|origin=Final Fantasy&lt;br /&gt;
|atk=111 (High)&lt;br /&gt;
|def=112 (High)&lt;br /&gt;
|runspeed=10.5 (Very Slow)&lt;br /&gt;
|dash=81 (Below Average)&lt;br /&gt;
|fall=77 (Above Average)&lt;br /&gt;
|fallr=41 (Below Average)&lt;br /&gt;
|fastestbrv=13F (Deathblow, Highbringer high ver.)&lt;br /&gt;
|fastesthp=39F (Earthquake)&lt;br /&gt;
|1hithp=Yes (Cyclone, Blaze)&lt;br /&gt;
|hplinks=Yes (Combos only)&lt;br /&gt;
|cmdblock=No&lt;br /&gt;
|weapon=Axes, Greatswords, Katanas, Spears&lt;br /&gt;
|armor=Gauntlets, Heavy Armor, Helms,&amp;lt;br&amp;gt;Light Armor, Shields&lt;br /&gt;
|exclusives=Ogrekiller, Viking Axe, Gigant Axe&lt;br /&gt;
|unlock=&lt;br /&gt;
|alignment=Chaos&lt;br /&gt;
|vajp=[https://en.wikipedia.org/wiki/Kenji_Utsumi Kenji Utsumi]&lt;br /&gt;
|vaeng=[https://en.wikipedia.org/wiki/Christopher_Sabat Christopher Sabat]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
= Overview =&lt;br /&gt;
Garland is a defensive close / mid-range character. His strengths are defined by his braveries that are good at {{keyword|whiff punishing|whiffpunish=1}}, combos and accumulating EX and bravery.&lt;br /&gt;
&lt;br /&gt;
On the ground, Garland {{keyword|pokes|poke=1}} with Deathblow to fill assist gauge safely and threaten anyone approaching him from the air. Lance Charge, ground HP attacks and timing {{keyword|mixups|mixup=1}} complement the defensive strategy.&lt;br /&gt;
&lt;br /&gt;
Garland fights in the air with a mixture of offense and defense. Twist Drill {{keyword|anti-airs|anti-air=1}} opponents, Bardiche comes down with high damage potential, Cyclone provides area denial and Chain Cast is a whiff punisher and a solo combo starter rolled into one.&lt;br /&gt;
&lt;br /&gt;
Garland has above average base ATK and DEF stats, but his other attributes are a bit lacking. Below average movement speed, no solo {{keyword|HP links|hplink=1}} and floaty air dodges. His offensive options are limited against air dodges due to air braveries being telegraphed by their specified range, with notable blind spots for each. Garland&#039;s own options for protection after evading are slow and risky as well.&lt;br /&gt;
&lt;br /&gt;
Historically Garland has been considered a low tier character. However, his representation in competitive play in recent years present a case for a higher position. His grounded defense shuts down many close-range aerial approaches, and most hits lead to lots of bravery and EX. Garland&#039;s win condition is defined by his full EX gauge and high bravery stack, where he can end matches with one EX Revenge 5x Bardiche combo. He can exploit the opponent&#039;s positioning as a defender on the ground, but his aerial offense is much more linear and restricted by comparison. Garland&#039;s long-term strategy is strong, but it always requires multiple hits and resources to guarantee a win.&lt;br /&gt;
&lt;br /&gt;
{{ProConTable&lt;br /&gt;
|pros=&lt;br /&gt;
*&#039;&#039;&#039;Whiff Punishment&#039;&#039;&#039; - Several braveries allow Garland to react from various angles.&lt;br /&gt;
*&#039;&#039;&#039;Bravery Damage&#039;&#039;&#039; - Bardiche, Kuja assist and Chain Cast solo combos can bravery break quickly.&lt;br /&gt;
*&#039;&#039;&#039;Safe Ground {{keyword|Neutral|neutral=1}}&#039;&#039;&#039; - Deathblow lets Garland define the pace with less risk than most characters.&lt;br /&gt;
*&#039;&#039;&#039;EX Gauge Economy&#039;&#039;&#039; - Generates and collects EX efficiently through combos. He can kill earlier with EX Revenge than any other character thanks to Bardiche and Bravery stacking.&lt;br /&gt;
*&#039;&#039;&#039;Disjoints&#039;&#039;&#039; that can go through projectiles.&lt;br /&gt;
* &#039;&#039;&#039;Good ground-to-ground presence&#039;&#039;&#039; against close-range characters&lt;br /&gt;
&lt;br /&gt;
|cons=&lt;br /&gt;
* &#039;&#039;&#039;Below average movement&#039;&#039;&#039; - Garland is slightly slower on all fronts.&lt;br /&gt;
* &#039;&#039;&#039;Post-dodge vulnerability&#039;&#039;&#039; - Garland&#039;s air dodges leave him vulnerable, and Chain Cast does not protect with invincibility.&lt;br /&gt;
* &#039;&#039;&#039;Limited aerial dodge punish capability&#039;&#039;&#039; - HPs, Twist Drill and Bardiche need specific angles to hit. Garland struggles to hit fast fallers (e.g. {{012kain}}) and back air dodges. Offensive momentum can be difficult to create in these cases.&lt;br /&gt;
* &#039;&#039;&#039;Flawed aerial neutral and mixups&#039;&#039;&#039; - He can struggle against block in the air, and air HPs provide little utility against most characters.&lt;br /&gt;
* &#039;&#039;&#039;Fast + long range vulnerability&#039;&#039;&#039; - Air braveries are slower on average, so Garland can get interrupted more easily in face-offs. His anti-{{keyword|zoning|zoning=1}} options are mostly limited to dashing and &#039;&#039;&#039;[[Multiplayer_Build_Guide_(Dissidia_012)#Bravery_Boost_on_Dodge|Bravery Boost on Dodge builds]]&#039;&#039;&#039;.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
= Bravery Attacks =&lt;br /&gt;
== Ground ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Round Edge=&lt;br /&gt;
&lt;br /&gt;
{{AbilityInfo2&lt;br /&gt;
|ver1=Short&lt;br /&gt;
|damage1=&#039;&#039;&#039;45&#039;&#039;&#039; (7, 8, 30)&lt;br /&gt;
|startup1=23F&lt;br /&gt;
|type1=Physical&lt;br /&gt;
|priority1=Melee Low &amp;lt;br&amp;gt;Melee Mid (2nd hit)&lt;br /&gt;
|ex1=30&lt;br /&gt;
|effect1=Wall Rush&lt;br /&gt;
|cancels1=Dodge&lt;br /&gt;
|asthit1=&lt;br /&gt;
|gametext=[Close] Broad sword sweep. &amp;lt;br&amp;gt;Change combo with input timing.&lt;br /&gt;
|level=1&lt;br /&gt;
|ap=100&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|ver2=Long&lt;br /&gt;
|damage2=&#039;&#039;&#039;45&#039;&#039;&#039; (7, 8, 9, 2, 2, 2, 15)&lt;br /&gt;
|startup2=23F&lt;br /&gt;
|type2=Physical&lt;br /&gt;
|priority2=Melee Low, Melee Mid (2nd hit) &amp;lt;br&amp;gt;Melee High (3rd hit)&lt;br /&gt;
|ex2=90&lt;br /&gt;
|effect2=Chase&lt;br /&gt;
|cancels2=Dodge&lt;br /&gt;
|asthit2=&lt;br /&gt;
|image=https://dissidia.wiki/images/b/b3/Brv_garland_round_edge.jpeg&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[File:Brv_garland_round_edge_short.jpeg|thumb|300px|Round Edge (Short)]]&lt;br /&gt;
&lt;br /&gt;
[[File:Brv_garland_round_edge_long.jpeg|thumb|300px|Round Edge (Long).]]&lt;br /&gt;
&lt;br /&gt;
Three sword swipes with two different follow-ups. Press circle {{pspcir}} before the third swipe for a wall rush finisher, or press circle {{pspcir}} after it for a chase finisher. Garland&#039;s movement can be controlled freely during the first two swipes.&lt;br /&gt;
&lt;br /&gt;
Round Edge is a high commitment attack, which is mainly used after block staggers or to catch opponents by surprise. It is risky to use due to its long {{keyword|startup|startup=1}} and animation length. Garland cannot dodge until the first three slashes are done. However, this move also provides notable reward on hit thanks to the precise Deathblow follow-ups; Bravery damage, EX and assist gauge are all great for Garland. Even without Deathblow follow-ups, Round Edge still provides assist combos, above average base damage and EX on the long finisher.&lt;br /&gt;
&lt;br /&gt;
Round Edge is not very safe or effective as a {{keyword|neutral|neutral=1}} tool. It is quite slow and has little coverage against opponent&#039;s defensive options. The second and third round slashes have higher priority which can work sometimes, but given the overall speed, this is easier for opponents to anticipate. Since Garland stops moving by the third slash, its high priority can be difficult to use against moving opponents. It is recommended to use this move with caution.&lt;br /&gt;
&lt;br /&gt;
When &#039;&#039;&#039;[[Lock_Off|locked off]]&#039;&#039;&#039;, Garland can move in any direction on the ground with Round Edge.&lt;br /&gt;
&lt;br /&gt;
|-|Lance Charge=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;30&#039;&#039;&#039; (2 x 5, 5, 15)&lt;br /&gt;
|startup=31F&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee Mid&lt;br /&gt;
|ex=30&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/0/00/Brv_garland_lance_charge.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=8&lt;br /&gt;
|ap=100&lt;br /&gt;
|gametext=[Mid] High-speed sword thrust. &amp;lt;br&amp;gt;Vertically limited, good range.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Lance Charge is a staple move for Garland. It&#039;s a very strong ground-to-ground bravery for its speed, mid priority and assist combos on hit. This is a midrange gap closer and a {{keyword|whiff punisher|whiffpunish=1}} that goes in a straight line. It&#039;s quite effective when used in tandem with Deathblow, such as against blocks, low priority attacks and ground dodges.&lt;br /&gt;
&lt;br /&gt;
Lance Charge staggers regular blocks, and it can follow up with a ground wall rush even if it was blocked. The ground wall rush finisher sets up high damaging Kuja assist combos, so Lance Charge&#039;s reward is pretty high with meter. It can punish &#039;&#039;&#039;[[Landing_lag|landing lag]]&#039;&#039;&#039; and counter opponents after a successful backwards / sideways &#039;&#039;&#039;[[Blodge|blodge]]&#039;&#039;&#039;. Lance Charge travels pretty quickly once {{keyword|active|active=1}} and the range extends slightly past the weapon visuals. It can be a difficult move to {{keyword|punish|punish=1}} at ground level due to its short recovery and mid priority&lt;br /&gt;
&lt;br /&gt;
However, this move is quite linear. It loses to fast sideways and upward movement, and higher priority in general. If Lance Charge misses, Garland is left airborne. He is vulnerable to attacks from above and fast assists, and his air dodge can put him in an even worse situation. It will not see much use in aerial focused {{keyword|matchups|matchup=1}} either, such as against {{012seph}}.&lt;br /&gt;
&lt;br /&gt;
|-|Deathblow=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=15&lt;br /&gt;
|startup=13F&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee Low&lt;br /&gt;
|ex=60&lt;br /&gt;
|effect=-&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/e/e9/Brv_garland_deathblow.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge, Block, Attack, Movement&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=1&lt;br /&gt;
|ap=100&lt;br /&gt;
|gametext=[Mid] Swift upwards sword swipe. &amp;lt;br&amp;gt;Low accuracy, quick strike.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
One of Garland&#039;s strongest bravery attacks. It&#039;s a safe {{keyword|poke|poke=1}}, {{keyword|anti-air|anti-air=1}} and a combo starter. The {{keyword|active|active=1}} frames are long, the {{keyword|tracking|tracking=1}} is strong and it {{keyword|recovers|recovery=1}} quickly, which make this a difficult move to contest. Deathblow is great for filling assist gauge and threatening nearby opponents. Garland does not have to dodge to make this move safe, which is very rare in this game. On hit, it combos into jump &amp;gt; Twist Drill, assist and generates lots of EX Force as a result.&lt;br /&gt;
&lt;br /&gt;
Deathblow is a must-have for close-range ground combat. It ties Garland&#039;s defensive gameplay together very well. Even so, it is important to mix things up, so the opponent doesn&#039;t catch Garland at a bad time. It still loses to higher priority attacks and well timed blocks. And because it&#039;s a ground move, it does little to contest {{keyword|halo camping|halocamp=1}}. It does make it easier to fight with full assist gauge, though.&lt;br /&gt;
&lt;br /&gt;
|-|Highbringer=&lt;br /&gt;
&lt;br /&gt;
{{AbilityInfo2&lt;br /&gt;
|ver1=Low&lt;br /&gt;
|damage1=&#039;&#039;&#039;24&#039;&#039;&#039; (5, 19)&lt;br /&gt;
|startup1=17F&lt;br /&gt;
|type1=Physical&lt;br /&gt;
|priority1=Melee Low&lt;br /&gt;
|ex1=90&lt;br /&gt;
|effect1=Chase&lt;br /&gt;
|cancels1=Dodge&lt;br /&gt;
|asthit1=&lt;br /&gt;
|gametext=[Mid] Swing sword upwards. &amp;lt;br&amp;gt;Change combo with input timing.&lt;br /&gt;
|level=32&lt;br /&gt;
|ap=100&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|ver2=High&lt;br /&gt;
|damage2=&#039;&#039;&#039;24&#039;&#039;&#039; (5, 2, 2, 15)&lt;br /&gt;
|startup2=13F&lt;br /&gt;
|type2=Physical&lt;br /&gt;
|priority2=Melee Low&lt;br /&gt;
|ex2=30&lt;br /&gt;
|effect2=Wall Rush&lt;br /&gt;
|cancels2=Dodge&lt;br /&gt;
|asthit2=&lt;br /&gt;
|image=https://dissidia.wiki/images/7/70/Brv_garland_highbringer.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[File:Brv_garland_highbringer_%28low%29.jpeg|thumb|300px|Highbringer (Low). Press Circle for a chain stab.]]&lt;br /&gt;
&lt;br /&gt;
[[File:Brv_garland_highbringer_(high).jpeg|thumb|300px|Highbringer (High). Press Circle for a combo attack.]]&lt;br /&gt;
&lt;br /&gt;
Highbringer functions as a {{keyword|poke|poke=1}}, post-block punisher and an assist combo starter. It is best used as an secondary ground bravery, particularly for aspiring players learning Garland. Highbringer is an uppercut with two built-in follow-up attacks. For low version, tap Circle {{pspcir}} twice for a chase ender and 90 EX. For high version, hold Circle {{pspcir}} to become airborne and then tap again for wall rush attack.&lt;br /&gt;
&lt;br /&gt;
Highbringer is quite fast, and it is more beginner friendly for assist combos compared to Deathblow. Both low and high versions can {{keyword|anti-air|anti-air=1}}, and the {{keyword|hit stun|hitstun=1}} and wall rush allow a variety of assist combo routes. The first slash also looks and acts very similarly to Deathblow, so Highbringer often goes uncontested.&lt;br /&gt;
&lt;br /&gt;
However, this attack is is outclassed by Deathblow at higher levels of play. It has much longer {{keyword|recovery|recovery=1}}, so dodges are needed for long term safety. Highbringer does not lead to the consistent Twist Drill follow-ups, so the reward on hit is weaker and more reliant on assist gauge. The high version has more requirements for notable reward such as short reaction time, assist and sometimes wall rush. It also leaves Garland airborne even if it misses, where he has to avoid getting caught after a dodge.&lt;br /&gt;
&lt;br /&gt;
As a side note, Highbringer (High) first hit can also be dodge cancelled early on hit. However, if Highbringer (Low) first hit connects, the {{keyword|dodge cancel|dc=1}} cannot be done as quickly.&lt;br /&gt;
&lt;br /&gt;
|-|Thundaga (ground)=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=each (10)&lt;br /&gt;
|startup=51F&lt;br /&gt;
|type=Magical&lt;br /&gt;
|priority=Ranged Low&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=-&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/2/2b/Brv_garland_thundaga_g.jpeg&lt;br /&gt;
|imgpos=55%&lt;br /&gt;
|cancels=Dodge, Block, Attack&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=19&lt;br /&gt;
|ap=100&lt;br /&gt;
|gametext=[Long] Call down lightning strikes &amp;lt;br&amp;gt;that home in on opponent.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Three bolts spawn on the opponent in a sequence, and push the opponent away. Thundaga is a long range {{keyword|poke|poke=1}}, that is mostly used to interrupt opponents. It bypasses solid objects and lingering projectiles, but the damage is low and it needs wall for combos. Garland is vulnerable to attacks during the animation, but the {{keyword|recovery|recovery=1}} is rather short for a move like this. It can be difficult to {{keyword|whiff punish|whiffpunish=1}} from a distance. Just watch out for opponent&#039;s Free Air Dash and assist.&lt;br /&gt;
&lt;br /&gt;
Thundaga is not used in competitive play often due to its low damage, EX generation and situational combos.&lt;br /&gt;
&lt;br /&gt;
About the wall combos: If opponent is against a wall, the bolts can combo into each other. Garland can follow up with Flare, Chain Cast and even air bravery assists. The upward knockback&#039;s direction is also based on where the player&#039;s camera is facing.&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Aerial ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Twin Swords=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;30&#039;&#039;&#039; (7, 8, 15)&lt;br /&gt;
|startup=21F&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee Low&lt;br /&gt;
|ex=30&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/5/58/Brv_garland_twin_swords.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=1&lt;br /&gt;
|ap=100&lt;br /&gt;
|gametext=[Mid] Swipe with twin blades. &amp;lt;br&amp;gt;Approaches foe; limited height.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Garland&#039;s dedicated advancing air bravery. Twin Swords&#039; main strength lies in having some tracking in all directions, which makes it more consistent as a counter attack after blocks.&lt;br /&gt;
&lt;br /&gt;
Twin Swords suffers from a 3-slot bravery dilemma, where it is outclassed by Twist Drill, Chain Cast and Bardiche in utility and reward. It covers a range that other braveries don&#039;t do as consistently, but it&#039;s flawed in many other ways. It&#039;s fast, but not fast enough to be always unreactable. The animation is long and every hit is low priority, which risks getting blocked or {{keyword|whiff punished|whiffpunish=1}}. The overall range is average and the {{keyword|tracking|tracking=1}} period is brief. Twin Swords also has to wall rush for assist combos, which further skews the risk / reward ratio against Garland. It is risky to use in {{keyword|neutral|neutral=1}} overall.&lt;br /&gt;
&lt;br /&gt;
|-|Chain Cast=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;15&#039;&#039;&#039; (7, 8)&lt;br /&gt;
|startup=45F&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee Low&lt;br /&gt;
|ex=90&lt;br /&gt;
|effect=Chase&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/1/1d/Brv_garland_chain_cast.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=1&lt;br /&gt;
|ap=100&lt;br /&gt;
|gametext=[Mid] Swing chain. Low accuracy, &amp;lt;br&amp;gt;but effective against any height.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Garland positions himself above in relation to the opponent for two vertical attacks. This is an air combo starter, {{keyword|air-to-ground|air-to-ground=1}} {{keyword|whiff punisher|whiffpunish=1}} and Garland&#039;s primary post-dodge defensive option in the air. It is not invincible, but the movement can help him evade slower dodge punish attempts. On hit, Garland can {{keyword|dodge cancel|dc=1}} and combo into Twist Drill for a total of 180 EX (almost 20 % of an EX bar). Chain Cast&#039;s consistent damage output, meter generation and applications in the neutral make it an appealing choice for a third bravery slot along with Bardiche and Twist Drill. It is pretty slow and telegraphed though, so it can be blocked or dodged easily.&lt;br /&gt;
&lt;br /&gt;
Chain Cast has enough {{keyword|hit stun|hitstun=1}} to make empty chase attempts safer on average, although it is not entirely safe to use in all instances. It can also hit behind the opponent&#039;s block, though exact conditions are unclear. Being significantly below or above the opponent helps, though.&lt;br /&gt;
&lt;br /&gt;
The {{keyword|hitbox|hitbox=1}} has some oddities. It has gaps and possibly slight deadzones between the chain itself and the tip. Before reaching proper down-forward hitbox there may be a gap just below level height. It could have a small deadzone right in front of Garland as well. This requires further research.&lt;br /&gt;
&lt;br /&gt;
|-|Bardiche=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=30&lt;br /&gt;
|startup=23F&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee Low&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/7/7e/Brv_garland_bardiche.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=4&lt;br /&gt;
|ap=100&lt;br /&gt;
|gametext=[Dive] Mighty axe swing. &amp;lt;br&amp;gt;Great for attacking from above.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Garland&#039;s iconic crushing swing. A staple in Garland&#039;s kit due to its speed, average whiff recovery and infamous damage output. It can be used to build assist gauge on whiff and punish long {{keyword|recovery|recovery=1}} attacks below Garland. Bardiche is primarily run for its reward on hit, namely ground wall rush assist combos and EX Revenge. The high base damage makes Garland one of the best users of wall rush bravery enhancements (primarily {{accbas}} Booster).&lt;br /&gt;
&lt;br /&gt;
Outside of combos, Bardiche&#039;s reward is lacking with no EX, short assist confirm window and no automatic Sneak Attack activation. Its other applications in the {{keyword|neutral|neutral=1}} are also weak due to it exclusively tracking downwards, having a small hitbox and flawed mixup options to support it. It is a loud, telegraphed and relatively slow to start low priority move on a character whose other downward attacks are all slower than 40 frames.&lt;br /&gt;
&lt;br /&gt;
Despite these flaws, Bardiche is commonly used because the damage output is high enough to outweigh the cons.&lt;br /&gt;
&lt;br /&gt;
|-|Twist Drill=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;30&#039;&#039;&#039; (4 x 2, 8, 14)&lt;br /&gt;
|startup=21F&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee Low&lt;br /&gt;
|ex=90&lt;br /&gt;
|effect=Chase&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/d/dc/Brv_garland_twist_drill.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=28&lt;br /&gt;
|ap=100&lt;br /&gt;
|gametext=[Rise] Upwards lunge with sword. &amp;lt;br&amp;gt;Great for attacking from below.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Another staple bravery. Twist Drill is a fast {{keyword|anti-air|anti-air=1}} attack with good combo potential, damage and EX output. Twist Drill primarily tracks opponents above Garland, and it is used as a {{keyword|whiff punisher|whiffpunish=1}} or an occasional {{keyword|poke|poke=1}}. It has enough range to connect after Deathblow for 180 EX (almost 20 % of the gauge).&lt;br /&gt;
&lt;br /&gt;
Twist Drill has lots of {{keyword|hitstun|hitstun=1}}. It is one of the few moves in the game that provide a safe {{keyword|empty chase|emptychase=1}} anywhere. This is great for both assist combos and taking EX force reliably. A late {{keyword|dodge cancel|dc=1}} window and empty chase are both viable starters for Garland&#039;s commonly used assists. While Garland is safe after an empty chase, he can still lose to fast attacks and {{keyword|command blocks|commandblock=1}} if he tries to push his advantage immediately. Challenging recovery attack pokes depends on the {{keyword|matchup|matchup=1}} and stage positioning as well; Chasing at a corner can leave Garland closer to the opponent than usual, which is more dangerous for him.&lt;br /&gt;
&lt;br /&gt;
Twist Drill&#039;s whiff {{keyword|recovery|recovery=1}} is long enough for it to be punishable on reaction. It has a blind spot above Garland&#039;s head, and it&#039;s only effective at dodge punishing from below. If the opponent has a good read on Garland, they can even use an air BRV assist to shut down Twist Drill.&lt;br /&gt;
&lt;br /&gt;
Even so, Twist Drill is a staple in Garland&#039;s air combat. The {{keyword|disjointed|disjoint=1}} {{keyword|hitbox|hitbox=1}} allows him to poke through {{keyword|projectiles|projectile=1}} and traps, such as {{012ulti}} charged Knight&#039;s Lance. The first part can be {{keyword|dodge cancelled|dc=1}} early enough to contest {{012emp}}&#039;s Dreary Cells, and the startup speed can be difficult to react to without practice.&lt;br /&gt;
&lt;br /&gt;
Twist Drill can also hit behind the opponent&#039;s block at the right distance and angle, below the opponent.&lt;br /&gt;
&lt;br /&gt;
|-|Thundaga (midair)=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=each (10)&lt;br /&gt;
|startup=51F&lt;br /&gt;
|type=Magical&lt;br /&gt;
|priority=Ranged Low&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=-&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/2/2d/Brv_garland_thundaga_a.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge, Block, Attack&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=25&lt;br /&gt;
|ap=100&lt;br /&gt;
|gametext=[Long] Call down lightning strikes &amp;lt;br&amp;gt;that home in on opponent.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Same as the ground version, except it can be done anywhere in the air. A valid option against mages and characters with poor mobility, though it&#039;s main application is still interrupting opponents.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= HP Attacks =&lt;br /&gt;
&lt;br /&gt;
== Ground ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Earthquake=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;18&#039;&#039;&#039; (8, 2 x 5)&lt;br /&gt;
|startup=39F&lt;br /&gt;
|type=Physical (axe) &amp;lt;br&amp;gt;Magical (rocks)&lt;br /&gt;
|priority=Melee High (axe) &amp;lt;br&amp;gt;Unblockable (rocks)&lt;br /&gt;
|ex=36&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/2/28/Hp_garland_earthquake.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=1&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=[Close] Split ground with axe. &amp;lt;br&amp;gt;Steals bravery, then takes HP.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Earthquake is a decent {{keyword|mixup|mixup=1}} against aggressive ground opponents in close range. It tracks well, has strong {{keyword|knockback|knockback=1}} and the unblockable rocks ignore &#039;&#039;&#039;[[Assist_(Dissidia_012)#LV2_Assist_Change|LV2 Assist Change]]&#039;&#039;&#039; entirely. Earthquake can {{keyword|anti-air|anti-air=1}} forward ground dodges, particularly with the axe slam. The rocks can anti-air as well. This is an effective move when used sparingly.&lt;br /&gt;
&lt;br /&gt;
Because the rocks act independently, Earthquake can be used to clash with &#039;&#039;&#039;[[Attack_Priority_(Dissidia_012)#High|Melee High]]&#039;&#039;&#039; attacks, such as {{012tifa}}&#039;s Rolling Blaze or {{012squ}}&#039;s Revolver Drive and punish them for it. If it {{keyword|trades|trade=1}}, the situation is also often in Garland&#039;s favor. Earthquake is difficult to punish without mid range attacks or assist, but use it with caution. Aerial attacks can still hit Garland. He often has to dodge to reduce the {{keyword|recovery|recovery=1}}, which is risky. And assist is the primary way to make it safer on {{keyword|whiff|whiff=1}} as well. That can be expensive for Garland despite his ground {{keyword|neutral|neutral=1}} capability.&lt;br /&gt;
&lt;br /&gt;
|-|Blaze (ground)=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=-&lt;br /&gt;
|startup=59F&lt;br /&gt;
|type=-&lt;br /&gt;
|priority=Ranged High&lt;br /&gt;
|ex=each (9)&lt;br /&gt;
|effect=-&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/c/c9/Hp_garland_blaze_g.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=16&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=[Long] Shoot multiple fireballs &amp;lt;br&amp;gt;that chase opponent.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Homing fireballs that can be dodged with well placed dodge. The ground version is not used often, since he already has relatively complete kit on the ground.&lt;br /&gt;
&lt;br /&gt;
Blaze has a bad deadzone in front of Garland, and each fireball can inflict meter depletion on hit. These are traits that carry over to its aerial version, which sees much more use in competitive play.&lt;br /&gt;
&lt;br /&gt;
|-|Tsunami=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;12&#039;&#039;&#039; (2 x 6)&lt;br /&gt;
|startup=45F&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee High&lt;br /&gt;
|ex=96&lt;br /&gt;
|effect=-&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/8/8f/Hp_garland_tsunami.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=36&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=[Mid] Hurl chain sword. &amp;lt;br&amp;gt;Vertically limited, very accurate.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Tsunami is a {{keyword|tracking|tracking=1}}, high risk, high reward option against ground dodges. It is also a post-dodge defensive option thanks to the swift upward movement during {{keyword|startup|startup=1}}. Tsunami catches ground dodges consistently, and leads to assist combos on hit. That makes this move something of an instigator when assist gauge is available.&lt;br /&gt;
&lt;br /&gt;
Against opponents without {{keyword|command blocks|commandblock=1}}, doing Tsunami and reacting with an assist can be effective for a {{keyword|checkmate|checkmate=1}} interaction. Tsunami can also hit aerial opponents who are close to Garland at the time of impact. Lastly, if Garland staggers an opponent with a &#039;&#039;&#039;[[Blodge|blodge]]&#039;&#039;&#039; (backwards / sideway dodge), Tsunami is guaranteed.&lt;br /&gt;
&lt;br /&gt;
If Tsunami misses, Garland is vulnerable to counter attacks for a few seconds. Assist is needed to offset this drawback, but Garland must be sure the opponent is going to strike back.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Aerial ==&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Blaze (midair)=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=-&lt;br /&gt;
|startup=59F&lt;br /&gt;
|type=-&lt;br /&gt;
|priority=Ranged High&lt;br /&gt;
|ex=each (9)&lt;br /&gt;
|effect=-&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/8/8e/Hp_garland_blaze.jpeg&lt;br /&gt;
|imgpos=40%&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=1&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=[Long] Shoot multiple fireballs &amp;lt;br&amp;gt;that chase opponent.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Blaze is a secondary long range harassment tool, often used with Cyclone for safe {{keyword|zoning|zoning=1}}. The projectiles {{keyword|track|track=1}} towards the opponent, and they all focus on a singular point of impact. This reduces their screen presence, but each fireball can hit the opponent. That is notable, because each fireball activates the meter depletion effect with Battle Hammer {{accbas}} and the like.&lt;br /&gt;
&lt;br /&gt;
Despite the projectiles&#039; speed and relatively brief duration, it is possible to reflect one of them back at Garland. That is rarely a concern for Garland though. A more common downside to Blaze is the lack of protection around Garland once the projectiles have been fired; There is enough time to hit Garland out of Blaze after firing the projectiles, but &#039;&#039;before&#039;&#039; he can act again. Using Blaze without protection from Cyclone (or even assist) can lead to unfavorable trades with opponent&#039;s assist (Blaze hits, opponent&#039;s assist &#039;&#039;&#039;[[Bravery_(Dissidia_012)#Bravery_Break|breaks]]&#039;&#039;&#039; Garland), or {{keyword|assist punishes|assist punish}}. &lt;br /&gt;
&lt;br /&gt;
Blaze is a staple for Garland, despite not having strong {{keyword|neutral|NEutral}} applications. It has a low hit rate at high level play, but also low risk when used sparingly from a distance. It supports Garland at a range where he doesn&#039;t have much presence, and if his opponent struggles to deal with Cyclone, it makes Blaze that much more prominent.&lt;br /&gt;
&lt;br /&gt;
If the opponent has Auto Assist Lock On equipped, and the opponent escapes an assist combo as Garland uses Blaze, the projectiles won&#039;t track to the opponent. They will disperse instead.&lt;br /&gt;
&lt;br /&gt;
|-|Cyclone=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=-&lt;br /&gt;
|startup=51F&lt;br /&gt;
|type=-&lt;br /&gt;
|priority=Ranged High&lt;br /&gt;
|ex=each (60)&lt;br /&gt;
|effect=Absorb&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/e/ed/Hp_garland_cyclone.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=12&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=[Close] Call forth tornado. &amp;lt;br&amp;gt;Slow speed, homing ability.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Cyclone is used as a passive defensive tool, assist combo extender or a safer combo finisher after assist. It has good reward on hit thanks to its EX generation and {{keyword|hit stun|hitstun=1}} - It combos into assists on hit, and even Garland can follow up if Cyclone hits late. Cyclone plays an important role in optimizing Garland&#039;s air combos for EX, namely at the ceiling and / or after EX Revenge.&lt;br /&gt;
&lt;br /&gt;
Cyclone consists of two Ranged High projectiles that linger for a moment. But they don&#039;t protect Garland from all angles. {{keyword|Disjointed|disjoint=1}} attacks such as {{012seph}}&#039;s Sudden Cruelty and {{012aer}}&#039;s Seal Evil can hit Garland out of it. Advancing high priority moves such as {{012clo}}&#039;s Braver and {{012squ}}&#039;s Rough Divide can also power through Cyclone. Because Garland cannot act again early and or take advantage of Cyclone for long, it is not suited for building offensive momentum.&lt;br /&gt;
&lt;br /&gt;
However, Cyclone can exploit certain shortcomings: Characters without Aerith assist, {{keyword|projectiles|projectile=1}}, {{keyword|command blocks|commandblock=1}}, disjointed {{keyword|hitbox|hitbox=1}} or a relatively fast advancing Melee High attack. In these cases, Cyclone provides a consistent defensive barrier for Garland.&lt;br /&gt;
&lt;br /&gt;
|-|Flare=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=15&lt;br /&gt;
|startup=47F&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee High&lt;br /&gt;
|ex=30&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/2/2e/Hp_garland_flare.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=22&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=[Mid] Strike with greatsword, &amp;lt;br&amp;gt;causing large explosion on hit.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Garland&#039;s primary HP attack after blocking and finishing assist combos. It tracks the opponent, though it&#039;s bad at turning around shortly before moving. The {{keyword|knockback|knockback=1}} has high wall rush potential, which adds more damage consistently after bravery breaks.&lt;br /&gt;
&lt;br /&gt;
Flare&#039;s active frames are very brief and as such, it is not effective at punishing early blocks and catching aerial dodges with Evasion Boost. It also has plenty of {{keyword|recovery frames|recovery=1}}, which leave Garland vulnerable to attacks for a moment.&lt;br /&gt;
&lt;br /&gt;
If Flare makes contact, Garland will transition into the second hit that deals HP damage. This is true whether the opponent escapes with LV1 Assist Change afterwards or he clashes with a lower priority melee move. It doesn&#039;t have particularly strong tracking and Garland can be hit during the animation. Cyclone and Blaze can make up for this weakness, but Flare remains a staple in Garland&#039;s arsenal regardless. It is his only consistent aerial HP for block counters.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== EX Mode: Class Change! ==&lt;br /&gt;
Effects:&lt;br /&gt;
* Regen&lt;br /&gt;
* Critical Boost&lt;br /&gt;
* Indomitable Resolve&lt;br /&gt;
&lt;br /&gt;
Garland&#039;s EX mode is conventionally strong due to his damage output. The threat of his high damaging EX Revenge combos also complements his EX mode, which depletes the opponent&#039;s assist gauge upon activation. There aren&#039;t many unique perks here, but because Garland can fill his EX gauge effectively through combos, he can get more opportunities to close out matches with it.&lt;br /&gt;
&lt;br /&gt;
=== Indomitable Resolve ===&lt;br /&gt;
{{image|https://dissidia.wiki/images/5/51/Ex_mode_garland.jpeg}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[Active while attacking] Even while taking damage, attacks can be performed without flinching.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Rare instance of {{keyword|super armor|super armor}} in Dissidia 012. During an attack animation, Garland will not flinch from any attack that does not inflict HP damage. This can be good as a surprise attack, and it can also work in a pinch against characters with HP links (Cyclone, anyone?), but remember that EX mode does not alter Garland&#039;s attack properties; He can still be blocked.&lt;br /&gt;
&lt;br /&gt;
=== EX Burst: Soul of Chaos ===&lt;br /&gt;
{{image|https://dissidia.wiki/images/6/6a/Ex_burst_garland.jpeg}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;An attack terrible enough to shake the heavens. Repeatedly press circle to add strength to the attack.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{burst&lt;br /&gt;
|damage1=12, 12 (24)&lt;br /&gt;
|damage2=4x3, 3x4, 16, 16, 5x4 (100 total)&lt;br /&gt;
|type=Physical&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Soul of Chaos requires filling the gauge by repeatedly pressing circle {{pspcir}}. It&#039;s not the strongest EX Burst in the game, but well above average in power thanks to Garland&#039;s high base ATK, good initial hits and bravery stacking with a full EX gauge.&lt;br /&gt;
&lt;br /&gt;
== Combos ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main article: &#039;&#039;&#039;[[Garland_(Dissidia_012)/Combos|Garland (Combos)]]&#039;&#039;&#039; &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Solo ===&lt;br /&gt;
&lt;br /&gt;
Garland has a handful of solo combos, but his most practical ones start with Deathblow or Chain Cast. Both can lead to Twist Drill for plenty of damage and EX, which is great for Garland.&lt;br /&gt;
&lt;br /&gt;
{{Combo-012&lt;br /&gt;
|data=&lt;br /&gt;
{{Combo-012Data&lt;br /&gt;
|combo=&#039;&#039;&#039;Deathblow&#039;&#039;&#039; &amp;gt; move &amp;gt; jump &amp;gt; Twist Drill&lt;br /&gt;
|condition=Poke starter&lt;br /&gt;
|requirement=Ground&lt;br /&gt;
|characters=&lt;br /&gt;
|damage=45&lt;br /&gt;
|damagehits=15 &amp;gt; 30&lt;br /&gt;
|ex=150&lt;br /&gt;
|exhits=60 &amp;gt; 90&lt;br /&gt;
|meteropp=&lt;br /&gt;
|video=https://www.youtube.com/watch?v=_E2EVyWjRFM?=shared&amp;amp;t=5&lt;br /&gt;
|notes=Staple combo. High EX and leads to damaging Kuja assist combos for even more EX. Move and jump as quickly as possible. The later Deathblow hits, the more time Garland has to combo into Twist Drill.&lt;br /&gt;
}}&lt;br /&gt;
{{Combo-012Data&lt;br /&gt;
|combo=&#039;&#039;&#039;Chain Cast&#039;&#039;&#039; &amp;gt; {{clr|dc=1}} &amp;gt; Twist Drill&lt;br /&gt;
|condition=Punish starter&lt;br /&gt;
|requirement=Air, above opponent&lt;br /&gt;
|characters=&lt;br /&gt;
|damage=45&lt;br /&gt;
|damagehits=15 &amp;gt; 30&lt;br /&gt;
|ex=180&lt;br /&gt;
|exhits=90 &amp;gt; 90&lt;br /&gt;
|meteropp=&lt;br /&gt;
|video=https://www.youtube.com/watch?v=_E2EVyWjRFM&amp;amp;t=19&lt;br /&gt;
|notes=Staple air combo, commonly used as a punish or an assist combo ender. 180 EX is great, which Garland can get by &#039;&#039;&#039;[[Chase_(Dissidia_012)#Empty_Chase|empty chasing]]&#039;&#039;&#039; immediately. If Garland has assist, he can also start an assist combo by dodge cancelling, or after empty chase ends.&lt;br /&gt;
&lt;br /&gt;
:If opponent is far after Chain Cast, Twist Drill may not land all initial hits. This combo does not require wall, but it can be easier to do near walls and corners due to reduced knockback. Garland should remain cautious when empty chasing at a corner, because being closer to the opponent makes him a bit more vulnerable to recovery attack attempts.&lt;br /&gt;
&lt;br /&gt;
When wall is not nearby, Garland can dodge cancel towards opponent more reliably by moving camera sideways after Assist Chase, and then moving with a quarter-circle motion. For example, the camera is tilted to the right so Garland faces to the left. The quarter-circle motion would then be left &amp;gt; left/up &amp;gt; up. The initial left should be held for almost a split second.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== EX Revenge ===&lt;br /&gt;
&lt;br /&gt;
Garland gets access to some of his strongest combos during EX Revenge, including the notorious Bardiche combo. With EX Revenge, Garland becomes very dangerous to interact with due to its damage potential.&lt;br /&gt;
&lt;br /&gt;
{{Combo-012&lt;br /&gt;
|data=&lt;br /&gt;
{{Combo-012Data&lt;br /&gt;
|combo=&#039;&#039;&#039;Bardiche&#039;&#039;&#039; &amp;gt; {{clr|wr=1}} &amp;gt; Bardiche &amp;gt; {{clr|wr=1}} &amp;gt; Bardiche &amp;gt; {{clr|wr=1}} &amp;gt; Bardiche &amp;gt; {{clr|wr=1}} &amp;gt; Bardiche &amp;gt; Flare&lt;br /&gt;
|condition=Air starter, close to opponent&lt;br /&gt;
|requirement=Full EX Gauge, near ground&lt;br /&gt;
|characters=&lt;br /&gt;
|damage=165 + HP &amp;amp; WR (x5)&lt;br /&gt;
|damagehits=30 + WR &amp;gt; 30 + WR &amp;gt; 30 + WR &amp;gt; 30 + WR &amp;gt; 30 + WR &amp;gt; 15 + HP WR&lt;br /&gt;
|ex=0&lt;br /&gt;
|exhits=0 &amp;gt; 0 &amp;gt; 0 &amp;gt; 0 &amp;gt; 0 &amp;gt; 0&lt;br /&gt;
|meteropp=&lt;br /&gt;
|video=&lt;br /&gt;
|notes=Garland&#039;s EX Revenge combo is infamous for its insane damage output. It is one of, if not THE strongest EX Revenge combo in the game without assist. As long as Garland is close to the opponent, he can repeatedly use Bardiche up to five times. Each Bardiche can also wall rush, which adds even more damage near ground. This combo requires little adjustment for Garland and it should be fairly easy to execute, as long as pressing Circle {{pspcir}} repeatedly is not an issue.&lt;br /&gt;
&lt;br /&gt;
This combo is the reason a full EX gauge is so beneficial for Garland. It practically guarantees a bravery break for Garland. And even if it doesn&#039;t, the wall rush still lets assists follow up. As a result, this combo can do far more damage than just the listed 165 + HP WR. 4,000 HP is practically killing range for Garland, while having more health usually means being put into &#039;&#039;&#039;[[Statistic_(Dissidia_012)#Near_Death|Near Death]]&#039;&#039;&#039; state.&lt;br /&gt;
&lt;br /&gt;
It is important to note, that wall rush contributes a lot to this combo&#039;s damage output. Therefore, if Garland cannot wall rush with Bardiche or especially Flare, he won&#039;t do nearly as much damage. Furthermore, if Garland needs to approach opponent from a distance, he has less time to do Bardiches. In order to ensure maximum damage, Garland should consider activating EX Revenge close to opponent, while being near ground. Garland can also consider dodging behind the opponent at the beginning to get more critical hits from Sneak Attack extra ability.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Assist ===&lt;br /&gt;
&lt;br /&gt;
Garland has a well-rounded combo game with few competitive assists. He can start assist combos with most of his moves and any wall rush he gets. This is great for learning the character, but the combos also scale well with builds and a little bit of execution; Garland is capable of doing lots of bravery damage with Bardiche during ground assists, and Chain Cast solo combos generate lots of EX for Garland. Both are great for him, as a full EX gauge is a fantastic win condition.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main article: &#039;&#039;&#039;[[Garland_(Dissidia_012)/Combos#Assist_Combos_(Kuja)|Garland Combos (Kuja Assist)]]&#039;&#039;&#039; &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Kuja does just about everything Garland would want from assist. Combos off of Garland&#039;s most important moves, great holding potential for Bardiche fillers and sets up Chain Cast combos for damage and EX.&lt;br /&gt;
&lt;br /&gt;
{{Combo-012&lt;br /&gt;
|data=&lt;br /&gt;
{{Combo-012Data&lt;br /&gt;
|combo=&#039;&#039;&#039;Highbringer 1st hit (Low)&#039;&#039;&#039; &amp;gt; {{clr|astbrv=1}} &amp;gt; {{clr|ac=1}} &amp;gt; Flare&lt;br /&gt;
|condition=Poke starter&lt;br /&gt;
|requirement=Ground&lt;br /&gt;
|characters=&lt;br /&gt;
|damage=70 + HP WR&lt;br /&gt;
|damagehits=5 &amp;gt; 50 (Assist) &amp;gt; 15 + HP WR&lt;br /&gt;
|ex=48&lt;br /&gt;
|exhits=18 &amp;gt; 30&lt;br /&gt;
|meteropp=&lt;br /&gt;
|video=&lt;br /&gt;
|notes=&lt;br /&gt;
}}&lt;br /&gt;
{{Combo-012Data&lt;br /&gt;
|combo=&#039;&#039;&#039;Lance Charge&#039;&#039;&#039; &amp;gt; {{clr|wr=1}} &amp;gt; {{clr|astbrv=1}} &amp;gt; {{clr|ac=1}} &amp;gt; Flare&lt;br /&gt;
|condition=Gap closer / Punish starter&lt;br /&gt;
|requirement=Ground&lt;br /&gt;
|characters=&lt;br /&gt;
|damage=92 + HP WR&lt;br /&gt;
|damagehits=30 &amp;gt; 47 (Assist) &amp;gt; 15 + HP WR&lt;br /&gt;
|ex=60&lt;br /&gt;
|exhits=30 &amp;gt; 30&lt;br /&gt;
|meteropp=&lt;br /&gt;
|video=&lt;br /&gt;
|notes=Lance Charge can be used against blocks and for sniping landing lag, which leads to a consistent Kuja assist combo on the ground. If Lance Charge hits from afar or against a blocking opponent, it deals slightly less damage without critical hits. Call Kuja assist quickly after Garland wall rushes.&lt;br /&gt;
}}&lt;br /&gt;
{{Combo-012Data&lt;br /&gt;
|combo=&#039;&#039;&#039;Bardiche&#039;&#039;&#039; &amp;gt; {{clr|wr=1}} &amp;gt; {{clr|astbrv=1}} &amp;gt; {{clr|ac=1}} &amp;gt; Flare&lt;br /&gt;
|condition=Poke / punish starter, Wall Rush&lt;br /&gt;
|requirement=Air&lt;br /&gt;
|characters=&lt;br /&gt;
|damage=92 + HP WR&lt;br /&gt;
|damagehits=30 + WR &amp;gt; 47 (Assist) &amp;gt; 15 + HP WR&lt;br /&gt;
|ex=30&lt;br /&gt;
|exhits=0 &amp;gt; 30&lt;br /&gt;
|meteropp=&lt;br /&gt;
|video=&lt;br /&gt;
|notes=Garland&#039;s infamous assist combo starter. Kuja&#039;s ground BRV assist is rather slow, so there is not much time to call Kuja assist after wall rush. It has to be done rather early, and reacting to it can be harder if Bardiche connects high above the ground. Once Kuja assist does connect, Garland has lots of time to prepare for Assist Chase or add more Bardiches for extra damage. This is an important combo starter for Garland, so getting used to this move will pay in dividends.&lt;br /&gt;
}}&lt;br /&gt;
{{Combo-012Data&lt;br /&gt;
|combo=&#039;&#039;&#039;Twist Drill (1st part)&#039;&#039;&#039; &amp;gt; {{clr|astbrv=1}} &amp;gt; {{clr|ac=1}} &amp;gt; Twist Drill&lt;br /&gt;
|condition=Poke starter&lt;br /&gt;
|requirement=Air&lt;br /&gt;
|characters=&lt;br /&gt;
|damage=96&lt;br /&gt;
|damagehits=16 &amp;gt; 50 (Assist) &amp;gt; 30&lt;br /&gt;
|ex=120&lt;br /&gt;
|exhits=30 &amp;gt; 90&lt;br /&gt;
|meteropp=&lt;br /&gt;
|video=https://www.youtube.com/watch?v=_E2EVyWjRFM&amp;amp;t=107&lt;br /&gt;
|notes=A basic, reliable assist combo that works intuitively for players not used to dodge cancel combos. Chain Cast into Twist Drill is still possible, adds another 15 base damage and 90 EX if Garland can manage it. &lt;br /&gt;
}}&lt;br /&gt;
{{Combo-012Data&lt;br /&gt;
|combo=&#039;&#039;&#039;Tsunami&#039;&#039;&#039; &amp;gt; {{clr|astbrv=1}} &amp;gt; {{clr|ac=1}} &amp;gt; Flare&lt;br /&gt;
|condition=HP starter&lt;br /&gt;
|requirement=Ground&lt;br /&gt;
|characters=&lt;br /&gt;
|damage=77 + HP WR&lt;br /&gt;
|damagehits=12 &amp;gt; 50 (Assist) &amp;gt; 15 + HP WR&lt;br /&gt;
|ex=111&lt;br /&gt;
|exhits=96 &amp;gt; 15&lt;br /&gt;
|meteropp=&lt;br /&gt;
|video=&lt;br /&gt;
|notes=Tsunami can catch ground dodges and blocks a bit easier than Earthquake, and it doesn&#039;t require a wall rush. Once Tsunami has dealt HP damage, the opponent will fly upwards a little bit. Call Kuja assist when the opponent is about to stop moving upwards.&lt;br /&gt;
}}&lt;br /&gt;
{{Combo-012Data&lt;br /&gt;
|combo=&#039;&#039;&#039;Flare&#039;&#039;&#039; &amp;gt; {{clr|wr=1}} &amp;gt; {{clr|astbrv=1}} &amp;gt; {{clr|ac=1}} &amp;gt; Twist Drill &lt;br /&gt;
|condition=HP starter, Wall Rush&lt;br /&gt;
|requirement=Air&lt;br /&gt;
|characters=&lt;br /&gt;
|damage=95 + HP WR&lt;br /&gt;
|damagehits=15 + HP WR &amp;gt; 50 (Assist) &amp;gt; 30&lt;br /&gt;
|ex=120&lt;br /&gt;
|exhits=30 &amp;gt; 90&lt;br /&gt;
|meteropp=&lt;br /&gt;
|video=&lt;br /&gt;
|notes=Just like other wall rush starters, Garland can follow up with Kuja assist. Garland can go for another Flare after Kuja, but the reward won&#039;t be very good if base bravery doesn&#039;t fully recover. Instead, Twist Drill can help deal more bravery damage and fill EX gauge faster. This is a concept that Garland&#039;s core combos will capitalize on greatly.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
= Builds =&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Hybrid (Damage)=&lt;br /&gt;
&lt;br /&gt;
{{Build&lt;br /&gt;
|hp=9644&lt;br /&gt;
|cp=450&lt;br /&gt;
|brv=956 (1147 initial)&lt;br /&gt;
|atk=182&lt;br /&gt;
|def=184&lt;br /&gt;
|luk=60&lt;br /&gt;
|booster=x3.5&lt;br /&gt;
|setbonus=Seal of Lufenia&lt;br /&gt;
|ast=Kuja&lt;br /&gt;
|wpn=Gigant Axe&lt;br /&gt;
|hand=Lufenian Dirk {{equip}}&lt;br /&gt;
|head=Lufenian Hairpin {{equip}}&lt;br /&gt;
|armor=Lufenian Vest&lt;br /&gt;
|acc1={{accbas}} Hyper Ring&lt;br /&gt;
|acc2={{accbas}} Muscle Belt&lt;br /&gt;
|acc3={{accbas}} Booster&lt;br /&gt;
|acc4={{accboo}} Large Gap in HP&lt;br /&gt;
|acc5={{accboo}} Summon Unused&lt;br /&gt;
|acc6={{accboo}} Pre-EX Mode&lt;br /&gt;
|acc7={{accboo}} Pre-EX Revenge&lt;br /&gt;
|acc8={{accsp}} White Gem&lt;br /&gt;
|acc9={{accsp}} Glutton&lt;br /&gt;
|acc10={{accsp}} First to Victory&lt;br /&gt;
|summon=Rubicante&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Substitutes&lt;br /&gt;
Basic: Booster for Battle Hammer (assist depletion) or Dismay Shock (EX depletion).&lt;br /&gt;
&lt;br /&gt;
A strong, versatile build. High bravery damage output, enhanced EX absorption and an initial boost for meter and bravery help Garland reach a full EX bar and a subsequent OHKO faster. Use this build as your default.&lt;br /&gt;
&lt;br /&gt;
Equip Master Guardsman for over 10,000 health.&lt;br /&gt;
&lt;br /&gt;
|-|EX Revenge=&lt;br /&gt;
{{Build&lt;br /&gt;
|hp=9644&lt;br /&gt;
|cp=450&lt;br /&gt;
|brv=957 (1148 initial)&lt;br /&gt;
|atk=180&lt;br /&gt;
|def=185&lt;br /&gt;
|luk=60&lt;br /&gt;
|booster=x2.7&lt;br /&gt;
|setbonus=King of Tragedy&lt;br /&gt;
|ast=Kuja&lt;br /&gt;
|wpn=Rhongomiant&lt;br /&gt;
|hand=Prytwen&lt;br /&gt;
|head=Dragon Sallet&lt;br /&gt;
|armor=Wygar&lt;br /&gt;
|acc1={{accbas}} Muscle Belt&lt;br /&gt;
|acc2={{accbas}} Booster&lt;br /&gt;
|acc3={{accbas}} Dismay Shock&lt;br /&gt;
|acc4={{accboo}} Large Gap in BRV&lt;br /&gt;
|acc5={{accboo}} EX Revenge&lt;br /&gt;
|acc6={{accboo}} Summon Unused&lt;br /&gt;
|acc7={{accsp}} Spider Web&lt;br /&gt;
|acc8={{accsp}} Spider&#039;s Bane&lt;br /&gt;
|acc9={{accsp}} Avenger&lt;br /&gt;
|acc10={{accsp}} First to Victory&lt;br /&gt;
|summon=Rubicante&lt;br /&gt;
}}&lt;br /&gt;
A dedicated EX Revenge build.&lt;br /&gt;
&lt;br /&gt;
Against a Tidus with 184 DEF, a critical hit Bardiche can inflict  600+ bravery damage. It is possible to accumulate 5000 bravery during EX Revenge &#039;&#039;alone&#039;&#039;. Add two more Bardiches during a Kuja assist combo into a Flare and it amounts to about 7000 HP damage total. One way to mitigate damage from this combo is by equipping the extra ability Disable Sneak Attack.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Assist ==&lt;br /&gt;
&lt;br /&gt;
=== Garland Assist Data ===&lt;br /&gt;
&lt;br /&gt;
{{012Assist&lt;br /&gt;
|type1=BRV&lt;br /&gt;
|attack1=Round Edge&lt;br /&gt;
|startup1=23F&lt;br /&gt;
|position1=Ground&lt;br /&gt;
|spawn1=Opponent&lt;br /&gt;
|damage1=2 x 4, 6, 16 (30)&lt;br /&gt;
|effect1=Wall Rush&lt;br /&gt;
|type2=BRV&lt;br /&gt;
|attack2=Bardiche&lt;br /&gt;
|startup2=23F&lt;br /&gt;
|position2=Air&lt;br /&gt;
|spawn2=Opponent&lt;br /&gt;
|damage2=30&lt;br /&gt;
|effect2=Wall Rush&lt;br /&gt;
|type3=HP&lt;br /&gt;
|attack3=Tsunami&lt;br /&gt;
|startup3=45F&lt;br /&gt;
|position3=Ground&lt;br /&gt;
|spawn3=Opponent&lt;br /&gt;
|damage3=2 x 6 (12)&lt;br /&gt;
|effect3=Chase&lt;br /&gt;
|type4=HP&lt;br /&gt;
|attack4=Cyclone&lt;br /&gt;
|startup4=51F&lt;br /&gt;
|position4=Air&lt;br /&gt;
|spawn4=Opponent&lt;br /&gt;
|damage4=-&lt;br /&gt;
|effect4=Chase&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Assist Overview ===&lt;br /&gt;
&lt;br /&gt;
Garland is one of the weaker assists in the game. His {{keyword|holds|hold=1}} are short, so he relies on wall rush for damage and combo opportunities. Bardiche is fast and it avoids LV2 Assist Change staggers easily if it hits in {{keyword|neutral|neutral=1}}, but it leaves very little time to follow up. Tsunami has high coverage on grounded opponents and leads to Assist Chase, but it also has high assist cost. Cyclone covers space, but it is difficult to combo into.&lt;br /&gt;
&lt;br /&gt;
Generally speaking Garland assist does not see much use in competitive play, because he does not enable HP attacks consistently anywhere, or complement most characters&#039; strengths otherwise.&lt;br /&gt;
&lt;br /&gt;
=== Synergies ===&lt;br /&gt;
&lt;br /&gt;
Garland works with most competitive assists.&lt;br /&gt;
&lt;br /&gt;
;Kuja&lt;br /&gt;
:Kuja is the strongest assist for Garland, because he maximizes Garland&#039;s strengths on hit. Great combo potential, high damage output and retains {{keyword|whiff punish|whiffpunish=1}} capability. Air BRV sets up Chain Cast combos in the air for lots of EX, while ground BRV holds the opponent for two damaging Bardiche {{keyword|fillers|filler=1}}. Garland can stack bravery and EX gauge to force a checkmate situation, but Kuja&#039;s Force Symphony can help in Chase sequences. The main thing to watch out for is confirming Kuja ground BRV after Bardiche, as there is not much time to react. If opponent escapes from an assist combo early, Garland has to forgo the extra Bardiches to avoid an easy Assist Lock.&lt;br /&gt;
&lt;br /&gt;
;Sephiroth&lt;br /&gt;
:Sephiroth assist has less damaging and versatile combo routes, but he attacks faster on the ground and has wider {{keyword|hitboxes|hitbox=1}}. He is great for whiff punishing on the ground specifically. Bardiche ground combos are also easier to react with Sephiroth ground BRV. Bardiche fillers are still possible on the ground, and even in the air with air BRV assist. The strong pushback on Sephiroth&#039;s finishers makes Chain Cast follow-ups much less practical. Twist Drill, Bardiche and Flare still work though. That means Garland gets way less EX compared to Kuja assist, but still does competitive BRV damage with Sephiroth. And of course, Sephiroth cannot bypass LV2 Assist Change staggers as consistently as Kuja can.&lt;br /&gt;
&lt;br /&gt;
;Aerith&lt;br /&gt;
:Aerith lets Garland avoid LV2 Assist Change staggers consistently at the cost of damage and whiff punish capability. Twist Drill and Chain Cast combo into Seal Evil consistently with {{keyword|empty chase|emptychase=1}}, and long range Blaze completes the synergy. This can lead to stronger meter depletion, and Aerith still lets Garland get lots of EX with Chain Cast combos afterwards. Garland rarely needs Aerith to be competitive, but it is possible to use her for double assist combos with Cyclone if needed. If Garland lands Earthquake, Aerith does Cure because Garland is on the ground.&lt;br /&gt;
&lt;br /&gt;
;Tidus&lt;br /&gt;
:Tidus assist provides one of the fastest air BRVs for whiff punishes and a slower ground BRV for extended ground combos. If Garland needs The Emperor to stop doing Dreary Cells, Tidus gets the job done. The ground BRV is also nice for people who want to practice Garland&#039;s solo ground combos. Garland does not benefit much from Tidus assist otherwise, even though the air BRV combos are functional.&lt;br /&gt;
&lt;br /&gt;
= References =&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{navbox012}}&lt;br /&gt;
&lt;br /&gt;
{{roadmap012gar}}&lt;/div&gt;</summary>
		<author><name>Muggshotter</name></author>
	</entry>
	<entry>
		<id>https://dissidia.wiki/index.php?title=Garland_(Dissidia_012)&amp;diff=4815</id>
		<title>Garland (Dissidia 012)</title>
		<link rel="alternate" type="text/html" href="https://dissidia.wiki/index.php?title=Garland_(Dissidia_012)&amp;diff=4815"/>
		<updated>2026-03-26T17:00:31Z</updated>

		<summary type="html">&lt;p&gt;Muggshotter: /* Aerial */ Adjusted to be more concise and easier to read.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Dissidia 012 Final Fantasy]]&lt;br /&gt;
{{012CharNavGar}}&lt;br /&gt;
&lt;br /&gt;
{{CharacterInfo&lt;br /&gt;
|portrait=https://resources.dissidia.wiki/ddff/portraits/ddff-port-garland.png&lt;br /&gt;
|name=Garland (ガーランド)&lt;br /&gt;
|origin=Final Fantasy&lt;br /&gt;
|atk=111 (High)&lt;br /&gt;
|def=112 (High)&lt;br /&gt;
|runspeed=10.5 (Very Slow)&lt;br /&gt;
|dash=81 (Below Average)&lt;br /&gt;
|fall=77 (Above Average)&lt;br /&gt;
|fallr=41 (Below Average)&lt;br /&gt;
|fastestbrv=13F (Deathblow, Highbringer high ver.)&lt;br /&gt;
|fastesthp=39F (Earthquake)&lt;br /&gt;
|1hithp=Yes (Cyclone, Blaze)&lt;br /&gt;
|hplinks=Yes (Combos only)&lt;br /&gt;
|cmdblock=No&lt;br /&gt;
|weapon=Axes, Greatswords, Katanas, Spears&lt;br /&gt;
|armor=Gauntlets, Heavy Armor, Helms,&amp;lt;br&amp;gt;Light Armor, Shields&lt;br /&gt;
|exclusives=Ogrekiller, Viking Axe, Gigant Axe&lt;br /&gt;
|unlock=&lt;br /&gt;
|alignment=Chaos&lt;br /&gt;
|vajp=[https://en.wikipedia.org/wiki/Kenji_Utsumi Kenji Utsumi]&lt;br /&gt;
|vaeng=[https://en.wikipedia.org/wiki/Christopher_Sabat Christopher Sabat]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
= Overview =&lt;br /&gt;
Garland is a defensive close / mid-range character. His strengths are defined by his braveries that are good at {{keyword|whiff punishing|whiffpunish=1}}, combos and accumulating EX and bravery.&lt;br /&gt;
&lt;br /&gt;
On the ground, Garland {{keyword|pokes|poke=1}} with Deathblow to fill assist gauge safely and threaten anyone approaching him from the air. Lance Charge, ground HP attacks and timing {{keyword|mixups|mixup=1}} complement the defensive strategy.&lt;br /&gt;
&lt;br /&gt;
Garland fights in the air with a mixture of offense and defense. Twist Drill {{keyword|anti-airs|anti-air=1}} opponents, Bardiche comes down with high damage potential, Cyclone provides area denial and Chain Cast is a whiff punisher and a solo combo starter rolled into one.&lt;br /&gt;
&lt;br /&gt;
Garland has above average base ATK and DEF stats, but his other attributes are a bit lacking. Below average movement speed, no solo {{keyword|HP links|hplink=1}} and floaty air dodges. His offensive options are limited against air dodges, while his own options for protection after evading are also risky. Not to mention, his air braveries are telegraphed by their specified range.&lt;br /&gt;
&lt;br /&gt;
Historically Garland has been considered a low tier character. However, his representation in competitive play in recent years present a case for a higher position. His grounded defense shuts down many close-range aerial approaches, and most hits lead to lots of bravery and EX. Garland&#039;s win condition is defined by his full EX gauge and high bravery stack, where he can end matches with one EX Revenge 5x Bardiche combo. He can exploit the opponent&#039;s positioning as a defender on the ground, but his aerial offense is much more linear and restricted by comparison. Garland&#039;s long-term strategy is strong, but it always requires multiple hits and resources to guarantee a win.&lt;br /&gt;
&lt;br /&gt;
{{ProConTable&lt;br /&gt;
|pros=&lt;br /&gt;
*&#039;&#039;&#039;Whiff Punishment&#039;&#039;&#039; - Several braveries allow Garland to react from various angles.&lt;br /&gt;
*&#039;&#039;&#039;Bravery Damage&#039;&#039;&#039; - Bardiche, Kuja assist and Chain Cast solo combos can bravery break quickly.&lt;br /&gt;
*&#039;&#039;&#039;Safe Ground {{keyword|Neutral|neutral=1}}&#039;&#039;&#039; - Deathblow lets Garland define the pace with less risk than most characters.&lt;br /&gt;
*&#039;&#039;&#039;EX Gauge Economy&#039;&#039;&#039; - Generates and collects EX efficiently through combos. He can kill earlier with EX Revenge than any other character thanks to Bardiche and Bravery stacking.&lt;br /&gt;
*&#039;&#039;&#039;Disjoints&#039;&#039;&#039; that can go through projectiles.&lt;br /&gt;
* &#039;&#039;&#039;Good ground-to-ground presence&#039;&#039;&#039; against close-range characters&lt;br /&gt;
&lt;br /&gt;
|cons=&lt;br /&gt;
* &#039;&#039;&#039;Below average movement&#039;&#039;&#039; - Garland is slightly slower on all fronts.&lt;br /&gt;
* &#039;&#039;&#039;Post-dodge vulnerability&#039;&#039;&#039; - Garland&#039;s air dodges leave him vulnerable, and Chain Cast does not protect with invincibility.&lt;br /&gt;
* &#039;&#039;&#039;Limited aerial dodge punish capability&#039;&#039;&#039; - HPs, Twist Drill and Bardiche need specific angles to hit. Garland struggles to hit fast fallers (e.g. {{012kain}}) and back air dodges. Offensive momentum can be difficult to create in these cases.&lt;br /&gt;
* &#039;&#039;&#039;Flawed aerial neutral and mixups&#039;&#039;&#039; - He can struggle against block in the air, and air HPs provide little utility against most characters.&lt;br /&gt;
* &#039;&#039;&#039;Fast + long range vulnerability&#039;&#039;&#039; - Air braveries are slower on average, so Garland can get interrupted more easily in face-offs. His anti-{{keyword|zoning|zoning=1}} options are mostly limited to dashing and &#039;&#039;&#039;[[Multiplayer_Build_Guide_(Dissidia_012)#Bravery_Boost_on_Dodge|Bravery Boost on Dodge builds]]&#039;&#039;&#039;.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
= Bravery Attacks =&lt;br /&gt;
== Ground ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Round Edge=&lt;br /&gt;
&lt;br /&gt;
{{AbilityInfo2&lt;br /&gt;
|ver1=Short&lt;br /&gt;
|damage1=&#039;&#039;&#039;45&#039;&#039;&#039; (7, 8, 30)&lt;br /&gt;
|startup1=23F&lt;br /&gt;
|type1=Physical&lt;br /&gt;
|priority1=Melee Low &amp;lt;br&amp;gt;Melee Mid (2nd hit)&lt;br /&gt;
|ex1=30&lt;br /&gt;
|effect1=Wall Rush&lt;br /&gt;
|cancels1=Dodge&lt;br /&gt;
|asthit1=&lt;br /&gt;
|gametext=[Close] Broad sword sweep. &amp;lt;br&amp;gt;Change combo with input timing.&lt;br /&gt;
|level=1&lt;br /&gt;
|ap=100&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|ver2=Long&lt;br /&gt;
|damage2=&#039;&#039;&#039;45&#039;&#039;&#039; (7, 8, 9, 2, 2, 2, 15)&lt;br /&gt;
|startup2=23F&lt;br /&gt;
|type2=Physical&lt;br /&gt;
|priority2=Melee Low, Melee Mid (2nd hit) &amp;lt;br&amp;gt;Melee High (3rd hit)&lt;br /&gt;
|ex2=90&lt;br /&gt;
|effect2=Chase&lt;br /&gt;
|cancels2=Dodge&lt;br /&gt;
|asthit2=&lt;br /&gt;
|image=https://dissidia.wiki/images/b/b3/Brv_garland_round_edge.jpeg&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[File:Brv_garland_round_edge_short.jpeg|thumb|300px|Round Edge (Short)]]&lt;br /&gt;
&lt;br /&gt;
[[File:Brv_garland_round_edge_long.jpeg|thumb|300px|Round Edge (Long).]]&lt;br /&gt;
&lt;br /&gt;
Three sword swipes with two different follow-ups. Press circle {{pspcir}} before the third swipe for a wall rush finisher, or press circle {{pspcir}} after it for a chase finisher. Garland&#039;s movement can be controlled freely during the first two swipes.&lt;br /&gt;
&lt;br /&gt;
Round Edge is a high commitment attack, which is mainly used after block staggers or to catch opponents by surprise. It is risky to use due to its long {{keyword|startup|startup=1}} and animation length. Garland cannot dodge until the first three slashes are done. However, this move also provides notable reward on hit thanks to the precise Deathblow follow-ups; Bravery damage, EX and assist gauge are all great for Garland. Even without Deathblow follow-ups, Round Edge still provides assist combos, above average base damage and EX on the long finisher.&lt;br /&gt;
&lt;br /&gt;
Round Edge is not very safe or effective as a {{keyword|neutral|neutral=1}} tool. It is quite slow and has little coverage against opponent&#039;s defensive options. The second and third round slashes have higher priority which can work sometimes, but given the overall speed, this is easier for opponents to anticipate. Since Garland stops moving by the third slash, its high priority can be difficult to use against moving opponents. It is recommended to use this move with caution.&lt;br /&gt;
&lt;br /&gt;
When &#039;&#039;&#039;[[Lock_Off|locked off]]&#039;&#039;&#039;, Garland can move in any direction on the ground with Round Edge.&lt;br /&gt;
&lt;br /&gt;
|-|Lance Charge=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;30&#039;&#039;&#039; (2 x 5, 5, 15)&lt;br /&gt;
|startup=31F&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee Mid&lt;br /&gt;
|ex=30&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/0/00/Brv_garland_lance_charge.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=8&lt;br /&gt;
|ap=100&lt;br /&gt;
|gametext=[Mid] High-speed sword thrust. &amp;lt;br&amp;gt;Vertically limited, good range.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Lance Charge is a staple move for Garland. It&#039;s a very strong ground-to-ground bravery for its speed, mid priority and assist combos on hit. This is a midrange gap closer and a {{keyword|whiff punisher|whiffpunish=1}} that goes in a straight line. It&#039;s quite effective when used in tandem with Deathblow, such as against blocks, low priority attacks and ground dodges.&lt;br /&gt;
&lt;br /&gt;
Lance Charge staggers regular blocks, and it can follow up with a ground wall rush even if it was blocked. The ground wall rush finisher sets up high damaging Kuja assist combos, so Lance Charge&#039;s reward is pretty high with meter. It can punish &#039;&#039;&#039;[[Landing_lag|landing lag]]&#039;&#039;&#039; and counter opponents after a successful backwards / sideways &#039;&#039;&#039;[[Blodge|blodge]]&#039;&#039;&#039;. Lance Charge travels pretty quickly once {{keyword|active|active=1}} and the range extends slightly past the weapon visuals. It can be a difficult move to {{keyword|punish|punish=1}} at ground level due to its short recovery and mid priority&lt;br /&gt;
&lt;br /&gt;
However, this move is quite linear. It loses to fast sideways and upward movement, and higher priority in general. If Lance Charge misses, Garland is left airborne. He is vulnerable to attacks from above and fast assists, and his air dodge can put him in an even worse situation. It will not see much use in aerial focused {{keyword|matchups|matchup=1}} either, such as against {{012seph}}.&lt;br /&gt;
&lt;br /&gt;
|-|Deathblow=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=15&lt;br /&gt;
|startup=13F&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee Low&lt;br /&gt;
|ex=60&lt;br /&gt;
|effect=-&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/e/e9/Brv_garland_deathblow.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge, Block, Attack, Movement&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=1&lt;br /&gt;
|ap=100&lt;br /&gt;
|gametext=[Mid] Swift upwards sword swipe. &amp;lt;br&amp;gt;Low accuracy, quick strike.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
One of Garland&#039;s strongest bravery attacks. It&#039;s a safe {{keyword|poke|poke=1}}, {{keyword|anti-air|anti-air=1}} and a combo starter. The {{keyword|active|active=1}} frames are long, the {{keyword|tracking|tracking=1}} is strong and it {{keyword|recovers|recovery=1}} quickly, which make this a difficult move to contest. Deathblow is great for filling assist gauge and threatening nearby opponents. Garland does not have to dodge to make this move safe, which is very rare in this game. On hit, it combos into jump &amp;gt; Twist Drill, assist and generates lots of EX Force as a result.&lt;br /&gt;
&lt;br /&gt;
Deathblow is a must-have for close-range ground combat. It ties Garland&#039;s defensive gameplay together very well. Even so, it is important to mix things up, so the opponent doesn&#039;t catch Garland at a bad time. It still loses to higher priority attacks and well timed blocks. And because it&#039;s a ground move, it does little to contest {{keyword|halo camping|halocamp=1}}. It does make it easier to fight with full assist gauge, though.&lt;br /&gt;
&lt;br /&gt;
|-|Highbringer=&lt;br /&gt;
&lt;br /&gt;
{{AbilityInfo2&lt;br /&gt;
|ver1=Low&lt;br /&gt;
|damage1=&#039;&#039;&#039;24&#039;&#039;&#039; (5, 19)&lt;br /&gt;
|startup1=17F&lt;br /&gt;
|type1=Physical&lt;br /&gt;
|priority1=Melee Low&lt;br /&gt;
|ex1=90&lt;br /&gt;
|effect1=Chase&lt;br /&gt;
|cancels1=Dodge&lt;br /&gt;
|asthit1=&lt;br /&gt;
|gametext=[Mid] Swing sword upwards. &amp;lt;br&amp;gt;Change combo with input timing.&lt;br /&gt;
|level=32&lt;br /&gt;
|ap=100&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|ver2=High&lt;br /&gt;
|damage2=&#039;&#039;&#039;24&#039;&#039;&#039; (5, 2, 2, 15)&lt;br /&gt;
|startup2=13F&lt;br /&gt;
|type2=Physical&lt;br /&gt;
|priority2=Melee Low&lt;br /&gt;
|ex2=30&lt;br /&gt;
|effect2=Wall Rush&lt;br /&gt;
|cancels2=Dodge&lt;br /&gt;
|asthit2=&lt;br /&gt;
|image=https://dissidia.wiki/images/7/70/Brv_garland_highbringer.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[File:Brv_garland_highbringer_%28low%29.jpeg|thumb|300px|Highbringer (Low). Press Circle for a chain stab.]]&lt;br /&gt;
&lt;br /&gt;
[[File:Brv_garland_highbringer_(high).jpeg|thumb|300px|Highbringer (High). Press Circle for a combo attack.]]&lt;br /&gt;
&lt;br /&gt;
Highbringer functions as a {{keyword|poke|poke=1}}, post-block punisher and an assist combo starter. It is best used as an secondary ground bravery, particularly for aspiring players learning Garland. Highbringer is an uppercut with two built-in follow-up attacks. For low version, tap Circle {{pspcir}} twice for a chase ender and 90 EX. For high version, hold Circle {{pspcir}} to become airborne and then tap again for wall rush attack.&lt;br /&gt;
&lt;br /&gt;
Highbringer is quite fast, and it is more beginner friendly for assist combos compared to Deathblow. Both low and high versions can {{keyword|anti-air|anti-air=1}}, and the {{keyword|hit stun|hitstun=1}} and wall rush allow a variety of assist combo routes. The first slash also looks and acts very similarly to Deathblow, so Highbringer often goes uncontested.&lt;br /&gt;
&lt;br /&gt;
However, this attack is is outclassed by Deathblow at higher levels of play. It has much longer {{keyword|recovery|recovery=1}}, so dodges are needed for long term safety. Highbringer does not lead to the consistent Twist Drill follow-ups, so the reward on hit is weaker and more reliant on assist gauge. The high version has more requirements for notable reward such as short reaction time, assist and sometimes wall rush. It also leaves Garland airborne even if it misses, where he has to avoid getting caught after a dodge.&lt;br /&gt;
&lt;br /&gt;
As a side note, Highbringer (High) first hit can also be dodge cancelled early on hit. However, if Highbringer (Low) first hit connects, the {{keyword|dodge cancel|dc=1}} cannot be done as quickly.&lt;br /&gt;
&lt;br /&gt;
|-|Thundaga (ground)=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=each (10)&lt;br /&gt;
|startup=51F&lt;br /&gt;
|type=Magical&lt;br /&gt;
|priority=Ranged Low&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=-&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/2/2b/Brv_garland_thundaga_g.jpeg&lt;br /&gt;
|imgpos=55%&lt;br /&gt;
|cancels=Dodge, Block, Attack&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=19&lt;br /&gt;
|ap=100&lt;br /&gt;
|gametext=[Long] Call down lightning strikes &amp;lt;br&amp;gt;that home in on opponent.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Three bolts spawn on the opponent in a sequence, and push the opponent away. Thundaga is a long range {{keyword|poke|poke=1}}, that is mostly used to interrupt opponents. It bypasses solid objects and lingering projectiles, but the damage is low and it needs wall for combos. Garland is vulnerable to attacks during the animation, but the {{keyword|recovery|recovery=1}} is rather short for a move like this. It can be difficult to {{keyword|whiff punish|whiffpunish=1}} from a distance. Just watch out for opponent&#039;s Free Air Dash and assist.&lt;br /&gt;
&lt;br /&gt;
Thundaga is not used in competitive play often due to its low damage, EX generation and situational combos.&lt;br /&gt;
&lt;br /&gt;
About the wall combos: If opponent is against a wall, the bolts can combo into each other. Garland can follow up with Flare, Chain Cast and even air bravery assists. The upward knockback&#039;s direction is also based on where the player&#039;s camera is facing.&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Aerial ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Twin Swords=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;30&#039;&#039;&#039; (7, 8, 15)&lt;br /&gt;
|startup=21F&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee Low&lt;br /&gt;
|ex=30&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/5/58/Brv_garland_twin_swords.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=1&lt;br /&gt;
|ap=100&lt;br /&gt;
|gametext=[Mid] Swipe with twin blades. &amp;lt;br&amp;gt;Approaches foe; limited height.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Garland&#039;s dedicated advancing air bravery. Twin Swords&#039; main strength lies in having some tracking in all directions, which makes it more consistent as a counter attack after blocks.&lt;br /&gt;
&lt;br /&gt;
Twin Swords suffers from a 3-slot bravery dilemma, where it is outclassed by Twist Drill, Chain Cast and Bardiche in utility and reward. It covers a range that other braveries don&#039;t do as consistently, but it&#039;s flawed in many other ways. It&#039;s fast, but not fast enough to be always unreactable. The animation is long and every hit is low priority, which risks getting blocked or {{keyword|whiff punished|whiffpunish=1}}. The overall range is average and the {{keyword|tracking|tracking=1}} period is brief. Twin Swords also has to wall rush for assist combos, which further skews the risk / reward ratio against Garland. It is risky to use in {{keyword|neutral|neutral=1}} overall.&lt;br /&gt;
&lt;br /&gt;
|-|Chain Cast=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;15&#039;&#039;&#039; (7, 8)&lt;br /&gt;
|startup=45F&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee Low&lt;br /&gt;
|ex=90&lt;br /&gt;
|effect=Chase&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/1/1d/Brv_garland_chain_cast.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=1&lt;br /&gt;
|ap=100&lt;br /&gt;
|gametext=[Mid] Swing chain. Low accuracy, &amp;lt;br&amp;gt;but effective against any height.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Garland positions himself above in relation to the opponent for two vertical attacks. This is an air combo starter, {{keyword|air-to-ground|air-to-ground=1}} {{keyword|whiff punisher|whiffpunish=1}} and Garland&#039;s primary post-dodge defensive option in the air. It is not invincible, but the movement can help him evade slower dodge punish attempts. On hit, Garland can {{keyword|dodge cancel|dc=1}} and combo into Twist Drill for a total of 180 EX (almost 20 % of an EX bar). Chain Cast&#039;s consistent damage output, meter generation and applications in the neutral make it an appealing choice for a third bravery slot along with Bardiche and Twist Drill. It is pretty slow and telegraphed though, so it can be blocked or dodged easily.&lt;br /&gt;
&lt;br /&gt;
Chain Cast has enough {{keyword|hit stun|hitstun=1}} to make empty chase attempts safer on average, although it is not entirely safe to use in all instances. It can also hit behind the opponent&#039;s block, though exact conditions are unclear. Being significantly below or above the opponent helps, though.&lt;br /&gt;
&lt;br /&gt;
The {{keyword|hitbox|hitbox=1}} has some oddities. It has gaps and possibly slight deadzones between the chain itself and the tip. Before reaching proper down-forward hitbox there may be a gap just below level height. It could have a small deadzone right in front of Garland as well. This requires further research.&lt;br /&gt;
&lt;br /&gt;
|-|Bardiche=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=30&lt;br /&gt;
|startup=23F&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee Low&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/7/7e/Brv_garland_bardiche.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=4&lt;br /&gt;
|ap=100&lt;br /&gt;
|gametext=[Dive] Mighty axe swing. &amp;lt;br&amp;gt;Great for attacking from above.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Garland&#039;s iconic crushing swing. A staple in Garland&#039;s kit due to its speed, average whiff recovery and infamous damage output. It can be used to build assist gauge on whiff and punish long {{keyword|recovery|recovery=1}} attacks below Garland. Bardiche is primarily run for its reward on hit, namely ground wall rush assist combos and EX Revenge. The high base damage makes Garland one of the best users of wall rush bravery enhancements (primarily {{accbas}} Booster).&lt;br /&gt;
&lt;br /&gt;
Outside of combos, Bardiche&#039;s reward is lacking with no EX, short assist confirm window and no automatic Sneak Attack activation. Its other applications in the {{keyword|neutral|neutral=1}} are also weak due to it exclusively tracking downwards, having a small hitbox and flawed mixup options to support it. It is a loud, telegraphed and relatively slow to start low priority move on a character whose other downward attacks are all slower than 40 frames.&lt;br /&gt;
&lt;br /&gt;
Despite these flaws, Bardiche is commonly used because the damage output is high enough to outweigh the cons.&lt;br /&gt;
&lt;br /&gt;
|-|Twist Drill=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;30&#039;&#039;&#039; (4 x 2, 8, 14)&lt;br /&gt;
|startup=21F&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee Low&lt;br /&gt;
|ex=90&lt;br /&gt;
|effect=Chase&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/d/dc/Brv_garland_twist_drill.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=28&lt;br /&gt;
|ap=100&lt;br /&gt;
|gametext=[Rise] Upwards lunge with sword. &amp;lt;br&amp;gt;Great for attacking from below.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Another staple bravery. Twist Drill is a fast {{keyword|anti-air|anti-air=1}} attack with good combo potential, damage and EX output. Twist Drill primarily tracks opponents above Garland, and it is used as a {{keyword|whiff punisher|whiffpunish=1}} or an occasional {{keyword|poke|poke=1}}. It has enough range to connect after Deathblow for 180 EX (almost 20 % of the gauge).&lt;br /&gt;
&lt;br /&gt;
Twist Drill has lots of {{keyword|hitstun|hitstun=1}}. It is one of the few moves in the game that provide a safe {{keyword|empty chase|emptychase=1}} anywhere. This is great for both assist combos and taking EX force reliably. A late {{keyword|dodge cancel|dc=1}} window and empty chase are both viable starters for Garland&#039;s commonly used assists. While Garland is safe after an empty chase, he can still lose to fast attacks and {{keyword|command blocks|commandblock=1}} if he tries to push his advantage immediately. Challenging recovery attack pokes depends on the {{keyword|matchup|matchup=1}} and stage positioning as well; Chasing at a corner can leave Garland closer to the opponent than usual, which is more dangerous for him.&lt;br /&gt;
&lt;br /&gt;
Twist Drill&#039;s whiff {{keyword|recovery|recovery=1}} is long enough for it to be punishable on reaction. It has a blind spot above Garland&#039;s head, and it&#039;s only effective at dodge punishing from below. If the opponent has a good read on Garland, they can even use an air BRV assist to shut down Twist Drill.&lt;br /&gt;
&lt;br /&gt;
Even so, Twist Drill is a staple in Garland&#039;s air combat. The {{keyword|disjointed|disjoint=1}} {{keyword|hitbox|hitbox=1}} allows him to poke through {{keyword|projectiles|projectile=1}} and traps, such as {{012ulti}} charged Knight&#039;s Lance. The first part can be {{keyword|dodge cancelled|dc=1}} early enough to contest {{012emp}}&#039;s Dreary Cells, and the startup speed can be difficult to react to without practice.&lt;br /&gt;
&lt;br /&gt;
Twist Drill can also hit behind the opponent&#039;s block at the right distance and angle, below the opponent.&lt;br /&gt;
&lt;br /&gt;
|-|Thundaga (midair)=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=each (10)&lt;br /&gt;
|startup=51F&lt;br /&gt;
|type=Magical&lt;br /&gt;
|priority=Ranged Low&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=-&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/2/2d/Brv_garland_thundaga_a.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge, Block, Attack&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=25&lt;br /&gt;
|ap=100&lt;br /&gt;
|gametext=[Long] Call down lightning strikes &amp;lt;br&amp;gt;that home in on opponent.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Same as the ground version, except it can be done anywhere in the air. A valid option against mages and characters with poor mobility, though it&#039;s main application is still interrupting opponents.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= HP Attacks =&lt;br /&gt;
&lt;br /&gt;
== Ground ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Earthquake=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;18&#039;&#039;&#039; (8, 2 x 5)&lt;br /&gt;
|startup=39F&lt;br /&gt;
|type=Physical (axe) &amp;lt;br&amp;gt;Magical (rocks)&lt;br /&gt;
|priority=Melee High (axe) &amp;lt;br&amp;gt;Unblockable (rocks)&lt;br /&gt;
|ex=36&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/2/28/Hp_garland_earthquake.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=1&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=[Close] Split ground with axe. &amp;lt;br&amp;gt;Steals bravery, then takes HP.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Earthquake is a decent {{keyword|mixup|mixup=1}} against aggressive ground opponents in close range. It tracks well, has strong {{keyword|knockback|knockback=1}} and the unblockable rocks ignore &#039;&#039;&#039;[[Assist_(Dissidia_012)#LV2_Assist_Change|LV2 Assist Change]]&#039;&#039;&#039; entirely. Earthquake can {{keyword|anti-air|anti-air=1}} forward ground dodges, particularly with the axe slam. The rocks can anti-air as well. This is an effective move when used sparingly.&lt;br /&gt;
&lt;br /&gt;
Because the rocks act independently, Earthquake can be used to clash with &#039;&#039;&#039;[[Attack_Priority_(Dissidia_012)#High|Melee High]]&#039;&#039;&#039; attacks, such as {{012tifa}}&#039;s Rolling Blaze or {{012squ}}&#039;s Revolver Drive and punish them for it. If it {{keyword|trades|trade=1}}, the situation is also often in Garland&#039;s favor. Earthquake is difficult to punish without mid range attacks or assist, but use it with caution. Aerial attacks can still hit Garland. He often has to dodge to reduce the {{keyword|recovery|recovery=1}}, which is risky. And assist is the primary way to make it safer on {{keyword|whiff|whiff=1}} as well. That can be expensive for Garland despite his ground {{keyword|neutral|neutral=1}} capability.&lt;br /&gt;
&lt;br /&gt;
|-|Blaze (ground)=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=-&lt;br /&gt;
|startup=59F&lt;br /&gt;
|type=-&lt;br /&gt;
|priority=Ranged High&lt;br /&gt;
|ex=each (9)&lt;br /&gt;
|effect=-&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/c/c9/Hp_garland_blaze_g.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=16&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=[Long] Shoot multiple fireballs &amp;lt;br&amp;gt;that chase opponent.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Homing fireballs that can be dodged with well placed dodge. The ground version is not used often, since he already has relatively complete kit on the ground.&lt;br /&gt;
&lt;br /&gt;
Blaze has a bad deadzone in front of Garland, and each fireball can inflict meter depletion on hit. These are traits that carry over to its aerial version, which sees much more use in competitive play.&lt;br /&gt;
&lt;br /&gt;
|-|Tsunami=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;12&#039;&#039;&#039; (2 x 6)&lt;br /&gt;
|startup=45F&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee High&lt;br /&gt;
|ex=96&lt;br /&gt;
|effect=-&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/8/8f/Hp_garland_tsunami.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=36&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=[Mid] Hurl chain sword. &amp;lt;br&amp;gt;Vertically limited, very accurate.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Tsunami is a {{keyword|tracking|tracking=1}}, high risk, high reward option against ground dodges. It is also a post-dodge defensive option thanks to the swift upward movement during {{keyword|startup|startup=1}}. Tsunami catches ground dodges consistently, and leads to assist combos on hit. That makes this move something of an instigator when assist gauge is available.&lt;br /&gt;
&lt;br /&gt;
Against opponents without {{keyword|command blocks|commandblock=1}}, doing Tsunami and reacting with an assist can be effective for a {{keyword|checkmate|checkmate=1}} interaction. Tsunami can also hit aerial opponents who are close to Garland at the time of impact. Lastly, if Garland staggers an opponent with a &#039;&#039;&#039;[[Blodge|blodge]]&#039;&#039;&#039; (backwards / sideway dodge), Tsunami is guaranteed.&lt;br /&gt;
&lt;br /&gt;
If Tsunami misses, Garland is vulnerable to counter attacks for a few seconds. Assist is needed to offset this drawback, but Garland must be sure the opponent is going to strike back.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Aerial ==&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Blaze (midair)=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=-&lt;br /&gt;
|startup=59F&lt;br /&gt;
|type=-&lt;br /&gt;
|priority=Ranged High&lt;br /&gt;
|ex=each (9)&lt;br /&gt;
|effect=-&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/8/8e/Hp_garland_blaze.jpeg&lt;br /&gt;
|imgpos=40%&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=1&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=[Long] Shoot multiple fireballs &amp;lt;br&amp;gt;that chase opponent.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Blaze is a secondary long range harassment tool, often used with Cyclone for safe {{keyword|zoning|zoning=1}}. The projectiles {{keyword|track|track=1}} towards the opponent, and they all focus on a singular point of impact. This reduces their screen presence, but each fireball can hit the opponent. That is notable, because each fireball activates the meter depletion effect with Battle Hammer {{accbas}} and the like.&lt;br /&gt;
&lt;br /&gt;
Despite the projectiles&#039; speed and relatively brief duration, it is possible to reflect one of them back at Garland. That is rarely a concern for Garland though. A more common downside to Blaze is the lack of protection around Garland once the projectiles have been fired; There is enough time to hit Garland out of Blaze after firing the projectiles, but &#039;&#039;before&#039;&#039; he can act again. Using Blaze without protection from Cyclone (or even assist) can lead to unfavorable trades with opponent&#039;s assist (Blaze hits, opponent&#039;s assist &#039;&#039;&#039;[[Bravery_(Dissidia_012)#Bravery_Break|breaks]]&#039;&#039;&#039; Garland), or {{keyword|assist punishes|assist punish}}. &lt;br /&gt;
&lt;br /&gt;
Blaze is a staple for Garland, despite not having strong {{keyword|neutral|NEutral}} applications. It has a low hit rate at high level play, but also low risk when used sparingly from a distance. It supports Garland at a range where he doesn&#039;t have much presence, and if his opponent struggles to deal with Cyclone, it makes Blaze that much more prominent.&lt;br /&gt;
&lt;br /&gt;
If the opponent has Auto Assist Lock On equipped, and the opponent escapes an assist combo as Garland uses Blaze, the projectiles won&#039;t track to the opponent. They will disperse instead.&lt;br /&gt;
&lt;br /&gt;
|-|Cyclone=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=-&lt;br /&gt;
|startup=51F&lt;br /&gt;
|type=-&lt;br /&gt;
|priority=Ranged High&lt;br /&gt;
|ex=each (60)&lt;br /&gt;
|effect=Absorb&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/e/ed/Hp_garland_cyclone.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=12&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=[Close] Call forth tornado. &amp;lt;br&amp;gt;Slow speed, homing ability.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Cyclone is used as a passive defensive tool, assist combo extender or a safer combo finisher after assist. It has good reward on hit thanks to its EX generation and {{keyword|hit stun|hitstun=1}} - It combos into assists on hit, and even Garland can follow up if Cyclone hits late. Cyclone plays an important role in optimizing Garland&#039;s air combos for EX, namely at the ceiling and / or after EX Revenge.&lt;br /&gt;
&lt;br /&gt;
Cyclone consists of two Ranged High projectiles that linger for a moment. But they don&#039;t protect Garland from all angles. {{keyword|Disjointed|disjoint=1}} attacks such as {{012seph}}&#039;s Sudden Cruelty and {{012aer}}&#039;s Seal Evil can hit Garland out of it. Advancing high priority moves such as {{012clo}}&#039;s Braver and {{012squ}}&#039;s Rough Divide can also power through Cyclone. Because Garland cannot act again early and or take advantage of Cyclone for long, it is not suited for building offensive momentum.&lt;br /&gt;
&lt;br /&gt;
However, Cyclone can exploit certain shortcomings: Characters without Aerith assist, {{keyword|projectiles|projectile=1}}, {{keyword|command blocks|commandblock=1}}, disjointed {{keyword|hitbox|hitbox=1}} or a relatively fast advancing Melee High attack. In these cases, Cyclone provides a consistent defensive barrier for Garland.&lt;br /&gt;
&lt;br /&gt;
|-|Flare=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=15&lt;br /&gt;
|startup=47F&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee High&lt;br /&gt;
|ex=30&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/2/2e/Hp_garland_flare.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=22&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=[Mid] Strike with greatsword, &amp;lt;br&amp;gt;causing large explosion on hit.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Garland&#039;s primary HP attack after blocking and finishing assist combos. It tracks the opponent, though it&#039;s bad at turning around shortly before moving. The {{keyword|knockback|knockback=1}} has high wall rush potential, which adds more damage consistently after bravery breaks.&lt;br /&gt;
&lt;br /&gt;
Flare&#039;s active frames are very brief and as such, it is not effective at punishing early blocks and catching aerial dodges with Evasion Boost. It also has plenty of {{keyword|recovery frames|recovery=1}}, which leave Garland vulnerable to attacks for a moment.&lt;br /&gt;
&lt;br /&gt;
If Flare makes contact, Garland will transition into the second hit that deals HP damage. This is true whether the opponent escapes with LV1 Assist Change afterwards or he clashes with a lower priority melee move. It doesn&#039;t have particularly strong tracking and Garland can be hit during the animation. Cyclone and Blaze can make up for this weakness, but Flare remains a staple in Garland&#039;s arsenal regardless. It is his only consistent aerial HP for block counters.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== EX Mode: Class Change! ==&lt;br /&gt;
Effects:&lt;br /&gt;
* Regen&lt;br /&gt;
* Critical Boost&lt;br /&gt;
* Indomitable Resolve&lt;br /&gt;
&lt;br /&gt;
Garland&#039;s EX mode is conventionally strong due to his damage output. The threat of his high damaging EX Revenge combos also complements his EX mode, which depletes the opponent&#039;s assist gauge upon activation. There aren&#039;t many unique perks here, but because Garland can fill his EX gauge effectively through combos, he can get more opportunities to close out matches with it.&lt;br /&gt;
&lt;br /&gt;
=== Indomitable Resolve ===&lt;br /&gt;
{{image|https://dissidia.wiki/images/5/51/Ex_mode_garland.jpeg}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[Active while attacking] Even while taking damage, attacks can be performed without flinching.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Rare instance of {{keyword|super armor|super armor}} in Dissidia 012. During an attack animation, Garland will not flinch from any attack that does not inflict HP damage. This can be good as a surprise attack, and it can also work in a pinch against characters with HP links (Cyclone, anyone?), but remember that EX mode does not alter Garland&#039;s attack properties; He can still be blocked.&lt;br /&gt;
&lt;br /&gt;
=== EX Burst: Soul of Chaos ===&lt;br /&gt;
{{image|https://dissidia.wiki/images/6/6a/Ex_burst_garland.jpeg}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;An attack terrible enough to shake the heavens. Repeatedly press circle to add strength to the attack.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{burst&lt;br /&gt;
|damage1=12, 12 (24)&lt;br /&gt;
|damage2=4x3, 3x4, 16, 16, 5x4 (100 total)&lt;br /&gt;
|type=Physical&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Soul of Chaos requires filling the gauge by repeatedly pressing circle {{pspcir}}. It&#039;s not the strongest EX Burst in the game, but well above average in power thanks to Garland&#039;s high base ATK, good initial hits and bravery stacking with a full EX gauge.&lt;br /&gt;
&lt;br /&gt;
== Combos ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main article: &#039;&#039;&#039;[[Garland_(Dissidia_012)/Combos|Garland (Combos)]]&#039;&#039;&#039; &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Solo ===&lt;br /&gt;
&lt;br /&gt;
Garland has a handful of solo combos, but his most practical ones start with Deathblow or Chain Cast. Both can lead to Twist Drill for plenty of damage and EX, which is great for Garland.&lt;br /&gt;
&lt;br /&gt;
{{Combo-012&lt;br /&gt;
|data=&lt;br /&gt;
{{Combo-012Data&lt;br /&gt;
|combo=&#039;&#039;&#039;Deathblow&#039;&#039;&#039; &amp;gt; move &amp;gt; jump &amp;gt; Twist Drill&lt;br /&gt;
|condition=Poke starter&lt;br /&gt;
|requirement=Ground&lt;br /&gt;
|characters=&lt;br /&gt;
|damage=45&lt;br /&gt;
|damagehits=15 &amp;gt; 30&lt;br /&gt;
|ex=150&lt;br /&gt;
|exhits=60 &amp;gt; 90&lt;br /&gt;
|meteropp=&lt;br /&gt;
|video=https://www.youtube.com/watch?v=_E2EVyWjRFM?=shared&amp;amp;t=5&lt;br /&gt;
|notes=Staple combo. High EX and leads to damaging Kuja assist combos for even more EX. Move and jump as quickly as possible. The later Deathblow hits, the more time Garland has to combo into Twist Drill.&lt;br /&gt;
}}&lt;br /&gt;
{{Combo-012Data&lt;br /&gt;
|combo=&#039;&#039;&#039;Chain Cast&#039;&#039;&#039; &amp;gt; {{clr|dc=1}} &amp;gt; Twist Drill&lt;br /&gt;
|condition=Punish starter&lt;br /&gt;
|requirement=Air, above opponent&lt;br /&gt;
|characters=&lt;br /&gt;
|damage=45&lt;br /&gt;
|damagehits=15 &amp;gt; 30&lt;br /&gt;
|ex=180&lt;br /&gt;
|exhits=90 &amp;gt; 90&lt;br /&gt;
|meteropp=&lt;br /&gt;
|video=https://www.youtube.com/watch?v=_E2EVyWjRFM&amp;amp;t=19&lt;br /&gt;
|notes=Staple air combo, commonly used as a punish or an assist combo ender. 180 EX is great, which Garland can get by &#039;&#039;&#039;[[Chase_(Dissidia_012)#Empty_Chase|empty chasing]]&#039;&#039;&#039; immediately. If Garland has assist, he can also start an assist combo by dodge cancelling, or after empty chase ends.&lt;br /&gt;
&lt;br /&gt;
:If opponent is far after Chain Cast, Twist Drill may not land all initial hits. This combo does not require wall, but it can be easier to do near walls and corners due to reduced knockback. Garland should remain cautious when empty chasing at a corner, because being closer to the opponent makes him a bit more vulnerable to recovery attack attempts.&lt;br /&gt;
&lt;br /&gt;
When wall is not nearby, Garland can dodge cancel towards opponent more reliably by moving camera sideways after Assist Chase, and then moving with a quarter-circle motion. For example, the camera is tilted to the right so Garland faces to the left. The quarter-circle motion would then be left &amp;gt; left/up &amp;gt; up. The initial left should be held for almost a split second.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== EX Revenge ===&lt;br /&gt;
&lt;br /&gt;
Garland gets access to some of his strongest combos during EX Revenge, including the notorious Bardiche combo. With EX Revenge, Garland becomes very dangerous to interact with due to its damage potential.&lt;br /&gt;
&lt;br /&gt;
{{Combo-012&lt;br /&gt;
|data=&lt;br /&gt;
{{Combo-012Data&lt;br /&gt;
|combo=&#039;&#039;&#039;Bardiche&#039;&#039;&#039; &amp;gt; {{clr|wr=1}} &amp;gt; Bardiche &amp;gt; {{clr|wr=1}} &amp;gt; Bardiche &amp;gt; {{clr|wr=1}} &amp;gt; Bardiche &amp;gt; {{clr|wr=1}} &amp;gt; Bardiche &amp;gt; Flare&lt;br /&gt;
|condition=Air starter, close to opponent&lt;br /&gt;
|requirement=Full EX Gauge, near ground&lt;br /&gt;
|characters=&lt;br /&gt;
|damage=165 + HP &amp;amp; WR (x5)&lt;br /&gt;
|damagehits=30 + WR &amp;gt; 30 + WR &amp;gt; 30 + WR &amp;gt; 30 + WR &amp;gt; 30 + WR &amp;gt; 15 + HP WR&lt;br /&gt;
|ex=0&lt;br /&gt;
|exhits=0 &amp;gt; 0 &amp;gt; 0 &amp;gt; 0 &amp;gt; 0 &amp;gt; 0&lt;br /&gt;
|meteropp=&lt;br /&gt;
|video=&lt;br /&gt;
|notes=Garland&#039;s EX Revenge combo is infamous for its insane damage output. It is one of, if not THE strongest EX Revenge combo in the game without assist. As long as Garland is close to the opponent, he can repeatedly use Bardiche up to five times. Each Bardiche can also wall rush, which adds even more damage near ground. This combo requires little adjustment for Garland and it should be fairly easy to execute, as long as pressing Circle {{pspcir}} repeatedly is not an issue.&lt;br /&gt;
&lt;br /&gt;
This combo is the reason a full EX gauge is so beneficial for Garland. It practically guarantees a bravery break for Garland. And even if it doesn&#039;t, the wall rush still lets assists follow up. As a result, this combo can do far more damage than just the listed 165 + HP WR. 4,000 HP is practically killing range for Garland, while having more health usually means being put into &#039;&#039;&#039;[[Statistic_(Dissidia_012)#Near_Death|Near Death]]&#039;&#039;&#039; state.&lt;br /&gt;
&lt;br /&gt;
It is important to note, that wall rush contributes a lot to this combo&#039;s damage output. Therefore, if Garland cannot wall rush with Bardiche or especially Flare, he won&#039;t do nearly as much damage. Furthermore, if Garland needs to approach opponent from a distance, he has less time to do Bardiches. In order to ensure maximum damage, Garland should consider activating EX Revenge close to opponent, while being near ground. Garland can also consider dodging behind the opponent at the beginning to get more critical hits from Sneak Attack extra ability.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Assist ===&lt;br /&gt;
&lt;br /&gt;
Garland has a well-rounded combo game with few competitive assists. He can start assist combos with most of his moves and any wall rush he gets. This is great for learning the character, but the combos also scale well with builds and a little bit of execution; Garland is capable of doing lots of bravery damage with Bardiche during ground assists, and Chain Cast solo combos generate lots of EX for Garland. Both are great for him, as a full EX gauge is a fantastic win condition.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main article: &#039;&#039;&#039;[[Garland_(Dissidia_012)/Combos#Assist_Combos_(Kuja)|Garland Combos (Kuja Assist)]]&#039;&#039;&#039; &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Kuja does just about everything Garland would want from assist. Combos off of Garland&#039;s most important moves, great holding potential for Bardiche fillers and sets up Chain Cast combos for damage and EX.&lt;br /&gt;
&lt;br /&gt;
{{Combo-012&lt;br /&gt;
|data=&lt;br /&gt;
{{Combo-012Data&lt;br /&gt;
|combo=&#039;&#039;&#039;Highbringer 1st hit (Low)&#039;&#039;&#039; &amp;gt; {{clr|astbrv=1}} &amp;gt; {{clr|ac=1}} &amp;gt; Flare&lt;br /&gt;
|condition=Poke starter&lt;br /&gt;
|requirement=Ground&lt;br /&gt;
|characters=&lt;br /&gt;
|damage=70 + HP WR&lt;br /&gt;
|damagehits=5 &amp;gt; 50 (Assist) &amp;gt; 15 + HP WR&lt;br /&gt;
|ex=48&lt;br /&gt;
|exhits=18 &amp;gt; 30&lt;br /&gt;
|meteropp=&lt;br /&gt;
|video=&lt;br /&gt;
|notes=&lt;br /&gt;
}}&lt;br /&gt;
{{Combo-012Data&lt;br /&gt;
|combo=&#039;&#039;&#039;Lance Charge&#039;&#039;&#039; &amp;gt; {{clr|wr=1}} &amp;gt; {{clr|astbrv=1}} &amp;gt; {{clr|ac=1}} &amp;gt; Flare&lt;br /&gt;
|condition=Gap closer / Punish starter&lt;br /&gt;
|requirement=Ground&lt;br /&gt;
|characters=&lt;br /&gt;
|damage=92 + HP WR&lt;br /&gt;
|damagehits=30 &amp;gt; 47 (Assist) &amp;gt; 15 + HP WR&lt;br /&gt;
|ex=60&lt;br /&gt;
|exhits=30 &amp;gt; 30&lt;br /&gt;
|meteropp=&lt;br /&gt;
|video=&lt;br /&gt;
|notes=Lance Charge can be used against blocks and for sniping landing lag, which leads to a consistent Kuja assist combo on the ground. If Lance Charge hits from afar or against a blocking opponent, it deals slightly less damage without critical hits. Call Kuja assist quickly after Garland wall rushes.&lt;br /&gt;
}}&lt;br /&gt;
{{Combo-012Data&lt;br /&gt;
|combo=&#039;&#039;&#039;Bardiche&#039;&#039;&#039; &amp;gt; {{clr|wr=1}} &amp;gt; {{clr|astbrv=1}} &amp;gt; {{clr|ac=1}} &amp;gt; Flare&lt;br /&gt;
|condition=Poke / punish starter, Wall Rush&lt;br /&gt;
|requirement=Air&lt;br /&gt;
|characters=&lt;br /&gt;
|damage=92 + HP WR&lt;br /&gt;
|damagehits=30 + WR &amp;gt; 47 (Assist) &amp;gt; 15 + HP WR&lt;br /&gt;
|ex=30&lt;br /&gt;
|exhits=0 &amp;gt; 30&lt;br /&gt;
|meteropp=&lt;br /&gt;
|video=&lt;br /&gt;
|notes=Garland&#039;s infamous assist combo starter. Kuja&#039;s ground BRV assist is rather slow, so there is not much time to call Kuja assist after wall rush. It has to be done rather early, and reacting to it can be harder if Bardiche connects high above the ground. Once Kuja assist does connect, Garland has lots of time to prepare for Assist Chase or add more Bardiches for extra damage. This is an important combo starter for Garland, so getting used to this move will pay in dividends.&lt;br /&gt;
}}&lt;br /&gt;
{{Combo-012Data&lt;br /&gt;
|combo=&#039;&#039;&#039;Twist Drill (1st part)&#039;&#039;&#039; &amp;gt; {{clr|astbrv=1}} &amp;gt; {{clr|ac=1}} &amp;gt; Twist Drill&lt;br /&gt;
|condition=Poke starter&lt;br /&gt;
|requirement=Air&lt;br /&gt;
|characters=&lt;br /&gt;
|damage=96&lt;br /&gt;
|damagehits=16 &amp;gt; 50 (Assist) &amp;gt; 30&lt;br /&gt;
|ex=120&lt;br /&gt;
|exhits=30 &amp;gt; 90&lt;br /&gt;
|meteropp=&lt;br /&gt;
|video=https://www.youtube.com/watch?v=_E2EVyWjRFM&amp;amp;t=107&lt;br /&gt;
|notes=A basic, reliable assist combo that works intuitively for players not used to dodge cancel combos. Chain Cast into Twist Drill is still possible, adds another 15 base damage and 90 EX if Garland can manage it. &lt;br /&gt;
}}&lt;br /&gt;
{{Combo-012Data&lt;br /&gt;
|combo=&#039;&#039;&#039;Tsunami&#039;&#039;&#039; &amp;gt; {{clr|astbrv=1}} &amp;gt; {{clr|ac=1}} &amp;gt; Flare&lt;br /&gt;
|condition=HP starter&lt;br /&gt;
|requirement=Ground&lt;br /&gt;
|characters=&lt;br /&gt;
|damage=77 + HP WR&lt;br /&gt;
|damagehits=12 &amp;gt; 50 (Assist) &amp;gt; 15 + HP WR&lt;br /&gt;
|ex=111&lt;br /&gt;
|exhits=96 &amp;gt; 15&lt;br /&gt;
|meteropp=&lt;br /&gt;
|video=&lt;br /&gt;
|notes=Tsunami can catch ground dodges and blocks a bit easier than Earthquake, and it doesn&#039;t require a wall rush. Once Tsunami has dealt HP damage, the opponent will fly upwards a little bit. Call Kuja assist when the opponent is about to stop moving upwards.&lt;br /&gt;
}}&lt;br /&gt;
{{Combo-012Data&lt;br /&gt;
|combo=&#039;&#039;&#039;Flare&#039;&#039;&#039; &amp;gt; {{clr|wr=1}} &amp;gt; {{clr|astbrv=1}} &amp;gt; {{clr|ac=1}} &amp;gt; Twist Drill &lt;br /&gt;
|condition=HP starter, Wall Rush&lt;br /&gt;
|requirement=Air&lt;br /&gt;
|characters=&lt;br /&gt;
|damage=95 + HP WR&lt;br /&gt;
|damagehits=15 + HP WR &amp;gt; 50 (Assist) &amp;gt; 30&lt;br /&gt;
|ex=120&lt;br /&gt;
|exhits=30 &amp;gt; 90&lt;br /&gt;
|meteropp=&lt;br /&gt;
|video=&lt;br /&gt;
|notes=Just like other wall rush starters, Garland can follow up with Kuja assist. Garland can go for another Flare after Kuja, but the reward won&#039;t be very good if base bravery doesn&#039;t fully recover. Instead, Twist Drill can help deal more bravery damage and fill EX gauge faster. This is a concept that Garland&#039;s core combos will capitalize on greatly.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
= Builds =&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Hybrid (Damage)=&lt;br /&gt;
&lt;br /&gt;
{{Build&lt;br /&gt;
|hp=9644&lt;br /&gt;
|cp=450&lt;br /&gt;
|brv=956 (1147 initial)&lt;br /&gt;
|atk=182&lt;br /&gt;
|def=184&lt;br /&gt;
|luk=60&lt;br /&gt;
|booster=x3.5&lt;br /&gt;
|setbonus=Seal of Lufenia&lt;br /&gt;
|ast=Kuja&lt;br /&gt;
|wpn=Gigant Axe&lt;br /&gt;
|hand=Lufenian Dirk {{equip}}&lt;br /&gt;
|head=Lufenian Hairpin {{equip}}&lt;br /&gt;
|armor=Lufenian Vest&lt;br /&gt;
|acc1={{accbas}} Hyper Ring&lt;br /&gt;
|acc2={{accbas}} Muscle Belt&lt;br /&gt;
|acc3={{accbas}} Booster&lt;br /&gt;
|acc4={{accboo}} Large Gap in HP&lt;br /&gt;
|acc5={{accboo}} Summon Unused&lt;br /&gt;
|acc6={{accboo}} Pre-EX Mode&lt;br /&gt;
|acc7={{accboo}} Pre-EX Revenge&lt;br /&gt;
|acc8={{accsp}} White Gem&lt;br /&gt;
|acc9={{accsp}} Glutton&lt;br /&gt;
|acc10={{accsp}} First to Victory&lt;br /&gt;
|summon=Rubicante&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Substitutes&lt;br /&gt;
Basic: Booster for Battle Hammer (assist depletion) or Dismay Shock (EX depletion).&lt;br /&gt;
&lt;br /&gt;
A strong, versatile build. High bravery damage output, enhanced EX absorption and an initial boost for meter and bravery help Garland reach a full EX bar and a subsequent OHKO faster. Use this build as your default.&lt;br /&gt;
&lt;br /&gt;
Equip Master Guardsman for over 10,000 health.&lt;br /&gt;
&lt;br /&gt;
|-|EX Revenge=&lt;br /&gt;
{{Build&lt;br /&gt;
|hp=9644&lt;br /&gt;
|cp=450&lt;br /&gt;
|brv=957 (1148 initial)&lt;br /&gt;
|atk=180&lt;br /&gt;
|def=185&lt;br /&gt;
|luk=60&lt;br /&gt;
|booster=x2.7&lt;br /&gt;
|setbonus=King of Tragedy&lt;br /&gt;
|ast=Kuja&lt;br /&gt;
|wpn=Rhongomiant&lt;br /&gt;
|hand=Prytwen&lt;br /&gt;
|head=Dragon Sallet&lt;br /&gt;
|armor=Wygar&lt;br /&gt;
|acc1={{accbas}} Muscle Belt&lt;br /&gt;
|acc2={{accbas}} Booster&lt;br /&gt;
|acc3={{accbas}} Dismay Shock&lt;br /&gt;
|acc4={{accboo}} Large Gap in BRV&lt;br /&gt;
|acc5={{accboo}} EX Revenge&lt;br /&gt;
|acc6={{accboo}} Summon Unused&lt;br /&gt;
|acc7={{accsp}} Spider Web&lt;br /&gt;
|acc8={{accsp}} Spider&#039;s Bane&lt;br /&gt;
|acc9={{accsp}} Avenger&lt;br /&gt;
|acc10={{accsp}} First to Victory&lt;br /&gt;
|summon=Rubicante&lt;br /&gt;
}}&lt;br /&gt;
A dedicated EX Revenge build.&lt;br /&gt;
&lt;br /&gt;
Against a Tidus with 184 DEF, a critical hit Bardiche can inflict  600+ bravery damage. It is possible to accumulate 5000 bravery during EX Revenge &#039;&#039;alone&#039;&#039;. Add two more Bardiches during a Kuja assist combo into a Flare and it amounts to about 7000 HP damage total. One way to mitigate damage from this combo is by equipping the extra ability Disable Sneak Attack.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Assist ==&lt;br /&gt;
&lt;br /&gt;
=== Garland Assist Data ===&lt;br /&gt;
&lt;br /&gt;
{{012Assist&lt;br /&gt;
|type1=BRV&lt;br /&gt;
|attack1=Round Edge&lt;br /&gt;
|startup1=23F&lt;br /&gt;
|position1=Ground&lt;br /&gt;
|spawn1=Opponent&lt;br /&gt;
|damage1=2 x 4, 6, 16 (30)&lt;br /&gt;
|effect1=Wall Rush&lt;br /&gt;
|type2=BRV&lt;br /&gt;
|attack2=Bardiche&lt;br /&gt;
|startup2=23F&lt;br /&gt;
|position2=Air&lt;br /&gt;
|spawn2=Opponent&lt;br /&gt;
|damage2=30&lt;br /&gt;
|effect2=Wall Rush&lt;br /&gt;
|type3=HP&lt;br /&gt;
|attack3=Tsunami&lt;br /&gt;
|startup3=45F&lt;br /&gt;
|position3=Ground&lt;br /&gt;
|spawn3=Opponent&lt;br /&gt;
|damage3=2 x 6 (12)&lt;br /&gt;
|effect3=Chase&lt;br /&gt;
|type4=HP&lt;br /&gt;
|attack4=Cyclone&lt;br /&gt;
|startup4=51F&lt;br /&gt;
|position4=Air&lt;br /&gt;
|spawn4=Opponent&lt;br /&gt;
|damage4=-&lt;br /&gt;
|effect4=Chase&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Assist Overview ===&lt;br /&gt;
&lt;br /&gt;
Garland is one of the weaker assists in the game. His {{keyword|holds|hold=1}} are short, so he relies on wall rush for damage and combo opportunities. Bardiche is fast and it avoids LV2 Assist Change staggers easily if it hits in {{keyword|neutral|neutral=1}}, but it leaves very little time to follow up. Tsunami has high coverage on grounded opponents and leads to Assist Chase, but it also has high assist cost. Cyclone covers space, but it is difficult to combo into.&lt;br /&gt;
&lt;br /&gt;
Generally speaking Garland assist does not see much use in competitive play, because he does not enable HP attacks consistently anywhere, or complement most characters&#039; strengths otherwise.&lt;br /&gt;
&lt;br /&gt;
=== Synergies ===&lt;br /&gt;
&lt;br /&gt;
Garland works with most competitive assists.&lt;br /&gt;
&lt;br /&gt;
;Kuja&lt;br /&gt;
:Kuja is the strongest assist for Garland, because he maximizes Garland&#039;s strengths on hit. Great combo potential, high damage output and retains {{keyword|whiff punish|whiffpunish=1}} capability. Air BRV sets up Chain Cast combos in the air for lots of EX, while ground BRV holds the opponent for two damaging Bardiche {{keyword|fillers|filler=1}}. Garland can stack bravery and EX gauge to force a checkmate situation, but Kuja&#039;s Force Symphony can help in Chase sequences. The main thing to watch out for is confirming Kuja ground BRV after Bardiche, as there is not much time to react. If opponent escapes from an assist combo early, Garland has to forgo the extra Bardiches to avoid an easy Assist Lock.&lt;br /&gt;
&lt;br /&gt;
;Sephiroth&lt;br /&gt;
:Sephiroth assist has less damaging and versatile combo routes, but he attacks faster on the ground and has wider {{keyword|hitboxes|hitbox=1}}. He is great for whiff punishing on the ground specifically. Bardiche ground combos are also easier to react with Sephiroth ground BRV. Bardiche fillers are still possible on the ground, and even in the air with air BRV assist. The strong pushback on Sephiroth&#039;s finishers makes Chain Cast follow-ups much less practical. Twist Drill, Bardiche and Flare still work though. That means Garland gets way less EX compared to Kuja assist, but still does competitive BRV damage with Sephiroth. And of course, Sephiroth cannot bypass LV2 Assist Change staggers as consistently as Kuja can.&lt;br /&gt;
&lt;br /&gt;
;Aerith&lt;br /&gt;
:Aerith lets Garland avoid LV2 Assist Change staggers consistently at the cost of damage and whiff punish capability. Twist Drill and Chain Cast combo into Seal Evil consistently with {{keyword|empty chase|emptychase=1}}, and long range Blaze completes the synergy. This can lead to stronger meter depletion, and Aerith still lets Garland get lots of EX with Chain Cast combos afterwards. Garland rarely needs Aerith to be competitive, but it is possible to use her for double assist combos with Cyclone if needed. If Garland lands Earthquake, Aerith does Cure because Garland is on the ground.&lt;br /&gt;
&lt;br /&gt;
;Tidus&lt;br /&gt;
:Tidus assist provides one of the fastest air BRVs for whiff punishes and a slower ground BRV for extended ground combos. If Garland needs The Emperor to stop doing Dreary Cells, Tidus gets the job done. The ground BRV is also nice for people who want to practice Garland&#039;s solo ground combos. Garland does not benefit much from Tidus assist otherwise, even though the air BRV combos are functional.&lt;br /&gt;
&lt;br /&gt;
= References =&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{navbox012}}&lt;br /&gt;
&lt;br /&gt;
{{roadmap012gar}}&lt;/div&gt;</summary>
		<author><name>Muggshotter</name></author>
	</entry>
	<entry>
		<id>https://dissidia.wiki/index.php?title=Garland_(Dissidia_012)&amp;diff=4814</id>
		<title>Garland (Dissidia 012)</title>
		<link rel="alternate" type="text/html" href="https://dissidia.wiki/index.php?title=Garland_(Dissidia_012)&amp;diff=4814"/>
		<updated>2026-03-26T16:40:26Z</updated>

		<summary type="html">&lt;p&gt;Muggshotter: /* Aerial */ Adjusted to be more concise and easier to read.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Dissidia 012 Final Fantasy]]&lt;br /&gt;
{{012CharNavGar}}&lt;br /&gt;
&lt;br /&gt;
{{CharacterInfo&lt;br /&gt;
|portrait=https://resources.dissidia.wiki/ddff/portraits/ddff-port-garland.png&lt;br /&gt;
|name=Garland (ガーランド)&lt;br /&gt;
|origin=Final Fantasy&lt;br /&gt;
|atk=111 (High)&lt;br /&gt;
|def=112 (High)&lt;br /&gt;
|runspeed=10.5 (Very Slow)&lt;br /&gt;
|dash=81 (Below Average)&lt;br /&gt;
|fall=77 (Above Average)&lt;br /&gt;
|fallr=41 (Below Average)&lt;br /&gt;
|fastestbrv=13F (Deathblow, Highbringer high ver.)&lt;br /&gt;
|fastesthp=39F (Earthquake)&lt;br /&gt;
|1hithp=Yes (Cyclone, Blaze)&lt;br /&gt;
|hplinks=Yes (Combos only)&lt;br /&gt;
|cmdblock=No&lt;br /&gt;
|weapon=Axes, Greatswords, Katanas, Spears&lt;br /&gt;
|armor=Gauntlets, Heavy Armor, Helms,&amp;lt;br&amp;gt;Light Armor, Shields&lt;br /&gt;
|exclusives=Ogrekiller, Viking Axe, Gigant Axe&lt;br /&gt;
|unlock=&lt;br /&gt;
|alignment=Chaos&lt;br /&gt;
|vajp=[https://en.wikipedia.org/wiki/Kenji_Utsumi Kenji Utsumi]&lt;br /&gt;
|vaeng=[https://en.wikipedia.org/wiki/Christopher_Sabat Christopher Sabat]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
= Overview =&lt;br /&gt;
Garland is a defensive close / mid-range character. His strengths are defined by his braveries that are good at {{keyword|whiff punishing|whiffpunish=1}}, combos and accumulating EX and bravery.&lt;br /&gt;
&lt;br /&gt;
On the ground, Garland {{keyword|pokes|poke=1}} with Deathblow to fill assist gauge safely and threaten anyone approaching him from the air. Lance Charge, ground HP attacks and timing {{keyword|mixups|mixup=1}} complement the defensive strategy.&lt;br /&gt;
&lt;br /&gt;
Garland fights in the air with a mixture of offense and defense. Twist Drill {{keyword|anti-airs|anti-air=1}} opponents, Bardiche comes down with high damage potential, Cyclone provides area denial and Chain Cast is a whiff punisher and a solo combo starter rolled into one.&lt;br /&gt;
&lt;br /&gt;
Garland has above average base ATK and DEF stats, but his other attributes are a bit lacking. Below average movement speed, no solo {{keyword|HP links|hplink=1}} and floaty air dodges. His offensive options are limited against air dodges, while his own options for protection after evading are also risky. Not to mention, his air braveries are telegraphed by their specified range.&lt;br /&gt;
&lt;br /&gt;
Historically Garland has been considered a low tier character. However, his representation in competitive play in recent years present a case for a higher position. His grounded defense shuts down many close-range aerial approaches, and most hits lead to lots of bravery and EX. Garland&#039;s win condition is defined by his full EX gauge and high bravery stack, where he can end matches with one EX Revenge 5x Bardiche combo. He can exploit the opponent&#039;s positioning as a defender on the ground, but his aerial offense is much more linear and restricted by comparison. Garland&#039;s long-term strategy is strong, but it always requires multiple hits and resources to guarantee a win.&lt;br /&gt;
&lt;br /&gt;
{{ProConTable&lt;br /&gt;
|pros=&lt;br /&gt;
*&#039;&#039;&#039;Whiff Punishment&#039;&#039;&#039; - Several braveries allow Garland to react from various angles.&lt;br /&gt;
*&#039;&#039;&#039;Bravery Damage&#039;&#039;&#039; - Bardiche, Kuja assist and Chain Cast solo combos can bravery break quickly.&lt;br /&gt;
*&#039;&#039;&#039;Safe Ground {{keyword|Neutral|neutral=1}}&#039;&#039;&#039; - Deathblow lets Garland define the pace with less risk than most characters.&lt;br /&gt;
*&#039;&#039;&#039;EX Gauge Economy&#039;&#039;&#039; - Generates and collects EX efficiently through combos. He can kill earlier with EX Revenge than any other character thanks to Bardiche and Bravery stacking.&lt;br /&gt;
*&#039;&#039;&#039;Disjoints&#039;&#039;&#039; that can go through projectiles.&lt;br /&gt;
* &#039;&#039;&#039;Good ground-to-ground presence&#039;&#039;&#039; against close-range characters&lt;br /&gt;
&lt;br /&gt;
|cons=&lt;br /&gt;
* &#039;&#039;&#039;Below average movement&#039;&#039;&#039; - Garland is slightly slower on all fronts.&lt;br /&gt;
* &#039;&#039;&#039;Post-dodge vulnerability&#039;&#039;&#039; - Garland&#039;s air dodges leave him vulnerable, and Chain Cast does not protect with invincibility.&lt;br /&gt;
* &#039;&#039;&#039;Limited aerial dodge punish capability&#039;&#039;&#039; - HPs, Twist Drill and Bardiche need specific angles to hit. Garland struggles to hit fast fallers (e.g. {{012kain}}) and back air dodges. Offensive momentum can be difficult to create in these cases.&lt;br /&gt;
* &#039;&#039;&#039;Flawed aerial neutral and mixups&#039;&#039;&#039; - He can struggle against block in the air, and air HPs provide little utility against most characters.&lt;br /&gt;
* &#039;&#039;&#039;Fast + long range vulnerability&#039;&#039;&#039; - Air braveries are slower on average, so Garland can get interrupted more easily in face-offs. His anti-{{keyword|zoning|zoning=1}} options are mostly limited to dashing and &#039;&#039;&#039;[[Multiplayer_Build_Guide_(Dissidia_012)#Bravery_Boost_on_Dodge|Bravery Boost on Dodge builds]]&#039;&#039;&#039;.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
= Bravery Attacks =&lt;br /&gt;
== Ground ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Round Edge=&lt;br /&gt;
&lt;br /&gt;
{{AbilityInfo2&lt;br /&gt;
|ver1=Short&lt;br /&gt;
|damage1=&#039;&#039;&#039;45&#039;&#039;&#039; (7, 8, 30)&lt;br /&gt;
|startup1=23F&lt;br /&gt;
|type1=Physical&lt;br /&gt;
|priority1=Melee Low &amp;lt;br&amp;gt;Melee Mid (2nd hit)&lt;br /&gt;
|ex1=30&lt;br /&gt;
|effect1=Wall Rush&lt;br /&gt;
|cancels1=Dodge&lt;br /&gt;
|asthit1=&lt;br /&gt;
|gametext=[Close] Broad sword sweep. &amp;lt;br&amp;gt;Change combo with input timing.&lt;br /&gt;
|level=1&lt;br /&gt;
|ap=100&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|ver2=Long&lt;br /&gt;
|damage2=&#039;&#039;&#039;45&#039;&#039;&#039; (7, 8, 9, 2, 2, 2, 15)&lt;br /&gt;
|startup2=23F&lt;br /&gt;
|type2=Physical&lt;br /&gt;
|priority2=Melee Low, Melee Mid (2nd hit) &amp;lt;br&amp;gt;Melee High (3rd hit)&lt;br /&gt;
|ex2=90&lt;br /&gt;
|effect2=Chase&lt;br /&gt;
|cancels2=Dodge&lt;br /&gt;
|asthit2=&lt;br /&gt;
|image=https://dissidia.wiki/images/b/b3/Brv_garland_round_edge.jpeg&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[File:Brv_garland_round_edge_short.jpeg|thumb|300px|Round Edge (Short)]]&lt;br /&gt;
&lt;br /&gt;
[[File:Brv_garland_round_edge_long.jpeg|thumb|300px|Round Edge (Long).]]&lt;br /&gt;
&lt;br /&gt;
Three sword swipes with two different follow-ups. Press circle {{pspcir}} before the third swipe for a wall rush finisher, or press circle {{pspcir}} after it for a chase finisher. Garland&#039;s movement can be controlled freely during the first two swipes.&lt;br /&gt;
&lt;br /&gt;
Round Edge is a high commitment attack, which is mainly used after block staggers or to catch opponents by surprise. It is risky to use due to its long {{keyword|startup|startup=1}} and animation length. Garland cannot dodge until the first three slashes are done. However, this move also provides notable reward on hit thanks to the precise Deathblow follow-ups; Bravery damage, EX and assist gauge are all great for Garland. Even without Deathblow follow-ups, Round Edge still provides assist combos, above average base damage and EX on the long finisher.&lt;br /&gt;
&lt;br /&gt;
Round Edge is not very safe or effective as a {{keyword|neutral|neutral=1}} tool. It is quite slow and has little coverage against opponent&#039;s defensive options. The second and third round slashes have higher priority which can work sometimes, but given the overall speed, this is easier for opponents to anticipate. Since Garland stops moving by the third slash, its high priority can be difficult to use against moving opponents. It is recommended to use this move with caution.&lt;br /&gt;
&lt;br /&gt;
When &#039;&#039;&#039;[[Lock_Off|locked off]]&#039;&#039;&#039;, Garland can move in any direction on the ground with Round Edge.&lt;br /&gt;
&lt;br /&gt;
|-|Lance Charge=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;30&#039;&#039;&#039; (2 x 5, 5, 15)&lt;br /&gt;
|startup=31F&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee Mid&lt;br /&gt;
|ex=30&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/0/00/Brv_garland_lance_charge.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=8&lt;br /&gt;
|ap=100&lt;br /&gt;
|gametext=[Mid] High-speed sword thrust. &amp;lt;br&amp;gt;Vertically limited, good range.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Lance Charge is a staple move for Garland. It&#039;s a very strong ground-to-ground bravery for its speed, mid priority and assist combos on hit. This is a midrange gap closer and a {{keyword|whiff punisher|whiffpunish=1}} that goes in a straight line. It&#039;s quite effective when used in tandem with Deathblow, such as against blocks, low priority attacks and ground dodges.&lt;br /&gt;
&lt;br /&gt;
Lance Charge staggers regular blocks, and it can follow up with a ground wall rush even if it was blocked. The ground wall rush finisher sets up high damaging Kuja assist combos, so Lance Charge&#039;s reward is pretty high with meter. It can punish &#039;&#039;&#039;[[Landing_lag|landing lag]]&#039;&#039;&#039; and counter opponents after a successful backwards / sideways &#039;&#039;&#039;[[Blodge|blodge]]&#039;&#039;&#039;. Lance Charge travels pretty quickly once {{keyword|active|active=1}} and the range extends slightly past the weapon visuals. It can be a difficult move to {{keyword|punish|punish=1}} at ground level due to its short recovery and mid priority&lt;br /&gt;
&lt;br /&gt;
However, this move is quite linear. It loses to fast sideways and upward movement, and higher priority in general. If Lance Charge misses, Garland is left airborne. He is vulnerable to attacks from above and fast assists, and his air dodge can put him in an even worse situation. It will not see much use in aerial focused {{keyword|matchups|matchup=1}} either, such as against {{012seph}}.&lt;br /&gt;
&lt;br /&gt;
|-|Deathblow=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=15&lt;br /&gt;
|startup=13F&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee Low&lt;br /&gt;
|ex=60&lt;br /&gt;
|effect=-&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/e/e9/Brv_garland_deathblow.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge, Block, Attack, Movement&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=1&lt;br /&gt;
|ap=100&lt;br /&gt;
|gametext=[Mid] Swift upwards sword swipe. &amp;lt;br&amp;gt;Low accuracy, quick strike.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
One of Garland&#039;s strongest bravery attacks. It&#039;s a safe {{keyword|poke|poke=1}}, {{keyword|anti-air|anti-air=1}} and a combo starter. The {{keyword|active|active=1}} frames are long, the {{keyword|tracking|tracking=1}} is strong and it {{keyword|recovers|recovery=1}} quickly, which make this a difficult move to contest. Deathblow is great for filling assist gauge and threatening nearby opponents. Garland does not have to dodge to make this move safe, which is very rare in this game. On hit, it combos into jump &amp;gt; Twist Drill, assist and generates lots of EX Force as a result.&lt;br /&gt;
&lt;br /&gt;
Deathblow is a must-have for close-range ground combat. It ties Garland&#039;s defensive gameplay together very well. Even so, it is important to mix things up, so the opponent doesn&#039;t catch Garland at a bad time. It still loses to higher priority attacks and well timed blocks. And because it&#039;s a ground move, it does little to contest {{keyword|halo camping|halocamp=1}}. It does make it easier to fight with full assist gauge, though.&lt;br /&gt;
&lt;br /&gt;
|-|Highbringer=&lt;br /&gt;
&lt;br /&gt;
{{AbilityInfo2&lt;br /&gt;
|ver1=Low&lt;br /&gt;
|damage1=&#039;&#039;&#039;24&#039;&#039;&#039; (5, 19)&lt;br /&gt;
|startup1=17F&lt;br /&gt;
|type1=Physical&lt;br /&gt;
|priority1=Melee Low&lt;br /&gt;
|ex1=90&lt;br /&gt;
|effect1=Chase&lt;br /&gt;
|cancels1=Dodge&lt;br /&gt;
|asthit1=&lt;br /&gt;
|gametext=[Mid] Swing sword upwards. &amp;lt;br&amp;gt;Change combo with input timing.&lt;br /&gt;
|level=32&lt;br /&gt;
|ap=100&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|ver2=High&lt;br /&gt;
|damage2=&#039;&#039;&#039;24&#039;&#039;&#039; (5, 2, 2, 15)&lt;br /&gt;
|startup2=13F&lt;br /&gt;
|type2=Physical&lt;br /&gt;
|priority2=Melee Low&lt;br /&gt;
|ex2=30&lt;br /&gt;
|effect2=Wall Rush&lt;br /&gt;
|cancels2=Dodge&lt;br /&gt;
|asthit2=&lt;br /&gt;
|image=https://dissidia.wiki/images/7/70/Brv_garland_highbringer.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[File:Brv_garland_highbringer_%28low%29.jpeg|thumb|300px|Highbringer (Low). Press Circle for a chain stab.]]&lt;br /&gt;
&lt;br /&gt;
[[File:Brv_garland_highbringer_(high).jpeg|thumb|300px|Highbringer (High). Press Circle for a combo attack.]]&lt;br /&gt;
&lt;br /&gt;
Highbringer functions as a {{keyword|poke|poke=1}}, post-block punisher and an assist combo starter. It is best used as an secondary ground bravery, particularly for aspiring players learning Garland. Highbringer is an uppercut with two built-in follow-up attacks. For low version, tap Circle {{pspcir}} twice for a chase ender and 90 EX. For high version, hold Circle {{pspcir}} to become airborne and then tap again for wall rush attack.&lt;br /&gt;
&lt;br /&gt;
Highbringer is quite fast, and it is more beginner friendly for assist combos compared to Deathblow. Both low and high versions can {{keyword|anti-air|anti-air=1}}, and the {{keyword|hit stun|hitstun=1}} and wall rush allow a variety of assist combo routes. The first slash also looks and acts very similarly to Deathblow, so Highbringer often goes uncontested.&lt;br /&gt;
&lt;br /&gt;
However, this attack is is outclassed by Deathblow at higher levels of play. It has much longer {{keyword|recovery|recovery=1}}, so dodges are needed for long term safety. Highbringer does not lead to the consistent Twist Drill follow-ups, so the reward on hit is weaker and more reliant on assist gauge. The high version has more requirements for notable reward such as short reaction time, assist and sometimes wall rush. It also leaves Garland airborne even if it misses, where he has to avoid getting caught after a dodge.&lt;br /&gt;
&lt;br /&gt;
As a side note, Highbringer (High) first hit can also be dodge cancelled early on hit. However, if Highbringer (Low) first hit connects, the {{keyword|dodge cancel|dc=1}} cannot be done as quickly.&lt;br /&gt;
&lt;br /&gt;
|-|Thundaga (ground)=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=each (10)&lt;br /&gt;
|startup=51F&lt;br /&gt;
|type=Magical&lt;br /&gt;
|priority=Ranged Low&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=-&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/2/2b/Brv_garland_thundaga_g.jpeg&lt;br /&gt;
|imgpos=55%&lt;br /&gt;
|cancels=Dodge, Block, Attack&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=19&lt;br /&gt;
|ap=100&lt;br /&gt;
|gametext=[Long] Call down lightning strikes &amp;lt;br&amp;gt;that home in on opponent.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Three bolts spawn on the opponent in a sequence, and push the opponent away. Thundaga is a long range {{keyword|poke|poke=1}}, that is mostly used to interrupt opponents. It bypasses solid objects and lingering projectiles, but the damage is low and it needs wall for combos. Garland is vulnerable to attacks during the animation, but the {{keyword|recovery|recovery=1}} is rather short for a move like this. It can be difficult to {{keyword|whiff punish|whiffpunish=1}} from a distance. Just watch out for opponent&#039;s Free Air Dash and assist.&lt;br /&gt;
&lt;br /&gt;
Thundaga is not used in competitive play often due to its low damage, EX generation and situational combos.&lt;br /&gt;
&lt;br /&gt;
About the wall combos: If opponent is against a wall, the bolts can combo into each other. Garland can follow up with Flare, Chain Cast and even air bravery assists. The upward knockback&#039;s direction is also based on where the player&#039;s camera is facing.&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Aerial ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Twin Swords=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;30&#039;&#039;&#039; (7, 8, 15)&lt;br /&gt;
|startup=21F&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee Low&lt;br /&gt;
|ex=30&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/5/58/Brv_garland_twin_swords.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=1&lt;br /&gt;
|ap=100&lt;br /&gt;
|gametext=[Mid] Swipe with twin blades. &amp;lt;br&amp;gt;Approaches foe; limited height.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Garland&#039;s primary aerial bravery that advances forward. It&#039;s fast, but not fast enough to be always unreactable, though the start-up is tricky to see. Given how Garland&#039;s other braveries are telegraphed by their effective range, Twin Swords is similarly linear in application; Twin Swords&#039; main strength lies in having some tracking in all directions, which makes it a consistent counter attack after blocking.&lt;br /&gt;
&lt;br /&gt;
Despite that, Twin Swords&#039; range is average and the homing period is brief. The animation is also rather long. This means it can be dangerous to whiff Twin Swords, and the need for wall rushes skews the risk/reward ratio against Garland. In small stages with low ceilings, Twin Swords can represent a threat more consistently in {{keyword|air-to-air|air-to-air=1}} situations. It is not a staple in Garland&#039;s aerial kit, but it&#039;s not entirely without merit either. Generally speaking it can be difficult to justify over Bardiche, Twist Drill and Chain Cast which provide more utility and reward on hit overall.&lt;br /&gt;
&lt;br /&gt;
|-|Chain Cast=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;15&#039;&#039;&#039; (7, 8)&lt;br /&gt;
|startup=45F&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee Low&lt;br /&gt;
|ex=90&lt;br /&gt;
|effect=Chase&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/1/1d/Brv_garland_chain_cast.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=1&lt;br /&gt;
|ap=100&lt;br /&gt;
|gametext=[Mid] Swing chain. Low accuracy, &amp;lt;br&amp;gt;but effective against any height.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Garland positions himself above in relation to the opponent for two vertical attacks. Air combo starter, air-to-ground {{keyword|whiff punisher|whiffpunish=1}} and Garland&#039;s primary post-dodge defensive option in the air. It is not invincible, but the movement can help him evade slower dodge punish attempts. On hit, Garland can dodge cancel and combo into Twist Drill for a total of 180 EX (almost 20 % of an EX bar) or Bardiche / Twin Swords at the wall. Chain Cast&#039;s consistent damage output, meter generation and applications in the neutral make it an appealing choice for a third bravery slot along with Bardiche and Twist Drill.&lt;br /&gt;
&lt;br /&gt;
Chain Cast has enough hit stun to make empty chase attempts safer on average, although it is not entirely safe to use in all instances. It can also hit behind the opponent&#039;s block, though exact conditions are unclear. Being significantly below or above the opponent helps, though.&lt;br /&gt;
&lt;br /&gt;
The hitbox has some oddities. It has gaps and possibly slight deadzones between the chain itself and the tip. Before reaching proper down-forward hitbox there may be a gap just below level height. It could have a small deadzone right in front of Garland as well. This requires further research.&lt;br /&gt;
&lt;br /&gt;
|-|Bardiche=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=30&lt;br /&gt;
|startup=23F&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee Low&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/7/7e/Brv_garland_bardiche.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=4&lt;br /&gt;
|ap=100&lt;br /&gt;
|gametext=[Dive] Mighty axe swing. &amp;lt;br&amp;gt;Great for attacking from above.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Garland&#039;s iconic crushing swing. A staple in Garland&#039;s kit due to its speed, average whiff recovery and infamous damage output. It can be used to build assist gauge on whiff and punish long recovery attacks below Garland. Bardiche is primarily run for its reward on hit, namely with ground wall rush assist combos and EX Revenge. The high base damage makes Garland one of the best users of wall rush bravery enhancements (primarily {{accbas}} Booster).&lt;br /&gt;
&lt;br /&gt;
Outside of combos, Bardiche&#039;s reward is lacking with no EX, short assist confirm window and no automatic Sneak Attack activations. Its other applications in the {{keyword|neutral|neutral=1}} are also weak due to it exclusively tracking downwards, having a small hitbox and flawed mixup options to support it. It is a loud, telegraphed and relatively slow to start low priority move on a character whose other downward attacks are all slower than 40 frames.&lt;br /&gt;
&lt;br /&gt;
Despite these flaws, Bardiche is commonly used because the damage output is high enough to outweigh the cons.&lt;br /&gt;
&lt;br /&gt;
|-|Twist Drill=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;30&#039;&#039;&#039; (4 x 2, 8, 14)&lt;br /&gt;
|startup=21F&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee Low&lt;br /&gt;
|ex=90&lt;br /&gt;
|effect=Chase&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/d/dc/Brv_garland_twist_drill.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=28&lt;br /&gt;
|ap=100&lt;br /&gt;
|gametext=[Rise] Upwards lunge with sword. &amp;lt;br&amp;gt;Great for attacking from below.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Fast anti-air attack with good combo potential, damage and EX output. Twist Drill primarily tracks opponents above Garland, and it is used as a {{keyword|whiff punisher|whiffpunish=1}} or an occasional aerial {{keyword|poke|poke=1}}. It has good range and can be combo&#039;d into from Deathblow for 180 EX.&lt;br /&gt;
&lt;br /&gt;
Twist Drill has lots of {{keyword|hitstun|hitstun=1}}. It is one of the few moves in the game that provide a safe {{keyword|empty chase|emptychase=1}} anywhere. This is great for both assist combos and taking EX force reliably. A late dodge cancel window and empty chase are both viable starters for Garland&#039;s commonly used assists. While Garland is safe after an empty chase, he can still lose to {{keyword|command blocks|commandblock=1}} if he attempts to push his advantage immediately. Challenging recovery attack pokes depends on the {{keyword|matchup|matchup=1}} and stage positioning as well; Chasing at a corner can leave Garland closer to the opponent than usual.&lt;br /&gt;
&lt;br /&gt;
Twist Drill&#039;s whiff recovery is long enough for it to be punishable on reaction. It has a blind spot above Garland&#039;s head, and it&#039;s only effective at dodge punishing from below. If the opponent has a good read on Garland, they can even use an air BRV assist to shut down Twist Drill.&lt;br /&gt;
&lt;br /&gt;
Even so, Twist Drill is a staple in Garland&#039;s air combat. The {{keyword|disjointed|disjoint=1}} {{keyword|hitbox|hitbox=1}} allows him to poke through {{keyword|projectiles|projectile=1}} and traps, such as {{012ulti}} charged Knight&#039;s Lance. The first part can be {{keyword|dodge cancelled|dc=1}} early enough to contest {{012emp}}&#039;s Dreary Cells, and the startup speed can be difficult to react to without practice.&lt;br /&gt;
&lt;br /&gt;
Twist Drill can also hit behind the opponent&#039;s block at the right distance and angle below the opponent.&lt;br /&gt;
&lt;br /&gt;
|-|Thundaga (midair)=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=each (10)&lt;br /&gt;
|startup=51F&lt;br /&gt;
|type=Magical&lt;br /&gt;
|priority=Ranged Low&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=-&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/2/2d/Brv_garland_thundaga_a.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge, Block, Attack&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=25&lt;br /&gt;
|ap=100&lt;br /&gt;
|gametext=[Long] Call down lightning strikes &amp;lt;br&amp;gt;that home in on opponent.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Same as the ground version, except it can be done anywhere in the air. A valid option against mages and characters with poor mobility, it&#039;s main application is still interrupting opponents.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= HP Attacks =&lt;br /&gt;
&lt;br /&gt;
== Ground ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Earthquake=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;18&#039;&#039;&#039; (8, 2 x 5)&lt;br /&gt;
|startup=39F&lt;br /&gt;
|type=Physical (axe) &amp;lt;br&amp;gt;Magical (rocks)&lt;br /&gt;
|priority=Melee High (axe) &amp;lt;br&amp;gt;Unblockable (rocks)&lt;br /&gt;
|ex=36&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/2/28/Hp_garland_earthquake.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=1&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=[Close] Split ground with axe. &amp;lt;br&amp;gt;Steals bravery, then takes HP.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Earthquake is a decent {{keyword|mixup|mixup=1}} against aggressive ground opponents in close range. It tracks well, has strong {{keyword|knockback|knockback=1}} and the unblockable rocks ignore &#039;&#039;&#039;[[Assist_(Dissidia_012)#LV2_Assist_Change|LV2 Assist Change]]&#039;&#039;&#039; entirely. Earthquake can {{keyword|anti-air|anti-air=1}} forward ground dodges, particularly with the axe slam. The rocks can anti-air as well. This is an effective move when used sparingly.&lt;br /&gt;
&lt;br /&gt;
Because the rocks act independently, Earthquake can be used to clash with &#039;&#039;&#039;[[Attack_Priority_(Dissidia_012)#High|Melee High]]&#039;&#039;&#039; attacks, such as {{012tifa}}&#039;s Rolling Blaze or {{012squ}}&#039;s Revolver Drive and punish them for it. If it {{keyword|trades|trade=1}}, the situation is also often in Garland&#039;s favor. Earthquake is difficult to punish without mid range attacks or assist, but use it with caution. Aerial attacks can still hit Garland. He often has to dodge to reduce the {{keyword|recovery|recovery=1}}, which is risky. And assist is the primary way to make it safer on {{keyword|whiff|whiff=1}} as well. That can be expensive for Garland despite his ground {{keyword|neutral|neutral=1}} capability.&lt;br /&gt;
&lt;br /&gt;
|-|Blaze (ground)=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=-&lt;br /&gt;
|startup=59F&lt;br /&gt;
|type=-&lt;br /&gt;
|priority=Ranged High&lt;br /&gt;
|ex=each (9)&lt;br /&gt;
|effect=-&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/c/c9/Hp_garland_blaze_g.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=16&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=[Long] Shoot multiple fireballs &amp;lt;br&amp;gt;that chase opponent.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Homing fireballs that can be dodged with well placed dodge. The ground version is not used often, since he already has relatively complete kit on the ground.&lt;br /&gt;
&lt;br /&gt;
Blaze has a bad deadzone in front of Garland, and each fireball can inflict meter depletion on hit. These are traits that carry over to its aerial version, which sees much more use in competitive play.&lt;br /&gt;
&lt;br /&gt;
|-|Tsunami=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;12&#039;&#039;&#039; (2 x 6)&lt;br /&gt;
|startup=45F&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee High&lt;br /&gt;
|ex=96&lt;br /&gt;
|effect=-&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/8/8f/Hp_garland_tsunami.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=36&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=[Mid] Hurl chain sword. &amp;lt;br&amp;gt;Vertically limited, very accurate.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Tsunami is a {{keyword|tracking|tracking=1}}, high risk, high reward option against ground dodges. It is also a post-dodge defensive option thanks to the swift upward movement during {{keyword|startup|startup=1}}. Tsunami catches ground dodges consistently, and leads to assist combos on hit. That makes this move something of an instigator when assist gauge is available.&lt;br /&gt;
&lt;br /&gt;
Against opponents without {{keyword|command blocks|commandblock=1}}, doing Tsunami and reacting with an assist can be effective for a {{keyword|checkmate|checkmate=1}} interaction. Tsunami can also hit aerial opponents who are close to Garland at the time of impact. Lastly, if Garland staggers an opponent with a &#039;&#039;&#039;[[Blodge|blodge]]&#039;&#039;&#039; (backwards / sideway dodge), Tsunami is guaranteed.&lt;br /&gt;
&lt;br /&gt;
If Tsunami misses, Garland is vulnerable to counter attacks for a few seconds. Assist is needed to offset this drawback, but Garland must be sure the opponent is going to strike back.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Aerial ==&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Blaze (midair)=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=-&lt;br /&gt;
|startup=59F&lt;br /&gt;
|type=-&lt;br /&gt;
|priority=Ranged High&lt;br /&gt;
|ex=each (9)&lt;br /&gt;
|effect=-&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/8/8e/Hp_garland_blaze.jpeg&lt;br /&gt;
|imgpos=40%&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=1&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=[Long] Shoot multiple fireballs &amp;lt;br&amp;gt;that chase opponent.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Blaze is a secondary long range harassment tool, often used with Cyclone for safe {{keyword|zoning|zoning=1}}. The projectiles {{keyword|track|track=1}} towards the opponent, and they all focus on a singular point of impact. This reduces their screen presence, but each fireball can hit the opponent. That is notable, because each fireball activates the meter depletion effect with Battle Hammer {{accbas}} and the like.&lt;br /&gt;
&lt;br /&gt;
Despite the projectiles&#039; speed and relatively brief duration, it is possible to reflect one of them back at Garland. That is rarely a concern for Garland though. A more common downside to Blaze is the lack of protection around Garland once the projectiles have been fired; There is enough time to hit Garland out of Blaze after firing the projectiles, but &#039;&#039;before&#039;&#039; he can act again. Using Blaze without protection from Cyclone (or even assist) can lead to unfavorable trades with opponent&#039;s assist (Blaze hits, opponent&#039;s assist &#039;&#039;&#039;[[Bravery_(Dissidia_012)#Bravery_Break|breaks]]&#039;&#039;&#039; Garland), or {{keyword|assist punishes|assist punish}}. &lt;br /&gt;
&lt;br /&gt;
Blaze is a staple for Garland, despite not having strong {{keyword|neutral|NEutral}} applications. It has a low hit rate at high level play, but also low risk when used sparingly from a distance. It supports Garland at a range where he doesn&#039;t have much presence, and if his opponent struggles to deal with Cyclone, it makes Blaze that much more prominent.&lt;br /&gt;
&lt;br /&gt;
If the opponent has Auto Assist Lock On equipped, and the opponent escapes an assist combo as Garland uses Blaze, the projectiles won&#039;t track to the opponent. They will disperse instead.&lt;br /&gt;
&lt;br /&gt;
|-|Cyclone=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=-&lt;br /&gt;
|startup=51F&lt;br /&gt;
|type=-&lt;br /&gt;
|priority=Ranged High&lt;br /&gt;
|ex=each (60)&lt;br /&gt;
|effect=Absorb&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/e/ed/Hp_garland_cyclone.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=12&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=[Close] Call forth tornado. &amp;lt;br&amp;gt;Slow speed, homing ability.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Cyclone is used as a passive defensive tool, assist combo extender or a safer combo finisher after assist. It has good reward on hit thanks to its EX generation and {{keyword|hit stun|hitstun=1}} - It combos into assists on hit, and even Garland can follow up if Cyclone hits late. Cyclone plays an important role in optimizing Garland&#039;s air combos for EX, namely at the ceiling and / or after EX Revenge.&lt;br /&gt;
&lt;br /&gt;
Cyclone consists of two Ranged High projectiles that linger for a moment. But they don&#039;t protect Garland from all angles. {{keyword|Disjointed|disjoint=1}} attacks such as {{012seph}}&#039;s Sudden Cruelty and {{012aer}}&#039;s Seal Evil can hit Garland out of it. Advancing high priority moves such as {{012clo}}&#039;s Braver and {{012squ}}&#039;s Rough Divide can also power through Cyclone. Because Garland cannot act again early and or take advantage of Cyclone for long, it is not suited for building offensive momentum.&lt;br /&gt;
&lt;br /&gt;
However, Cyclone can exploit certain shortcomings: Characters without Aerith assist, {{keyword|projectiles|projectile=1}}, {{keyword|command blocks|commandblock=1}}, disjointed {{keyword|hitbox|hitbox=1}} or a relatively fast advancing Melee High attack. In these cases, Cyclone provides a consistent defensive barrier for Garland.&lt;br /&gt;
&lt;br /&gt;
|-|Flare=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=15&lt;br /&gt;
|startup=47F&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee High&lt;br /&gt;
|ex=30&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/2/2e/Hp_garland_flare.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=22&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=[Mid] Strike with greatsword, &amp;lt;br&amp;gt;causing large explosion on hit.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Garland&#039;s primary HP attack after blocking and finishing assist combos. It tracks the opponent, though it&#039;s bad at turning around shortly before moving. The {{keyword|knockback|knockback=1}} has high wall rush potential, which adds more damage consistently after bravery breaks.&lt;br /&gt;
&lt;br /&gt;
Flare&#039;s active frames are very brief and as such, it is not effective at punishing early blocks and catching aerial dodges with Evasion Boost. It also has plenty of {{keyword|recovery frames|recovery=1}}, which leave Garland vulnerable to attacks for a moment.&lt;br /&gt;
&lt;br /&gt;
If Flare makes contact, Garland will transition into the second hit that deals HP damage. This is true whether the opponent escapes with LV1 Assist Change afterwards or he clashes with a lower priority melee move. It doesn&#039;t have particularly strong tracking and Garland can be hit during the animation. Cyclone and Blaze can make up for this weakness, but Flare remains a staple in Garland&#039;s arsenal regardless. It is his only consistent aerial HP for block counters.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== EX Mode: Class Change! ==&lt;br /&gt;
Effects:&lt;br /&gt;
* Regen&lt;br /&gt;
* Critical Boost&lt;br /&gt;
* Indomitable Resolve&lt;br /&gt;
&lt;br /&gt;
Garland&#039;s EX mode is conventionally strong due to his damage output. The threat of his high damaging EX Revenge combos also complements his EX mode, which depletes the opponent&#039;s assist gauge upon activation. There aren&#039;t many unique perks here, but because Garland can fill his EX gauge effectively through combos, he can get more opportunities to close out matches with it.&lt;br /&gt;
&lt;br /&gt;
=== Indomitable Resolve ===&lt;br /&gt;
{{image|https://dissidia.wiki/images/5/51/Ex_mode_garland.jpeg}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[Active while attacking] Even while taking damage, attacks can be performed without flinching.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Rare instance of {{keyword|super armor|super armor}} in Dissidia 012. During an attack animation, Garland will not flinch from any attack that does not inflict HP damage. This can be good as a surprise attack, and it can also work in a pinch against characters with HP links (Cyclone, anyone?), but remember that EX mode does not alter Garland&#039;s attack properties; He can still be blocked.&lt;br /&gt;
&lt;br /&gt;
=== EX Burst: Soul of Chaos ===&lt;br /&gt;
{{image|https://dissidia.wiki/images/6/6a/Ex_burst_garland.jpeg}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;An attack terrible enough to shake the heavens. Repeatedly press circle to add strength to the attack.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{burst&lt;br /&gt;
|damage1=12, 12 (24)&lt;br /&gt;
|damage2=4x3, 3x4, 16, 16, 5x4 (100 total)&lt;br /&gt;
|type=Physical&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Soul of Chaos requires filling the gauge by repeatedly pressing circle {{pspcir}}. It&#039;s not the strongest EX Burst in the game, but well above average in power thanks to Garland&#039;s high base ATK, good initial hits and bravery stacking with a full EX gauge.&lt;br /&gt;
&lt;br /&gt;
== Combos ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main article: &#039;&#039;&#039;[[Garland_(Dissidia_012)/Combos|Garland (Combos)]]&#039;&#039;&#039; &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Solo ===&lt;br /&gt;
&lt;br /&gt;
Garland has a handful of solo combos, but his most practical ones start with Deathblow or Chain Cast. Both can lead to Twist Drill for plenty of damage and EX, which is great for Garland.&lt;br /&gt;
&lt;br /&gt;
{{Combo-012&lt;br /&gt;
|data=&lt;br /&gt;
{{Combo-012Data&lt;br /&gt;
|combo=&#039;&#039;&#039;Deathblow&#039;&#039;&#039; &amp;gt; move &amp;gt; jump &amp;gt; Twist Drill&lt;br /&gt;
|condition=Poke starter&lt;br /&gt;
|requirement=Ground&lt;br /&gt;
|characters=&lt;br /&gt;
|damage=45&lt;br /&gt;
|damagehits=15 &amp;gt; 30&lt;br /&gt;
|ex=150&lt;br /&gt;
|exhits=60 &amp;gt; 90&lt;br /&gt;
|meteropp=&lt;br /&gt;
|video=https://www.youtube.com/watch?v=_E2EVyWjRFM?=shared&amp;amp;t=5&lt;br /&gt;
|notes=Staple combo. High EX and leads to damaging Kuja assist combos for even more EX. Move and jump as quickly as possible. The later Deathblow hits, the more time Garland has to combo into Twist Drill.&lt;br /&gt;
}}&lt;br /&gt;
{{Combo-012Data&lt;br /&gt;
|combo=&#039;&#039;&#039;Chain Cast&#039;&#039;&#039; &amp;gt; {{clr|dc=1}} &amp;gt; Twist Drill&lt;br /&gt;
|condition=Punish starter&lt;br /&gt;
|requirement=Air, above opponent&lt;br /&gt;
|characters=&lt;br /&gt;
|damage=45&lt;br /&gt;
|damagehits=15 &amp;gt; 30&lt;br /&gt;
|ex=180&lt;br /&gt;
|exhits=90 &amp;gt; 90&lt;br /&gt;
|meteropp=&lt;br /&gt;
|video=https://www.youtube.com/watch?v=_E2EVyWjRFM&amp;amp;t=19&lt;br /&gt;
|notes=Staple air combo, commonly used as a punish or an assist combo ender. 180 EX is great, which Garland can get by &#039;&#039;&#039;[[Chase_(Dissidia_012)#Empty_Chase|empty chasing]]&#039;&#039;&#039; immediately. If Garland has assist, he can also start an assist combo by dodge cancelling, or after empty chase ends.&lt;br /&gt;
&lt;br /&gt;
:If opponent is far after Chain Cast, Twist Drill may not land all initial hits. This combo does not require wall, but it can be easier to do near walls and corners due to reduced knockback. Garland should remain cautious when empty chasing at a corner, because being closer to the opponent makes him a bit more vulnerable to recovery attack attempts.&lt;br /&gt;
&lt;br /&gt;
When wall is not nearby, Garland can dodge cancel towards opponent more reliably by moving camera sideways after Assist Chase, and then moving with a quarter-circle motion. For example, the camera is tilted to the right so Garland faces to the left. The quarter-circle motion would then be left &amp;gt; left/up &amp;gt; up. The initial left should be held for almost a split second.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== EX Revenge ===&lt;br /&gt;
&lt;br /&gt;
Garland gets access to some of his strongest combos during EX Revenge, including the notorious Bardiche combo. With EX Revenge, Garland becomes very dangerous to interact with due to its damage potential.&lt;br /&gt;
&lt;br /&gt;
{{Combo-012&lt;br /&gt;
|data=&lt;br /&gt;
{{Combo-012Data&lt;br /&gt;
|combo=&#039;&#039;&#039;Bardiche&#039;&#039;&#039; &amp;gt; {{clr|wr=1}} &amp;gt; Bardiche &amp;gt; {{clr|wr=1}} &amp;gt; Bardiche &amp;gt; {{clr|wr=1}} &amp;gt; Bardiche &amp;gt; {{clr|wr=1}} &amp;gt; Bardiche &amp;gt; Flare&lt;br /&gt;
|condition=Air starter, close to opponent&lt;br /&gt;
|requirement=Full EX Gauge, near ground&lt;br /&gt;
|characters=&lt;br /&gt;
|damage=165 + HP &amp;amp; WR (x5)&lt;br /&gt;
|damagehits=30 + WR &amp;gt; 30 + WR &amp;gt; 30 + WR &amp;gt; 30 + WR &amp;gt; 30 + WR &amp;gt; 15 + HP WR&lt;br /&gt;
|ex=0&lt;br /&gt;
|exhits=0 &amp;gt; 0 &amp;gt; 0 &amp;gt; 0 &amp;gt; 0 &amp;gt; 0&lt;br /&gt;
|meteropp=&lt;br /&gt;
|video=&lt;br /&gt;
|notes=Garland&#039;s EX Revenge combo is infamous for its insane damage output. It is one of, if not THE strongest EX Revenge combo in the game without assist. As long as Garland is close to the opponent, he can repeatedly use Bardiche up to five times. Each Bardiche can also wall rush, which adds even more damage near ground. This combo requires little adjustment for Garland and it should be fairly easy to execute, as long as pressing Circle {{pspcir}} repeatedly is not an issue.&lt;br /&gt;
&lt;br /&gt;
This combo is the reason a full EX gauge is so beneficial for Garland. It practically guarantees a bravery break for Garland. And even if it doesn&#039;t, the wall rush still lets assists follow up. As a result, this combo can do far more damage than just the listed 165 + HP WR. 4,000 HP is practically killing range for Garland, while having more health usually means being put into &#039;&#039;&#039;[[Statistic_(Dissidia_012)#Near_Death|Near Death]]&#039;&#039;&#039; state.&lt;br /&gt;
&lt;br /&gt;
It is important to note, that wall rush contributes a lot to this combo&#039;s damage output. Therefore, if Garland cannot wall rush with Bardiche or especially Flare, he won&#039;t do nearly as much damage. Furthermore, if Garland needs to approach opponent from a distance, he has less time to do Bardiches. In order to ensure maximum damage, Garland should consider activating EX Revenge close to opponent, while being near ground. Garland can also consider dodging behind the opponent at the beginning to get more critical hits from Sneak Attack extra ability.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Assist ===&lt;br /&gt;
&lt;br /&gt;
Garland has a well-rounded combo game with few competitive assists. He can start assist combos with most of his moves and any wall rush he gets. This is great for learning the character, but the combos also scale well with builds and a little bit of execution; Garland is capable of doing lots of bravery damage with Bardiche during ground assists, and Chain Cast solo combos generate lots of EX for Garland. Both are great for him, as a full EX gauge is a fantastic win condition.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main article: &#039;&#039;&#039;[[Garland_(Dissidia_012)/Combos#Assist_Combos_(Kuja)|Garland Combos (Kuja Assist)]]&#039;&#039;&#039; &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Kuja does just about everything Garland would want from assist. Combos off of Garland&#039;s most important moves, great holding potential for Bardiche fillers and sets up Chain Cast combos for damage and EX.&lt;br /&gt;
&lt;br /&gt;
{{Combo-012&lt;br /&gt;
|data=&lt;br /&gt;
{{Combo-012Data&lt;br /&gt;
|combo=&#039;&#039;&#039;Highbringer 1st hit (Low)&#039;&#039;&#039; &amp;gt; {{clr|astbrv=1}} &amp;gt; {{clr|ac=1}} &amp;gt; Flare&lt;br /&gt;
|condition=Poke starter&lt;br /&gt;
|requirement=Ground&lt;br /&gt;
|characters=&lt;br /&gt;
|damage=70 + HP WR&lt;br /&gt;
|damagehits=5 &amp;gt; 50 (Assist) &amp;gt; 15 + HP WR&lt;br /&gt;
|ex=48&lt;br /&gt;
|exhits=18 &amp;gt; 30&lt;br /&gt;
|meteropp=&lt;br /&gt;
|video=&lt;br /&gt;
|notes=&lt;br /&gt;
}}&lt;br /&gt;
{{Combo-012Data&lt;br /&gt;
|combo=&#039;&#039;&#039;Lance Charge&#039;&#039;&#039; &amp;gt; {{clr|wr=1}} &amp;gt; {{clr|astbrv=1}} &amp;gt; {{clr|ac=1}} &amp;gt; Flare&lt;br /&gt;
|condition=Gap closer / Punish starter&lt;br /&gt;
|requirement=Ground&lt;br /&gt;
|characters=&lt;br /&gt;
|damage=92 + HP WR&lt;br /&gt;
|damagehits=30 &amp;gt; 47 (Assist) &amp;gt; 15 + HP WR&lt;br /&gt;
|ex=60&lt;br /&gt;
|exhits=30 &amp;gt; 30&lt;br /&gt;
|meteropp=&lt;br /&gt;
|video=&lt;br /&gt;
|notes=Lance Charge can be used against blocks and for sniping landing lag, which leads to a consistent Kuja assist combo on the ground. If Lance Charge hits from afar or against a blocking opponent, it deals slightly less damage without critical hits. Call Kuja assist quickly after Garland wall rushes.&lt;br /&gt;
}}&lt;br /&gt;
{{Combo-012Data&lt;br /&gt;
|combo=&#039;&#039;&#039;Bardiche&#039;&#039;&#039; &amp;gt; {{clr|wr=1}} &amp;gt; {{clr|astbrv=1}} &amp;gt; {{clr|ac=1}} &amp;gt; Flare&lt;br /&gt;
|condition=Poke / punish starter, Wall Rush&lt;br /&gt;
|requirement=Air&lt;br /&gt;
|characters=&lt;br /&gt;
|damage=92 + HP WR&lt;br /&gt;
|damagehits=30 + WR &amp;gt; 47 (Assist) &amp;gt; 15 + HP WR&lt;br /&gt;
|ex=30&lt;br /&gt;
|exhits=0 &amp;gt; 30&lt;br /&gt;
|meteropp=&lt;br /&gt;
|video=&lt;br /&gt;
|notes=Garland&#039;s infamous assist combo starter. Kuja&#039;s ground BRV assist is rather slow, so there is not much time to call Kuja assist after wall rush. It has to be done rather early, and reacting to it can be harder if Bardiche connects high above the ground. Once Kuja assist does connect, Garland has lots of time to prepare for Assist Chase or add more Bardiches for extra damage. This is an important combo starter for Garland, so getting used to this move will pay in dividends.&lt;br /&gt;
}}&lt;br /&gt;
{{Combo-012Data&lt;br /&gt;
|combo=&#039;&#039;&#039;Twist Drill (1st part)&#039;&#039;&#039; &amp;gt; {{clr|astbrv=1}} &amp;gt; {{clr|ac=1}} &amp;gt; Twist Drill&lt;br /&gt;
|condition=Poke starter&lt;br /&gt;
|requirement=Air&lt;br /&gt;
|characters=&lt;br /&gt;
|damage=96&lt;br /&gt;
|damagehits=16 &amp;gt; 50 (Assist) &amp;gt; 30&lt;br /&gt;
|ex=120&lt;br /&gt;
|exhits=30 &amp;gt; 90&lt;br /&gt;
|meteropp=&lt;br /&gt;
|video=https://www.youtube.com/watch?v=_E2EVyWjRFM&amp;amp;t=107&lt;br /&gt;
|notes=A basic, reliable assist combo that works intuitively for players not used to dodge cancel combos. Chain Cast into Twist Drill is still possible, adds another 15 base damage and 90 EX if Garland can manage it. &lt;br /&gt;
}}&lt;br /&gt;
{{Combo-012Data&lt;br /&gt;
|combo=&#039;&#039;&#039;Tsunami&#039;&#039;&#039; &amp;gt; {{clr|astbrv=1}} &amp;gt; {{clr|ac=1}} &amp;gt; Flare&lt;br /&gt;
|condition=HP starter&lt;br /&gt;
|requirement=Ground&lt;br /&gt;
|characters=&lt;br /&gt;
|damage=77 + HP WR&lt;br /&gt;
|damagehits=12 &amp;gt; 50 (Assist) &amp;gt; 15 + HP WR&lt;br /&gt;
|ex=111&lt;br /&gt;
|exhits=96 &amp;gt; 15&lt;br /&gt;
|meteropp=&lt;br /&gt;
|video=&lt;br /&gt;
|notes=Tsunami can catch ground dodges and blocks a bit easier than Earthquake, and it doesn&#039;t require a wall rush. Once Tsunami has dealt HP damage, the opponent will fly upwards a little bit. Call Kuja assist when the opponent is about to stop moving upwards.&lt;br /&gt;
}}&lt;br /&gt;
{{Combo-012Data&lt;br /&gt;
|combo=&#039;&#039;&#039;Flare&#039;&#039;&#039; &amp;gt; {{clr|wr=1}} &amp;gt; {{clr|astbrv=1}} &amp;gt; {{clr|ac=1}} &amp;gt; Twist Drill &lt;br /&gt;
|condition=HP starter, Wall Rush&lt;br /&gt;
|requirement=Air&lt;br /&gt;
|characters=&lt;br /&gt;
|damage=95 + HP WR&lt;br /&gt;
|damagehits=15 + HP WR &amp;gt; 50 (Assist) &amp;gt; 30&lt;br /&gt;
|ex=120&lt;br /&gt;
|exhits=30 &amp;gt; 90&lt;br /&gt;
|meteropp=&lt;br /&gt;
|video=&lt;br /&gt;
|notes=Just like other wall rush starters, Garland can follow up with Kuja assist. Garland can go for another Flare after Kuja, but the reward won&#039;t be very good if base bravery doesn&#039;t fully recover. Instead, Twist Drill can help deal more bravery damage and fill EX gauge faster. This is a concept that Garland&#039;s core combos will capitalize on greatly.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
= Builds =&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Hybrid (Damage)=&lt;br /&gt;
&lt;br /&gt;
{{Build&lt;br /&gt;
|hp=9644&lt;br /&gt;
|cp=450&lt;br /&gt;
|brv=956 (1147 initial)&lt;br /&gt;
|atk=182&lt;br /&gt;
|def=184&lt;br /&gt;
|luk=60&lt;br /&gt;
|booster=x3.5&lt;br /&gt;
|setbonus=Seal of Lufenia&lt;br /&gt;
|ast=Kuja&lt;br /&gt;
|wpn=Gigant Axe&lt;br /&gt;
|hand=Lufenian Dirk {{equip}}&lt;br /&gt;
|head=Lufenian Hairpin {{equip}}&lt;br /&gt;
|armor=Lufenian Vest&lt;br /&gt;
|acc1={{accbas}} Hyper Ring&lt;br /&gt;
|acc2={{accbas}} Muscle Belt&lt;br /&gt;
|acc3={{accbas}} Booster&lt;br /&gt;
|acc4={{accboo}} Large Gap in HP&lt;br /&gt;
|acc5={{accboo}} Summon Unused&lt;br /&gt;
|acc6={{accboo}} Pre-EX Mode&lt;br /&gt;
|acc7={{accboo}} Pre-EX Revenge&lt;br /&gt;
|acc8={{accsp}} White Gem&lt;br /&gt;
|acc9={{accsp}} Glutton&lt;br /&gt;
|acc10={{accsp}} First to Victory&lt;br /&gt;
|summon=Rubicante&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Substitutes&lt;br /&gt;
Basic: Booster for Battle Hammer (assist depletion) or Dismay Shock (EX depletion).&lt;br /&gt;
&lt;br /&gt;
A strong, versatile build. High bravery damage output, enhanced EX absorption and an initial boost for meter and bravery help Garland reach a full EX bar and a subsequent OHKO faster. Use this build as your default.&lt;br /&gt;
&lt;br /&gt;
Equip Master Guardsman for over 10,000 health.&lt;br /&gt;
&lt;br /&gt;
|-|EX Revenge=&lt;br /&gt;
{{Build&lt;br /&gt;
|hp=9644&lt;br /&gt;
|cp=450&lt;br /&gt;
|brv=957 (1148 initial)&lt;br /&gt;
|atk=180&lt;br /&gt;
|def=185&lt;br /&gt;
|luk=60&lt;br /&gt;
|booster=x2.7&lt;br /&gt;
|setbonus=King of Tragedy&lt;br /&gt;
|ast=Kuja&lt;br /&gt;
|wpn=Rhongomiant&lt;br /&gt;
|hand=Prytwen&lt;br /&gt;
|head=Dragon Sallet&lt;br /&gt;
|armor=Wygar&lt;br /&gt;
|acc1={{accbas}} Muscle Belt&lt;br /&gt;
|acc2={{accbas}} Booster&lt;br /&gt;
|acc3={{accbas}} Dismay Shock&lt;br /&gt;
|acc4={{accboo}} Large Gap in BRV&lt;br /&gt;
|acc5={{accboo}} EX Revenge&lt;br /&gt;
|acc6={{accboo}} Summon Unused&lt;br /&gt;
|acc7={{accsp}} Spider Web&lt;br /&gt;
|acc8={{accsp}} Spider&#039;s Bane&lt;br /&gt;
|acc9={{accsp}} Avenger&lt;br /&gt;
|acc10={{accsp}} First to Victory&lt;br /&gt;
|summon=Rubicante&lt;br /&gt;
}}&lt;br /&gt;
A dedicated EX Revenge build.&lt;br /&gt;
&lt;br /&gt;
Against a Tidus with 184 DEF, a critical hit Bardiche can inflict  600+ bravery damage. It is possible to accumulate 5000 bravery during EX Revenge &#039;&#039;alone&#039;&#039;. Add two more Bardiches during a Kuja assist combo into a Flare and it amounts to about 7000 HP damage total. One way to mitigate damage from this combo is by equipping the extra ability Disable Sneak Attack.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Assist ==&lt;br /&gt;
&lt;br /&gt;
=== Garland Assist Data ===&lt;br /&gt;
&lt;br /&gt;
{{012Assist&lt;br /&gt;
|type1=BRV&lt;br /&gt;
|attack1=Round Edge&lt;br /&gt;
|startup1=23F&lt;br /&gt;
|position1=Ground&lt;br /&gt;
|spawn1=Opponent&lt;br /&gt;
|damage1=2 x 4, 6, 16 (30)&lt;br /&gt;
|effect1=Wall Rush&lt;br /&gt;
|type2=BRV&lt;br /&gt;
|attack2=Bardiche&lt;br /&gt;
|startup2=23F&lt;br /&gt;
|position2=Air&lt;br /&gt;
|spawn2=Opponent&lt;br /&gt;
|damage2=30&lt;br /&gt;
|effect2=Wall Rush&lt;br /&gt;
|type3=HP&lt;br /&gt;
|attack3=Tsunami&lt;br /&gt;
|startup3=45F&lt;br /&gt;
|position3=Ground&lt;br /&gt;
|spawn3=Opponent&lt;br /&gt;
|damage3=2 x 6 (12)&lt;br /&gt;
|effect3=Chase&lt;br /&gt;
|type4=HP&lt;br /&gt;
|attack4=Cyclone&lt;br /&gt;
|startup4=51F&lt;br /&gt;
|position4=Air&lt;br /&gt;
|spawn4=Opponent&lt;br /&gt;
|damage4=-&lt;br /&gt;
|effect4=Chase&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Assist Overview ===&lt;br /&gt;
&lt;br /&gt;
Garland is one of the weaker assists in the game. His {{keyword|holds|hold=1}} are short, so he relies on wall rush for damage and combo opportunities. Bardiche is fast and it avoids LV2 Assist Change staggers easily if it hits in {{keyword|neutral|neutral=1}}, but it leaves very little time to follow up. Tsunami has high coverage on grounded opponents and leads to Assist Chase, but it also has high assist cost. Cyclone covers space, but it is difficult to combo into.&lt;br /&gt;
&lt;br /&gt;
Generally speaking Garland assist does not see much use in competitive play, because he does not enable HP attacks consistently anywhere, or complement most characters&#039; strengths otherwise.&lt;br /&gt;
&lt;br /&gt;
=== Synergies ===&lt;br /&gt;
&lt;br /&gt;
Garland works with most competitive assists.&lt;br /&gt;
&lt;br /&gt;
;Kuja&lt;br /&gt;
:Kuja is the strongest assist for Garland, because he maximizes Garland&#039;s strengths on hit. Great combo potential, high damage output and retains {{keyword|whiff punish|whiffpunish=1}} capability. Air BRV sets up Chain Cast combos in the air for lots of EX, while ground BRV holds the opponent for two damaging Bardiche {{keyword|fillers|filler=1}}. Garland can stack bravery and EX gauge to force a checkmate situation, but Kuja&#039;s Force Symphony can help in Chase sequences. The main thing to watch out for is confirming Kuja ground BRV after Bardiche, as there is not much time to react. If opponent escapes from an assist combo early, Garland has to forgo the extra Bardiches to avoid an easy Assist Lock.&lt;br /&gt;
&lt;br /&gt;
;Sephiroth&lt;br /&gt;
:Sephiroth assist has less damaging and versatile combo routes, but he attacks faster on the ground and has wider {{keyword|hitboxes|hitbox=1}}. He is great for whiff punishing on the ground specifically. Bardiche ground combos are also easier to react with Sephiroth ground BRV. Bardiche fillers are still possible on the ground, and even in the air with air BRV assist. The strong pushback on Sephiroth&#039;s finishers makes Chain Cast follow-ups much less practical. Twist Drill, Bardiche and Flare still work though. That means Garland gets way less EX compared to Kuja assist, but still does competitive BRV damage with Sephiroth. And of course, Sephiroth cannot bypass LV2 Assist Change staggers as consistently as Kuja can.&lt;br /&gt;
&lt;br /&gt;
;Aerith&lt;br /&gt;
:Aerith lets Garland avoid LV2 Assist Change staggers consistently at the cost of damage and whiff punish capability. Twist Drill and Chain Cast combo into Seal Evil consistently with {{keyword|empty chase|emptychase=1}}, and long range Blaze completes the synergy. This can lead to stronger meter depletion, and Aerith still lets Garland get lots of EX with Chain Cast combos afterwards. Garland rarely needs Aerith to be competitive, but it is possible to use her for double assist combos with Cyclone if needed. If Garland lands Earthquake, Aerith does Cure because Garland is on the ground.&lt;br /&gt;
&lt;br /&gt;
;Tidus&lt;br /&gt;
:Tidus assist provides one of the fastest air BRVs for whiff punishes and a slower ground BRV for extended ground combos. If Garland needs The Emperor to stop doing Dreary Cells, Tidus gets the job done. The ground BRV is also nice for people who want to practice Garland&#039;s solo ground combos. Garland does not benefit much from Tidus assist otherwise, even though the air BRV combos are functional.&lt;br /&gt;
&lt;br /&gt;
= References =&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{navbox012}}&lt;br /&gt;
&lt;br /&gt;
{{roadmap012gar}}&lt;/div&gt;</summary>
		<author><name>Muggshotter</name></author>
	</entry>
	<entry>
		<id>https://dissidia.wiki/index.php?title=Garland_(Dissidia_012)&amp;diff=4813</id>
		<title>Garland (Dissidia 012)</title>
		<link rel="alternate" type="text/html" href="https://dissidia.wiki/index.php?title=Garland_(Dissidia_012)&amp;diff=4813"/>
		<updated>2026-03-26T15:38:52Z</updated>

		<summary type="html">&lt;p&gt;Muggshotter: /* Ground */ Adjusted to be more concise and easier to read.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Dissidia 012 Final Fantasy]]&lt;br /&gt;
{{012CharNavGar}}&lt;br /&gt;
&lt;br /&gt;
{{CharacterInfo&lt;br /&gt;
|portrait=https://resources.dissidia.wiki/ddff/portraits/ddff-port-garland.png&lt;br /&gt;
|name=Garland (ガーランド)&lt;br /&gt;
|origin=Final Fantasy&lt;br /&gt;
|atk=111 (High)&lt;br /&gt;
|def=112 (High)&lt;br /&gt;
|runspeed=10.5 (Very Slow)&lt;br /&gt;
|dash=81 (Below Average)&lt;br /&gt;
|fall=77 (Above Average)&lt;br /&gt;
|fallr=41 (Below Average)&lt;br /&gt;
|fastestbrv=13F (Deathblow, Highbringer high ver.)&lt;br /&gt;
|fastesthp=39F (Earthquake)&lt;br /&gt;
|1hithp=Yes (Cyclone, Blaze)&lt;br /&gt;
|hplinks=Yes (Combos only)&lt;br /&gt;
|cmdblock=No&lt;br /&gt;
|weapon=Axes, Greatswords, Katanas, Spears&lt;br /&gt;
|armor=Gauntlets, Heavy Armor, Helms,&amp;lt;br&amp;gt;Light Armor, Shields&lt;br /&gt;
|exclusives=Ogrekiller, Viking Axe, Gigant Axe&lt;br /&gt;
|unlock=&lt;br /&gt;
|alignment=Chaos&lt;br /&gt;
|vajp=[https://en.wikipedia.org/wiki/Kenji_Utsumi Kenji Utsumi]&lt;br /&gt;
|vaeng=[https://en.wikipedia.org/wiki/Christopher_Sabat Christopher Sabat]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
= Overview =&lt;br /&gt;
Garland is a defensive close / mid-range character. His strengths are defined by his braveries that are good at {{keyword|whiff punishing|whiffpunish=1}}, combos and accumulating EX and bravery.&lt;br /&gt;
&lt;br /&gt;
On the ground, Garland {{keyword|pokes|poke=1}} with Deathblow to fill assist gauge safely and threaten anyone approaching him from the air. Lance Charge, ground HP attacks and timing {{keyword|mixups|mixup=1}} complement the defensive strategy.&lt;br /&gt;
&lt;br /&gt;
Garland fights in the air with a mixture of offense and defense. Twist Drill {{keyword|anti-airs|anti-air=1}} opponents, Bardiche comes down with high damage potential, Cyclone provides area denial and Chain Cast is a whiff punisher and a solo combo starter rolled into one.&lt;br /&gt;
&lt;br /&gt;
Garland has above average base ATK and DEF stats, but his other attributes are a bit lacking. Below average movement speed, no solo {{keyword|HP links|hplink=1}} and floaty air dodges. His offensive options are limited against air dodges, while his own options for protection after evading are also risky. Not to mention, his air braveries are telegraphed by their specified range.&lt;br /&gt;
&lt;br /&gt;
Historically Garland has been considered a low tier character. However, his representation in competitive play in recent years present a case for a higher position. His grounded defense shuts down many close-range aerial approaches, and most hits lead to lots of bravery and EX. Garland&#039;s win condition is defined by his full EX gauge and high bravery stack, where he can end matches with one EX Revenge 5x Bardiche combo. He can exploit the opponent&#039;s positioning as a defender on the ground, but his aerial offense is much more linear and restricted by comparison. Garland&#039;s long-term strategy is strong, but it always requires multiple hits and resources to guarantee a win.&lt;br /&gt;
&lt;br /&gt;
{{ProConTable&lt;br /&gt;
|pros=&lt;br /&gt;
*&#039;&#039;&#039;Whiff Punishment&#039;&#039;&#039; - Several braveries allow Garland to react from various angles.&lt;br /&gt;
*&#039;&#039;&#039;Bravery Damage&#039;&#039;&#039; - Bardiche, Kuja assist and Chain Cast solo combos can bravery break quickly.&lt;br /&gt;
*&#039;&#039;&#039;Safe Ground {{keyword|Neutral|neutral=1}}&#039;&#039;&#039; - Deathblow lets Garland define the pace with less risk than most characters.&lt;br /&gt;
*&#039;&#039;&#039;EX Gauge Economy&#039;&#039;&#039; - Generates and collects EX efficiently through combos. He can kill earlier with EX Revenge than any other character thanks to Bardiche and Bravery stacking.&lt;br /&gt;
*&#039;&#039;&#039;Disjoints&#039;&#039;&#039; that can go through projectiles.&lt;br /&gt;
* &#039;&#039;&#039;Good ground-to-ground presence&#039;&#039;&#039; against close-range characters&lt;br /&gt;
&lt;br /&gt;
|cons=&lt;br /&gt;
* &#039;&#039;&#039;Below average movement&#039;&#039;&#039; - Garland is slightly slower on all fronts.&lt;br /&gt;
* &#039;&#039;&#039;Post-dodge vulnerability&#039;&#039;&#039; - Garland&#039;s air dodges leave him vulnerable, and Chain Cast does not protect with invincibility.&lt;br /&gt;
* &#039;&#039;&#039;Limited aerial dodge punish capability&#039;&#039;&#039; - HPs, Twist Drill and Bardiche need specific angles to hit. Garland struggles to hit fast fallers (e.g. {{012kain}}) and back air dodges. Offensive momentum can be difficult to create in these cases.&lt;br /&gt;
* &#039;&#039;&#039;Flawed aerial neutral and mixups&#039;&#039;&#039; - He can struggle against block in the air, and air HPs provide little utility against most characters.&lt;br /&gt;
* &#039;&#039;&#039;Fast + long range vulnerability&#039;&#039;&#039; - Air braveries are slower on average, so Garland can get interrupted more easily in face-offs. His anti-{{keyword|zoning|zoning=1}} options are mostly limited to dashing and &#039;&#039;&#039;[[Multiplayer_Build_Guide_(Dissidia_012)#Bravery_Boost_on_Dodge|Bravery Boost on Dodge builds]]&#039;&#039;&#039;.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
= Bravery Attacks =&lt;br /&gt;
== Ground ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Round Edge=&lt;br /&gt;
&lt;br /&gt;
{{AbilityInfo2&lt;br /&gt;
|ver1=Short&lt;br /&gt;
|damage1=&#039;&#039;&#039;45&#039;&#039;&#039; (7, 8, 30)&lt;br /&gt;
|startup1=23F&lt;br /&gt;
|type1=Physical&lt;br /&gt;
|priority1=Melee Low &amp;lt;br&amp;gt;Melee Mid (2nd hit)&lt;br /&gt;
|ex1=30&lt;br /&gt;
|effect1=Wall Rush&lt;br /&gt;
|cancels1=Dodge&lt;br /&gt;
|asthit1=&lt;br /&gt;
|gametext=[Close] Broad sword sweep. &amp;lt;br&amp;gt;Change combo with input timing.&lt;br /&gt;
|level=1&lt;br /&gt;
|ap=100&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|ver2=Long&lt;br /&gt;
|damage2=&#039;&#039;&#039;45&#039;&#039;&#039; (7, 8, 9, 2, 2, 2, 15)&lt;br /&gt;
|startup2=23F&lt;br /&gt;
|type2=Physical&lt;br /&gt;
|priority2=Melee Low, Melee Mid (2nd hit) &amp;lt;br&amp;gt;Melee High (3rd hit)&lt;br /&gt;
|ex2=90&lt;br /&gt;
|effect2=Chase&lt;br /&gt;
|cancels2=Dodge&lt;br /&gt;
|asthit2=&lt;br /&gt;
|image=https://dissidia.wiki/images/b/b3/Brv_garland_round_edge.jpeg&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[File:Brv_garland_round_edge_short.jpeg|thumb|300px|Round Edge (Short)]]&lt;br /&gt;
&lt;br /&gt;
[[File:Brv_garland_round_edge_long.jpeg|thumb|300px|Round Edge (Long).]]&lt;br /&gt;
&lt;br /&gt;
Three sword swipes with two different follow-ups. Press circle {{pspcir}} before the third swipe for a wall rush finisher, or press circle {{pspcir}} after it for a chase finisher. Garland&#039;s movement can be controlled freely during the first two swipes.&lt;br /&gt;
&lt;br /&gt;
Round Edge is a high commitment attack, which is mainly used after block staggers or to catch opponents by surprise. It is risky to use due to its long {{keyword|startup|startup=1}} and animation length. Garland cannot dodge until the first three slashes are done. However, this move also provides notable reward on hit thanks to the precise Deathblow follow-ups; Bravery damage, EX and assist gauge are all great for Garland. Even without Deathblow follow-ups, Round Edge still provides assist combos, above average base damage and EX on the long finisher.&lt;br /&gt;
&lt;br /&gt;
Round Edge is not very safe or effective as a {{keyword|neutral|neutral=1}} tool. It is quite slow and has little coverage against opponent&#039;s defensive options. The second and third round slashes have higher priority which can work sometimes, but given the overall speed, this is easier for opponents to anticipate. Since Garland stops moving by the third slash, its high priority can be difficult to use against moving opponents. It is recommended to use this move with caution.&lt;br /&gt;
&lt;br /&gt;
When &#039;&#039;&#039;[[Lock_Off|locked off]]&#039;&#039;&#039;, Garland can move in any direction on the ground with Round Edge.&lt;br /&gt;
&lt;br /&gt;
|-|Lance Charge=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;30&#039;&#039;&#039; (2 x 5, 5, 15)&lt;br /&gt;
|startup=31F&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee Mid&lt;br /&gt;
|ex=30&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/0/00/Brv_garland_lance_charge.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=8&lt;br /&gt;
|ap=100&lt;br /&gt;
|gametext=[Mid] High-speed sword thrust. &amp;lt;br&amp;gt;Vertically limited, good range.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Lance Charge is a staple move for Garland. It&#039;s a very strong ground-to-ground bravery for its speed, mid priority and assist combos on hit. This is a midrange gap closer and a {{keyword|whiff punisher|whiffpunish=1}} that goes in a straight line. It&#039;s quite effective when used in tandem with Deathblow, such as against blocks, low priority attacks and ground dodges.&lt;br /&gt;
&lt;br /&gt;
Lance Charge staggers regular blocks, and it can follow up with a ground wall rush even if it was blocked. The ground wall rush finisher sets up high damaging Kuja assist combos, so Lance Charge&#039;s reward is pretty high with meter. It can punish &#039;&#039;&#039;[[Landing_lag|landing lag]]&#039;&#039;&#039; and counter opponents after a successful backwards / sideways &#039;&#039;&#039;[[Blodge|blodge]]&#039;&#039;&#039;. Lance Charge travels pretty quickly once {{keyword|active|active=1}} and the range extends slightly past the weapon visuals. It can be a difficult move to {{keyword|punish|punish=1}} at ground level due to its short recovery and mid priority&lt;br /&gt;
&lt;br /&gt;
However, this move is quite linear. It loses to fast sideways and upward movement, and higher priority in general. If Lance Charge misses, Garland is left airborne. He is vulnerable to attacks from above and fast assists, and his air dodge can put him in an even worse situation. It will not see much use in aerial focused {{keyword|matchups|matchup=1}} either, such as against {{012seph}}.&lt;br /&gt;
&lt;br /&gt;
|-|Deathblow=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=15&lt;br /&gt;
|startup=13F&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee Low&lt;br /&gt;
|ex=60&lt;br /&gt;
|effect=-&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/e/e9/Brv_garland_deathblow.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge, Block, Attack, Movement&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=1&lt;br /&gt;
|ap=100&lt;br /&gt;
|gametext=[Mid] Swift upwards sword swipe. &amp;lt;br&amp;gt;Low accuracy, quick strike.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
One of Garland&#039;s strongest bravery attacks. It&#039;s a safe {{keyword|poke|poke=1}}, {{keyword|anti-air|anti-air=1}} and a combo starter. The {{keyword|active|active=1}} frames are long, the {{keyword|tracking|tracking=1}} is strong and it {{keyword|recovers|recovery=1}} quickly, which make this a difficult move to contest. Deathblow is great for filling assist gauge and threatening nearby opponents. Garland does not have to dodge to make this move safe, which is very rare in this game. On hit, it combos into jump &amp;gt; Twist Drill, assist and generates lots of EX Force as a result.&lt;br /&gt;
&lt;br /&gt;
Deathblow is a must-have for close-range ground combat. It ties Garland&#039;s defensive gameplay together very well. Even so, it is important to mix things up, so the opponent doesn&#039;t catch Garland at a bad time. It still loses to higher priority attacks and well timed blocks. And because it&#039;s a ground move, it does little to contest {{keyword|halo camping|halocamp=1}}. It does make it easier to fight with full assist gauge, though.&lt;br /&gt;
&lt;br /&gt;
|-|Highbringer=&lt;br /&gt;
&lt;br /&gt;
{{AbilityInfo2&lt;br /&gt;
|ver1=Low&lt;br /&gt;
|damage1=&#039;&#039;&#039;24&#039;&#039;&#039; (5, 19)&lt;br /&gt;
|startup1=17F&lt;br /&gt;
|type1=Physical&lt;br /&gt;
|priority1=Melee Low&lt;br /&gt;
|ex1=90&lt;br /&gt;
|effect1=Chase&lt;br /&gt;
|cancels1=Dodge&lt;br /&gt;
|asthit1=&lt;br /&gt;
|gametext=[Mid] Swing sword upwards. &amp;lt;br&amp;gt;Change combo with input timing.&lt;br /&gt;
|level=32&lt;br /&gt;
|ap=100&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|ver2=High&lt;br /&gt;
|damage2=&#039;&#039;&#039;24&#039;&#039;&#039; (5, 2, 2, 15)&lt;br /&gt;
|startup2=13F&lt;br /&gt;
|type2=Physical&lt;br /&gt;
|priority2=Melee Low&lt;br /&gt;
|ex2=30&lt;br /&gt;
|effect2=Wall Rush&lt;br /&gt;
|cancels2=Dodge&lt;br /&gt;
|asthit2=&lt;br /&gt;
|image=https://dissidia.wiki/images/7/70/Brv_garland_highbringer.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[File:Brv_garland_highbringer_%28low%29.jpeg|thumb|300px|Highbringer (Low). Press Circle for a chain stab.]]&lt;br /&gt;
&lt;br /&gt;
[[File:Brv_garland_highbringer_(high).jpeg|thumb|300px|Highbringer (High). Press Circle for a combo attack.]]&lt;br /&gt;
&lt;br /&gt;
Highbringer functions as a {{keyword|poke|poke=1}}, post-block punisher and an assist combo starter. It is best used as an secondary ground bravery, particularly for aspiring players learning Garland. Highbringer is an uppercut with two built-in follow-up attacks. For low version, tap Circle {{pspcir}} twice for a chase ender and 90 EX. For high version, hold Circle {{pspcir}} to become airborne and then tap again for wall rush attack.&lt;br /&gt;
&lt;br /&gt;
Highbringer is quite fast, and it is more beginner friendly for assist combos compared to Deathblow. Both low and high versions can {{keyword|anti-air|anti-air=1}}, and the {{keyword|hit stun|hitstun=1}} and wall rush allow a variety of assist combo routes. The first slash also looks and acts very similarly to Deathblow, so Highbringer often goes uncontested.&lt;br /&gt;
&lt;br /&gt;
However, this attack is is outclassed by Deathblow at higher levels of play. It has much longer {{keyword|recovery|recovery=1}}, so dodges are needed for long term safety. Highbringer does not lead to the consistent Twist Drill follow-ups, so the reward on hit is weaker and more reliant on assist gauge. The high version has more requirements for notable reward such as short reaction time, assist and sometimes wall rush. It also leaves Garland airborne even if it misses, where he has to avoid getting caught after a dodge.&lt;br /&gt;
&lt;br /&gt;
As a side note, Highbringer (High) first hit can also be dodge cancelled early on hit. However, if Highbringer (Low) first hit connects, the {{keyword|dodge cancel|dc=1}} cannot be done as quickly.&lt;br /&gt;
&lt;br /&gt;
|-|Thundaga (ground)=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=each (10)&lt;br /&gt;
|startup=51F&lt;br /&gt;
|type=Magical&lt;br /&gt;
|priority=Ranged Low&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=-&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/2/2b/Brv_garland_thundaga_g.jpeg&lt;br /&gt;
|imgpos=55%&lt;br /&gt;
|cancels=Dodge, Block, Attack&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=19&lt;br /&gt;
|ap=100&lt;br /&gt;
|gametext=[Long] Call down lightning strikes &amp;lt;br&amp;gt;that home in on opponent.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Three bolts spawn on the opponent in a sequence, and push the opponent away. Thundaga is a long range {{keyword|poke|poke=1}}, that is mostly used to interrupt opponents. It bypasses solid objects and lingering projectiles, but the damage is low and it needs wall for combos. Garland is vulnerable to attacks during the animation, but the {{keyword|recovery|recovery=1}} is rather short for a move like this. It can be difficult to {{keyword|whiff punish|whiffpunish=1}} from a distance. Just watch out for opponent&#039;s Free Air Dash and assist.&lt;br /&gt;
&lt;br /&gt;
Thundaga is not used in competitive play often due to its low damage, EX generation and situational combos.&lt;br /&gt;
&lt;br /&gt;
About the wall combos: If opponent is against a wall, the bolts can combo into each other. Garland can follow up with Flare, Chain Cast and even air bravery assists. The upward knockback&#039;s direction is also based on where the player&#039;s camera is facing.&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Aerial ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Twin Swords=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;30&#039;&#039;&#039; (7, 8, 15)&lt;br /&gt;
|startup=21F&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee Low&lt;br /&gt;
|ex=30&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/5/58/Brv_garland_twin_swords.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=1&lt;br /&gt;
|ap=100&lt;br /&gt;
|gametext=[Mid] Swipe with twin blades. &amp;lt;br&amp;gt;Approaches foe; limited height.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Garland&#039;s primary aerial bravery that advances forward. It&#039;s fast, but not fast enough to be always unreactable, though the start-up is tricky to see. Given how Garland&#039;s other braveries are telegraphed by their effective range, Twin Swords is similarly linear in application; Twin Swords&#039; main strength lies in having some tracking in all directions, which makes it a consistent counter attack after blocking.&lt;br /&gt;
&lt;br /&gt;
Despite that, Twin Swords&#039; range is average and the homing period is brief. The animation is also rather long. This means it can be dangerous to whiff Twin Swords, and the need for wall rushes skews the risk/reward ratio against Garland. In small stages with low ceilings, Twin Swords can represent a threat more consistently in {{keyword|air-to-air|air-to-air=1}} situations. It is not a staple in Garland&#039;s aerial kit, but it&#039;s not entirely without merit either. Generally speaking it can be difficult to justify over Bardiche, Twist Drill and Chain Cast which provide more utility and reward on hit overall.&lt;br /&gt;
&lt;br /&gt;
|-|Chain Cast=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;15&#039;&#039;&#039; (7, 8)&lt;br /&gt;
|startup=45F&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee Low&lt;br /&gt;
|ex=90&lt;br /&gt;
|effect=Chase&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/1/1d/Brv_garland_chain_cast.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=1&lt;br /&gt;
|ap=100&lt;br /&gt;
|gametext=[Mid] Swing chain. Low accuracy, &amp;lt;br&amp;gt;but effective against any height.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Garland positions himself above in relation to the opponent for two vertical attacks. Air combo starter, air-to-ground {{keyword|whiff punisher|whiffpunish=1}} and Garland&#039;s primary post-dodge defensive option in the air. It is not invincible, but the movement can help him evade slower dodge punish attempts. On hit, Garland can dodge cancel and combo into Twist Drill for a total of 180 EX (almost 20 % of an EX bar) or Bardiche / Twin Swords at the wall. Chain Cast&#039;s consistent damage output, meter generation and applications in the neutral make it an appealing choice for a third bravery slot along with Bardiche and Twist Drill.&lt;br /&gt;
&lt;br /&gt;
Chain Cast has enough hit stun to make empty chase attempts safer on average, although it is not entirely safe to use in all instances. It can also hit behind the opponent&#039;s block, though exact conditions are unclear. Being significantly below or above the opponent helps, though.&lt;br /&gt;
&lt;br /&gt;
The hitbox has some oddities. It has gaps and possibly slight deadzones between the chain itself and the tip. Before reaching proper down-forward hitbox there may be a gap just below level height. It could have a small deadzone right in front of Garland as well. This requires further research.&lt;br /&gt;
&lt;br /&gt;
|-|Bardiche=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=30&lt;br /&gt;
|startup=23F&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee Low&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/7/7e/Brv_garland_bardiche.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=4&lt;br /&gt;
|ap=100&lt;br /&gt;
|gametext=[Dive] Mighty axe swing. &amp;lt;br&amp;gt;Great for attacking from above.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Garland&#039;s iconic crushing swing. A staple in Garland&#039;s kit due to its speed, average whiff recovery and infamous damage output. It can be used to build assist gauge on whiff and punish long recovery attacks below Garland. Bardiche is primarily run for its reward on hit, namely with ground wall rush assist combos and EX Revenge. The high base damage makes Garland one of the best users of wall rush bravery enhancements (primarily {{accbas}} Booster).&lt;br /&gt;
&lt;br /&gt;
Outside of combos, Bardiche&#039;s reward is lacking with no EX, short assist confirm window and no automatic Sneak Attack activations. Its other applications in the {{keyword|neutral|neutral=1}} are also weak due to it exclusively tracking downwards, having a small hitbox and flawed mixup options to support it. It is a loud, telegraphed and relatively slow to start low priority move on a character whose other downward attacks are all slower than 40 frames.&lt;br /&gt;
&lt;br /&gt;
Despite these flaws, Bardiche is commonly used because the damage output is high enough to outweigh the cons.&lt;br /&gt;
&lt;br /&gt;
|-|Twist Drill=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;30&#039;&#039;&#039; (4 x 2, 8, 14)&lt;br /&gt;
|startup=21F&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee Low&lt;br /&gt;
|ex=90&lt;br /&gt;
|effect=Chase&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/d/dc/Brv_garland_twist_drill.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=28&lt;br /&gt;
|ap=100&lt;br /&gt;
|gametext=[Rise] Upwards lunge with sword. &amp;lt;br&amp;gt;Great for attacking from below.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Fast anti-air attack with good combo potential, damage and EX output. Twist Drill primarily tracks opponents above Garland, and it is used as a {{keyword|whiff punisher|whiffpunish=1}} or an occasional aerial {{keyword|poke|poke=1}}. It has good range and can be combo&#039;d into from Deathblow for 180 EX.&lt;br /&gt;
&lt;br /&gt;
Twist Drill has lots of {{keyword|hitstun|hitstun=1}}. It is one of the few moves in the game that provide a safe {{keyword|empty chase|emptychase=1}} anywhere. This is great for both assist combos and taking EX force reliably. A late dodge cancel window and empty chase are both viable starters for Garland&#039;s commonly used assists. While Garland is safe after an empty chase, he can still lose to {{keyword|command blocks|commandblock=1}} if he attempts to push his advantage immediately. Challenging recovery attack pokes depends on the {{keyword|matchup|matchup=1}} and stage positioning as well; Chasing at a corner can leave Garland closer to the opponent than usual.&lt;br /&gt;
&lt;br /&gt;
Twist Drill&#039;s whiff recovery is long enough for it to be punishable on reaction. It has a blind spot above Garland&#039;s head, and it&#039;s only effective at dodge punishing from below. If the opponent has a good read on Garland, they can even use an air BRV assist to shut down Twist Drill.&lt;br /&gt;
&lt;br /&gt;
Even so, Twist Drill is a staple in Garland&#039;s air combat. The {{keyword|disjointed|disjoint=1}} {{keyword|hitbox|hitbox=1}} allows him to poke through {{keyword|projectiles|projectile=1}} and traps, such as {{012ulti}} charged Knight&#039;s Lance. The first part can be {{keyword|dodge cancelled|dc=1}} early enough to contest {{012emp}}&#039;s Dreary Cells, and the startup speed can be difficult to react to without practice.&lt;br /&gt;
&lt;br /&gt;
Twist Drill can also hit behind the opponent&#039;s block at the right distance and angle below the opponent.&lt;br /&gt;
&lt;br /&gt;
|-|Thundaga (midair)=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=each (10)&lt;br /&gt;
|startup=51F&lt;br /&gt;
|type=Magical&lt;br /&gt;
|priority=Ranged Low&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=-&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/2/2d/Brv_garland_thundaga_a.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge, Block, Attack&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=25&lt;br /&gt;
|ap=100&lt;br /&gt;
|gametext=[Long] Call down lightning strikes &amp;lt;br&amp;gt;that home in on opponent.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Same as the ground version, except it can be done anywhere in the air. A valid option against mages and characters with poor mobility, it&#039;s main application is still interrupting opponents.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= HP Attacks =&lt;br /&gt;
&lt;br /&gt;
== Ground ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Earthquake=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;18&#039;&#039;&#039; (8, 2 x 5)&lt;br /&gt;
|startup=39F&lt;br /&gt;
|type=Physical (axe) &amp;lt;br&amp;gt;Magical (rocks)&lt;br /&gt;
|priority=Melee High (axe) &amp;lt;br&amp;gt;Unblockable (rocks)&lt;br /&gt;
|ex=36&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/2/28/Hp_garland_earthquake.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=1&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=[Close] Split ground with axe. &amp;lt;br&amp;gt;Steals bravery, then takes HP.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Earthquake is a decent {{keyword|mixup|mixup=1}} against aggressive ground opponents in close range. It tracks well, has strong {{keyword|knockback|knockback=1}} and the unblockable rocks ignore &#039;&#039;&#039;[[Assist_(Dissidia_012)#LV2_Assist_Change|LV2 Assist Change]]&#039;&#039;&#039; entirely. Earthquake can {{keyword|anti-air|anti-air=1}} forward ground dodges, particularly with the axe slam. The rocks can anti-air as well. This is an effective move when used sparingly.&lt;br /&gt;
&lt;br /&gt;
Because the rocks act independently, Earthquake can be used to clash with &#039;&#039;&#039;[[Attack_Priority_(Dissidia_012)#High|Melee High]]&#039;&#039;&#039; attacks, such as {{012tifa}}&#039;s Rolling Blaze or {{012squ}}&#039;s Revolver Drive and punish them for it. If it {{keyword|trades|trade=1}}, the situation is also often in Garland&#039;s favor. Earthquake is difficult to punish without mid range attacks or assist, but use it with caution. Aerial attacks can still hit Garland. He often has to dodge to reduce the {{keyword|recovery|recovery=1}}, which is risky. And assist is the primary way to make it safer on {{keyword|whiff|whiff=1}} as well. That can be expensive for Garland despite his ground {{keyword|neutral|neutral=1}} capability.&lt;br /&gt;
&lt;br /&gt;
|-|Blaze (ground)=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=-&lt;br /&gt;
|startup=59F&lt;br /&gt;
|type=-&lt;br /&gt;
|priority=Ranged High&lt;br /&gt;
|ex=each (9)&lt;br /&gt;
|effect=-&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/c/c9/Hp_garland_blaze_g.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=16&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=[Long] Shoot multiple fireballs &amp;lt;br&amp;gt;that chase opponent.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Homing fireballs that can be dodged with well placed dodge. The ground version is not used often, since he already has relatively complete kit on the ground.&lt;br /&gt;
&lt;br /&gt;
Blaze has a bad deadzone in front of Garland, and each fireball can inflict meter depletion on hit. These are traits that carry over to its aerial version, which sees much more use in competitive play.&lt;br /&gt;
&lt;br /&gt;
|-|Tsunami=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;12&#039;&#039;&#039; (2 x 6)&lt;br /&gt;
|startup=45F&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee High&lt;br /&gt;
|ex=96&lt;br /&gt;
|effect=-&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/8/8f/Hp_garland_tsunami.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=36&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=[Mid] Hurl chain sword. &amp;lt;br&amp;gt;Vertically limited, very accurate.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Tsunami is a {{keyword|tracking|tracking=1}}, high risk, high reward option against ground dodges. It is also a post-dodge defensive option thanks to the swift upward movement during {{keyword|startup|startup=1}}. Tsunami catches ground dodges consistently, and leads to assist combos on hit. That makes this move something of an instigator when assist gauge is available.&lt;br /&gt;
&lt;br /&gt;
Against opponents without {{keyword|command blocks|commandblock=1}}, doing Tsunami and reacting with an assist can be effective for a {{keyword|checkmate|checkmate=1}} interaction. Tsunami can also hit aerial opponents who are close to Garland at the time of impact. Lastly, if Garland staggers an opponent with a &#039;&#039;&#039;[[Blodge|blodge]]&#039;&#039;&#039; (backwards / sideway dodge), Tsunami is guaranteed.&lt;br /&gt;
&lt;br /&gt;
If Tsunami misses, Garland is vulnerable to counter attacks for a few seconds. Assist is needed to offset this drawback, but Garland must be sure the opponent is going to strike back.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Aerial ==&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Blaze (midair)=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=-&lt;br /&gt;
|startup=59F&lt;br /&gt;
|type=-&lt;br /&gt;
|priority=Ranged High&lt;br /&gt;
|ex=each (9)&lt;br /&gt;
|effect=-&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/8/8e/Hp_garland_blaze.jpeg&lt;br /&gt;
|imgpos=40%&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=1&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=[Long] Shoot multiple fireballs &amp;lt;br&amp;gt;that chase opponent.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Blaze is commonly used as an occasional long range harassment tool along with Cyclone. While this cannot wall rush, each fireball can deplete assist / EX gauge on hit. Though the projectiles have tracking, their {{keyword|hitbox|HItbox}} is not large. As they home in on the opponent, they all try to focus on a singular point of impact, reducing their overall screen presence.&lt;br /&gt;
&lt;br /&gt;
Despite the projectiles&#039; speed and relatively brief duration, it is possible to reflect one of them back at Garland. That is rarely a concern for Garland though. A more common downside to Blaze is the lack of protection around Garland once the projectiles have been fired; There is enough time to hit Garland out of Blaze after firing the projectiles, but &#039;&#039;before&#039;&#039; he can act again. Using Blaze without protection from Cyclone (or even assist) can lead to unfavorable trades with opponent&#039;s assist (Blaze hits, opponent&#039;s assist &#039;&#039;&#039;[[Bravery_(Dissidia_012)#Bravery_Break|breaks]]&#039;&#039;&#039; Garland), or {{keyword|assist punishes|assist punish}}. &lt;br /&gt;
&lt;br /&gt;
Blaze is a staple for Garland, despite not having strong {{keyword|neutral|NEutral}} applications. It has a low hit rate at high level play, but also low risk when used sparingly from a distance. It supports Garland at a range where he doesn&#039;t have much presence, and if his opponent struggles to deal with Cyclone, it makes Blaze that much more prominent.&lt;br /&gt;
&lt;br /&gt;
If the opponent has Auto Assist Lock On equipped, and the opponent escapes an assist combo as Garland uses Blaze, the projectiles won&#039;t track to the opponent. They will disperse instead.&lt;br /&gt;
&lt;br /&gt;
|-|Cyclone=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=-&lt;br /&gt;
|startup=51F&lt;br /&gt;
|type=-&lt;br /&gt;
|priority=Ranged High&lt;br /&gt;
|ex=each (60)&lt;br /&gt;
|effect=Absorb&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/e/ed/Hp_garland_cyclone.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=12&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=[Close] Call forth tornado. &amp;lt;br&amp;gt;Slow speed, homing ability.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Two Ranged High projectiles occupy space temporarily while gradually splintering off from their starting position. Cyclone is often used as a passive defensive tool, assist combo extender or a safer combo finisher after assist. It has good reward on hit thanks to its EX generation and {{keyword|hit stun|HIT stun}} - It combos into assists on hit, and even Garland can follow up on his own if Cyclone hits after Garland is actionable. Cyclone plays an important role in optimizing Garland&#039;s air combos for EX, namely at the ceiling and / or after EX Revenge.&lt;br /&gt;
&lt;br /&gt;
Cyclone does not protect Garland effectively from all angles. {{keyword|Disjointed|Disjoint}} attacks and assists such as {{012aer}}&#039;s Seal Evil can consistently punish Garland for using this move. Advancing high priority moves such as {{012clo}}&#039;s Braver and {{012squ}}&#039;s Rough Divide can also power through Cyclone. Because Garland cannot act again early and or take advantage of the projectiles for long, it can be difficult to establish offensive momentum with Cyclone.&lt;br /&gt;
&lt;br /&gt;
However, characters without Aerith assist, {{keyword|projectiles|Projectile}}, {{keyword|command blocks|COmmand block}}, disjointed {{keyword|hitbox|HITbox}} or a relatively fast advancing Melee High attack will find Cyclone to be difficult to neutralize. In these cases, Cyclone provides a consistent defensive barrier and a disruptor for Garland.&lt;br /&gt;
&lt;br /&gt;
|-|Flare=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=15&lt;br /&gt;
|startup=47F&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee High&lt;br /&gt;
|ex=30&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/2/2e/Hp_garland_flare.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=22&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=[Mid] Strike with greatsword, &amp;lt;br&amp;gt;causing large explosion on hit.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Garland&#039;s primary HP attack after blocking and as an assist combo ender. It tracks the opponent well, though it&#039;s bad at turning around from a bit before Garland starts moving. The {{keyword|knockback|Knockback}} is very high with good wall rush potential, which lets Garland deal more damage pretty consistently after a bravery break.&lt;br /&gt;
&lt;br /&gt;
Flare&#039;s active frames are very brief and as such, it is not effective at punishing early blocks and catching aerial dodges with Evasion Boost. It also has plenty of {{keyword|recovery frames|Recovery}}, which leaves Garland vulnerable to {{keyword|punishes|PUnish}} for a good moment.&lt;br /&gt;
&lt;br /&gt;
If Flare makes contact, Garland will transition into the second hit that deals HP damage. This is true whether the opponent escapes with LV1 Assist Change afterwards or he clashes with a lower priority melee move. It doesn&#039;t have particularly strong tracking and Garland can be hit during the animation. Cyclone and Blaze can make up for this weakness, but Flare remains a staple in Garland&#039;s arsenal regardless. It is his only aerial HP he can consistently connect after staggering an opponent with a block and it works reliably after assists.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== EX Mode: Class Change! ==&lt;br /&gt;
Effects:&lt;br /&gt;
* Regen&lt;br /&gt;
* Critical Boost&lt;br /&gt;
* Indomitable Resolve&lt;br /&gt;
&lt;br /&gt;
Garland&#039;s EX mode is conventionally strong due to his damage output. The threat of his high damaging EX Revenge combos also complements his EX mode, which depletes the opponent&#039;s assist gauge upon activation. There aren&#039;t many unique perks here, but because Garland can fill his EX gauge effectively through combos, he can get more opportunities to close out matches with it.&lt;br /&gt;
&lt;br /&gt;
=== Indomitable Resolve ===&lt;br /&gt;
{{image|https://dissidia.wiki/images/5/51/Ex_mode_garland.jpeg}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[Active while attacking] Even while taking damage, attacks can be performed without flinching.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Rare instance of {{keyword|super armor|super armor}} in Dissidia 012. During an attack animation, Garland will not flinch from any attack that does not inflict HP damage. This can be good as a surprise attack, and it can also work in a pinch against characters with HP links (Cyclone, anyone?), but remember that EX mode does not alter Garland&#039;s attack properties; He can still be blocked.&lt;br /&gt;
&lt;br /&gt;
=== EX Burst: Soul of Chaos ===&lt;br /&gt;
{{image|https://dissidia.wiki/images/6/6a/Ex_burst_garland.jpeg}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;An attack terrible enough to shake the heavens. Repeatedly press circle to add strength to the attack.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{burst&lt;br /&gt;
|damage1=12, 12 (24)&lt;br /&gt;
|damage2=4x3, 3x4, 16, 16, 5x4 (100 total)&lt;br /&gt;
|type=Physical&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Soul of Chaos requires filling the gauge by repeatedly pressing circle {{pspcir}}. It&#039;s not the strongest EX Burst in the game, but well above average in power thanks to Garland&#039;s high base ATK, good initial hits and bravery stacking with a full EX gauge.&lt;br /&gt;
&lt;br /&gt;
== Combos ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main article: &#039;&#039;&#039;[[Garland_(Dissidia_012)/Combos|Garland (Combos)]]&#039;&#039;&#039; &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Solo ===&lt;br /&gt;
&lt;br /&gt;
Garland has a handful of solo combos, but his most practical ones start with Deathblow or Chain Cast. Both can lead to Twist Drill for plenty of damage and EX, which is great for Garland.&lt;br /&gt;
&lt;br /&gt;
{{Combo-012&lt;br /&gt;
|data=&lt;br /&gt;
{{Combo-012Data&lt;br /&gt;
|combo=&#039;&#039;&#039;Deathblow&#039;&#039;&#039; &amp;gt; move &amp;gt; jump &amp;gt; Twist Drill&lt;br /&gt;
|condition=Poke starter&lt;br /&gt;
|requirement=Ground&lt;br /&gt;
|characters=&lt;br /&gt;
|damage=45&lt;br /&gt;
|damagehits=15 &amp;gt; 30&lt;br /&gt;
|ex=150&lt;br /&gt;
|exhits=60 &amp;gt; 90&lt;br /&gt;
|meteropp=&lt;br /&gt;
|video=https://www.youtube.com/watch?v=_E2EVyWjRFM?=shared&amp;amp;t=5&lt;br /&gt;
|notes=Staple combo. High EX and leads to damaging Kuja assist combos for even more EX. Move and jump as quickly as possible. The later Deathblow hits, the more time Garland has to combo into Twist Drill.&lt;br /&gt;
}}&lt;br /&gt;
{{Combo-012Data&lt;br /&gt;
|combo=&#039;&#039;&#039;Chain Cast&#039;&#039;&#039; &amp;gt; {{clr|dc=1}} &amp;gt; Twist Drill&lt;br /&gt;
|condition=Punish starter&lt;br /&gt;
|requirement=Air, above opponent&lt;br /&gt;
|characters=&lt;br /&gt;
|damage=45&lt;br /&gt;
|damagehits=15 &amp;gt; 30&lt;br /&gt;
|ex=180&lt;br /&gt;
|exhits=90 &amp;gt; 90&lt;br /&gt;
|meteropp=&lt;br /&gt;
|video=https://www.youtube.com/watch?v=_E2EVyWjRFM&amp;amp;t=19&lt;br /&gt;
|notes=Staple air combo, commonly used as a punish or an assist combo ender. 180 EX is great, which Garland can get by &#039;&#039;&#039;[[Chase_(Dissidia_012)#Empty_Chase|empty chasing]]&#039;&#039;&#039; immediately. If Garland has assist, he can also start an assist combo by dodge cancelling, or after empty chase ends.&lt;br /&gt;
&lt;br /&gt;
:If opponent is far after Chain Cast, Twist Drill may not land all initial hits. This combo does not require wall, but it can be easier to do near walls and corners due to reduced knockback. Garland should remain cautious when empty chasing at a corner, because being closer to the opponent makes him a bit more vulnerable to recovery attack attempts.&lt;br /&gt;
&lt;br /&gt;
When wall is not nearby, Garland can dodge cancel towards opponent more reliably by moving camera sideways after Assist Chase, and then moving with a quarter-circle motion. For example, the camera is tilted to the right so Garland faces to the left. The quarter-circle motion would then be left &amp;gt; left/up &amp;gt; up. The initial left should be held for almost a split second.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== EX Revenge ===&lt;br /&gt;
&lt;br /&gt;
Garland gets access to some of his strongest combos during EX Revenge, including the notorious Bardiche combo. With EX Revenge, Garland becomes very dangerous to interact with due to its damage potential.&lt;br /&gt;
&lt;br /&gt;
{{Combo-012&lt;br /&gt;
|data=&lt;br /&gt;
{{Combo-012Data&lt;br /&gt;
|combo=&#039;&#039;&#039;Bardiche&#039;&#039;&#039; &amp;gt; {{clr|wr=1}} &amp;gt; Bardiche &amp;gt; {{clr|wr=1}} &amp;gt; Bardiche &amp;gt; {{clr|wr=1}} &amp;gt; Bardiche &amp;gt; {{clr|wr=1}} &amp;gt; Bardiche &amp;gt; Flare&lt;br /&gt;
|condition=Air starter, close to opponent&lt;br /&gt;
|requirement=Full EX Gauge, near ground&lt;br /&gt;
|characters=&lt;br /&gt;
|damage=165 + HP &amp;amp; WR (x5)&lt;br /&gt;
|damagehits=30 + WR &amp;gt; 30 + WR &amp;gt; 30 + WR &amp;gt; 30 + WR &amp;gt; 30 + WR &amp;gt; 15 + HP WR&lt;br /&gt;
|ex=0&lt;br /&gt;
|exhits=0 &amp;gt; 0 &amp;gt; 0 &amp;gt; 0 &amp;gt; 0 &amp;gt; 0&lt;br /&gt;
|meteropp=&lt;br /&gt;
|video=&lt;br /&gt;
|notes=Garland&#039;s EX Revenge combo is infamous for its insane damage output. It is one of, if not THE strongest EX Revenge combo in the game without assist. As long as Garland is close to the opponent, he can repeatedly use Bardiche up to five times. Each Bardiche can also wall rush, which adds even more damage near ground. This combo requires little adjustment for Garland and it should be fairly easy to execute, as long as pressing Circle {{pspcir}} repeatedly is not an issue.&lt;br /&gt;
&lt;br /&gt;
This combo is the reason a full EX gauge is so beneficial for Garland. It practically guarantees a bravery break for Garland. And even if it doesn&#039;t, the wall rush still lets assists follow up. As a result, this combo can do far more damage than just the listed 165 + HP WR. 4,000 HP is practically killing range for Garland, while having more health usually means being put into &#039;&#039;&#039;[[Statistic_(Dissidia_012)#Near_Death|Near Death]]&#039;&#039;&#039; state.&lt;br /&gt;
&lt;br /&gt;
It is important to note, that wall rush contributes a lot to this combo&#039;s damage output. Therefore, if Garland cannot wall rush with Bardiche or especially Flare, he won&#039;t do nearly as much damage. Furthermore, if Garland needs to approach opponent from a distance, he has less time to do Bardiches. In order to ensure maximum damage, Garland should consider activating EX Revenge close to opponent, while being near ground. Garland can also consider dodging behind the opponent at the beginning to get more critical hits from Sneak Attack extra ability.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Assist ===&lt;br /&gt;
&lt;br /&gt;
Garland has a well-rounded combo game with few competitive assists. He can start assist combos with most of his moves and any wall rush he gets. This is great for learning the character, but the combos also scale well with builds and a little bit of execution; Garland is capable of doing lots of bravery damage with Bardiche during ground assists, and Chain Cast solo combos generate lots of EX for Garland. Both are great for him, as a full EX gauge is a fantastic win condition.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main article: &#039;&#039;&#039;[[Garland_(Dissidia_012)/Combos#Assist_Combos_(Kuja)|Garland Combos (Kuja Assist)]]&#039;&#039;&#039; &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Kuja does just about everything Garland would want from assist. Combos off of Garland&#039;s most important moves, great holding potential for Bardiche fillers and sets up Chain Cast combos for damage and EX.&lt;br /&gt;
&lt;br /&gt;
{{Combo-012&lt;br /&gt;
|data=&lt;br /&gt;
{{Combo-012Data&lt;br /&gt;
|combo=&#039;&#039;&#039;Highbringer 1st hit (Low)&#039;&#039;&#039; &amp;gt; {{clr|astbrv=1}} &amp;gt; {{clr|ac=1}} &amp;gt; Flare&lt;br /&gt;
|condition=Poke starter&lt;br /&gt;
|requirement=Ground&lt;br /&gt;
|characters=&lt;br /&gt;
|damage=70 + HP WR&lt;br /&gt;
|damagehits=5 &amp;gt; 50 (Assist) &amp;gt; 15 + HP WR&lt;br /&gt;
|ex=48&lt;br /&gt;
|exhits=18 &amp;gt; 30&lt;br /&gt;
|meteropp=&lt;br /&gt;
|video=&lt;br /&gt;
|notes=&lt;br /&gt;
}}&lt;br /&gt;
{{Combo-012Data&lt;br /&gt;
|combo=&#039;&#039;&#039;Lance Charge&#039;&#039;&#039; &amp;gt; {{clr|wr=1}} &amp;gt; {{clr|astbrv=1}} &amp;gt; {{clr|ac=1}} &amp;gt; Flare&lt;br /&gt;
|condition=Gap closer / Punish starter&lt;br /&gt;
|requirement=Ground&lt;br /&gt;
|characters=&lt;br /&gt;
|damage=92 + HP WR&lt;br /&gt;
|damagehits=30 &amp;gt; 47 (Assist) &amp;gt; 15 + HP WR&lt;br /&gt;
|ex=60&lt;br /&gt;
|exhits=30 &amp;gt; 30&lt;br /&gt;
|meteropp=&lt;br /&gt;
|video=&lt;br /&gt;
|notes=Lance Charge can be used against blocks and for sniping landing lag, which leads to a consistent Kuja assist combo on the ground. If Lance Charge hits from afar or against a blocking opponent, it deals slightly less damage without critical hits. Call Kuja assist quickly after Garland wall rushes.&lt;br /&gt;
}}&lt;br /&gt;
{{Combo-012Data&lt;br /&gt;
|combo=&#039;&#039;&#039;Bardiche&#039;&#039;&#039; &amp;gt; {{clr|wr=1}} &amp;gt; {{clr|astbrv=1}} &amp;gt; {{clr|ac=1}} &amp;gt; Flare&lt;br /&gt;
|condition=Poke / punish starter, Wall Rush&lt;br /&gt;
|requirement=Air&lt;br /&gt;
|characters=&lt;br /&gt;
|damage=92 + HP WR&lt;br /&gt;
|damagehits=30 + WR &amp;gt; 47 (Assist) &amp;gt; 15 + HP WR&lt;br /&gt;
|ex=30&lt;br /&gt;
|exhits=0 &amp;gt; 30&lt;br /&gt;
|meteropp=&lt;br /&gt;
|video=&lt;br /&gt;
|notes=Garland&#039;s infamous assist combo starter. Kuja&#039;s ground BRV assist is rather slow, so there is not much time to call Kuja assist after wall rush. It has to be done rather early, and reacting to it can be harder if Bardiche connects high above the ground. Once Kuja assist does connect, Garland has lots of time to prepare for Assist Chase or add more Bardiches for extra damage. This is an important combo starter for Garland, so getting used to this move will pay in dividends.&lt;br /&gt;
}}&lt;br /&gt;
{{Combo-012Data&lt;br /&gt;
|combo=&#039;&#039;&#039;Twist Drill (1st part)&#039;&#039;&#039; &amp;gt; {{clr|astbrv=1}} &amp;gt; {{clr|ac=1}} &amp;gt; Twist Drill&lt;br /&gt;
|condition=Poke starter&lt;br /&gt;
|requirement=Air&lt;br /&gt;
|characters=&lt;br /&gt;
|damage=96&lt;br /&gt;
|damagehits=16 &amp;gt; 50 (Assist) &amp;gt; 30&lt;br /&gt;
|ex=120&lt;br /&gt;
|exhits=30 &amp;gt; 90&lt;br /&gt;
|meteropp=&lt;br /&gt;
|video=https://www.youtube.com/watch?v=_E2EVyWjRFM&amp;amp;t=107&lt;br /&gt;
|notes=A basic, reliable assist combo that works intuitively for players not used to dodge cancel combos. Chain Cast into Twist Drill is still possible, adds another 15 base damage and 90 EX if Garland can manage it. &lt;br /&gt;
}}&lt;br /&gt;
{{Combo-012Data&lt;br /&gt;
|combo=&#039;&#039;&#039;Tsunami&#039;&#039;&#039; &amp;gt; {{clr|astbrv=1}} &amp;gt; {{clr|ac=1}} &amp;gt; Flare&lt;br /&gt;
|condition=HP starter&lt;br /&gt;
|requirement=Ground&lt;br /&gt;
|characters=&lt;br /&gt;
|damage=77 + HP WR&lt;br /&gt;
|damagehits=12 &amp;gt; 50 (Assist) &amp;gt; 15 + HP WR&lt;br /&gt;
|ex=111&lt;br /&gt;
|exhits=96 &amp;gt; 15&lt;br /&gt;
|meteropp=&lt;br /&gt;
|video=&lt;br /&gt;
|notes=Tsunami can catch ground dodges and blocks a bit easier than Earthquake, and it doesn&#039;t require a wall rush. Once Tsunami has dealt HP damage, the opponent will fly upwards a little bit. Call Kuja assist when the opponent is about to stop moving upwards.&lt;br /&gt;
}}&lt;br /&gt;
{{Combo-012Data&lt;br /&gt;
|combo=&#039;&#039;&#039;Flare&#039;&#039;&#039; &amp;gt; {{clr|wr=1}} &amp;gt; {{clr|astbrv=1}} &amp;gt; {{clr|ac=1}} &amp;gt; Twist Drill &lt;br /&gt;
|condition=HP starter, Wall Rush&lt;br /&gt;
|requirement=Air&lt;br /&gt;
|characters=&lt;br /&gt;
|damage=95 + HP WR&lt;br /&gt;
|damagehits=15 + HP WR &amp;gt; 50 (Assist) &amp;gt; 30&lt;br /&gt;
|ex=120&lt;br /&gt;
|exhits=30 &amp;gt; 90&lt;br /&gt;
|meteropp=&lt;br /&gt;
|video=&lt;br /&gt;
|notes=Just like other wall rush starters, Garland can follow up with Kuja assist. Garland can go for another Flare after Kuja, but the reward won&#039;t be very good if base bravery doesn&#039;t fully recover. Instead, Twist Drill can help deal more bravery damage and fill EX gauge faster. This is a concept that Garland&#039;s core combos will capitalize on greatly.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
= Builds =&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Hybrid (Damage)=&lt;br /&gt;
&lt;br /&gt;
{{Build&lt;br /&gt;
|hp=9644&lt;br /&gt;
|cp=450&lt;br /&gt;
|brv=956 (1147 initial)&lt;br /&gt;
|atk=182&lt;br /&gt;
|def=184&lt;br /&gt;
|luk=60&lt;br /&gt;
|booster=x3.5&lt;br /&gt;
|setbonus=Seal of Lufenia&lt;br /&gt;
|ast=Kuja&lt;br /&gt;
|wpn=Gigant Axe&lt;br /&gt;
|hand=Lufenian Dirk {{equip}}&lt;br /&gt;
|head=Lufenian Hairpin {{equip}}&lt;br /&gt;
|armor=Lufenian Vest&lt;br /&gt;
|acc1={{accbas}} Hyper Ring&lt;br /&gt;
|acc2={{accbas}} Muscle Belt&lt;br /&gt;
|acc3={{accbas}} Booster&lt;br /&gt;
|acc4={{accboo}} Large Gap in HP&lt;br /&gt;
|acc5={{accboo}} Summon Unused&lt;br /&gt;
|acc6={{accboo}} Pre-EX Mode&lt;br /&gt;
|acc7={{accboo}} Pre-EX Revenge&lt;br /&gt;
|acc8={{accsp}} White Gem&lt;br /&gt;
|acc9={{accsp}} Glutton&lt;br /&gt;
|acc10={{accsp}} First to Victory&lt;br /&gt;
|summon=Rubicante&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Substitutes&lt;br /&gt;
Basic: Booster for Battle Hammer (assist depletion) or Dismay Shock (EX depletion).&lt;br /&gt;
&lt;br /&gt;
A strong, versatile build. High bravery damage output, enhanced EX absorption and an initial boost for meter and bravery help Garland reach a full EX bar and a subsequent OHKO faster. Use this build as your default.&lt;br /&gt;
&lt;br /&gt;
Equip Master Guardsman for over 10,000 health.&lt;br /&gt;
&lt;br /&gt;
|-|EX Revenge=&lt;br /&gt;
{{Build&lt;br /&gt;
|hp=9644&lt;br /&gt;
|cp=450&lt;br /&gt;
|brv=957 (1148 initial)&lt;br /&gt;
|atk=180&lt;br /&gt;
|def=185&lt;br /&gt;
|luk=60&lt;br /&gt;
|booster=x2.7&lt;br /&gt;
|setbonus=King of Tragedy&lt;br /&gt;
|ast=Kuja&lt;br /&gt;
|wpn=Rhongomiant&lt;br /&gt;
|hand=Prytwen&lt;br /&gt;
|head=Dragon Sallet&lt;br /&gt;
|armor=Wygar&lt;br /&gt;
|acc1={{accbas}} Muscle Belt&lt;br /&gt;
|acc2={{accbas}} Booster&lt;br /&gt;
|acc3={{accbas}} Dismay Shock&lt;br /&gt;
|acc4={{accboo}} Large Gap in BRV&lt;br /&gt;
|acc5={{accboo}} EX Revenge&lt;br /&gt;
|acc6={{accboo}} Summon Unused&lt;br /&gt;
|acc7={{accsp}} Spider Web&lt;br /&gt;
|acc8={{accsp}} Spider&#039;s Bane&lt;br /&gt;
|acc9={{accsp}} Avenger&lt;br /&gt;
|acc10={{accsp}} First to Victory&lt;br /&gt;
|summon=Rubicante&lt;br /&gt;
}}&lt;br /&gt;
A dedicated EX Revenge build.&lt;br /&gt;
&lt;br /&gt;
Against a Tidus with 184 DEF, a critical hit Bardiche can inflict  600+ bravery damage. It is possible to accumulate 5000 bravery during EX Revenge &#039;&#039;alone&#039;&#039;. Add two more Bardiches during a Kuja assist combo into a Flare and it amounts to about 7000 HP damage total. One way to mitigate damage from this combo is by equipping the extra ability Disable Sneak Attack.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Assist ==&lt;br /&gt;
&lt;br /&gt;
=== Garland Assist Data ===&lt;br /&gt;
&lt;br /&gt;
{{012Assist&lt;br /&gt;
|type1=BRV&lt;br /&gt;
|attack1=Round Edge&lt;br /&gt;
|startup1=23F&lt;br /&gt;
|position1=Ground&lt;br /&gt;
|spawn1=Opponent&lt;br /&gt;
|damage1=2 x 4, 6, 16 (30)&lt;br /&gt;
|effect1=Wall Rush&lt;br /&gt;
|type2=BRV&lt;br /&gt;
|attack2=Bardiche&lt;br /&gt;
|startup2=23F&lt;br /&gt;
|position2=Air&lt;br /&gt;
|spawn2=Opponent&lt;br /&gt;
|damage2=30&lt;br /&gt;
|effect2=Wall Rush&lt;br /&gt;
|type3=HP&lt;br /&gt;
|attack3=Tsunami&lt;br /&gt;
|startup3=45F&lt;br /&gt;
|position3=Ground&lt;br /&gt;
|spawn3=Opponent&lt;br /&gt;
|damage3=2 x 6 (12)&lt;br /&gt;
|effect3=Chase&lt;br /&gt;
|type4=HP&lt;br /&gt;
|attack4=Cyclone&lt;br /&gt;
|startup4=51F&lt;br /&gt;
|position4=Air&lt;br /&gt;
|spawn4=Opponent&lt;br /&gt;
|damage4=-&lt;br /&gt;
|effect4=Chase&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Assist Overview ===&lt;br /&gt;
&lt;br /&gt;
Garland is one of the weaker assists in the game. His {{keyword|holds|hold=1}} are short, so he relies on wall rush for damage and combo opportunities. Bardiche is fast and it avoids LV2 Assist Change staggers easily if it hits in {{keyword|neutral|neutral=1}}, but it leaves very little time to follow up. Tsunami has high coverage on grounded opponents and leads to Assist Chase, but it also has high assist cost. Cyclone covers space, but it is difficult to combo into.&lt;br /&gt;
&lt;br /&gt;
Generally speaking Garland assist does not see much use in competitive play, because he does not enable HP attacks consistently anywhere, or complement most characters&#039; strengths otherwise.&lt;br /&gt;
&lt;br /&gt;
=== Synergies ===&lt;br /&gt;
&lt;br /&gt;
Garland works with most competitive assists.&lt;br /&gt;
&lt;br /&gt;
;Kuja&lt;br /&gt;
:Kuja is the strongest assist for Garland, because he maximizes Garland&#039;s strengths on hit. Great combo potential, high damage output and retains {{keyword|whiff punish|whiffpunish=1}} capability. Air BRV sets up Chain Cast combos in the air for lots of EX, while ground BRV holds the opponent for two damaging Bardiche {{keyword|fillers|filler=1}}. Garland can stack bravery and EX gauge to force a checkmate situation, but Kuja&#039;s Force Symphony can help in Chase sequences. The main thing to watch out for is confirming Kuja ground BRV after Bardiche, as there is not much time to react. If opponent escapes from an assist combo early, Garland has to forgo the extra Bardiches to avoid an easy Assist Lock.&lt;br /&gt;
&lt;br /&gt;
;Sephiroth&lt;br /&gt;
:Sephiroth assist has less damaging and versatile combo routes, but he attacks faster on the ground and has wider {{keyword|hitboxes|hitbox=1}}. He is great for whiff punishing on the ground specifically. Bardiche ground combos are also easier to react with Sephiroth ground BRV. Bardiche fillers are still possible on the ground, and even in the air with air BRV assist. The strong pushback on Sephiroth&#039;s finishers makes Chain Cast follow-ups much less practical. Twist Drill, Bardiche and Flare still work though. That means Garland gets way less EX compared to Kuja assist, but still does competitive BRV damage with Sephiroth. And of course, Sephiroth cannot bypass LV2 Assist Change staggers as consistently as Kuja can.&lt;br /&gt;
&lt;br /&gt;
;Aerith&lt;br /&gt;
:Aerith lets Garland avoid LV2 Assist Change staggers consistently at the cost of damage and whiff punish capability. Twist Drill and Chain Cast combo into Seal Evil consistently with {{keyword|empty chase|emptychase=1}}, and long range Blaze completes the synergy. This can lead to stronger meter depletion, and Aerith still lets Garland get lots of EX with Chain Cast combos afterwards. Garland rarely needs Aerith to be competitive, but it is possible to use her for double assist combos with Cyclone if needed. If Garland lands Earthquake, Aerith does Cure because Garland is on the ground.&lt;br /&gt;
&lt;br /&gt;
;Tidus&lt;br /&gt;
:Tidus assist provides one of the fastest air BRVs for whiff punishes and a slower ground BRV for extended ground combos. If Garland needs The Emperor to stop doing Dreary Cells, Tidus gets the job done. The ground BRV is also nice for people who want to practice Garland&#039;s solo ground combos. Garland does not benefit much from Tidus assist otherwise, even though the air BRV combos are functional.&lt;br /&gt;
&lt;br /&gt;
= References =&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{navbox012}}&lt;br /&gt;
&lt;br /&gt;
{{roadmap012gar}}&lt;/div&gt;</summary>
		<author><name>Muggshotter</name></author>
	</entry>
	<entry>
		<id>https://dissidia.wiki/index.php?title=Garland_(Dissidia_012)&amp;diff=4812</id>
		<title>Garland (Dissidia 012)</title>
		<link rel="alternate" type="text/html" href="https://dissidia.wiki/index.php?title=Garland_(Dissidia_012)&amp;diff=4812"/>
		<updated>2026-03-26T15:14:25Z</updated>

		<summary type="html">&lt;p&gt;Muggshotter: /* Overview */ Adjusted overview to be more concise and easier to read.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Dissidia 012 Final Fantasy]]&lt;br /&gt;
{{012CharNavGar}}&lt;br /&gt;
&lt;br /&gt;
{{CharacterInfo&lt;br /&gt;
|portrait=https://resources.dissidia.wiki/ddff/portraits/ddff-port-garland.png&lt;br /&gt;
|name=Garland (ガーランド)&lt;br /&gt;
|origin=Final Fantasy&lt;br /&gt;
|atk=111 (High)&lt;br /&gt;
|def=112 (High)&lt;br /&gt;
|runspeed=10.5 (Very Slow)&lt;br /&gt;
|dash=81 (Below Average)&lt;br /&gt;
|fall=77 (Above Average)&lt;br /&gt;
|fallr=41 (Below Average)&lt;br /&gt;
|fastestbrv=13F (Deathblow, Highbringer high ver.)&lt;br /&gt;
|fastesthp=39F (Earthquake)&lt;br /&gt;
|1hithp=Yes (Cyclone, Blaze)&lt;br /&gt;
|hplinks=Yes (Combos only)&lt;br /&gt;
|cmdblock=No&lt;br /&gt;
|weapon=Axes, Greatswords, Katanas, Spears&lt;br /&gt;
|armor=Gauntlets, Heavy Armor, Helms,&amp;lt;br&amp;gt;Light Armor, Shields&lt;br /&gt;
|exclusives=Ogrekiller, Viking Axe, Gigant Axe&lt;br /&gt;
|unlock=&lt;br /&gt;
|alignment=Chaos&lt;br /&gt;
|vajp=[https://en.wikipedia.org/wiki/Kenji_Utsumi Kenji Utsumi]&lt;br /&gt;
|vaeng=[https://en.wikipedia.org/wiki/Christopher_Sabat Christopher Sabat]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
= Overview =&lt;br /&gt;
Garland is a defensive close / mid-range character. His strengths are defined by his braveries that are good at {{keyword|whiff punishing|whiffpunish=1}}, combos and accumulating EX and bravery.&lt;br /&gt;
&lt;br /&gt;
On the ground, Garland {{keyword|pokes|poke=1}} with Deathblow to fill assist gauge safely and threaten anyone approaching him from the air. Lance Charge, ground HP attacks and timing {{keyword|mixups|mixup=1}} complement the defensive strategy.&lt;br /&gt;
&lt;br /&gt;
Garland fights in the air with a mixture of offense and defense. Twist Drill {{keyword|anti-airs|anti-air=1}} opponents, Bardiche comes down with high damage potential, Cyclone provides area denial and Chain Cast is a whiff punisher and a solo combo starter rolled into one.&lt;br /&gt;
&lt;br /&gt;
Garland has above average base ATK and DEF stats, but his other attributes are a bit lacking. Below average movement speed, no solo {{keyword|HP links|hplink=1}} and floaty air dodges. His offensive options are limited against air dodges, while his own options for protection after evading are also risky. Not to mention, his air braveries are telegraphed by their specified range.&lt;br /&gt;
&lt;br /&gt;
Historically Garland has been considered a low tier character. However, his representation in competitive play in recent years present a case for a higher position. His grounded defense shuts down many close-range aerial approaches, and most hits lead to lots of bravery and EX. Garland&#039;s win condition is defined by his full EX gauge and high bravery stack, where he can end matches with one EX Revenge 5x Bardiche combo. He can exploit the opponent&#039;s positioning as a defender on the ground, but his aerial offense is much more linear and restricted by comparison. Garland&#039;s long-term strategy is strong, but it always requires multiple hits and resources to guarantee a win.&lt;br /&gt;
&lt;br /&gt;
{{ProConTable&lt;br /&gt;
|pros=&lt;br /&gt;
*&#039;&#039;&#039;Whiff Punishment&#039;&#039;&#039; - Several braveries allow Garland to react from various angles.&lt;br /&gt;
*&#039;&#039;&#039;Bravery Damage&#039;&#039;&#039; - Bardiche, Kuja assist and Chain Cast solo combos can bravery break quickly.&lt;br /&gt;
*&#039;&#039;&#039;Safe Ground {{keyword|Neutral|neutral=1}}&#039;&#039;&#039; - Deathblow lets Garland define the pace with less risk than most characters.&lt;br /&gt;
*&#039;&#039;&#039;EX Gauge Economy&#039;&#039;&#039; - Generates and collects EX efficiently through combos. He can kill earlier with EX Revenge than any other character thanks to Bardiche and Bravery stacking.&lt;br /&gt;
*&#039;&#039;&#039;Disjoints&#039;&#039;&#039; that can go through projectiles.&lt;br /&gt;
* &#039;&#039;&#039;Good ground-to-ground presence&#039;&#039;&#039; against close-range characters&lt;br /&gt;
&lt;br /&gt;
|cons=&lt;br /&gt;
* &#039;&#039;&#039;Below average movement&#039;&#039;&#039; - Garland is slightly slower on all fronts.&lt;br /&gt;
* &#039;&#039;&#039;Post-dodge vulnerability&#039;&#039;&#039; - Garland&#039;s air dodges leave him vulnerable, and Chain Cast does not protect with invincibility.&lt;br /&gt;
* &#039;&#039;&#039;Limited aerial dodge punish capability&#039;&#039;&#039; - HPs, Twist Drill and Bardiche need specific angles to hit. Garland struggles to hit fast fallers (e.g. {{012kain}}) and back air dodges. Offensive momentum can be difficult to create in these cases.&lt;br /&gt;
* &#039;&#039;&#039;Flawed aerial neutral and mixups&#039;&#039;&#039; - He can struggle against block in the air, and air HPs provide little utility against most characters.&lt;br /&gt;
* &#039;&#039;&#039;Fast + long range vulnerability&#039;&#039;&#039; - Air braveries are slower on average, so Garland can get interrupted more easily in face-offs. His anti-{{keyword|zoning|zoning=1}} options are mostly limited to dashing and &#039;&#039;&#039;[[Multiplayer_Build_Guide_(Dissidia_012)#Bravery_Boost_on_Dodge|Bravery Boost on Dodge builds]]&#039;&#039;&#039;.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
= Bravery Attacks =&lt;br /&gt;
== Ground ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Round Edge=&lt;br /&gt;
&lt;br /&gt;
{{AbilityInfo2&lt;br /&gt;
|ver1=Short&lt;br /&gt;
|damage1=&#039;&#039;&#039;45&#039;&#039;&#039; (7, 8, 30)&lt;br /&gt;
|startup1=23F&lt;br /&gt;
|type1=Physical&lt;br /&gt;
|priority1=Melee Low &amp;lt;br&amp;gt;Melee Mid (2nd hit)&lt;br /&gt;
|ex1=30&lt;br /&gt;
|effect1=Wall Rush&lt;br /&gt;
|cancels1=Dodge&lt;br /&gt;
|asthit1=&lt;br /&gt;
|gametext=[Close] Broad sword sweep. &amp;lt;br&amp;gt;Change combo with input timing.&lt;br /&gt;
|level=1&lt;br /&gt;
|ap=100&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|ver2=Long&lt;br /&gt;
|damage2=&#039;&#039;&#039;45&#039;&#039;&#039; (7, 8, 9, 2, 2, 2, 15)&lt;br /&gt;
|startup2=23F&lt;br /&gt;
|type2=Physical&lt;br /&gt;
|priority2=Melee Low, Melee Mid (2nd hit) &amp;lt;br&amp;gt;Melee High (3rd hit)&lt;br /&gt;
|ex2=90&lt;br /&gt;
|effect2=Chase&lt;br /&gt;
|cancels2=Dodge&lt;br /&gt;
|asthit2=&lt;br /&gt;
|image=https://dissidia.wiki/images/b/b3/Brv_garland_round_edge.jpeg&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[File:Brv_garland_round_edge_short.jpeg|thumb|300px|Round Edge (Short)]]&lt;br /&gt;
&lt;br /&gt;
[[File:Brv_garland_round_edge_long.jpeg|thumb|300px|Round Edge (Long).]]&lt;br /&gt;
&lt;br /&gt;
Three sword swipes with two different follow-ups. Press circle {{pspcir}} before the third swipe for a wall rush finisher, or press circle {{pspcir}} after it for a chase finisher. Garland&#039;s movement can be controlled freely during the first two swipes.&lt;br /&gt;
&lt;br /&gt;
Round Edge is a high commitment attack, which is mainly used after block staggers or to catch opponents by surprise. It is risky to use due to its long {{keyword|startup|startup=1}} and animation length. Garland cannot dodge until the first three slashes are done. However, this move also provides notable reward on hit thanks to the precise Deathblow follow-ups; Bravery damage, EX and assist gauge are all great for Garland. Even without Deathblow follow-ups, Round Edge still provides assist combos, above average base damage and EX on the long finisher.&lt;br /&gt;
&lt;br /&gt;
Round Edge is not very safe or effective as a {{keyword|neutral|neutral=1}} tool. It is quite slow and has little coverage against opponent&#039;s defensive options. The second and third round slashes have higher priority which can work sometimes, but given the overall speed, this is easier for opponents to anticipate. Since Garland stops moving by the third slash, its high priority can be difficult to use against moving opponents. It is recommended to use this move with caution.&lt;br /&gt;
&lt;br /&gt;
When &#039;&#039;&#039;[[Lock_Off|locked off]]&#039;&#039;&#039;, Garland can move in any direction on the ground with Round Edge.&lt;br /&gt;
&lt;br /&gt;
|-|Lance Charge=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;30&#039;&#039;&#039; (2 x 5, 5, 15)&lt;br /&gt;
|startup=31F&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee Mid&lt;br /&gt;
|ex=30&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/0/00/Brv_garland_lance_charge.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=8&lt;br /&gt;
|ap=100&lt;br /&gt;
|gametext=[Mid] High-speed sword thrust. &amp;lt;br&amp;gt;Vertically limited, good range.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Lance Charge is a staple move for Garland. It&#039;s a very strong ground-to-ground bravery for its speed, mid priority and assist combos on hit. This is a midrange gap closer and a {{keyword|whiff punisher|whiffpunish=1}} that goes in a straight line. It&#039;s quite effective when used in tandem with Deathblow, such as against blocks, low priority attacks and ground dodges.&lt;br /&gt;
&lt;br /&gt;
Lance Charge staggers regular blocks, and it can follow up with a ground wall rush even if it was blocked. The ground wall rush finisher sets up high damaging Kuja assist combos, so Lance Charge&#039;s reward is pretty high with meter. It can punish &#039;&#039;&#039;[[Landing_lag|landing lag]]&#039;&#039;&#039; and counter opponents after a successful backwards / sideways &#039;&#039;&#039;[[Blodge|blodge]]&#039;&#039;&#039;. Lance Charge travels pretty quickly once {{keyword|active|active=1}} and the range extends slightly past the weapon visuals. It can be a difficult move to {{keyword|punish|punish=1}} at ground level due to its short recovery and mid priority&lt;br /&gt;
&lt;br /&gt;
However, this move is quite linear. It loses to fast sideways and upward movement, and higher priority in general. If Lance Charge misses, Garland is left airborne. He is vulnerable to attacks from above and fast assists, and his air dodge can put him in an even worse situation. It will not see much use in aerial focused {{keyword|matchups|matchup=1}} either, such as against {{012seph}}.&lt;br /&gt;
&lt;br /&gt;
|-|Deathblow=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=15&lt;br /&gt;
|startup=13F&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee Low&lt;br /&gt;
|ex=60&lt;br /&gt;
|effect=-&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/e/e9/Brv_garland_deathblow.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge, Block, Attack, Movement&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=1&lt;br /&gt;
|ap=100&lt;br /&gt;
|gametext=[Mid] Swift upwards sword swipe. &amp;lt;br&amp;gt;Low accuracy, quick strike.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
One of Garland&#039;s strongest bravery attacks. It&#039;s a safe {{keyword|poke|poke=1}}, {{keyword|anti-air|anti-air=1}} and a combo starter. The {{keyword|active|active=1}} frames are long, the {{keyword|tracking|tracking=1}} is strong and it {{keyword|recovers|recovery=1}} quickly, which make this a difficult move to contest. Deathblow is great for filling assist gauge and threatening nearby opponents. Garland does not have to dodge to make this move safe, which is very rare in this game. On hit, it combos into jump &amp;gt; Twist Drill, assist and generates lots of EX Force as a result.&lt;br /&gt;
&lt;br /&gt;
Deathblow is a must-have for close-range ground combat. It ties Garland&#039;s defensive gameplay together very well. Even so, it is important to mix things up, so the opponent doesn&#039;t catch Garland at a bad time. It still loses to higher priority attacks and well timed blocks. And because it&#039;s a ground move, it does little to contest {{keyword|halo camping|halocamp=1}}. It does make it easier to fight with full assist gauge, though.&lt;br /&gt;
&lt;br /&gt;
|-|Highbringer=&lt;br /&gt;
&lt;br /&gt;
{{AbilityInfo2&lt;br /&gt;
|ver1=Low&lt;br /&gt;
|damage1=&#039;&#039;&#039;24&#039;&#039;&#039; (5, 19)&lt;br /&gt;
|startup1=17F&lt;br /&gt;
|type1=Physical&lt;br /&gt;
|priority1=Melee Low&lt;br /&gt;
|ex1=90&lt;br /&gt;
|effect1=Chase&lt;br /&gt;
|cancels1=Dodge&lt;br /&gt;
|asthit1=&lt;br /&gt;
|gametext=[Mid] Swing sword upwards. &amp;lt;br&amp;gt;Change combo with input timing.&lt;br /&gt;
|level=32&lt;br /&gt;
|ap=100&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|ver2=High&lt;br /&gt;
|damage2=&#039;&#039;&#039;24&#039;&#039;&#039; (5, 2, 2, 15)&lt;br /&gt;
|startup2=13F&lt;br /&gt;
|type2=Physical&lt;br /&gt;
|priority2=Melee Low&lt;br /&gt;
|ex2=30&lt;br /&gt;
|effect2=Wall Rush&lt;br /&gt;
|cancels2=Dodge&lt;br /&gt;
|asthit2=&lt;br /&gt;
|image=https://dissidia.wiki/images/7/70/Brv_garland_highbringer.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[File:Brv_garland_highbringer_%28low%29.jpeg|thumb|300px|Highbringer (Low). Press Circle for a chain stab.]]&lt;br /&gt;
&lt;br /&gt;
[[File:Brv_garland_highbringer_(high).jpeg|thumb|300px|Highbringer (High). Press Circle for a combo attack.]]&lt;br /&gt;
&lt;br /&gt;
Highbringer functions as a {{keyword|poke|poke=1}}, post-block punisher and an assist combo starter. It is best used as an secondary ground bravery, particularly for aspiring players learning Garland. Highbringer is an uppercut with two built-in follow-up attacks. For low version, tap Circle {{pspcir}} twice for a chase ender and 90 EX. For high version, hold Circle {{pspcir}} to become airborne and then tap again for wall rush attack.&lt;br /&gt;
&lt;br /&gt;
Highbringer is quite fast, and it is more beginner friendly for assist combos compared to Deathblow. Both low and high versions can {{keyword|anti-air|anti-air=1}}, and the {{keyword|hit stun|hitstun=1}} and wall rush allow a variety of assist combo routes. The first slash also looks and acts very similarly to Deathblow, so Highbringer often goes uncontested.&lt;br /&gt;
&lt;br /&gt;
However, this attack is is outclassed by Deathblow at higher levels of play. It has much longer {{keyword|recovery|recovery=1}}, so dodges are needed for long term safety. Highbringer does not lead to the consistent Twist Drill follow-ups, so the reward on hit is weaker and more reliant on assist gauge. The high version has more requirements for notable reward such as short reaction time, assist and sometimes wall rush. It also leaves Garland airborne even if it misses, where he has to avoid getting caught after a dodge.&lt;br /&gt;
&lt;br /&gt;
As a side note, Highbringer (High) first hit can also be dodge cancelled early on hit. However, if Highbringer (Low) first hit connects, the {{keyword|dodge cancel|dc=1}} cannot be done as quickly.&lt;br /&gt;
&lt;br /&gt;
|-|Thundaga (ground)=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=each (10)&lt;br /&gt;
|startup=51F&lt;br /&gt;
|type=Magical&lt;br /&gt;
|priority=Ranged Low&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=-&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/2/2b/Brv_garland_thundaga_g.jpeg&lt;br /&gt;
|imgpos=55%&lt;br /&gt;
|cancels=Dodge, Block, Attack&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=19&lt;br /&gt;
|ap=100&lt;br /&gt;
|gametext=[Long] Call down lightning strikes &amp;lt;br&amp;gt;that home in on opponent.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Three bolts spawn on the opponent in a sequence, and push the opponent away. Thundaga is a long range {{keyword|poke|poke=1}}, that is mostly used to interrupt opponents. It bypasses solid objects and lingering projectiles, but the damage is low and it needs wall for combos. Garland is vulnerable to attacks during the animation, but the {{keyword|recovery|recovery=1}} is rather short for a move like this. It can be difficult to {{keyword|whiff punish|whiffpunish=1}} from a distance. Just watch out for opponent&#039;s Free Air Dash and assist.&lt;br /&gt;
&lt;br /&gt;
Thundaga is not used in competitive play often due to its low damage, EX generation and situational combos.&lt;br /&gt;
&lt;br /&gt;
About the wall combos: If opponent is against a wall, the bolts can combo into each other. Garland can follow up with Flare, Chain Cast and even air bravery assists. The upward knockback&#039;s direction is also based on where the player&#039;s camera is facing.&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Aerial ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Twin Swords=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;30&#039;&#039;&#039; (7, 8, 15)&lt;br /&gt;
|startup=21F&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee Low&lt;br /&gt;
|ex=30&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/5/58/Brv_garland_twin_swords.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=1&lt;br /&gt;
|ap=100&lt;br /&gt;
|gametext=[Mid] Swipe with twin blades. &amp;lt;br&amp;gt;Approaches foe; limited height.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Garland&#039;s primary aerial bravery that advances forward. It&#039;s fast, but not fast enough to be always unreactable, though the start-up is tricky to see. Given how Garland&#039;s other braveries are telegraphed by their effective range, Twin Swords is similarly linear in application; Twin Swords&#039; main strength lies in having some tracking in all directions, which makes it a consistent counter attack after blocking.&lt;br /&gt;
&lt;br /&gt;
Despite that, Twin Swords&#039; range is average and the homing period is brief. The animation is also rather long. This means it can be dangerous to whiff Twin Swords, and the need for wall rushes skews the risk/reward ratio against Garland. In small stages with low ceilings, Twin Swords can represent a threat more consistently in {{keyword|air-to-air|air-to-air=1}} situations. It is not a staple in Garland&#039;s aerial kit, but it&#039;s not entirely without merit either. Generally speaking it can be difficult to justify over Bardiche, Twist Drill and Chain Cast which provide more utility and reward on hit overall.&lt;br /&gt;
&lt;br /&gt;
|-|Chain Cast=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;15&#039;&#039;&#039; (7, 8)&lt;br /&gt;
|startup=45F&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee Low&lt;br /&gt;
|ex=90&lt;br /&gt;
|effect=Chase&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/1/1d/Brv_garland_chain_cast.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=1&lt;br /&gt;
|ap=100&lt;br /&gt;
|gametext=[Mid] Swing chain. Low accuracy, &amp;lt;br&amp;gt;but effective against any height.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Garland positions himself above in relation to the opponent for two vertical attacks. Air combo starter, air-to-ground {{keyword|whiff punisher|whiffpunish=1}} and Garland&#039;s primary post-dodge defensive option in the air. It is not invincible, but the movement can help him evade slower dodge punish attempts. On hit, Garland can dodge cancel and combo into Twist Drill for a total of 180 EX (almost 20 % of an EX bar) or Bardiche / Twin Swords at the wall. Chain Cast&#039;s consistent damage output, meter generation and applications in the neutral make it an appealing choice for a third bravery slot along with Bardiche and Twist Drill.&lt;br /&gt;
&lt;br /&gt;
Chain Cast has enough hit stun to make empty chase attempts safer on average, although it is not entirely safe to use in all instances. It can also hit behind the opponent&#039;s block, though exact conditions are unclear. Being significantly below or above the opponent helps, though.&lt;br /&gt;
&lt;br /&gt;
The hitbox has some oddities. It has gaps and possibly slight deadzones between the chain itself and the tip. Before reaching proper down-forward hitbox there may be a gap just below level height. It could have a small deadzone right in front of Garland as well. This requires further research.&lt;br /&gt;
&lt;br /&gt;
|-|Bardiche=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=30&lt;br /&gt;
|startup=23F&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee Low&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/7/7e/Brv_garland_bardiche.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=4&lt;br /&gt;
|ap=100&lt;br /&gt;
|gametext=[Dive] Mighty axe swing. &amp;lt;br&amp;gt;Great for attacking from above.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Garland&#039;s iconic crushing swing. A staple in Garland&#039;s kit due to its speed, average whiff recovery and infamous damage output. It can be used to build assist gauge on whiff and punish long recovery attacks below Garland. Bardiche is primarily run for its reward on hit, namely with ground wall rush assist combos and EX Revenge. The high base damage makes Garland one of the best users of wall rush bravery enhancements (primarily {{accbas}} Booster).&lt;br /&gt;
&lt;br /&gt;
Outside of combos, Bardiche&#039;s reward is lacking with no EX, short assist confirm window and no automatic Sneak Attack activations. Its other applications in the {{keyword|neutral|neutral=1}} are also weak due to it exclusively tracking downwards, having a small hitbox and flawed mixup options to support it. It is a loud, telegraphed and relatively slow to start low priority move on a character whose other downward attacks are all slower than 40 frames.&lt;br /&gt;
&lt;br /&gt;
Despite these flaws, Bardiche is commonly used because the damage output is high enough to outweigh the cons.&lt;br /&gt;
&lt;br /&gt;
|-|Twist Drill=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;30&#039;&#039;&#039; (4 x 2, 8, 14)&lt;br /&gt;
|startup=21F&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee Low&lt;br /&gt;
|ex=90&lt;br /&gt;
|effect=Chase&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/d/dc/Brv_garland_twist_drill.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=28&lt;br /&gt;
|ap=100&lt;br /&gt;
|gametext=[Rise] Upwards lunge with sword. &amp;lt;br&amp;gt;Great for attacking from below.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Fast anti-air attack with good combo potential, damage and EX output. Twist Drill primarily tracks opponents above Garland, and it is used as a {{keyword|whiff punisher|whiffpunish=1}} or an occasional aerial {{keyword|poke|poke=1}}. It has good range and can be combo&#039;d into from Deathblow for 180 EX.&lt;br /&gt;
&lt;br /&gt;
Twist Drill has lots of {{keyword|hitstun|hitstun=1}}. It is one of the few moves in the game that provide a safe {{keyword|empty chase|emptychase=1}} anywhere. This is great for both assist combos and taking EX force reliably. A late dodge cancel window and empty chase are both viable starters for Garland&#039;s commonly used assists. While Garland is safe after an empty chase, he can still lose to {{keyword|command blocks|commandblock=1}} if he attempts to push his advantage immediately. Challenging recovery attack pokes depends on the {{keyword|matchup|matchup=1}} and stage positioning as well; Chasing at a corner can leave Garland closer to the opponent than usual.&lt;br /&gt;
&lt;br /&gt;
Twist Drill&#039;s whiff recovery is long enough for it to be punishable on reaction. It has a blind spot above Garland&#039;s head, and it&#039;s only effective at dodge punishing from below. If the opponent has a good read on Garland, they can even use an air BRV assist to shut down Twist Drill.&lt;br /&gt;
&lt;br /&gt;
Even so, Twist Drill is a staple in Garland&#039;s air combat. The {{keyword|disjointed|disjoint=1}} {{keyword|hitbox|hitbox=1}} allows him to poke through {{keyword|projectiles|projectile=1}} and traps, such as {{012ulti}} charged Knight&#039;s Lance. The first part can be {{keyword|dodge cancelled|dc=1}} early enough to contest {{012emp}}&#039;s Dreary Cells, and the startup speed can be difficult to react to without practice.&lt;br /&gt;
&lt;br /&gt;
Twist Drill can also hit behind the opponent&#039;s block at the right distance and angle below the opponent.&lt;br /&gt;
&lt;br /&gt;
|-|Thundaga (midair)=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=each (10)&lt;br /&gt;
|startup=51F&lt;br /&gt;
|type=Magical&lt;br /&gt;
|priority=Ranged Low&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=-&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/2/2d/Brv_garland_thundaga_a.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge, Block, Attack&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=25&lt;br /&gt;
|ap=100&lt;br /&gt;
|gametext=[Long] Call down lightning strikes &amp;lt;br&amp;gt;that home in on opponent.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Same as the ground version, except it can be done anywhere in the air. A valid option against mages and characters with poor mobility, it&#039;s main application is still interrupting opponents.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= HP Attacks =&lt;br /&gt;
&lt;br /&gt;
== Ground ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Earthquake=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;18&#039;&#039;&#039; (8, 2 x 5)&lt;br /&gt;
|startup=39F&lt;br /&gt;
|type=Physical (axe) &amp;lt;br&amp;gt;Magical (rocks)&lt;br /&gt;
|priority=Melee High (axe) &amp;lt;br&amp;gt;Unblockable (rocks)&lt;br /&gt;
|ex=36&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/2/28/Hp_garland_earthquake.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=1&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=[Close] Split ground with axe. &amp;lt;br&amp;gt;Steals bravery, then takes HP.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Earthquake is a decent {{keyword|mixup|Mixup}} against grounded opponents trying to crack Garland&#039;s defense. It tracks well, has strong {{keyword|knockback|knockback}} and it cannot be staggered reactively with &#039;&#039;&#039;[[Assist_(Dissidia_012)#LV2_Assist_Change|LV2 Assist Change]]&#039;&#039;&#039; after the first hit without avoiding &#039;&#039;&#039;[[Assist_(Dissidia_012)#Assist_Lock|Assist Lock]]&#039;&#039;&#039;. Earthquake has minor {{keyword|anti-air|ANTi-air}} potential, both on the initial axe slam and the rock that deals HP damage at the end. &lt;br /&gt;
&lt;br /&gt;
Because the rocks act independently after activating, Earthquake can be used to punish fairly safe approaching &#039;&#039;&#039;[[Attack_Priority_(Dissidia_012)#High|Melee High]]&#039;&#039;&#039; attacks, such as {{012tifa}}&#039;s Rolling Blaze or {{012squ}}&#039;s Revolver Drive by clashing with them.&lt;br /&gt;
&lt;br /&gt;
Earthquake is one of Garland&#039;s many moves that can be used and not get cleanly {{keyword|punished|PUNish}} for it. But it is also followed by some of the worse disadvantage states in the game due to poor movement, risky defensive options and lack of safe follow-ups on whiff. That&#039;s true for a lot of Garland&#039;s tools, but it&#039;s by far most evident on Earthquake.&lt;br /&gt;
&lt;br /&gt;
The active duration, tracking and dodge cancel window can make punishing Earthquake on the ground difficult without mid range attacks or dodge punish tools. Earthquake is effective when used sparingly, but aerial attacks from above can still punish it. It is prone to trades, but they don&#039;t backfire on Garland as often as one might expect. This is a good, staple HP attack for Garland.&lt;br /&gt;
&lt;br /&gt;
|-|Blaze (ground)=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=-&lt;br /&gt;
|startup=59F&lt;br /&gt;
|type=-&lt;br /&gt;
|priority=Ranged High&lt;br /&gt;
|ex=each (9)&lt;br /&gt;
|effect=-&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/c/c9/Hp_garland_blaze_g.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=16&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=[Long] Shoot multiple fireballs &amp;lt;br&amp;gt;that chase opponent.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Homing fireballs that can be dodged with well placed dodge. Not commonly used on the ground when Garland has other attacks with better properties and reward on hit.&lt;br /&gt;
&lt;br /&gt;
Blaze has a bad deadzone in front of Garland and each fireball can inflict meter depletion on hit. These are traits that carry over to its aerial version, which sees much more use in competitive play.&lt;br /&gt;
&lt;br /&gt;
|-|Tsunami=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;12&#039;&#039;&#039; (2 x 6)&lt;br /&gt;
|startup=45F&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee High&lt;br /&gt;
|ex=96&lt;br /&gt;
|effect=-&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/8/8f/Hp_garland_tsunami.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=36&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=[Mid] Hurl chain sword. &amp;lt;br&amp;gt;Vertically limited, very accurate.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
One of Garland&#039;s post-dodge defensive options on the ground. Much like Chain Cast, the swift movement helps Garland evade, rather than plain invincibility. However, it is dangerous to whiff this attack due to its lenghty animation and late cancel window.&lt;br /&gt;
&lt;br /&gt;
Tsunami&#039;s strong tracking against grounded opponents works very well as a dodge punisher and as an instigator when assist meter is available. Against opponents without {{keyword|command blocks|Command block}} options, doing Tsunami and reacting with an assist can be effective, because it usually forces a dodge. It can also hit aerial opponents who are close to Garland at the time of impact.&lt;br /&gt;
&lt;br /&gt;
This attack also combos into assists on hit. It is a good mixup akin to Earthquake, with stronger tracking at the expense of wall rush and worse trade interactions without assist. If Garland staggers an opponent with a &#039;&#039;&#039;[[Blodge|blodge]]&#039;&#039;&#039;, he can also use Tsunami to retaliate after blodging backwards or sideways.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Aerial ==&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Blaze (midair)=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=-&lt;br /&gt;
|startup=59F&lt;br /&gt;
|type=-&lt;br /&gt;
|priority=Ranged High&lt;br /&gt;
|ex=each (9)&lt;br /&gt;
|effect=-&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/8/8e/Hp_garland_blaze.jpeg&lt;br /&gt;
|imgpos=40%&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=1&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=[Long] Shoot multiple fireballs &amp;lt;br&amp;gt;that chase opponent.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Blaze is commonly used as an occasional long range harassment tool along with Cyclone. While this cannot wall rush, each fireball can deplete assist / EX gauge on hit. Though the projectiles have tracking, their {{keyword|hitbox|HItbox}} is not large. As they home in on the opponent, they all try to focus on a singular point of impact, reducing their overall screen presence.&lt;br /&gt;
&lt;br /&gt;
Despite the projectiles&#039; speed and relatively brief duration, it is possible to reflect one of them back at Garland. That is rarely a concern for Garland though. A more common downside to Blaze is the lack of protection around Garland once the projectiles have been fired; There is enough time to hit Garland out of Blaze after firing the projectiles, but &#039;&#039;before&#039;&#039; he can act again. Using Blaze without protection from Cyclone (or even assist) can lead to unfavorable trades with opponent&#039;s assist (Blaze hits, opponent&#039;s assist &#039;&#039;&#039;[[Bravery_(Dissidia_012)#Bravery_Break|breaks]]&#039;&#039;&#039; Garland), or {{keyword|assist punishes|assist punish}}. &lt;br /&gt;
&lt;br /&gt;
Blaze is a staple for Garland, despite not having strong {{keyword|neutral|NEutral}} applications. It has a low hit rate at high level play, but also low risk when used sparingly from a distance. It supports Garland at a range where he doesn&#039;t have much presence, and if his opponent struggles to deal with Cyclone, it makes Blaze that much more prominent.&lt;br /&gt;
&lt;br /&gt;
If the opponent has Auto Assist Lock On equipped, and the opponent escapes an assist combo as Garland uses Blaze, the projectiles won&#039;t track to the opponent. They will disperse instead.&lt;br /&gt;
&lt;br /&gt;
|-|Cyclone=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=-&lt;br /&gt;
|startup=51F&lt;br /&gt;
|type=-&lt;br /&gt;
|priority=Ranged High&lt;br /&gt;
|ex=each (60)&lt;br /&gt;
|effect=Absorb&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/e/ed/Hp_garland_cyclone.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=12&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=[Close] Call forth tornado. &amp;lt;br&amp;gt;Slow speed, homing ability.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Two Ranged High projectiles occupy space temporarily while gradually splintering off from their starting position. Cyclone is often used as a passive defensive tool, assist combo extender or a safer combo finisher after assist. It has good reward on hit thanks to its EX generation and {{keyword|hit stun|HIT stun}} - It combos into assists on hit, and even Garland can follow up on his own if Cyclone hits after Garland is actionable. Cyclone plays an important role in optimizing Garland&#039;s air combos for EX, namely at the ceiling and / or after EX Revenge.&lt;br /&gt;
&lt;br /&gt;
Cyclone does not protect Garland effectively from all angles. {{keyword|Disjointed|Disjoint}} attacks and assists such as {{012aer}}&#039;s Seal Evil can consistently punish Garland for using this move. Advancing high priority moves such as {{012clo}}&#039;s Braver and {{012squ}}&#039;s Rough Divide can also power through Cyclone. Because Garland cannot act again early and or take advantage of the projectiles for long, it can be difficult to establish offensive momentum with Cyclone.&lt;br /&gt;
&lt;br /&gt;
However, characters without Aerith assist, {{keyword|projectiles|Projectile}}, {{keyword|command blocks|COmmand block}}, disjointed {{keyword|hitbox|HITbox}} or a relatively fast advancing Melee High attack will find Cyclone to be difficult to neutralize. In these cases, Cyclone provides a consistent defensive barrier and a disruptor for Garland.&lt;br /&gt;
&lt;br /&gt;
|-|Flare=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=15&lt;br /&gt;
|startup=47F&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee High&lt;br /&gt;
|ex=30&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/2/2e/Hp_garland_flare.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=22&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=[Mid] Strike with greatsword, &amp;lt;br&amp;gt;causing large explosion on hit.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Garland&#039;s primary HP attack after blocking and as an assist combo ender. It tracks the opponent well, though it&#039;s bad at turning around from a bit before Garland starts moving. The {{keyword|knockback|Knockback}} is very high with good wall rush potential, which lets Garland deal more damage pretty consistently after a bravery break.&lt;br /&gt;
&lt;br /&gt;
Flare&#039;s active frames are very brief and as such, it is not effective at punishing early blocks and catching aerial dodges with Evasion Boost. It also has plenty of {{keyword|recovery frames|Recovery}}, which leaves Garland vulnerable to {{keyword|punishes|PUnish}} for a good moment.&lt;br /&gt;
&lt;br /&gt;
If Flare makes contact, Garland will transition into the second hit that deals HP damage. This is true whether the opponent escapes with LV1 Assist Change afterwards or he clashes with a lower priority melee move. It doesn&#039;t have particularly strong tracking and Garland can be hit during the animation. Cyclone and Blaze can make up for this weakness, but Flare remains a staple in Garland&#039;s arsenal regardless. It is his only aerial HP he can consistently connect after staggering an opponent with a block and it works reliably after assists.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== EX Mode: Class Change! ==&lt;br /&gt;
Effects:&lt;br /&gt;
* Regen&lt;br /&gt;
* Critical Boost&lt;br /&gt;
* Indomitable Resolve&lt;br /&gt;
&lt;br /&gt;
Garland&#039;s EX mode is conventionally strong due to his damage output. The threat of his high damaging EX Revenge combos also complements his EX mode, which depletes the opponent&#039;s assist gauge upon activation. There aren&#039;t many unique perks here, but because Garland can fill his EX gauge effectively through combos, he can get more opportunities to close out matches with it.&lt;br /&gt;
&lt;br /&gt;
=== Indomitable Resolve ===&lt;br /&gt;
{{image|https://dissidia.wiki/images/5/51/Ex_mode_garland.jpeg}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[Active while attacking] Even while taking damage, attacks can be performed without flinching.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Rare instance of {{keyword|super armor|super armor}} in Dissidia 012. During an attack animation, Garland will not flinch from any attack that does not inflict HP damage. This can be good as a surprise attack, and it can also work in a pinch against characters with HP links (Cyclone, anyone?), but remember that EX mode does not alter Garland&#039;s attack properties; He can still be blocked.&lt;br /&gt;
&lt;br /&gt;
=== EX Burst: Soul of Chaos ===&lt;br /&gt;
{{image|https://dissidia.wiki/images/6/6a/Ex_burst_garland.jpeg}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;An attack terrible enough to shake the heavens. Repeatedly press circle to add strength to the attack.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{burst&lt;br /&gt;
|damage1=12, 12 (24)&lt;br /&gt;
|damage2=4x3, 3x4, 16, 16, 5x4 (100 total)&lt;br /&gt;
|type=Physical&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Soul of Chaos requires filling the gauge by repeatedly pressing circle {{pspcir}}. It&#039;s not the strongest EX Burst in the game, but well above average in power thanks to Garland&#039;s high base ATK, good initial hits and bravery stacking with a full EX gauge.&lt;br /&gt;
&lt;br /&gt;
== Combos ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main article: &#039;&#039;&#039;[[Garland_(Dissidia_012)/Combos|Garland (Combos)]]&#039;&#039;&#039; &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Solo ===&lt;br /&gt;
&lt;br /&gt;
Garland has a handful of solo combos, but his most practical ones start with Deathblow or Chain Cast. Both can lead to Twist Drill for plenty of damage and EX, which is great for Garland.&lt;br /&gt;
&lt;br /&gt;
{{Combo-012&lt;br /&gt;
|data=&lt;br /&gt;
{{Combo-012Data&lt;br /&gt;
|combo=&#039;&#039;&#039;Deathblow&#039;&#039;&#039; &amp;gt; move &amp;gt; jump &amp;gt; Twist Drill&lt;br /&gt;
|condition=Poke starter&lt;br /&gt;
|requirement=Ground&lt;br /&gt;
|characters=&lt;br /&gt;
|damage=45&lt;br /&gt;
|damagehits=15 &amp;gt; 30&lt;br /&gt;
|ex=150&lt;br /&gt;
|exhits=60 &amp;gt; 90&lt;br /&gt;
|meteropp=&lt;br /&gt;
|video=https://www.youtube.com/watch?v=_E2EVyWjRFM?=shared&amp;amp;t=5&lt;br /&gt;
|notes=Staple combo. High EX and leads to damaging Kuja assist combos for even more EX. Move and jump as quickly as possible. The later Deathblow hits, the more time Garland has to combo into Twist Drill.&lt;br /&gt;
}}&lt;br /&gt;
{{Combo-012Data&lt;br /&gt;
|combo=&#039;&#039;&#039;Chain Cast&#039;&#039;&#039; &amp;gt; {{clr|dc=1}} &amp;gt; Twist Drill&lt;br /&gt;
|condition=Punish starter&lt;br /&gt;
|requirement=Air, above opponent&lt;br /&gt;
|characters=&lt;br /&gt;
|damage=45&lt;br /&gt;
|damagehits=15 &amp;gt; 30&lt;br /&gt;
|ex=180&lt;br /&gt;
|exhits=90 &amp;gt; 90&lt;br /&gt;
|meteropp=&lt;br /&gt;
|video=https://www.youtube.com/watch?v=_E2EVyWjRFM&amp;amp;t=19&lt;br /&gt;
|notes=Staple air combo, commonly used as a punish or an assist combo ender. 180 EX is great, which Garland can get by &#039;&#039;&#039;[[Chase_(Dissidia_012)#Empty_Chase|empty chasing]]&#039;&#039;&#039; immediately. If Garland has assist, he can also start an assist combo by dodge cancelling, or after empty chase ends.&lt;br /&gt;
&lt;br /&gt;
:If opponent is far after Chain Cast, Twist Drill may not land all initial hits. This combo does not require wall, but it can be easier to do near walls and corners due to reduced knockback. Garland should remain cautious when empty chasing at a corner, because being closer to the opponent makes him a bit more vulnerable to recovery attack attempts.&lt;br /&gt;
&lt;br /&gt;
When wall is not nearby, Garland can dodge cancel towards opponent more reliably by moving camera sideways after Assist Chase, and then moving with a quarter-circle motion. For example, the camera is tilted to the right so Garland faces to the left. The quarter-circle motion would then be left &amp;gt; left/up &amp;gt; up. The initial left should be held for almost a split second.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== EX Revenge ===&lt;br /&gt;
&lt;br /&gt;
Garland gets access to some of his strongest combos during EX Revenge, including the notorious Bardiche combo. With EX Revenge, Garland becomes very dangerous to interact with due to its damage potential.&lt;br /&gt;
&lt;br /&gt;
{{Combo-012&lt;br /&gt;
|data=&lt;br /&gt;
{{Combo-012Data&lt;br /&gt;
|combo=&#039;&#039;&#039;Bardiche&#039;&#039;&#039; &amp;gt; {{clr|wr=1}} &amp;gt; Bardiche &amp;gt; {{clr|wr=1}} &amp;gt; Bardiche &amp;gt; {{clr|wr=1}} &amp;gt; Bardiche &amp;gt; {{clr|wr=1}} &amp;gt; Bardiche &amp;gt; Flare&lt;br /&gt;
|condition=Air starter, close to opponent&lt;br /&gt;
|requirement=Full EX Gauge, near ground&lt;br /&gt;
|characters=&lt;br /&gt;
|damage=165 + HP &amp;amp; WR (x5)&lt;br /&gt;
|damagehits=30 + WR &amp;gt; 30 + WR &amp;gt; 30 + WR &amp;gt; 30 + WR &amp;gt; 30 + WR &amp;gt; 15 + HP WR&lt;br /&gt;
|ex=0&lt;br /&gt;
|exhits=0 &amp;gt; 0 &amp;gt; 0 &amp;gt; 0 &amp;gt; 0 &amp;gt; 0&lt;br /&gt;
|meteropp=&lt;br /&gt;
|video=&lt;br /&gt;
|notes=Garland&#039;s EX Revenge combo is infamous for its insane damage output. It is one of, if not THE strongest EX Revenge combo in the game without assist. As long as Garland is close to the opponent, he can repeatedly use Bardiche up to five times. Each Bardiche can also wall rush, which adds even more damage near ground. This combo requires little adjustment for Garland and it should be fairly easy to execute, as long as pressing Circle {{pspcir}} repeatedly is not an issue.&lt;br /&gt;
&lt;br /&gt;
This combo is the reason a full EX gauge is so beneficial for Garland. It practically guarantees a bravery break for Garland. And even if it doesn&#039;t, the wall rush still lets assists follow up. As a result, this combo can do far more damage than just the listed 165 + HP WR. 4,000 HP is practically killing range for Garland, while having more health usually means being put into &#039;&#039;&#039;[[Statistic_(Dissidia_012)#Near_Death|Near Death]]&#039;&#039;&#039; state.&lt;br /&gt;
&lt;br /&gt;
It is important to note, that wall rush contributes a lot to this combo&#039;s damage output. Therefore, if Garland cannot wall rush with Bardiche or especially Flare, he won&#039;t do nearly as much damage. Furthermore, if Garland needs to approach opponent from a distance, he has less time to do Bardiches. In order to ensure maximum damage, Garland should consider activating EX Revenge close to opponent, while being near ground. Garland can also consider dodging behind the opponent at the beginning to get more critical hits from Sneak Attack extra ability.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Assist ===&lt;br /&gt;
&lt;br /&gt;
Garland has a well-rounded combo game with few competitive assists. He can start assist combos with most of his moves and any wall rush he gets. This is great for learning the character, but the combos also scale well with builds and a little bit of execution; Garland is capable of doing lots of bravery damage with Bardiche during ground assists, and Chain Cast solo combos generate lots of EX for Garland. Both are great for him, as a full EX gauge is a fantastic win condition.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main article: &#039;&#039;&#039;[[Garland_(Dissidia_012)/Combos#Assist_Combos_(Kuja)|Garland Combos (Kuja Assist)]]&#039;&#039;&#039; &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Kuja does just about everything Garland would want from assist. Combos off of Garland&#039;s most important moves, great holding potential for Bardiche fillers and sets up Chain Cast combos for damage and EX.&lt;br /&gt;
&lt;br /&gt;
{{Combo-012&lt;br /&gt;
|data=&lt;br /&gt;
{{Combo-012Data&lt;br /&gt;
|combo=&#039;&#039;&#039;Highbringer 1st hit (Low)&#039;&#039;&#039; &amp;gt; {{clr|astbrv=1}} &amp;gt; {{clr|ac=1}} &amp;gt; Flare&lt;br /&gt;
|condition=Poke starter&lt;br /&gt;
|requirement=Ground&lt;br /&gt;
|characters=&lt;br /&gt;
|damage=70 + HP WR&lt;br /&gt;
|damagehits=5 &amp;gt; 50 (Assist) &amp;gt; 15 + HP WR&lt;br /&gt;
|ex=48&lt;br /&gt;
|exhits=18 &amp;gt; 30&lt;br /&gt;
|meteropp=&lt;br /&gt;
|video=&lt;br /&gt;
|notes=&lt;br /&gt;
}}&lt;br /&gt;
{{Combo-012Data&lt;br /&gt;
|combo=&#039;&#039;&#039;Lance Charge&#039;&#039;&#039; &amp;gt; {{clr|wr=1}} &amp;gt; {{clr|astbrv=1}} &amp;gt; {{clr|ac=1}} &amp;gt; Flare&lt;br /&gt;
|condition=Gap closer / Punish starter&lt;br /&gt;
|requirement=Ground&lt;br /&gt;
|characters=&lt;br /&gt;
|damage=92 + HP WR&lt;br /&gt;
|damagehits=30 &amp;gt; 47 (Assist) &amp;gt; 15 + HP WR&lt;br /&gt;
|ex=60&lt;br /&gt;
|exhits=30 &amp;gt; 30&lt;br /&gt;
|meteropp=&lt;br /&gt;
|video=&lt;br /&gt;
|notes=Lance Charge can be used against blocks and for sniping landing lag, which leads to a consistent Kuja assist combo on the ground. If Lance Charge hits from afar or against a blocking opponent, it deals slightly less damage without critical hits. Call Kuja assist quickly after Garland wall rushes.&lt;br /&gt;
}}&lt;br /&gt;
{{Combo-012Data&lt;br /&gt;
|combo=&#039;&#039;&#039;Bardiche&#039;&#039;&#039; &amp;gt; {{clr|wr=1}} &amp;gt; {{clr|astbrv=1}} &amp;gt; {{clr|ac=1}} &amp;gt; Flare&lt;br /&gt;
|condition=Poke / punish starter, Wall Rush&lt;br /&gt;
|requirement=Air&lt;br /&gt;
|characters=&lt;br /&gt;
|damage=92 + HP WR&lt;br /&gt;
|damagehits=30 + WR &amp;gt; 47 (Assist) &amp;gt; 15 + HP WR&lt;br /&gt;
|ex=30&lt;br /&gt;
|exhits=0 &amp;gt; 30&lt;br /&gt;
|meteropp=&lt;br /&gt;
|video=&lt;br /&gt;
|notes=Garland&#039;s infamous assist combo starter. Kuja&#039;s ground BRV assist is rather slow, so there is not much time to call Kuja assist after wall rush. It has to be done rather early, and reacting to it can be harder if Bardiche connects high above the ground. Once Kuja assist does connect, Garland has lots of time to prepare for Assist Chase or add more Bardiches for extra damage. This is an important combo starter for Garland, so getting used to this move will pay in dividends.&lt;br /&gt;
}}&lt;br /&gt;
{{Combo-012Data&lt;br /&gt;
|combo=&#039;&#039;&#039;Twist Drill (1st part)&#039;&#039;&#039; &amp;gt; {{clr|astbrv=1}} &amp;gt; {{clr|ac=1}} &amp;gt; Twist Drill&lt;br /&gt;
|condition=Poke starter&lt;br /&gt;
|requirement=Air&lt;br /&gt;
|characters=&lt;br /&gt;
|damage=96&lt;br /&gt;
|damagehits=16 &amp;gt; 50 (Assist) &amp;gt; 30&lt;br /&gt;
|ex=120&lt;br /&gt;
|exhits=30 &amp;gt; 90&lt;br /&gt;
|meteropp=&lt;br /&gt;
|video=https://www.youtube.com/watch?v=_E2EVyWjRFM&amp;amp;t=107&lt;br /&gt;
|notes=A basic, reliable assist combo that works intuitively for players not used to dodge cancel combos. Chain Cast into Twist Drill is still possible, adds another 15 base damage and 90 EX if Garland can manage it. &lt;br /&gt;
}}&lt;br /&gt;
{{Combo-012Data&lt;br /&gt;
|combo=&#039;&#039;&#039;Tsunami&#039;&#039;&#039; &amp;gt; {{clr|astbrv=1}} &amp;gt; {{clr|ac=1}} &amp;gt; Flare&lt;br /&gt;
|condition=HP starter&lt;br /&gt;
|requirement=Ground&lt;br /&gt;
|characters=&lt;br /&gt;
|damage=77 + HP WR&lt;br /&gt;
|damagehits=12 &amp;gt; 50 (Assist) &amp;gt; 15 + HP WR&lt;br /&gt;
|ex=111&lt;br /&gt;
|exhits=96 &amp;gt; 15&lt;br /&gt;
|meteropp=&lt;br /&gt;
|video=&lt;br /&gt;
|notes=Tsunami can catch ground dodges and blocks a bit easier than Earthquake, and it doesn&#039;t require a wall rush. Once Tsunami has dealt HP damage, the opponent will fly upwards a little bit. Call Kuja assist when the opponent is about to stop moving upwards.&lt;br /&gt;
}}&lt;br /&gt;
{{Combo-012Data&lt;br /&gt;
|combo=&#039;&#039;&#039;Flare&#039;&#039;&#039; &amp;gt; {{clr|wr=1}} &amp;gt; {{clr|astbrv=1}} &amp;gt; {{clr|ac=1}} &amp;gt; Twist Drill &lt;br /&gt;
|condition=HP starter, Wall Rush&lt;br /&gt;
|requirement=Air&lt;br /&gt;
|characters=&lt;br /&gt;
|damage=95 + HP WR&lt;br /&gt;
|damagehits=15 + HP WR &amp;gt; 50 (Assist) &amp;gt; 30&lt;br /&gt;
|ex=120&lt;br /&gt;
|exhits=30 &amp;gt; 90&lt;br /&gt;
|meteropp=&lt;br /&gt;
|video=&lt;br /&gt;
|notes=Just like other wall rush starters, Garland can follow up with Kuja assist. Garland can go for another Flare after Kuja, but the reward won&#039;t be very good if base bravery doesn&#039;t fully recover. Instead, Twist Drill can help deal more bravery damage and fill EX gauge faster. This is a concept that Garland&#039;s core combos will capitalize on greatly.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
= Builds =&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Hybrid (Damage)=&lt;br /&gt;
&lt;br /&gt;
{{Build&lt;br /&gt;
|hp=9644&lt;br /&gt;
|cp=450&lt;br /&gt;
|brv=956 (1147 initial)&lt;br /&gt;
|atk=182&lt;br /&gt;
|def=184&lt;br /&gt;
|luk=60&lt;br /&gt;
|booster=x3.5&lt;br /&gt;
|setbonus=Seal of Lufenia&lt;br /&gt;
|ast=Kuja&lt;br /&gt;
|wpn=Gigant Axe&lt;br /&gt;
|hand=Lufenian Dirk {{equip}}&lt;br /&gt;
|head=Lufenian Hairpin {{equip}}&lt;br /&gt;
|armor=Lufenian Vest&lt;br /&gt;
|acc1={{accbas}} Hyper Ring&lt;br /&gt;
|acc2={{accbas}} Muscle Belt&lt;br /&gt;
|acc3={{accbas}} Booster&lt;br /&gt;
|acc4={{accboo}} Large Gap in HP&lt;br /&gt;
|acc5={{accboo}} Summon Unused&lt;br /&gt;
|acc6={{accboo}} Pre-EX Mode&lt;br /&gt;
|acc7={{accboo}} Pre-EX Revenge&lt;br /&gt;
|acc8={{accsp}} White Gem&lt;br /&gt;
|acc9={{accsp}} Glutton&lt;br /&gt;
|acc10={{accsp}} First to Victory&lt;br /&gt;
|summon=Rubicante&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Substitutes&lt;br /&gt;
Basic: Booster for Battle Hammer (assist depletion) or Dismay Shock (EX depletion).&lt;br /&gt;
&lt;br /&gt;
A strong, versatile build. High bravery damage output, enhanced EX absorption and an initial boost for meter and bravery help Garland reach a full EX bar and a subsequent OHKO faster. Use this build as your default.&lt;br /&gt;
&lt;br /&gt;
Equip Master Guardsman for over 10,000 health.&lt;br /&gt;
&lt;br /&gt;
|-|EX Revenge=&lt;br /&gt;
{{Build&lt;br /&gt;
|hp=9644&lt;br /&gt;
|cp=450&lt;br /&gt;
|brv=957 (1148 initial)&lt;br /&gt;
|atk=180&lt;br /&gt;
|def=185&lt;br /&gt;
|luk=60&lt;br /&gt;
|booster=x2.7&lt;br /&gt;
|setbonus=King of Tragedy&lt;br /&gt;
|ast=Kuja&lt;br /&gt;
|wpn=Rhongomiant&lt;br /&gt;
|hand=Prytwen&lt;br /&gt;
|head=Dragon Sallet&lt;br /&gt;
|armor=Wygar&lt;br /&gt;
|acc1={{accbas}} Muscle Belt&lt;br /&gt;
|acc2={{accbas}} Booster&lt;br /&gt;
|acc3={{accbas}} Dismay Shock&lt;br /&gt;
|acc4={{accboo}} Large Gap in BRV&lt;br /&gt;
|acc5={{accboo}} EX Revenge&lt;br /&gt;
|acc6={{accboo}} Summon Unused&lt;br /&gt;
|acc7={{accsp}} Spider Web&lt;br /&gt;
|acc8={{accsp}} Spider&#039;s Bane&lt;br /&gt;
|acc9={{accsp}} Avenger&lt;br /&gt;
|acc10={{accsp}} First to Victory&lt;br /&gt;
|summon=Rubicante&lt;br /&gt;
}}&lt;br /&gt;
A dedicated EX Revenge build.&lt;br /&gt;
&lt;br /&gt;
Against a Tidus with 184 DEF, a critical hit Bardiche can inflict  600+ bravery damage. It is possible to accumulate 5000 bravery during EX Revenge &#039;&#039;alone&#039;&#039;. Add two more Bardiches during a Kuja assist combo into a Flare and it amounts to about 7000 HP damage total. One way to mitigate damage from this combo is by equipping the extra ability Disable Sneak Attack.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Assist ==&lt;br /&gt;
&lt;br /&gt;
=== Garland Assist Data ===&lt;br /&gt;
&lt;br /&gt;
{{012Assist&lt;br /&gt;
|type1=BRV&lt;br /&gt;
|attack1=Round Edge&lt;br /&gt;
|startup1=23F&lt;br /&gt;
|position1=Ground&lt;br /&gt;
|spawn1=Opponent&lt;br /&gt;
|damage1=2 x 4, 6, 16 (30)&lt;br /&gt;
|effect1=Wall Rush&lt;br /&gt;
|type2=BRV&lt;br /&gt;
|attack2=Bardiche&lt;br /&gt;
|startup2=23F&lt;br /&gt;
|position2=Air&lt;br /&gt;
|spawn2=Opponent&lt;br /&gt;
|damage2=30&lt;br /&gt;
|effect2=Wall Rush&lt;br /&gt;
|type3=HP&lt;br /&gt;
|attack3=Tsunami&lt;br /&gt;
|startup3=45F&lt;br /&gt;
|position3=Ground&lt;br /&gt;
|spawn3=Opponent&lt;br /&gt;
|damage3=2 x 6 (12)&lt;br /&gt;
|effect3=Chase&lt;br /&gt;
|type4=HP&lt;br /&gt;
|attack4=Cyclone&lt;br /&gt;
|startup4=51F&lt;br /&gt;
|position4=Air&lt;br /&gt;
|spawn4=Opponent&lt;br /&gt;
|damage4=-&lt;br /&gt;
|effect4=Chase&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Assist Overview ===&lt;br /&gt;
&lt;br /&gt;
Garland is one of the weaker assists in the game. His {{keyword|holds|hold=1}} are short, so he relies on wall rush for damage and combo opportunities. Bardiche is fast and it avoids LV2 Assist Change staggers easily if it hits in {{keyword|neutral|neutral=1}}, but it leaves very little time to follow up. Tsunami has high coverage on grounded opponents and leads to Assist Chase, but it also has high assist cost. Cyclone covers space, but it is difficult to combo into.&lt;br /&gt;
&lt;br /&gt;
Generally speaking Garland assist does not see much use in competitive play, because he does not enable HP attacks consistently anywhere, or complement most characters&#039; strengths otherwise.&lt;br /&gt;
&lt;br /&gt;
=== Synergies ===&lt;br /&gt;
&lt;br /&gt;
Garland works with most competitive assists.&lt;br /&gt;
&lt;br /&gt;
;Kuja&lt;br /&gt;
:Kuja is the strongest assist for Garland, because he maximizes Garland&#039;s strengths on hit. Great combo potential, high damage output and retains {{keyword|whiff punish|whiffpunish=1}} capability. Air BRV sets up Chain Cast combos in the air for lots of EX, while ground BRV holds the opponent for two damaging Bardiche {{keyword|fillers|filler=1}}. Garland can stack bravery and EX gauge to force a checkmate situation, but Kuja&#039;s Force Symphony can help in Chase sequences. The main thing to watch out for is confirming Kuja ground BRV after Bardiche, as there is not much time to react. If opponent escapes from an assist combo early, Garland has to forgo the extra Bardiches to avoid an easy Assist Lock.&lt;br /&gt;
&lt;br /&gt;
;Sephiroth&lt;br /&gt;
:Sephiroth assist has less damaging and versatile combo routes, but he attacks faster on the ground and has wider {{keyword|hitboxes|hitbox=1}}. He is great for whiff punishing on the ground specifically. Bardiche ground combos are also easier to react with Sephiroth ground BRV. Bardiche fillers are still possible on the ground, and even in the air with air BRV assist. The strong pushback on Sephiroth&#039;s finishers makes Chain Cast follow-ups much less practical. Twist Drill, Bardiche and Flare still work though. That means Garland gets way less EX compared to Kuja assist, but still does competitive BRV damage with Sephiroth. And of course, Sephiroth cannot bypass LV2 Assist Change staggers as consistently as Kuja can.&lt;br /&gt;
&lt;br /&gt;
;Aerith&lt;br /&gt;
:Aerith lets Garland avoid LV2 Assist Change staggers consistently at the cost of damage and whiff punish capability. Twist Drill and Chain Cast combo into Seal Evil consistently with {{keyword|empty chase|emptychase=1}}, and long range Blaze completes the synergy. This can lead to stronger meter depletion, and Aerith still lets Garland get lots of EX with Chain Cast combos afterwards. Garland rarely needs Aerith to be competitive, but it is possible to use her for double assist combos with Cyclone if needed. If Garland lands Earthquake, Aerith does Cure because Garland is on the ground.&lt;br /&gt;
&lt;br /&gt;
;Tidus&lt;br /&gt;
:Tidus assist provides one of the fastest air BRVs for whiff punishes and a slower ground BRV for extended ground combos. If Garland needs The Emperor to stop doing Dreary Cells, Tidus gets the job done. The ground BRV is also nice for people who want to practice Garland&#039;s solo ground combos. Garland does not benefit much from Tidus assist otherwise, even though the air BRV combos are functional.&lt;br /&gt;
&lt;br /&gt;
= References =&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{navbox012}}&lt;br /&gt;
&lt;br /&gt;
{{roadmap012gar}}&lt;/div&gt;</summary>
		<author><name>Muggshotter</name></author>
	</entry>
	<entry>
		<id>https://dissidia.wiki/index.php?title=Garland_(Dissidia_012)&amp;diff=4811</id>
		<title>Garland (Dissidia 012)</title>
		<link rel="alternate" type="text/html" href="https://dissidia.wiki/index.php?title=Garland_(Dissidia_012)&amp;diff=4811"/>
		<updated>2026-03-26T14:08:08Z</updated>

		<summary type="html">&lt;p&gt;Muggshotter: /* Synergies */ Added Tidus assist.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Dissidia 012 Final Fantasy]]&lt;br /&gt;
{{012CharNavGar}}&lt;br /&gt;
&lt;br /&gt;
{{CharacterInfo&lt;br /&gt;
|portrait=https://resources.dissidia.wiki/ddff/portraits/ddff-port-garland.png&lt;br /&gt;
|name=Garland (ガーランド)&lt;br /&gt;
|origin=Final Fantasy&lt;br /&gt;
|atk=111 (High)&lt;br /&gt;
|def=112 (High)&lt;br /&gt;
|runspeed=10.5 (Very Slow)&lt;br /&gt;
|dash=81 (Below Average)&lt;br /&gt;
|fall=77 (Above Average)&lt;br /&gt;
|fallr=41 (Below Average)&lt;br /&gt;
|fastestbrv=13F (Deathblow, Highbringer high ver.)&lt;br /&gt;
|fastesthp=39F (Earthquake)&lt;br /&gt;
|1hithp=Yes (Cyclone, Blaze)&lt;br /&gt;
|hplinks=Yes (Combos only)&lt;br /&gt;
|cmdblock=No&lt;br /&gt;
|weapon=Axes, Greatswords, Katanas, Spears&lt;br /&gt;
|armor=Gauntlets, Heavy Armor, Helms,&amp;lt;br&amp;gt;Light Armor, Shields&lt;br /&gt;
|exclusives=Ogrekiller, Viking Axe, Gigant Axe&lt;br /&gt;
|unlock=&lt;br /&gt;
|alignment=Chaos&lt;br /&gt;
|vajp=[https://en.wikipedia.org/wiki/Kenji_Utsumi Kenji Utsumi]&lt;br /&gt;
|vaeng=[https://en.wikipedia.org/wiki/Christopher_Sabat Christopher Sabat]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
= Overview =&lt;br /&gt;
Garland is a defensive close / mid-range character who is defined by good whiff punish ability, combo game, EX meter economy and crushingly good bravery damage output.&lt;br /&gt;
&lt;br /&gt;
On the ground, Garland can take advantage of higher priorities, gap closers and mixups. With the character-defining Deathblow bravery, Garland can reliably generate assist meter on whiff, anti-air opponents and combo into Twist Drill for a considerable amount of damage and EX meter.&lt;br /&gt;
&lt;br /&gt;
In the air, Garland can utilise attacks with well defined tracking through a variety of braveries. Twist Drill anti-airs and pokes through projectiles, Chain Cast covers his air dodges and enables dodge cancel combos and the infamous Bardiche crushes anyone caught below the mighty axe.&lt;br /&gt;
&lt;br /&gt;
He boasts above average attack and defense stat, but his attributes are a bit lacking elsewhere. Movement speed is below average, air dodges are floaty, post-dodge defensive options are risky, he lacks independent HP links and air dodge punish attempts have considerable limitations. Not to mention, his braveries have well defined ranges that can hinder his approaches at times.&lt;br /&gt;
&lt;br /&gt;
However, one aspect where Garland is a cut above the rest is in the usage of EX meter. Not only can Garland acquire a full EX meter efficiently through combos, his EX Burst is one of the more damaging bursts in the game. But what he is &#039;&#039;really&#039;&#039; infamous for, is his EX Revenge damage output. Being able to combo into a high damaging Bardiche five times is enough to secure a bravery break against any character at their base bravery. This creates a dangerous dynamic with Garland where he can end matches early with a full EX bar if the opponent is below half health. If the player was able to amass a couple bravery breaks before using EX Revenge, Garland can practically &#039;&#039;kill any character from full health&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Historically Garland has been considered a low tier character. However, his representation in competitive play in recent years present a case for a &#039;&#039;&#039;mid tier&#039;&#039;&#039; or even &#039;&#039;&#039;high tier&#039;&#039;&#039; position. Garland is not without faults, nor is he the easiest character to succeed with. He is decent at exploiting the opponent&#039;s flaws with proper positioning, but if &#039;&#039;he&#039;&#039; is forced to try and create a mistake, he can fall apart completely against opponents with proper knowledge, positioning and reactions. Garland&#039;s long-term gameplan is strong, but it always requires landing hits with resources to later back him up.&lt;br /&gt;
&lt;br /&gt;
With consistent grounded defensive play, he can overpower many conventionally strong characters who have to engage with him first.&lt;br /&gt;
&lt;br /&gt;
{{ProConTable&lt;br /&gt;
|pros=&lt;br /&gt;
*&#039;&#039;&#039;Whiff punishment&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Bravery damage&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;EX meter economy&#039;&#039;&#039; - Generates meter efficiently through combos and can kill earlier with EX Revenge than any other character&lt;br /&gt;
*&#039;&#039;&#039;Disjoints&#039;&#039;&#039; great at poking through projectiles and walls&lt;br /&gt;
* &#039;&#039;&#039;Good ground-to-ground presence&#039;&#039;&#039;, except against area denial melee HPs&lt;br /&gt;
&lt;br /&gt;
|cons=&lt;br /&gt;
* &#039;&#039;&#039;Bad movement&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Post-dodge vulnerability&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Limited aerial dodge punish capability&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;EX meter gameplan hurt by poor neutral HPs and assist punish vulnerability&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Fast + long range vulnerability&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Difficulties creating offensive momentum consistently&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Bad at making the opponent whiff without forcing a dodge&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Flawed aerial mixups&#039;&#039;&#039;, can struggle against block in the air&lt;br /&gt;
* &#039;&#039;&#039;Bad against area denial melee HPs&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
= Bravery Attacks =&lt;br /&gt;
== Ground ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Round Edge=&lt;br /&gt;
&lt;br /&gt;
{{AbilityInfo2&lt;br /&gt;
|ver1=Short&lt;br /&gt;
|damage1=&#039;&#039;&#039;45&#039;&#039;&#039; (7, 8, 30)&lt;br /&gt;
|startup1=23F&lt;br /&gt;
|type1=Physical&lt;br /&gt;
|priority1=Melee Low &amp;lt;br&amp;gt;Melee Mid (2nd hit)&lt;br /&gt;
|ex1=30&lt;br /&gt;
|effect1=Wall Rush&lt;br /&gt;
|cancels1=Dodge&lt;br /&gt;
|asthit1=&lt;br /&gt;
|gametext=[Close] Broad sword sweep. &amp;lt;br&amp;gt;Change combo with input timing.&lt;br /&gt;
|level=1&lt;br /&gt;
|ap=100&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|ver2=Long&lt;br /&gt;
|damage2=&#039;&#039;&#039;45&#039;&#039;&#039; (7, 8, 9, 2, 2, 2, 15)&lt;br /&gt;
|startup2=23F&lt;br /&gt;
|type2=Physical&lt;br /&gt;
|priority2=Melee Low, Melee Mid (2nd hit) &amp;lt;br&amp;gt;Melee High (3rd hit)&lt;br /&gt;
|ex2=90&lt;br /&gt;
|effect2=Chase&lt;br /&gt;
|cancels2=Dodge&lt;br /&gt;
|asthit2=&lt;br /&gt;
|image=https://dissidia.wiki/images/b/b3/Brv_garland_round_edge.jpeg&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[File:Brv_garland_round_edge_short.jpeg|thumb|300px|Round Edge (Short)]]&lt;br /&gt;
&lt;br /&gt;
[[File:Brv_garland_round_edge_long.jpeg|thumb|300px|Round Edge (Long).]]&lt;br /&gt;
&lt;br /&gt;
Three sword swipes with two different follow-ups. Press circle {{pspcir}} before the third swipe for a wall rush finisher, or press circle {{pspcir}} after it for a chase finisher. Garland&#039;s movement can be controlled freely during the first two swipes.&lt;br /&gt;
&lt;br /&gt;
Round Edge is a high commitment attack, which is mainly used after block staggers or to catch opponents by surprise. It is risky to use due to its long {{keyword|startup|startup=1}} and animation length. Garland cannot dodge until the first three slashes are done. However, this move also provides notable reward on hit thanks to the precise Deathblow follow-ups; Bravery damage, EX and assist gauge are all great for Garland. Even without Deathblow follow-ups, Round Edge still provides assist combos, above average base damage and EX on the long finisher.&lt;br /&gt;
&lt;br /&gt;
Round Edge is not very safe or effective as a {{keyword|neutral|neutral=1}} tool. It is quite slow and has little coverage against opponent&#039;s defensive options. The second and third round slashes have higher priority which can work sometimes, but given the overall speed, this is easier for opponents to anticipate. Since Garland stops moving by the third slash, its high priority can be difficult to use against moving opponents. It is recommended to use this move with caution.&lt;br /&gt;
&lt;br /&gt;
When &#039;&#039;&#039;[[Lock_Off|locked off]]&#039;&#039;&#039;, Garland can move in any direction on the ground with Round Edge.&lt;br /&gt;
&lt;br /&gt;
|-|Lance Charge=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;30&#039;&#039;&#039; (2 x 5, 5, 15)&lt;br /&gt;
|startup=31F&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee Mid&lt;br /&gt;
|ex=30&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/0/00/Brv_garland_lance_charge.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=8&lt;br /&gt;
|ap=100&lt;br /&gt;
|gametext=[Mid] High-speed sword thrust. &amp;lt;br&amp;gt;Vertically limited, good range.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Lance Charge is a staple move for Garland. It&#039;s a very strong ground-to-ground bravery for its speed, mid priority and assist combos on hit. This is a midrange gap closer and a {{keyword|whiff punisher|whiffpunish=1}} that goes in a straight line. It&#039;s quite effective when used in tandem with Deathblow, such as against blocks, low priority attacks and ground dodges.&lt;br /&gt;
&lt;br /&gt;
Lance Charge staggers regular blocks, and it can follow up with a ground wall rush even if it was blocked. The ground wall rush finisher sets up high damaging Kuja assist combos, so Lance Charge&#039;s reward is pretty high with meter. It can punish &#039;&#039;&#039;[[Landing_lag|landing lag]]&#039;&#039;&#039; and counter opponents after a successful backwards / sideways &#039;&#039;&#039;[[Blodge|blodge]]&#039;&#039;&#039;. Lance Charge travels pretty quickly once {{keyword|active|active=1}} and the range extends slightly past the weapon visuals. It can be a difficult move to {{keyword|punish|punish=1}} at ground level due to its short recovery and mid priority&lt;br /&gt;
&lt;br /&gt;
However, this move is quite linear. It loses to fast sideways and upward movement, and higher priority in general. If Lance Charge misses, Garland is left airborne. He is vulnerable to attacks from above and fast assists, and his air dodge can put him in an even worse situation. It will not see much use in aerial focused {{keyword|matchups|matchup=1}} either, such as against {{012seph}}.&lt;br /&gt;
&lt;br /&gt;
|-|Deathblow=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=15&lt;br /&gt;
|startup=13F&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee Low&lt;br /&gt;
|ex=60&lt;br /&gt;
|effect=-&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/e/e9/Brv_garland_deathblow.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge, Block, Attack, Movement&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=1&lt;br /&gt;
|ap=100&lt;br /&gt;
|gametext=[Mid] Swift upwards sword swipe. &amp;lt;br&amp;gt;Low accuracy, quick strike.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
One of Garland&#039;s strongest bravery attacks. It&#039;s a safe {{keyword|poke|poke=1}}, {{keyword|anti-air|anti-air=1}} and a combo starter. The {{keyword|active|active=1}} frames are long, the {{keyword|tracking|tracking=1}} is strong and it {{keyword|recovers|recovery=1}} quickly, which make this a difficult move to contest. Deathblow is great for filling assist gauge and threatening nearby opponents. Garland does not have to dodge to make this move safe, which is very rare in this game. On hit, it combos into jump &amp;gt; Twist Drill, assist and generates lots of EX Force as a result.&lt;br /&gt;
&lt;br /&gt;
Deathblow is a must-have for close-range ground combat. It ties Garland&#039;s defensive gameplay together very well. Even so, it is important to mix things up, so the opponent doesn&#039;t catch Garland at a bad time. It still loses to higher priority attacks and well timed blocks. And because it&#039;s a ground move, it does little to contest {{keyword|halo camping|halocamp=1}}. It does make it easier to fight with full assist gauge, though.&lt;br /&gt;
&lt;br /&gt;
|-|Highbringer=&lt;br /&gt;
&lt;br /&gt;
{{AbilityInfo2&lt;br /&gt;
|ver1=Low&lt;br /&gt;
|damage1=&#039;&#039;&#039;24&#039;&#039;&#039; (5, 19)&lt;br /&gt;
|startup1=17F&lt;br /&gt;
|type1=Physical&lt;br /&gt;
|priority1=Melee Low&lt;br /&gt;
|ex1=90&lt;br /&gt;
|effect1=Chase&lt;br /&gt;
|cancels1=Dodge&lt;br /&gt;
|asthit1=&lt;br /&gt;
|gametext=[Mid] Swing sword upwards. &amp;lt;br&amp;gt;Change combo with input timing.&lt;br /&gt;
|level=32&lt;br /&gt;
|ap=100&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|ver2=High&lt;br /&gt;
|damage2=&#039;&#039;&#039;24&#039;&#039;&#039; (5, 2, 2, 15)&lt;br /&gt;
|startup2=13F&lt;br /&gt;
|type2=Physical&lt;br /&gt;
|priority2=Melee Low&lt;br /&gt;
|ex2=30&lt;br /&gt;
|effect2=Wall Rush&lt;br /&gt;
|cancels2=Dodge&lt;br /&gt;
|asthit2=&lt;br /&gt;
|image=https://dissidia.wiki/images/7/70/Brv_garland_highbringer.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[File:Brv_garland_highbringer_%28low%29.jpeg|thumb|300px|Highbringer (Low). Press Circle for a chain stab.]]&lt;br /&gt;
&lt;br /&gt;
[[File:Brv_garland_highbringer_(high).jpeg|thumb|300px|Highbringer (High). Press Circle for a combo attack.]]&lt;br /&gt;
&lt;br /&gt;
Highbringer functions as a {{keyword|poke|poke=1}}, post-block punisher and an assist combo starter. It is best used as an secondary ground bravery, particularly for aspiring players learning Garland. Highbringer is an uppercut with two built-in follow-up attacks. For low version, tap Circle {{pspcir}} twice for a chase ender and 90 EX. For high version, hold Circle {{pspcir}} to become airborne and then tap again for wall rush attack.&lt;br /&gt;
&lt;br /&gt;
Highbringer is quite fast, and it is more beginner friendly for assist combos compared to Deathblow. Both low and high versions can {{keyword|anti-air|anti-air=1}}, and the {{keyword|hit stun|hitstun=1}} and wall rush allow a variety of assist combo routes. The first slash also looks and acts very similarly to Deathblow, so Highbringer often goes uncontested.&lt;br /&gt;
&lt;br /&gt;
However, this attack is is outclassed by Deathblow at higher levels of play. It has much longer {{keyword|recovery|recovery=1}}, so dodges are needed for long term safety. Highbringer does not lead to the consistent Twist Drill follow-ups, so the reward on hit is weaker and more reliant on assist gauge. The high version has more requirements for notable reward such as short reaction time, assist and sometimes wall rush. It also leaves Garland airborne even if it misses, where he has to avoid getting caught after a dodge.&lt;br /&gt;
&lt;br /&gt;
As a side note, Highbringer (High) first hit can also be dodge cancelled early on hit. However, if Highbringer (Low) first hit connects, the {{keyword|dodge cancel|dc=1}} cannot be done as quickly.&lt;br /&gt;
&lt;br /&gt;
|-|Thundaga (ground)=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=each (10)&lt;br /&gt;
|startup=51F&lt;br /&gt;
|type=Magical&lt;br /&gt;
|priority=Ranged Low&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=-&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/2/2b/Brv_garland_thundaga_g.jpeg&lt;br /&gt;
|imgpos=55%&lt;br /&gt;
|cancels=Dodge, Block, Attack&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=19&lt;br /&gt;
|ap=100&lt;br /&gt;
|gametext=[Long] Call down lightning strikes &amp;lt;br&amp;gt;that home in on opponent.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Three bolts spawn on the opponent in a sequence, and push the opponent away. Thundaga is a long range {{keyword|poke|poke=1}}, that is mostly used to interrupt opponents. It bypasses solid objects and lingering projectiles, but the damage is low and it needs wall for combos. Garland is vulnerable to attacks during the animation, but the {{keyword|recovery|recovery=1}} is rather short for a move like this. It can be difficult to {{keyword|whiff punish|whiffpunish=1}} from a distance. Just watch out for opponent&#039;s Free Air Dash and assist.&lt;br /&gt;
&lt;br /&gt;
Thundaga is not used in competitive play often due to its low damage, EX generation and situational combos.&lt;br /&gt;
&lt;br /&gt;
About the wall combos: If opponent is against a wall, the bolts can combo into each other. Garland can follow up with Flare, Chain Cast and even air bravery assists. The upward knockback&#039;s direction is also based on where the player&#039;s camera is facing.&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Aerial ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Twin Swords=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;30&#039;&#039;&#039; (7, 8, 15)&lt;br /&gt;
|startup=21F&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee Low&lt;br /&gt;
|ex=30&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/5/58/Brv_garland_twin_swords.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=1&lt;br /&gt;
|ap=100&lt;br /&gt;
|gametext=[Mid] Swipe with twin blades. &amp;lt;br&amp;gt;Approaches foe; limited height.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Garland&#039;s primary aerial bravery that advances forward. It&#039;s fast, but not fast enough to be always unreactable, though the start-up is tricky to see. Given how Garland&#039;s other braveries are telegraphed by their effective range, Twin Swords is similarly linear in application; Twin Swords&#039; main strength lies in having some tracking in all directions, which makes it a consistent counter attack after blocking.&lt;br /&gt;
&lt;br /&gt;
Despite that, Twin Swords&#039; range is average and the homing period is brief. The animation is also rather long. This means it can be dangerous to whiff Twin Swords, and the need for wall rushes skews the risk/reward ratio against Garland. In small stages with low ceilings, Twin Swords can represent a threat more consistently in {{keyword|air-to-air|air-to-air=1}} situations. It is not a staple in Garland&#039;s aerial kit, but it&#039;s not entirely without merit either. Generally speaking it can be difficult to justify over Bardiche, Twist Drill and Chain Cast which provide more utility and reward on hit overall.&lt;br /&gt;
&lt;br /&gt;
|-|Chain Cast=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;15&#039;&#039;&#039; (7, 8)&lt;br /&gt;
|startup=45F&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee Low&lt;br /&gt;
|ex=90&lt;br /&gt;
|effect=Chase&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/1/1d/Brv_garland_chain_cast.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=1&lt;br /&gt;
|ap=100&lt;br /&gt;
|gametext=[Mid] Swing chain. Low accuracy, &amp;lt;br&amp;gt;but effective against any height.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Garland positions himself above in relation to the opponent for two vertical attacks. Air combo starter, air-to-ground {{keyword|whiff punisher|whiffpunish=1}} and Garland&#039;s primary post-dodge defensive option in the air. It is not invincible, but the movement can help him evade slower dodge punish attempts. On hit, Garland can dodge cancel and combo into Twist Drill for a total of 180 EX (almost 20 % of an EX bar) or Bardiche / Twin Swords at the wall. Chain Cast&#039;s consistent damage output, meter generation and applications in the neutral make it an appealing choice for a third bravery slot along with Bardiche and Twist Drill.&lt;br /&gt;
&lt;br /&gt;
Chain Cast has enough hit stun to make empty chase attempts safer on average, although it is not entirely safe to use in all instances. It can also hit behind the opponent&#039;s block, though exact conditions are unclear. Being significantly below or above the opponent helps, though.&lt;br /&gt;
&lt;br /&gt;
The hitbox has some oddities. It has gaps and possibly slight deadzones between the chain itself and the tip. Before reaching proper down-forward hitbox there may be a gap just below level height. It could have a small deadzone right in front of Garland as well. This requires further research.&lt;br /&gt;
&lt;br /&gt;
|-|Bardiche=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=30&lt;br /&gt;
|startup=23F&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee Low&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/7/7e/Brv_garland_bardiche.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=4&lt;br /&gt;
|ap=100&lt;br /&gt;
|gametext=[Dive] Mighty axe swing. &amp;lt;br&amp;gt;Great for attacking from above.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Garland&#039;s iconic crushing swing. A staple in Garland&#039;s kit due to its speed, average whiff recovery and infamous damage output. It can be used to build assist gauge on whiff and punish long recovery attacks below Garland. Bardiche is primarily run for its reward on hit, namely with ground wall rush assist combos and EX Revenge. The high base damage makes Garland one of the best users of wall rush bravery enhancements (primarily {{accbas}} Booster).&lt;br /&gt;
&lt;br /&gt;
Outside of combos, Bardiche&#039;s reward is lacking with no EX, short assist confirm window and no automatic Sneak Attack activations. Its other applications in the {{keyword|neutral|neutral=1}} are also weak due to it exclusively tracking downwards, having a small hitbox and flawed mixup options to support it. It is a loud, telegraphed and relatively slow to start low priority move on a character whose other downward attacks are all slower than 40 frames.&lt;br /&gt;
&lt;br /&gt;
Despite these flaws, Bardiche is commonly used because the damage output is high enough to outweigh the cons.&lt;br /&gt;
&lt;br /&gt;
|-|Twist Drill=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;30&#039;&#039;&#039; (4 x 2, 8, 14)&lt;br /&gt;
|startup=21F&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee Low&lt;br /&gt;
|ex=90&lt;br /&gt;
|effect=Chase&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/d/dc/Brv_garland_twist_drill.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=28&lt;br /&gt;
|ap=100&lt;br /&gt;
|gametext=[Rise] Upwards lunge with sword. &amp;lt;br&amp;gt;Great for attacking from below.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Fast anti-air attack with good combo potential, damage and EX output. Twist Drill primarily tracks opponents above Garland, and it is used as a {{keyword|whiff punisher|whiffpunish=1}} or an occasional aerial {{keyword|poke|poke=1}}. It has good range and can be combo&#039;d into from Deathblow for 180 EX.&lt;br /&gt;
&lt;br /&gt;
Twist Drill has lots of {{keyword|hitstun|hitstun=1}}. It is one of the few moves in the game that provide a safe {{keyword|empty chase|emptychase=1}} anywhere. This is great for both assist combos and taking EX force reliably. A late dodge cancel window and empty chase are both viable starters for Garland&#039;s commonly used assists. While Garland is safe after an empty chase, he can still lose to {{keyword|command blocks|commandblock=1}} if he attempts to push his advantage immediately. Challenging recovery attack pokes depends on the {{keyword|matchup|matchup=1}} and stage positioning as well; Chasing at a corner can leave Garland closer to the opponent than usual.&lt;br /&gt;
&lt;br /&gt;
Twist Drill&#039;s whiff recovery is long enough for it to be punishable on reaction. It has a blind spot above Garland&#039;s head, and it&#039;s only effective at dodge punishing from below. If the opponent has a good read on Garland, they can even use an air BRV assist to shut down Twist Drill.&lt;br /&gt;
&lt;br /&gt;
Even so, Twist Drill is a staple in Garland&#039;s air combat. The {{keyword|disjointed|disjoint=1}} {{keyword|hitbox|hitbox=1}} allows him to poke through {{keyword|projectiles|projectile=1}} and traps, such as {{012ulti}} charged Knight&#039;s Lance. The first part can be {{keyword|dodge cancelled|dc=1}} early enough to contest {{012emp}}&#039;s Dreary Cells, and the startup speed can be difficult to react to without practice.&lt;br /&gt;
&lt;br /&gt;
Twist Drill can also hit behind the opponent&#039;s block at the right distance and angle below the opponent.&lt;br /&gt;
&lt;br /&gt;
|-|Thundaga (midair)=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=each (10)&lt;br /&gt;
|startup=51F&lt;br /&gt;
|type=Magical&lt;br /&gt;
|priority=Ranged Low&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=-&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/2/2d/Brv_garland_thundaga_a.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge, Block, Attack&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=25&lt;br /&gt;
|ap=100&lt;br /&gt;
|gametext=[Long] Call down lightning strikes &amp;lt;br&amp;gt;that home in on opponent.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Same as the ground version, except it can be done anywhere in the air. A valid option against mages and characters with poor mobility, it&#039;s main application is still interrupting opponents.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= HP Attacks =&lt;br /&gt;
&lt;br /&gt;
== Ground ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Earthquake=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;18&#039;&#039;&#039; (8, 2 x 5)&lt;br /&gt;
|startup=39F&lt;br /&gt;
|type=Physical (axe) &amp;lt;br&amp;gt;Magical (rocks)&lt;br /&gt;
|priority=Melee High (axe) &amp;lt;br&amp;gt;Unblockable (rocks)&lt;br /&gt;
|ex=36&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/2/28/Hp_garland_earthquake.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=1&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=[Close] Split ground with axe. &amp;lt;br&amp;gt;Steals bravery, then takes HP.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Earthquake is a decent {{keyword|mixup|Mixup}} against grounded opponents trying to crack Garland&#039;s defense. It tracks well, has strong {{keyword|knockback|knockback}} and it cannot be staggered reactively with &#039;&#039;&#039;[[Assist_(Dissidia_012)#LV2_Assist_Change|LV2 Assist Change]]&#039;&#039;&#039; after the first hit without avoiding &#039;&#039;&#039;[[Assist_(Dissidia_012)#Assist_Lock|Assist Lock]]&#039;&#039;&#039;. Earthquake has minor {{keyword|anti-air|ANTi-air}} potential, both on the initial axe slam and the rock that deals HP damage at the end. &lt;br /&gt;
&lt;br /&gt;
Because the rocks act independently after activating, Earthquake can be used to punish fairly safe approaching &#039;&#039;&#039;[[Attack_Priority_(Dissidia_012)#High|Melee High]]&#039;&#039;&#039; attacks, such as {{012tifa}}&#039;s Rolling Blaze or {{012squ}}&#039;s Revolver Drive by clashing with them.&lt;br /&gt;
&lt;br /&gt;
Earthquake is one of Garland&#039;s many moves that can be used and not get cleanly {{keyword|punished|PUNish}} for it. But it is also followed by some of the worse disadvantage states in the game due to poor movement, risky defensive options and lack of safe follow-ups on whiff. That&#039;s true for a lot of Garland&#039;s tools, but it&#039;s by far most evident on Earthquake.&lt;br /&gt;
&lt;br /&gt;
The active duration, tracking and dodge cancel window can make punishing Earthquake on the ground difficult without mid range attacks or dodge punish tools. Earthquake is effective when used sparingly, but aerial attacks from above can still punish it. It is prone to trades, but they don&#039;t backfire on Garland as often as one might expect. This is a good, staple HP attack for Garland.&lt;br /&gt;
&lt;br /&gt;
|-|Blaze (ground)=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=-&lt;br /&gt;
|startup=59F&lt;br /&gt;
|type=-&lt;br /&gt;
|priority=Ranged High&lt;br /&gt;
|ex=each (9)&lt;br /&gt;
|effect=-&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/c/c9/Hp_garland_blaze_g.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=16&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=[Long] Shoot multiple fireballs &amp;lt;br&amp;gt;that chase opponent.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Homing fireballs that can be dodged with well placed dodge. Not commonly used on the ground when Garland has other attacks with better properties and reward on hit.&lt;br /&gt;
&lt;br /&gt;
Blaze has a bad deadzone in front of Garland and each fireball can inflict meter depletion on hit. These are traits that carry over to its aerial version, which sees much more use in competitive play.&lt;br /&gt;
&lt;br /&gt;
|-|Tsunami=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;12&#039;&#039;&#039; (2 x 6)&lt;br /&gt;
|startup=45F&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee High&lt;br /&gt;
|ex=96&lt;br /&gt;
|effect=-&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/8/8f/Hp_garland_tsunami.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=36&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=[Mid] Hurl chain sword. &amp;lt;br&amp;gt;Vertically limited, very accurate.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
One of Garland&#039;s post-dodge defensive options on the ground. Much like Chain Cast, the swift movement helps Garland evade, rather than plain invincibility. However, it is dangerous to whiff this attack due to its lenghty animation and late cancel window.&lt;br /&gt;
&lt;br /&gt;
Tsunami&#039;s strong tracking against grounded opponents works very well as a dodge punisher and as an instigator when assist meter is available. Against opponents without {{keyword|command blocks|Command block}} options, doing Tsunami and reacting with an assist can be effective, because it usually forces a dodge. It can also hit aerial opponents who are close to Garland at the time of impact.&lt;br /&gt;
&lt;br /&gt;
This attack also combos into assists on hit. It is a good mixup akin to Earthquake, with stronger tracking at the expense of wall rush and worse trade interactions without assist. If Garland staggers an opponent with a &#039;&#039;&#039;[[Blodge|blodge]]&#039;&#039;&#039;, he can also use Tsunami to retaliate after blodging backwards or sideways.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Aerial ==&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Blaze (midair)=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=-&lt;br /&gt;
|startup=59F&lt;br /&gt;
|type=-&lt;br /&gt;
|priority=Ranged High&lt;br /&gt;
|ex=each (9)&lt;br /&gt;
|effect=-&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/8/8e/Hp_garland_blaze.jpeg&lt;br /&gt;
|imgpos=40%&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=1&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=[Long] Shoot multiple fireballs &amp;lt;br&amp;gt;that chase opponent.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Blaze is commonly used as an occasional long range harassment tool along with Cyclone. While this cannot wall rush, each fireball can deplete assist / EX gauge on hit. Though the projectiles have tracking, their {{keyword|hitbox|HItbox}} is not large. As they home in on the opponent, they all try to focus on a singular point of impact, reducing their overall screen presence.&lt;br /&gt;
&lt;br /&gt;
Despite the projectiles&#039; speed and relatively brief duration, it is possible to reflect one of them back at Garland. That is rarely a concern for Garland though. A more common downside to Blaze is the lack of protection around Garland once the projectiles have been fired; There is enough time to hit Garland out of Blaze after firing the projectiles, but &#039;&#039;before&#039;&#039; he can act again. Using Blaze without protection from Cyclone (or even assist) can lead to unfavorable trades with opponent&#039;s assist (Blaze hits, opponent&#039;s assist &#039;&#039;&#039;[[Bravery_(Dissidia_012)#Bravery_Break|breaks]]&#039;&#039;&#039; Garland), or {{keyword|assist punishes|assist punish}}. &lt;br /&gt;
&lt;br /&gt;
Blaze is a staple for Garland, despite not having strong {{keyword|neutral|NEutral}} applications. It has a low hit rate at high level play, but also low risk when used sparingly from a distance. It supports Garland at a range where he doesn&#039;t have much presence, and if his opponent struggles to deal with Cyclone, it makes Blaze that much more prominent.&lt;br /&gt;
&lt;br /&gt;
If the opponent has Auto Assist Lock On equipped, and the opponent escapes an assist combo as Garland uses Blaze, the projectiles won&#039;t track to the opponent. They will disperse instead.&lt;br /&gt;
&lt;br /&gt;
|-|Cyclone=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=-&lt;br /&gt;
|startup=51F&lt;br /&gt;
|type=-&lt;br /&gt;
|priority=Ranged High&lt;br /&gt;
|ex=each (60)&lt;br /&gt;
|effect=Absorb&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/e/ed/Hp_garland_cyclone.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=12&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=[Close] Call forth tornado. &amp;lt;br&amp;gt;Slow speed, homing ability.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Two Ranged High projectiles occupy space temporarily while gradually splintering off from their starting position. Cyclone is often used as a passive defensive tool, assist combo extender or a safer combo finisher after assist. It has good reward on hit thanks to its EX generation and {{keyword|hit stun|HIT stun}} - It combos into assists on hit, and even Garland can follow up on his own if Cyclone hits after Garland is actionable. Cyclone plays an important role in optimizing Garland&#039;s air combos for EX, namely at the ceiling and / or after EX Revenge.&lt;br /&gt;
&lt;br /&gt;
Cyclone does not protect Garland effectively from all angles. {{keyword|Disjointed|Disjoint}} attacks and assists such as {{012aer}}&#039;s Seal Evil can consistently punish Garland for using this move. Advancing high priority moves such as {{012clo}}&#039;s Braver and {{012squ}}&#039;s Rough Divide can also power through Cyclone. Because Garland cannot act again early and or take advantage of the projectiles for long, it can be difficult to establish offensive momentum with Cyclone.&lt;br /&gt;
&lt;br /&gt;
However, characters without Aerith assist, {{keyword|projectiles|Projectile}}, {{keyword|command blocks|COmmand block}}, disjointed {{keyword|hitbox|HITbox}} or a relatively fast advancing Melee High attack will find Cyclone to be difficult to neutralize. In these cases, Cyclone provides a consistent defensive barrier and a disruptor for Garland.&lt;br /&gt;
&lt;br /&gt;
|-|Flare=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=15&lt;br /&gt;
|startup=47F&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee High&lt;br /&gt;
|ex=30&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/2/2e/Hp_garland_flare.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=22&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=[Mid] Strike with greatsword, &amp;lt;br&amp;gt;causing large explosion on hit.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Garland&#039;s primary HP attack after blocking and as an assist combo ender. It tracks the opponent well, though it&#039;s bad at turning around from a bit before Garland starts moving. The {{keyword|knockback|Knockback}} is very high with good wall rush potential, which lets Garland deal more damage pretty consistently after a bravery break.&lt;br /&gt;
&lt;br /&gt;
Flare&#039;s active frames are very brief and as such, it is not effective at punishing early blocks and catching aerial dodges with Evasion Boost. It also has plenty of {{keyword|recovery frames|Recovery}}, which leaves Garland vulnerable to {{keyword|punishes|PUnish}} for a good moment.&lt;br /&gt;
&lt;br /&gt;
If Flare makes contact, Garland will transition into the second hit that deals HP damage. This is true whether the opponent escapes with LV1 Assist Change afterwards or he clashes with a lower priority melee move. It doesn&#039;t have particularly strong tracking and Garland can be hit during the animation. Cyclone and Blaze can make up for this weakness, but Flare remains a staple in Garland&#039;s arsenal regardless. It is his only aerial HP he can consistently connect after staggering an opponent with a block and it works reliably after assists.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== EX Mode: Class Change! ==&lt;br /&gt;
Effects:&lt;br /&gt;
* Regen&lt;br /&gt;
* Critical Boost&lt;br /&gt;
* Indomitable Resolve&lt;br /&gt;
&lt;br /&gt;
Garland&#039;s EX mode is conventionally strong due to his damage output. The threat of his high damaging EX Revenge combos also complements his EX mode, which depletes the opponent&#039;s assist gauge upon activation. There aren&#039;t many unique perks here, but because Garland can fill his EX gauge effectively through combos, he can get more opportunities to close out matches with it.&lt;br /&gt;
&lt;br /&gt;
=== Indomitable Resolve ===&lt;br /&gt;
{{image|https://dissidia.wiki/images/5/51/Ex_mode_garland.jpeg}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[Active while attacking] Even while taking damage, attacks can be performed without flinching.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Rare instance of {{keyword|super armor|super armor}} in Dissidia 012. During an attack animation, Garland will not flinch from any attack that does not inflict HP damage. This can be good as a surprise attack, and it can also work in a pinch against characters with HP links (Cyclone, anyone?), but remember that EX mode does not alter Garland&#039;s attack properties; He can still be blocked.&lt;br /&gt;
&lt;br /&gt;
=== EX Burst: Soul of Chaos ===&lt;br /&gt;
{{image|https://dissidia.wiki/images/6/6a/Ex_burst_garland.jpeg}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;An attack terrible enough to shake the heavens. Repeatedly press circle to add strength to the attack.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{burst&lt;br /&gt;
|damage1=12, 12 (24)&lt;br /&gt;
|damage2=4x3, 3x4, 16, 16, 5x4 (100 total)&lt;br /&gt;
|type=Physical&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Soul of Chaos requires filling the gauge by repeatedly pressing circle {{pspcir}}. It&#039;s not the strongest EX Burst in the game, but well above average in power thanks to Garland&#039;s high base ATK, good initial hits and bravery stacking with a full EX gauge.&lt;br /&gt;
&lt;br /&gt;
== Combos ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main article: &#039;&#039;&#039;[[Garland_(Dissidia_012)/Combos|Garland (Combos)]]&#039;&#039;&#039; &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Solo ===&lt;br /&gt;
&lt;br /&gt;
Garland has a handful of solo combos, but his most practical ones start with Deathblow or Chain Cast. Both can lead to Twist Drill for plenty of damage and EX, which is great for Garland.&lt;br /&gt;
&lt;br /&gt;
{{Combo-012&lt;br /&gt;
|data=&lt;br /&gt;
{{Combo-012Data&lt;br /&gt;
|combo=&#039;&#039;&#039;Deathblow&#039;&#039;&#039; &amp;gt; move &amp;gt; jump &amp;gt; Twist Drill&lt;br /&gt;
|condition=Poke starter&lt;br /&gt;
|requirement=Ground&lt;br /&gt;
|characters=&lt;br /&gt;
|damage=45&lt;br /&gt;
|damagehits=15 &amp;gt; 30&lt;br /&gt;
|ex=150&lt;br /&gt;
|exhits=60 &amp;gt; 90&lt;br /&gt;
|meteropp=&lt;br /&gt;
|video=https://www.youtube.com/watch?v=_E2EVyWjRFM?=shared&amp;amp;t=5&lt;br /&gt;
|notes=Staple combo. High EX and leads to damaging Kuja assist combos for even more EX. Move and jump as quickly as possible. The later Deathblow hits, the more time Garland has to combo into Twist Drill.&lt;br /&gt;
}}&lt;br /&gt;
{{Combo-012Data&lt;br /&gt;
|combo=&#039;&#039;&#039;Chain Cast&#039;&#039;&#039; &amp;gt; {{clr|dc=1}} &amp;gt; Twist Drill&lt;br /&gt;
|condition=Punish starter&lt;br /&gt;
|requirement=Air, above opponent&lt;br /&gt;
|characters=&lt;br /&gt;
|damage=45&lt;br /&gt;
|damagehits=15 &amp;gt; 30&lt;br /&gt;
|ex=180&lt;br /&gt;
|exhits=90 &amp;gt; 90&lt;br /&gt;
|meteropp=&lt;br /&gt;
|video=https://www.youtube.com/watch?v=_E2EVyWjRFM&amp;amp;t=19&lt;br /&gt;
|notes=Staple air combo, commonly used as a punish or an assist combo ender. 180 EX is great, which Garland can get by &#039;&#039;&#039;[[Chase_(Dissidia_012)#Empty_Chase|empty chasing]]&#039;&#039;&#039; immediately. If Garland has assist, he can also start an assist combo by dodge cancelling, or after empty chase ends.&lt;br /&gt;
&lt;br /&gt;
:If opponent is far after Chain Cast, Twist Drill may not land all initial hits. This combo does not require wall, but it can be easier to do near walls and corners due to reduced knockback. Garland should remain cautious when empty chasing at a corner, because being closer to the opponent makes him a bit more vulnerable to recovery attack attempts.&lt;br /&gt;
&lt;br /&gt;
When wall is not nearby, Garland can dodge cancel towards opponent more reliably by moving camera sideways after Assist Chase, and then moving with a quarter-circle motion. For example, the camera is tilted to the right so Garland faces to the left. The quarter-circle motion would then be left &amp;gt; left/up &amp;gt; up. The initial left should be held for almost a split second.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== EX Revenge ===&lt;br /&gt;
&lt;br /&gt;
Garland gets access to some of his strongest combos during EX Revenge, including the notorious Bardiche combo. With EX Revenge, Garland becomes very dangerous to interact with due to its damage potential.&lt;br /&gt;
&lt;br /&gt;
{{Combo-012&lt;br /&gt;
|data=&lt;br /&gt;
{{Combo-012Data&lt;br /&gt;
|combo=&#039;&#039;&#039;Bardiche&#039;&#039;&#039; &amp;gt; {{clr|wr=1}} &amp;gt; Bardiche &amp;gt; {{clr|wr=1}} &amp;gt; Bardiche &amp;gt; {{clr|wr=1}} &amp;gt; Bardiche &amp;gt; {{clr|wr=1}} &amp;gt; Bardiche &amp;gt; Flare&lt;br /&gt;
|condition=Air starter, close to opponent&lt;br /&gt;
|requirement=Full EX Gauge, near ground&lt;br /&gt;
|characters=&lt;br /&gt;
|damage=165 + HP &amp;amp; WR (x5)&lt;br /&gt;
|damagehits=30 + WR &amp;gt; 30 + WR &amp;gt; 30 + WR &amp;gt; 30 + WR &amp;gt; 30 + WR &amp;gt; 15 + HP WR&lt;br /&gt;
|ex=0&lt;br /&gt;
|exhits=0 &amp;gt; 0 &amp;gt; 0 &amp;gt; 0 &amp;gt; 0 &amp;gt; 0&lt;br /&gt;
|meteropp=&lt;br /&gt;
|video=&lt;br /&gt;
|notes=Garland&#039;s EX Revenge combo is infamous for its insane damage output. It is one of, if not THE strongest EX Revenge combo in the game without assist. As long as Garland is close to the opponent, he can repeatedly use Bardiche up to five times. Each Bardiche can also wall rush, which adds even more damage near ground. This combo requires little adjustment for Garland and it should be fairly easy to execute, as long as pressing Circle {{pspcir}} repeatedly is not an issue.&lt;br /&gt;
&lt;br /&gt;
This combo is the reason a full EX gauge is so beneficial for Garland. It practically guarantees a bravery break for Garland. And even if it doesn&#039;t, the wall rush still lets assists follow up. As a result, this combo can do far more damage than just the listed 165 + HP WR. 4,000 HP is practically killing range for Garland, while having more health usually means being put into &#039;&#039;&#039;[[Statistic_(Dissidia_012)#Near_Death|Near Death]]&#039;&#039;&#039; state.&lt;br /&gt;
&lt;br /&gt;
It is important to note, that wall rush contributes a lot to this combo&#039;s damage output. Therefore, if Garland cannot wall rush with Bardiche or especially Flare, he won&#039;t do nearly as much damage. Furthermore, if Garland needs to approach opponent from a distance, he has less time to do Bardiches. In order to ensure maximum damage, Garland should consider activating EX Revenge close to opponent, while being near ground. Garland can also consider dodging behind the opponent at the beginning to get more critical hits from Sneak Attack extra ability.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Assist ===&lt;br /&gt;
&lt;br /&gt;
Garland has a well-rounded combo game with few competitive assists. He can start assist combos with most of his moves and any wall rush he gets. This is great for learning the character, but the combos also scale well with builds and a little bit of execution; Garland is capable of doing lots of bravery damage with Bardiche during ground assists, and Chain Cast solo combos generate lots of EX for Garland. Both are great for him, as a full EX gauge is a fantastic win condition.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main article: &#039;&#039;&#039;[[Garland_(Dissidia_012)/Combos#Assist_Combos_(Kuja)|Garland Combos (Kuja Assist)]]&#039;&#039;&#039; &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Kuja does just about everything Garland would want from assist. Combos off of Garland&#039;s most important moves, great holding potential for Bardiche fillers and sets up Chain Cast combos for damage and EX.&lt;br /&gt;
&lt;br /&gt;
{{Combo-012&lt;br /&gt;
|data=&lt;br /&gt;
{{Combo-012Data&lt;br /&gt;
|combo=&#039;&#039;&#039;Highbringer 1st hit (Low)&#039;&#039;&#039; &amp;gt; {{clr|astbrv=1}} &amp;gt; {{clr|ac=1}} &amp;gt; Flare&lt;br /&gt;
|condition=Poke starter&lt;br /&gt;
|requirement=Ground&lt;br /&gt;
|characters=&lt;br /&gt;
|damage=70 + HP WR&lt;br /&gt;
|damagehits=5 &amp;gt; 50 (Assist) &amp;gt; 15 + HP WR&lt;br /&gt;
|ex=48&lt;br /&gt;
|exhits=18 &amp;gt; 30&lt;br /&gt;
|meteropp=&lt;br /&gt;
|video=&lt;br /&gt;
|notes=&lt;br /&gt;
}}&lt;br /&gt;
{{Combo-012Data&lt;br /&gt;
|combo=&#039;&#039;&#039;Lance Charge&#039;&#039;&#039; &amp;gt; {{clr|wr=1}} &amp;gt; {{clr|astbrv=1}} &amp;gt; {{clr|ac=1}} &amp;gt; Flare&lt;br /&gt;
|condition=Gap closer / Punish starter&lt;br /&gt;
|requirement=Ground&lt;br /&gt;
|characters=&lt;br /&gt;
|damage=92 + HP WR&lt;br /&gt;
|damagehits=30 &amp;gt; 47 (Assist) &amp;gt; 15 + HP WR&lt;br /&gt;
|ex=60&lt;br /&gt;
|exhits=30 &amp;gt; 30&lt;br /&gt;
|meteropp=&lt;br /&gt;
|video=&lt;br /&gt;
|notes=Lance Charge can be used against blocks and for sniping landing lag, which leads to a consistent Kuja assist combo on the ground. If Lance Charge hits from afar or against a blocking opponent, it deals slightly less damage without critical hits. Call Kuja assist quickly after Garland wall rushes.&lt;br /&gt;
}}&lt;br /&gt;
{{Combo-012Data&lt;br /&gt;
|combo=&#039;&#039;&#039;Bardiche&#039;&#039;&#039; &amp;gt; {{clr|wr=1}} &amp;gt; {{clr|astbrv=1}} &amp;gt; {{clr|ac=1}} &amp;gt; Flare&lt;br /&gt;
|condition=Poke / punish starter, Wall Rush&lt;br /&gt;
|requirement=Air&lt;br /&gt;
|characters=&lt;br /&gt;
|damage=92 + HP WR&lt;br /&gt;
|damagehits=30 + WR &amp;gt; 47 (Assist) &amp;gt; 15 + HP WR&lt;br /&gt;
|ex=30&lt;br /&gt;
|exhits=0 &amp;gt; 30&lt;br /&gt;
|meteropp=&lt;br /&gt;
|video=&lt;br /&gt;
|notes=Garland&#039;s infamous assist combo starter. Kuja&#039;s ground BRV assist is rather slow, so there is not much time to call Kuja assist after wall rush. It has to be done rather early, and reacting to it can be harder if Bardiche connects high above the ground. Once Kuja assist does connect, Garland has lots of time to prepare for Assist Chase or add more Bardiches for extra damage. This is an important combo starter for Garland, so getting used to this move will pay in dividends.&lt;br /&gt;
}}&lt;br /&gt;
{{Combo-012Data&lt;br /&gt;
|combo=&#039;&#039;&#039;Twist Drill (1st part)&#039;&#039;&#039; &amp;gt; {{clr|astbrv=1}} &amp;gt; {{clr|ac=1}} &amp;gt; Twist Drill&lt;br /&gt;
|condition=Poke starter&lt;br /&gt;
|requirement=Air&lt;br /&gt;
|characters=&lt;br /&gt;
|damage=96&lt;br /&gt;
|damagehits=16 &amp;gt; 50 (Assist) &amp;gt; 30&lt;br /&gt;
|ex=120&lt;br /&gt;
|exhits=30 &amp;gt; 90&lt;br /&gt;
|meteropp=&lt;br /&gt;
|video=https://www.youtube.com/watch?v=_E2EVyWjRFM&amp;amp;t=107&lt;br /&gt;
|notes=A basic, reliable assist combo that works intuitively for players not used to dodge cancel combos. Chain Cast into Twist Drill is still possible, adds another 15 base damage and 90 EX if Garland can manage it. &lt;br /&gt;
}}&lt;br /&gt;
{{Combo-012Data&lt;br /&gt;
|combo=&#039;&#039;&#039;Tsunami&#039;&#039;&#039; &amp;gt; {{clr|astbrv=1}} &amp;gt; {{clr|ac=1}} &amp;gt; Flare&lt;br /&gt;
|condition=HP starter&lt;br /&gt;
|requirement=Ground&lt;br /&gt;
|characters=&lt;br /&gt;
|damage=77 + HP WR&lt;br /&gt;
|damagehits=12 &amp;gt; 50 (Assist) &amp;gt; 15 + HP WR&lt;br /&gt;
|ex=111&lt;br /&gt;
|exhits=96 &amp;gt; 15&lt;br /&gt;
|meteropp=&lt;br /&gt;
|video=&lt;br /&gt;
|notes=Tsunami can catch ground dodges and blocks a bit easier than Earthquake, and it doesn&#039;t require a wall rush. Once Tsunami has dealt HP damage, the opponent will fly upwards a little bit. Call Kuja assist when the opponent is about to stop moving upwards.&lt;br /&gt;
}}&lt;br /&gt;
{{Combo-012Data&lt;br /&gt;
|combo=&#039;&#039;&#039;Flare&#039;&#039;&#039; &amp;gt; {{clr|wr=1}} &amp;gt; {{clr|astbrv=1}} &amp;gt; {{clr|ac=1}} &amp;gt; Twist Drill &lt;br /&gt;
|condition=HP starter, Wall Rush&lt;br /&gt;
|requirement=Air&lt;br /&gt;
|characters=&lt;br /&gt;
|damage=95 + HP WR&lt;br /&gt;
|damagehits=15 + HP WR &amp;gt; 50 (Assist) &amp;gt; 30&lt;br /&gt;
|ex=120&lt;br /&gt;
|exhits=30 &amp;gt; 90&lt;br /&gt;
|meteropp=&lt;br /&gt;
|video=&lt;br /&gt;
|notes=Just like other wall rush starters, Garland can follow up with Kuja assist. Garland can go for another Flare after Kuja, but the reward won&#039;t be very good if base bravery doesn&#039;t fully recover. Instead, Twist Drill can help deal more bravery damage and fill EX gauge faster. This is a concept that Garland&#039;s core combos will capitalize on greatly.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
= Builds =&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Hybrid (Damage)=&lt;br /&gt;
&lt;br /&gt;
{{Build&lt;br /&gt;
|hp=9644&lt;br /&gt;
|cp=450&lt;br /&gt;
|brv=956 (1147 initial)&lt;br /&gt;
|atk=182&lt;br /&gt;
|def=184&lt;br /&gt;
|luk=60&lt;br /&gt;
|booster=x3.5&lt;br /&gt;
|setbonus=Seal of Lufenia&lt;br /&gt;
|ast=Kuja&lt;br /&gt;
|wpn=Gigant Axe&lt;br /&gt;
|hand=Lufenian Dirk {{equip}}&lt;br /&gt;
|head=Lufenian Hairpin {{equip}}&lt;br /&gt;
|armor=Lufenian Vest&lt;br /&gt;
|acc1={{accbas}} Hyper Ring&lt;br /&gt;
|acc2={{accbas}} Muscle Belt&lt;br /&gt;
|acc3={{accbas}} Booster&lt;br /&gt;
|acc4={{accboo}} Large Gap in HP&lt;br /&gt;
|acc5={{accboo}} Summon Unused&lt;br /&gt;
|acc6={{accboo}} Pre-EX Mode&lt;br /&gt;
|acc7={{accboo}} Pre-EX Revenge&lt;br /&gt;
|acc8={{accsp}} White Gem&lt;br /&gt;
|acc9={{accsp}} Glutton&lt;br /&gt;
|acc10={{accsp}} First to Victory&lt;br /&gt;
|summon=Rubicante&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Substitutes&lt;br /&gt;
Basic: Booster for Battle Hammer (assist depletion) or Dismay Shock (EX depletion).&lt;br /&gt;
&lt;br /&gt;
A strong, versatile build. High bravery damage output, enhanced EX absorption and an initial boost for meter and bravery help Garland reach a full EX bar and a subsequent OHKO faster. Use this build as your default.&lt;br /&gt;
&lt;br /&gt;
Equip Master Guardsman for over 10,000 health.&lt;br /&gt;
&lt;br /&gt;
|-|EX Revenge=&lt;br /&gt;
{{Build&lt;br /&gt;
|hp=9644&lt;br /&gt;
|cp=450&lt;br /&gt;
|brv=957 (1148 initial)&lt;br /&gt;
|atk=180&lt;br /&gt;
|def=185&lt;br /&gt;
|luk=60&lt;br /&gt;
|booster=x2.7&lt;br /&gt;
|setbonus=King of Tragedy&lt;br /&gt;
|ast=Kuja&lt;br /&gt;
|wpn=Rhongomiant&lt;br /&gt;
|hand=Prytwen&lt;br /&gt;
|head=Dragon Sallet&lt;br /&gt;
|armor=Wygar&lt;br /&gt;
|acc1={{accbas}} Muscle Belt&lt;br /&gt;
|acc2={{accbas}} Booster&lt;br /&gt;
|acc3={{accbas}} Dismay Shock&lt;br /&gt;
|acc4={{accboo}} Large Gap in BRV&lt;br /&gt;
|acc5={{accboo}} EX Revenge&lt;br /&gt;
|acc6={{accboo}} Summon Unused&lt;br /&gt;
|acc7={{accsp}} Spider Web&lt;br /&gt;
|acc8={{accsp}} Spider&#039;s Bane&lt;br /&gt;
|acc9={{accsp}} Avenger&lt;br /&gt;
|acc10={{accsp}} First to Victory&lt;br /&gt;
|summon=Rubicante&lt;br /&gt;
}}&lt;br /&gt;
A dedicated EX Revenge build.&lt;br /&gt;
&lt;br /&gt;
Against a Tidus with 184 DEF, a critical hit Bardiche can inflict  600+ bravery damage. It is possible to accumulate 5000 bravery during EX Revenge &#039;&#039;alone&#039;&#039;. Add two more Bardiches during a Kuja assist combo into a Flare and it amounts to about 7000 HP damage total. One way to mitigate damage from this combo is by equipping the extra ability Disable Sneak Attack.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Assist ==&lt;br /&gt;
&lt;br /&gt;
=== Garland Assist Data ===&lt;br /&gt;
&lt;br /&gt;
{{012Assist&lt;br /&gt;
|type1=BRV&lt;br /&gt;
|attack1=Round Edge&lt;br /&gt;
|startup1=23F&lt;br /&gt;
|position1=Ground&lt;br /&gt;
|spawn1=Opponent&lt;br /&gt;
|damage1=2 x 4, 6, 16 (30)&lt;br /&gt;
|effect1=Wall Rush&lt;br /&gt;
|type2=BRV&lt;br /&gt;
|attack2=Bardiche&lt;br /&gt;
|startup2=23F&lt;br /&gt;
|position2=Air&lt;br /&gt;
|spawn2=Opponent&lt;br /&gt;
|damage2=30&lt;br /&gt;
|effect2=Wall Rush&lt;br /&gt;
|type3=HP&lt;br /&gt;
|attack3=Tsunami&lt;br /&gt;
|startup3=45F&lt;br /&gt;
|position3=Ground&lt;br /&gt;
|spawn3=Opponent&lt;br /&gt;
|damage3=2 x 6 (12)&lt;br /&gt;
|effect3=Chase&lt;br /&gt;
|type4=HP&lt;br /&gt;
|attack4=Cyclone&lt;br /&gt;
|startup4=51F&lt;br /&gt;
|position4=Air&lt;br /&gt;
|spawn4=Opponent&lt;br /&gt;
|damage4=-&lt;br /&gt;
|effect4=Chase&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Assist Overview ===&lt;br /&gt;
&lt;br /&gt;
Garland is one of the weaker assists in the game. His {{keyword|holds|hold=1}} are short, so he relies on wall rush for damage and combo opportunities. Bardiche is fast and it avoids LV2 Assist Change staggers easily if it hits in {{keyword|neutral|neutral=1}}, but it leaves very little time to follow up. Tsunami has high coverage on grounded opponents and leads to Assist Chase, but it also has high assist cost. Cyclone covers space, but it is difficult to combo into.&lt;br /&gt;
&lt;br /&gt;
Generally speaking Garland assist does not see much use in competitive play, because he does not enable HP attacks consistently anywhere, or complement most characters&#039; strengths otherwise.&lt;br /&gt;
&lt;br /&gt;
=== Synergies ===&lt;br /&gt;
&lt;br /&gt;
Garland works with most competitive assists.&lt;br /&gt;
&lt;br /&gt;
;Kuja&lt;br /&gt;
:Kuja is the strongest assist for Garland, because he maximizes Garland&#039;s strengths on hit. Great combo potential, high damage output and retains {{keyword|whiff punish|whiffpunish=1}} capability. Air BRV sets up Chain Cast combos in the air for lots of EX, while ground BRV holds the opponent for two damaging Bardiche {{keyword|fillers|filler=1}}. Garland can stack bravery and EX gauge to force a checkmate situation, but Kuja&#039;s Force Symphony can help in Chase sequences. The main thing to watch out for is confirming Kuja ground BRV after Bardiche, as there is not much time to react. If opponent escapes from an assist combo early, Garland has to forgo the extra Bardiches to avoid an easy Assist Lock.&lt;br /&gt;
&lt;br /&gt;
;Sephiroth&lt;br /&gt;
:Sephiroth assist has less damaging and versatile combo routes, but he attacks faster on the ground and has wider {{keyword|hitboxes|hitbox=1}}. He is great for whiff punishing on the ground specifically. Bardiche ground combos are also easier to react with Sephiroth ground BRV. Bardiche fillers are still possible on the ground, and even in the air with air BRV assist. The strong pushback on Sephiroth&#039;s finishers makes Chain Cast follow-ups much less practical. Twist Drill, Bardiche and Flare still work though. That means Garland gets way less EX compared to Kuja assist, but still does competitive BRV damage with Sephiroth. And of course, Sephiroth cannot bypass LV2 Assist Change staggers as consistently as Kuja can.&lt;br /&gt;
&lt;br /&gt;
;Aerith&lt;br /&gt;
:Aerith lets Garland avoid LV2 Assist Change staggers consistently at the cost of damage and whiff punish capability. Twist Drill and Chain Cast combo into Seal Evil consistently with {{keyword|empty chase|emptychase=1}}, and long range Blaze completes the synergy. This can lead to stronger meter depletion, and Aerith still lets Garland get lots of EX with Chain Cast combos afterwards. Garland rarely needs Aerith to be competitive, but it is possible to use her for double assist combos with Cyclone if needed. If Garland lands Earthquake, Aerith does Cure because Garland is on the ground.&lt;br /&gt;
&lt;br /&gt;
;Tidus&lt;br /&gt;
:Tidus assist provides one of the fastest air BRVs for whiff punishes and a slower ground BRV for extended ground combos. If Garland needs The Emperor to stop doing Dreary Cells, Tidus gets the job done. The ground BRV is also nice for people who want to practice Garland&#039;s solo ground combos. Garland does not benefit much from Tidus assist otherwise, even though the air BRV combos are functional.&lt;br /&gt;
&lt;br /&gt;
= References =&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{navbox012}}&lt;br /&gt;
&lt;br /&gt;
{{roadmap012gar}}&lt;/div&gt;</summary>
		<author><name>Muggshotter</name></author>
	</entry>
	<entry>
		<id>https://dissidia.wiki/index.php?title=Garland_(Dissidia_012)&amp;diff=4810</id>
		<title>Garland (Dissidia 012)</title>
		<link rel="alternate" type="text/html" href="https://dissidia.wiki/index.php?title=Garland_(Dissidia_012)&amp;diff=4810"/>
		<updated>2026-03-26T14:03:43Z</updated>

		<summary type="html">&lt;p&gt;Muggshotter: /* Assist Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Dissidia 012 Final Fantasy]]&lt;br /&gt;
{{012CharNavGar}}&lt;br /&gt;
&lt;br /&gt;
{{CharacterInfo&lt;br /&gt;
|portrait=https://resources.dissidia.wiki/ddff/portraits/ddff-port-garland.png&lt;br /&gt;
|name=Garland (ガーランド)&lt;br /&gt;
|origin=Final Fantasy&lt;br /&gt;
|atk=111 (High)&lt;br /&gt;
|def=112 (High)&lt;br /&gt;
|runspeed=10.5 (Very Slow)&lt;br /&gt;
|dash=81 (Below Average)&lt;br /&gt;
|fall=77 (Above Average)&lt;br /&gt;
|fallr=41 (Below Average)&lt;br /&gt;
|fastestbrv=13F (Deathblow, Highbringer high ver.)&lt;br /&gt;
|fastesthp=39F (Earthquake)&lt;br /&gt;
|1hithp=Yes (Cyclone, Blaze)&lt;br /&gt;
|hplinks=Yes (Combos only)&lt;br /&gt;
|cmdblock=No&lt;br /&gt;
|weapon=Axes, Greatswords, Katanas, Spears&lt;br /&gt;
|armor=Gauntlets, Heavy Armor, Helms,&amp;lt;br&amp;gt;Light Armor, Shields&lt;br /&gt;
|exclusives=Ogrekiller, Viking Axe, Gigant Axe&lt;br /&gt;
|unlock=&lt;br /&gt;
|alignment=Chaos&lt;br /&gt;
|vajp=[https://en.wikipedia.org/wiki/Kenji_Utsumi Kenji Utsumi]&lt;br /&gt;
|vaeng=[https://en.wikipedia.org/wiki/Christopher_Sabat Christopher Sabat]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
= Overview =&lt;br /&gt;
Garland is a defensive close / mid-range character who is defined by good whiff punish ability, combo game, EX meter economy and crushingly good bravery damage output.&lt;br /&gt;
&lt;br /&gt;
On the ground, Garland can take advantage of higher priorities, gap closers and mixups. With the character-defining Deathblow bravery, Garland can reliably generate assist meter on whiff, anti-air opponents and combo into Twist Drill for a considerable amount of damage and EX meter.&lt;br /&gt;
&lt;br /&gt;
In the air, Garland can utilise attacks with well defined tracking through a variety of braveries. Twist Drill anti-airs and pokes through projectiles, Chain Cast covers his air dodges and enables dodge cancel combos and the infamous Bardiche crushes anyone caught below the mighty axe.&lt;br /&gt;
&lt;br /&gt;
He boasts above average attack and defense stat, but his attributes are a bit lacking elsewhere. Movement speed is below average, air dodges are floaty, post-dodge defensive options are risky, he lacks independent HP links and air dodge punish attempts have considerable limitations. Not to mention, his braveries have well defined ranges that can hinder his approaches at times.&lt;br /&gt;
&lt;br /&gt;
However, one aspect where Garland is a cut above the rest is in the usage of EX meter. Not only can Garland acquire a full EX meter efficiently through combos, his EX Burst is one of the more damaging bursts in the game. But what he is &#039;&#039;really&#039;&#039; infamous for, is his EX Revenge damage output. Being able to combo into a high damaging Bardiche five times is enough to secure a bravery break against any character at their base bravery. This creates a dangerous dynamic with Garland where he can end matches early with a full EX bar if the opponent is below half health. If the player was able to amass a couple bravery breaks before using EX Revenge, Garland can practically &#039;&#039;kill any character from full health&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Historically Garland has been considered a low tier character. However, his representation in competitive play in recent years present a case for a &#039;&#039;&#039;mid tier&#039;&#039;&#039; or even &#039;&#039;&#039;high tier&#039;&#039;&#039; position. Garland is not without faults, nor is he the easiest character to succeed with. He is decent at exploiting the opponent&#039;s flaws with proper positioning, but if &#039;&#039;he&#039;&#039; is forced to try and create a mistake, he can fall apart completely against opponents with proper knowledge, positioning and reactions. Garland&#039;s long-term gameplan is strong, but it always requires landing hits with resources to later back him up.&lt;br /&gt;
&lt;br /&gt;
With consistent grounded defensive play, he can overpower many conventionally strong characters who have to engage with him first.&lt;br /&gt;
&lt;br /&gt;
{{ProConTable&lt;br /&gt;
|pros=&lt;br /&gt;
*&#039;&#039;&#039;Whiff punishment&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Bravery damage&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;EX meter economy&#039;&#039;&#039; - Generates meter efficiently through combos and can kill earlier with EX Revenge than any other character&lt;br /&gt;
*&#039;&#039;&#039;Disjoints&#039;&#039;&#039; great at poking through projectiles and walls&lt;br /&gt;
* &#039;&#039;&#039;Good ground-to-ground presence&#039;&#039;&#039;, except against area denial melee HPs&lt;br /&gt;
&lt;br /&gt;
|cons=&lt;br /&gt;
* &#039;&#039;&#039;Bad movement&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Post-dodge vulnerability&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Limited aerial dodge punish capability&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;EX meter gameplan hurt by poor neutral HPs and assist punish vulnerability&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Fast + long range vulnerability&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Difficulties creating offensive momentum consistently&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Bad at making the opponent whiff without forcing a dodge&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Flawed aerial mixups&#039;&#039;&#039;, can struggle against block in the air&lt;br /&gt;
* &#039;&#039;&#039;Bad against area denial melee HPs&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
= Bravery Attacks =&lt;br /&gt;
== Ground ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Round Edge=&lt;br /&gt;
&lt;br /&gt;
{{AbilityInfo2&lt;br /&gt;
|ver1=Short&lt;br /&gt;
|damage1=&#039;&#039;&#039;45&#039;&#039;&#039; (7, 8, 30)&lt;br /&gt;
|startup1=23F&lt;br /&gt;
|type1=Physical&lt;br /&gt;
|priority1=Melee Low &amp;lt;br&amp;gt;Melee Mid (2nd hit)&lt;br /&gt;
|ex1=30&lt;br /&gt;
|effect1=Wall Rush&lt;br /&gt;
|cancels1=Dodge&lt;br /&gt;
|asthit1=&lt;br /&gt;
|gametext=[Close] Broad sword sweep. &amp;lt;br&amp;gt;Change combo with input timing.&lt;br /&gt;
|level=1&lt;br /&gt;
|ap=100&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|ver2=Long&lt;br /&gt;
|damage2=&#039;&#039;&#039;45&#039;&#039;&#039; (7, 8, 9, 2, 2, 2, 15)&lt;br /&gt;
|startup2=23F&lt;br /&gt;
|type2=Physical&lt;br /&gt;
|priority2=Melee Low, Melee Mid (2nd hit) &amp;lt;br&amp;gt;Melee High (3rd hit)&lt;br /&gt;
|ex2=90&lt;br /&gt;
|effect2=Chase&lt;br /&gt;
|cancels2=Dodge&lt;br /&gt;
|asthit2=&lt;br /&gt;
|image=https://dissidia.wiki/images/b/b3/Brv_garland_round_edge.jpeg&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[File:Brv_garland_round_edge_short.jpeg|thumb|300px|Round Edge (Short)]]&lt;br /&gt;
&lt;br /&gt;
[[File:Brv_garland_round_edge_long.jpeg|thumb|300px|Round Edge (Long).]]&lt;br /&gt;
&lt;br /&gt;
Three sword swipes with two different follow-ups. Press circle {{pspcir}} before the third swipe for a wall rush finisher, or press circle {{pspcir}} after it for a chase finisher. Garland&#039;s movement can be controlled freely during the first two swipes.&lt;br /&gt;
&lt;br /&gt;
Round Edge is a high commitment attack, which is mainly used after block staggers or to catch opponents by surprise. It is risky to use due to its long {{keyword|startup|startup=1}} and animation length. Garland cannot dodge until the first three slashes are done. However, this move also provides notable reward on hit thanks to the precise Deathblow follow-ups; Bravery damage, EX and assist gauge are all great for Garland. Even without Deathblow follow-ups, Round Edge still provides assist combos, above average base damage and EX on the long finisher.&lt;br /&gt;
&lt;br /&gt;
Round Edge is not very safe or effective as a {{keyword|neutral|neutral=1}} tool. It is quite slow and has little coverage against opponent&#039;s defensive options. The second and third round slashes have higher priority which can work sometimes, but given the overall speed, this is easier for opponents to anticipate. Since Garland stops moving by the third slash, its high priority can be difficult to use against moving opponents. It is recommended to use this move with caution.&lt;br /&gt;
&lt;br /&gt;
When &#039;&#039;&#039;[[Lock_Off|locked off]]&#039;&#039;&#039;, Garland can move in any direction on the ground with Round Edge.&lt;br /&gt;
&lt;br /&gt;
|-|Lance Charge=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;30&#039;&#039;&#039; (2 x 5, 5, 15)&lt;br /&gt;
|startup=31F&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee Mid&lt;br /&gt;
|ex=30&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/0/00/Brv_garland_lance_charge.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=8&lt;br /&gt;
|ap=100&lt;br /&gt;
|gametext=[Mid] High-speed sword thrust. &amp;lt;br&amp;gt;Vertically limited, good range.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Lance Charge is a staple move for Garland. It&#039;s a very strong ground-to-ground bravery for its speed, mid priority and assist combos on hit. This is a midrange gap closer and a {{keyword|whiff punisher|whiffpunish=1}} that goes in a straight line. It&#039;s quite effective when used in tandem with Deathblow, such as against blocks, low priority attacks and ground dodges.&lt;br /&gt;
&lt;br /&gt;
Lance Charge staggers regular blocks, and it can follow up with a ground wall rush even if it was blocked. The ground wall rush finisher sets up high damaging Kuja assist combos, so Lance Charge&#039;s reward is pretty high with meter. It can punish &#039;&#039;&#039;[[Landing_lag|landing lag]]&#039;&#039;&#039; and counter opponents after a successful backwards / sideways &#039;&#039;&#039;[[Blodge|blodge]]&#039;&#039;&#039;. Lance Charge travels pretty quickly once {{keyword|active|active=1}} and the range extends slightly past the weapon visuals. It can be a difficult move to {{keyword|punish|punish=1}} at ground level due to its short recovery and mid priority&lt;br /&gt;
&lt;br /&gt;
However, this move is quite linear. It loses to fast sideways and upward movement, and higher priority in general. If Lance Charge misses, Garland is left airborne. He is vulnerable to attacks from above and fast assists, and his air dodge can put him in an even worse situation. It will not see much use in aerial focused {{keyword|matchups|matchup=1}} either, such as against {{012seph}}.&lt;br /&gt;
&lt;br /&gt;
|-|Deathblow=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=15&lt;br /&gt;
|startup=13F&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee Low&lt;br /&gt;
|ex=60&lt;br /&gt;
|effect=-&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/e/e9/Brv_garland_deathblow.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge, Block, Attack, Movement&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=1&lt;br /&gt;
|ap=100&lt;br /&gt;
|gametext=[Mid] Swift upwards sword swipe. &amp;lt;br&amp;gt;Low accuracy, quick strike.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
One of Garland&#039;s strongest bravery attacks. It&#039;s a safe {{keyword|poke|poke=1}}, {{keyword|anti-air|anti-air=1}} and a combo starter. The {{keyword|active|active=1}} frames are long, the {{keyword|tracking|tracking=1}} is strong and it {{keyword|recovers|recovery=1}} quickly, which make this a difficult move to contest. Deathblow is great for filling assist gauge and threatening nearby opponents. Garland does not have to dodge to make this move safe, which is very rare in this game. On hit, it combos into jump &amp;gt; Twist Drill, assist and generates lots of EX Force as a result.&lt;br /&gt;
&lt;br /&gt;
Deathblow is a must-have for close-range ground combat. It ties Garland&#039;s defensive gameplay together very well. Even so, it is important to mix things up, so the opponent doesn&#039;t catch Garland at a bad time. It still loses to higher priority attacks and well timed blocks. And because it&#039;s a ground move, it does little to contest {{keyword|halo camping|halocamp=1}}. It does make it easier to fight with full assist gauge, though.&lt;br /&gt;
&lt;br /&gt;
|-|Highbringer=&lt;br /&gt;
&lt;br /&gt;
{{AbilityInfo2&lt;br /&gt;
|ver1=Low&lt;br /&gt;
|damage1=&#039;&#039;&#039;24&#039;&#039;&#039; (5, 19)&lt;br /&gt;
|startup1=17F&lt;br /&gt;
|type1=Physical&lt;br /&gt;
|priority1=Melee Low&lt;br /&gt;
|ex1=90&lt;br /&gt;
|effect1=Chase&lt;br /&gt;
|cancels1=Dodge&lt;br /&gt;
|asthit1=&lt;br /&gt;
|gametext=[Mid] Swing sword upwards. &amp;lt;br&amp;gt;Change combo with input timing.&lt;br /&gt;
|level=32&lt;br /&gt;
|ap=100&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|ver2=High&lt;br /&gt;
|damage2=&#039;&#039;&#039;24&#039;&#039;&#039; (5, 2, 2, 15)&lt;br /&gt;
|startup2=13F&lt;br /&gt;
|type2=Physical&lt;br /&gt;
|priority2=Melee Low&lt;br /&gt;
|ex2=30&lt;br /&gt;
|effect2=Wall Rush&lt;br /&gt;
|cancels2=Dodge&lt;br /&gt;
|asthit2=&lt;br /&gt;
|image=https://dissidia.wiki/images/7/70/Brv_garland_highbringer.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[File:Brv_garland_highbringer_%28low%29.jpeg|thumb|300px|Highbringer (Low). Press Circle for a chain stab.]]&lt;br /&gt;
&lt;br /&gt;
[[File:Brv_garland_highbringer_(high).jpeg|thumb|300px|Highbringer (High). Press Circle for a combo attack.]]&lt;br /&gt;
&lt;br /&gt;
Highbringer functions as a {{keyword|poke|poke=1}}, post-block punisher and an assist combo starter. It is best used as an secondary ground bravery, particularly for aspiring players learning Garland. Highbringer is an uppercut with two built-in follow-up attacks. For low version, tap Circle {{pspcir}} twice for a chase ender and 90 EX. For high version, hold Circle {{pspcir}} to become airborne and then tap again for wall rush attack.&lt;br /&gt;
&lt;br /&gt;
Highbringer is quite fast, and it is more beginner friendly for assist combos compared to Deathblow. Both low and high versions can {{keyword|anti-air|anti-air=1}}, and the {{keyword|hit stun|hitstun=1}} and wall rush allow a variety of assist combo routes. The first slash also looks and acts very similarly to Deathblow, so Highbringer often goes uncontested.&lt;br /&gt;
&lt;br /&gt;
However, this attack is is outclassed by Deathblow at higher levels of play. It has much longer {{keyword|recovery|recovery=1}}, so dodges are needed for long term safety. Highbringer does not lead to the consistent Twist Drill follow-ups, so the reward on hit is weaker and more reliant on assist gauge. The high version has more requirements for notable reward such as short reaction time, assist and sometimes wall rush. It also leaves Garland airborne even if it misses, where he has to avoid getting caught after a dodge.&lt;br /&gt;
&lt;br /&gt;
As a side note, Highbringer (High) first hit can also be dodge cancelled early on hit. However, if Highbringer (Low) first hit connects, the {{keyword|dodge cancel|dc=1}} cannot be done as quickly.&lt;br /&gt;
&lt;br /&gt;
|-|Thundaga (ground)=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=each (10)&lt;br /&gt;
|startup=51F&lt;br /&gt;
|type=Magical&lt;br /&gt;
|priority=Ranged Low&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=-&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/2/2b/Brv_garland_thundaga_g.jpeg&lt;br /&gt;
|imgpos=55%&lt;br /&gt;
|cancels=Dodge, Block, Attack&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=19&lt;br /&gt;
|ap=100&lt;br /&gt;
|gametext=[Long] Call down lightning strikes &amp;lt;br&amp;gt;that home in on opponent.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Three bolts spawn on the opponent in a sequence, and push the opponent away. Thundaga is a long range {{keyword|poke|poke=1}}, that is mostly used to interrupt opponents. It bypasses solid objects and lingering projectiles, but the damage is low and it needs wall for combos. Garland is vulnerable to attacks during the animation, but the {{keyword|recovery|recovery=1}} is rather short for a move like this. It can be difficult to {{keyword|whiff punish|whiffpunish=1}} from a distance. Just watch out for opponent&#039;s Free Air Dash and assist.&lt;br /&gt;
&lt;br /&gt;
Thundaga is not used in competitive play often due to its low damage, EX generation and situational combos.&lt;br /&gt;
&lt;br /&gt;
About the wall combos: If opponent is against a wall, the bolts can combo into each other. Garland can follow up with Flare, Chain Cast and even air bravery assists. The upward knockback&#039;s direction is also based on where the player&#039;s camera is facing.&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Aerial ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Twin Swords=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;30&#039;&#039;&#039; (7, 8, 15)&lt;br /&gt;
|startup=21F&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee Low&lt;br /&gt;
|ex=30&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/5/58/Brv_garland_twin_swords.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=1&lt;br /&gt;
|ap=100&lt;br /&gt;
|gametext=[Mid] Swipe with twin blades. &amp;lt;br&amp;gt;Approaches foe; limited height.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Garland&#039;s primary aerial bravery that advances forward. It&#039;s fast, but not fast enough to be always unreactable, though the start-up is tricky to see. Given how Garland&#039;s other braveries are telegraphed by their effective range, Twin Swords is similarly linear in application; Twin Swords&#039; main strength lies in having some tracking in all directions, which makes it a consistent counter attack after blocking.&lt;br /&gt;
&lt;br /&gt;
Despite that, Twin Swords&#039; range is average and the homing period is brief. The animation is also rather long. This means it can be dangerous to whiff Twin Swords, and the need for wall rushes skews the risk/reward ratio against Garland. In small stages with low ceilings, Twin Swords can represent a threat more consistently in {{keyword|air-to-air|air-to-air=1}} situations. It is not a staple in Garland&#039;s aerial kit, but it&#039;s not entirely without merit either. Generally speaking it can be difficult to justify over Bardiche, Twist Drill and Chain Cast which provide more utility and reward on hit overall.&lt;br /&gt;
&lt;br /&gt;
|-|Chain Cast=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;15&#039;&#039;&#039; (7, 8)&lt;br /&gt;
|startup=45F&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee Low&lt;br /&gt;
|ex=90&lt;br /&gt;
|effect=Chase&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/1/1d/Brv_garland_chain_cast.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=1&lt;br /&gt;
|ap=100&lt;br /&gt;
|gametext=[Mid] Swing chain. Low accuracy, &amp;lt;br&amp;gt;but effective against any height.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Garland positions himself above in relation to the opponent for two vertical attacks. Air combo starter, air-to-ground {{keyword|whiff punisher|whiffpunish=1}} and Garland&#039;s primary post-dodge defensive option in the air. It is not invincible, but the movement can help him evade slower dodge punish attempts. On hit, Garland can dodge cancel and combo into Twist Drill for a total of 180 EX (almost 20 % of an EX bar) or Bardiche / Twin Swords at the wall. Chain Cast&#039;s consistent damage output, meter generation and applications in the neutral make it an appealing choice for a third bravery slot along with Bardiche and Twist Drill.&lt;br /&gt;
&lt;br /&gt;
Chain Cast has enough hit stun to make empty chase attempts safer on average, although it is not entirely safe to use in all instances. It can also hit behind the opponent&#039;s block, though exact conditions are unclear. Being significantly below or above the opponent helps, though.&lt;br /&gt;
&lt;br /&gt;
The hitbox has some oddities. It has gaps and possibly slight deadzones between the chain itself and the tip. Before reaching proper down-forward hitbox there may be a gap just below level height. It could have a small deadzone right in front of Garland as well. This requires further research.&lt;br /&gt;
&lt;br /&gt;
|-|Bardiche=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=30&lt;br /&gt;
|startup=23F&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee Low&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/7/7e/Brv_garland_bardiche.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=4&lt;br /&gt;
|ap=100&lt;br /&gt;
|gametext=[Dive] Mighty axe swing. &amp;lt;br&amp;gt;Great for attacking from above.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Garland&#039;s iconic crushing swing. A staple in Garland&#039;s kit due to its speed, average whiff recovery and infamous damage output. It can be used to build assist gauge on whiff and punish long recovery attacks below Garland. Bardiche is primarily run for its reward on hit, namely with ground wall rush assist combos and EX Revenge. The high base damage makes Garland one of the best users of wall rush bravery enhancements (primarily {{accbas}} Booster).&lt;br /&gt;
&lt;br /&gt;
Outside of combos, Bardiche&#039;s reward is lacking with no EX, short assist confirm window and no automatic Sneak Attack activations. Its other applications in the {{keyword|neutral|neutral=1}} are also weak due to it exclusively tracking downwards, having a small hitbox and flawed mixup options to support it. It is a loud, telegraphed and relatively slow to start low priority move on a character whose other downward attacks are all slower than 40 frames.&lt;br /&gt;
&lt;br /&gt;
Despite these flaws, Bardiche is commonly used because the damage output is high enough to outweigh the cons.&lt;br /&gt;
&lt;br /&gt;
|-|Twist Drill=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;30&#039;&#039;&#039; (4 x 2, 8, 14)&lt;br /&gt;
|startup=21F&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee Low&lt;br /&gt;
|ex=90&lt;br /&gt;
|effect=Chase&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/d/dc/Brv_garland_twist_drill.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=28&lt;br /&gt;
|ap=100&lt;br /&gt;
|gametext=[Rise] Upwards lunge with sword. &amp;lt;br&amp;gt;Great for attacking from below.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Fast anti-air attack with good combo potential, damage and EX output. Twist Drill primarily tracks opponents above Garland, and it is used as a {{keyword|whiff punisher|whiffpunish=1}} or an occasional aerial {{keyword|poke|poke=1}}. It has good range and can be combo&#039;d into from Deathblow for 180 EX.&lt;br /&gt;
&lt;br /&gt;
Twist Drill has lots of {{keyword|hitstun|hitstun=1}}. It is one of the few moves in the game that provide a safe {{keyword|empty chase|emptychase=1}} anywhere. This is great for both assist combos and taking EX force reliably. A late dodge cancel window and empty chase are both viable starters for Garland&#039;s commonly used assists. While Garland is safe after an empty chase, he can still lose to {{keyword|command blocks|commandblock=1}} if he attempts to push his advantage immediately. Challenging recovery attack pokes depends on the {{keyword|matchup|matchup=1}} and stage positioning as well; Chasing at a corner can leave Garland closer to the opponent than usual.&lt;br /&gt;
&lt;br /&gt;
Twist Drill&#039;s whiff recovery is long enough for it to be punishable on reaction. It has a blind spot above Garland&#039;s head, and it&#039;s only effective at dodge punishing from below. If the opponent has a good read on Garland, they can even use an air BRV assist to shut down Twist Drill.&lt;br /&gt;
&lt;br /&gt;
Even so, Twist Drill is a staple in Garland&#039;s air combat. The {{keyword|disjointed|disjoint=1}} {{keyword|hitbox|hitbox=1}} allows him to poke through {{keyword|projectiles|projectile=1}} and traps, such as {{012ulti}} charged Knight&#039;s Lance. The first part can be {{keyword|dodge cancelled|dc=1}} early enough to contest {{012emp}}&#039;s Dreary Cells, and the startup speed can be difficult to react to without practice.&lt;br /&gt;
&lt;br /&gt;
Twist Drill can also hit behind the opponent&#039;s block at the right distance and angle below the opponent.&lt;br /&gt;
&lt;br /&gt;
|-|Thundaga (midair)=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=each (10)&lt;br /&gt;
|startup=51F&lt;br /&gt;
|type=Magical&lt;br /&gt;
|priority=Ranged Low&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=-&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/2/2d/Brv_garland_thundaga_a.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge, Block, Attack&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=25&lt;br /&gt;
|ap=100&lt;br /&gt;
|gametext=[Long] Call down lightning strikes &amp;lt;br&amp;gt;that home in on opponent.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Same as the ground version, except it can be done anywhere in the air. A valid option against mages and characters with poor mobility, it&#039;s main application is still interrupting opponents.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= HP Attacks =&lt;br /&gt;
&lt;br /&gt;
== Ground ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Earthquake=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;18&#039;&#039;&#039; (8, 2 x 5)&lt;br /&gt;
|startup=39F&lt;br /&gt;
|type=Physical (axe) &amp;lt;br&amp;gt;Magical (rocks)&lt;br /&gt;
|priority=Melee High (axe) &amp;lt;br&amp;gt;Unblockable (rocks)&lt;br /&gt;
|ex=36&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/2/28/Hp_garland_earthquake.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=1&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=[Close] Split ground with axe. &amp;lt;br&amp;gt;Steals bravery, then takes HP.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Earthquake is a decent {{keyword|mixup|Mixup}} against grounded opponents trying to crack Garland&#039;s defense. It tracks well, has strong {{keyword|knockback|knockback}} and it cannot be staggered reactively with &#039;&#039;&#039;[[Assist_(Dissidia_012)#LV2_Assist_Change|LV2 Assist Change]]&#039;&#039;&#039; after the first hit without avoiding &#039;&#039;&#039;[[Assist_(Dissidia_012)#Assist_Lock|Assist Lock]]&#039;&#039;&#039;. Earthquake has minor {{keyword|anti-air|ANTi-air}} potential, both on the initial axe slam and the rock that deals HP damage at the end. &lt;br /&gt;
&lt;br /&gt;
Because the rocks act independently after activating, Earthquake can be used to punish fairly safe approaching &#039;&#039;&#039;[[Attack_Priority_(Dissidia_012)#High|Melee High]]&#039;&#039;&#039; attacks, such as {{012tifa}}&#039;s Rolling Blaze or {{012squ}}&#039;s Revolver Drive by clashing with them.&lt;br /&gt;
&lt;br /&gt;
Earthquake is one of Garland&#039;s many moves that can be used and not get cleanly {{keyword|punished|PUNish}} for it. But it is also followed by some of the worse disadvantage states in the game due to poor movement, risky defensive options and lack of safe follow-ups on whiff. That&#039;s true for a lot of Garland&#039;s tools, but it&#039;s by far most evident on Earthquake.&lt;br /&gt;
&lt;br /&gt;
The active duration, tracking and dodge cancel window can make punishing Earthquake on the ground difficult without mid range attacks or dodge punish tools. Earthquake is effective when used sparingly, but aerial attacks from above can still punish it. It is prone to trades, but they don&#039;t backfire on Garland as often as one might expect. This is a good, staple HP attack for Garland.&lt;br /&gt;
&lt;br /&gt;
|-|Blaze (ground)=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=-&lt;br /&gt;
|startup=59F&lt;br /&gt;
|type=-&lt;br /&gt;
|priority=Ranged High&lt;br /&gt;
|ex=each (9)&lt;br /&gt;
|effect=-&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/c/c9/Hp_garland_blaze_g.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=16&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=[Long] Shoot multiple fireballs &amp;lt;br&amp;gt;that chase opponent.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Homing fireballs that can be dodged with well placed dodge. Not commonly used on the ground when Garland has other attacks with better properties and reward on hit.&lt;br /&gt;
&lt;br /&gt;
Blaze has a bad deadzone in front of Garland and each fireball can inflict meter depletion on hit. These are traits that carry over to its aerial version, which sees much more use in competitive play.&lt;br /&gt;
&lt;br /&gt;
|-|Tsunami=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;12&#039;&#039;&#039; (2 x 6)&lt;br /&gt;
|startup=45F&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee High&lt;br /&gt;
|ex=96&lt;br /&gt;
|effect=-&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/8/8f/Hp_garland_tsunami.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=36&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=[Mid] Hurl chain sword. &amp;lt;br&amp;gt;Vertically limited, very accurate.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
One of Garland&#039;s post-dodge defensive options on the ground. Much like Chain Cast, the swift movement helps Garland evade, rather than plain invincibility. However, it is dangerous to whiff this attack due to its lenghty animation and late cancel window.&lt;br /&gt;
&lt;br /&gt;
Tsunami&#039;s strong tracking against grounded opponents works very well as a dodge punisher and as an instigator when assist meter is available. Against opponents without {{keyword|command blocks|Command block}} options, doing Tsunami and reacting with an assist can be effective, because it usually forces a dodge. It can also hit aerial opponents who are close to Garland at the time of impact.&lt;br /&gt;
&lt;br /&gt;
This attack also combos into assists on hit. It is a good mixup akin to Earthquake, with stronger tracking at the expense of wall rush and worse trade interactions without assist. If Garland staggers an opponent with a &#039;&#039;&#039;[[Blodge|blodge]]&#039;&#039;&#039;, he can also use Tsunami to retaliate after blodging backwards or sideways.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Aerial ==&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Blaze (midair)=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=-&lt;br /&gt;
|startup=59F&lt;br /&gt;
|type=-&lt;br /&gt;
|priority=Ranged High&lt;br /&gt;
|ex=each (9)&lt;br /&gt;
|effect=-&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/8/8e/Hp_garland_blaze.jpeg&lt;br /&gt;
|imgpos=40%&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=1&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=[Long] Shoot multiple fireballs &amp;lt;br&amp;gt;that chase opponent.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Blaze is commonly used as an occasional long range harassment tool along with Cyclone. While this cannot wall rush, each fireball can deplete assist / EX gauge on hit. Though the projectiles have tracking, their {{keyword|hitbox|HItbox}} is not large. As they home in on the opponent, they all try to focus on a singular point of impact, reducing their overall screen presence.&lt;br /&gt;
&lt;br /&gt;
Despite the projectiles&#039; speed and relatively brief duration, it is possible to reflect one of them back at Garland. That is rarely a concern for Garland though. A more common downside to Blaze is the lack of protection around Garland once the projectiles have been fired; There is enough time to hit Garland out of Blaze after firing the projectiles, but &#039;&#039;before&#039;&#039; he can act again. Using Blaze without protection from Cyclone (or even assist) can lead to unfavorable trades with opponent&#039;s assist (Blaze hits, opponent&#039;s assist &#039;&#039;&#039;[[Bravery_(Dissidia_012)#Bravery_Break|breaks]]&#039;&#039;&#039; Garland), or {{keyword|assist punishes|assist punish}}. &lt;br /&gt;
&lt;br /&gt;
Blaze is a staple for Garland, despite not having strong {{keyword|neutral|NEutral}} applications. It has a low hit rate at high level play, but also low risk when used sparingly from a distance. It supports Garland at a range where he doesn&#039;t have much presence, and if his opponent struggles to deal with Cyclone, it makes Blaze that much more prominent.&lt;br /&gt;
&lt;br /&gt;
If the opponent has Auto Assist Lock On equipped, and the opponent escapes an assist combo as Garland uses Blaze, the projectiles won&#039;t track to the opponent. They will disperse instead.&lt;br /&gt;
&lt;br /&gt;
|-|Cyclone=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=-&lt;br /&gt;
|startup=51F&lt;br /&gt;
|type=-&lt;br /&gt;
|priority=Ranged High&lt;br /&gt;
|ex=each (60)&lt;br /&gt;
|effect=Absorb&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/e/ed/Hp_garland_cyclone.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=12&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=[Close] Call forth tornado. &amp;lt;br&amp;gt;Slow speed, homing ability.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Two Ranged High projectiles occupy space temporarily while gradually splintering off from their starting position. Cyclone is often used as a passive defensive tool, assist combo extender or a safer combo finisher after assist. It has good reward on hit thanks to its EX generation and {{keyword|hit stun|HIT stun}} - It combos into assists on hit, and even Garland can follow up on his own if Cyclone hits after Garland is actionable. Cyclone plays an important role in optimizing Garland&#039;s air combos for EX, namely at the ceiling and / or after EX Revenge.&lt;br /&gt;
&lt;br /&gt;
Cyclone does not protect Garland effectively from all angles. {{keyword|Disjointed|Disjoint}} attacks and assists such as {{012aer}}&#039;s Seal Evil can consistently punish Garland for using this move. Advancing high priority moves such as {{012clo}}&#039;s Braver and {{012squ}}&#039;s Rough Divide can also power through Cyclone. Because Garland cannot act again early and or take advantage of the projectiles for long, it can be difficult to establish offensive momentum with Cyclone.&lt;br /&gt;
&lt;br /&gt;
However, characters without Aerith assist, {{keyword|projectiles|Projectile}}, {{keyword|command blocks|COmmand block}}, disjointed {{keyword|hitbox|HITbox}} or a relatively fast advancing Melee High attack will find Cyclone to be difficult to neutralize. In these cases, Cyclone provides a consistent defensive barrier and a disruptor for Garland.&lt;br /&gt;
&lt;br /&gt;
|-|Flare=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=15&lt;br /&gt;
|startup=47F&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee High&lt;br /&gt;
|ex=30&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/2/2e/Hp_garland_flare.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=22&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=[Mid] Strike with greatsword, &amp;lt;br&amp;gt;causing large explosion on hit.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Garland&#039;s primary HP attack after blocking and as an assist combo ender. It tracks the opponent well, though it&#039;s bad at turning around from a bit before Garland starts moving. The {{keyword|knockback|Knockback}} is very high with good wall rush potential, which lets Garland deal more damage pretty consistently after a bravery break.&lt;br /&gt;
&lt;br /&gt;
Flare&#039;s active frames are very brief and as such, it is not effective at punishing early blocks and catching aerial dodges with Evasion Boost. It also has plenty of {{keyword|recovery frames|Recovery}}, which leaves Garland vulnerable to {{keyword|punishes|PUnish}} for a good moment.&lt;br /&gt;
&lt;br /&gt;
If Flare makes contact, Garland will transition into the second hit that deals HP damage. This is true whether the opponent escapes with LV1 Assist Change afterwards or he clashes with a lower priority melee move. It doesn&#039;t have particularly strong tracking and Garland can be hit during the animation. Cyclone and Blaze can make up for this weakness, but Flare remains a staple in Garland&#039;s arsenal regardless. It is his only aerial HP he can consistently connect after staggering an opponent with a block and it works reliably after assists.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== EX Mode: Class Change! ==&lt;br /&gt;
Effects:&lt;br /&gt;
* Regen&lt;br /&gt;
* Critical Boost&lt;br /&gt;
* Indomitable Resolve&lt;br /&gt;
&lt;br /&gt;
Garland&#039;s EX mode is conventionally strong due to his damage output. The threat of his high damaging EX Revenge combos also complements his EX mode, which depletes the opponent&#039;s assist gauge upon activation. There aren&#039;t many unique perks here, but because Garland can fill his EX gauge effectively through combos, he can get more opportunities to close out matches with it.&lt;br /&gt;
&lt;br /&gt;
=== Indomitable Resolve ===&lt;br /&gt;
{{image|https://dissidia.wiki/images/5/51/Ex_mode_garland.jpeg}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[Active while attacking] Even while taking damage, attacks can be performed without flinching.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Rare instance of {{keyword|super armor|super armor}} in Dissidia 012. During an attack animation, Garland will not flinch from any attack that does not inflict HP damage. This can be good as a surprise attack, and it can also work in a pinch against characters with HP links (Cyclone, anyone?), but remember that EX mode does not alter Garland&#039;s attack properties; He can still be blocked.&lt;br /&gt;
&lt;br /&gt;
=== EX Burst: Soul of Chaos ===&lt;br /&gt;
{{image|https://dissidia.wiki/images/6/6a/Ex_burst_garland.jpeg}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;An attack terrible enough to shake the heavens. Repeatedly press circle to add strength to the attack.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{burst&lt;br /&gt;
|damage1=12, 12 (24)&lt;br /&gt;
|damage2=4x3, 3x4, 16, 16, 5x4 (100 total)&lt;br /&gt;
|type=Physical&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Soul of Chaos requires filling the gauge by repeatedly pressing circle {{pspcir}}. It&#039;s not the strongest EX Burst in the game, but well above average in power thanks to Garland&#039;s high base ATK, good initial hits and bravery stacking with a full EX gauge.&lt;br /&gt;
&lt;br /&gt;
== Combos ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main article: &#039;&#039;&#039;[[Garland_(Dissidia_012)/Combos|Garland (Combos)]]&#039;&#039;&#039; &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Solo ===&lt;br /&gt;
&lt;br /&gt;
Garland has a handful of solo combos, but his most practical ones start with Deathblow or Chain Cast. Both can lead to Twist Drill for plenty of damage and EX, which is great for Garland.&lt;br /&gt;
&lt;br /&gt;
{{Combo-012&lt;br /&gt;
|data=&lt;br /&gt;
{{Combo-012Data&lt;br /&gt;
|combo=&#039;&#039;&#039;Deathblow&#039;&#039;&#039; &amp;gt; move &amp;gt; jump &amp;gt; Twist Drill&lt;br /&gt;
|condition=Poke starter&lt;br /&gt;
|requirement=Ground&lt;br /&gt;
|characters=&lt;br /&gt;
|damage=45&lt;br /&gt;
|damagehits=15 &amp;gt; 30&lt;br /&gt;
|ex=150&lt;br /&gt;
|exhits=60 &amp;gt; 90&lt;br /&gt;
|meteropp=&lt;br /&gt;
|video=https://www.youtube.com/watch?v=_E2EVyWjRFM?=shared&amp;amp;t=5&lt;br /&gt;
|notes=Staple combo. High EX and leads to damaging Kuja assist combos for even more EX. Move and jump as quickly as possible. The later Deathblow hits, the more time Garland has to combo into Twist Drill.&lt;br /&gt;
}}&lt;br /&gt;
{{Combo-012Data&lt;br /&gt;
|combo=&#039;&#039;&#039;Chain Cast&#039;&#039;&#039; &amp;gt; {{clr|dc=1}} &amp;gt; Twist Drill&lt;br /&gt;
|condition=Punish starter&lt;br /&gt;
|requirement=Air, above opponent&lt;br /&gt;
|characters=&lt;br /&gt;
|damage=45&lt;br /&gt;
|damagehits=15 &amp;gt; 30&lt;br /&gt;
|ex=180&lt;br /&gt;
|exhits=90 &amp;gt; 90&lt;br /&gt;
|meteropp=&lt;br /&gt;
|video=https://www.youtube.com/watch?v=_E2EVyWjRFM&amp;amp;t=19&lt;br /&gt;
|notes=Staple air combo, commonly used as a punish or an assist combo ender. 180 EX is great, which Garland can get by &#039;&#039;&#039;[[Chase_(Dissidia_012)#Empty_Chase|empty chasing]]&#039;&#039;&#039; immediately. If Garland has assist, he can also start an assist combo by dodge cancelling, or after empty chase ends.&lt;br /&gt;
&lt;br /&gt;
:If opponent is far after Chain Cast, Twist Drill may not land all initial hits. This combo does not require wall, but it can be easier to do near walls and corners due to reduced knockback. Garland should remain cautious when empty chasing at a corner, because being closer to the opponent makes him a bit more vulnerable to recovery attack attempts.&lt;br /&gt;
&lt;br /&gt;
When wall is not nearby, Garland can dodge cancel towards opponent more reliably by moving camera sideways after Assist Chase, and then moving with a quarter-circle motion. For example, the camera is tilted to the right so Garland faces to the left. The quarter-circle motion would then be left &amp;gt; left/up &amp;gt; up. The initial left should be held for almost a split second.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== EX Revenge ===&lt;br /&gt;
&lt;br /&gt;
Garland gets access to some of his strongest combos during EX Revenge, including the notorious Bardiche combo. With EX Revenge, Garland becomes very dangerous to interact with due to its damage potential.&lt;br /&gt;
&lt;br /&gt;
{{Combo-012&lt;br /&gt;
|data=&lt;br /&gt;
{{Combo-012Data&lt;br /&gt;
|combo=&#039;&#039;&#039;Bardiche&#039;&#039;&#039; &amp;gt; {{clr|wr=1}} &amp;gt; Bardiche &amp;gt; {{clr|wr=1}} &amp;gt; Bardiche &amp;gt; {{clr|wr=1}} &amp;gt; Bardiche &amp;gt; {{clr|wr=1}} &amp;gt; Bardiche &amp;gt; Flare&lt;br /&gt;
|condition=Air starter, close to opponent&lt;br /&gt;
|requirement=Full EX Gauge, near ground&lt;br /&gt;
|characters=&lt;br /&gt;
|damage=165 + HP &amp;amp; WR (x5)&lt;br /&gt;
|damagehits=30 + WR &amp;gt; 30 + WR &amp;gt; 30 + WR &amp;gt; 30 + WR &amp;gt; 30 + WR &amp;gt; 15 + HP WR&lt;br /&gt;
|ex=0&lt;br /&gt;
|exhits=0 &amp;gt; 0 &amp;gt; 0 &amp;gt; 0 &amp;gt; 0 &amp;gt; 0&lt;br /&gt;
|meteropp=&lt;br /&gt;
|video=&lt;br /&gt;
|notes=Garland&#039;s EX Revenge combo is infamous for its insane damage output. It is one of, if not THE strongest EX Revenge combo in the game without assist. As long as Garland is close to the opponent, he can repeatedly use Bardiche up to five times. Each Bardiche can also wall rush, which adds even more damage near ground. This combo requires little adjustment for Garland and it should be fairly easy to execute, as long as pressing Circle {{pspcir}} repeatedly is not an issue.&lt;br /&gt;
&lt;br /&gt;
This combo is the reason a full EX gauge is so beneficial for Garland. It practically guarantees a bravery break for Garland. And even if it doesn&#039;t, the wall rush still lets assists follow up. As a result, this combo can do far more damage than just the listed 165 + HP WR. 4,000 HP is practically killing range for Garland, while having more health usually means being put into &#039;&#039;&#039;[[Statistic_(Dissidia_012)#Near_Death|Near Death]]&#039;&#039;&#039; state.&lt;br /&gt;
&lt;br /&gt;
It is important to note, that wall rush contributes a lot to this combo&#039;s damage output. Therefore, if Garland cannot wall rush with Bardiche or especially Flare, he won&#039;t do nearly as much damage. Furthermore, if Garland needs to approach opponent from a distance, he has less time to do Bardiches. In order to ensure maximum damage, Garland should consider activating EX Revenge close to opponent, while being near ground. Garland can also consider dodging behind the opponent at the beginning to get more critical hits from Sneak Attack extra ability.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Assist ===&lt;br /&gt;
&lt;br /&gt;
Garland has a well-rounded combo game with few competitive assists. He can start assist combos with most of his moves and any wall rush he gets. This is great for learning the character, but the combos also scale well with builds and a little bit of execution; Garland is capable of doing lots of bravery damage with Bardiche during ground assists, and Chain Cast solo combos generate lots of EX for Garland. Both are great for him, as a full EX gauge is a fantastic win condition.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main article: &#039;&#039;&#039;[[Garland_(Dissidia_012)/Combos#Assist_Combos_(Kuja)|Garland Combos (Kuja Assist)]]&#039;&#039;&#039; &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Kuja does just about everything Garland would want from assist. Combos off of Garland&#039;s most important moves, great holding potential for Bardiche fillers and sets up Chain Cast combos for damage and EX.&lt;br /&gt;
&lt;br /&gt;
{{Combo-012&lt;br /&gt;
|data=&lt;br /&gt;
{{Combo-012Data&lt;br /&gt;
|combo=&#039;&#039;&#039;Highbringer 1st hit (Low)&#039;&#039;&#039; &amp;gt; {{clr|astbrv=1}} &amp;gt; {{clr|ac=1}} &amp;gt; Flare&lt;br /&gt;
|condition=Poke starter&lt;br /&gt;
|requirement=Ground&lt;br /&gt;
|characters=&lt;br /&gt;
|damage=70 + HP WR&lt;br /&gt;
|damagehits=5 &amp;gt; 50 (Assist) &amp;gt; 15 + HP WR&lt;br /&gt;
|ex=48&lt;br /&gt;
|exhits=18 &amp;gt; 30&lt;br /&gt;
|meteropp=&lt;br /&gt;
|video=&lt;br /&gt;
|notes=&lt;br /&gt;
}}&lt;br /&gt;
{{Combo-012Data&lt;br /&gt;
|combo=&#039;&#039;&#039;Lance Charge&#039;&#039;&#039; &amp;gt; {{clr|wr=1}} &amp;gt; {{clr|astbrv=1}} &amp;gt; {{clr|ac=1}} &amp;gt; Flare&lt;br /&gt;
|condition=Gap closer / Punish starter&lt;br /&gt;
|requirement=Ground&lt;br /&gt;
|characters=&lt;br /&gt;
|damage=92 + HP WR&lt;br /&gt;
|damagehits=30 &amp;gt; 47 (Assist) &amp;gt; 15 + HP WR&lt;br /&gt;
|ex=60&lt;br /&gt;
|exhits=30 &amp;gt; 30&lt;br /&gt;
|meteropp=&lt;br /&gt;
|video=&lt;br /&gt;
|notes=Lance Charge can be used against blocks and for sniping landing lag, which leads to a consistent Kuja assist combo on the ground. If Lance Charge hits from afar or against a blocking opponent, it deals slightly less damage without critical hits. Call Kuja assist quickly after Garland wall rushes.&lt;br /&gt;
}}&lt;br /&gt;
{{Combo-012Data&lt;br /&gt;
|combo=&#039;&#039;&#039;Bardiche&#039;&#039;&#039; &amp;gt; {{clr|wr=1}} &amp;gt; {{clr|astbrv=1}} &amp;gt; {{clr|ac=1}} &amp;gt; Flare&lt;br /&gt;
|condition=Poke / punish starter, Wall Rush&lt;br /&gt;
|requirement=Air&lt;br /&gt;
|characters=&lt;br /&gt;
|damage=92 + HP WR&lt;br /&gt;
|damagehits=30 + WR &amp;gt; 47 (Assist) &amp;gt; 15 + HP WR&lt;br /&gt;
|ex=30&lt;br /&gt;
|exhits=0 &amp;gt; 30&lt;br /&gt;
|meteropp=&lt;br /&gt;
|video=&lt;br /&gt;
|notes=Garland&#039;s infamous assist combo starter. Kuja&#039;s ground BRV assist is rather slow, so there is not much time to call Kuja assist after wall rush. It has to be done rather early, and reacting to it can be harder if Bardiche connects high above the ground. Once Kuja assist does connect, Garland has lots of time to prepare for Assist Chase or add more Bardiches for extra damage. This is an important combo starter for Garland, so getting used to this move will pay in dividends.&lt;br /&gt;
}}&lt;br /&gt;
{{Combo-012Data&lt;br /&gt;
|combo=&#039;&#039;&#039;Twist Drill (1st part)&#039;&#039;&#039; &amp;gt; {{clr|astbrv=1}} &amp;gt; {{clr|ac=1}} &amp;gt; Twist Drill&lt;br /&gt;
|condition=Poke starter&lt;br /&gt;
|requirement=Air&lt;br /&gt;
|characters=&lt;br /&gt;
|damage=96&lt;br /&gt;
|damagehits=16 &amp;gt; 50 (Assist) &amp;gt; 30&lt;br /&gt;
|ex=120&lt;br /&gt;
|exhits=30 &amp;gt; 90&lt;br /&gt;
|meteropp=&lt;br /&gt;
|video=https://www.youtube.com/watch?v=_E2EVyWjRFM&amp;amp;t=107&lt;br /&gt;
|notes=A basic, reliable assist combo that works intuitively for players not used to dodge cancel combos. Chain Cast into Twist Drill is still possible, adds another 15 base damage and 90 EX if Garland can manage it. &lt;br /&gt;
}}&lt;br /&gt;
{{Combo-012Data&lt;br /&gt;
|combo=&#039;&#039;&#039;Tsunami&#039;&#039;&#039; &amp;gt; {{clr|astbrv=1}} &amp;gt; {{clr|ac=1}} &amp;gt; Flare&lt;br /&gt;
|condition=HP starter&lt;br /&gt;
|requirement=Ground&lt;br /&gt;
|characters=&lt;br /&gt;
|damage=77 + HP WR&lt;br /&gt;
|damagehits=12 &amp;gt; 50 (Assist) &amp;gt; 15 + HP WR&lt;br /&gt;
|ex=111&lt;br /&gt;
|exhits=96 &amp;gt; 15&lt;br /&gt;
|meteropp=&lt;br /&gt;
|video=&lt;br /&gt;
|notes=Tsunami can catch ground dodges and blocks a bit easier than Earthquake, and it doesn&#039;t require a wall rush. Once Tsunami has dealt HP damage, the opponent will fly upwards a little bit. Call Kuja assist when the opponent is about to stop moving upwards.&lt;br /&gt;
}}&lt;br /&gt;
{{Combo-012Data&lt;br /&gt;
|combo=&#039;&#039;&#039;Flare&#039;&#039;&#039; &amp;gt; {{clr|wr=1}} &amp;gt; {{clr|astbrv=1}} &amp;gt; {{clr|ac=1}} &amp;gt; Twist Drill &lt;br /&gt;
|condition=HP starter, Wall Rush&lt;br /&gt;
|requirement=Air&lt;br /&gt;
|characters=&lt;br /&gt;
|damage=95 + HP WR&lt;br /&gt;
|damagehits=15 + HP WR &amp;gt; 50 (Assist) &amp;gt; 30&lt;br /&gt;
|ex=120&lt;br /&gt;
|exhits=30 &amp;gt; 90&lt;br /&gt;
|meteropp=&lt;br /&gt;
|video=&lt;br /&gt;
|notes=Just like other wall rush starters, Garland can follow up with Kuja assist. Garland can go for another Flare after Kuja, but the reward won&#039;t be very good if base bravery doesn&#039;t fully recover. Instead, Twist Drill can help deal more bravery damage and fill EX gauge faster. This is a concept that Garland&#039;s core combos will capitalize on greatly.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
= Builds =&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Hybrid (Damage)=&lt;br /&gt;
&lt;br /&gt;
{{Build&lt;br /&gt;
|hp=9644&lt;br /&gt;
|cp=450&lt;br /&gt;
|brv=956 (1147 initial)&lt;br /&gt;
|atk=182&lt;br /&gt;
|def=184&lt;br /&gt;
|luk=60&lt;br /&gt;
|booster=x3.5&lt;br /&gt;
|setbonus=Seal of Lufenia&lt;br /&gt;
|ast=Kuja&lt;br /&gt;
|wpn=Gigant Axe&lt;br /&gt;
|hand=Lufenian Dirk {{equip}}&lt;br /&gt;
|head=Lufenian Hairpin {{equip}}&lt;br /&gt;
|armor=Lufenian Vest&lt;br /&gt;
|acc1={{accbas}} Hyper Ring&lt;br /&gt;
|acc2={{accbas}} Muscle Belt&lt;br /&gt;
|acc3={{accbas}} Booster&lt;br /&gt;
|acc4={{accboo}} Large Gap in HP&lt;br /&gt;
|acc5={{accboo}} Summon Unused&lt;br /&gt;
|acc6={{accboo}} Pre-EX Mode&lt;br /&gt;
|acc7={{accboo}} Pre-EX Revenge&lt;br /&gt;
|acc8={{accsp}} White Gem&lt;br /&gt;
|acc9={{accsp}} Glutton&lt;br /&gt;
|acc10={{accsp}} First to Victory&lt;br /&gt;
|summon=Rubicante&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Substitutes&lt;br /&gt;
Basic: Booster for Battle Hammer (assist depletion) or Dismay Shock (EX depletion).&lt;br /&gt;
&lt;br /&gt;
A strong, versatile build. High bravery damage output, enhanced EX absorption and an initial boost for meter and bravery help Garland reach a full EX bar and a subsequent OHKO faster. Use this build as your default.&lt;br /&gt;
&lt;br /&gt;
Equip Master Guardsman for over 10,000 health.&lt;br /&gt;
&lt;br /&gt;
|-|EX Revenge=&lt;br /&gt;
{{Build&lt;br /&gt;
|hp=9644&lt;br /&gt;
|cp=450&lt;br /&gt;
|brv=957 (1148 initial)&lt;br /&gt;
|atk=180&lt;br /&gt;
|def=185&lt;br /&gt;
|luk=60&lt;br /&gt;
|booster=x2.7&lt;br /&gt;
|setbonus=King of Tragedy&lt;br /&gt;
|ast=Kuja&lt;br /&gt;
|wpn=Rhongomiant&lt;br /&gt;
|hand=Prytwen&lt;br /&gt;
|head=Dragon Sallet&lt;br /&gt;
|armor=Wygar&lt;br /&gt;
|acc1={{accbas}} Muscle Belt&lt;br /&gt;
|acc2={{accbas}} Booster&lt;br /&gt;
|acc3={{accbas}} Dismay Shock&lt;br /&gt;
|acc4={{accboo}} Large Gap in BRV&lt;br /&gt;
|acc5={{accboo}} EX Revenge&lt;br /&gt;
|acc6={{accboo}} Summon Unused&lt;br /&gt;
|acc7={{accsp}} Spider Web&lt;br /&gt;
|acc8={{accsp}} Spider&#039;s Bane&lt;br /&gt;
|acc9={{accsp}} Avenger&lt;br /&gt;
|acc10={{accsp}} First to Victory&lt;br /&gt;
|summon=Rubicante&lt;br /&gt;
}}&lt;br /&gt;
A dedicated EX Revenge build.&lt;br /&gt;
&lt;br /&gt;
Against a Tidus with 184 DEF, a critical hit Bardiche can inflict  600+ bravery damage. It is possible to accumulate 5000 bravery during EX Revenge &#039;&#039;alone&#039;&#039;. Add two more Bardiches during a Kuja assist combo into a Flare and it amounts to about 7000 HP damage total. One way to mitigate damage from this combo is by equipping the extra ability Disable Sneak Attack.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Assist ==&lt;br /&gt;
&lt;br /&gt;
=== Garland Assist Data ===&lt;br /&gt;
&lt;br /&gt;
{{012Assist&lt;br /&gt;
|type1=BRV&lt;br /&gt;
|attack1=Round Edge&lt;br /&gt;
|startup1=23F&lt;br /&gt;
|position1=Ground&lt;br /&gt;
|spawn1=Opponent&lt;br /&gt;
|damage1=2 x 4, 6, 16 (30)&lt;br /&gt;
|effect1=Wall Rush&lt;br /&gt;
|type2=BRV&lt;br /&gt;
|attack2=Bardiche&lt;br /&gt;
|startup2=23F&lt;br /&gt;
|position2=Air&lt;br /&gt;
|spawn2=Opponent&lt;br /&gt;
|damage2=30&lt;br /&gt;
|effect2=Wall Rush&lt;br /&gt;
|type3=HP&lt;br /&gt;
|attack3=Tsunami&lt;br /&gt;
|startup3=45F&lt;br /&gt;
|position3=Ground&lt;br /&gt;
|spawn3=Opponent&lt;br /&gt;
|damage3=2 x 6 (12)&lt;br /&gt;
|effect3=Chase&lt;br /&gt;
|type4=HP&lt;br /&gt;
|attack4=Cyclone&lt;br /&gt;
|startup4=51F&lt;br /&gt;
|position4=Air&lt;br /&gt;
|spawn4=Opponent&lt;br /&gt;
|damage4=-&lt;br /&gt;
|effect4=Chase&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Assist Overview ===&lt;br /&gt;
&lt;br /&gt;
Garland is one of the weaker assists in the game. His {{keyword|holds|hold=1}} are short, so he relies on wall rush for damage and combo opportunities. Bardiche is fast and it avoids LV2 Assist Change staggers easily if it hits in {{keyword|neutral|neutral=1}}, but it leaves very little time to follow up. Tsunami has high coverage on grounded opponents and leads to Assist Chase, but it also has high assist cost. Cyclone covers space, but it is difficult to combo into.&lt;br /&gt;
&lt;br /&gt;
Generally speaking Garland assist does not see much use in competitive play, because he does not enable HP attacks consistently anywhere, or complement most characters&#039; strengths otherwise.&lt;br /&gt;
&lt;br /&gt;
=== Synergies ===&lt;br /&gt;
&lt;br /&gt;
Garland works with most competitive assists.&lt;br /&gt;
&lt;br /&gt;
;Kuja&lt;br /&gt;
:Kuja is the strongest assist for Garland, because he maximizes Garland&#039;s strengths on hit. Great combo potential, high damage output and retains {{keyword|whiff punish|whiffpunish=1}} capability. Air BRV sets up Chain Cast combos in the air for lots of EX, while ground BRV holds the opponent for two damaging Bardiche {{keyword|fillers|filler=1}}. Garland can stack bravery and EX gauge to force a checkmate situation, but Kuja&#039;s Force Symphony can help in Chase sequences. The main thing to watch out for is confirming Kuja ground BRV after Bardiche, as there is not much time to react. If opponent escapes from an assist combo early, Garland has to forgo the extra Bardiches to avoid an easy Assist Lock.&lt;br /&gt;
&lt;br /&gt;
;Sephiroth&lt;br /&gt;
:Sephiroth assist has less damaging and versatile combo routes, but he attacks faster on the ground and has wider {{keyword|hitboxes|hitbox=1}}. He is great for whiff punishing on the ground specifically. Bardiche ground combos are also easier to react with Sephiroth ground BRV. Bardiche fillers are still possible on the ground, and even in the air with air BRV assist. The strong pushback on Sephiroth&#039;s finishers makes Chain Cast follow-ups much less practical. Twist Drill, Bardiche and Flare still work though. That means Garland gets way less EX compared to Kuja assist, but still does competitive BRV damage with Sephiroth. And of course, Sephiroth cannot bypass LV2 Assist Change staggers as consistently as Kuja can.&lt;br /&gt;
&lt;br /&gt;
;Aerith&lt;br /&gt;
:Aerith lets Garland avoid LV2 Assist Change staggers consistently at the cost of damage and whiff punish capability. Twist Drill and Chain Cast combo into Seal Evil consistently with {{keyword|empty chase|emptychase=1}}, and long range Blaze completes the synergy. This can lead to stronger meter depletion, and Aerith still lets Garland get lots of EX with Chain Cast combos afterwards. Garland rarely needs Aerith to be competitive, but it is possible to use her for double assist combos with Cyclone if needed. If Garland lands Earthquake, Aerith does Cure because Garland is on the ground.&lt;br /&gt;
&lt;br /&gt;
= References =&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{navbox012}}&lt;br /&gt;
&lt;br /&gt;
{{roadmap012gar}}&lt;/div&gt;</summary>
		<author><name>Muggshotter</name></author>
	</entry>
	<entry>
		<id>https://dissidia.wiki/index.php?title=Garland_(Dissidia_012)&amp;diff=4809</id>
		<title>Garland (Dissidia 012)</title>
		<link rel="alternate" type="text/html" href="https://dissidia.wiki/index.php?title=Garland_(Dissidia_012)&amp;diff=4809"/>
		<updated>2026-03-26T13:49:48Z</updated>

		<summary type="html">&lt;p&gt;Muggshotter: /* Synergies */ Reworded sephiroth and aerith synergies.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Dissidia 012 Final Fantasy]]&lt;br /&gt;
{{012CharNavGar}}&lt;br /&gt;
&lt;br /&gt;
{{CharacterInfo&lt;br /&gt;
|portrait=https://resources.dissidia.wiki/ddff/portraits/ddff-port-garland.png&lt;br /&gt;
|name=Garland (ガーランド)&lt;br /&gt;
|origin=Final Fantasy&lt;br /&gt;
|atk=111 (High)&lt;br /&gt;
|def=112 (High)&lt;br /&gt;
|runspeed=10.5 (Very Slow)&lt;br /&gt;
|dash=81 (Below Average)&lt;br /&gt;
|fall=77 (Above Average)&lt;br /&gt;
|fallr=41 (Below Average)&lt;br /&gt;
|fastestbrv=13F (Deathblow, Highbringer high ver.)&lt;br /&gt;
|fastesthp=39F (Earthquake)&lt;br /&gt;
|1hithp=Yes (Cyclone, Blaze)&lt;br /&gt;
|hplinks=Yes (Combos only)&lt;br /&gt;
|cmdblock=No&lt;br /&gt;
|weapon=Axes, Greatswords, Katanas, Spears&lt;br /&gt;
|armor=Gauntlets, Heavy Armor, Helms,&amp;lt;br&amp;gt;Light Armor, Shields&lt;br /&gt;
|exclusives=Ogrekiller, Viking Axe, Gigant Axe&lt;br /&gt;
|unlock=&lt;br /&gt;
|alignment=Chaos&lt;br /&gt;
|vajp=[https://en.wikipedia.org/wiki/Kenji_Utsumi Kenji Utsumi]&lt;br /&gt;
|vaeng=[https://en.wikipedia.org/wiki/Christopher_Sabat Christopher Sabat]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
= Overview =&lt;br /&gt;
Garland is a defensive close / mid-range character who is defined by good whiff punish ability, combo game, EX meter economy and crushingly good bravery damage output.&lt;br /&gt;
&lt;br /&gt;
On the ground, Garland can take advantage of higher priorities, gap closers and mixups. With the character-defining Deathblow bravery, Garland can reliably generate assist meter on whiff, anti-air opponents and combo into Twist Drill for a considerable amount of damage and EX meter.&lt;br /&gt;
&lt;br /&gt;
In the air, Garland can utilise attacks with well defined tracking through a variety of braveries. Twist Drill anti-airs and pokes through projectiles, Chain Cast covers his air dodges and enables dodge cancel combos and the infamous Bardiche crushes anyone caught below the mighty axe.&lt;br /&gt;
&lt;br /&gt;
He boasts above average attack and defense stat, but his attributes are a bit lacking elsewhere. Movement speed is below average, air dodges are floaty, post-dodge defensive options are risky, he lacks independent HP links and air dodge punish attempts have considerable limitations. Not to mention, his braveries have well defined ranges that can hinder his approaches at times.&lt;br /&gt;
&lt;br /&gt;
However, one aspect where Garland is a cut above the rest is in the usage of EX meter. Not only can Garland acquire a full EX meter efficiently through combos, his EX Burst is one of the more damaging bursts in the game. But what he is &#039;&#039;really&#039;&#039; infamous for, is his EX Revenge damage output. Being able to combo into a high damaging Bardiche five times is enough to secure a bravery break against any character at their base bravery. This creates a dangerous dynamic with Garland where he can end matches early with a full EX bar if the opponent is below half health. If the player was able to amass a couple bravery breaks before using EX Revenge, Garland can practically &#039;&#039;kill any character from full health&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Historically Garland has been considered a low tier character. However, his representation in competitive play in recent years present a case for a &#039;&#039;&#039;mid tier&#039;&#039;&#039; or even &#039;&#039;&#039;high tier&#039;&#039;&#039; position. Garland is not without faults, nor is he the easiest character to succeed with. He is decent at exploiting the opponent&#039;s flaws with proper positioning, but if &#039;&#039;he&#039;&#039; is forced to try and create a mistake, he can fall apart completely against opponents with proper knowledge, positioning and reactions. Garland&#039;s long-term gameplan is strong, but it always requires landing hits with resources to later back him up.&lt;br /&gt;
&lt;br /&gt;
With consistent grounded defensive play, he can overpower many conventionally strong characters who have to engage with him first.&lt;br /&gt;
&lt;br /&gt;
{{ProConTable&lt;br /&gt;
|pros=&lt;br /&gt;
*&#039;&#039;&#039;Whiff punishment&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Bravery damage&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;EX meter economy&#039;&#039;&#039; - Generates meter efficiently through combos and can kill earlier with EX Revenge than any other character&lt;br /&gt;
*&#039;&#039;&#039;Disjoints&#039;&#039;&#039; great at poking through projectiles and walls&lt;br /&gt;
* &#039;&#039;&#039;Good ground-to-ground presence&#039;&#039;&#039;, except against area denial melee HPs&lt;br /&gt;
&lt;br /&gt;
|cons=&lt;br /&gt;
* &#039;&#039;&#039;Bad movement&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Post-dodge vulnerability&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Limited aerial dodge punish capability&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;EX meter gameplan hurt by poor neutral HPs and assist punish vulnerability&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Fast + long range vulnerability&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Difficulties creating offensive momentum consistently&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Bad at making the opponent whiff without forcing a dodge&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Flawed aerial mixups&#039;&#039;&#039;, can struggle against block in the air&lt;br /&gt;
* &#039;&#039;&#039;Bad against area denial melee HPs&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
= Bravery Attacks =&lt;br /&gt;
== Ground ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Round Edge=&lt;br /&gt;
&lt;br /&gt;
{{AbilityInfo2&lt;br /&gt;
|ver1=Short&lt;br /&gt;
|damage1=&#039;&#039;&#039;45&#039;&#039;&#039; (7, 8, 30)&lt;br /&gt;
|startup1=23F&lt;br /&gt;
|type1=Physical&lt;br /&gt;
|priority1=Melee Low &amp;lt;br&amp;gt;Melee Mid (2nd hit)&lt;br /&gt;
|ex1=30&lt;br /&gt;
|effect1=Wall Rush&lt;br /&gt;
|cancels1=Dodge&lt;br /&gt;
|asthit1=&lt;br /&gt;
|gametext=[Close] Broad sword sweep. &amp;lt;br&amp;gt;Change combo with input timing.&lt;br /&gt;
|level=1&lt;br /&gt;
|ap=100&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|ver2=Long&lt;br /&gt;
|damage2=&#039;&#039;&#039;45&#039;&#039;&#039; (7, 8, 9, 2, 2, 2, 15)&lt;br /&gt;
|startup2=23F&lt;br /&gt;
|type2=Physical&lt;br /&gt;
|priority2=Melee Low, Melee Mid (2nd hit) &amp;lt;br&amp;gt;Melee High (3rd hit)&lt;br /&gt;
|ex2=90&lt;br /&gt;
|effect2=Chase&lt;br /&gt;
|cancels2=Dodge&lt;br /&gt;
|asthit2=&lt;br /&gt;
|image=https://dissidia.wiki/images/b/b3/Brv_garland_round_edge.jpeg&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[File:Brv_garland_round_edge_short.jpeg|thumb|300px|Round Edge (Short)]]&lt;br /&gt;
&lt;br /&gt;
[[File:Brv_garland_round_edge_long.jpeg|thumb|300px|Round Edge (Long).]]&lt;br /&gt;
&lt;br /&gt;
Three sword swipes with two different follow-ups. Press circle {{pspcir}} before the third swipe for a wall rush finisher, or press circle {{pspcir}} after it for a chase finisher. Garland&#039;s movement can be controlled freely during the first two swipes.&lt;br /&gt;
&lt;br /&gt;
Round Edge is a high commitment attack, which is mainly used after block staggers or to catch opponents by surprise. It is risky to use due to its long {{keyword|startup|startup=1}} and animation length. Garland cannot dodge until the first three slashes are done. However, this move also provides notable reward on hit thanks to the precise Deathblow follow-ups; Bravery damage, EX and assist gauge are all great for Garland. Even without Deathblow follow-ups, Round Edge still provides assist combos, above average base damage and EX on the long finisher.&lt;br /&gt;
&lt;br /&gt;
Round Edge is not very safe or effective as a {{keyword|neutral|neutral=1}} tool. It is quite slow and has little coverage against opponent&#039;s defensive options. The second and third round slashes have higher priority which can work sometimes, but given the overall speed, this is easier for opponents to anticipate. Since Garland stops moving by the third slash, its high priority can be difficult to use against moving opponents. It is recommended to use this move with caution.&lt;br /&gt;
&lt;br /&gt;
When &#039;&#039;&#039;[[Lock_Off|locked off]]&#039;&#039;&#039;, Garland can move in any direction on the ground with Round Edge.&lt;br /&gt;
&lt;br /&gt;
|-|Lance Charge=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;30&#039;&#039;&#039; (2 x 5, 5, 15)&lt;br /&gt;
|startup=31F&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee Mid&lt;br /&gt;
|ex=30&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/0/00/Brv_garland_lance_charge.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=8&lt;br /&gt;
|ap=100&lt;br /&gt;
|gametext=[Mid] High-speed sword thrust. &amp;lt;br&amp;gt;Vertically limited, good range.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Lance Charge is a staple move for Garland. It&#039;s a very strong ground-to-ground bravery for its speed, mid priority and assist combos on hit. This is a midrange gap closer and a {{keyword|whiff punisher|whiffpunish=1}} that goes in a straight line. It&#039;s quite effective when used in tandem with Deathblow, such as against blocks, low priority attacks and ground dodges.&lt;br /&gt;
&lt;br /&gt;
Lance Charge staggers regular blocks, and it can follow up with a ground wall rush even if it was blocked. The ground wall rush finisher sets up high damaging Kuja assist combos, so Lance Charge&#039;s reward is pretty high with meter. It can punish &#039;&#039;&#039;[[Landing_lag|landing lag]]&#039;&#039;&#039; and counter opponents after a successful backwards / sideways &#039;&#039;&#039;[[Blodge|blodge]]&#039;&#039;&#039;. Lance Charge travels pretty quickly once {{keyword|active|active=1}} and the range extends slightly past the weapon visuals. It can be a difficult move to {{keyword|punish|punish=1}} at ground level due to its short recovery and mid priority&lt;br /&gt;
&lt;br /&gt;
However, this move is quite linear. It loses to fast sideways and upward movement, and higher priority in general. If Lance Charge misses, Garland is left airborne. He is vulnerable to attacks from above and fast assists, and his air dodge can put him in an even worse situation. It will not see much use in aerial focused {{keyword|matchups|matchup=1}} either, such as against {{012seph}}.&lt;br /&gt;
&lt;br /&gt;
|-|Deathblow=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=15&lt;br /&gt;
|startup=13F&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee Low&lt;br /&gt;
|ex=60&lt;br /&gt;
|effect=-&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/e/e9/Brv_garland_deathblow.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge, Block, Attack, Movement&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=1&lt;br /&gt;
|ap=100&lt;br /&gt;
|gametext=[Mid] Swift upwards sword swipe. &amp;lt;br&amp;gt;Low accuracy, quick strike.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
One of Garland&#039;s strongest bravery attacks. It&#039;s a safe {{keyword|poke|poke=1}}, {{keyword|anti-air|anti-air=1}} and a combo starter. The {{keyword|active|active=1}} frames are long, the {{keyword|tracking|tracking=1}} is strong and it {{keyword|recovers|recovery=1}} quickly, which make this a difficult move to contest. Deathblow is great for filling assist gauge and threatening nearby opponents. Garland does not have to dodge to make this move safe, which is very rare in this game. On hit, it combos into jump &amp;gt; Twist Drill, assist and generates lots of EX Force as a result.&lt;br /&gt;
&lt;br /&gt;
Deathblow is a must-have for close-range ground combat. It ties Garland&#039;s defensive gameplay together very well. Even so, it is important to mix things up, so the opponent doesn&#039;t catch Garland at a bad time. It still loses to higher priority attacks and well timed blocks. And because it&#039;s a ground move, it does little to contest {{keyword|halo camping|halocamp=1}}. It does make it easier to fight with full assist gauge, though.&lt;br /&gt;
&lt;br /&gt;
|-|Highbringer=&lt;br /&gt;
&lt;br /&gt;
{{AbilityInfo2&lt;br /&gt;
|ver1=Low&lt;br /&gt;
|damage1=&#039;&#039;&#039;24&#039;&#039;&#039; (5, 19)&lt;br /&gt;
|startup1=17F&lt;br /&gt;
|type1=Physical&lt;br /&gt;
|priority1=Melee Low&lt;br /&gt;
|ex1=90&lt;br /&gt;
|effect1=Chase&lt;br /&gt;
|cancels1=Dodge&lt;br /&gt;
|asthit1=&lt;br /&gt;
|gametext=[Mid] Swing sword upwards. &amp;lt;br&amp;gt;Change combo with input timing.&lt;br /&gt;
|level=32&lt;br /&gt;
|ap=100&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|ver2=High&lt;br /&gt;
|damage2=&#039;&#039;&#039;24&#039;&#039;&#039; (5, 2, 2, 15)&lt;br /&gt;
|startup2=13F&lt;br /&gt;
|type2=Physical&lt;br /&gt;
|priority2=Melee Low&lt;br /&gt;
|ex2=30&lt;br /&gt;
|effect2=Wall Rush&lt;br /&gt;
|cancels2=Dodge&lt;br /&gt;
|asthit2=&lt;br /&gt;
|image=https://dissidia.wiki/images/7/70/Brv_garland_highbringer.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[File:Brv_garland_highbringer_%28low%29.jpeg|thumb|300px|Highbringer (Low). Press Circle for a chain stab.]]&lt;br /&gt;
&lt;br /&gt;
[[File:Brv_garland_highbringer_(high).jpeg|thumb|300px|Highbringer (High). Press Circle for a combo attack.]]&lt;br /&gt;
&lt;br /&gt;
Highbringer functions as a {{keyword|poke|poke=1}}, post-block punisher and an assist combo starter. It is best used as an secondary ground bravery, particularly for aspiring players learning Garland. Highbringer is an uppercut with two built-in follow-up attacks. For low version, tap Circle {{pspcir}} twice for a chase ender and 90 EX. For high version, hold Circle {{pspcir}} to become airborne and then tap again for wall rush attack.&lt;br /&gt;
&lt;br /&gt;
Highbringer is quite fast, and it is more beginner friendly for assist combos compared to Deathblow. Both low and high versions can {{keyword|anti-air|anti-air=1}}, and the {{keyword|hit stun|hitstun=1}} and wall rush allow a variety of assist combo routes. The first slash also looks and acts very similarly to Deathblow, so Highbringer often goes uncontested.&lt;br /&gt;
&lt;br /&gt;
However, this attack is is outclassed by Deathblow at higher levels of play. It has much longer {{keyword|recovery|recovery=1}}, so dodges are needed for long term safety. Highbringer does not lead to the consistent Twist Drill follow-ups, so the reward on hit is weaker and more reliant on assist gauge. The high version has more requirements for notable reward such as short reaction time, assist and sometimes wall rush. It also leaves Garland airborne even if it misses, where he has to avoid getting caught after a dodge.&lt;br /&gt;
&lt;br /&gt;
As a side note, Highbringer (High) first hit can also be dodge cancelled early on hit. However, if Highbringer (Low) first hit connects, the {{keyword|dodge cancel|dc=1}} cannot be done as quickly.&lt;br /&gt;
&lt;br /&gt;
|-|Thundaga (ground)=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=each (10)&lt;br /&gt;
|startup=51F&lt;br /&gt;
|type=Magical&lt;br /&gt;
|priority=Ranged Low&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=-&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/2/2b/Brv_garland_thundaga_g.jpeg&lt;br /&gt;
|imgpos=55%&lt;br /&gt;
|cancels=Dodge, Block, Attack&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=19&lt;br /&gt;
|ap=100&lt;br /&gt;
|gametext=[Long] Call down lightning strikes &amp;lt;br&amp;gt;that home in on opponent.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Three bolts spawn on the opponent in a sequence, and push the opponent away. Thundaga is a long range {{keyword|poke|poke=1}}, that is mostly used to interrupt opponents. It bypasses solid objects and lingering projectiles, but the damage is low and it needs wall for combos. Garland is vulnerable to attacks during the animation, but the {{keyword|recovery|recovery=1}} is rather short for a move like this. It can be difficult to {{keyword|whiff punish|whiffpunish=1}} from a distance. Just watch out for opponent&#039;s Free Air Dash and assist.&lt;br /&gt;
&lt;br /&gt;
Thundaga is not used in competitive play often due to its low damage, EX generation and situational combos.&lt;br /&gt;
&lt;br /&gt;
About the wall combos: If opponent is against a wall, the bolts can combo into each other. Garland can follow up with Flare, Chain Cast and even air bravery assists. The upward knockback&#039;s direction is also based on where the player&#039;s camera is facing.&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Aerial ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Twin Swords=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;30&#039;&#039;&#039; (7, 8, 15)&lt;br /&gt;
|startup=21F&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee Low&lt;br /&gt;
|ex=30&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/5/58/Brv_garland_twin_swords.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=1&lt;br /&gt;
|ap=100&lt;br /&gt;
|gametext=[Mid] Swipe with twin blades. &amp;lt;br&amp;gt;Approaches foe; limited height.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Garland&#039;s primary aerial bravery that advances forward. It&#039;s fast, but not fast enough to be always unreactable, though the start-up is tricky to see. Given how Garland&#039;s other braveries are telegraphed by their effective range, Twin Swords is similarly linear in application; Twin Swords&#039; main strength lies in having some tracking in all directions, which makes it a consistent counter attack after blocking.&lt;br /&gt;
&lt;br /&gt;
Despite that, Twin Swords&#039; range is average and the homing period is brief. The animation is also rather long. This means it can be dangerous to whiff Twin Swords, and the need for wall rushes skews the risk/reward ratio against Garland. In small stages with low ceilings, Twin Swords can represent a threat more consistently in {{keyword|air-to-air|air-to-air=1}} situations. It is not a staple in Garland&#039;s aerial kit, but it&#039;s not entirely without merit either. Generally speaking it can be difficult to justify over Bardiche, Twist Drill and Chain Cast which provide more utility and reward on hit overall.&lt;br /&gt;
&lt;br /&gt;
|-|Chain Cast=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;15&#039;&#039;&#039; (7, 8)&lt;br /&gt;
|startup=45F&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee Low&lt;br /&gt;
|ex=90&lt;br /&gt;
|effect=Chase&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/1/1d/Brv_garland_chain_cast.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=1&lt;br /&gt;
|ap=100&lt;br /&gt;
|gametext=[Mid] Swing chain. Low accuracy, &amp;lt;br&amp;gt;but effective against any height.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Garland positions himself above in relation to the opponent for two vertical attacks. Air combo starter, air-to-ground {{keyword|whiff punisher|whiffpunish=1}} and Garland&#039;s primary post-dodge defensive option in the air. It is not invincible, but the movement can help him evade slower dodge punish attempts. On hit, Garland can dodge cancel and combo into Twist Drill for a total of 180 EX (almost 20 % of an EX bar) or Bardiche / Twin Swords at the wall. Chain Cast&#039;s consistent damage output, meter generation and applications in the neutral make it an appealing choice for a third bravery slot along with Bardiche and Twist Drill.&lt;br /&gt;
&lt;br /&gt;
Chain Cast has enough hit stun to make empty chase attempts safer on average, although it is not entirely safe to use in all instances. It can also hit behind the opponent&#039;s block, though exact conditions are unclear. Being significantly below or above the opponent helps, though.&lt;br /&gt;
&lt;br /&gt;
The hitbox has some oddities. It has gaps and possibly slight deadzones between the chain itself and the tip. Before reaching proper down-forward hitbox there may be a gap just below level height. It could have a small deadzone right in front of Garland as well. This requires further research.&lt;br /&gt;
&lt;br /&gt;
|-|Bardiche=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=30&lt;br /&gt;
|startup=23F&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee Low&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/7/7e/Brv_garland_bardiche.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=4&lt;br /&gt;
|ap=100&lt;br /&gt;
|gametext=[Dive] Mighty axe swing. &amp;lt;br&amp;gt;Great for attacking from above.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Garland&#039;s iconic crushing swing. A staple in Garland&#039;s kit due to its speed, average whiff recovery and infamous damage output. It can be used to build assist gauge on whiff and punish long recovery attacks below Garland. Bardiche is primarily run for its reward on hit, namely with ground wall rush assist combos and EX Revenge. The high base damage makes Garland one of the best users of wall rush bravery enhancements (primarily {{accbas}} Booster).&lt;br /&gt;
&lt;br /&gt;
Outside of combos, Bardiche&#039;s reward is lacking with no EX, short assist confirm window and no automatic Sneak Attack activations. Its other applications in the {{keyword|neutral|neutral=1}} are also weak due to it exclusively tracking downwards, having a small hitbox and flawed mixup options to support it. It is a loud, telegraphed and relatively slow to start low priority move on a character whose other downward attacks are all slower than 40 frames.&lt;br /&gt;
&lt;br /&gt;
Despite these flaws, Bardiche is commonly used because the damage output is high enough to outweigh the cons.&lt;br /&gt;
&lt;br /&gt;
|-|Twist Drill=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;30&#039;&#039;&#039; (4 x 2, 8, 14)&lt;br /&gt;
|startup=21F&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee Low&lt;br /&gt;
|ex=90&lt;br /&gt;
|effect=Chase&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/d/dc/Brv_garland_twist_drill.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=28&lt;br /&gt;
|ap=100&lt;br /&gt;
|gametext=[Rise] Upwards lunge with sword. &amp;lt;br&amp;gt;Great for attacking from below.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Fast anti-air attack with good combo potential, damage and EX output. Twist Drill primarily tracks opponents above Garland, and it is used as a {{keyword|whiff punisher|whiffpunish=1}} or an occasional aerial {{keyword|poke|poke=1}}. It has good range and can be combo&#039;d into from Deathblow for 180 EX.&lt;br /&gt;
&lt;br /&gt;
Twist Drill has lots of {{keyword|hitstun|hitstun=1}}. It is one of the few moves in the game that provide a safe {{keyword|empty chase|emptychase=1}} anywhere. This is great for both assist combos and taking EX force reliably. A late dodge cancel window and empty chase are both viable starters for Garland&#039;s commonly used assists. While Garland is safe after an empty chase, he can still lose to {{keyword|command blocks|commandblock=1}} if he attempts to push his advantage immediately. Challenging recovery attack pokes depends on the {{keyword|matchup|matchup=1}} and stage positioning as well; Chasing at a corner can leave Garland closer to the opponent than usual.&lt;br /&gt;
&lt;br /&gt;
Twist Drill&#039;s whiff recovery is long enough for it to be punishable on reaction. It has a blind spot above Garland&#039;s head, and it&#039;s only effective at dodge punishing from below. If the opponent has a good read on Garland, they can even use an air BRV assist to shut down Twist Drill.&lt;br /&gt;
&lt;br /&gt;
Even so, Twist Drill is a staple in Garland&#039;s air combat. The {{keyword|disjointed|disjoint=1}} {{keyword|hitbox|hitbox=1}} allows him to poke through {{keyword|projectiles|projectile=1}} and traps, such as {{012ulti}} charged Knight&#039;s Lance. The first part can be {{keyword|dodge cancelled|dc=1}} early enough to contest {{012emp}}&#039;s Dreary Cells, and the startup speed can be difficult to react to without practice.&lt;br /&gt;
&lt;br /&gt;
Twist Drill can also hit behind the opponent&#039;s block at the right distance and angle below the opponent.&lt;br /&gt;
&lt;br /&gt;
|-|Thundaga (midair)=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=each (10)&lt;br /&gt;
|startup=51F&lt;br /&gt;
|type=Magical&lt;br /&gt;
|priority=Ranged Low&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=-&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/2/2d/Brv_garland_thundaga_a.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge, Block, Attack&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=25&lt;br /&gt;
|ap=100&lt;br /&gt;
|gametext=[Long] Call down lightning strikes &amp;lt;br&amp;gt;that home in on opponent.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Same as the ground version, except it can be done anywhere in the air. A valid option against mages and characters with poor mobility, it&#039;s main application is still interrupting opponents.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= HP Attacks =&lt;br /&gt;
&lt;br /&gt;
== Ground ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Earthquake=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;18&#039;&#039;&#039; (8, 2 x 5)&lt;br /&gt;
|startup=39F&lt;br /&gt;
|type=Physical (axe) &amp;lt;br&amp;gt;Magical (rocks)&lt;br /&gt;
|priority=Melee High (axe) &amp;lt;br&amp;gt;Unblockable (rocks)&lt;br /&gt;
|ex=36&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/2/28/Hp_garland_earthquake.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=1&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=[Close] Split ground with axe. &amp;lt;br&amp;gt;Steals bravery, then takes HP.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Earthquake is a decent {{keyword|mixup|Mixup}} against grounded opponents trying to crack Garland&#039;s defense. It tracks well, has strong {{keyword|knockback|knockback}} and it cannot be staggered reactively with &#039;&#039;&#039;[[Assist_(Dissidia_012)#LV2_Assist_Change|LV2 Assist Change]]&#039;&#039;&#039; after the first hit without avoiding &#039;&#039;&#039;[[Assist_(Dissidia_012)#Assist_Lock|Assist Lock]]&#039;&#039;&#039;. Earthquake has minor {{keyword|anti-air|ANTi-air}} potential, both on the initial axe slam and the rock that deals HP damage at the end. &lt;br /&gt;
&lt;br /&gt;
Because the rocks act independently after activating, Earthquake can be used to punish fairly safe approaching &#039;&#039;&#039;[[Attack_Priority_(Dissidia_012)#High|Melee High]]&#039;&#039;&#039; attacks, such as {{012tifa}}&#039;s Rolling Blaze or {{012squ}}&#039;s Revolver Drive by clashing with them.&lt;br /&gt;
&lt;br /&gt;
Earthquake is one of Garland&#039;s many moves that can be used and not get cleanly {{keyword|punished|PUNish}} for it. But it is also followed by some of the worse disadvantage states in the game due to poor movement, risky defensive options and lack of safe follow-ups on whiff. That&#039;s true for a lot of Garland&#039;s tools, but it&#039;s by far most evident on Earthquake.&lt;br /&gt;
&lt;br /&gt;
The active duration, tracking and dodge cancel window can make punishing Earthquake on the ground difficult without mid range attacks or dodge punish tools. Earthquake is effective when used sparingly, but aerial attacks from above can still punish it. It is prone to trades, but they don&#039;t backfire on Garland as often as one might expect. This is a good, staple HP attack for Garland.&lt;br /&gt;
&lt;br /&gt;
|-|Blaze (ground)=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=-&lt;br /&gt;
|startup=59F&lt;br /&gt;
|type=-&lt;br /&gt;
|priority=Ranged High&lt;br /&gt;
|ex=each (9)&lt;br /&gt;
|effect=-&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/c/c9/Hp_garland_blaze_g.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=16&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=[Long] Shoot multiple fireballs &amp;lt;br&amp;gt;that chase opponent.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Homing fireballs that can be dodged with well placed dodge. Not commonly used on the ground when Garland has other attacks with better properties and reward on hit.&lt;br /&gt;
&lt;br /&gt;
Blaze has a bad deadzone in front of Garland and each fireball can inflict meter depletion on hit. These are traits that carry over to its aerial version, which sees much more use in competitive play.&lt;br /&gt;
&lt;br /&gt;
|-|Tsunami=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;12&#039;&#039;&#039; (2 x 6)&lt;br /&gt;
|startup=45F&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee High&lt;br /&gt;
|ex=96&lt;br /&gt;
|effect=-&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/8/8f/Hp_garland_tsunami.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=36&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=[Mid] Hurl chain sword. &amp;lt;br&amp;gt;Vertically limited, very accurate.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
One of Garland&#039;s post-dodge defensive options on the ground. Much like Chain Cast, the swift movement helps Garland evade, rather than plain invincibility. However, it is dangerous to whiff this attack due to its lenghty animation and late cancel window.&lt;br /&gt;
&lt;br /&gt;
Tsunami&#039;s strong tracking against grounded opponents works very well as a dodge punisher and as an instigator when assist meter is available. Against opponents without {{keyword|command blocks|Command block}} options, doing Tsunami and reacting with an assist can be effective, because it usually forces a dodge. It can also hit aerial opponents who are close to Garland at the time of impact.&lt;br /&gt;
&lt;br /&gt;
This attack also combos into assists on hit. It is a good mixup akin to Earthquake, with stronger tracking at the expense of wall rush and worse trade interactions without assist. If Garland staggers an opponent with a &#039;&#039;&#039;[[Blodge|blodge]]&#039;&#039;&#039;, he can also use Tsunami to retaliate after blodging backwards or sideways.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Aerial ==&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Blaze (midair)=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=-&lt;br /&gt;
|startup=59F&lt;br /&gt;
|type=-&lt;br /&gt;
|priority=Ranged High&lt;br /&gt;
|ex=each (9)&lt;br /&gt;
|effect=-&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/8/8e/Hp_garland_blaze.jpeg&lt;br /&gt;
|imgpos=40%&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=1&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=[Long] Shoot multiple fireballs &amp;lt;br&amp;gt;that chase opponent.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Blaze is commonly used as an occasional long range harassment tool along with Cyclone. While this cannot wall rush, each fireball can deplete assist / EX gauge on hit. Though the projectiles have tracking, their {{keyword|hitbox|HItbox}} is not large. As they home in on the opponent, they all try to focus on a singular point of impact, reducing their overall screen presence.&lt;br /&gt;
&lt;br /&gt;
Despite the projectiles&#039; speed and relatively brief duration, it is possible to reflect one of them back at Garland. That is rarely a concern for Garland though. A more common downside to Blaze is the lack of protection around Garland once the projectiles have been fired; There is enough time to hit Garland out of Blaze after firing the projectiles, but &#039;&#039;before&#039;&#039; he can act again. Using Blaze without protection from Cyclone (or even assist) can lead to unfavorable trades with opponent&#039;s assist (Blaze hits, opponent&#039;s assist &#039;&#039;&#039;[[Bravery_(Dissidia_012)#Bravery_Break|breaks]]&#039;&#039;&#039; Garland), or {{keyword|assist punishes|assist punish}}. &lt;br /&gt;
&lt;br /&gt;
Blaze is a staple for Garland, despite not having strong {{keyword|neutral|NEutral}} applications. It has a low hit rate at high level play, but also low risk when used sparingly from a distance. It supports Garland at a range where he doesn&#039;t have much presence, and if his opponent struggles to deal with Cyclone, it makes Blaze that much more prominent.&lt;br /&gt;
&lt;br /&gt;
If the opponent has Auto Assist Lock On equipped, and the opponent escapes an assist combo as Garland uses Blaze, the projectiles won&#039;t track to the opponent. They will disperse instead.&lt;br /&gt;
&lt;br /&gt;
|-|Cyclone=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=-&lt;br /&gt;
|startup=51F&lt;br /&gt;
|type=-&lt;br /&gt;
|priority=Ranged High&lt;br /&gt;
|ex=each (60)&lt;br /&gt;
|effect=Absorb&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/e/ed/Hp_garland_cyclone.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=12&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=[Close] Call forth tornado. &amp;lt;br&amp;gt;Slow speed, homing ability.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Two Ranged High projectiles occupy space temporarily while gradually splintering off from their starting position. Cyclone is often used as a passive defensive tool, assist combo extender or a safer combo finisher after assist. It has good reward on hit thanks to its EX generation and {{keyword|hit stun|HIT stun}} - It combos into assists on hit, and even Garland can follow up on his own if Cyclone hits after Garland is actionable. Cyclone plays an important role in optimizing Garland&#039;s air combos for EX, namely at the ceiling and / or after EX Revenge.&lt;br /&gt;
&lt;br /&gt;
Cyclone does not protect Garland effectively from all angles. {{keyword|Disjointed|Disjoint}} attacks and assists such as {{012aer}}&#039;s Seal Evil can consistently punish Garland for using this move. Advancing high priority moves such as {{012clo}}&#039;s Braver and {{012squ}}&#039;s Rough Divide can also power through Cyclone. Because Garland cannot act again early and or take advantage of the projectiles for long, it can be difficult to establish offensive momentum with Cyclone.&lt;br /&gt;
&lt;br /&gt;
However, characters without Aerith assist, {{keyword|projectiles|Projectile}}, {{keyword|command blocks|COmmand block}}, disjointed {{keyword|hitbox|HITbox}} or a relatively fast advancing Melee High attack will find Cyclone to be difficult to neutralize. In these cases, Cyclone provides a consistent defensive barrier and a disruptor for Garland.&lt;br /&gt;
&lt;br /&gt;
|-|Flare=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=15&lt;br /&gt;
|startup=47F&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee High&lt;br /&gt;
|ex=30&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/2/2e/Hp_garland_flare.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=22&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=[Mid] Strike with greatsword, &amp;lt;br&amp;gt;causing large explosion on hit.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Garland&#039;s primary HP attack after blocking and as an assist combo ender. It tracks the opponent well, though it&#039;s bad at turning around from a bit before Garland starts moving. The {{keyword|knockback|Knockback}} is very high with good wall rush potential, which lets Garland deal more damage pretty consistently after a bravery break.&lt;br /&gt;
&lt;br /&gt;
Flare&#039;s active frames are very brief and as such, it is not effective at punishing early blocks and catching aerial dodges with Evasion Boost. It also has plenty of {{keyword|recovery frames|Recovery}}, which leaves Garland vulnerable to {{keyword|punishes|PUnish}} for a good moment.&lt;br /&gt;
&lt;br /&gt;
If Flare makes contact, Garland will transition into the second hit that deals HP damage. This is true whether the opponent escapes with LV1 Assist Change afterwards or he clashes with a lower priority melee move. It doesn&#039;t have particularly strong tracking and Garland can be hit during the animation. Cyclone and Blaze can make up for this weakness, but Flare remains a staple in Garland&#039;s arsenal regardless. It is his only aerial HP he can consistently connect after staggering an opponent with a block and it works reliably after assists.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== EX Mode: Class Change! ==&lt;br /&gt;
Effects:&lt;br /&gt;
* Regen&lt;br /&gt;
* Critical Boost&lt;br /&gt;
* Indomitable Resolve&lt;br /&gt;
&lt;br /&gt;
Garland&#039;s EX mode is conventionally strong due to his damage output. The threat of his high damaging EX Revenge combos also complements his EX mode, which depletes the opponent&#039;s assist gauge upon activation. There aren&#039;t many unique perks here, but because Garland can fill his EX gauge effectively through combos, he can get more opportunities to close out matches with it.&lt;br /&gt;
&lt;br /&gt;
=== Indomitable Resolve ===&lt;br /&gt;
{{image|https://dissidia.wiki/images/5/51/Ex_mode_garland.jpeg}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[Active while attacking] Even while taking damage, attacks can be performed without flinching.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Rare instance of {{keyword|super armor|super armor}} in Dissidia 012. During an attack animation, Garland will not flinch from any attack that does not inflict HP damage. This can be good as a surprise attack, and it can also work in a pinch against characters with HP links (Cyclone, anyone?), but remember that EX mode does not alter Garland&#039;s attack properties; He can still be blocked.&lt;br /&gt;
&lt;br /&gt;
=== EX Burst: Soul of Chaos ===&lt;br /&gt;
{{image|https://dissidia.wiki/images/6/6a/Ex_burst_garland.jpeg}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;An attack terrible enough to shake the heavens. Repeatedly press circle to add strength to the attack.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{burst&lt;br /&gt;
|damage1=12, 12 (24)&lt;br /&gt;
|damage2=4x3, 3x4, 16, 16, 5x4 (100 total)&lt;br /&gt;
|type=Physical&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Soul of Chaos requires filling the gauge by repeatedly pressing circle {{pspcir}}. It&#039;s not the strongest EX Burst in the game, but well above average in power thanks to Garland&#039;s high base ATK, good initial hits and bravery stacking with a full EX gauge.&lt;br /&gt;
&lt;br /&gt;
== Combos ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main article: &#039;&#039;&#039;[[Garland_(Dissidia_012)/Combos|Garland (Combos)]]&#039;&#039;&#039; &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Solo ===&lt;br /&gt;
&lt;br /&gt;
Garland has a handful of solo combos, but his most practical ones start with Deathblow or Chain Cast. Both can lead to Twist Drill for plenty of damage and EX, which is great for Garland.&lt;br /&gt;
&lt;br /&gt;
{{Combo-012&lt;br /&gt;
|data=&lt;br /&gt;
{{Combo-012Data&lt;br /&gt;
|combo=&#039;&#039;&#039;Deathblow&#039;&#039;&#039; &amp;gt; move &amp;gt; jump &amp;gt; Twist Drill&lt;br /&gt;
|condition=Poke starter&lt;br /&gt;
|requirement=Ground&lt;br /&gt;
|characters=&lt;br /&gt;
|damage=45&lt;br /&gt;
|damagehits=15 &amp;gt; 30&lt;br /&gt;
|ex=150&lt;br /&gt;
|exhits=60 &amp;gt; 90&lt;br /&gt;
|meteropp=&lt;br /&gt;
|video=https://www.youtube.com/watch?v=_E2EVyWjRFM?=shared&amp;amp;t=5&lt;br /&gt;
|notes=Staple combo. High EX and leads to damaging Kuja assist combos for even more EX. Move and jump as quickly as possible. The later Deathblow hits, the more time Garland has to combo into Twist Drill.&lt;br /&gt;
}}&lt;br /&gt;
{{Combo-012Data&lt;br /&gt;
|combo=&#039;&#039;&#039;Chain Cast&#039;&#039;&#039; &amp;gt; {{clr|dc=1}} &amp;gt; Twist Drill&lt;br /&gt;
|condition=Punish starter&lt;br /&gt;
|requirement=Air, above opponent&lt;br /&gt;
|characters=&lt;br /&gt;
|damage=45&lt;br /&gt;
|damagehits=15 &amp;gt; 30&lt;br /&gt;
|ex=180&lt;br /&gt;
|exhits=90 &amp;gt; 90&lt;br /&gt;
|meteropp=&lt;br /&gt;
|video=https://www.youtube.com/watch?v=_E2EVyWjRFM&amp;amp;t=19&lt;br /&gt;
|notes=Staple air combo, commonly used as a punish or an assist combo ender. 180 EX is great, which Garland can get by &#039;&#039;&#039;[[Chase_(Dissidia_012)#Empty_Chase|empty chasing]]&#039;&#039;&#039; immediately. If Garland has assist, he can also start an assist combo by dodge cancelling, or after empty chase ends.&lt;br /&gt;
&lt;br /&gt;
:If opponent is far after Chain Cast, Twist Drill may not land all initial hits. This combo does not require wall, but it can be easier to do near walls and corners due to reduced knockback. Garland should remain cautious when empty chasing at a corner, because being closer to the opponent makes him a bit more vulnerable to recovery attack attempts.&lt;br /&gt;
&lt;br /&gt;
When wall is not nearby, Garland can dodge cancel towards opponent more reliably by moving camera sideways after Assist Chase, and then moving with a quarter-circle motion. For example, the camera is tilted to the right so Garland faces to the left. The quarter-circle motion would then be left &amp;gt; left/up &amp;gt; up. The initial left should be held for almost a split second.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== EX Revenge ===&lt;br /&gt;
&lt;br /&gt;
Garland gets access to some of his strongest combos during EX Revenge, including the notorious Bardiche combo. With EX Revenge, Garland becomes very dangerous to interact with due to its damage potential.&lt;br /&gt;
&lt;br /&gt;
{{Combo-012&lt;br /&gt;
|data=&lt;br /&gt;
{{Combo-012Data&lt;br /&gt;
|combo=&#039;&#039;&#039;Bardiche&#039;&#039;&#039; &amp;gt; {{clr|wr=1}} &amp;gt; Bardiche &amp;gt; {{clr|wr=1}} &amp;gt; Bardiche &amp;gt; {{clr|wr=1}} &amp;gt; Bardiche &amp;gt; {{clr|wr=1}} &amp;gt; Bardiche &amp;gt; Flare&lt;br /&gt;
|condition=Air starter, close to opponent&lt;br /&gt;
|requirement=Full EX Gauge, near ground&lt;br /&gt;
|characters=&lt;br /&gt;
|damage=165 + HP &amp;amp; WR (x5)&lt;br /&gt;
|damagehits=30 + WR &amp;gt; 30 + WR &amp;gt; 30 + WR &amp;gt; 30 + WR &amp;gt; 30 + WR &amp;gt; 15 + HP WR&lt;br /&gt;
|ex=0&lt;br /&gt;
|exhits=0 &amp;gt; 0 &amp;gt; 0 &amp;gt; 0 &amp;gt; 0 &amp;gt; 0&lt;br /&gt;
|meteropp=&lt;br /&gt;
|video=&lt;br /&gt;
|notes=Garland&#039;s EX Revenge combo is infamous for its insane damage output. It is one of, if not THE strongest EX Revenge combo in the game without assist. As long as Garland is close to the opponent, he can repeatedly use Bardiche up to five times. Each Bardiche can also wall rush, which adds even more damage near ground. This combo requires little adjustment for Garland and it should be fairly easy to execute, as long as pressing Circle {{pspcir}} repeatedly is not an issue.&lt;br /&gt;
&lt;br /&gt;
This combo is the reason a full EX gauge is so beneficial for Garland. It practically guarantees a bravery break for Garland. And even if it doesn&#039;t, the wall rush still lets assists follow up. As a result, this combo can do far more damage than just the listed 165 + HP WR. 4,000 HP is practically killing range for Garland, while having more health usually means being put into &#039;&#039;&#039;[[Statistic_(Dissidia_012)#Near_Death|Near Death]]&#039;&#039;&#039; state.&lt;br /&gt;
&lt;br /&gt;
It is important to note, that wall rush contributes a lot to this combo&#039;s damage output. Therefore, if Garland cannot wall rush with Bardiche or especially Flare, he won&#039;t do nearly as much damage. Furthermore, if Garland needs to approach opponent from a distance, he has less time to do Bardiches. In order to ensure maximum damage, Garland should consider activating EX Revenge close to opponent, while being near ground. Garland can also consider dodging behind the opponent at the beginning to get more critical hits from Sneak Attack extra ability.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Assist ===&lt;br /&gt;
&lt;br /&gt;
Garland has a well-rounded combo game with few competitive assists. He can start assist combos with most of his moves and any wall rush he gets. This is great for learning the character, but the combos also scale well with builds and a little bit of execution; Garland is capable of doing lots of bravery damage with Bardiche during ground assists, and Chain Cast solo combos generate lots of EX for Garland. Both are great for him, as a full EX gauge is a fantastic win condition.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main article: &#039;&#039;&#039;[[Garland_(Dissidia_012)/Combos#Assist_Combos_(Kuja)|Garland Combos (Kuja Assist)]]&#039;&#039;&#039; &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Kuja does just about everything Garland would want from assist. Combos off of Garland&#039;s most important moves, great holding potential for Bardiche fillers and sets up Chain Cast combos for damage and EX.&lt;br /&gt;
&lt;br /&gt;
{{Combo-012&lt;br /&gt;
|data=&lt;br /&gt;
{{Combo-012Data&lt;br /&gt;
|combo=&#039;&#039;&#039;Highbringer 1st hit (Low)&#039;&#039;&#039; &amp;gt; {{clr|astbrv=1}} &amp;gt; {{clr|ac=1}} &amp;gt; Flare&lt;br /&gt;
|condition=Poke starter&lt;br /&gt;
|requirement=Ground&lt;br /&gt;
|characters=&lt;br /&gt;
|damage=70 + HP WR&lt;br /&gt;
|damagehits=5 &amp;gt; 50 (Assist) &amp;gt; 15 + HP WR&lt;br /&gt;
|ex=48&lt;br /&gt;
|exhits=18 &amp;gt; 30&lt;br /&gt;
|meteropp=&lt;br /&gt;
|video=&lt;br /&gt;
|notes=&lt;br /&gt;
}}&lt;br /&gt;
{{Combo-012Data&lt;br /&gt;
|combo=&#039;&#039;&#039;Lance Charge&#039;&#039;&#039; &amp;gt; {{clr|wr=1}} &amp;gt; {{clr|astbrv=1}} &amp;gt; {{clr|ac=1}} &amp;gt; Flare&lt;br /&gt;
|condition=Gap closer / Punish starter&lt;br /&gt;
|requirement=Ground&lt;br /&gt;
|characters=&lt;br /&gt;
|damage=92 + HP WR&lt;br /&gt;
|damagehits=30 &amp;gt; 47 (Assist) &amp;gt; 15 + HP WR&lt;br /&gt;
|ex=60&lt;br /&gt;
|exhits=30 &amp;gt; 30&lt;br /&gt;
|meteropp=&lt;br /&gt;
|video=&lt;br /&gt;
|notes=Lance Charge can be used against blocks and for sniping landing lag, which leads to a consistent Kuja assist combo on the ground. If Lance Charge hits from afar or against a blocking opponent, it deals slightly less damage without critical hits. Call Kuja assist quickly after Garland wall rushes.&lt;br /&gt;
}}&lt;br /&gt;
{{Combo-012Data&lt;br /&gt;
|combo=&#039;&#039;&#039;Bardiche&#039;&#039;&#039; &amp;gt; {{clr|wr=1}} &amp;gt; {{clr|astbrv=1}} &amp;gt; {{clr|ac=1}} &amp;gt; Flare&lt;br /&gt;
|condition=Poke / punish starter, Wall Rush&lt;br /&gt;
|requirement=Air&lt;br /&gt;
|characters=&lt;br /&gt;
|damage=92 + HP WR&lt;br /&gt;
|damagehits=30 + WR &amp;gt; 47 (Assist) &amp;gt; 15 + HP WR&lt;br /&gt;
|ex=30&lt;br /&gt;
|exhits=0 &amp;gt; 30&lt;br /&gt;
|meteropp=&lt;br /&gt;
|video=&lt;br /&gt;
|notes=Garland&#039;s infamous assist combo starter. Kuja&#039;s ground BRV assist is rather slow, so there is not much time to call Kuja assist after wall rush. It has to be done rather early, and reacting to it can be harder if Bardiche connects high above the ground. Once Kuja assist does connect, Garland has lots of time to prepare for Assist Chase or add more Bardiches for extra damage. This is an important combo starter for Garland, so getting used to this move will pay in dividends.&lt;br /&gt;
}}&lt;br /&gt;
{{Combo-012Data&lt;br /&gt;
|combo=&#039;&#039;&#039;Twist Drill (1st part)&#039;&#039;&#039; &amp;gt; {{clr|astbrv=1}} &amp;gt; {{clr|ac=1}} &amp;gt; Twist Drill&lt;br /&gt;
|condition=Poke starter&lt;br /&gt;
|requirement=Air&lt;br /&gt;
|characters=&lt;br /&gt;
|damage=96&lt;br /&gt;
|damagehits=16 &amp;gt; 50 (Assist) &amp;gt; 30&lt;br /&gt;
|ex=120&lt;br /&gt;
|exhits=30 &amp;gt; 90&lt;br /&gt;
|meteropp=&lt;br /&gt;
|video=https://www.youtube.com/watch?v=_E2EVyWjRFM&amp;amp;t=107&lt;br /&gt;
|notes=A basic, reliable assist combo that works intuitively for players not used to dodge cancel combos. Chain Cast into Twist Drill is still possible, adds another 15 base damage and 90 EX if Garland can manage it. &lt;br /&gt;
}}&lt;br /&gt;
{{Combo-012Data&lt;br /&gt;
|combo=&#039;&#039;&#039;Tsunami&#039;&#039;&#039; &amp;gt; {{clr|astbrv=1}} &amp;gt; {{clr|ac=1}} &amp;gt; Flare&lt;br /&gt;
|condition=HP starter&lt;br /&gt;
|requirement=Ground&lt;br /&gt;
|characters=&lt;br /&gt;
|damage=77 + HP WR&lt;br /&gt;
|damagehits=12 &amp;gt; 50 (Assist) &amp;gt; 15 + HP WR&lt;br /&gt;
|ex=111&lt;br /&gt;
|exhits=96 &amp;gt; 15&lt;br /&gt;
|meteropp=&lt;br /&gt;
|video=&lt;br /&gt;
|notes=Tsunami can catch ground dodges and blocks a bit easier than Earthquake, and it doesn&#039;t require a wall rush. Once Tsunami has dealt HP damage, the opponent will fly upwards a little bit. Call Kuja assist when the opponent is about to stop moving upwards.&lt;br /&gt;
}}&lt;br /&gt;
{{Combo-012Data&lt;br /&gt;
|combo=&#039;&#039;&#039;Flare&#039;&#039;&#039; &amp;gt; {{clr|wr=1}} &amp;gt; {{clr|astbrv=1}} &amp;gt; {{clr|ac=1}} &amp;gt; Twist Drill &lt;br /&gt;
|condition=HP starter, Wall Rush&lt;br /&gt;
|requirement=Air&lt;br /&gt;
|characters=&lt;br /&gt;
|damage=95 + HP WR&lt;br /&gt;
|damagehits=15 + HP WR &amp;gt; 50 (Assist) &amp;gt; 30&lt;br /&gt;
|ex=120&lt;br /&gt;
|exhits=30 &amp;gt; 90&lt;br /&gt;
|meteropp=&lt;br /&gt;
|video=&lt;br /&gt;
|notes=Just like other wall rush starters, Garland can follow up with Kuja assist. Garland can go for another Flare after Kuja, but the reward won&#039;t be very good if base bravery doesn&#039;t fully recover. Instead, Twist Drill can help deal more bravery damage and fill EX gauge faster. This is a concept that Garland&#039;s core combos will capitalize on greatly.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
= Builds =&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Hybrid (Damage)=&lt;br /&gt;
&lt;br /&gt;
{{Build&lt;br /&gt;
|hp=9644&lt;br /&gt;
|cp=450&lt;br /&gt;
|brv=956 (1147 initial)&lt;br /&gt;
|atk=182&lt;br /&gt;
|def=184&lt;br /&gt;
|luk=60&lt;br /&gt;
|booster=x3.5&lt;br /&gt;
|setbonus=Seal of Lufenia&lt;br /&gt;
|ast=Kuja&lt;br /&gt;
|wpn=Gigant Axe&lt;br /&gt;
|hand=Lufenian Dirk {{equip}}&lt;br /&gt;
|head=Lufenian Hairpin {{equip}}&lt;br /&gt;
|armor=Lufenian Vest&lt;br /&gt;
|acc1={{accbas}} Hyper Ring&lt;br /&gt;
|acc2={{accbas}} Muscle Belt&lt;br /&gt;
|acc3={{accbas}} Booster&lt;br /&gt;
|acc4={{accboo}} Large Gap in HP&lt;br /&gt;
|acc5={{accboo}} Summon Unused&lt;br /&gt;
|acc6={{accboo}} Pre-EX Mode&lt;br /&gt;
|acc7={{accboo}} Pre-EX Revenge&lt;br /&gt;
|acc8={{accsp}} White Gem&lt;br /&gt;
|acc9={{accsp}} Glutton&lt;br /&gt;
|acc10={{accsp}} First to Victory&lt;br /&gt;
|summon=Rubicante&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Substitutes&lt;br /&gt;
Basic: Booster for Battle Hammer (assist depletion) or Dismay Shock (EX depletion).&lt;br /&gt;
&lt;br /&gt;
A strong, versatile build. High bravery damage output, enhanced EX absorption and an initial boost for meter and bravery help Garland reach a full EX bar and a subsequent OHKO faster. Use this build as your default.&lt;br /&gt;
&lt;br /&gt;
Equip Master Guardsman for over 10,000 health.&lt;br /&gt;
&lt;br /&gt;
|-|EX Revenge=&lt;br /&gt;
{{Build&lt;br /&gt;
|hp=9644&lt;br /&gt;
|cp=450&lt;br /&gt;
|brv=957 (1148 initial)&lt;br /&gt;
|atk=180&lt;br /&gt;
|def=185&lt;br /&gt;
|luk=60&lt;br /&gt;
|booster=x2.7&lt;br /&gt;
|setbonus=King of Tragedy&lt;br /&gt;
|ast=Kuja&lt;br /&gt;
|wpn=Rhongomiant&lt;br /&gt;
|hand=Prytwen&lt;br /&gt;
|head=Dragon Sallet&lt;br /&gt;
|armor=Wygar&lt;br /&gt;
|acc1={{accbas}} Muscle Belt&lt;br /&gt;
|acc2={{accbas}} Booster&lt;br /&gt;
|acc3={{accbas}} Dismay Shock&lt;br /&gt;
|acc4={{accboo}} Large Gap in BRV&lt;br /&gt;
|acc5={{accboo}} EX Revenge&lt;br /&gt;
|acc6={{accboo}} Summon Unused&lt;br /&gt;
|acc7={{accsp}} Spider Web&lt;br /&gt;
|acc8={{accsp}} Spider&#039;s Bane&lt;br /&gt;
|acc9={{accsp}} Avenger&lt;br /&gt;
|acc10={{accsp}} First to Victory&lt;br /&gt;
|summon=Rubicante&lt;br /&gt;
}}&lt;br /&gt;
A dedicated EX Revenge build.&lt;br /&gt;
&lt;br /&gt;
Against a Tidus with 184 DEF, a critical hit Bardiche can inflict  600+ bravery damage. It is possible to accumulate 5000 bravery during EX Revenge &#039;&#039;alone&#039;&#039;. Add two more Bardiches during a Kuja assist combo into a Flare and it amounts to about 7000 HP damage total. One way to mitigate damage from this combo is by equipping the extra ability Disable Sneak Attack.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Assist ==&lt;br /&gt;
&lt;br /&gt;
=== Garland Assist Data ===&lt;br /&gt;
&lt;br /&gt;
{{012Assist&lt;br /&gt;
|type1=BRV&lt;br /&gt;
|attack1=Round Edge&lt;br /&gt;
|startup1=23F&lt;br /&gt;
|position1=Ground&lt;br /&gt;
|spawn1=Opponent&lt;br /&gt;
|damage1=2 x 4, 6, 16 (30)&lt;br /&gt;
|effect1=Wall Rush&lt;br /&gt;
|type2=BRV&lt;br /&gt;
|attack2=Bardiche&lt;br /&gt;
|startup2=23F&lt;br /&gt;
|position2=Air&lt;br /&gt;
|spawn2=Opponent&lt;br /&gt;
|damage2=30&lt;br /&gt;
|effect2=Wall Rush&lt;br /&gt;
|type3=HP&lt;br /&gt;
|attack3=Tsunami&lt;br /&gt;
|startup3=45F&lt;br /&gt;
|position3=Ground&lt;br /&gt;
|spawn3=Opponent&lt;br /&gt;
|damage3=2 x 6 (12)&lt;br /&gt;
|effect3=Chase&lt;br /&gt;
|type4=HP&lt;br /&gt;
|attack4=Cyclone&lt;br /&gt;
|startup4=51F&lt;br /&gt;
|position4=Air&lt;br /&gt;
|spawn4=Opponent&lt;br /&gt;
|damage4=-&lt;br /&gt;
|effect4=Chase&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Assist Overview ===&lt;br /&gt;
&lt;br /&gt;
=== Synergies ===&lt;br /&gt;
&lt;br /&gt;
Garland works with most competitive assists.&lt;br /&gt;
&lt;br /&gt;
;Kuja&lt;br /&gt;
:Kuja is the strongest assist for Garland, because he maximizes Garland&#039;s strengths on hit. Great combo potential, high damage output and retains {{keyword|whiff punish|whiffpunish=1}} capability. Air BRV sets up Chain Cast combos in the air for lots of EX, while ground BRV holds the opponent for two damaging Bardiche {{keyword|fillers|filler=1}}. Garland can stack bravery and EX gauge to force a checkmate situation, but Kuja&#039;s Force Symphony can help in Chase sequences. The main thing to watch out for is confirming Kuja ground BRV after Bardiche, as there is not much time to react. If opponent escapes from an assist combo early, Garland has to forgo the extra Bardiches to avoid an easy Assist Lock.&lt;br /&gt;
&lt;br /&gt;
;Sephiroth&lt;br /&gt;
:Sephiroth assist has less damaging and versatile combo routes, but he attacks faster on the ground and has wider {{keyword|hitboxes|hitbox=1}}. He is great for whiff punishing on the ground specifically. Bardiche ground combos are also easier to react with Sephiroth ground BRV. Bardiche fillers are still possible on the ground, and even in the air with air BRV assist. The strong pushback on Sephiroth&#039;s finishers makes Chain Cast follow-ups much less practical. Twist Drill, Bardiche and Flare still work though. That means Garland gets way less EX compared to Kuja assist, but still does competitive BRV damage with Sephiroth. And of course, Sephiroth cannot bypass LV2 Assist Change staggers as consistently as Kuja can.&lt;br /&gt;
&lt;br /&gt;
;Aerith&lt;br /&gt;
:Aerith lets Garland avoid LV2 Assist Change staggers consistently at the cost of damage and whiff punish capability. Twist Drill and Chain Cast combo into Seal Evil consistently with {{keyword|empty chase|emptychase=1}}, and long range Blaze completes the synergy. This can lead to stronger meter depletion, and Aerith still lets Garland get lots of EX with Chain Cast combos afterwards. Garland rarely needs Aerith to be competitive, but it is possible to use her for double assist combos with Cyclone if needed. If Garland lands Earthquake, Aerith does Cure because Garland is on the ground.&lt;br /&gt;
&lt;br /&gt;
= References =&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{navbox012}}&lt;br /&gt;
&lt;br /&gt;
{{roadmap012gar}}&lt;/div&gt;</summary>
		<author><name>Muggshotter</name></author>
	</entry>
	<entry>
		<id>https://dissidia.wiki/index.php?title=Garland_(Dissidia_012)&amp;diff=4808</id>
		<title>Garland (Dissidia 012)</title>
		<link rel="alternate" type="text/html" href="https://dissidia.wiki/index.php?title=Garland_(Dissidia_012)&amp;diff=4808"/>
		<updated>2026-03-26T12:58:05Z</updated>

		<summary type="html">&lt;p&gt;Muggshotter: /* Bravery Attacks */ Reworded ground braveries to be more concise and easier to read.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Dissidia 012 Final Fantasy]]&lt;br /&gt;
{{012CharNavGar}}&lt;br /&gt;
&lt;br /&gt;
{{CharacterInfo&lt;br /&gt;
|portrait=https://resources.dissidia.wiki/ddff/portraits/ddff-port-garland.png&lt;br /&gt;
|name=Garland (ガーランド)&lt;br /&gt;
|origin=Final Fantasy&lt;br /&gt;
|atk=111 (High)&lt;br /&gt;
|def=112 (High)&lt;br /&gt;
|runspeed=10.5 (Very Slow)&lt;br /&gt;
|dash=81 (Below Average)&lt;br /&gt;
|fall=77 (Above Average)&lt;br /&gt;
|fallr=41 (Below Average)&lt;br /&gt;
|fastestbrv=13F (Deathblow, Highbringer high ver.)&lt;br /&gt;
|fastesthp=39F (Earthquake)&lt;br /&gt;
|1hithp=Yes (Cyclone, Blaze)&lt;br /&gt;
|hplinks=Yes (Combos only)&lt;br /&gt;
|cmdblock=No&lt;br /&gt;
|weapon=Axes, Greatswords, Katanas, Spears&lt;br /&gt;
|armor=Gauntlets, Heavy Armor, Helms,&amp;lt;br&amp;gt;Light Armor, Shields&lt;br /&gt;
|exclusives=Ogrekiller, Viking Axe, Gigant Axe&lt;br /&gt;
|unlock=&lt;br /&gt;
|alignment=Chaos&lt;br /&gt;
|vajp=[https://en.wikipedia.org/wiki/Kenji_Utsumi Kenji Utsumi]&lt;br /&gt;
|vaeng=[https://en.wikipedia.org/wiki/Christopher_Sabat Christopher Sabat]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
= Overview =&lt;br /&gt;
Garland is a defensive close / mid-range character who is defined by good whiff punish ability, combo game, EX meter economy and crushingly good bravery damage output.&lt;br /&gt;
&lt;br /&gt;
On the ground, Garland can take advantage of higher priorities, gap closers and mixups. With the character-defining Deathblow bravery, Garland can reliably generate assist meter on whiff, anti-air opponents and combo into Twist Drill for a considerable amount of damage and EX meter.&lt;br /&gt;
&lt;br /&gt;
In the air, Garland can utilise attacks with well defined tracking through a variety of braveries. Twist Drill anti-airs and pokes through projectiles, Chain Cast covers his air dodges and enables dodge cancel combos and the infamous Bardiche crushes anyone caught below the mighty axe.&lt;br /&gt;
&lt;br /&gt;
He boasts above average attack and defense stat, but his attributes are a bit lacking elsewhere. Movement speed is below average, air dodges are floaty, post-dodge defensive options are risky, he lacks independent HP links and air dodge punish attempts have considerable limitations. Not to mention, his braveries have well defined ranges that can hinder his approaches at times.&lt;br /&gt;
&lt;br /&gt;
However, one aspect where Garland is a cut above the rest is in the usage of EX meter. Not only can Garland acquire a full EX meter efficiently through combos, his EX Burst is one of the more damaging bursts in the game. But what he is &#039;&#039;really&#039;&#039; infamous for, is his EX Revenge damage output. Being able to combo into a high damaging Bardiche five times is enough to secure a bravery break against any character at their base bravery. This creates a dangerous dynamic with Garland where he can end matches early with a full EX bar if the opponent is below half health. If the player was able to amass a couple bravery breaks before using EX Revenge, Garland can practically &#039;&#039;kill any character from full health&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Historically Garland has been considered a low tier character. However, his representation in competitive play in recent years present a case for a &#039;&#039;&#039;mid tier&#039;&#039;&#039; or even &#039;&#039;&#039;high tier&#039;&#039;&#039; position. Garland is not without faults, nor is he the easiest character to succeed with. He is decent at exploiting the opponent&#039;s flaws with proper positioning, but if &#039;&#039;he&#039;&#039; is forced to try and create a mistake, he can fall apart completely against opponents with proper knowledge, positioning and reactions. Garland&#039;s long-term gameplan is strong, but it always requires landing hits with resources to later back him up.&lt;br /&gt;
&lt;br /&gt;
With consistent grounded defensive play, he can overpower many conventionally strong characters who have to engage with him first.&lt;br /&gt;
&lt;br /&gt;
{{ProConTable&lt;br /&gt;
|pros=&lt;br /&gt;
*&#039;&#039;&#039;Whiff punishment&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Bravery damage&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;EX meter economy&#039;&#039;&#039; - Generates meter efficiently through combos and can kill earlier with EX Revenge than any other character&lt;br /&gt;
*&#039;&#039;&#039;Disjoints&#039;&#039;&#039; great at poking through projectiles and walls&lt;br /&gt;
* &#039;&#039;&#039;Good ground-to-ground presence&#039;&#039;&#039;, except against area denial melee HPs&lt;br /&gt;
&lt;br /&gt;
|cons=&lt;br /&gt;
* &#039;&#039;&#039;Bad movement&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Post-dodge vulnerability&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Limited aerial dodge punish capability&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;EX meter gameplan hurt by poor neutral HPs and assist punish vulnerability&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Fast + long range vulnerability&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Difficulties creating offensive momentum consistently&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Bad at making the opponent whiff without forcing a dodge&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Flawed aerial mixups&#039;&#039;&#039;, can struggle against block in the air&lt;br /&gt;
* &#039;&#039;&#039;Bad against area denial melee HPs&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
= Bravery Attacks =&lt;br /&gt;
== Ground ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Round Edge=&lt;br /&gt;
&lt;br /&gt;
{{AbilityInfo2&lt;br /&gt;
|ver1=Short&lt;br /&gt;
|damage1=&#039;&#039;&#039;45&#039;&#039;&#039; (7, 8, 30)&lt;br /&gt;
|startup1=23F&lt;br /&gt;
|type1=Physical&lt;br /&gt;
|priority1=Melee Low &amp;lt;br&amp;gt;Melee Mid (2nd hit)&lt;br /&gt;
|ex1=30&lt;br /&gt;
|effect1=Wall Rush&lt;br /&gt;
|cancels1=Dodge&lt;br /&gt;
|asthit1=&lt;br /&gt;
|gametext=[Close] Broad sword sweep. &amp;lt;br&amp;gt;Change combo with input timing.&lt;br /&gt;
|level=1&lt;br /&gt;
|ap=100&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|ver2=Long&lt;br /&gt;
|damage2=&#039;&#039;&#039;45&#039;&#039;&#039; (7, 8, 9, 2, 2, 2, 15)&lt;br /&gt;
|startup2=23F&lt;br /&gt;
|type2=Physical&lt;br /&gt;
|priority2=Melee Low, Melee Mid (2nd hit) &amp;lt;br&amp;gt;Melee High (3rd hit)&lt;br /&gt;
|ex2=90&lt;br /&gt;
|effect2=Chase&lt;br /&gt;
|cancels2=Dodge&lt;br /&gt;
|asthit2=&lt;br /&gt;
|image=https://dissidia.wiki/images/b/b3/Brv_garland_round_edge.jpeg&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[File:Brv_garland_round_edge_short.jpeg|thumb|300px|Round Edge (Short)]]&lt;br /&gt;
&lt;br /&gt;
[[File:Brv_garland_round_edge_long.jpeg|thumb|300px|Round Edge (Long).]]&lt;br /&gt;
&lt;br /&gt;
Three sword swipes with two different follow-ups. Press circle {{pspcir}} before the third swipe for a wall rush finisher, or press circle {{pspcir}} after it for a chase finisher. Garland&#039;s movement can be controlled freely during the first two swipes.&lt;br /&gt;
&lt;br /&gt;
Round Edge is a high commitment attack, which is mainly used after block staggers or to catch opponents by surprise. It is risky to use due to its long {{keyword|startup|startup=1}} and animation length. Garland cannot dodge until the first three slashes are done. However, this move also provides notable reward on hit thanks to the precise Deathblow follow-ups; Bravery damage, EX and assist gauge are all great for Garland. Even without Deathblow follow-ups, Round Edge still provides assist combos, above average base damage and EX on the long finisher.&lt;br /&gt;
&lt;br /&gt;
Round Edge is not very safe or effective as a {{keyword|neutral|neutral=1}} tool. It is quite slow and has little coverage against opponent&#039;s defensive options. The second and third round slashes have higher priority which can work sometimes, but given the overall speed, this is easier for opponents to anticipate. Since Garland stops moving by the third slash, its high priority can be difficult to use against moving opponents. It is recommended to use this move with caution.&lt;br /&gt;
&lt;br /&gt;
When &#039;&#039;&#039;[[Lock_Off|locked off]]&#039;&#039;&#039;, Garland can move in any direction on the ground with Round Edge.&lt;br /&gt;
&lt;br /&gt;
|-|Lance Charge=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;30&#039;&#039;&#039; (2 x 5, 5, 15)&lt;br /&gt;
|startup=31F&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee Mid&lt;br /&gt;
|ex=30&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/0/00/Brv_garland_lance_charge.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=8&lt;br /&gt;
|ap=100&lt;br /&gt;
|gametext=[Mid] High-speed sword thrust. &amp;lt;br&amp;gt;Vertically limited, good range.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Lance Charge is a staple move for Garland. It&#039;s a very strong ground-to-ground bravery for its speed, mid priority and assist combos on hit. This is a midrange gap closer and a {{keyword|whiff punisher|whiffpunish=1}} that goes in a straight line. It&#039;s quite effective when used in tandem with Deathblow, such as against blocks, low priority attacks and ground dodges.&lt;br /&gt;
&lt;br /&gt;
Lance Charge staggers regular blocks, and it can follow up with a ground wall rush even if it was blocked. The ground wall rush finisher sets up high damaging Kuja assist combos, so Lance Charge&#039;s reward is pretty high with meter. It can punish &#039;&#039;&#039;[[Landing_lag|landing lag]]&#039;&#039;&#039; and counter opponents after a successful backwards / sideways &#039;&#039;&#039;[[Blodge|blodge]]&#039;&#039;&#039;. Lance Charge travels pretty quickly once {{keyword|active|active=1}} and the range extends slightly past the weapon visuals. It can be a difficult move to {{keyword|punish|punish=1}} at ground level due to its short recovery and mid priority&lt;br /&gt;
&lt;br /&gt;
However, this move is quite linear. It loses to fast sideways and upward movement, and higher priority in general. If Lance Charge misses, Garland is left airborne. He is vulnerable to attacks from above and fast assists, and his air dodge can put him in an even worse situation. It will not see much use in aerial focused {{keyword|matchups|matchup=1}} either, such as against {{012seph}}.&lt;br /&gt;
&lt;br /&gt;
|-|Deathblow=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=15&lt;br /&gt;
|startup=13F&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee Low&lt;br /&gt;
|ex=60&lt;br /&gt;
|effect=-&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/e/e9/Brv_garland_deathblow.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge, Block, Attack, Movement&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=1&lt;br /&gt;
|ap=100&lt;br /&gt;
|gametext=[Mid] Swift upwards sword swipe. &amp;lt;br&amp;gt;Low accuracy, quick strike.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
One of Garland&#039;s strongest bravery attacks. It&#039;s a safe {{keyword|poke|poke=1}}, {{keyword|anti-air|anti-air=1}} and a combo starter. The {{keyword|active|active=1}} frames are long, the {{keyword|tracking|tracking=1}} is strong and it {{keyword|recovers|recovery=1}} quickly, which make this a difficult move to contest. Deathblow is great for filling assist gauge and threatening nearby opponents. Garland does not have to dodge to make this move safe, which is very rare in this game. On hit, it combos into jump &amp;gt; Twist Drill, assist and generates lots of EX Force as a result.&lt;br /&gt;
&lt;br /&gt;
Deathblow is a must-have for close-range ground combat. It ties Garland&#039;s defensive gameplay together very well. Even so, it is important to mix things up, so the opponent doesn&#039;t catch Garland at a bad time. It still loses to higher priority attacks and well timed blocks. And because it&#039;s a ground move, it does little to contest {{keyword|halo camping|halocamp=1}}. It does make it easier to fight with full assist gauge, though.&lt;br /&gt;
&lt;br /&gt;
|-|Highbringer=&lt;br /&gt;
&lt;br /&gt;
{{AbilityInfo2&lt;br /&gt;
|ver1=Low&lt;br /&gt;
|damage1=&#039;&#039;&#039;24&#039;&#039;&#039; (5, 19)&lt;br /&gt;
|startup1=17F&lt;br /&gt;
|type1=Physical&lt;br /&gt;
|priority1=Melee Low&lt;br /&gt;
|ex1=90&lt;br /&gt;
|effect1=Chase&lt;br /&gt;
|cancels1=Dodge&lt;br /&gt;
|asthit1=&lt;br /&gt;
|gametext=[Mid] Swing sword upwards. &amp;lt;br&amp;gt;Change combo with input timing.&lt;br /&gt;
|level=32&lt;br /&gt;
|ap=100&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|ver2=High&lt;br /&gt;
|damage2=&#039;&#039;&#039;24&#039;&#039;&#039; (5, 2, 2, 15)&lt;br /&gt;
|startup2=13F&lt;br /&gt;
|type2=Physical&lt;br /&gt;
|priority2=Melee Low&lt;br /&gt;
|ex2=30&lt;br /&gt;
|effect2=Wall Rush&lt;br /&gt;
|cancels2=Dodge&lt;br /&gt;
|asthit2=&lt;br /&gt;
|image=https://dissidia.wiki/images/7/70/Brv_garland_highbringer.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[File:Brv_garland_highbringer_%28low%29.jpeg|thumb|300px|Highbringer (Low). Press Circle for a chain stab.]]&lt;br /&gt;
&lt;br /&gt;
[[File:Brv_garland_highbringer_(high).jpeg|thumb|300px|Highbringer (High). Press Circle for a combo attack.]]&lt;br /&gt;
&lt;br /&gt;
Highbringer functions as a {{keyword|poke|poke=1}}, post-block punisher and an assist combo starter. It is best used as an secondary ground bravery, particularly for aspiring players learning Garland. Highbringer is an uppercut with two built-in follow-up attacks. For low version, tap Circle {{pspcir}} twice for a chase ender and 90 EX. For high version, hold Circle {{pspcir}} to become airborne and then tap again for wall rush attack.&lt;br /&gt;
&lt;br /&gt;
Highbringer is quite fast, and it is more beginner friendly for assist combos compared to Deathblow. Both low and high versions can {{keyword|anti-air|anti-air=1}}, and the {{keyword|hit stun|hitstun=1}} and wall rush allow a variety of assist combo routes. The first slash also looks and acts very similarly to Deathblow, so Highbringer often goes uncontested.&lt;br /&gt;
&lt;br /&gt;
However, this attack is is outclassed by Deathblow at higher levels of play. It has much longer {{keyword|recovery|recovery=1}}, so dodges are needed for long term safety. Highbringer does not lead to the consistent Twist Drill follow-ups, so the reward on hit is weaker and more reliant on assist gauge. The high version has more requirements for notable reward such as short reaction time, assist and sometimes wall rush. It also leaves Garland airborne even if it misses, where he has to avoid getting caught after a dodge.&lt;br /&gt;
&lt;br /&gt;
As a side note, Highbringer (High) first hit can also be dodge cancelled early on hit. However, if Highbringer (Low) first hit connects, the {{keyword|dodge cancel|dc=1}} cannot be done as quickly.&lt;br /&gt;
&lt;br /&gt;
|-|Thundaga (ground)=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=each (10)&lt;br /&gt;
|startup=51F&lt;br /&gt;
|type=Magical&lt;br /&gt;
|priority=Ranged Low&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=-&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/2/2b/Brv_garland_thundaga_g.jpeg&lt;br /&gt;
|imgpos=55%&lt;br /&gt;
|cancels=Dodge, Block, Attack&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=19&lt;br /&gt;
|ap=100&lt;br /&gt;
|gametext=[Long] Call down lightning strikes &amp;lt;br&amp;gt;that home in on opponent.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Three bolts spawn on the opponent in a sequence, and push the opponent away. Thundaga is a long range {{keyword|poke|poke=1}}, that is mostly used to interrupt opponents. It bypasses solid objects and lingering projectiles, but the damage is low and it needs wall for combos. Garland is vulnerable to attacks during the animation, but the {{keyword|recovery|recovery=1}} is rather short for a move like this. It can be difficult to {{keyword|whiff punish|whiffpunish=1}} from a distance. Just watch out for opponent&#039;s Free Air Dash and assist.&lt;br /&gt;
&lt;br /&gt;
Thundaga is not used in competitive play often due to its low damage, EX generation and situational combos.&lt;br /&gt;
&lt;br /&gt;
About the wall combos: If opponent is against a wall, the bolts can combo into each other. Garland can follow up with Flare, Chain Cast and even air bravery assists. The upward knockback&#039;s direction is also based on where the player&#039;s camera is facing.&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Aerial ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Twin Swords=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;30&#039;&#039;&#039; (7, 8, 15)&lt;br /&gt;
|startup=21F&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee Low&lt;br /&gt;
|ex=30&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/5/58/Brv_garland_twin_swords.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=1&lt;br /&gt;
|ap=100&lt;br /&gt;
|gametext=[Mid] Swipe with twin blades. &amp;lt;br&amp;gt;Approaches foe; limited height.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Garland&#039;s primary aerial bravery that advances forward. It&#039;s fast, but not fast enough to be always unreactable, though the start-up is tricky to see. Given how Garland&#039;s other braveries are telegraphed by their effective range, Twin Swords is similarly linear in application; Twin Swords&#039; main strength lies in having some tracking in all directions, which makes it a consistent counter attack after blocking.&lt;br /&gt;
&lt;br /&gt;
Despite that, Twin Swords&#039; range is average and the homing period is brief. The animation is also rather long. This means it can be dangerous to whiff Twin Swords, and the need for wall rushes skews the risk/reward ratio against Garland. In small stages with low ceilings, Twin Swords can represent a threat more consistently in {{keyword|air-to-air|air-to-air=1}} situations. It is not a staple in Garland&#039;s aerial kit, but it&#039;s not entirely without merit either. Generally speaking it can be difficult to justify over Bardiche, Twist Drill and Chain Cast which provide more utility and reward on hit overall.&lt;br /&gt;
&lt;br /&gt;
|-|Chain Cast=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;15&#039;&#039;&#039; (7, 8)&lt;br /&gt;
|startup=45F&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee Low&lt;br /&gt;
|ex=90&lt;br /&gt;
|effect=Chase&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/1/1d/Brv_garland_chain_cast.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=1&lt;br /&gt;
|ap=100&lt;br /&gt;
|gametext=[Mid] Swing chain. Low accuracy, &amp;lt;br&amp;gt;but effective against any height.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Garland positions himself above in relation to the opponent for two vertical attacks. Air combo starter, air-to-ground {{keyword|whiff punisher|whiffpunish=1}} and Garland&#039;s primary post-dodge defensive option in the air. It is not invincible, but the movement can help him evade slower dodge punish attempts. On hit, Garland can dodge cancel and combo into Twist Drill for a total of 180 EX (almost 20 % of an EX bar) or Bardiche / Twin Swords at the wall. Chain Cast&#039;s consistent damage output, meter generation and applications in the neutral make it an appealing choice for a third bravery slot along with Bardiche and Twist Drill.&lt;br /&gt;
&lt;br /&gt;
Chain Cast has enough hit stun to make empty chase attempts safer on average, although it is not entirely safe to use in all instances. It can also hit behind the opponent&#039;s block, though exact conditions are unclear. Being significantly below or above the opponent helps, though.&lt;br /&gt;
&lt;br /&gt;
The hitbox has some oddities. It has gaps and possibly slight deadzones between the chain itself and the tip. Before reaching proper down-forward hitbox there may be a gap just below level height. It could have a small deadzone right in front of Garland as well. This requires further research.&lt;br /&gt;
&lt;br /&gt;
|-|Bardiche=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=30&lt;br /&gt;
|startup=23F&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee Low&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/7/7e/Brv_garland_bardiche.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=4&lt;br /&gt;
|ap=100&lt;br /&gt;
|gametext=[Dive] Mighty axe swing. &amp;lt;br&amp;gt;Great for attacking from above.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Garland&#039;s iconic crushing swing. A staple in Garland&#039;s kit due to its speed, average whiff recovery and infamous damage output. It can be used to build assist gauge on whiff and punish long recovery attacks below Garland. Bardiche is primarily run for its reward on hit, namely with ground wall rush assist combos and EX Revenge. The high base damage makes Garland one of the best users of wall rush bravery enhancements (primarily {{accbas}} Booster).&lt;br /&gt;
&lt;br /&gt;
Outside of combos, Bardiche&#039;s reward is lacking with no EX, short assist confirm window and no automatic Sneak Attack activations. Its other applications in the {{keyword|neutral|neutral=1}} are also weak due to it exclusively tracking downwards, having a small hitbox and flawed mixup options to support it. It is a loud, telegraphed and relatively slow to start low priority move on a character whose other downward attacks are all slower than 40 frames.&lt;br /&gt;
&lt;br /&gt;
Despite these flaws, Bardiche is commonly used because the damage output is high enough to outweigh the cons.&lt;br /&gt;
&lt;br /&gt;
|-|Twist Drill=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;30&#039;&#039;&#039; (4 x 2, 8, 14)&lt;br /&gt;
|startup=21F&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee Low&lt;br /&gt;
|ex=90&lt;br /&gt;
|effect=Chase&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/d/dc/Brv_garland_twist_drill.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=28&lt;br /&gt;
|ap=100&lt;br /&gt;
|gametext=[Rise] Upwards lunge with sword. &amp;lt;br&amp;gt;Great for attacking from below.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Fast anti-air attack with good combo potential, damage and EX output. Twist Drill primarily tracks opponents above Garland, and it is used as a {{keyword|whiff punisher|whiffpunish=1}} or an occasional aerial {{keyword|poke|poke=1}}. It has good range and can be combo&#039;d into from Deathblow for 180 EX.&lt;br /&gt;
&lt;br /&gt;
Twist Drill has lots of {{keyword|hitstun|hitstun=1}}. It is one of the few moves in the game that provide a safe {{keyword|empty chase|emptychase=1}} anywhere. This is great for both assist combos and taking EX force reliably. A late dodge cancel window and empty chase are both viable starters for Garland&#039;s commonly used assists. While Garland is safe after an empty chase, he can still lose to {{keyword|command blocks|commandblock=1}} if he attempts to push his advantage immediately. Challenging recovery attack pokes depends on the {{keyword|matchup|matchup=1}} and stage positioning as well; Chasing at a corner can leave Garland closer to the opponent than usual.&lt;br /&gt;
&lt;br /&gt;
Twist Drill&#039;s whiff recovery is long enough for it to be punishable on reaction. It has a blind spot above Garland&#039;s head, and it&#039;s only effective at dodge punishing from below. If the opponent has a good read on Garland, they can even use an air BRV assist to shut down Twist Drill.&lt;br /&gt;
&lt;br /&gt;
Even so, Twist Drill is a staple in Garland&#039;s air combat. The {{keyword|disjointed|disjoint=1}} {{keyword|hitbox|hitbox=1}} allows him to poke through {{keyword|projectiles|projectile=1}} and traps, such as {{012ulti}} charged Knight&#039;s Lance. The first part can be {{keyword|dodge cancelled|dc=1}} early enough to contest {{012emp}}&#039;s Dreary Cells, and the startup speed can be difficult to react to without practice.&lt;br /&gt;
&lt;br /&gt;
Twist Drill can also hit behind the opponent&#039;s block at the right distance and angle below the opponent.&lt;br /&gt;
&lt;br /&gt;
|-|Thundaga (midair)=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=each (10)&lt;br /&gt;
|startup=51F&lt;br /&gt;
|type=Magical&lt;br /&gt;
|priority=Ranged Low&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=-&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/2/2d/Brv_garland_thundaga_a.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge, Block, Attack&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=25&lt;br /&gt;
|ap=100&lt;br /&gt;
|gametext=[Long] Call down lightning strikes &amp;lt;br&amp;gt;that home in on opponent.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Same as the ground version, except it can be done anywhere in the air. A valid option against mages and characters with poor mobility, it&#039;s main application is still interrupting opponents.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= HP Attacks =&lt;br /&gt;
&lt;br /&gt;
== Ground ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Earthquake=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;18&#039;&#039;&#039; (8, 2 x 5)&lt;br /&gt;
|startup=39F&lt;br /&gt;
|type=Physical (axe) &amp;lt;br&amp;gt;Magical (rocks)&lt;br /&gt;
|priority=Melee High (axe) &amp;lt;br&amp;gt;Unblockable (rocks)&lt;br /&gt;
|ex=36&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/2/28/Hp_garland_earthquake.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=1&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=[Close] Split ground with axe. &amp;lt;br&amp;gt;Steals bravery, then takes HP.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Earthquake is a decent {{keyword|mixup|Mixup}} against grounded opponents trying to crack Garland&#039;s defense. It tracks well, has strong {{keyword|knockback|knockback}} and it cannot be staggered reactively with &#039;&#039;&#039;[[Assist_(Dissidia_012)#LV2_Assist_Change|LV2 Assist Change]]&#039;&#039;&#039; after the first hit without avoiding &#039;&#039;&#039;[[Assist_(Dissidia_012)#Assist_Lock|Assist Lock]]&#039;&#039;&#039;. Earthquake has minor {{keyword|anti-air|ANTi-air}} potential, both on the initial axe slam and the rock that deals HP damage at the end. &lt;br /&gt;
&lt;br /&gt;
Because the rocks act independently after activating, Earthquake can be used to punish fairly safe approaching &#039;&#039;&#039;[[Attack_Priority_(Dissidia_012)#High|Melee High]]&#039;&#039;&#039; attacks, such as {{012tifa}}&#039;s Rolling Blaze or {{012squ}}&#039;s Revolver Drive by clashing with them.&lt;br /&gt;
&lt;br /&gt;
Earthquake is one of Garland&#039;s many moves that can be used and not get cleanly {{keyword|punished|PUNish}} for it. But it is also followed by some of the worse disadvantage states in the game due to poor movement, risky defensive options and lack of safe follow-ups on whiff. That&#039;s true for a lot of Garland&#039;s tools, but it&#039;s by far most evident on Earthquake.&lt;br /&gt;
&lt;br /&gt;
The active duration, tracking and dodge cancel window can make punishing Earthquake on the ground difficult without mid range attacks or dodge punish tools. Earthquake is effective when used sparingly, but aerial attacks from above can still punish it. It is prone to trades, but they don&#039;t backfire on Garland as often as one might expect. This is a good, staple HP attack for Garland.&lt;br /&gt;
&lt;br /&gt;
|-|Blaze (ground)=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=-&lt;br /&gt;
|startup=59F&lt;br /&gt;
|type=-&lt;br /&gt;
|priority=Ranged High&lt;br /&gt;
|ex=each (9)&lt;br /&gt;
|effect=-&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/c/c9/Hp_garland_blaze_g.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=16&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=[Long] Shoot multiple fireballs &amp;lt;br&amp;gt;that chase opponent.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Homing fireballs that can be dodged with well placed dodge. Not commonly used on the ground when Garland has other attacks with better properties and reward on hit.&lt;br /&gt;
&lt;br /&gt;
Blaze has a bad deadzone in front of Garland and each fireball can inflict meter depletion on hit. These are traits that carry over to its aerial version, which sees much more use in competitive play.&lt;br /&gt;
&lt;br /&gt;
|-|Tsunami=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;12&#039;&#039;&#039; (2 x 6)&lt;br /&gt;
|startup=45F&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee High&lt;br /&gt;
|ex=96&lt;br /&gt;
|effect=-&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/8/8f/Hp_garland_tsunami.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=36&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=[Mid] Hurl chain sword. &amp;lt;br&amp;gt;Vertically limited, very accurate.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
One of Garland&#039;s post-dodge defensive options on the ground. Much like Chain Cast, the swift movement helps Garland evade, rather than plain invincibility. However, it is dangerous to whiff this attack due to its lenghty animation and late cancel window.&lt;br /&gt;
&lt;br /&gt;
Tsunami&#039;s strong tracking against grounded opponents works very well as a dodge punisher and as an instigator when assist meter is available. Against opponents without {{keyword|command blocks|Command block}} options, doing Tsunami and reacting with an assist can be effective, because it usually forces a dodge. It can also hit aerial opponents who are close to Garland at the time of impact.&lt;br /&gt;
&lt;br /&gt;
This attack also combos into assists on hit. It is a good mixup akin to Earthquake, with stronger tracking at the expense of wall rush and worse trade interactions without assist. If Garland staggers an opponent with a &#039;&#039;&#039;[[Blodge|blodge]]&#039;&#039;&#039;, he can also use Tsunami to retaliate after blodging backwards or sideways.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Aerial ==&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Blaze (midair)=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=-&lt;br /&gt;
|startup=59F&lt;br /&gt;
|type=-&lt;br /&gt;
|priority=Ranged High&lt;br /&gt;
|ex=each (9)&lt;br /&gt;
|effect=-&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/8/8e/Hp_garland_blaze.jpeg&lt;br /&gt;
|imgpos=40%&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=1&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=[Long] Shoot multiple fireballs &amp;lt;br&amp;gt;that chase opponent.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Blaze is commonly used as an occasional long range harassment tool along with Cyclone. While this cannot wall rush, each fireball can deplete assist / EX gauge on hit. Though the projectiles have tracking, their {{keyword|hitbox|HItbox}} is not large. As they home in on the opponent, they all try to focus on a singular point of impact, reducing their overall screen presence.&lt;br /&gt;
&lt;br /&gt;
Despite the projectiles&#039; speed and relatively brief duration, it is possible to reflect one of them back at Garland. That is rarely a concern for Garland though. A more common downside to Blaze is the lack of protection around Garland once the projectiles have been fired; There is enough time to hit Garland out of Blaze after firing the projectiles, but &#039;&#039;before&#039;&#039; he can act again. Using Blaze without protection from Cyclone (or even assist) can lead to unfavorable trades with opponent&#039;s assist (Blaze hits, opponent&#039;s assist &#039;&#039;&#039;[[Bravery_(Dissidia_012)#Bravery_Break|breaks]]&#039;&#039;&#039; Garland), or {{keyword|assist punishes|assist punish}}. &lt;br /&gt;
&lt;br /&gt;
Blaze is a staple for Garland, despite not having strong {{keyword|neutral|NEutral}} applications. It has a low hit rate at high level play, but also low risk when used sparingly from a distance. It supports Garland at a range where he doesn&#039;t have much presence, and if his opponent struggles to deal with Cyclone, it makes Blaze that much more prominent.&lt;br /&gt;
&lt;br /&gt;
If the opponent has Auto Assist Lock On equipped, and the opponent escapes an assist combo as Garland uses Blaze, the projectiles won&#039;t track to the opponent. They will disperse instead.&lt;br /&gt;
&lt;br /&gt;
|-|Cyclone=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=-&lt;br /&gt;
|startup=51F&lt;br /&gt;
|type=-&lt;br /&gt;
|priority=Ranged High&lt;br /&gt;
|ex=each (60)&lt;br /&gt;
|effect=Absorb&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/e/ed/Hp_garland_cyclone.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=12&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=[Close] Call forth tornado. &amp;lt;br&amp;gt;Slow speed, homing ability.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Two Ranged High projectiles occupy space temporarily while gradually splintering off from their starting position. Cyclone is often used as a passive defensive tool, assist combo extender or a safer combo finisher after assist. It has good reward on hit thanks to its EX generation and {{keyword|hit stun|HIT stun}} - It combos into assists on hit, and even Garland can follow up on his own if Cyclone hits after Garland is actionable. Cyclone plays an important role in optimizing Garland&#039;s air combos for EX, namely at the ceiling and / or after EX Revenge.&lt;br /&gt;
&lt;br /&gt;
Cyclone does not protect Garland effectively from all angles. {{keyword|Disjointed|Disjoint}} attacks and assists such as {{012aer}}&#039;s Seal Evil can consistently punish Garland for using this move. Advancing high priority moves such as {{012clo}}&#039;s Braver and {{012squ}}&#039;s Rough Divide can also power through Cyclone. Because Garland cannot act again early and or take advantage of the projectiles for long, it can be difficult to establish offensive momentum with Cyclone.&lt;br /&gt;
&lt;br /&gt;
However, characters without Aerith assist, {{keyword|projectiles|Projectile}}, {{keyword|command blocks|COmmand block}}, disjointed {{keyword|hitbox|HITbox}} or a relatively fast advancing Melee High attack will find Cyclone to be difficult to neutralize. In these cases, Cyclone provides a consistent defensive barrier and a disruptor for Garland.&lt;br /&gt;
&lt;br /&gt;
|-|Flare=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=15&lt;br /&gt;
|startup=47F&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee High&lt;br /&gt;
|ex=30&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/2/2e/Hp_garland_flare.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=22&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=[Mid] Strike with greatsword, &amp;lt;br&amp;gt;causing large explosion on hit.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Garland&#039;s primary HP attack after blocking and as an assist combo ender. It tracks the opponent well, though it&#039;s bad at turning around from a bit before Garland starts moving. The {{keyword|knockback|Knockback}} is very high with good wall rush potential, which lets Garland deal more damage pretty consistently after a bravery break.&lt;br /&gt;
&lt;br /&gt;
Flare&#039;s active frames are very brief and as such, it is not effective at punishing early blocks and catching aerial dodges with Evasion Boost. It also has plenty of {{keyword|recovery frames|Recovery}}, which leaves Garland vulnerable to {{keyword|punishes|PUnish}} for a good moment.&lt;br /&gt;
&lt;br /&gt;
If Flare makes contact, Garland will transition into the second hit that deals HP damage. This is true whether the opponent escapes with LV1 Assist Change afterwards or he clashes with a lower priority melee move. It doesn&#039;t have particularly strong tracking and Garland can be hit during the animation. Cyclone and Blaze can make up for this weakness, but Flare remains a staple in Garland&#039;s arsenal regardless. It is his only aerial HP he can consistently connect after staggering an opponent with a block and it works reliably after assists.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== EX Mode: Class Change! ==&lt;br /&gt;
Effects:&lt;br /&gt;
* Regen&lt;br /&gt;
* Critical Boost&lt;br /&gt;
* Indomitable Resolve&lt;br /&gt;
&lt;br /&gt;
Garland&#039;s EX mode is conventionally strong due to his damage output. The threat of his high damaging EX Revenge combos also complements his EX mode, which depletes the opponent&#039;s assist gauge upon activation. There aren&#039;t many unique perks here, but because Garland can fill his EX gauge effectively through combos, he can get more opportunities to close out matches with it.&lt;br /&gt;
&lt;br /&gt;
=== Indomitable Resolve ===&lt;br /&gt;
{{image|https://dissidia.wiki/images/5/51/Ex_mode_garland.jpeg}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[Active while attacking] Even while taking damage, attacks can be performed without flinching.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Rare instance of {{keyword|super armor|super armor}} in Dissidia 012. During an attack animation, Garland will not flinch from any attack that does not inflict HP damage. This can be good as a surprise attack, and it can also work in a pinch against characters with HP links (Cyclone, anyone?), but remember that EX mode does not alter Garland&#039;s attack properties; He can still be blocked.&lt;br /&gt;
&lt;br /&gt;
=== EX Burst: Soul of Chaos ===&lt;br /&gt;
{{image|https://dissidia.wiki/images/6/6a/Ex_burst_garland.jpeg}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;An attack terrible enough to shake the heavens. Repeatedly press circle to add strength to the attack.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{burst&lt;br /&gt;
|damage1=12, 12 (24)&lt;br /&gt;
|damage2=4x3, 3x4, 16, 16, 5x4 (100 total)&lt;br /&gt;
|type=Physical&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Soul of Chaos requires filling the gauge by repeatedly pressing circle {{pspcir}}. It&#039;s not the strongest EX Burst in the game, but well above average in power thanks to Garland&#039;s high base ATK, good initial hits and bravery stacking with a full EX gauge.&lt;br /&gt;
&lt;br /&gt;
== Combos ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main article: &#039;&#039;&#039;[[Garland_(Dissidia_012)/Combos|Garland (Combos)]]&#039;&#039;&#039; &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Solo ===&lt;br /&gt;
&lt;br /&gt;
Garland has a handful of solo combos, but his most practical ones start with Deathblow or Chain Cast. Both can lead to Twist Drill for plenty of damage and EX, which is great for Garland.&lt;br /&gt;
&lt;br /&gt;
{{Combo-012&lt;br /&gt;
|data=&lt;br /&gt;
{{Combo-012Data&lt;br /&gt;
|combo=&#039;&#039;&#039;Deathblow&#039;&#039;&#039; &amp;gt; move &amp;gt; jump &amp;gt; Twist Drill&lt;br /&gt;
|condition=Poke starter&lt;br /&gt;
|requirement=Ground&lt;br /&gt;
|characters=&lt;br /&gt;
|damage=45&lt;br /&gt;
|damagehits=15 &amp;gt; 30&lt;br /&gt;
|ex=150&lt;br /&gt;
|exhits=60 &amp;gt; 90&lt;br /&gt;
|meteropp=&lt;br /&gt;
|video=https://www.youtube.com/watch?v=_E2EVyWjRFM?=shared&amp;amp;t=5&lt;br /&gt;
|notes=Staple combo. High EX and leads to damaging Kuja assist combos for even more EX. Move and jump as quickly as possible. The later Deathblow hits, the more time Garland has to combo into Twist Drill.&lt;br /&gt;
}}&lt;br /&gt;
{{Combo-012Data&lt;br /&gt;
|combo=&#039;&#039;&#039;Chain Cast&#039;&#039;&#039; &amp;gt; {{clr|dc=1}} &amp;gt; Twist Drill&lt;br /&gt;
|condition=Punish starter&lt;br /&gt;
|requirement=Air, above opponent&lt;br /&gt;
|characters=&lt;br /&gt;
|damage=45&lt;br /&gt;
|damagehits=15 &amp;gt; 30&lt;br /&gt;
|ex=180&lt;br /&gt;
|exhits=90 &amp;gt; 90&lt;br /&gt;
|meteropp=&lt;br /&gt;
|video=https://www.youtube.com/watch?v=_E2EVyWjRFM&amp;amp;t=19&lt;br /&gt;
|notes=Staple air combo, commonly used as a punish or an assist combo ender. 180 EX is great, which Garland can get by &#039;&#039;&#039;[[Chase_(Dissidia_012)#Empty_Chase|empty chasing]]&#039;&#039;&#039; immediately. If Garland has assist, he can also start an assist combo by dodge cancelling, or after empty chase ends.&lt;br /&gt;
&lt;br /&gt;
:If opponent is far after Chain Cast, Twist Drill may not land all initial hits. This combo does not require wall, but it can be easier to do near walls and corners due to reduced knockback. Garland should remain cautious when empty chasing at a corner, because being closer to the opponent makes him a bit more vulnerable to recovery attack attempts.&lt;br /&gt;
&lt;br /&gt;
When wall is not nearby, Garland can dodge cancel towards opponent more reliably by moving camera sideways after Assist Chase, and then moving with a quarter-circle motion. For example, the camera is tilted to the right so Garland faces to the left. The quarter-circle motion would then be left &amp;gt; left/up &amp;gt; up. The initial left should be held for almost a split second.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== EX Revenge ===&lt;br /&gt;
&lt;br /&gt;
Garland gets access to some of his strongest combos during EX Revenge, including the notorious Bardiche combo. With EX Revenge, Garland becomes very dangerous to interact with due to its damage potential.&lt;br /&gt;
&lt;br /&gt;
{{Combo-012&lt;br /&gt;
|data=&lt;br /&gt;
{{Combo-012Data&lt;br /&gt;
|combo=&#039;&#039;&#039;Bardiche&#039;&#039;&#039; &amp;gt; {{clr|wr=1}} &amp;gt; Bardiche &amp;gt; {{clr|wr=1}} &amp;gt; Bardiche &amp;gt; {{clr|wr=1}} &amp;gt; Bardiche &amp;gt; {{clr|wr=1}} &amp;gt; Bardiche &amp;gt; Flare&lt;br /&gt;
|condition=Air starter, close to opponent&lt;br /&gt;
|requirement=Full EX Gauge, near ground&lt;br /&gt;
|characters=&lt;br /&gt;
|damage=165 + HP &amp;amp; WR (x5)&lt;br /&gt;
|damagehits=30 + WR &amp;gt; 30 + WR &amp;gt; 30 + WR &amp;gt; 30 + WR &amp;gt; 30 + WR &amp;gt; 15 + HP WR&lt;br /&gt;
|ex=0&lt;br /&gt;
|exhits=0 &amp;gt; 0 &amp;gt; 0 &amp;gt; 0 &amp;gt; 0 &amp;gt; 0&lt;br /&gt;
|meteropp=&lt;br /&gt;
|video=&lt;br /&gt;
|notes=Garland&#039;s EX Revenge combo is infamous for its insane damage output. It is one of, if not THE strongest EX Revenge combo in the game without assist. As long as Garland is close to the opponent, he can repeatedly use Bardiche up to five times. Each Bardiche can also wall rush, which adds even more damage near ground. This combo requires little adjustment for Garland and it should be fairly easy to execute, as long as pressing Circle {{pspcir}} repeatedly is not an issue.&lt;br /&gt;
&lt;br /&gt;
This combo is the reason a full EX gauge is so beneficial for Garland. It practically guarantees a bravery break for Garland. And even if it doesn&#039;t, the wall rush still lets assists follow up. As a result, this combo can do far more damage than just the listed 165 + HP WR. 4,000 HP is practically killing range for Garland, while having more health usually means being put into &#039;&#039;&#039;[[Statistic_(Dissidia_012)#Near_Death|Near Death]]&#039;&#039;&#039; state.&lt;br /&gt;
&lt;br /&gt;
It is important to note, that wall rush contributes a lot to this combo&#039;s damage output. Therefore, if Garland cannot wall rush with Bardiche or especially Flare, he won&#039;t do nearly as much damage. Furthermore, if Garland needs to approach opponent from a distance, he has less time to do Bardiches. In order to ensure maximum damage, Garland should consider activating EX Revenge close to opponent, while being near ground. Garland can also consider dodging behind the opponent at the beginning to get more critical hits from Sneak Attack extra ability.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Assist ===&lt;br /&gt;
&lt;br /&gt;
Garland has a well-rounded combo game with few competitive assists. He can start assist combos with most of his moves and any wall rush he gets. This is great for learning the character, but the combos also scale well with builds and a little bit of execution; Garland is capable of doing lots of bravery damage with Bardiche during ground assists, and Chain Cast solo combos generate lots of EX for Garland. Both are great for him, as a full EX gauge is a fantastic win condition.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main article: &#039;&#039;&#039;[[Garland_(Dissidia_012)/Combos#Assist_Combos_(Kuja)|Garland Combos (Kuja Assist)]]&#039;&#039;&#039; &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Kuja does just about everything Garland would want from assist. Combos off of Garland&#039;s most important moves, great holding potential for Bardiche fillers and sets up Chain Cast combos for damage and EX.&lt;br /&gt;
&lt;br /&gt;
{{Combo-012&lt;br /&gt;
|data=&lt;br /&gt;
{{Combo-012Data&lt;br /&gt;
|combo=&#039;&#039;&#039;Highbringer 1st hit (Low)&#039;&#039;&#039; &amp;gt; {{clr|astbrv=1}} &amp;gt; {{clr|ac=1}} &amp;gt; Flare&lt;br /&gt;
|condition=Poke starter&lt;br /&gt;
|requirement=Ground&lt;br /&gt;
|characters=&lt;br /&gt;
|damage=70 + HP WR&lt;br /&gt;
|damagehits=5 &amp;gt; 50 (Assist) &amp;gt; 15 + HP WR&lt;br /&gt;
|ex=48&lt;br /&gt;
|exhits=18 &amp;gt; 30&lt;br /&gt;
|meteropp=&lt;br /&gt;
|video=&lt;br /&gt;
|notes=&lt;br /&gt;
}}&lt;br /&gt;
{{Combo-012Data&lt;br /&gt;
|combo=&#039;&#039;&#039;Lance Charge&#039;&#039;&#039; &amp;gt; {{clr|wr=1}} &amp;gt; {{clr|astbrv=1}} &amp;gt; {{clr|ac=1}} &amp;gt; Flare&lt;br /&gt;
|condition=Gap closer / Punish starter&lt;br /&gt;
|requirement=Ground&lt;br /&gt;
|characters=&lt;br /&gt;
|damage=92 + HP WR&lt;br /&gt;
|damagehits=30 &amp;gt; 47 (Assist) &amp;gt; 15 + HP WR&lt;br /&gt;
|ex=60&lt;br /&gt;
|exhits=30 &amp;gt; 30&lt;br /&gt;
|meteropp=&lt;br /&gt;
|video=&lt;br /&gt;
|notes=Lance Charge can be used against blocks and for sniping landing lag, which leads to a consistent Kuja assist combo on the ground. If Lance Charge hits from afar or against a blocking opponent, it deals slightly less damage without critical hits. Call Kuja assist quickly after Garland wall rushes.&lt;br /&gt;
}}&lt;br /&gt;
{{Combo-012Data&lt;br /&gt;
|combo=&#039;&#039;&#039;Bardiche&#039;&#039;&#039; &amp;gt; {{clr|wr=1}} &amp;gt; {{clr|astbrv=1}} &amp;gt; {{clr|ac=1}} &amp;gt; Flare&lt;br /&gt;
|condition=Poke / punish starter, Wall Rush&lt;br /&gt;
|requirement=Air&lt;br /&gt;
|characters=&lt;br /&gt;
|damage=92 + HP WR&lt;br /&gt;
|damagehits=30 + WR &amp;gt; 47 (Assist) &amp;gt; 15 + HP WR&lt;br /&gt;
|ex=30&lt;br /&gt;
|exhits=0 &amp;gt; 30&lt;br /&gt;
|meteropp=&lt;br /&gt;
|video=&lt;br /&gt;
|notes=Garland&#039;s infamous assist combo starter. Kuja&#039;s ground BRV assist is rather slow, so there is not much time to call Kuja assist after wall rush. It has to be done rather early, and reacting to it can be harder if Bardiche connects high above the ground. Once Kuja assist does connect, Garland has lots of time to prepare for Assist Chase or add more Bardiches for extra damage. This is an important combo starter for Garland, so getting used to this move will pay in dividends.&lt;br /&gt;
}}&lt;br /&gt;
{{Combo-012Data&lt;br /&gt;
|combo=&#039;&#039;&#039;Twist Drill (1st part)&#039;&#039;&#039; &amp;gt; {{clr|astbrv=1}} &amp;gt; {{clr|ac=1}} &amp;gt; Twist Drill&lt;br /&gt;
|condition=Poke starter&lt;br /&gt;
|requirement=Air&lt;br /&gt;
|characters=&lt;br /&gt;
|damage=96&lt;br /&gt;
|damagehits=16 &amp;gt; 50 (Assist) &amp;gt; 30&lt;br /&gt;
|ex=120&lt;br /&gt;
|exhits=30 &amp;gt; 90&lt;br /&gt;
|meteropp=&lt;br /&gt;
|video=https://www.youtube.com/watch?v=_E2EVyWjRFM&amp;amp;t=107&lt;br /&gt;
|notes=A basic, reliable assist combo that works intuitively for players not used to dodge cancel combos. Chain Cast into Twist Drill is still possible, adds another 15 base damage and 90 EX if Garland can manage it. &lt;br /&gt;
}}&lt;br /&gt;
{{Combo-012Data&lt;br /&gt;
|combo=&#039;&#039;&#039;Tsunami&#039;&#039;&#039; &amp;gt; {{clr|astbrv=1}} &amp;gt; {{clr|ac=1}} &amp;gt; Flare&lt;br /&gt;
|condition=HP starter&lt;br /&gt;
|requirement=Ground&lt;br /&gt;
|characters=&lt;br /&gt;
|damage=77 + HP WR&lt;br /&gt;
|damagehits=12 &amp;gt; 50 (Assist) &amp;gt; 15 + HP WR&lt;br /&gt;
|ex=111&lt;br /&gt;
|exhits=96 &amp;gt; 15&lt;br /&gt;
|meteropp=&lt;br /&gt;
|video=&lt;br /&gt;
|notes=Tsunami can catch ground dodges and blocks a bit easier than Earthquake, and it doesn&#039;t require a wall rush. Once Tsunami has dealt HP damage, the opponent will fly upwards a little bit. Call Kuja assist when the opponent is about to stop moving upwards.&lt;br /&gt;
}}&lt;br /&gt;
{{Combo-012Data&lt;br /&gt;
|combo=&#039;&#039;&#039;Flare&#039;&#039;&#039; &amp;gt; {{clr|wr=1}} &amp;gt; {{clr|astbrv=1}} &amp;gt; {{clr|ac=1}} &amp;gt; Twist Drill &lt;br /&gt;
|condition=HP starter, Wall Rush&lt;br /&gt;
|requirement=Air&lt;br /&gt;
|characters=&lt;br /&gt;
|damage=95 + HP WR&lt;br /&gt;
|damagehits=15 + HP WR &amp;gt; 50 (Assist) &amp;gt; 30&lt;br /&gt;
|ex=120&lt;br /&gt;
|exhits=30 &amp;gt; 90&lt;br /&gt;
|meteropp=&lt;br /&gt;
|video=&lt;br /&gt;
|notes=Just like other wall rush starters, Garland can follow up with Kuja assist. Garland can go for another Flare after Kuja, but the reward won&#039;t be very good if base bravery doesn&#039;t fully recover. Instead, Twist Drill can help deal more bravery damage and fill EX gauge faster. This is a concept that Garland&#039;s core combos will capitalize on greatly.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
= Builds =&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Hybrid (Damage)=&lt;br /&gt;
&lt;br /&gt;
{{Build&lt;br /&gt;
|hp=9644&lt;br /&gt;
|cp=450&lt;br /&gt;
|brv=956 (1147 initial)&lt;br /&gt;
|atk=182&lt;br /&gt;
|def=184&lt;br /&gt;
|luk=60&lt;br /&gt;
|booster=x3.5&lt;br /&gt;
|setbonus=Seal of Lufenia&lt;br /&gt;
|ast=Kuja&lt;br /&gt;
|wpn=Gigant Axe&lt;br /&gt;
|hand=Lufenian Dirk {{equip}}&lt;br /&gt;
|head=Lufenian Hairpin {{equip}}&lt;br /&gt;
|armor=Lufenian Vest&lt;br /&gt;
|acc1={{accbas}} Hyper Ring&lt;br /&gt;
|acc2={{accbas}} Muscle Belt&lt;br /&gt;
|acc3={{accbas}} Booster&lt;br /&gt;
|acc4={{accboo}} Large Gap in HP&lt;br /&gt;
|acc5={{accboo}} Summon Unused&lt;br /&gt;
|acc6={{accboo}} Pre-EX Mode&lt;br /&gt;
|acc7={{accboo}} Pre-EX Revenge&lt;br /&gt;
|acc8={{accsp}} White Gem&lt;br /&gt;
|acc9={{accsp}} Glutton&lt;br /&gt;
|acc10={{accsp}} First to Victory&lt;br /&gt;
|summon=Rubicante&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Substitutes&lt;br /&gt;
Basic: Booster for Battle Hammer (assist depletion) or Dismay Shock (EX depletion).&lt;br /&gt;
&lt;br /&gt;
A strong, versatile build. High bravery damage output, enhanced EX absorption and an initial boost for meter and bravery help Garland reach a full EX bar and a subsequent OHKO faster. Use this build as your default.&lt;br /&gt;
&lt;br /&gt;
Equip Master Guardsman for over 10,000 health.&lt;br /&gt;
&lt;br /&gt;
|-|EX Revenge=&lt;br /&gt;
{{Build&lt;br /&gt;
|hp=9644&lt;br /&gt;
|cp=450&lt;br /&gt;
|brv=957 (1148 initial)&lt;br /&gt;
|atk=180&lt;br /&gt;
|def=185&lt;br /&gt;
|luk=60&lt;br /&gt;
|booster=x2.7&lt;br /&gt;
|setbonus=King of Tragedy&lt;br /&gt;
|ast=Kuja&lt;br /&gt;
|wpn=Rhongomiant&lt;br /&gt;
|hand=Prytwen&lt;br /&gt;
|head=Dragon Sallet&lt;br /&gt;
|armor=Wygar&lt;br /&gt;
|acc1={{accbas}} Muscle Belt&lt;br /&gt;
|acc2={{accbas}} Booster&lt;br /&gt;
|acc3={{accbas}} Dismay Shock&lt;br /&gt;
|acc4={{accboo}} Large Gap in BRV&lt;br /&gt;
|acc5={{accboo}} EX Revenge&lt;br /&gt;
|acc6={{accboo}} Summon Unused&lt;br /&gt;
|acc7={{accsp}} Spider Web&lt;br /&gt;
|acc8={{accsp}} Spider&#039;s Bane&lt;br /&gt;
|acc9={{accsp}} Avenger&lt;br /&gt;
|acc10={{accsp}} First to Victory&lt;br /&gt;
|summon=Rubicante&lt;br /&gt;
}}&lt;br /&gt;
A dedicated EX Revenge build.&lt;br /&gt;
&lt;br /&gt;
Against a Tidus with 184 DEF, a critical hit Bardiche can inflict  600+ bravery damage. It is possible to accumulate 5000 bravery during EX Revenge &#039;&#039;alone&#039;&#039;. Add two more Bardiches during a Kuja assist combo into a Flare and it amounts to about 7000 HP damage total. One way to mitigate damage from this combo is by equipping the extra ability Disable Sneak Attack.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Assist ==&lt;br /&gt;
&lt;br /&gt;
=== Garland Assist Data ===&lt;br /&gt;
&lt;br /&gt;
{{012Assist&lt;br /&gt;
|type1=BRV&lt;br /&gt;
|attack1=Round Edge&lt;br /&gt;
|startup1=23F&lt;br /&gt;
|position1=Ground&lt;br /&gt;
|spawn1=Opponent&lt;br /&gt;
|damage1=2 x 4, 6, 16 (30)&lt;br /&gt;
|effect1=Wall Rush&lt;br /&gt;
|type2=BRV&lt;br /&gt;
|attack2=Bardiche&lt;br /&gt;
|startup2=23F&lt;br /&gt;
|position2=Air&lt;br /&gt;
|spawn2=Opponent&lt;br /&gt;
|damage2=30&lt;br /&gt;
|effect2=Wall Rush&lt;br /&gt;
|type3=HP&lt;br /&gt;
|attack3=Tsunami&lt;br /&gt;
|startup3=45F&lt;br /&gt;
|position3=Ground&lt;br /&gt;
|spawn3=Opponent&lt;br /&gt;
|damage3=2 x 6 (12)&lt;br /&gt;
|effect3=Chase&lt;br /&gt;
|type4=HP&lt;br /&gt;
|attack4=Cyclone&lt;br /&gt;
|startup4=51F&lt;br /&gt;
|position4=Air&lt;br /&gt;
|spawn4=Opponent&lt;br /&gt;
|damage4=-&lt;br /&gt;
|effect4=Chase&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Assist Overview ===&lt;br /&gt;
&lt;br /&gt;
=== Synergies ===&lt;br /&gt;
&lt;br /&gt;
Garland works with most competitive assists, but only Kuja (and to a lesser extent, Sephiroth) provides the signature damage output, consistent combo opportunities and whiff punish capabilities. Other assists have diminishing returns.&lt;br /&gt;
&lt;br /&gt;
;Kuja&lt;br /&gt;
:Kuja is the strongest assist for Garland, he maximizes Garland&#039;s strengths on hit. Great combo potential, high damage output and retains {{keyword|whiff punish|whiffpunish=1}} capability. Air BRV sets up Chain Cast combos in the air for lots of EX, while ground BRV holds the opponent for two damaging Bardiche {{keyword|fillers|filler=1}}. If Garland needs to force a checkmate situation, a full EX gauge or Kuja&#039;s Force Symphony during Chase help a lot. The main thing to watch out for is confirming Kuja ground BRV after Bardiche, as there is not much time to confirm it. And if opponent escapes from an assist combo early, Garland has to forgo the extra Bardiches if he wishes to avoid Assist Lock.&lt;br /&gt;
&lt;br /&gt;
;Sephiroth&lt;br /&gt;
:Sephiroth trades a bit of bravery damage, consistent Chain Cast follow-ups and Ranged High priority HP assists for faster speed on the ground and wider hitboxes. Double Bardiche is still possible during Reaper, but Sudden Cruelty&#039;s horizontal knockback makes it difficult to do much more than a Twist Drill or Flare. If you need an assist to whiff punish grounded opponents more reliably, Sephiroth can substitute Kuja.&lt;br /&gt;
&lt;br /&gt;
;Aerith&lt;br /&gt;
:Garland can already combo into assists with Kuja and Sephiroth, but Aerith lets Garland do that even if the opponent has two assist bars. This comes at the expense of fast whiff punishes, EX meter depletion (assist hit) and Earthquake follow-ups. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Garland rarely has to prioritise LV2 Assist Change stalemate counterstrategies over everything else that Kuja / Sephiroth can already achieve.&lt;br /&gt;
&lt;br /&gt;
= References =&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{navbox012}}&lt;br /&gt;
&lt;br /&gt;
{{roadmap012gar}}&lt;/div&gt;</summary>
		<author><name>Muggshotter</name></author>
	</entry>
	<entry>
		<id>https://dissidia.wiki/index.php?title=Garland_(Dissidia_012)&amp;diff=4807</id>
		<title>Garland (Dissidia 012)</title>
		<link rel="alternate" type="text/html" href="https://dissidia.wiki/index.php?title=Garland_(Dissidia_012)&amp;diff=4807"/>
		<updated>2026-03-25T16:58:04Z</updated>

		<summary type="html">&lt;p&gt;Muggshotter: /* Assist */ Adjusted to be more in line with WoL&amp;#039;s assist section. WIP, continue later.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Dissidia 012 Final Fantasy]]&lt;br /&gt;
{{012CharNavGar}}&lt;br /&gt;
&lt;br /&gt;
{{CharacterInfo&lt;br /&gt;
|portrait=https://resources.dissidia.wiki/ddff/portraits/ddff-port-garland.png&lt;br /&gt;
|name=Garland (ガーランド)&lt;br /&gt;
|origin=Final Fantasy&lt;br /&gt;
|atk=111 (High)&lt;br /&gt;
|def=112 (High)&lt;br /&gt;
|runspeed=10.5 (Very Slow)&lt;br /&gt;
|dash=81 (Below Average)&lt;br /&gt;
|fall=77 (Above Average)&lt;br /&gt;
|fallr=41 (Below Average)&lt;br /&gt;
|fastestbrv=13F (Deathblow, Highbringer high ver.)&lt;br /&gt;
|fastesthp=39F (Earthquake)&lt;br /&gt;
|1hithp=Yes (Cyclone, Blaze)&lt;br /&gt;
|hplinks=Yes (Combos only)&lt;br /&gt;
|cmdblock=No&lt;br /&gt;
|weapon=Axes, Greatswords, Katanas, Spears&lt;br /&gt;
|armor=Gauntlets, Heavy Armor, Helms,&amp;lt;br&amp;gt;Light Armor, Shields&lt;br /&gt;
|exclusives=Ogrekiller, Viking Axe, Gigant Axe&lt;br /&gt;
|unlock=&lt;br /&gt;
|alignment=Chaos&lt;br /&gt;
|vajp=[https://en.wikipedia.org/wiki/Kenji_Utsumi Kenji Utsumi]&lt;br /&gt;
|vaeng=[https://en.wikipedia.org/wiki/Christopher_Sabat Christopher Sabat]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
= Overview =&lt;br /&gt;
Garland is a defensive close / mid-range character who is defined by good whiff punish ability, combo game, EX meter economy and crushingly good bravery damage output.&lt;br /&gt;
&lt;br /&gt;
On the ground, Garland can take advantage of higher priorities, gap closers and mixups. With the character-defining Deathblow bravery, Garland can reliably generate assist meter on whiff, anti-air opponents and combo into Twist Drill for a considerable amount of damage and EX meter.&lt;br /&gt;
&lt;br /&gt;
In the air, Garland can utilise attacks with well defined tracking through a variety of braveries. Twist Drill anti-airs and pokes through projectiles, Chain Cast covers his air dodges and enables dodge cancel combos and the infamous Bardiche crushes anyone caught below the mighty axe.&lt;br /&gt;
&lt;br /&gt;
He boasts above average attack and defense stat, but his attributes are a bit lacking elsewhere. Movement speed is below average, air dodges are floaty, post-dodge defensive options are risky, he lacks independent HP links and air dodge punish attempts have considerable limitations. Not to mention, his braveries have well defined ranges that can hinder his approaches at times.&lt;br /&gt;
&lt;br /&gt;
However, one aspect where Garland is a cut above the rest is in the usage of EX meter. Not only can Garland acquire a full EX meter efficiently through combos, his EX Burst is one of the more damaging bursts in the game. But what he is &#039;&#039;really&#039;&#039; infamous for, is his EX Revenge damage output. Being able to combo into a high damaging Bardiche five times is enough to secure a bravery break against any character at their base bravery. This creates a dangerous dynamic with Garland where he can end matches early with a full EX bar if the opponent is below half health. If the player was able to amass a couple bravery breaks before using EX Revenge, Garland can practically &#039;&#039;kill any character from full health&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Historically Garland has been considered a low tier character. However, his representation in competitive play in recent years present a case for a &#039;&#039;&#039;mid tier&#039;&#039;&#039; or even &#039;&#039;&#039;high tier&#039;&#039;&#039; position. Garland is not without faults, nor is he the easiest character to succeed with. He is decent at exploiting the opponent&#039;s flaws with proper positioning, but if &#039;&#039;he&#039;&#039; is forced to try and create a mistake, he can fall apart completely against opponents with proper knowledge, positioning and reactions. Garland&#039;s long-term gameplan is strong, but it always requires landing hits with resources to later back him up.&lt;br /&gt;
&lt;br /&gt;
With consistent grounded defensive play, he can overpower many conventionally strong characters who have to engage with him first.&lt;br /&gt;
&lt;br /&gt;
{{ProConTable&lt;br /&gt;
|pros=&lt;br /&gt;
*&#039;&#039;&#039;Whiff punishment&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Bravery damage&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;EX meter economy&#039;&#039;&#039; - Generates meter efficiently through combos and can kill earlier with EX Revenge than any other character&lt;br /&gt;
*&#039;&#039;&#039;Disjoints&#039;&#039;&#039; great at poking through projectiles and walls&lt;br /&gt;
* &#039;&#039;&#039;Good ground-to-ground presence&#039;&#039;&#039;, except against area denial melee HPs&lt;br /&gt;
&lt;br /&gt;
|cons=&lt;br /&gt;
* &#039;&#039;&#039;Bad movement&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Post-dodge vulnerability&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Limited aerial dodge punish capability&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;EX meter gameplan hurt by poor neutral HPs and assist punish vulnerability&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Fast + long range vulnerability&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Difficulties creating offensive momentum consistently&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Bad at making the opponent whiff without forcing a dodge&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Flawed aerial mixups&#039;&#039;&#039;, can struggle against block in the air&lt;br /&gt;
* &#039;&#039;&#039;Bad against area denial melee HPs&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
= Bravery Attacks =&lt;br /&gt;
== Ground ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Round Edge=&lt;br /&gt;
&lt;br /&gt;
{{AbilityInfo2&lt;br /&gt;
|ver1=Short&lt;br /&gt;
|damage1=&#039;&#039;&#039;45&#039;&#039;&#039; (7, 8, 30)&lt;br /&gt;
|startup1=23F&lt;br /&gt;
|type1=Physical&lt;br /&gt;
|priority1=Melee Low &amp;lt;br&amp;gt;Melee Mid (2nd hit)&lt;br /&gt;
|ex1=30&lt;br /&gt;
|effect1=Wall Rush&lt;br /&gt;
|cancels1=Dodge&lt;br /&gt;
|asthit1=&lt;br /&gt;
|gametext=[Close] Broad sword sweep. &amp;lt;br&amp;gt;Change combo with input timing.&lt;br /&gt;
|level=1&lt;br /&gt;
|ap=100&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|ver2=Long&lt;br /&gt;
|damage2=&#039;&#039;&#039;45&#039;&#039;&#039; (7, 8, 9, 2, 2, 2, 15)&lt;br /&gt;
|startup2=23F&lt;br /&gt;
|type2=Physical&lt;br /&gt;
|priority2=Melee Low, Melee Mid (2nd hit) &amp;lt;br&amp;gt;Melee High (3rd hit)&lt;br /&gt;
|ex2=90&lt;br /&gt;
|effect2=Chase&lt;br /&gt;
|cancels2=Dodge&lt;br /&gt;
|asthit2=&lt;br /&gt;
|image=https://dissidia.wiki/images/b/b3/Brv_garland_round_edge.jpeg&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[File:Brv_garland_round_edge_short.jpeg|thumb|300px|Round Edge (Short)]]&lt;br /&gt;
&lt;br /&gt;
[[File:Brv_garland_round_edge_long.jpeg|thumb|300px|Round Edge (Long).]]&lt;br /&gt;
&lt;br /&gt;
Three sword swipes with a chase or a wall rush ender. Press circle {{pspcir}} before the third swipe for a wall rush ender or press circle {{pspcir}} after it for a chase ender. Garland&#039;s movement can be controlled freely during the first two swipes, but it does not make it safe to use. &lt;br /&gt;
&lt;br /&gt;
Round Edge isn&#039;t very safe or effective as a {{keyword|neutral|Neutral}} tool. Its {{keyword|start-up|startup}} can be reacted to with practice, it doesn&#039;t have high coverage against defensive options and it takes well over a second to cancel it into a dodge. This is not ideal, considering Garland&#039;s limited post-dodge defensive options. However, Round Edge can {{keyword|link|link}} into Garland&#039;s Deathblow with precise timing for a much more rewarding combo. This means Round Edge may be best used in {{keyword|punishes|Punish}}, but it can also work as a surprise attack once in a while.&lt;br /&gt;
&lt;br /&gt;
The first two hits&#039; vertical range is quite bad. They do hit behind Garland, so if the opponent blocks early at mid-range, Garland can try to move around and hit them. The higher priorities apply to Round Edge when it has not been {{keyword|cancelled|cancel}} into a wall rush ender. Since movement is halted by the third hit, it can be challenging to enforce its high priority against moving opponents.&lt;br /&gt;
&lt;br /&gt;
Round Edge has potential as a punisher, but it is generally outclassed by Deathblow and Lance Charge in that area. Its long animation and arguably diminishing returns for disproportional risk compared to other ground moves make Round Edge difficult to justify for the third slot bravery.&lt;br /&gt;
&lt;br /&gt;
When &#039;&#039;&#039;[[Lock_Off|locked off]]&#039;&#039;&#039;, Garland can move in any direction on the ground with Round Edge.&lt;br /&gt;
&lt;br /&gt;
|-|Lance Charge=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;30&#039;&#039;&#039; (2 x 5, 5, 15)&lt;br /&gt;
|startup=31F&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee Mid&lt;br /&gt;
|ex=30&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/0/00/Brv_garland_lance_charge.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=8&lt;br /&gt;
|ap=100&lt;br /&gt;
|gametext=[Mid] High-speed sword thrust. &amp;lt;br&amp;gt;Vertically limited, good range.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A mid priority gap closer and a {{keyword|whiff punisher|Whiff punish}} that goes in a straight line. Staggers block and can be followed up with a built-in Bardiche if it staggered the opponent. Lance Charge works well as a deterrent for blocking Garland&#039;s other ground braveries. And because it travels quickly, it can punish &#039;&#039;&#039;[[Landing_lag|landing lag]]&#039;&#039;&#039; as well. Its range extends slightly past the visual.&lt;br /&gt;
&lt;br /&gt;
Lance Charge&#039;s damage is complemented by Kuja / Sephiroth assist combos and subsequent Bardiche fillers. If it staggers a blocking opponent, the wall rush hit can also get a critical hit.&lt;br /&gt;
&lt;br /&gt;
Lance Charge can be a difficult move to {{keyword|punish|punish}} on its own due to its short recovery and mid priority. Top speed assists, higher priority attacks and blocks can counter it directly. Lance Charge also doesn&#039;t catch fast sideway and upward movement well. Using this move also leaves Garland airborne, so whiffing can put Garland in a worse defensive position.&lt;br /&gt;
&lt;br /&gt;
If Garland staggers an opponent with a &#039;&#039;&#039;[[Blodge|blodge]]&#039;&#039;&#039;, Garland can use Lance Charge to retaliate after blodging backwards or sideways.&lt;br /&gt;
&lt;br /&gt;
Lance Charge is a staple in Garland&#039;s kit and is one of the best ground-to-ground bravery attacks in the game. It can contest low priority {{keyword|whiffs|Whiff}}, punish most ground dodges and serves {{keyword|mixup|mixup}} to his Deathblow pokes.&lt;br /&gt;
&lt;br /&gt;
|-|Deathblow=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=15&lt;br /&gt;
|startup=13F&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee Low&lt;br /&gt;
|ex=60&lt;br /&gt;
|effect=-&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/e/e9/Brv_garland_deathblow.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge, Block, Attack, Movement&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=1&lt;br /&gt;
|ap=100&lt;br /&gt;
|gametext=[Mid] Swift upwards sword swipe. &amp;lt;br&amp;gt;Low accuracy, quick strike.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
One of Garland&#039;s strongest bravery attacks. Very fast {{keyword|start-up|Startup}}, low recovery, long {{keyword|active|active}} {{keyword|hitbox|hitbox}}, combo starter, great tracking and {{keyword|anti-air|ANti-air}} capability in close range. The low natural {{keyword|recovery|recovery}} is Deathblow&#039;s highlight, because it is one of the few braveries in the game that do not have to be {{keyword|dodge cancelled|dodge cancel}} for safety.&lt;br /&gt;
&lt;br /&gt;
Garland can use Deathblow to {{keyword|poke|poke}} reliably for assist gauge, and capitalize on opponent&#039;s mistakes. The long active frames means approaching Garland head-on can be difficult. On hit he can jump and combo into Twist Drill for more meter and lots of bravery damage with assist.&lt;br /&gt;
&lt;br /&gt;
Deathblow is a must-have for many close-range {{keyword|match-ups|matchup}} where Garland can fight on the ground. When used well, this is a move that ties Garland&#039;s defensive gameplay together.&lt;br /&gt;
&lt;br /&gt;
|-|Highbringer=&lt;br /&gt;
&lt;br /&gt;
[[File:Brv_garland_highbringer_%28low%29.jpeg|thumb|300px|Highbringer (Low)]]&lt;br /&gt;
&lt;br /&gt;
{{AbilityInfo2&lt;br /&gt;
|ver1=Low&lt;br /&gt;
|damage1=&#039;&#039;&#039;24&#039;&#039;&#039; (5, 19)&lt;br /&gt;
|startup1=17F&lt;br /&gt;
|type1=Physical&lt;br /&gt;
|priority1=Melee Low&lt;br /&gt;
|ex1=90&lt;br /&gt;
|effect1=Chase&lt;br /&gt;
|cancels1=Dodge&lt;br /&gt;
|asthit1=&lt;br /&gt;
|gametext=[Mid] Swing sword upwards. &amp;lt;br&amp;gt;Change combo with input timing.&lt;br /&gt;
|level=32&lt;br /&gt;
|ap=100&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|ver2=High&lt;br /&gt;
|damage2=&#039;&#039;&#039;24&#039;&#039;&#039; (5, 2, 2, 15)&lt;br /&gt;
|startup2=13F&lt;br /&gt;
|type2=Physical&lt;br /&gt;
|priority2=Melee Low&lt;br /&gt;
|ex2=30&lt;br /&gt;
|effect2=Wall Rush&lt;br /&gt;
|cancels2=Dodge&lt;br /&gt;
|asthit2=&lt;br /&gt;
|image=https://dissidia.wiki/images/7/70/Brv_garland_highbringer.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
}}&lt;br /&gt;
[[File:Brv_garland_highbringer_(high).jpeg|thumb|300px|Highbringer (High). Garland follows up with built-in wall rush combo.]]&lt;br /&gt;
&lt;br /&gt;
An uppercut with two built-in follow-up attacks. Tap the button twice for a chase ender and 90 EX or hold the button to become airborne and then tap it again for wall rush attack.&lt;br /&gt;
&lt;br /&gt;
Highbringer functions as a {{keyword|poke|Poke}}, post-block punisher and an assist combo starter. The first slash shares its animation with Deathblow. Even though it has similar speed, hitbox and anti-air capability with Deathblow, Highbringer&#039;s recovery is much longer. If Garland remains on the ground, Highbringer&#039;s startup is also slower. Telling the two moves apart is not very practical though, so Garland can get away with {{keyword|whiffing|WHiff}} this move occasionally.&lt;br /&gt;
&lt;br /&gt;
The high version can be used as an {{keyword|anti-air|Anti-air}}, but missing it leaves Garland airborne, where he has to defend against dodge punishes.&lt;br /&gt;
&lt;br /&gt;
{{keyword|Dodge cancel|Dodge cancel}} makes both low and high versions&#039; recovery much shorter. Highbringer&#039;s (High) first hit can also be dodge cancelled early on hit. However, if Highbringer&#039;s (Low) first hit connects, the dodge cancel cannot be done as quickly.&lt;br /&gt;
&lt;br /&gt;
Highbringer is riskier to whiff compared to Deathblow, but it is still one of the safer moves to whiff. It&#039;s a practical assist combo starter thanks to its hit stun and follow-ups, though the reward on hit is weaker on average. Walls make all Kuja assist combos much easier and more damaging.&lt;br /&gt;
&lt;br /&gt;
When learning the game, Highbringer can be easier to use for assist combos compared to Deathblow, but it is ultimately outclassed at higher levels of play.&lt;br /&gt;
&lt;br /&gt;
|-|Thundaga (ground)=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=each (10)&lt;br /&gt;
|startup=51F&lt;br /&gt;
|type=Magical&lt;br /&gt;
|priority=Ranged Low&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=-&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/2/2b/Brv_garland_thundaga_g.jpeg&lt;br /&gt;
|imgpos=55%&lt;br /&gt;
|cancels=Dodge, Block, Attack&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=19&lt;br /&gt;
|ap=100&lt;br /&gt;
|gametext=[Long] Call down lightning strikes &amp;lt;br&amp;gt;that home in on opponent.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Venerable strength in the form of three lightning bolts. The bolts spawn on the opponent, bypassing obstacles or lingering projectiles in front of the opponent. It is commonly used for interrupting opponents.&lt;br /&gt;
&lt;br /&gt;
Thundaga has enough {{keyword|hit stun|hit stun}} for all three bolts to combo into most of Garland&#039;s attacks, including Flare and air BRV assists, but the opponent must be against the wall for it to work. The upward knockback&#039;s direction is also based on the player&#039;s camera. Using Thundaga as a combo starter is not usually practical, &lt;br /&gt;
&lt;br /&gt;
Thundaga is good at interrupting opponents from a distance, but it does not represent a big threat consistently. Garland is vulnerable during this move, but its recovery is quite low for an attack of its kind, which can make it tricky to {{keyword|whiff punish|WHiff punish}} with slower assists. It is not chosen often due to its low damage, situational conversions and lack of EX generation.&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Aerial ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Twin Swords=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;30&#039;&#039;&#039; (7, 8, 15)&lt;br /&gt;
|startup=21F&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee Low&lt;br /&gt;
|ex=30&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/5/58/Brv_garland_twin_swords.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=1&lt;br /&gt;
|ap=100&lt;br /&gt;
|gametext=[Mid] Swipe with twin blades. &amp;lt;br&amp;gt;Approaches foe; limited height.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Garland&#039;s primary aerial bravery that advances forward. It&#039;s fast, but not fast enough to be always unreactable, though the start-up is tricky to see. Given how Garland&#039;s other braveries are telegraphed by their effective range, Twin Swords is similarly linear in application; Twin Swords&#039; main strength lies in having some tracking in all directions, which makes it a consistent counter attack after blocking.&lt;br /&gt;
&lt;br /&gt;
Despite that, Twin Swords&#039; range is average and the homing period is brief. The animation is also rather long. This means it can be dangerous to whiff Twin Swords, and the need for wall rushes skews the risk/reward ratio against Garland. In small stages with low ceilings, Twin Swords can represent a threat more consistently in {{keyword|air-to-air|air-to-air}} situations. It is not a staple in Garland&#039;s aerial kit, but it&#039;s not entirely without merit either. Generally speaking it can be difficult to justify over Bardiche, Twist Drill and Chain Cast which provide more utility and reward on hit overall.&lt;br /&gt;
&lt;br /&gt;
|-|Chain Cast=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;15&#039;&#039;&#039; (7, 8)&lt;br /&gt;
|startup=45F&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee Low&lt;br /&gt;
|ex=90&lt;br /&gt;
|effect=Chase&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/1/1d/Brv_garland_chain_cast.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=1&lt;br /&gt;
|ap=100&lt;br /&gt;
|gametext=[Mid] Swing chain. Low accuracy, &amp;lt;br&amp;gt;but effective against any height.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Garland positions himself above in relation to the opponent for two vertical attacks. Air combo starter, air-to-ground {{keyword|whiff punisher|whiff punish}} and Garland&#039;s primary post-dodge defensive option in the air. It is not invincible, but the movement can help him evade slower dodge punish attempts. On hit, Garland can dodge cancel and combo into Twist Drill for a total of 180 EX (almost 20 % of an EX bar) or Bardiche / Twin Swords at the wall. Chain Cast&#039;s consistent damage output, meter generation and applications in the neutral make it an appealing choice for a third bravery slot along with Bardiche and Twist Drill.&lt;br /&gt;
&lt;br /&gt;
Chain Cast has enough hit stun to make empty chase attempts safer on average, although it is not entirely safe to use in all instances. It can also hit behind the opponent&#039;s block, though exact conditions are unclear. Being significantly below or above the opponent helps, though.&lt;br /&gt;
&lt;br /&gt;
The hitbox has some oddities. It has gaps and possibly slight deadzones between the chain itself and the tip. Before reaching proper down-forward hitbox there may be a gap just below level height. It could have a small deadzone right in front of Garland as well. This requires further research.&lt;br /&gt;
&lt;br /&gt;
|-|Bardiche=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=30&lt;br /&gt;
|startup=23F&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee Low&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/7/7e/Brv_garland_bardiche.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=4&lt;br /&gt;
|ap=100&lt;br /&gt;
|gametext=[Dive] Mighty axe swing. &amp;lt;br&amp;gt;Great for attacking from above.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Garland&#039;s iconic crushing swing. A staple in Garland&#039;s kit due to its speed, average whiff recovery and infamous damage output. It can be used to build assist gauge on whiff and punish long recovery attacks below Garland. Bardiche is primarily run for its reward on hit, namely with ground wall rush {{keyword|assist combos|Assist combo}} and EX Revenge. The high base damage makes Garland one of the best users of wall rush bravery enhancements (primarily {{accbas}} Booster).&lt;br /&gt;
&lt;br /&gt;
Outside of combos, Bardiche&#039;s reward is lacking with no EX, short assist confirm window and no automatic Sneak Attack activations. Its other applications in the {{keyword|neutral|neutral}} are also weak due to it exclusively tracking downwards, having a small hitbox and flawed mixup options to support it. It is a loud, telegraphed and relatively slow to start low priority move on a character whose other downward attacks are all slower than 40 frames.&lt;br /&gt;
&lt;br /&gt;
Despite these flaws, Bardiche is commonly used because the damage output is high enough to outweigh the cons.&lt;br /&gt;
&lt;br /&gt;
|-|Twist Drill=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;30&#039;&#039;&#039; (4 x 2, 8, 14)&lt;br /&gt;
|startup=21F&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee Low&lt;br /&gt;
|ex=90&lt;br /&gt;
|effect=Chase&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/d/dc/Brv_garland_twist_drill.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=28&lt;br /&gt;
|ap=100&lt;br /&gt;
|gametext=[Rise] Upwards lunge with sword. &amp;lt;br&amp;gt;Great for attacking from below.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Fast anti-air attack with good combo potential, damage and EX output. Twist Drill primarily tracks opponents above Garland, and it is used as a {{keyword|whiff punisher|WHiff Punish}} or an occasional aerial {{keyword|poke|POke}}. It has good range and can be combo&#039;d into from Deathblow for 180 EX.&lt;br /&gt;
&lt;br /&gt;
Twist Drill has lots of {{keyword|hitstun|HIt stun}}. It is one of the few moves in the game that provide a safe {{keyword|empty chase|empty chase}} anywhere. This is great for both assist combos and taking EX force reliably. A late dodge cancel window and empty chase are both viable starters for Garland&#039;s commonly used assists. While Garland is safe after an empty chase, he can still lose to {{keyword|command blocks|command block}} if he attempts to push his advantage immediately. Challenging recovery attack pokes depends on the {{keyword|matchup|Matchup}} and stage positioning as well; Chasing at a corner can leave Garland closer to the opponent than usual.&lt;br /&gt;
&lt;br /&gt;
Twist Drill&#039;s whiff recovery is long enough for it to be punishable on reaction. It has a blind spot above Garland&#039;s head, and it&#039;s only effective at dodge punishing from below. If the opponent has a good read on Garland, they can even use an air BRV assist to shut down Twist Drill.&lt;br /&gt;
&lt;br /&gt;
Even so, Twist Drill is a staple in Garland&#039;s air combat. The {{keyword|disjointed|disjoint}} {{keyword|hitbox|Hitbox}} allows him to poke through {{keyword|projectiles|projectile}} and traps, such as {{012ulti}} charged Knight&#039;s Lance. The first part can be {{keyword|dodge cancelled|DOdge cancel}} early enough to contest {{012emp}}&#039;s Dreary Cells, and the startup speed can be difficult to react to without practice.&lt;br /&gt;
&lt;br /&gt;
Twist Drill can also hit behind the opponent&#039;s block at the right distance and angle below the opponent.&lt;br /&gt;
&lt;br /&gt;
|-|Thundaga (midair)=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=each (10)&lt;br /&gt;
|startup=51F&lt;br /&gt;
|type=Magical&lt;br /&gt;
|priority=Ranged Low&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=-&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/2/2d/Brv_garland_thundaga_a.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge, Block, Attack&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=25&lt;br /&gt;
|ap=100&lt;br /&gt;
|gametext=[Long] Call down lightning strikes &amp;lt;br&amp;gt;that home in on opponent.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Same as the ground version, except it can be done anywhere in the air. A valid option against mages and characters with poor mobility, it&#039;s main application is still interrupting opponents.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= HP Attacks =&lt;br /&gt;
&lt;br /&gt;
== Ground ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Earthquake=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;18&#039;&#039;&#039; (8, 2 x 5)&lt;br /&gt;
|startup=39F&lt;br /&gt;
|type=Physical (axe) &amp;lt;br&amp;gt;Magical (rocks)&lt;br /&gt;
|priority=Melee High (axe) &amp;lt;br&amp;gt;Unblockable (rocks)&lt;br /&gt;
|ex=36&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/2/28/Hp_garland_earthquake.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=1&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=[Close] Split ground with axe. &amp;lt;br&amp;gt;Steals bravery, then takes HP.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Earthquake is a decent {{keyword|mixup|Mixup}} against grounded opponents trying to crack Garland&#039;s defense. It tracks well, has strong {{keyword|knockback|knockback}} and it cannot be staggered reactively with &#039;&#039;&#039;[[Assist_(Dissidia_012)#LV2_Assist_Change|LV2 Assist Change]]&#039;&#039;&#039; after the first hit without avoiding &#039;&#039;&#039;[[Assist_(Dissidia_012)#Assist_Lock|Assist Lock]]&#039;&#039;&#039;. Earthquake has minor {{keyword|anti-air|ANTi-air}} potential, both on the initial axe slam and the rock that deals HP damage at the end. &lt;br /&gt;
&lt;br /&gt;
Because the rocks act independently after activating, Earthquake can be used to punish fairly safe approaching &#039;&#039;&#039;[[Attack_Priority_(Dissidia_012)#High|Melee High]]&#039;&#039;&#039; attacks, such as {{012tifa}}&#039;s Rolling Blaze or {{012squ}}&#039;s Revolver Drive by clashing with them.&lt;br /&gt;
&lt;br /&gt;
Earthquake is one of Garland&#039;s many moves that can be used and not get cleanly {{keyword|punished|PUNish}} for it. But it is also followed by some of the worse disadvantage states in the game due to poor movement, risky defensive options and lack of safe follow-ups on whiff. That&#039;s true for a lot of Garland&#039;s tools, but it&#039;s by far most evident on Earthquake.&lt;br /&gt;
&lt;br /&gt;
The active duration, tracking and dodge cancel window can make punishing Earthquake on the ground difficult without mid range attacks or dodge punish tools. Earthquake is effective when used sparingly, but aerial attacks from above can still punish it. It is prone to trades, but they don&#039;t backfire on Garland as often as one might expect. This is a good, staple HP attack for Garland.&lt;br /&gt;
&lt;br /&gt;
|-|Blaze (ground)=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=-&lt;br /&gt;
|startup=59F&lt;br /&gt;
|type=-&lt;br /&gt;
|priority=Ranged High&lt;br /&gt;
|ex=each (9)&lt;br /&gt;
|effect=-&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/c/c9/Hp_garland_blaze_g.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=16&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=[Long] Shoot multiple fireballs &amp;lt;br&amp;gt;that chase opponent.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Homing fireballs that can be dodged with well placed dodge. Not commonly used on the ground when Garland has other attacks with better properties and reward on hit.&lt;br /&gt;
&lt;br /&gt;
Blaze has a bad deadzone in front of Garland and each fireball can inflict meter depletion on hit. These are traits that carry over to its aerial version, which sees much more use in competitive play.&lt;br /&gt;
&lt;br /&gt;
|-|Tsunami=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;12&#039;&#039;&#039; (2 x 6)&lt;br /&gt;
|startup=45F&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee High&lt;br /&gt;
|ex=96&lt;br /&gt;
|effect=-&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/8/8f/Hp_garland_tsunami.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=36&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=[Mid] Hurl chain sword. &amp;lt;br&amp;gt;Vertically limited, very accurate.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
One of Garland&#039;s post-dodge defensive options on the ground. Much like Chain Cast, the swift movement helps Garland evade, rather than plain invincibility. However, it is dangerous to whiff this attack due to its lenghty animation and late cancel window.&lt;br /&gt;
&lt;br /&gt;
Tsunami&#039;s strong tracking against grounded opponents works very well as a dodge punisher and as an instigator when assist meter is available. Against opponents without {{keyword|command blocks|Command block}} options, doing Tsunami and reacting with an assist can be effective, because it usually forces a dodge. It can also hit aerial opponents who are close to Garland at the time of impact.&lt;br /&gt;
&lt;br /&gt;
This attack also combos into assists on hit. It is a good mixup akin to Earthquake, with stronger tracking at the expense of wall rush and worse trade interactions without assist. If Garland staggers an opponent with a &#039;&#039;&#039;[[Blodge|blodge]]&#039;&#039;&#039;, he can also use Tsunami to retaliate after blodging backwards or sideways.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Aerial ==&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Blaze (midair)=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=-&lt;br /&gt;
|startup=59F&lt;br /&gt;
|type=-&lt;br /&gt;
|priority=Ranged High&lt;br /&gt;
|ex=each (9)&lt;br /&gt;
|effect=-&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/8/8e/Hp_garland_blaze.jpeg&lt;br /&gt;
|imgpos=40%&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=1&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=[Long] Shoot multiple fireballs &amp;lt;br&amp;gt;that chase opponent.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Blaze is commonly used as an occasional long range harassment tool along with Cyclone. While this cannot wall rush, each fireball can deplete assist / EX gauge on hit. Though the projectiles have tracking, their {{keyword|hitbox|HItbox}} is not large. As they home in on the opponent, they all try to focus on a singular point of impact, reducing their overall screen presence.&lt;br /&gt;
&lt;br /&gt;
Despite the projectiles&#039; speed and relatively brief duration, it is possible to reflect one of them back at Garland. That is rarely a concern for Garland though. A more common downside to Blaze is the lack of protection around Garland once the projectiles have been fired; There is enough time to hit Garland out of Blaze after firing the projectiles, but &#039;&#039;before&#039;&#039; he can act again. Using Blaze without protection from Cyclone (or even assist) can lead to unfavorable trades with opponent&#039;s assist (Blaze hits, opponent&#039;s assist &#039;&#039;&#039;[[Bravery_(Dissidia_012)#Bravery_Break|breaks]]&#039;&#039;&#039; Garland), or {{keyword|assist punishes|assist punish}}. &lt;br /&gt;
&lt;br /&gt;
Blaze is a staple for Garland, despite not having strong {{keyword|neutral|NEutral}} applications. It has a low hit rate at high level play, but also low risk when used sparingly from a distance. It supports Garland at a range where he doesn&#039;t have much presence, and if his opponent struggles to deal with Cyclone, it makes Blaze that much more prominent.&lt;br /&gt;
&lt;br /&gt;
If the opponent has Auto Assist Lock On equipped, and the opponent escapes an assist combo as Garland uses Blaze, the projectiles won&#039;t track to the opponent. They will disperse instead.&lt;br /&gt;
&lt;br /&gt;
|-|Cyclone=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=-&lt;br /&gt;
|startup=51F&lt;br /&gt;
|type=-&lt;br /&gt;
|priority=Ranged High&lt;br /&gt;
|ex=each (60)&lt;br /&gt;
|effect=Absorb&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/e/ed/Hp_garland_cyclone.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=12&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=[Close] Call forth tornado. &amp;lt;br&amp;gt;Slow speed, homing ability.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Two Ranged High projectiles occupy space temporarily while gradually splintering off from their starting position. Cyclone is often used as a passive defensive tool, assist combo extender or a safer combo finisher after assist. It has good reward on hit thanks to its EX generation and {{keyword|hit stun|HIT stun}} - It combos into assists on hit, and even Garland can follow up on his own if Cyclone hits after Garland is actionable. Cyclone plays an important role in optimizing Garland&#039;s air combos for EX, namely at the ceiling and / or after EX Revenge.&lt;br /&gt;
&lt;br /&gt;
Cyclone does not protect Garland effectively from all angles. {{keyword|Disjointed|Disjoint}} attacks and assists such as {{012aer}}&#039;s Seal Evil can consistently punish Garland for using this move. Advancing high priority moves such as {{012clo}}&#039;s Braver and {{012squ}}&#039;s Rough Divide can also power through Cyclone. Because Garland cannot act again early and or take advantage of the projectiles for long, it can be difficult to establish offensive momentum with Cyclone.&lt;br /&gt;
&lt;br /&gt;
However, characters without Aerith assist, {{keyword|projectiles|Projectile}}, {{keyword|command blocks|COmmand block}}, disjointed {{keyword|hitbox|HITbox}} or a relatively fast advancing Melee High attack will find Cyclone to be difficult to neutralize. In these cases, Cyclone provides a consistent defensive barrier and a disruptor for Garland.&lt;br /&gt;
&lt;br /&gt;
|-|Flare=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=15&lt;br /&gt;
|startup=47F&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee High&lt;br /&gt;
|ex=30&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/2/2e/Hp_garland_flare.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=22&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=[Mid] Strike with greatsword, &amp;lt;br&amp;gt;causing large explosion on hit.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Garland&#039;s primary HP attack after blocking and as an assist combo ender. It tracks the opponent well, though it&#039;s bad at turning around from a bit before Garland starts moving. The {{keyword|knockback|Knockback}} is very high with good wall rush potential, which lets Garland deal more damage pretty consistently after a bravery break.&lt;br /&gt;
&lt;br /&gt;
Flare&#039;s active frames are very brief and as such, it is not effective at punishing early blocks and catching aerial dodges with Evasion Boost. It also has plenty of {{keyword|recovery frames|Recovery}}, which leaves Garland vulnerable to {{keyword|punishes|PUnish}} for a good moment.&lt;br /&gt;
&lt;br /&gt;
If Flare makes contact, Garland will transition into the second hit that deals HP damage. This is true whether the opponent escapes with LV1 Assist Change afterwards or he clashes with a lower priority melee move. It doesn&#039;t have particularly strong tracking and Garland can be hit during the animation. Cyclone and Blaze can make up for this weakness, but Flare remains a staple in Garland&#039;s arsenal regardless. It is his only aerial HP he can consistently connect after staggering an opponent with a block and it works reliably after assists.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== EX Mode: Class Change! ==&lt;br /&gt;
Effects:&lt;br /&gt;
* Regen&lt;br /&gt;
* Critical Boost&lt;br /&gt;
* Indomitable Resolve&lt;br /&gt;
&lt;br /&gt;
Garland&#039;s EX mode is conventionally strong due to his damage output. The threat of his high damaging EX Revenge combos also complements his EX mode, which depletes the opponent&#039;s assist gauge upon activation. There aren&#039;t many unique perks here, but because Garland can fill his EX gauge effectively through combos, he can get more opportunities to close out matches with it.&lt;br /&gt;
&lt;br /&gt;
=== Indomitable Resolve ===&lt;br /&gt;
{{image|https://dissidia.wiki/images/5/51/Ex_mode_garland.jpeg}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[Active while attacking] Even while taking damage, attacks can be performed without flinching.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Rare instance of {{keyword|super armor|super armor}} in Dissidia 012. During an attack animation, Garland will not flinch from any attack that does not inflict HP damage. This can be good as a surprise attack, and it can also work in a pinch against characters with HP links (Cyclone, anyone?), but remember that EX mode does not alter Garland&#039;s attack properties; He can still be blocked.&lt;br /&gt;
&lt;br /&gt;
=== EX Burst: Soul of Chaos ===&lt;br /&gt;
{{image|https://dissidia.wiki/images/6/6a/Ex_burst_garland.jpeg}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;An attack terrible enough to shake the heavens. Repeatedly press circle to add strength to the attack.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{burst&lt;br /&gt;
|damage1=12, 12 (24)&lt;br /&gt;
|damage2=4x3, 3x4, 16, 16, 5x4 (100 total)&lt;br /&gt;
|type=Physical&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Soul of Chaos requires filling the gauge by repeatedly pressing circle {{pspcir}}. It&#039;s not the strongest EX Burst in the game, but well above average in power thanks to Garland&#039;s high base ATK, good initial hits and bravery stacking with a full EX gauge.&lt;br /&gt;
&lt;br /&gt;
== Combos ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main article: &#039;&#039;&#039;[[Garland_(Dissidia_012)/Combos|Garland (Combos)]]&#039;&#039;&#039; &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Solo ===&lt;br /&gt;
&lt;br /&gt;
Garland has a handful of solo combos, but his most practical ones start with Deathblow or Chain Cast. Both can lead to Twist Drill for plenty of damage and EX, which is great for Garland.&lt;br /&gt;
&lt;br /&gt;
{{Combo-012&lt;br /&gt;
|data=&lt;br /&gt;
{{Combo-012Data&lt;br /&gt;
|combo=&#039;&#039;&#039;Deathblow&#039;&#039;&#039; &amp;gt; move &amp;gt; jump &amp;gt; Twist Drill&lt;br /&gt;
|condition=Poke starter&lt;br /&gt;
|requirement=Ground&lt;br /&gt;
|characters=&lt;br /&gt;
|damage=45&lt;br /&gt;
|damagehits=15 &amp;gt; 30&lt;br /&gt;
|ex=150&lt;br /&gt;
|exhits=60 &amp;gt; 90&lt;br /&gt;
|meteropp=&lt;br /&gt;
|video=https://www.youtube.com/watch?v=_E2EVyWjRFM?=shared&amp;amp;t=5&lt;br /&gt;
|notes=Staple combo. High EX and leads to damaging Kuja assist combos for even more EX. Move and jump as quickly as possible. The later Deathblow hits, the more time Garland has to combo into Twist Drill.&lt;br /&gt;
}}&lt;br /&gt;
{{Combo-012Data&lt;br /&gt;
|combo=&#039;&#039;&#039;Chain Cast&#039;&#039;&#039; &amp;gt; {{clr|dc=1}} &amp;gt; Twist Drill&lt;br /&gt;
|condition=Punish starter&lt;br /&gt;
|requirement=Air, above opponent&lt;br /&gt;
|characters=&lt;br /&gt;
|damage=45&lt;br /&gt;
|damagehits=15 &amp;gt; 30&lt;br /&gt;
|ex=180&lt;br /&gt;
|exhits=90 &amp;gt; 90&lt;br /&gt;
|meteropp=&lt;br /&gt;
|video=https://www.youtube.com/watch?v=_E2EVyWjRFM&amp;amp;t=19&lt;br /&gt;
|notes=Staple air combo, commonly used as a punish or an assist combo ender. 180 EX is great, which Garland can get by &#039;&#039;&#039;[[Chase_(Dissidia_012)#Empty_Chase|empty chasing]]&#039;&#039;&#039; immediately. If Garland has assist, he can also start an assist combo by dodge cancelling, or after empty chase ends.&lt;br /&gt;
&lt;br /&gt;
:If opponent is far after Chain Cast, Twist Drill may not land all initial hits. This combo does not require wall, but it can be easier to do near walls and corners due to reduced knockback. Garland should remain cautious when empty chasing at a corner, because being closer to the opponent makes him a bit more vulnerable to recovery attack attempts.&lt;br /&gt;
&lt;br /&gt;
When wall is not nearby, Garland can dodge cancel towards opponent more reliably by moving camera sideways after Assist Chase, and then moving with a quarter-circle motion. For example, the camera is tilted to the right so Garland faces to the left. The quarter-circle motion would then be left &amp;gt; left/up &amp;gt; up. The initial left should be held for almost a split second.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== EX Revenge ===&lt;br /&gt;
&lt;br /&gt;
Garland gets access to some of his strongest combos during EX Revenge, including the notorious Bardiche combo. With EX Revenge, Garland becomes very dangerous to interact with due to its damage potential.&lt;br /&gt;
&lt;br /&gt;
{{Combo-012&lt;br /&gt;
|data=&lt;br /&gt;
{{Combo-012Data&lt;br /&gt;
|combo=&#039;&#039;&#039;Bardiche&#039;&#039;&#039; &amp;gt; {{clr|wr=1}} &amp;gt; Bardiche &amp;gt; {{clr|wr=1}} &amp;gt; Bardiche &amp;gt; {{clr|wr=1}} &amp;gt; Bardiche &amp;gt; {{clr|wr=1}} &amp;gt; Bardiche &amp;gt; Flare&lt;br /&gt;
|condition=Air starter, close to opponent&lt;br /&gt;
|requirement=Full EX Gauge, near ground&lt;br /&gt;
|characters=&lt;br /&gt;
|damage=165 + HP &amp;amp; WR (x5)&lt;br /&gt;
|damagehits=30 + WR &amp;gt; 30 + WR &amp;gt; 30 + WR &amp;gt; 30 + WR &amp;gt; 30 + WR &amp;gt; 15 + HP WR&lt;br /&gt;
|ex=0&lt;br /&gt;
|exhits=0 &amp;gt; 0 &amp;gt; 0 &amp;gt; 0 &amp;gt; 0 &amp;gt; 0&lt;br /&gt;
|meteropp=&lt;br /&gt;
|video=&lt;br /&gt;
|notes=Garland&#039;s EX Revenge combo is infamous for its insane damage output. It is one of, if not THE strongest EX Revenge combo in the game without assist. As long as Garland is close to the opponent, he can repeatedly use Bardiche up to five times. Each Bardiche can also wall rush, which adds even more damage near ground. This combo requires little adjustment for Garland and it should be fairly easy to execute, as long as pressing Circle {{pspcir}} repeatedly is not an issue.&lt;br /&gt;
&lt;br /&gt;
This combo is the reason a full EX gauge is so beneficial for Garland. It practically guarantees a bravery break for Garland. And even if it doesn&#039;t, the wall rush still lets assists follow up. As a result, this combo can do far more damage than just the listed 165 + HP WR. 4,000 HP is practically killing range for Garland, while having more health usually means being put into &#039;&#039;&#039;[[Statistic_(Dissidia_012)#Near_Death|Near Death]]&#039;&#039;&#039; state.&lt;br /&gt;
&lt;br /&gt;
It is important to note, that wall rush contributes a lot to this combo&#039;s damage output. Therefore, if Garland cannot wall rush with Bardiche or especially Flare, he won&#039;t do nearly as much damage. Furthermore, if Garland needs to approach opponent from a distance, he has less time to do Bardiches. In order to ensure maximum damage, Garland should consider activating EX Revenge close to opponent, while being near ground. Garland can also consider dodging behind the opponent at the beginning to get more critical hits from Sneak Attack extra ability.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Assist ===&lt;br /&gt;
&lt;br /&gt;
Garland has a well-rounded combo game with few competitive assists. He can start assist combos with most of his moves and any wall rush he gets. This is great for learning the character, but the combos also scale well with builds and a little bit of execution; Garland is capable of doing lots of bravery damage with Bardiche during ground assists, and Chain Cast solo combos generate lots of EX for Garland. Both are great for him, as a full EX gauge is a fantastic win condition.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main article: &#039;&#039;&#039;[[Garland_(Dissidia_012)/Combos#Assist_Combos_(Kuja)|Garland Combos (Kuja Assist)]]&#039;&#039;&#039; &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Kuja does just about everything Garland would want from assist. Combos off of Garland&#039;s most important moves, great holding potential for Bardiche fillers and sets up Chain Cast combos for damage and EX.&lt;br /&gt;
&lt;br /&gt;
{{Combo-012&lt;br /&gt;
|data=&lt;br /&gt;
{{Combo-012Data&lt;br /&gt;
|combo=&#039;&#039;&#039;Highbringer 1st hit (Low)&#039;&#039;&#039; &amp;gt; {{clr|astbrv=1}} &amp;gt; {{clr|ac=1}} &amp;gt; Flare&lt;br /&gt;
|condition=Poke starter&lt;br /&gt;
|requirement=Ground&lt;br /&gt;
|characters=&lt;br /&gt;
|damage=70 + HP WR&lt;br /&gt;
|damagehits=5 &amp;gt; 50 (Assist) &amp;gt; 15 + HP WR&lt;br /&gt;
|ex=48&lt;br /&gt;
|exhits=18 &amp;gt; 30&lt;br /&gt;
|meteropp=&lt;br /&gt;
|video=&lt;br /&gt;
|notes=&lt;br /&gt;
}}&lt;br /&gt;
{{Combo-012Data&lt;br /&gt;
|combo=&#039;&#039;&#039;Lance Charge&#039;&#039;&#039; &amp;gt; {{clr|wr=1}} &amp;gt; {{clr|astbrv=1}} &amp;gt; {{clr|ac=1}} &amp;gt; Flare&lt;br /&gt;
|condition=Gap closer / Punish starter&lt;br /&gt;
|requirement=Ground&lt;br /&gt;
|characters=&lt;br /&gt;
|damage=92 + HP WR&lt;br /&gt;
|damagehits=30 &amp;gt; 47 (Assist) &amp;gt; 15 + HP WR&lt;br /&gt;
|ex=60&lt;br /&gt;
|exhits=30 &amp;gt; 30&lt;br /&gt;
|meteropp=&lt;br /&gt;
|video=&lt;br /&gt;
|notes=Lance Charge can be used against blocks and for sniping landing lag, which leads to a consistent Kuja assist combo on the ground. If Lance Charge hits from afar or against a blocking opponent, it deals slightly less damage without critical hits. Call Kuja assist quickly after Garland wall rushes.&lt;br /&gt;
}}&lt;br /&gt;
{{Combo-012Data&lt;br /&gt;
|combo=&#039;&#039;&#039;Bardiche&#039;&#039;&#039; &amp;gt; {{clr|wr=1}} &amp;gt; {{clr|astbrv=1}} &amp;gt; {{clr|ac=1}} &amp;gt; Flare&lt;br /&gt;
|condition=Poke / punish starter, Wall Rush&lt;br /&gt;
|requirement=Air&lt;br /&gt;
|characters=&lt;br /&gt;
|damage=92 + HP WR&lt;br /&gt;
|damagehits=30 + WR &amp;gt; 47 (Assist) &amp;gt; 15 + HP WR&lt;br /&gt;
|ex=30&lt;br /&gt;
|exhits=0 &amp;gt; 30&lt;br /&gt;
|meteropp=&lt;br /&gt;
|video=&lt;br /&gt;
|notes=Garland&#039;s infamous assist combo starter. Kuja&#039;s ground BRV assist is rather slow, so there is not much time to call Kuja assist after wall rush. It has to be done rather early, and reacting to it can be harder if Bardiche connects high above the ground. Once Kuja assist does connect, Garland has lots of time to prepare for Assist Chase or add more Bardiches for extra damage. This is an important combo starter for Garland, so getting used to this move will pay in dividends.&lt;br /&gt;
}}&lt;br /&gt;
{{Combo-012Data&lt;br /&gt;
|combo=&#039;&#039;&#039;Twist Drill (1st part)&#039;&#039;&#039; &amp;gt; {{clr|astbrv=1}} &amp;gt; {{clr|ac=1}} &amp;gt; Twist Drill&lt;br /&gt;
|condition=Poke starter&lt;br /&gt;
|requirement=Air&lt;br /&gt;
|characters=&lt;br /&gt;
|damage=96&lt;br /&gt;
|damagehits=16 &amp;gt; 50 (Assist) &amp;gt; 30&lt;br /&gt;
|ex=120&lt;br /&gt;
|exhits=30 &amp;gt; 90&lt;br /&gt;
|meteropp=&lt;br /&gt;
|video=https://www.youtube.com/watch?v=_E2EVyWjRFM&amp;amp;t=107&lt;br /&gt;
|notes=A basic, reliable assist combo that works intuitively for players not used to dodge cancel combos. Chain Cast into Twist Drill is still possible, adds another 15 base damage and 90 EX if Garland can manage it. &lt;br /&gt;
}}&lt;br /&gt;
{{Combo-012Data&lt;br /&gt;
|combo=&#039;&#039;&#039;Tsunami&#039;&#039;&#039; &amp;gt; {{clr|astbrv=1}} &amp;gt; {{clr|ac=1}} &amp;gt; Flare&lt;br /&gt;
|condition=HP starter&lt;br /&gt;
|requirement=Ground&lt;br /&gt;
|characters=&lt;br /&gt;
|damage=77 + HP WR&lt;br /&gt;
|damagehits=12 &amp;gt; 50 (Assist) &amp;gt; 15 + HP WR&lt;br /&gt;
|ex=111&lt;br /&gt;
|exhits=96 &amp;gt; 15&lt;br /&gt;
|meteropp=&lt;br /&gt;
|video=&lt;br /&gt;
|notes=Tsunami can catch ground dodges and blocks a bit easier than Earthquake, and it doesn&#039;t require a wall rush. Once Tsunami has dealt HP damage, the opponent will fly upwards a little bit. Call Kuja assist when the opponent is about to stop moving upwards.&lt;br /&gt;
}}&lt;br /&gt;
{{Combo-012Data&lt;br /&gt;
|combo=&#039;&#039;&#039;Flare&#039;&#039;&#039; &amp;gt; {{clr|wr=1}} &amp;gt; {{clr|astbrv=1}} &amp;gt; {{clr|ac=1}} &amp;gt; Twist Drill &lt;br /&gt;
|condition=HP starter, Wall Rush&lt;br /&gt;
|requirement=Air&lt;br /&gt;
|characters=&lt;br /&gt;
|damage=95 + HP WR&lt;br /&gt;
|damagehits=15 + HP WR &amp;gt; 50 (Assist) &amp;gt; 30&lt;br /&gt;
|ex=120&lt;br /&gt;
|exhits=30 &amp;gt; 90&lt;br /&gt;
|meteropp=&lt;br /&gt;
|video=&lt;br /&gt;
|notes=Just like other wall rush starters, Garland can follow up with Kuja assist. Garland can go for another Flare after Kuja, but the reward won&#039;t be very good if base bravery doesn&#039;t fully recover. Instead, Twist Drill can help deal more bravery damage and fill EX gauge faster. This is a concept that Garland&#039;s core combos will capitalize on greatly.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
= Builds =&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Hybrid (Damage)=&lt;br /&gt;
&lt;br /&gt;
{{Build&lt;br /&gt;
|hp=9644&lt;br /&gt;
|cp=450&lt;br /&gt;
|brv=956 (1147 initial)&lt;br /&gt;
|atk=182&lt;br /&gt;
|def=184&lt;br /&gt;
|luk=60&lt;br /&gt;
|booster=x3.5&lt;br /&gt;
|setbonus=Seal of Lufenia&lt;br /&gt;
|ast=Kuja&lt;br /&gt;
|wpn=Gigant Axe&lt;br /&gt;
|hand=Lufenian Dirk {{equip}}&lt;br /&gt;
|head=Lufenian Hairpin {{equip}}&lt;br /&gt;
|armor=Lufenian Vest&lt;br /&gt;
|acc1={{accbas}} Hyper Ring&lt;br /&gt;
|acc2={{accbas}} Muscle Belt&lt;br /&gt;
|acc3={{accbas}} Booster&lt;br /&gt;
|acc4={{accboo}} Large Gap in HP&lt;br /&gt;
|acc5={{accboo}} Summon Unused&lt;br /&gt;
|acc6={{accboo}} Pre-EX Mode&lt;br /&gt;
|acc7={{accboo}} Pre-EX Revenge&lt;br /&gt;
|acc8={{accsp}} White Gem&lt;br /&gt;
|acc9={{accsp}} Glutton&lt;br /&gt;
|acc10={{accsp}} First to Victory&lt;br /&gt;
|summon=Rubicante&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Substitutes&lt;br /&gt;
Basic: Booster for Battle Hammer (assist depletion) or Dismay Shock (EX depletion).&lt;br /&gt;
&lt;br /&gt;
A strong, versatile build. High bravery damage output, enhanced EX absorption and an initial boost for meter and bravery help Garland reach a full EX bar and a subsequent OHKO faster. Use this build as your default.&lt;br /&gt;
&lt;br /&gt;
Equip Master Guardsman for over 10,000 health.&lt;br /&gt;
&lt;br /&gt;
|-|EX Revenge=&lt;br /&gt;
{{Build&lt;br /&gt;
|hp=9644&lt;br /&gt;
|cp=450&lt;br /&gt;
|brv=957 (1148 initial)&lt;br /&gt;
|atk=180&lt;br /&gt;
|def=185&lt;br /&gt;
|luk=60&lt;br /&gt;
|booster=x2.7&lt;br /&gt;
|setbonus=King of Tragedy&lt;br /&gt;
|ast=Kuja&lt;br /&gt;
|wpn=Rhongomiant&lt;br /&gt;
|hand=Prytwen&lt;br /&gt;
|head=Dragon Sallet&lt;br /&gt;
|armor=Wygar&lt;br /&gt;
|acc1={{accbas}} Muscle Belt&lt;br /&gt;
|acc2={{accbas}} Booster&lt;br /&gt;
|acc3={{accbas}} Dismay Shock&lt;br /&gt;
|acc4={{accboo}} Large Gap in BRV&lt;br /&gt;
|acc5={{accboo}} EX Revenge&lt;br /&gt;
|acc6={{accboo}} Summon Unused&lt;br /&gt;
|acc7={{accsp}} Spider Web&lt;br /&gt;
|acc8={{accsp}} Spider&#039;s Bane&lt;br /&gt;
|acc9={{accsp}} Avenger&lt;br /&gt;
|acc10={{accsp}} First to Victory&lt;br /&gt;
|summon=Rubicante&lt;br /&gt;
}}&lt;br /&gt;
A dedicated EX Revenge build.&lt;br /&gt;
&lt;br /&gt;
Against a Tidus with 184 DEF, a critical hit Bardiche can inflict  600+ bravery damage. It is possible to accumulate 5000 bravery during EX Revenge &#039;&#039;alone&#039;&#039;. Add two more Bardiches during a Kuja assist combo into a Flare and it amounts to about 7000 HP damage total. One way to mitigate damage from this combo is by equipping the extra ability Disable Sneak Attack.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Assist ==&lt;br /&gt;
&lt;br /&gt;
=== Garland Assist Data ===&lt;br /&gt;
&lt;br /&gt;
{{012Assist&lt;br /&gt;
|type1=BRV&lt;br /&gt;
|attack1=Round Edge&lt;br /&gt;
|startup1=23F&lt;br /&gt;
|position1=Ground&lt;br /&gt;
|spawn1=Opponent&lt;br /&gt;
|damage1=2 x 4, 6, 16 (30)&lt;br /&gt;
|effect1=Wall Rush&lt;br /&gt;
|type2=BRV&lt;br /&gt;
|attack2=Bardiche&lt;br /&gt;
|startup2=23F&lt;br /&gt;
|position2=Air&lt;br /&gt;
|spawn2=Opponent&lt;br /&gt;
|damage2=30&lt;br /&gt;
|effect2=Wall Rush&lt;br /&gt;
|type3=HP&lt;br /&gt;
|attack3=Tsunami&lt;br /&gt;
|startup3=45F&lt;br /&gt;
|position3=Ground&lt;br /&gt;
|spawn3=Opponent&lt;br /&gt;
|damage3=2 x 6 (12)&lt;br /&gt;
|effect3=Chase&lt;br /&gt;
|type4=HP&lt;br /&gt;
|attack4=Cyclone&lt;br /&gt;
|startup4=51F&lt;br /&gt;
|position4=Air&lt;br /&gt;
|spawn4=Opponent&lt;br /&gt;
|damage4=-&lt;br /&gt;
|effect4=Chase&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Assist Overview ===&lt;br /&gt;
&lt;br /&gt;
=== Synergies ===&lt;br /&gt;
&lt;br /&gt;
Garland works with most competitive assists, but only Kuja (and to a lesser extent, Sephiroth) provides the signature damage output, consistent combo opportunities and whiff punish capabilities. Other assists have diminishing returns.&lt;br /&gt;
&lt;br /&gt;
;Kuja&lt;br /&gt;
:Kuja is the strongest assist for Garland, he maximizes Garland&#039;s strengths on hit. Great combo potential, high damage output and retains {{keyword|whiff punish|whiffpunish=1}} capability. Air BRV sets up Chain Cast combos in the air for lots of EX, while ground BRV holds the opponent for two damaging Bardiche {{keyword|fillers|filler=1}}. If Garland needs to force a checkmate situation, a full EX gauge or Kuja&#039;s Force Symphony during Chase help a lot. The main thing to watch out for is confirming Kuja ground BRV after Bardiche, as there is not much time to confirm it. And if opponent escapes from an assist combo early, Garland has to forgo the extra Bardiches if he wishes to avoid Assist Lock.&lt;br /&gt;
&lt;br /&gt;
;Sephiroth&lt;br /&gt;
:Sephiroth trades a bit of bravery damage, consistent Chain Cast follow-ups and Ranged High priority HP assists for faster speed on the ground and wider hitboxes. Double Bardiche is still possible during Reaper, but Sudden Cruelty&#039;s horizontal knockback makes it difficult to do much more than a Twist Drill or Flare. If you need an assist to whiff punish grounded opponents more reliably, Sephiroth can substitute Kuja.&lt;br /&gt;
&lt;br /&gt;
;Aerith&lt;br /&gt;
:Garland can already combo into assists with Kuja and Sephiroth, but Aerith lets Garland do that even if the opponent has two assist bars. This comes at the expense of fast whiff punishes, EX meter depletion (assist hit) and Earthquake follow-ups. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Garland rarely has to prioritise LV2 Assist Change stalemate counterstrategies over everything else that Kuja / Sephiroth can already achieve.&lt;br /&gt;
&lt;br /&gt;
= References =&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{navbox012}}&lt;br /&gt;
&lt;br /&gt;
{{roadmap012gar}}&lt;/div&gt;</summary>
		<author><name>Muggshotter</name></author>
	</entry>
	<entry>
		<id>https://dissidia.wiki/index.php?title=Warrior_of_Light_(Dissidia_012)/Strategy&amp;diff=4806</id>
		<title>Warrior of Light (Dissidia 012)/Strategy</title>
		<link rel="alternate" type="text/html" href="https://dissidia.wiki/index.php?title=Warrior_of_Light_(Dissidia_012)/Strategy&amp;diff=4806"/>
		<updated>2026-03-25T12:27:44Z</updated>

		<summary type="html">&lt;p&gt;Muggshotter: Added overview, info on assist gauge and dodge punishment. WIP&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Strategy (Dissidia 012)]] [[Category:Dissidia 012 Final Fantasy]]&lt;br /&gt;
&lt;br /&gt;
{{012CharNavWol}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
Warrior of Light can fight defensively and offensively as needed. He can fill assist gauge fairly safely, even if it&#039;s not fast, and he can leverage it in combos and Assist Change counters.&lt;br /&gt;
&lt;br /&gt;
Poke with Dayflash to fill assist gauge and start offense safely. Then go for Crossover, Rising Buckler or Shield Strike if the opponent overextends. If the opponent gets too aggressive, Shield of Light stops dashes and low priority melee attacks. It is great for self defense after a dodge, but make sure it does not miss. Use White Fang on the ground as cover for offense, but be careful the opponent does not power through it. EX gauge fills pretty consistently through Dayflashes, but EX is mostly used to finish matches (EX Mode) or prevent huge setbacks (EX Revenge).&lt;br /&gt;
&lt;br /&gt;
Warrior of Light has a hard time &#039;&#039;&#039;[[Dodge_(Dissidia_012)#Dodge_punishment|dodge punishing]]&#039;&#039;&#039; fast fallers such as {{012kain}} and {{012pri}}. If a Dayflash misses, try chaining it into other moves to keep them guessing on offense. If Warrior of Light gets hit, a LV2 Assist Change can earn him a Shield Strike counter for HP damage.&lt;br /&gt;
&lt;br /&gt;
== Assist Gauge ==&lt;br /&gt;
&lt;br /&gt;
;Filling Assist Gauge&lt;br /&gt;
:* &#039;&#039;&#039;Dayflash &amp;gt; dodge &amp;gt; Dayflash&#039;&#039;&#039;. The safest, most common rotation. Works anywhere.&lt;br /&gt;
:* &#039;&#039;&#039;Dayflash &amp;gt; ground dodge (neutral) &amp;gt; Ascension&#039;&#039;&#039;. Ground only. A bit slow, but rotating two different moves fills the gauge more.&lt;br /&gt;
:* &#039;&#039;&#039;Dayflash &amp;gt; ground dodge (neutral) &amp;gt; White Fang&#039;&#039;&#039;. Ground only. A bit slow, but rotating two different moves fills the gauge more.&lt;br /&gt;
:* &#039;&#039;&#039;White Fang &amp;gt; White Fang&#039;&#039;&#039;. Ground only, for passive play. Blue Fang and Red Fang also OK.&lt;br /&gt;
:* &#039;&#039;&#039;Free Air Dash / Ground Dash with Assist Gauge Up Dash basic ability&#039;&#039;&#039;. A universal, relatively safe option.&lt;br /&gt;
:* &#039;&#039;&#039;[[Dash feint|Spot dashing]]&#039;&#039;&#039; with with Assist Gauge Up Dash basic ability. Advanced technique, but a universal, relatively safe option.&lt;br /&gt;
&lt;br /&gt;
;Using Assist Gauge&lt;br /&gt;
:* &#039;&#039;&#039;Assist combos&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Assist Change&#039;&#039;&#039; to escape damage, meter depletion and lethal blows.&lt;br /&gt;
:* &#039;&#039;&#039;Interrupt opponents trying to hit WoL during Bitter End&#039;&#039;&#039;.&lt;br /&gt;
:* &#039;&#039;&#039;{{keyword|Whiff punish|whiffpunish=1}} long winded attacks for HP damage&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;LV2 Assist Change&#039;&#039;&#039; to escape damage and counter afterwards.&lt;br /&gt;
&lt;br /&gt;
;LV2 Assist Change Counters&lt;br /&gt;
:* &#039;&#039;&#039;Shield Strike &amp;gt; Bitter End&#039;&#039;&#039;. HP damage, quite potent with Side by Side {{accsp}}. Does not work at ceiling.&lt;br /&gt;
:* &#039;&#039;&#039;Free Air Dash &amp;gt; Dayflash&#039;&#039;&#039;. More lenient timing and safer, but less rewarding.&lt;br /&gt;
&lt;br /&gt;
== Dodge Punishment ==&lt;br /&gt;
&lt;br /&gt;
Hitting opponents after they dodge is a cornerstone of strong offense. Generally speaking Dash &amp;gt; Dayflash will be the safest and most consistent option.&lt;br /&gt;
&lt;br /&gt;
;Ground (Neutral)&lt;br /&gt;
:* &#039;&#039;&#039;Ground Dash &amp;gt; Dayflash / Ascension&#039;&#039;&#039;. Most consistent method at high level play.&lt;br /&gt;
:* &#039;&#039;&#039;Free Air Dash &amp;gt; Dayflash&#039;&#039;&#039;. Most consistent method at high level play.&lt;br /&gt;
:* &#039;&#039;&#039;Shield Strike&#039;&#039;&#039;. Only when above opponent. Jump towards opponent to be close enough. Wall helps.&lt;br /&gt;
&lt;br /&gt;
;Ground (Forward)&lt;br /&gt;
:* &#039;&#039;&#039;Jump &amp;gt; Rising Buckler / Dayflash&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Shining Wave&#039;&#039;&#039;. 1-hit HP, great for closing out matches if opponent tries to avoid other ground moves.&lt;br /&gt;
:* &#039;&#039;&#039;Ultimate Shield&#039;&#039;&#039;. Tracks well and starts combos with wall rush.&lt;br /&gt;
:* &#039;&#039;&#039;Shield Strike&#039;&#039;&#039;. Only when above opponent.&lt;br /&gt;
&lt;br /&gt;
;Ground (Side)&lt;br /&gt;
:* &#039;&#039;&#039;Ground Dash &amp;gt; Dayflash / Ascension&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Free Air Dash &amp;gt; Dayflash&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Ultimate Shield&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
;Air Dodge (Neutral)&lt;br /&gt;
:* &#039;&#039;&#039;Free Air Dash &amp;gt; Dayflash&#039;&#039;&#039;. &lt;br /&gt;
:* &#039;&#039;&#039;Crossover&#039;&#039;&#039;. Covers space, better to do early. More likely to clash with attacks if done from afar.&lt;br /&gt;
:* &#039;&#039;&#039;Rising Buckler&#039;&#039;&#039;. Only when below opponent.&lt;br /&gt;
:* &#039;&#039;&#039;Shield Strike&#039;&#039;&#039;. Only when above opponent.&lt;br /&gt;
&lt;br /&gt;
;Air Dodge (Back / Away)&lt;br /&gt;
:* &#039;&#039;&#039;Free Air Dash &amp;gt; Dayflash&#039;&#039;&#039;. &lt;br /&gt;
:* &#039;&#039;&#039;Free Air Dash &amp;gt; Shield Strike&#039;&#039;&#039;. Only when above opponent, and if opponent is going to land on the ground at the end.&lt;br /&gt;
&lt;br /&gt;
;Air Dodge (Upward)&lt;br /&gt;
:* &#039;&#039;&#039;Rising Buckler&#039;&#039;&#039;. Only when below opponent. Jump or Free Air Dash may be needed if WoL is not already close.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
== Offense ==&lt;br /&gt;
&lt;br /&gt;
== Defense ==&lt;br /&gt;
&lt;br /&gt;
== Strategy (Ground) ==&lt;br /&gt;
&lt;br /&gt;
== Strategy (Aerial) ==&lt;br /&gt;
&lt;br /&gt;
== Dodge Punishment ==&lt;br /&gt;
&lt;br /&gt;
== Meter Usage ==&lt;br /&gt;
&lt;br /&gt;
= Counterstrategies =&lt;br /&gt;
&lt;br /&gt;
== Offense ==&lt;br /&gt;
&lt;br /&gt;
== Defense ==&lt;br /&gt;
&lt;br /&gt;
== Meter Usage ==&lt;br /&gt;
&lt;br /&gt;
== Dodge Punishment ==&lt;br /&gt;
&lt;br /&gt;
{{navbox012}}&lt;/div&gt;</summary>
		<author><name>Muggshotter</name></author>
	</entry>
	<entry>
		<id>https://dissidia.wiki/index.php?title=Template:Roadmap012wol&amp;diff=4805</id>
		<title>Template:Roadmap012wol</title>
		<link rel="alternate" type="text/html" href="https://dissidia.wiki/index.php?title=Template:Roadmap012wol&amp;diff=4805"/>
		<updated>2026-03-25T11:19:05Z</updated>

		<summary type="html">&lt;p&gt;Muggshotter: /* Wiki Roadmap (012 Warrior of Light) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Wiki Roadmap (012 Warrior of Light) =&lt;br /&gt;
{{Roadmap012info}}&lt;br /&gt;
{{ProgressBar|30|text=30,23 % done}}&lt;br /&gt;
&lt;br /&gt;
{{roadmap012char&lt;br /&gt;
|general-ok=Added images for attacks.&lt;br /&gt;
|general-wip=&lt;br /&gt;
|general-todo=&lt;br /&gt;
|general-score=&lt;br /&gt;
|proscons-ok=Done.&lt;br /&gt;
|proscons-wip=&lt;br /&gt;
|proscons-todo= Adjust if necessary.&lt;br /&gt;
|proscons-score=&lt;br /&gt;
|overview-ok=Overview ok.&lt;br /&gt;
|overview-wip=&lt;br /&gt;
|overview-todo=&lt;br /&gt;
|overview-score=2&lt;br /&gt;
|brv-ok=Ability info, images, overviews.&lt;br /&gt;
|brv-wip=&lt;br /&gt;
|brv-todo=&lt;br /&gt;
|brv-score=5&lt;br /&gt;
|hp-ok=Ability info, images, overviews.&lt;br /&gt;
|hp-wip=&lt;br /&gt;
|hp-todo=&lt;br /&gt;
|hp-score=5&lt;br /&gt;
|ex-ok=EX mode info, overviews, ex mode ability overview.&lt;br /&gt;
|ex-wip=&lt;br /&gt;
|ex-todo=&lt;br /&gt;
|ex-score=3&lt;br /&gt;
|combo-ok=&lt;br /&gt;
|combo-wip=&lt;br /&gt;
|combo-todo=Add solo and assist combos. Use &#039;&#039;&#039;[[Cloud_Strife_(Dissidia_012)/Combos|Cloud&#039;s page]]&#039;&#039;&#039; as an example.&lt;br /&gt;
|combo-score=0&lt;br /&gt;
|build-ok=2 example builds.&lt;br /&gt;
|build-wip=&lt;br /&gt;
|build-todo=Add more builds for brv boost on dodge etc.&lt;br /&gt;
|build-score=8&lt;br /&gt;
|assist-ok=Assist data, WoL assist overview, most common assist synergies.&lt;br /&gt;
|assist-wip=&lt;br /&gt;
|assist-todo=More assists.&lt;br /&gt;
|assist-score=3&lt;br /&gt;
|mu-ok=&lt;br /&gt;
|mu-wip=&lt;br /&gt;
|mu-todo=Create the page, add matchup analysis and tips against every character.&lt;br /&gt;
|mu-score=0&lt;br /&gt;
|frame-ok=&lt;br /&gt;
|frame-wip=&lt;br /&gt;
|frame-todo=Create the page.&lt;br /&gt;
|frame-score=0&lt;br /&gt;
|starter-ok=&lt;br /&gt;
|starter-wip=&lt;br /&gt;
|starter-todo=Create the page. A concise PvP guide with core concepts and bare essentials explained concisely. Roughly 25 % of character&#039;s total page content.&lt;br /&gt;
|starter-score=0&lt;br /&gt;
|strat-ok=&lt;br /&gt;
|strat-wip=&lt;br /&gt;
|strat-todo=Create the page and add basic offensive and defensive strategies. Use {{012jec}} and {{012squ}} pages as examples.&lt;br /&gt;
|strat-score=0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;{{012wol}} [[Category:Templates (Dissidia 012)]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Muggshotter</name></author>
	</entry>
	<entry>
		<id>https://dissidia.wiki/index.php?title=Warrior_of_Light_(Dissidia_012)&amp;diff=4804</id>
		<title>Warrior of Light (Dissidia 012)</title>
		<link rel="alternate" type="text/html" href="https://dissidia.wiki/index.php?title=Warrior_of_Light_(Dissidia_012)&amp;diff=4804"/>
		<updated>2026-03-25T11:12:34Z</updated>

		<summary type="html">&lt;p&gt;Muggshotter: /* Synergies */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Dissidia 012 Final Fantasy]]&lt;br /&gt;
{{012CharNavWol}}&lt;br /&gt;
&lt;br /&gt;
{{CharacterInfo&lt;br /&gt;
|portrait=https://resources.dissidia.wiki/ddff/portraits/ddff-port-wol.png&lt;br /&gt;
|name=Warrior of Light&lt;br /&gt;
|origin=Final Fantasy&lt;br /&gt;
|atk=110 (Average)&lt;br /&gt;
|def=113 (Very High, +10 during EX Mode)&lt;br /&gt;
|runspeed=6 (Average / Good)&lt;br /&gt;
|dash=77 (Average / Good)&lt;br /&gt;
|fall=87 (Average)&lt;br /&gt;
|fallr=40 (Average)&lt;br /&gt;
|fastestbrv=13F (Dayflash ground)&lt;br /&gt;
|fastesthp=51F (Shining Wave)&lt;br /&gt;
|1hithp=Yes (Multiple)&lt;br /&gt;
|hplinks=Yes&lt;br /&gt;
|cmdblock=Shield of Light&lt;br /&gt;
|weapon=Axes, Daggers, Greatswords, Katanas, Swords&lt;br /&gt;
|armor=Chestplates, Gauntlets, Heavy Armor, Helms,&amp;lt;br&amp;gt; Large Shields, Light Armor, Shields&lt;br /&gt;
|exclusives=Flame Sword, Braveheart, Barbarian&#039;s Sword&lt;br /&gt;
|unlock=Default&lt;br /&gt;
|alignment=Cosmos&lt;br /&gt;
|vajp=[https://en.wikipedia.org/wiki/Toshihiko_Seki Toshihiko Seki]&lt;br /&gt;
|vaeng=[https://en.wikipedia.org/wiki/Grant_George Grant George]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Warrior of Light is a close range fighter who operates as an {{keyword|all-rounder|all-rounder=1}}. He represents a standard-fare fighting style with quick Dayflash {{keyword|pokes|poke=1}}, committal gap closers and midrange projectiles. His standard mobility lets him create offense and defense as needed, and once he gets an opening, his {{keyword|HP links|hplink=1}} can deal good damage. Warrior of Light&#039;s damage output is supported by &#039;&#039;&#039;[[Multiplayer_Build_Guide_(Dissidia_012)#Damage_(high_base_bravery)|high base bravery]]&#039;&#039;&#039; builds, HP wall rush and assist combos. He works well with many assists and his combo routes are consistent in most positions. Thanks to his high coverage with HP links such as Shield Strike / Rising Buckler &amp;gt; Bitter End, Warrior of Light can {{keyword|punish|punish=1}} effectively from most angles.&lt;br /&gt;
&lt;br /&gt;
As an all-rounder, Warrior of Light works with a variety of builds, including &#039;&#039;&#039;[[Multiplayer_Build_Guide_(Dissidia_012)#EX|EX]]&#039;&#039;&#039; and &#039;&#039;&#039;[[Multiplayer_Build_Guide_(Dissidia_012)#Side_by_Side|Side by Side]]&#039;&#039;&#039; {{accsp}}. His standout traits are defensively oriented; He has very high base DEF stat, which is greatly amplified in &#039;&#039;&#039;[[EX_(Dissidia_012)#EX_Mode|EX Mode.]]&#039;&#039;&#039; He also has an advancing frame 1 {{keyword|command block|commandblock=1}} in Shield of Light, which is a 1-hit HP that wall rushes. This is not common in the game. It makes Warrior of Light&#039;s dodges safer and beating low priority attacks with long {{keyword|active|active=1}} frames easier.&lt;br /&gt;
&lt;br /&gt;
Warrior of Light can struggle against lingering projectiles due to risky {{keyword|disjoints|disjoint=1}}. His projectiles are serviceable, but often low reward at a distance. The reliance on HP links makes Warrior of Light susceptible to punishes after LV1 Assist Change. He has safer options at the cost of damage. His air dodge has an average fall speed ratio, so he has to protect himself with Shield of Light occasionally to stay safe. While this is a powerful option, it is also high commitment and vulnerable if it misses.&lt;br /&gt;
&lt;br /&gt;
In competitive play, Warrior of Light has been usually ranked at high tier. His fundamentally good moveset and stats lend to a consistent playstyle that adheres to the {{keyword|metagame|meta=1}}.&lt;br /&gt;
&lt;br /&gt;
{{ProConTable&lt;br /&gt;
|pros=*&#039;&#039;&#039;All-rounder&#039;&#039;&#039; - Average to good stats, HP links and a fundamentally good moveset with an answer to many sitations.&lt;br /&gt;
*&#039;&#039;&#039;User-friendly&#039;&#039;&#039; - Great for beginners and experienced players alike. Good for learning the game and honing fundamentals.&lt;br /&gt;
*&#039;&#039;&#039;Command block&#039;&#039;&#039; - Shield of Light is an advancing single hit HP attack. It blocks instantly throughout its {{keyword|startup|startup=1}}, and works both offensively and defensively after dodges.&lt;br /&gt;
*&#039;&#039;&#039;Ground combat&#039;&#039;&#039; - Projectiles and {{keyword|empty chase|emptychase=1}} assist combo starters allow Warrior of Light to adapt to a match&#039;s pace and improve his combo potential.&lt;br /&gt;
*&#039;&#039;&#039;Build synergy&#039;&#039;&#039; - Works well with all common build styles, including EX, &#039;&#039;&#039;[[Multiplayer_Build_Guide_(Dissidia_012)#Bravery_Boost_on_Dodge|bravery boost on dodge]]&#039;&#039;&#039; and Side by Side {{accsp}}.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;EX generation&#039;&#039;&#039; - Most bravery attacks produce 30 to 90 EX Force. His most common poke Dayflash produces 90 EX, which supports long-term survivability with EX gauge.&lt;br /&gt;
*&#039;&#039;&#039;EX Mode&#039;&#039;&#039; - Boasts highest defense stat, automatically blocks Ranged Low projectiles and increases damage output of melee bravery attacks.&lt;br /&gt;
|cons=&lt;br /&gt;
*&#039;&#039;&#039;Struggles against traps&#039;&#039;&#039; - Despite having projectiles and disjoints, Warrior of Light cannot easily punish characters hiding inside lingering projectiles and traps without resources or considerable risk.&lt;br /&gt;
*&#039;&#039;&#039;Commital vertical attacks&#039;&#039;&#039; - Rising Buckler and Shield Strike braveries are serviceable, but are {{keyword|reactable|reactable=1}} and cannot be {{keyword|cancelled|cancel=1}} early on whiff.&lt;br /&gt;
*&#039;&#039;&#039;4-slot bravery dilemma&#039;&#039;&#039; - Warrior of Light benefits from all of his air braveries, but he cannot equip all of them&lt;br /&gt;
*&#039;&#039;&#039;Floaty air dodge, risky dodge protection&#039;&#039;&#039; - While Shield of Light is great at covering his air dodges, it is also high risk and doesn&#039;t work against high priority attacks. Outside of clashing with Dayflash bravery, air dodges make Warrior of Light vulnerable.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Bravery Attacks ==&lt;br /&gt;
=== Ground ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Ascension=&lt;br /&gt;
&lt;br /&gt;
{{AbilityInfo2&lt;br /&gt;
|ver1=Normal&lt;br /&gt;
|damage1=&#039;&#039;&#039;40&#039;&#039;&#039; (4, 5, 11, 20)&lt;br /&gt;
|startup1=15F&lt;br /&gt;
|type1=Physical&lt;br /&gt;
|priority1=Melee Low&lt;br /&gt;
|ex1=90&lt;br /&gt;
|effect1=Chase, Wall Rush&lt;br /&gt;
|cancels1=Dodge&lt;br /&gt;
|asthit1=&lt;br /&gt;
|gametext=[Close] Throw shield to &amp;lt;br&amp;gt;hurl opponent upwards.&lt;br /&gt;
|level=19&lt;br /&gt;
|ap=120&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|ver2=EX Mode&lt;br /&gt;
|damage2=&#039;&#039;&#039;54&#039;&#039;&#039; (4 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+5&amp;lt;/span&amp;gt;, 5 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+4&amp;lt;/span&amp;gt;, 11, 20 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+6&amp;lt;/span&amp;gt;)&lt;br /&gt;
|startup2=15F&lt;br /&gt;
|type2=Physical&lt;br /&gt;
|priority2=Melee Low&lt;br /&gt;
|ex2=90&lt;br /&gt;
|effect2=Chase, Wall Rush, &amp;lt;br&amp;gt;Block (Ranged Low)&lt;br /&gt;
|cancels2=Dodge&lt;br /&gt;
|asthit2=&lt;br /&gt;
|image=https://dissidia.wiki/images/2/2c/Brv_wol_ascension.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Ascension is a close-range combo move that&#039;s used in {{keyword|punishes|punish=1}}, ground solo combos and occasional approaches. Two follow-ups can be done with Circle {{pspcir}}, which ends with a rising thrust. A Chase prompt appears afterwards, but if opponent is near ceiling, it will wall rush instead. Ascension is well suited for punishing grounded and airborne opponents. The initial shield is fast at 15 frames, and it {{keyword|anti-airs|anti-air=1}}. It also has decent {{keyword|active|active=1}} frames.&lt;br /&gt;
&lt;br /&gt;
Ascension leads to Rune Saber {{keyword|HP link|hplink=1}} at the end, so Warrior of Light doesn&#039;t rely on assist for HP damage. This is good for damage overall, because Ascension&#039;s base damage is quite high at 40. Warrior of Light can always finish Ascension and then do Rune Saber from below if he deems it appropriate. &lt;br /&gt;
&lt;br /&gt;
This move has average {{keyword|recovery|recovery=1}}, which is enough to put Warrior of Light at risk on {{keyword|whiff|whiff=1}}. Ascension has no other {{keyword|cancel|cancel=1}} options on whiff, so even though it&#039;s a good move, Warrior of Light can lose his &amp;quot;turn&amp;quot; if it misses.&lt;br /&gt;
&lt;br /&gt;
|-|Sword Thrust=&lt;br /&gt;
&lt;br /&gt;
{{AbilityInfo2&lt;br /&gt;
|ver1=Normal&lt;br /&gt;
|damage1=&#039;&#039;&#039;30&#039;&#039;&#039; (6, 3x3, 15)&lt;br /&gt;
|startup1=31F&lt;br /&gt;
|type1=Physical&lt;br /&gt;
|priority1=Melee Mid (1st hit)&amp;lt;br&amp;gt;Melee Low (others)&lt;br /&gt;
|ex1=30&lt;br /&gt;
|effect1=Wall Rush&lt;br /&gt;
|cancels1=Dodge&lt;br /&gt;
|asthit1=&lt;br /&gt;
|gametext=[Mid] Hurl shield and charge. &amp;lt;br&amp;gt;Instantly close in on opponent.&lt;br /&gt;
|level=4&lt;br /&gt;
|ap=90&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|ver2=EX Mode&lt;br /&gt;
|damage2=&#039;&#039;&#039;40&#039;&#039;&#039; (6, 3x3 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+4&amp;lt;/span&amp;gt;, 15 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+6&amp;lt;/span&amp;gt;)&lt;br /&gt;
|startup2=31F&lt;br /&gt;
|type2=Physical&lt;br /&gt;
|priority2=Melee Mid (1st hit)&amp;lt;br&amp;gt;Melee Low (others)&lt;br /&gt;
|ex2=30&lt;br /&gt;
|effect2=Wall Rush&amp;lt;br&amp;gt;Block (Ranged Low)&lt;br /&gt;
|cancels2=Dodge&lt;br /&gt;
|asthit2=&lt;br /&gt;
|image=https://dissidia.wiki/images/7/7f/Brv_wol_sword_thrust.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Sword Thrust is a committal gap closer that moves towards opponent. Warrior of Light throws a mid priority shield first, which staggers regular blocks. If it hits, a follow-up can be done with Circle {{pspcir}}. Warrior of Light can combo into assist with or without wall rush. &lt;br /&gt;
&lt;br /&gt;
Warrior of Light moves forward even if it misses. This can catch ground dodges, but it&#039;s risky and difficult to do consistently. Sword Thrust is {{keyword|reactable|reactable=1}} at 31 frames. Since Warrior of Light commits to the charge even on {{keyword|whiff|whiff=1}}, it takes a while before he can dodge out of it. The move also cannot {{keyword|anti-air|anti-air=1}} opponents, so its uses are more limited compared to Ascension. It&#039;s effective against blocks, but it should used with caution.&lt;br /&gt;
&lt;br /&gt;
|-|Red Fang=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;15&#039;&#039;&#039;&lt;br /&gt;
|startup=41F&lt;br /&gt;
|type=Magical&lt;br /&gt;
|priority=Ranged Low&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=Block &amp;lt;br&amp;gt;(Ranged Low, EX Mode)&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/5/56/Brv_wol_red_fang.jpeg&lt;br /&gt;
|imgpos=58%&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=32&lt;br /&gt;
|ap=90&lt;br /&gt;
|gametext=[Long] Shoot high-speed fireball &amp;lt;br&amp;gt;towards opponent.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Red Fang is a fast single hit projectile. It travels the longest distance out of Warrior of Light&#039;s bravery projectiles, from wall to wall in Order&#039;s Sanctuary. Due to its low priority, short hit stun and low reward on hit, it is not commonly used in competitive play. His other projectiles have more utility in {{keyword|neutral|neutral=1}} and lead to more practical combos on hit.&lt;br /&gt;
&lt;br /&gt;
|-|Blue Fang=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;7&#039;&#039;&#039; each&lt;br /&gt;
|startup=41F&lt;br /&gt;
|type=Magical&lt;br /&gt;
|priority=Ranged Low&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=Block &amp;lt;br&amp;gt;(Ranged Low, EX Mode)&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/9/90/Brv_wol_blue_fang.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=1&lt;br /&gt;
|ap=90&lt;br /&gt;
|gametext=[Long] Chunks of ice slowly &amp;lt;br&amp;gt;descend on opponent.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Blue Fang is a group of midrange projectiles that strike from above. Their travel speed is slow, but they can hit characters hiding behind their projectiles, such as {{012lag}}&#039;s Electro Shield and {{012ulti}}&#039;s charged Knight&#039;s Lance. Each projectile has short {{keyword|hit stun|hitstun=1}}, but they can hit one after another. This is not very consistent for combo purposes, and it can be challenging to {{keyword|convert|conversion=1}} any hits into a combo at all. The multiple hits do make it easier compared to Red Fang, though.&lt;br /&gt;
&lt;br /&gt;
Blue Fang&#039;s main utility is in keeping ranged opponents in check. In terms of midrange presence, Blue Fang is one of the fastest. This is because at certain heights, the projectiles spawn near opponent&#039;s location. And since the projectiles travel at different angles, they can potentially hit behind opponent&#039;s back as well, ignoring block. Due to projectiles&#039; upward spawning position, Blue Fang is not well suited for close-range either offensively or defensively. Blue Fang also has a maximum range for its spawn position. It&#039;s roughly 30-40 % of Order&#039;s Sanctuary&#039;s length horizontally and vertically. The projectiles can cover more distance as they move to make up for this. The projectiles are Ranged Low priority, so they lose to dashes and melee attacks even if they make contact. The bravery damage is low as well.&lt;br /&gt;
&lt;br /&gt;
Overall, Blue Fang has niche utility. It&#039;s not his staple projectile on the ground, but it has some potential in Ultimecia {{keyword|matchup|matchup=1}} on low ceiling stages, such as Pandaemonium - Top Floor.&lt;br /&gt;
&lt;br /&gt;
|-|White Fang=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;6&#039;&#039;&#039; each&lt;br /&gt;
|startup=47F&lt;br /&gt;
|type=Magical&lt;br /&gt;
|priority=Ranged Low&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=Block &amp;lt;br&amp;gt;(Ranged Low, EX Mode)&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/2/2f/Brv_wol_white_fang.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=8&lt;br /&gt;
|ap=90&lt;br /&gt;
|gametext=[Long] Call down lightning bolts &amp;lt;br&amp;gt;that slowly close in on foe.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
White Fang is a group of advancing lightning bolts. It&#039;s Warrior of Light&#039;s go-to projectile on the ground for pressure and combos. The Ranged Low priority still loses to dashes, blocks and melee attacks, but it has enough utility to make up for it. Warrior of Light can use White Fang to cover his approach thanks to being actionable himself while the bolts are {{keyword|active|active=1}}. The bolts have a decent amount of {{keyword|hit stun|hitstun=1}}, which lets Warrior of Light follow-up with Ascension, Dayflash and more.&lt;br /&gt;
&lt;br /&gt;
The projectiles travel at medium speed, but only remain active for roughly 1.7 seconds. As a result, their maximum uptime and travel distance are shorter compared to other projectiles. White Fang is far more practical in competitive play for offense, though. The projectiles are homing, but they adjust slowly to sharp vertical angles. White Fang works against aerial opponents at a low diagonal angle, but Warrior of Light needs to make sure the opponent won&#039;t dash through and hit him.&lt;br /&gt;
&lt;br /&gt;
|-|Dayflash (Ground)=&lt;br /&gt;
&lt;br /&gt;
{{AbilityInfo2&lt;br /&gt;
|ver1=Normal&lt;br /&gt;
|damage1=&#039;&#039;&#039;22&#039;&#039;&#039; (3, 4, 15)&lt;br /&gt;
|startup1=13F&lt;br /&gt;
|type1=Physical&lt;br /&gt;
|priority1=Melee Low&lt;br /&gt;
|ex1=90&lt;br /&gt;
|effect1=Chase&lt;br /&gt;
|cancels1=Dodge, &amp;lt;br&amp;gt;Block &amp;amp; Attack ({{keyword|Whiff|whiff=1}})&lt;br /&gt;
|asthit1=&lt;br /&gt;
|gametext=[Close] Fast horizontal slice. &amp;lt;br&amp;gt;Low power, quick strike.&lt;br /&gt;
|level=1&lt;br /&gt;
|ap=90&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|ver2=EX Mode&lt;br /&gt;
|damage2=&#039;&#039;&#039;36&#039;&#039;&#039; (3 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+4&amp;lt;/span&amp;gt;, 4 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+4&amp;lt;/span&amp;gt;, 15 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+6&amp;lt;/span&amp;gt;)&lt;br /&gt;
|startup2=13F&lt;br /&gt;
|type2=Physical&lt;br /&gt;
|priority2=Melee Low&lt;br /&gt;
|ex2=90&lt;br /&gt;
|effect2=Chase &amp;lt;br&amp;gt;Block (Ranged Low)&lt;br /&gt;
|cancels2=Dodge, &amp;lt;br&amp;gt;Block &amp;amp; Attack ({{keyword|Whiff|whiff=1}})&lt;br /&gt;
|asthit2=&lt;br /&gt;
|image=https://dissidia.wiki/images/4/43/Brv_wol_dayflash_g.jpeg&lt;br /&gt;
|imgpos=70%&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Dayflash is Warrior of Light&#039;s main {{keyword|poke|poke=1}}. It is fast, generates good 90 EX and works as an assist combo starter. It can be {{keyword|whiffed|whiff=1}} safely to build assist gauge due to its short {{keyword|recovery|recovery=1}} and multiple {{keyword|cancel|cancel=1}} options. Warrior of Light can {{keyword|mixup|mixup=1}} with dodges, blocks or other attacks, including another Dayflash.&lt;br /&gt;
&lt;br /&gt;
On hit, Warrior of Light can perform two follow-up slashes with Circle {{pspcir}} if the first hit connects. This 3-hit combo has a relatively long input window, which makes it good for {{keyword|hit confirming|hitconfirm=1}} assist combos. The last hit leads to Chase. The low {{keyword|knockback|knockback=1}} angle and long chase prompt let Warrior of Light do {{keyword|empty chase|emptychase=1}} to force a grounded wall rush. This is good for getting all EX Force on the field, but also for starting assist combos. And if Warrior of Light already used assist beforehand, he can extend that combo with Dayflash empty chase to use assist again if he has another bar in stock.&lt;br /&gt;
&lt;br /&gt;
When used appropriately, Dayflash can control the pace of a match without high risk. It is a staple move for Warrior of Light in competitive play. Its aerial version is just as good and important to him.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Aerial ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Crossover=&lt;br /&gt;
&lt;br /&gt;
{{AbilityInfo2&lt;br /&gt;
|ver1=Normal&lt;br /&gt;
|damage1=&#039;&#039;&#039;40&#039;&#039;&#039; (5, 5, 10, 20)&lt;br /&gt;
|startup1=23F&lt;br /&gt;
|type1=Physical&lt;br /&gt;
|priority1=Melee Low&lt;br /&gt;
|ex1=90&lt;br /&gt;
|effect1=Chase, Wall Rush&lt;br /&gt;
|cancels1=Dodge&lt;br /&gt;
|asthit1=&lt;br /&gt;
|gametext=[Close] Spinning approach and &amp;lt;br&amp;gt;thrust opponent upwards.&lt;br /&gt;
|level=1&lt;br /&gt;
|ap=120&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|ver2=EX Mode&lt;br /&gt;
|damage2=&#039;&#039;&#039;50&#039;&#039;&#039; (5, 5, 10 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+4&amp;lt;/span&amp;gt;, 20 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+6&amp;lt;/span&amp;gt;)&lt;br /&gt;
|startup2=23F&lt;br /&gt;
|type2=Physical&lt;br /&gt;
|priority2=Melee Low&lt;br /&gt;
|ex2=90&lt;br /&gt;
|effect2=Chase, Wall Rush &amp;lt;br&amp;gt;Block (Ranged Low)&lt;br /&gt;
|cancels2=Dodge&lt;br /&gt;
|asthit2=&lt;br /&gt;
|image=https://dissidia.wiki/images/3/3a/Brv_wol_crossover.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Crossover is an advancing bravery with an {{keyword|HP link|hplink=1}}. It is primarily used as a {{keyword|punish|punish=1}} tool against long winded attacks and staggered opponents. It can be used to approach if done sparingly. The damage potential and longer lateral reach make this an aerial alternative to Ascension.&lt;br /&gt;
&lt;br /&gt;
Warrior of Light can follow up with an upward thrust by pressing Circle {{pspcir}}, which causes chase. If opponent is near ceiling, it can wall rush instead. The thrust has high upward knockback, which can easily wall rush at medium heights. With wall rush, {{keyword|empty chase|emptychase=1}} can be done from medium distance to make it safe against Recovery Attack. Whether or not chase is done, Warrior of Light needs assist to follow up after wall rush.&lt;br /&gt;
&lt;br /&gt;
Crossover must be completed to do the Rune Saber HP link. That means Warrior of Light usually does not lose bravery damage in exchange for HP damage. The {{keyword|startup|startup=1}} is borderline {{keyword|reactable|reactable=1}} though, and Warrior of Light stays in the animation for roughly a second before he can {{keyword|dodge cancel|dc=1}} out of it. That makes it more dangerous to {{keyword|whiff|whiff=1}} in {{keyword|neutral|neutral=1}}.&lt;br /&gt;
&lt;br /&gt;
|-|Rising Buckler=&lt;br /&gt;
&lt;br /&gt;
{{AbilityInfo2&lt;br /&gt;
|ver1=Normal&lt;br /&gt;
|damage1=&#039;&#039;&#039;30&#039;&#039;&#039; (2x4, 6, 16)&lt;br /&gt;
|startup1=25F&lt;br /&gt;
|type1=Physical&lt;br /&gt;
|priority1=Melee Low&lt;br /&gt;
|ex1=30&lt;br /&gt;
|effect1=Wall Rush&lt;br /&gt;
|cancels1=Dodge&lt;br /&gt;
|asthit1=&lt;br /&gt;
|gametext=Upward swing, snagging foe with shield. &amp;lt;br&amp;gt;Useful from below.&lt;br /&gt;
|level=15&lt;br /&gt;
|ap=150&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|ver2=EX Mode&lt;br /&gt;
|damage2=&#039;&#039;&#039;42&#039;&#039;&#039; (2x4 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+6&amp;lt;/span&amp;gt;, 6, 16 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+6&amp;lt;/span&amp;gt;)&lt;br /&gt;
|startup2=25F&lt;br /&gt;
|type2=Physical&lt;br /&gt;
|priority2=Melee Low&lt;br /&gt;
|ex2=30&lt;br /&gt;
|effect2=Wall Rush &amp;lt;br&amp;gt;Block (Ranged Low)&lt;br /&gt;
|cancels2=Dodge&lt;br /&gt;
|asthit2=&lt;br /&gt;
|image=https://dissidia.wiki/images/b/b1/Brv_wol_rising_buckler.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Rising Buckler is a {{keyword|punish|punish=1}} tool against opponents who are above Warrior of Light. Its vertical reach and Bitter End {{keyword|HP link|hplink=1}} make it rewarding as an {{keyword|anti-air|anti-air=1}}. It is also a consistent follow-up to Kuja and Sephiroth air bravery assists. The {{keyword|disjointed|disjoint=1}} shield can even poke through projectiles, if the opponent is not fully covered by them. To top it off, it can side switch on hit, ideal for sneaky counter attacks near walls.&lt;br /&gt;
&lt;br /&gt;
Rising Buckler is not risk-free, however. It is {{keyword|reactable|reactable=1}} due to its 25-frame {{keyword|startup|startup=1}} and distinct audio cue. It is Warrior of Light&#039;s primary upward aerial attack, which makes it more telegraphed. He stays in place for a moment before he is actionable, and won&#039;t track the opponent once the shield is thrown. If Warrior of Light blocks an opponent, he has to make sure they are above him so that Rising Buckler does not miss. Rising Buckler does not wall rush often in open spaces. It is primarily done near ground, or if the opponent can escape from Bitter End with Assist Change, since it is safer against it.&lt;br /&gt;
&lt;br /&gt;
Warrior of Light has a downward alternative in Shield Strike. He can use both attacks to have high vertical coverage, but he does not always need both. Rising Buckler specifically can be useful in some air oriented {{keyword|match-ups|matchup=1}}, such as {{012seph}} and {{012kuja}}.&lt;br /&gt;
&lt;br /&gt;
|-|Shield Strike=&lt;br /&gt;
&lt;br /&gt;
{{AbilityInfo2&lt;br /&gt;
|ver1=Normal&lt;br /&gt;
|damage1=&#039;&#039;&#039;30&#039;&#039;&#039; (2x4, 6, 16)&lt;br /&gt;
|startup1=25F&lt;br /&gt;
|type1=Physical&lt;br /&gt;
|priority1=Melee Low&lt;br /&gt;
|ex1=30&lt;br /&gt;
|effect1=Wall Rush&lt;br /&gt;
|cancels1=Dodge&lt;br /&gt;
|asthit1=&lt;br /&gt;
|gametext=Downward attack, scooping foe with shield. &amp;lt;br&amp;gt;Useful from above.&lt;br /&gt;
|level=1&lt;br /&gt;
|ap=200&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|ver2=EX Mode&lt;br /&gt;
|damage2=&#039;&#039;&#039;42&#039;&#039;&#039; (2x4 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+6&amp;lt;/span&amp;gt;, 6, 16 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+6&amp;lt;/span&amp;gt;)&lt;br /&gt;
|startup2=25F&lt;br /&gt;
|type2=Physical&lt;br /&gt;
|priority2=Melee Low&lt;br /&gt;
|ex2=30&lt;br /&gt;
|effect2=Wall Rush &amp;lt;br&amp;gt;Block (Ranged Low)&lt;br /&gt;
|cancels2=Dodge&lt;br /&gt;
|asthit2=&lt;br /&gt;
|image=https://dissidia.wiki/images/b/b2/Brv_wol_shield_strike.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Shield Strike is almost identical to Rising Buckler, but it hits downward instead. On hit, it side switches and knocks at an upward angle. It is his main aerial move for {{keyword|air-to-ground|air-to-ground=1}} situations and {{keyword|punishing|punish=1}} reckless play from above. This has high coverage against many close-range melee characters, since they rarely rely on fighting above Warrior of Light. It is also effective for hitting staggered opponents after LV2 Assist Change. Shield Strike has the Bitter End HP link as well, which makes this a more threatening move on average.&lt;br /&gt;
&lt;br /&gt;
Shield Strike shares many of Rising Buckler&#039;s flaws. Its {{keyword|startup|startup=1}} is reactable, and it is his primary downward attack. That makes it more telegraphed in {{keyword|neutral|neutral=1}}. It&#039;s great when used cautiously, but carries a lot of risk if it {{keyword|whiffs|whiff=1}}. It has long {{keyword|recovery|recovery=1}} and no {{keyword|tracking|tracking=1}} after the shield is thrown.&lt;br /&gt;
&lt;br /&gt;
Warrior of Light does not move far if he is not above opponent, but the shield does hit in front of Warrior of Light. That lets him combo into HP after Sephiroth assist, who is one of his strongest assists.&lt;br /&gt;
&lt;br /&gt;
|-|Dayflash (midair)=&lt;br /&gt;
&lt;br /&gt;
{{AbilityInfo2&lt;br /&gt;
|ver1=Normal&lt;br /&gt;
|damage1=&#039;&#039;&#039;22&#039;&#039;&#039; (3, 4, 15)&lt;br /&gt;
|startup1=15F&lt;br /&gt;
|type1=Physical&lt;br /&gt;
|priority1=Melee Low&lt;br /&gt;
|ex1=90&lt;br /&gt;
|effect1=Chase&lt;br /&gt;
|cancels1=Dodge, &amp;lt;br&amp;gt;Block &amp;amp; Attack ({{keyword|Whiff|whiff=1}})&lt;br /&gt;
|asthit1=&lt;br /&gt;
|gametext=[Close] Fast horizontal slice. &amp;lt;br&amp;gt;Low power, quick strike.&lt;br /&gt;
|level=25&lt;br /&gt;
|ap=90&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|ver2=EX Mode&lt;br /&gt;
|damage2=&#039;&#039;&#039;36&#039;&#039;&#039; (3 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+4&amp;lt;/span&amp;gt;, 4 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+4&amp;lt;/span&amp;gt;, 15 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+6&amp;lt;/span&amp;gt;)&lt;br /&gt;
|startup2=15F&lt;br /&gt;
|type2=Physical&lt;br /&gt;
|priority2=Melee Low&lt;br /&gt;
|ex2=90&lt;br /&gt;
|effect2=Chase &amp;lt;br&amp;gt;Block (Ranged Low)&lt;br /&gt;
|cancels2=Dodge, &amp;lt;br&amp;gt;Block &amp;amp; Attack ({{keyword|Whiff|whiff=1}})&lt;br /&gt;
|asthit2=&lt;br /&gt;
|image=https://dissidia.wiki/images/5/5b/Brv_wol_dayflash_a.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Dayflash&#039;s aerial version is essential, and similar to ground version in many aspects. It is fast, safe to {{keyword|whiff|whiff=1}} for assist gauge and reliable for confirming assist combos. It&#039;s also used to accumulate EX over time. Fights often happen in the air, so Warrior of Light relies on this move a lot.&lt;br /&gt;
&lt;br /&gt;
The {{keyword|startup|startup=1}} is slightly slower than ground Dayflash (15 frames instead of 13), but it&#039;s still unreactable. The {{keyword|recovery|recovery=1}} is short as well, which lets him build assist gauge on whiff. He can also {{keyword|cancel|cancel=1}} a missed Dayflash into other attacks or block to keep opponents guessing. The {{keyword|hitbox|hitbox=1}} goes low enough where it can still hit grounded opponents, so Dayflash also works as an {{keyword|air-to-ground|air-to-ground=1}} move.&lt;br /&gt;
&lt;br /&gt;
This is Warrior of Light&#039;s lowest damaging move compared to his other moves, but it&#039;s also the fastest and safest to use. Assist (or Chase) is needed to get HP damage from this. It&#039;s a staple for him in competitive play, and his longevity hinges on how well he can utilize Dayflash.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== HP Attacks ==&lt;br /&gt;
&lt;br /&gt;
=== Ground ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Shield of Light (ground)=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=-&lt;br /&gt;
|startup=53F (Block from 1F to 53F)&lt;br /&gt;
|type=-&lt;br /&gt;
|priority=Melee High, Block Mid&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=Block, Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/7/77/Hp_wol_shield_of_light_g.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=22&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=[Close] Fire force blast from shield. &amp;lt;br&amp;gt;Hurls foe while blocking.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Shield of Light is Warrior of Light&#039;s signature {{keyword|command block|commandblock=1}}. He moves forward before unleashing a 1-hit force blast that can wall rush. Its blocking duration is very generous, as it blocks instantly from frame 1 until the move does damage. Combined with the forward movement, Shield of Light can call out low priority pokes, such as {{012cod}}&#039;s tentacles.&lt;br /&gt;
&lt;br /&gt;
More importantly, Shield of Light works as an instant defensive option after a ground dodge. If Warrior of Light is about to get hit, he can use this to keep the opponent at bay. Blocks like this work against dashes and low priority attacks alike. This presents a second layer of defense that the opponent has to consider at all times, or they risk taking HP damage just for approaching.  &lt;br /&gt;
&lt;br /&gt;
Shield of Light is a great defensive tool, but it still carries a risk. If it misses, Warrior of Light is left wide open for {{keyword|punishes|punish=1}}. Shield of Light can only block low priority moves. Higher priority moves like HP attacks and {{012squ}}&#039;s Heel Crush will guard crush or stagger Warrior of Light respectively.&lt;br /&gt;
&lt;br /&gt;
Warrior of Light becomes airborne when using this move. He automatically aims this move at a diagonal angle against airborne opponents, but he cannot change the direction halfway through.&lt;br /&gt;
&lt;br /&gt;
|-|Shining Wave=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=-&lt;br /&gt;
|startup=51F&lt;br /&gt;
|type=-&lt;br /&gt;
|priority=Melee High (blade) &amp;lt;br&amp;gt;Ranged High (light pillar)&lt;br /&gt;
|ex=each 60&lt;br /&gt;
|effect=-&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/1/10/Hp_wol_shining_wave.jpeg&lt;br /&gt;
|imgpos=60%&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=1&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=[Mid] Shoot pillars of light. &amp;lt;br&amp;gt;Homes in on opponent.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Shining Wave is a long-range wave attack that deals HP damage on hit. It can {{keyword|punish|punish=1}} air dodges in close-range and follow up after a block stagger. It is also used sometimes as a passive projectile to occupy space. Shining Wave cannot be reflected back at Warrior of Light, but it does lose to high priority melee attacks and {{keyword|command blocks|commandblock=1}} from Jecht and Exdeath. The ranged high priority also lets Warrior of Light ignore LV2 Assist Change, useful in certain assist combo situations.&lt;br /&gt;
&lt;br /&gt;
Warrior of Light is stationary for a moment after firing, which leaves him vulnerable to attacks. When used sparingly, Shining Wave is a move that complements Warrior of Light&#039;s ground combat.&lt;br /&gt;
&lt;br /&gt;
The wave projectile travels at a relatively high speed once it&#039;s {{keyword|active|active=1}}. It can {{keyword|track|track=1}} airborne opponents, but it always moves forward at first before it starts realigning. Shining Wave can hit twice if it connects this way, though this can be difficult to aim for in a competitive match. Shining Wave can also combo into assist at a wall, but outside of that, its reward is pretty low on average.&lt;br /&gt;
&lt;br /&gt;
As a wave HP, Shining Wave has a little quirk with its {{keyword|hitbox|hitbox=1}}. It can miss against high speed movement that is passing through the projectile. &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=cDI-tsnyJbM&amp;amp;t=25 Shining Wave misses against high speed movement passing through]&amp;lt;/ref&amp;gt; This is pretty risky to attempt though, so Warrior of Light does not have to worry about it too often.&lt;br /&gt;
&lt;br /&gt;
|-|Ultimate Shield=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;20&#039;&#039;&#039; (4 x 3, 8)&lt;br /&gt;
|startup=41F&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee High&lt;br /&gt;
|ex=30&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/c/c1/Hp_wol_ultimate_shield.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=28&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=[Close] Deft shieldwork. &amp;lt;br&amp;gt;Effective against any height.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Ultimate Shield is a combo attack used to call out blocks, nearby dodges or even attacks. It is his fastest ground HP attack, and it has strong vertical {{keyword|tracking|tracking=1}} when aiming his shield.&lt;br /&gt;
&lt;br /&gt;
Warrior of Light stays in place while his shield goes towards opponent. If the shield misses, Warrior of Light will not continue with a combo. This makes it a bit safer to use from a distance. Ultimate Shield can also reflect HP projectiles without moving towards them. The reach is decent, but not enough to punish neutral ground dodges without prior movement. Assists can follow up either after wall rush or with a {{keyword|knockback cancel|knockbackcancel=1}}.&lt;br /&gt;
&lt;br /&gt;
If White Fang connects, it can activate a &#039;&#039;&#039;[[Glitch_(Dissidia_012)#Hit_Glitch|hit glitch]]&#039;&#039;&#039; for Ultimate Shield if its done at the same time. That means the move will transition to follow-up hits despite not making any contact with opponent. This can be detrimental due to short reach. It has long {{keyword|recovery|recovery=1}} when finished, so Warrior of Light should watch out for Assist Changes when using this.&lt;br /&gt;
&lt;br /&gt;
|-|Rune Saber (ground)=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;10&#039;&#039;&#039; (2 x 3, 4) / +Ascension = (50 Total)&lt;br /&gt;
|startup=?&lt;br /&gt;
|type=Magical&lt;br /&gt;
|priority=Melee High (?)&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/d/dc/Hp_wol_rune_saber.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=Branching from Ascension &amp;lt;br&amp;gt;[Combo] Light beam pierces foe.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Rune Saber is the {{keyword|HP link|hplink=1}} from Ascension. It is notable for its combo potential and relative safety against Assist Change counters. Both Ascension and Rune Saber have long upward {{keyword|knockback|knockback=1}}. That means Rune Saber can wall rush consistently in stages with lower ceilings, such as Sky Fortress Bahamut and Edge of Madness. Rune Saber cannot hit a wall rushed opponent, though.&lt;br /&gt;
&lt;br /&gt;
The wall rush is great for HP damage and assist combos alike. If Warrior of Light cannot guarantee a ceiling wall rush, multi-hit assists like Sephiroth can also {{keyword|knockback cancel|knockbackcancel=1}} for combos. As a result, Rune Saber is useful as an independent source of HP damage and assist combo starter anywhere.&lt;br /&gt;
&lt;br /&gt;
Rune Saber has a lengthy animation, which normally makes it risky against opponents who escaped with Assist Change. Rune Saber&#039;s last hit has a tall {{keyword|hitbox|hitbox=1}} with long {{keyword|active|active=1}} frames. This provides some cover for Warrior of Light before he can {{keyword|dodge cancel|dc=1}}, but it&#039;s not entirely safe. Opponents can still try to Assist Change out early and dodge next to Warrior of Light, but it&#039;s harder to do compared to Bitter End.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Aerial ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Shield of Light (midair)=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=-&lt;br /&gt;
|startup=53F (Block from 1F to 53F)&lt;br /&gt;
|type=-&lt;br /&gt;
|priority=Melee High, Block Mid&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=Block, Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/6/6a/Hp_wol_shield_of_light_a.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=1&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=[Close] Fire force blast from shield. &amp;lt;br&amp;gt;Hurls foe while blocking.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The signature {{keyword|command block|commandblock=1}}. More commonly used since it&#039;s an aerial move, otherwise it&#039;s very similar to the ground version. It is still used for self defense after air dodges, and blocking melee low attacks such as {{012clo}}&#039;s Slashing Blow. As a 1-hit move, Shield of Light can also circumvent EX Revenge {{keyword|checkmates|checkmate=1}} with EX {{keyword|depletion|depletion=1}}.&lt;br /&gt;
&lt;br /&gt;
The force blast has short reach and it doesn&#039;t stay active for long. However, it can wall rush and start assist combos with a good {{keyword|read|read=1}}. It&#039;s not commonly used in most assist combos due to limited vertical {{keyword|tracking|tracking=1}} and long animation, but it can set up double assist combos with {{012aer}} assist. Regardless, the aerial Shield of Light is a must-have for Warrior of Light. It&#039;s what distinguishes him from similarly well rounded characters such as Cloud and {{012squ}}.&lt;br /&gt;
&lt;br /&gt;
|-|Radiant Sword=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=-&lt;br /&gt;
|startup=77F&lt;br /&gt;
|type=-&lt;br /&gt;
|priority=Ranged High&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/e/eb/Hp_wol_radiant_sword.jpeg&lt;br /&gt;
|imgpos=60%&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=13&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=[Long] Fire blades of light from seal. &amp;lt;br&amp;gt;Blades weakly track foe.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Radiant Sword is a group of long-range homing projectiles. This is a move with low hit rate due to its telegraphed animation and gradual accelerated speed. As the speed increases, the {{keyword|tracking|tracking=1}} projectiles all gather and focus on the opponent. That means they are easier to dodge once they are moving in a line. This limits Radiant Sword&#039;s ability to occupy space. The projectiles track well and reach far enough force a dodge almost anywhere. They do not go through solid objects such as walls or Empyreal Paradox&#039;s crystal, though.&lt;br /&gt;
&lt;br /&gt;
Radiant Sword&#039;s applications are very limited overall. If it hits, it can wall rush and start assist combos. It is sometimes used to threaten opponents going for EX cores, but even this is not waterproof. Use with caution.&lt;br /&gt;
&lt;br /&gt;
|-|Rune Saber (midair)=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;10&#039;&#039;&#039; (2 x 3, 4) / +Crossover = (50 Tota)&lt;br /&gt;
|startup=??&lt;br /&gt;
|type=Magical&lt;br /&gt;
|priority=Melee High (?)&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/d/dc/Hp_wol_rune_saber.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=Branching from Crossover &amp;lt;br&amp;gt;[Combo] Light beam pierces foe.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Rune Saber is the {{keyword|HP link|hplink=1}} from Crossover. It is always recommended for Crossover, and is functionally similar to the other Rune Saber. The main thing to watch out for are ceiling wall rushes; Since Crossover is an aerial move, it is more likely to wall rush before Rune Saber connects.&lt;br /&gt;
&lt;br /&gt;
|-|Bitter End A=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;15&#039;&#039;&#039; (2 x 6, 3) / +Rising Buckler = (29 Total)&lt;br /&gt;
|startup=??&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee High (?)&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/7/73/Hp_wol_bitter_end.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=Branching from Rising Buckler &amp;lt;br&amp;gt;[Combo] Deft bladework.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Bitter End is another staple {{keyword|HP link|hplink=1}} for Warrior of Light. It rewards well placed {{keyword|whiff punishes|whiffpunish=1}} with HP damage, no assist needed. Its total damage output is a bit lower compared to Rune Saber, but there is no need to worry about ceiling wall rushes. It&#039;s a consistent assist combo starter thanks to the wall rush, and the long animation sets up {{keyword|knockback cancels|knockbackcancel=1}} for Sephiroth assist. With &#039;&#039;&#039;[[Multiplayer_Build_Guide_(Dissidia_012)#Damage_(high_base_bravery)|high base bravery builds]]&#039;&#039;&#039;, the animation lasts long enough to get most of the {{keyword|base bravery|basebrv=1}} back at the end of an assist combo.&lt;br /&gt;
&lt;br /&gt;
Bitter End is a stationary combo attack that starts quickly, but takes a few seconds to finish. It is very unsafe against opponents who escaped with LV1 Assist Change. Warrior of Light cannot {{keyword|cancel|cancel=1}} Bitter End until the last hit comes out. He stays still for the entire animation, and he has little protection against vertical attacks. He needs assist as backup for this, but he also needs this move to represent a threat without assist. It&#039;s a conundrum he has to work with.&lt;br /&gt;
&lt;br /&gt;
|-|Bitter End B=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;15&#039;&#039;&#039; (2 x 6, 3) / +Shield Strike = (29 Total)&lt;br /&gt;
|startup=??&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee High (?)&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/7/73/Hp_wol_bitter_end.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=Branching from Shield Strike &amp;lt;br&amp;gt;[Combo] Deft bladework.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Bitter End B is identical with Bitter End A.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== EX Mode: Class Change! ==&lt;br /&gt;
Effects:&lt;br /&gt;
* Regen&lt;br /&gt;
* Critical Boost&lt;br /&gt;
* Mirror Attack&lt;br /&gt;
* Protect&lt;br /&gt;
* Light&#039;s Blessing&lt;br /&gt;
&lt;br /&gt;
Warrior of Light&#039;s EX Mode has plenty of useful effects. He gets additional hits for his melee braveries, a big damage reduction in +10 base DEF and he blocks ranged low moves during his own attacks. EX modes are commonly used to secure a win with assist combo, and Warrior of Light is no different. As such, the defensive boosts may not come into play often. It is still a competent EX mode overall, though.&lt;br /&gt;
&lt;br /&gt;
=== Mirror Attack ===&lt;br /&gt;
&lt;br /&gt;
{{image|https://dissidia.wiki/images/8/8d/Ex_mode_wol_mirror_attack.jpeg}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[Active while attacking]&lt;br /&gt;
A wall of light appears while attacking, repelling weak magical attacks.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Warrior of Light can block attacks with Ranged Low priority during his own attack animations. The blocking effect activates very quickly and lasts for most, if not the whole attack animation. This applies even during a move&#039;s {{keyword|recovery|recovery=1}}.&lt;br /&gt;
&lt;br /&gt;
=== Protect ===&lt;br /&gt;
&#039;&#039;[Always active while in EX Mode]&lt;br /&gt;
An aura of light covers the body, raising defense.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Warrior of Light gets +10 DEF for the duration of his EX mode. That is a huge increase, which can greatly reduce bravery damage taken if Warrior of Light is hit during this time.&lt;br /&gt;
&lt;br /&gt;
=== Light&#039;s Blessing ===&lt;br /&gt;
{{image|http://dissidia.wiki/images/b/b9/Ex_mode_wol_light_blessing.jpeg}}&lt;br /&gt;
&#039;&#039;[Activates when combo hits] Swords of light appear, dealing additional damage.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Light&#039;s Blessing adds several hits to Warrior of Light&#039;s physical bravery attacks. Each light sword has a base damage of 1. The light swords cause {{keyword|hit stun|hitstun=1}}, but they don&#039;t create more lenient, practical solo combo routes for Warrior of Light.&lt;br /&gt;
&lt;br /&gt;
=== EX Burst: Oversoul ===&lt;br /&gt;
{{image|https://dissidia.wiki/images/4/46/Ex_burst_wol.jpeg}}&lt;br /&gt;
&#039;&#039;Sharp, repeated strikes like flashes of light. &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;img&amp;gt;https://resources.dissidia.wiki/ddff/icons/ddff-icon-button-dpadup.png&amp;lt;/img&amp;gt; &amp;lt;img&amp;gt;https://resources.dissidia.wiki/ddff/icons/ddff-icon-button-dpaddown.png&amp;lt;/img&amp;gt; &amp;lt;img&amp;gt;https://resources.dissidia.wiki/ddff/icons/ddff-icon-button-dpadleft.png&amp;lt;/img&amp;gt; &amp;lt;img&amp;gt;https://resources.dissidia.wiki/ddff/icons/ddff-icon-button-dpadright.png&amp;lt;/img&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Each directional button corresponds to one attack.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{burst&lt;br /&gt;
|damage1=5x3 (15)&lt;br /&gt;
|damage2=10x6, 25 (100 total)&lt;br /&gt;
|type=Physical&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Oversoul is a fairly standard EX Burst. The base damage for initial hits isn&#039;t high, but follow-up hits begin almost immediately, leaving less time for the opponent to raise their DEF.&lt;br /&gt;
&lt;br /&gt;
To complete this EX Burst, Warrior of Light must press the correct button shown on screen six times. The button inputs &#039;&#039;always&#039;&#039; require a directional button. Analog stick {{pspana}} will not work regardless of what the character control option is set to. If Warrior of Light does not press the correct button within a short time, or presses a wrong button, he will end EX Burst early. Regardless of how well this EX Burst is done, Warrior of Light always finishes with a slash that has decent 25 base damage.&lt;br /&gt;
&lt;br /&gt;
== Combos ==&lt;br /&gt;
&lt;br /&gt;
=== Solo ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Main article pending)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Combo-012&lt;br /&gt;
| data      = &lt;br /&gt;
{{Combo-012Data&lt;br /&gt;
|combo=&#039;&#039;&#039;White Fang&#039;&#039;&#039; &amp;gt; Ascension &amp;gt; Rune Saber&lt;br /&gt;
|condition=Projectile Starter&lt;br /&gt;
|requirement=Ground&lt;br /&gt;
|purpose=Projectile to HP Damage&lt;br /&gt;
|damage=56 minimum + HP &amp;amp; WR&lt;br /&gt;
|damagehits=6 min &amp;gt; 40 &amp;gt; 10 + HP &amp;amp; WR&lt;br /&gt;
|ex=90&lt;br /&gt;
|exhits=0 &amp;gt; 90 &amp;gt; 0&lt;br /&gt;
|meteropp=&lt;br /&gt;
|video=&lt;br /&gt;
|notes=White Fang combos into most of WoL&#039;s moves, Ascension is his staple high damage follow-up. This combo works in close range. If the opponent is further away, Warrior of Light may have to dash to combo afterwards.&lt;br /&gt;
}}&lt;br /&gt;
{{Combo-012Data&lt;br /&gt;
|combo=&#039;&#039;&#039;White Fang&#039;&#039;&#039; &amp;gt; Dayflash &amp;gt; Delayed Empty {{clr|chase=1}}&lt;br /&gt;
|condition=Projectile Starter&lt;br /&gt;
|requirement=Ground&lt;br /&gt;
|purpose=Projectile, Safe {{keyword|Chase|emptychase=1}} for EX&lt;br /&gt;
|damage=28 minimum&lt;br /&gt;
|damagehits=6 min &amp;gt; 22&lt;br /&gt;
|ex=90&lt;br /&gt;
|exhits=0 &amp;gt; 90&lt;br /&gt;
|meteropp=&lt;br /&gt;
|video=&lt;br /&gt;
|notes=Less damage than Ascension, but this combo does two things: It lets WoL chase safely without getting countered and get all EX in the stage. Delay Dayflash&#039;s Chase as much as possible, then do it just before the opponent reaches the ground. This forces a wall rush reaction.&lt;br /&gt;
&lt;br /&gt;
The second thing is it enables assist combos, and the chase also resets assist gauge if it was already used previously. This doesn&#039;t have much merit in the solo combo context, but it does leave WoL close to the opponent for pressure.&lt;br /&gt;
&lt;br /&gt;
In a {{keyword|neutral|neutral=1}} situation, Dayflash can be easier to react with if White Fang hits a moving opponent. Other than that, Ascension is the stronger follow-up.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Assist (Sephiroth) ===&lt;br /&gt;
&lt;br /&gt;
Warrior of Light can create assist combos with Wall Rush, Dayflash and even during his Bitter End and Rune Saber {{keyword|HP links|hplink=1}}. This gives him flexibility in setting up HP damage. When following up after Sephiroth, delay Assist Chase a little so that Shield Strike connects more consistently.&lt;br /&gt;
&lt;br /&gt;
{{ComboLegend-012}}&lt;br /&gt;
&lt;br /&gt;
{{Combo-012&lt;br /&gt;
| data      = &lt;br /&gt;
{{Combo-012Data&lt;br /&gt;
|combo=&#039;&#039;&#039;Dayflash (2 hits)&#039;&#039;&#039; &amp;gt; {{clr|astbrv=1}} &amp;gt; {{clr|ac=1}} &amp;gt; Shield Strike &amp;gt; Bitter End&lt;br /&gt;
|condition={{keyword|Poke|poke=1}} Starter&lt;br /&gt;
|requirement=Ground / Air OK&lt;br /&gt;
|purpose=Staple {{keyword|Midscreen|midscreen=1}} Combo&lt;br /&gt;
|damage=76 + HP &amp;amp; WR&lt;br /&gt;
|damagehits=3, 4 &amp;gt; 40 AST &amp;gt; 14 &amp;gt; 15 + HP &amp;amp; WR&lt;br /&gt;
|ex=&lt;br /&gt;
|exhits=&lt;br /&gt;
|meteropp=&lt;br /&gt;
|video=&lt;br /&gt;
|notes=Standard combo from a safe poke. Confirm the second Dayflash hit visually, then press assist and follow up. This is an important combo to get right, as it lets WoL do HP damage without using the more telegraphed bravery attacks first.&lt;br /&gt;
}}&lt;br /&gt;
{{Combo-012Data&lt;br /&gt;
|combo=&#039;&#039;&#039;Crossover / Ascension&#039;&#039;&#039; &amp;gt; Rune Saber &amp;gt; {{clr|wr=1}} &amp;gt; {{clr|astbrv=1}} &amp;gt; {{clr|ac=1}} &amp;gt; Shield Strike &amp;gt; Bitter End&lt;br /&gt;
|condition={{keyword|Punish|punish=1}} Starter&lt;br /&gt;
|requirement=Ceiling HP Wall Rush&lt;br /&gt;
|purpose=HP Damage&lt;br /&gt;
|damage=119 + HP &amp;amp; WR&lt;br /&gt;
|damagehits=40 &amp;gt; 10 + HP &amp;amp; WR &amp;gt; 40 AST &amp;gt; 14 &amp;gt; 15 + HP &amp;amp; WR&lt;br /&gt;
|ex=&lt;br /&gt;
|exhits=90 &amp;gt; 0 &amp;gt; ?? &amp;gt; 30&lt;br /&gt;
|meteropp=&lt;br /&gt;
|video=&lt;br /&gt;
|notes=A standard Wall Rush combo. Make sure to do Rune Saber as soon as possible before Crossover Wall Rushes at the ceiling. This is not very practical for low ceiling stages, such as Pandaemonium - Top Floor and M. S. Prima Vista. In those stages, Crossover&#039;s BRV Wall Rush has to suffice.&lt;br /&gt;
}}&lt;br /&gt;
{{Combo-012Data&lt;br /&gt;
|combo=&#039;&#039;&#039;Shield Strike / Rising Buckler&#039;&#039;&#039; &amp;gt; Bitter End &amp;gt; {{clr|astbrv=1}} &amp;gt; Bitter End + Assist HIT &amp;gt; {{clr|dc=1}} &amp;gt; {{clr|ac=1}} &amp;gt; Shield Strike &amp;gt; Bitter End&lt;br /&gt;
|condition={{keyword|Punish|punish=1}} Starter&lt;br /&gt;
|requirement={{keyword|Knockback Cancel|knockbackcancel=1}}&lt;br /&gt;
|purpose=Midscreen HP Damage&lt;br /&gt;
|damage=98 + HP &amp;amp; WR&lt;br /&gt;
|damagehits=14 &amp;gt; 15 + HP &amp;gt; 40 AST &amp;gt; 14 &amp;gt; 15 + HP &amp;amp; WR&lt;br /&gt;
|ex=&lt;br /&gt;
|exhits=&lt;br /&gt;
|meteropp=&lt;br /&gt;
|video=&lt;br /&gt;
|notes=This combo works anywhere, but Sephiroth must be timed to hit when Bitter End finishes. Press assist just as Bitter End&#039;s last bravery slash connects. WoL should be winding up his sword during the assist slowdown if done properly.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Builds ==&lt;br /&gt;
&#039;&#039;Main article: &#039;&#039;&#039;[[Warrior_of_Light_(Dissidia_012)/Builds|Warrior of Light (012) Builds]]&#039;&#039;&#039; &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Warrior of Light works with a variety of builds, such as hybrid builds, Bravery Boost on Dodge and Side by Side. Most of his damage comes from Dayflash assist combos and {{keyword|HP links|hplink=1}}, so he is not often built explicitly for bravery damage. However, Warrior of Light benefits greatly from having high {{keyword|base bravery|basebrv=1}} for assist combos.&lt;br /&gt;
&lt;br /&gt;
=== Hybrid ===&lt;br /&gt;
&lt;br /&gt;
{{Build&lt;br /&gt;
|hp=11299&lt;br /&gt;
|cp=450&lt;br /&gt;
|brv=996&lt;br /&gt;
|atk=178&lt;br /&gt;
|def=184&lt;br /&gt;
|luk=60&lt;br /&gt;
|booster=&lt;br /&gt;
|setbonus=Seal of Lufenia&lt;br /&gt;
|ast={{012seph}}&lt;br /&gt;
|wpn=Heaven&#039;s Cloud&lt;br /&gt;
|hand=Lufenian Dirk {{equip}}&lt;br /&gt;
|head=Lufenian Headband {{equip}}&lt;br /&gt;
|armor=Lufenian Vest&lt;br /&gt;
|acc1=Muscle Belt {{accbas}}&lt;br /&gt;
|acc2=Dismay Shock {{accbas}}&lt;br /&gt;
|acc3=Battle Hammer {{accbas}}&lt;br /&gt;
|acc4=Summon Unused {{accboo}}&lt;br /&gt;
|acc5=Pre-EX Mode {{accboo}}&lt;br /&gt;
|acc6=Pre-EX Revenge {{accboo}}&lt;br /&gt;
|acc7=Opponent Summon Unused {{accboo}}&lt;br /&gt;
|acc8=White Gem {{accsp}}&lt;br /&gt;
|acc9=Tenacious Attacker {{accsp}}&lt;br /&gt;
|acc10=Glutton {{accsp}}&lt;br /&gt;
|summon=Rubicante&lt;br /&gt;
|dataBRV=&lt;br /&gt;
{{Build-AttackData&lt;br /&gt;
|brv1-g=Dayflash&lt;br /&gt;
|branch-1gbrv=&lt;br /&gt;
|branch-1ghp=&lt;br /&gt;
|brv2-g=Ascension&lt;br /&gt;
|branch-2gbrv=&lt;br /&gt;
|branch-2ghp=Rune Saber&lt;br /&gt;
|brv3-g=White Fang&lt;br /&gt;
|branch-3gbrv=&lt;br /&gt;
|branch-3ghp=&lt;br /&gt;
|brv1-a=Dayflash&lt;br /&gt;
|branch-1abrv=&lt;br /&gt;
|branch-1ahp=&lt;br /&gt;
|brv2-a=Crossover&lt;br /&gt;
|branch-2abrv=&lt;br /&gt;
|branch-2ahp=Rune Saber&lt;br /&gt;
|brv3-a=Shield Strike&lt;br /&gt;
|branch-3abrv=&lt;br /&gt;
|branch-3ahp=Bitter End&lt;br /&gt;
}}&lt;br /&gt;
| dataHP      = &lt;br /&gt;
{{Build-AttackDataHP&lt;br /&gt;
|hp1-g=Shield of Light&lt;br /&gt;
|hp2-g=Ultimate Shield&lt;br /&gt;
|hp3-g=Shining Wave&lt;br /&gt;
|hp1-a=Shield of Light&lt;br /&gt;
|hp2-a=&lt;br /&gt;
|hp3-a=Radiant Sword&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This is a general purpose build focused on EX intake and EX depletion. Most competitive builds focus on damage, ex and / or meter depletion, so this is a good build to start with.&lt;br /&gt;
&lt;br /&gt;
Seal of Lufenia set lowers DEF, but Warrior of Light&#039;s high base DEF stat mitigates it. Lufenian Dirk {{equhand}} adds +1 ATK for more damage, which in turn compensates for Heaven&#039;s Cloud&#039;s {{equwpn}} low ATK. Heaven&#039;s Cloud makes grabbing EX Force much easier due to its increased EX intake range.&lt;br /&gt;
&lt;br /&gt;
== Assist ==&lt;br /&gt;
&lt;br /&gt;
Warrior of Light&#039;s assist data.&lt;br /&gt;
&lt;br /&gt;
=== Assist Data ===&lt;br /&gt;
{{012Assist&lt;br /&gt;
|type1=BRV&lt;br /&gt;
|attack1=Sword Thrust&lt;br /&gt;
|startup1=31F&lt;br /&gt;
|position1=Ground&lt;br /&gt;
|spawn1=Opponent&lt;br /&gt;
|damage1=6, 3 x 5, 15 (30)&lt;br /&gt;
|effect1=Wall Rush&lt;br /&gt;
|type2=BRV&lt;br /&gt;
|attack2=Rising Buckler&lt;br /&gt;
|startup2=25F&lt;br /&gt;
|position2=Air&lt;br /&gt;
|spawn2=Opponent&lt;br /&gt;
|damage2=2 x 4, 6, 16 (30)&lt;br /&gt;
|effect2=Wall Rush&lt;br /&gt;
|type3=HP&lt;br /&gt;
|attack3=Shining Wave&lt;br /&gt;
|startup3=53F&lt;br /&gt;
|position3=Ground&lt;br /&gt;
|spawn3=Player&lt;br /&gt;
|damage3=-&lt;br /&gt;
|effect3=Chase&lt;br /&gt;
|type4=HP&lt;br /&gt;
|attack4=Shield of Light&lt;br /&gt;
|startup4=51F&lt;br /&gt;
|position4=Air&lt;br /&gt;
|spawn4=Opponent&lt;br /&gt;
|damage4=-&lt;br /&gt;
|effect4=Block, Wall Rush&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Assist Overview ===&lt;br /&gt;
&lt;br /&gt;
As an assist, Warrior of Light is one of the weaker assists in the game. His braveries do not hold the opponent in place for long and they quickly push them away from the player. The lack of Assist Chase hurts; Warrior of Light struggles to serve the role of setting up HP attacks for the player character. He relies on Wall Rush to achieve this. It is recommended to fight near ground, so that Rising Buckler can at least slam opponents to the floor for easier combos.&lt;br /&gt;
&lt;br /&gt;
Shield of Light can guard attacks, which is worth noting for {{keyword|scrambles|scramble=1}} and checkmate situations. But because it is an HP attack, it is expensive and risky to use.&lt;br /&gt;
&lt;br /&gt;
=== Synergies ===&lt;br /&gt;
Warrior of Light works well with most competitive assists.&lt;br /&gt;
&lt;br /&gt;
;Sephiroth&lt;br /&gt;
:Arguably the most popular synergy in competitive play. He can combo from almost every move and Wall Rush consistently, and set up another {{keyword|HP link|hplink=1}} afterwards. Sephiroth may be a budget Kuja assist, but his multi-hits make it easier to do {{keyword|knockback cancels|knockbackcancel=1}} anywhere. This lets Warrior of Light deal consistent HP damage regardless of his position, while still having access to a consistent {{keyword|whiff punish|whiffpunish=1}} option. Sephiroth also knocks back at a lower vertical angle compared to Kuja, which makes Crossover &amp;gt; Rune Saber more consistent (and damaging) as a follow-up.&lt;br /&gt;
&lt;br /&gt;
;Aerith&lt;br /&gt;
:Aerith has less bravery damage and worse whiff punish tools in exchange for safer combos and EX intake. Dayflash chase setups take center stage here; They&#039;re useful for getting EX and bypassing LV2 Assist Change staggers. This is where Radiant Sword can see some use. Knockback cancels are also possible with Rune Saber and Bitter End, so technically Warrior of Light does not need Wall Rush for combos either. They are not very easy to do, though. If Warrior of Light does get a Wall Rush, he can use Shield of Light to set up another Aerith assist. A double assist combo can be a lot of damage, particularly with high base bravery.&lt;br /&gt;
&lt;br /&gt;
;Jecht&lt;br /&gt;
:Jecht hits faster than Sephiroth and his air BRV sets up extended ground combos for lots of bravery. Even if Crossover is not equipped, Ascension usually is, which is also a high damaging move. If WoL wants to use assist again for even more bravery after Jecht&#039;s air BRV, Dayflash (ground) {{keyword|empty chase|emptychase=1}} reset makes it possible. This is a competent synergy in its own right, though WoL loses out on consistent {{keyword|midscreen|midscreen=1}} knockback cancels.&lt;br /&gt;
&lt;br /&gt;
= References =&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{navbox012}}&lt;br /&gt;
&lt;br /&gt;
{{roadmap012wol}}&lt;/div&gt;</summary>
		<author><name>Muggshotter</name></author>
	</entry>
	<entry>
		<id>https://dissidia.wiki/index.php?title=Warrior_of_Light_(Dissidia_012)&amp;diff=4803</id>
		<title>Warrior of Light (Dissidia 012)</title>
		<link rel="alternate" type="text/html" href="https://dissidia.wiki/index.php?title=Warrior_of_Light_(Dissidia_012)&amp;diff=4803"/>
		<updated>2026-03-25T11:08:38Z</updated>

		<summary type="html">&lt;p&gt;Muggshotter: /* EX Mode: Class Change! */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Dissidia 012 Final Fantasy]]&lt;br /&gt;
{{012CharNavWol}}&lt;br /&gt;
&lt;br /&gt;
{{CharacterInfo&lt;br /&gt;
|portrait=https://resources.dissidia.wiki/ddff/portraits/ddff-port-wol.png&lt;br /&gt;
|name=Warrior of Light&lt;br /&gt;
|origin=Final Fantasy&lt;br /&gt;
|atk=110 (Average)&lt;br /&gt;
|def=113 (Very High, +10 during EX Mode)&lt;br /&gt;
|runspeed=6 (Average / Good)&lt;br /&gt;
|dash=77 (Average / Good)&lt;br /&gt;
|fall=87 (Average)&lt;br /&gt;
|fallr=40 (Average)&lt;br /&gt;
|fastestbrv=13F (Dayflash ground)&lt;br /&gt;
|fastesthp=51F (Shining Wave)&lt;br /&gt;
|1hithp=Yes (Multiple)&lt;br /&gt;
|hplinks=Yes&lt;br /&gt;
|cmdblock=Shield of Light&lt;br /&gt;
|weapon=Axes, Daggers, Greatswords, Katanas, Swords&lt;br /&gt;
|armor=Chestplates, Gauntlets, Heavy Armor, Helms,&amp;lt;br&amp;gt; Large Shields, Light Armor, Shields&lt;br /&gt;
|exclusives=Flame Sword, Braveheart, Barbarian&#039;s Sword&lt;br /&gt;
|unlock=Default&lt;br /&gt;
|alignment=Cosmos&lt;br /&gt;
|vajp=[https://en.wikipedia.org/wiki/Toshihiko_Seki Toshihiko Seki]&lt;br /&gt;
|vaeng=[https://en.wikipedia.org/wiki/Grant_George Grant George]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Warrior of Light is a close range fighter who operates as an {{keyword|all-rounder|all-rounder=1}}. He represents a standard-fare fighting style with quick Dayflash {{keyword|pokes|poke=1}}, committal gap closers and midrange projectiles. His standard mobility lets him create offense and defense as needed, and once he gets an opening, his {{keyword|HP links|hplink=1}} can deal good damage. Warrior of Light&#039;s damage output is supported by &#039;&#039;&#039;[[Multiplayer_Build_Guide_(Dissidia_012)#Damage_(high_base_bravery)|high base bravery]]&#039;&#039;&#039; builds, HP wall rush and assist combos. He works well with many assists and his combo routes are consistent in most positions. Thanks to his high coverage with HP links such as Shield Strike / Rising Buckler &amp;gt; Bitter End, Warrior of Light can {{keyword|punish|punish=1}} effectively from most angles.&lt;br /&gt;
&lt;br /&gt;
As an all-rounder, Warrior of Light works with a variety of builds, including &#039;&#039;&#039;[[Multiplayer_Build_Guide_(Dissidia_012)#EX|EX]]&#039;&#039;&#039; and &#039;&#039;&#039;[[Multiplayer_Build_Guide_(Dissidia_012)#Side_by_Side|Side by Side]]&#039;&#039;&#039; {{accsp}}. His standout traits are defensively oriented; He has very high base DEF stat, which is greatly amplified in &#039;&#039;&#039;[[EX_(Dissidia_012)#EX_Mode|EX Mode.]]&#039;&#039;&#039; He also has an advancing frame 1 {{keyword|command block|commandblock=1}} in Shield of Light, which is a 1-hit HP that wall rushes. This is not common in the game. It makes Warrior of Light&#039;s dodges safer and beating low priority attacks with long {{keyword|active|active=1}} frames easier.&lt;br /&gt;
&lt;br /&gt;
Warrior of Light can struggle against lingering projectiles due to risky {{keyword|disjoints|disjoint=1}}. His projectiles are serviceable, but often low reward at a distance. The reliance on HP links makes Warrior of Light susceptible to punishes after LV1 Assist Change. He has safer options at the cost of damage. His air dodge has an average fall speed ratio, so he has to protect himself with Shield of Light occasionally to stay safe. While this is a powerful option, it is also high commitment and vulnerable if it misses.&lt;br /&gt;
&lt;br /&gt;
In competitive play, Warrior of Light has been usually ranked at high tier. His fundamentally good moveset and stats lend to a consistent playstyle that adheres to the {{keyword|metagame|meta=1}}.&lt;br /&gt;
&lt;br /&gt;
{{ProConTable&lt;br /&gt;
|pros=*&#039;&#039;&#039;All-rounder&#039;&#039;&#039; - Average to good stats, HP links and a fundamentally good moveset with an answer to many sitations.&lt;br /&gt;
*&#039;&#039;&#039;User-friendly&#039;&#039;&#039; - Great for beginners and experienced players alike. Good for learning the game and honing fundamentals.&lt;br /&gt;
*&#039;&#039;&#039;Command block&#039;&#039;&#039; - Shield of Light is an advancing single hit HP attack. It blocks instantly throughout its {{keyword|startup|startup=1}}, and works both offensively and defensively after dodges.&lt;br /&gt;
*&#039;&#039;&#039;Ground combat&#039;&#039;&#039; - Projectiles and {{keyword|empty chase|emptychase=1}} assist combo starters allow Warrior of Light to adapt to a match&#039;s pace and improve his combo potential.&lt;br /&gt;
*&#039;&#039;&#039;Build synergy&#039;&#039;&#039; - Works well with all common build styles, including EX, &#039;&#039;&#039;[[Multiplayer_Build_Guide_(Dissidia_012)#Bravery_Boost_on_Dodge|bravery boost on dodge]]&#039;&#039;&#039; and Side by Side {{accsp}}.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;EX generation&#039;&#039;&#039; - Most bravery attacks produce 30 to 90 EX Force. His most common poke Dayflash produces 90 EX, which supports long-term survivability with EX gauge.&lt;br /&gt;
*&#039;&#039;&#039;EX Mode&#039;&#039;&#039; - Boasts highest defense stat, automatically blocks Ranged Low projectiles and increases damage output of melee bravery attacks.&lt;br /&gt;
|cons=&lt;br /&gt;
*&#039;&#039;&#039;Struggles against traps&#039;&#039;&#039; - Despite having projectiles and disjoints, Warrior of Light cannot easily punish characters hiding inside lingering projectiles and traps without resources or considerable risk.&lt;br /&gt;
*&#039;&#039;&#039;Commital vertical attacks&#039;&#039;&#039; - Rising Buckler and Shield Strike braveries are serviceable, but are {{keyword|reactable|reactable=1}} and cannot be {{keyword|cancelled|cancel=1}} early on whiff.&lt;br /&gt;
*&#039;&#039;&#039;4-slot bravery dilemma&#039;&#039;&#039; - Warrior of Light benefits from all of his air braveries, but he cannot equip all of them&lt;br /&gt;
*&#039;&#039;&#039;Floaty air dodge, risky dodge protection&#039;&#039;&#039; - While Shield of Light is great at covering his air dodges, it is also high risk and doesn&#039;t work against high priority attacks. Outside of clashing with Dayflash bravery, air dodges make Warrior of Light vulnerable.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Bravery Attacks ==&lt;br /&gt;
=== Ground ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Ascension=&lt;br /&gt;
&lt;br /&gt;
{{AbilityInfo2&lt;br /&gt;
|ver1=Normal&lt;br /&gt;
|damage1=&#039;&#039;&#039;40&#039;&#039;&#039; (4, 5, 11, 20)&lt;br /&gt;
|startup1=15F&lt;br /&gt;
|type1=Physical&lt;br /&gt;
|priority1=Melee Low&lt;br /&gt;
|ex1=90&lt;br /&gt;
|effect1=Chase, Wall Rush&lt;br /&gt;
|cancels1=Dodge&lt;br /&gt;
|asthit1=&lt;br /&gt;
|gametext=[Close] Throw shield to &amp;lt;br&amp;gt;hurl opponent upwards.&lt;br /&gt;
|level=19&lt;br /&gt;
|ap=120&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|ver2=EX Mode&lt;br /&gt;
|damage2=&#039;&#039;&#039;54&#039;&#039;&#039; (4 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+5&amp;lt;/span&amp;gt;, 5 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+4&amp;lt;/span&amp;gt;, 11, 20 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+6&amp;lt;/span&amp;gt;)&lt;br /&gt;
|startup2=15F&lt;br /&gt;
|type2=Physical&lt;br /&gt;
|priority2=Melee Low&lt;br /&gt;
|ex2=90&lt;br /&gt;
|effect2=Chase, Wall Rush, &amp;lt;br&amp;gt;Block (Ranged Low)&lt;br /&gt;
|cancels2=Dodge&lt;br /&gt;
|asthit2=&lt;br /&gt;
|image=https://dissidia.wiki/images/2/2c/Brv_wol_ascension.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Ascension is a close-range combo move that&#039;s used in {{keyword|punishes|punish=1}}, ground solo combos and occasional approaches. Two follow-ups can be done with Circle {{pspcir}}, which ends with a rising thrust. A Chase prompt appears afterwards, but if opponent is near ceiling, it will wall rush instead. Ascension is well suited for punishing grounded and airborne opponents. The initial shield is fast at 15 frames, and it {{keyword|anti-airs|anti-air=1}}. It also has decent {{keyword|active|active=1}} frames.&lt;br /&gt;
&lt;br /&gt;
Ascension leads to Rune Saber {{keyword|HP link|hplink=1}} at the end, so Warrior of Light doesn&#039;t rely on assist for HP damage. This is good for damage overall, because Ascension&#039;s base damage is quite high at 40. Warrior of Light can always finish Ascension and then do Rune Saber from below if he deems it appropriate. &lt;br /&gt;
&lt;br /&gt;
This move has average {{keyword|recovery|recovery=1}}, which is enough to put Warrior of Light at risk on {{keyword|whiff|whiff=1}}. Ascension has no other {{keyword|cancel|cancel=1}} options on whiff, so even though it&#039;s a good move, Warrior of Light can lose his &amp;quot;turn&amp;quot; if it misses.&lt;br /&gt;
&lt;br /&gt;
|-|Sword Thrust=&lt;br /&gt;
&lt;br /&gt;
{{AbilityInfo2&lt;br /&gt;
|ver1=Normal&lt;br /&gt;
|damage1=&#039;&#039;&#039;30&#039;&#039;&#039; (6, 3x3, 15)&lt;br /&gt;
|startup1=31F&lt;br /&gt;
|type1=Physical&lt;br /&gt;
|priority1=Melee Mid (1st hit)&amp;lt;br&amp;gt;Melee Low (others)&lt;br /&gt;
|ex1=30&lt;br /&gt;
|effect1=Wall Rush&lt;br /&gt;
|cancels1=Dodge&lt;br /&gt;
|asthit1=&lt;br /&gt;
|gametext=[Mid] Hurl shield and charge. &amp;lt;br&amp;gt;Instantly close in on opponent.&lt;br /&gt;
|level=4&lt;br /&gt;
|ap=90&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|ver2=EX Mode&lt;br /&gt;
|damage2=&#039;&#039;&#039;40&#039;&#039;&#039; (6, 3x3 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+4&amp;lt;/span&amp;gt;, 15 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+6&amp;lt;/span&amp;gt;)&lt;br /&gt;
|startup2=31F&lt;br /&gt;
|type2=Physical&lt;br /&gt;
|priority2=Melee Mid (1st hit)&amp;lt;br&amp;gt;Melee Low (others)&lt;br /&gt;
|ex2=30&lt;br /&gt;
|effect2=Wall Rush&amp;lt;br&amp;gt;Block (Ranged Low)&lt;br /&gt;
|cancels2=Dodge&lt;br /&gt;
|asthit2=&lt;br /&gt;
|image=https://dissidia.wiki/images/7/7f/Brv_wol_sword_thrust.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Sword Thrust is a committal gap closer that moves towards opponent. Warrior of Light throws a mid priority shield first, which staggers regular blocks. If it hits, a follow-up can be done with Circle {{pspcir}}. Warrior of Light can combo into assist with or without wall rush. &lt;br /&gt;
&lt;br /&gt;
Warrior of Light moves forward even if it misses. This can catch ground dodges, but it&#039;s risky and difficult to do consistently. Sword Thrust is {{keyword|reactable|reactable=1}} at 31 frames. Since Warrior of Light commits to the charge even on {{keyword|whiff|whiff=1}}, it takes a while before he can dodge out of it. The move also cannot {{keyword|anti-air|anti-air=1}} opponents, so its uses are more limited compared to Ascension. It&#039;s effective against blocks, but it should used with caution.&lt;br /&gt;
&lt;br /&gt;
|-|Red Fang=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;15&#039;&#039;&#039;&lt;br /&gt;
|startup=41F&lt;br /&gt;
|type=Magical&lt;br /&gt;
|priority=Ranged Low&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=Block &amp;lt;br&amp;gt;(Ranged Low, EX Mode)&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/5/56/Brv_wol_red_fang.jpeg&lt;br /&gt;
|imgpos=58%&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=32&lt;br /&gt;
|ap=90&lt;br /&gt;
|gametext=[Long] Shoot high-speed fireball &amp;lt;br&amp;gt;towards opponent.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Red Fang is a fast single hit projectile. It travels the longest distance out of Warrior of Light&#039;s bravery projectiles, from wall to wall in Order&#039;s Sanctuary. Due to its low priority, short hit stun and low reward on hit, it is not commonly used in competitive play. His other projectiles have more utility in {{keyword|neutral|neutral=1}} and lead to more practical combos on hit.&lt;br /&gt;
&lt;br /&gt;
|-|Blue Fang=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;7&#039;&#039;&#039; each&lt;br /&gt;
|startup=41F&lt;br /&gt;
|type=Magical&lt;br /&gt;
|priority=Ranged Low&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=Block &amp;lt;br&amp;gt;(Ranged Low, EX Mode)&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/9/90/Brv_wol_blue_fang.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=1&lt;br /&gt;
|ap=90&lt;br /&gt;
|gametext=[Long] Chunks of ice slowly &amp;lt;br&amp;gt;descend on opponent.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Blue Fang is a group of midrange projectiles that strike from above. Their travel speed is slow, but they can hit characters hiding behind their projectiles, such as {{012lag}}&#039;s Electro Shield and {{012ulti}}&#039;s charged Knight&#039;s Lance. Each projectile has short {{keyword|hit stun|hitstun=1}}, but they can hit one after another. This is not very consistent for combo purposes, and it can be challenging to {{keyword|convert|conversion=1}} any hits into a combo at all. The multiple hits do make it easier compared to Red Fang, though.&lt;br /&gt;
&lt;br /&gt;
Blue Fang&#039;s main utility is in keeping ranged opponents in check. In terms of midrange presence, Blue Fang is one of the fastest. This is because at certain heights, the projectiles spawn near opponent&#039;s location. And since the projectiles travel at different angles, they can potentially hit behind opponent&#039;s back as well, ignoring block. Due to projectiles&#039; upward spawning position, Blue Fang is not well suited for close-range either offensively or defensively. Blue Fang also has a maximum range for its spawn position. It&#039;s roughly 30-40 % of Order&#039;s Sanctuary&#039;s length horizontally and vertically. The projectiles can cover more distance as they move to make up for this. The projectiles are Ranged Low priority, so they lose to dashes and melee attacks even if they make contact. The bravery damage is low as well.&lt;br /&gt;
&lt;br /&gt;
Overall, Blue Fang has niche utility. It&#039;s not his staple projectile on the ground, but it has some potential in Ultimecia {{keyword|matchup|matchup=1}} on low ceiling stages, such as Pandaemonium - Top Floor.&lt;br /&gt;
&lt;br /&gt;
|-|White Fang=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;6&#039;&#039;&#039; each&lt;br /&gt;
|startup=47F&lt;br /&gt;
|type=Magical&lt;br /&gt;
|priority=Ranged Low&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=Block &amp;lt;br&amp;gt;(Ranged Low, EX Mode)&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/2/2f/Brv_wol_white_fang.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=8&lt;br /&gt;
|ap=90&lt;br /&gt;
|gametext=[Long] Call down lightning bolts &amp;lt;br&amp;gt;that slowly close in on foe.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
White Fang is a group of advancing lightning bolts. It&#039;s Warrior of Light&#039;s go-to projectile on the ground for pressure and combos. The Ranged Low priority still loses to dashes, blocks and melee attacks, but it has enough utility to make up for it. Warrior of Light can use White Fang to cover his approach thanks to being actionable himself while the bolts are {{keyword|active|active=1}}. The bolts have a decent amount of {{keyword|hit stun|hitstun=1}}, which lets Warrior of Light follow-up with Ascension, Dayflash and more.&lt;br /&gt;
&lt;br /&gt;
The projectiles travel at medium speed, but only remain active for roughly 1.7 seconds. As a result, their maximum uptime and travel distance are shorter compared to other projectiles. White Fang is far more practical in competitive play for offense, though. The projectiles are homing, but they adjust slowly to sharp vertical angles. White Fang works against aerial opponents at a low diagonal angle, but Warrior of Light needs to make sure the opponent won&#039;t dash through and hit him.&lt;br /&gt;
&lt;br /&gt;
|-|Dayflash (Ground)=&lt;br /&gt;
&lt;br /&gt;
{{AbilityInfo2&lt;br /&gt;
|ver1=Normal&lt;br /&gt;
|damage1=&#039;&#039;&#039;22&#039;&#039;&#039; (3, 4, 15)&lt;br /&gt;
|startup1=13F&lt;br /&gt;
|type1=Physical&lt;br /&gt;
|priority1=Melee Low&lt;br /&gt;
|ex1=90&lt;br /&gt;
|effect1=Chase&lt;br /&gt;
|cancels1=Dodge, &amp;lt;br&amp;gt;Block &amp;amp; Attack ({{keyword|Whiff|whiff=1}})&lt;br /&gt;
|asthit1=&lt;br /&gt;
|gametext=[Close] Fast horizontal slice. &amp;lt;br&amp;gt;Low power, quick strike.&lt;br /&gt;
|level=1&lt;br /&gt;
|ap=90&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|ver2=EX Mode&lt;br /&gt;
|damage2=&#039;&#039;&#039;36&#039;&#039;&#039; (3 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+4&amp;lt;/span&amp;gt;, 4 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+4&amp;lt;/span&amp;gt;, 15 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+6&amp;lt;/span&amp;gt;)&lt;br /&gt;
|startup2=13F&lt;br /&gt;
|type2=Physical&lt;br /&gt;
|priority2=Melee Low&lt;br /&gt;
|ex2=90&lt;br /&gt;
|effect2=Chase &amp;lt;br&amp;gt;Block (Ranged Low)&lt;br /&gt;
|cancels2=Dodge, &amp;lt;br&amp;gt;Block &amp;amp; Attack ({{keyword|Whiff|whiff=1}})&lt;br /&gt;
|asthit2=&lt;br /&gt;
|image=https://dissidia.wiki/images/4/43/Brv_wol_dayflash_g.jpeg&lt;br /&gt;
|imgpos=70%&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Dayflash is Warrior of Light&#039;s main {{keyword|poke|poke=1}}. It is fast, generates good 90 EX and works as an assist combo starter. It can be {{keyword|whiffed|whiff=1}} safely to build assist gauge due to its short {{keyword|recovery|recovery=1}} and multiple {{keyword|cancel|cancel=1}} options. Warrior of Light can {{keyword|mixup|mixup=1}} with dodges, blocks or other attacks, including another Dayflash.&lt;br /&gt;
&lt;br /&gt;
On hit, Warrior of Light can perform two follow-up slashes with Circle {{pspcir}} if the first hit connects. This 3-hit combo has a relatively long input window, which makes it good for {{keyword|hit confirming|hitconfirm=1}} assist combos. The last hit leads to Chase. The low {{keyword|knockback|knockback=1}} angle and long chase prompt let Warrior of Light do {{keyword|empty chase|emptychase=1}} to force a grounded wall rush. This is good for getting all EX Force on the field, but also for starting assist combos. And if Warrior of Light already used assist beforehand, he can extend that combo with Dayflash empty chase to use assist again if he has another bar in stock.&lt;br /&gt;
&lt;br /&gt;
When used appropriately, Dayflash can control the pace of a match without high risk. It is a staple move for Warrior of Light in competitive play. Its aerial version is just as good and important to him.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Aerial ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Crossover=&lt;br /&gt;
&lt;br /&gt;
{{AbilityInfo2&lt;br /&gt;
|ver1=Normal&lt;br /&gt;
|damage1=&#039;&#039;&#039;40&#039;&#039;&#039; (5, 5, 10, 20)&lt;br /&gt;
|startup1=23F&lt;br /&gt;
|type1=Physical&lt;br /&gt;
|priority1=Melee Low&lt;br /&gt;
|ex1=90&lt;br /&gt;
|effect1=Chase, Wall Rush&lt;br /&gt;
|cancels1=Dodge&lt;br /&gt;
|asthit1=&lt;br /&gt;
|gametext=[Close] Spinning approach and &amp;lt;br&amp;gt;thrust opponent upwards.&lt;br /&gt;
|level=1&lt;br /&gt;
|ap=120&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|ver2=EX Mode&lt;br /&gt;
|damage2=&#039;&#039;&#039;50&#039;&#039;&#039; (5, 5, 10 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+4&amp;lt;/span&amp;gt;, 20 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+6&amp;lt;/span&amp;gt;)&lt;br /&gt;
|startup2=23F&lt;br /&gt;
|type2=Physical&lt;br /&gt;
|priority2=Melee Low&lt;br /&gt;
|ex2=90&lt;br /&gt;
|effect2=Chase, Wall Rush &amp;lt;br&amp;gt;Block (Ranged Low)&lt;br /&gt;
|cancels2=Dodge&lt;br /&gt;
|asthit2=&lt;br /&gt;
|image=https://dissidia.wiki/images/3/3a/Brv_wol_crossover.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Crossover is an advancing bravery with an {{keyword|HP link|hplink=1}}. It is primarily used as a {{keyword|punish|punish=1}} tool against long winded attacks and staggered opponents. It can be used to approach if done sparingly. The damage potential and longer lateral reach make this an aerial alternative to Ascension.&lt;br /&gt;
&lt;br /&gt;
Warrior of Light can follow up with an upward thrust by pressing Circle {{pspcir}}, which causes chase. If opponent is near ceiling, it can wall rush instead. The thrust has high upward knockback, which can easily wall rush at medium heights. With wall rush, {{keyword|empty chase|emptychase=1}} can be done from medium distance to make it safe against Recovery Attack. Whether or not chase is done, Warrior of Light needs assist to follow up after wall rush.&lt;br /&gt;
&lt;br /&gt;
Crossover must be completed to do the Rune Saber HP link. That means Warrior of Light usually does not lose bravery damage in exchange for HP damage. The {{keyword|startup|startup=1}} is borderline {{keyword|reactable|reactable=1}} though, and Warrior of Light stays in the animation for roughly a second before he can {{keyword|dodge cancel|dc=1}} out of it. That makes it more dangerous to {{keyword|whiff|whiff=1}} in {{keyword|neutral|neutral=1}}.&lt;br /&gt;
&lt;br /&gt;
|-|Rising Buckler=&lt;br /&gt;
&lt;br /&gt;
{{AbilityInfo2&lt;br /&gt;
|ver1=Normal&lt;br /&gt;
|damage1=&#039;&#039;&#039;30&#039;&#039;&#039; (2x4, 6, 16)&lt;br /&gt;
|startup1=25F&lt;br /&gt;
|type1=Physical&lt;br /&gt;
|priority1=Melee Low&lt;br /&gt;
|ex1=30&lt;br /&gt;
|effect1=Wall Rush&lt;br /&gt;
|cancels1=Dodge&lt;br /&gt;
|asthit1=&lt;br /&gt;
|gametext=Upward swing, snagging foe with shield. &amp;lt;br&amp;gt;Useful from below.&lt;br /&gt;
|level=15&lt;br /&gt;
|ap=150&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|ver2=EX Mode&lt;br /&gt;
|damage2=&#039;&#039;&#039;42&#039;&#039;&#039; (2x4 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+6&amp;lt;/span&amp;gt;, 6, 16 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+6&amp;lt;/span&amp;gt;)&lt;br /&gt;
|startup2=25F&lt;br /&gt;
|type2=Physical&lt;br /&gt;
|priority2=Melee Low&lt;br /&gt;
|ex2=30&lt;br /&gt;
|effect2=Wall Rush &amp;lt;br&amp;gt;Block (Ranged Low)&lt;br /&gt;
|cancels2=Dodge&lt;br /&gt;
|asthit2=&lt;br /&gt;
|image=https://dissidia.wiki/images/b/b1/Brv_wol_rising_buckler.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Rising Buckler is a {{keyword|punish|punish=1}} tool against opponents who are above Warrior of Light. Its vertical reach and Bitter End {{keyword|HP link|hplink=1}} make it rewarding as an {{keyword|anti-air|anti-air=1}}. It is also a consistent follow-up to Kuja and Sephiroth air bravery assists. The {{keyword|disjointed|disjoint=1}} shield can even poke through projectiles, if the opponent is not fully covered by them. To top it off, it can side switch on hit, ideal for sneaky counter attacks near walls.&lt;br /&gt;
&lt;br /&gt;
Rising Buckler is not risk-free, however. It is {{keyword|reactable|reactable=1}} due to its 25-frame {{keyword|startup|startup=1}} and distinct audio cue. It is Warrior of Light&#039;s primary upward aerial attack, which makes it more telegraphed. He stays in place for a moment before he is actionable, and won&#039;t track the opponent once the shield is thrown. If Warrior of Light blocks an opponent, he has to make sure they are above him so that Rising Buckler does not miss. Rising Buckler does not wall rush often in open spaces. It is primarily done near ground, or if the opponent can escape from Bitter End with Assist Change, since it is safer against it.&lt;br /&gt;
&lt;br /&gt;
Warrior of Light has a downward alternative in Shield Strike. He can use both attacks to have high vertical coverage, but he does not always need both. Rising Buckler specifically can be useful in some air oriented {{keyword|match-ups|matchup=1}}, such as {{012seph}} and {{012kuja}}.&lt;br /&gt;
&lt;br /&gt;
|-|Shield Strike=&lt;br /&gt;
&lt;br /&gt;
{{AbilityInfo2&lt;br /&gt;
|ver1=Normal&lt;br /&gt;
|damage1=&#039;&#039;&#039;30&#039;&#039;&#039; (2x4, 6, 16)&lt;br /&gt;
|startup1=25F&lt;br /&gt;
|type1=Physical&lt;br /&gt;
|priority1=Melee Low&lt;br /&gt;
|ex1=30&lt;br /&gt;
|effect1=Wall Rush&lt;br /&gt;
|cancels1=Dodge&lt;br /&gt;
|asthit1=&lt;br /&gt;
|gametext=Downward attack, scooping foe with shield. &amp;lt;br&amp;gt;Useful from above.&lt;br /&gt;
|level=1&lt;br /&gt;
|ap=200&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|ver2=EX Mode&lt;br /&gt;
|damage2=&#039;&#039;&#039;42&#039;&#039;&#039; (2x4 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+6&amp;lt;/span&amp;gt;, 6, 16 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+6&amp;lt;/span&amp;gt;)&lt;br /&gt;
|startup2=25F&lt;br /&gt;
|type2=Physical&lt;br /&gt;
|priority2=Melee Low&lt;br /&gt;
|ex2=30&lt;br /&gt;
|effect2=Wall Rush &amp;lt;br&amp;gt;Block (Ranged Low)&lt;br /&gt;
|cancels2=Dodge&lt;br /&gt;
|asthit2=&lt;br /&gt;
|image=https://dissidia.wiki/images/b/b2/Brv_wol_shield_strike.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Shield Strike is almost identical to Rising Buckler, but it hits downward instead. On hit, it side switches and knocks at an upward angle. It is his main aerial move for {{keyword|air-to-ground|air-to-ground=1}} situations and {{keyword|punishing|punish=1}} reckless play from above. This has high coverage against many close-range melee characters, since they rarely rely on fighting above Warrior of Light. It is also effective for hitting staggered opponents after LV2 Assist Change. Shield Strike has the Bitter End HP link as well, which makes this a more threatening move on average.&lt;br /&gt;
&lt;br /&gt;
Shield Strike shares many of Rising Buckler&#039;s flaws. Its {{keyword|startup|startup=1}} is reactable, and it is his primary downward attack. That makes it more telegraphed in {{keyword|neutral|neutral=1}}. It&#039;s great when used cautiously, but carries a lot of risk if it {{keyword|whiffs|whiff=1}}. It has long {{keyword|recovery|recovery=1}} and no {{keyword|tracking|tracking=1}} after the shield is thrown.&lt;br /&gt;
&lt;br /&gt;
Warrior of Light does not move far if he is not above opponent, but the shield does hit in front of Warrior of Light. That lets him combo into HP after Sephiroth assist, who is one of his strongest assists.&lt;br /&gt;
&lt;br /&gt;
|-|Dayflash (midair)=&lt;br /&gt;
&lt;br /&gt;
{{AbilityInfo2&lt;br /&gt;
|ver1=Normal&lt;br /&gt;
|damage1=&#039;&#039;&#039;22&#039;&#039;&#039; (3, 4, 15)&lt;br /&gt;
|startup1=15F&lt;br /&gt;
|type1=Physical&lt;br /&gt;
|priority1=Melee Low&lt;br /&gt;
|ex1=90&lt;br /&gt;
|effect1=Chase&lt;br /&gt;
|cancels1=Dodge, &amp;lt;br&amp;gt;Block &amp;amp; Attack ({{keyword|Whiff|whiff=1}})&lt;br /&gt;
|asthit1=&lt;br /&gt;
|gametext=[Close] Fast horizontal slice. &amp;lt;br&amp;gt;Low power, quick strike.&lt;br /&gt;
|level=25&lt;br /&gt;
|ap=90&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|ver2=EX Mode&lt;br /&gt;
|damage2=&#039;&#039;&#039;36&#039;&#039;&#039; (3 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+4&amp;lt;/span&amp;gt;, 4 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+4&amp;lt;/span&amp;gt;, 15 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+6&amp;lt;/span&amp;gt;)&lt;br /&gt;
|startup2=15F&lt;br /&gt;
|type2=Physical&lt;br /&gt;
|priority2=Melee Low&lt;br /&gt;
|ex2=90&lt;br /&gt;
|effect2=Chase &amp;lt;br&amp;gt;Block (Ranged Low)&lt;br /&gt;
|cancels2=Dodge, &amp;lt;br&amp;gt;Block &amp;amp; Attack ({{keyword|Whiff|whiff=1}})&lt;br /&gt;
|asthit2=&lt;br /&gt;
|image=https://dissidia.wiki/images/5/5b/Brv_wol_dayflash_a.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Dayflash&#039;s aerial version is essential, and similar to ground version in many aspects. It is fast, safe to {{keyword|whiff|whiff=1}} for assist gauge and reliable for confirming assist combos. It&#039;s also used to accumulate EX over time. Fights often happen in the air, so Warrior of Light relies on this move a lot.&lt;br /&gt;
&lt;br /&gt;
The {{keyword|startup|startup=1}} is slightly slower than ground Dayflash (15 frames instead of 13), but it&#039;s still unreactable. The {{keyword|recovery|recovery=1}} is short as well, which lets him build assist gauge on whiff. He can also {{keyword|cancel|cancel=1}} a missed Dayflash into other attacks or block to keep opponents guessing. The {{keyword|hitbox|hitbox=1}} goes low enough where it can still hit grounded opponents, so Dayflash also works as an {{keyword|air-to-ground|air-to-ground=1}} move.&lt;br /&gt;
&lt;br /&gt;
This is Warrior of Light&#039;s lowest damaging move compared to his other moves, but it&#039;s also the fastest and safest to use. Assist (or Chase) is needed to get HP damage from this. It&#039;s a staple for him in competitive play, and his longevity hinges on how well he can utilize Dayflash.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== HP Attacks ==&lt;br /&gt;
&lt;br /&gt;
=== Ground ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Shield of Light (ground)=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=-&lt;br /&gt;
|startup=53F (Block from 1F to 53F)&lt;br /&gt;
|type=-&lt;br /&gt;
|priority=Melee High, Block Mid&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=Block, Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/7/77/Hp_wol_shield_of_light_g.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=22&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=[Close] Fire force blast from shield. &amp;lt;br&amp;gt;Hurls foe while blocking.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Shield of Light is Warrior of Light&#039;s signature {{keyword|command block|commandblock=1}}. He moves forward before unleashing a 1-hit force blast that can wall rush. Its blocking duration is very generous, as it blocks instantly from frame 1 until the move does damage. Combined with the forward movement, Shield of Light can call out low priority pokes, such as {{012cod}}&#039;s tentacles.&lt;br /&gt;
&lt;br /&gt;
More importantly, Shield of Light works as an instant defensive option after a ground dodge. If Warrior of Light is about to get hit, he can use this to keep the opponent at bay. Blocks like this work against dashes and low priority attacks alike. This presents a second layer of defense that the opponent has to consider at all times, or they risk taking HP damage just for approaching.  &lt;br /&gt;
&lt;br /&gt;
Shield of Light is a great defensive tool, but it still carries a risk. If it misses, Warrior of Light is left wide open for {{keyword|punishes|punish=1}}. Shield of Light can only block low priority moves. Higher priority moves like HP attacks and {{012squ}}&#039;s Heel Crush will guard crush or stagger Warrior of Light respectively.&lt;br /&gt;
&lt;br /&gt;
Warrior of Light becomes airborne when using this move. He automatically aims this move at a diagonal angle against airborne opponents, but he cannot change the direction halfway through.&lt;br /&gt;
&lt;br /&gt;
|-|Shining Wave=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=-&lt;br /&gt;
|startup=51F&lt;br /&gt;
|type=-&lt;br /&gt;
|priority=Melee High (blade) &amp;lt;br&amp;gt;Ranged High (light pillar)&lt;br /&gt;
|ex=each 60&lt;br /&gt;
|effect=-&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/1/10/Hp_wol_shining_wave.jpeg&lt;br /&gt;
|imgpos=60%&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=1&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=[Mid] Shoot pillars of light. &amp;lt;br&amp;gt;Homes in on opponent.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Shining Wave is a long-range wave attack that deals HP damage on hit. It can {{keyword|punish|punish=1}} air dodges in close-range and follow up after a block stagger. It is also used sometimes as a passive projectile to occupy space. Shining Wave cannot be reflected back at Warrior of Light, but it does lose to high priority melee attacks and {{keyword|command blocks|commandblock=1}} from Jecht and Exdeath. The ranged high priority also lets Warrior of Light ignore LV2 Assist Change, useful in certain assist combo situations.&lt;br /&gt;
&lt;br /&gt;
Warrior of Light is stationary for a moment after firing, which leaves him vulnerable to attacks. When used sparingly, Shining Wave is a move that complements Warrior of Light&#039;s ground combat.&lt;br /&gt;
&lt;br /&gt;
The wave projectile travels at a relatively high speed once it&#039;s {{keyword|active|active=1}}. It can {{keyword|track|track=1}} airborne opponents, but it always moves forward at first before it starts realigning. Shining Wave can hit twice if it connects this way, though this can be difficult to aim for in a competitive match. Shining Wave can also combo into assist at a wall, but outside of that, its reward is pretty low on average.&lt;br /&gt;
&lt;br /&gt;
As a wave HP, Shining Wave has a little quirk with its {{keyword|hitbox|hitbox=1}}. It can miss against high speed movement that is passing through the projectile. &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=cDI-tsnyJbM&amp;amp;t=25 Shining Wave misses against high speed movement passing through]&amp;lt;/ref&amp;gt; This is pretty risky to attempt though, so Warrior of Light does not have to worry about it too often.&lt;br /&gt;
&lt;br /&gt;
|-|Ultimate Shield=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;20&#039;&#039;&#039; (4 x 3, 8)&lt;br /&gt;
|startup=41F&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee High&lt;br /&gt;
|ex=30&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/c/c1/Hp_wol_ultimate_shield.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=28&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=[Close] Deft shieldwork. &amp;lt;br&amp;gt;Effective against any height.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Ultimate Shield is a combo attack used to call out blocks, nearby dodges or even attacks. It is his fastest ground HP attack, and it has strong vertical {{keyword|tracking|tracking=1}} when aiming his shield.&lt;br /&gt;
&lt;br /&gt;
Warrior of Light stays in place while his shield goes towards opponent. If the shield misses, Warrior of Light will not continue with a combo. This makes it a bit safer to use from a distance. Ultimate Shield can also reflect HP projectiles without moving towards them. The reach is decent, but not enough to punish neutral ground dodges without prior movement. Assists can follow up either after wall rush or with a {{keyword|knockback cancel|knockbackcancel=1}}.&lt;br /&gt;
&lt;br /&gt;
If White Fang connects, it can activate a &#039;&#039;&#039;[[Glitch_(Dissidia_012)#Hit_Glitch|hit glitch]]&#039;&#039;&#039; for Ultimate Shield if its done at the same time. That means the move will transition to follow-up hits despite not making any contact with opponent. This can be detrimental due to short reach. It has long {{keyword|recovery|recovery=1}} when finished, so Warrior of Light should watch out for Assist Changes when using this.&lt;br /&gt;
&lt;br /&gt;
|-|Rune Saber (ground)=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;10&#039;&#039;&#039; (2 x 3, 4) / +Ascension = (50 Total)&lt;br /&gt;
|startup=?&lt;br /&gt;
|type=Magical&lt;br /&gt;
|priority=Melee High (?)&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/d/dc/Hp_wol_rune_saber.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=Branching from Ascension &amp;lt;br&amp;gt;[Combo] Light beam pierces foe.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Rune Saber is the {{keyword|HP link|hplink=1}} from Ascension. It is notable for its combo potential and relative safety against Assist Change counters. Both Ascension and Rune Saber have long upward {{keyword|knockback|knockback=1}}. That means Rune Saber can wall rush consistently in stages with lower ceilings, such as Sky Fortress Bahamut and Edge of Madness. Rune Saber cannot hit a wall rushed opponent, though.&lt;br /&gt;
&lt;br /&gt;
The wall rush is great for HP damage and assist combos alike. If Warrior of Light cannot guarantee a ceiling wall rush, multi-hit assists like Sephiroth can also {{keyword|knockback cancel|knockbackcancel=1}} for combos. As a result, Rune Saber is useful as an independent source of HP damage and assist combo starter anywhere.&lt;br /&gt;
&lt;br /&gt;
Rune Saber has a lengthy animation, which normally makes it risky against opponents who escaped with Assist Change. Rune Saber&#039;s last hit has a tall {{keyword|hitbox|hitbox=1}} with long {{keyword|active|active=1}} frames. This provides some cover for Warrior of Light before he can {{keyword|dodge cancel|dc=1}}, but it&#039;s not entirely safe. Opponents can still try to Assist Change out early and dodge next to Warrior of Light, but it&#039;s harder to do compared to Bitter End.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Aerial ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Shield of Light (midair)=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=-&lt;br /&gt;
|startup=53F (Block from 1F to 53F)&lt;br /&gt;
|type=-&lt;br /&gt;
|priority=Melee High, Block Mid&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=Block, Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/6/6a/Hp_wol_shield_of_light_a.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=1&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=[Close] Fire force blast from shield. &amp;lt;br&amp;gt;Hurls foe while blocking.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The signature {{keyword|command block|commandblock=1}}. More commonly used since it&#039;s an aerial move, otherwise it&#039;s very similar to the ground version. It is still used for self defense after air dodges, and blocking melee low attacks such as {{012clo}}&#039;s Slashing Blow. As a 1-hit move, Shield of Light can also circumvent EX Revenge {{keyword|checkmates|checkmate=1}} with EX {{keyword|depletion|depletion=1}}.&lt;br /&gt;
&lt;br /&gt;
The force blast has short reach and it doesn&#039;t stay active for long. However, it can wall rush and start assist combos with a good {{keyword|read|read=1}}. It&#039;s not commonly used in most assist combos due to limited vertical {{keyword|tracking|tracking=1}} and long animation, but it can set up double assist combos with {{012aer}} assist. Regardless, the aerial Shield of Light is a must-have for Warrior of Light. It&#039;s what distinguishes him from similarly well rounded characters such as Cloud and {{012squ}}.&lt;br /&gt;
&lt;br /&gt;
|-|Radiant Sword=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=-&lt;br /&gt;
|startup=77F&lt;br /&gt;
|type=-&lt;br /&gt;
|priority=Ranged High&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/e/eb/Hp_wol_radiant_sword.jpeg&lt;br /&gt;
|imgpos=60%&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=13&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=[Long] Fire blades of light from seal. &amp;lt;br&amp;gt;Blades weakly track foe.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Radiant Sword is a group of long-range homing projectiles. This is a move with low hit rate due to its telegraphed animation and gradual accelerated speed. As the speed increases, the {{keyword|tracking|tracking=1}} projectiles all gather and focus on the opponent. That means they are easier to dodge once they are moving in a line. This limits Radiant Sword&#039;s ability to occupy space. The projectiles track well and reach far enough force a dodge almost anywhere. They do not go through solid objects such as walls or Empyreal Paradox&#039;s crystal, though.&lt;br /&gt;
&lt;br /&gt;
Radiant Sword&#039;s applications are very limited overall. If it hits, it can wall rush and start assist combos. It is sometimes used to threaten opponents going for EX cores, but even this is not waterproof. Use with caution.&lt;br /&gt;
&lt;br /&gt;
|-|Rune Saber (midair)=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;10&#039;&#039;&#039; (2 x 3, 4) / +Crossover = (50 Tota)&lt;br /&gt;
|startup=??&lt;br /&gt;
|type=Magical&lt;br /&gt;
|priority=Melee High (?)&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/d/dc/Hp_wol_rune_saber.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=Branching from Crossover &amp;lt;br&amp;gt;[Combo] Light beam pierces foe.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Rune Saber is the {{keyword|HP link|hplink=1}} from Crossover. It is always recommended for Crossover, and is functionally similar to the other Rune Saber. The main thing to watch out for are ceiling wall rushes; Since Crossover is an aerial move, it is more likely to wall rush before Rune Saber connects.&lt;br /&gt;
&lt;br /&gt;
|-|Bitter End A=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;15&#039;&#039;&#039; (2 x 6, 3) / +Rising Buckler = (29 Total)&lt;br /&gt;
|startup=??&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee High (?)&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/7/73/Hp_wol_bitter_end.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=Branching from Rising Buckler &amp;lt;br&amp;gt;[Combo] Deft bladework.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Bitter End is another staple {{keyword|HP link|hplink=1}} for Warrior of Light. It rewards well placed {{keyword|whiff punishes|whiffpunish=1}} with HP damage, no assist needed. Its total damage output is a bit lower compared to Rune Saber, but there is no need to worry about ceiling wall rushes. It&#039;s a consistent assist combo starter thanks to the wall rush, and the long animation sets up {{keyword|knockback cancels|knockbackcancel=1}} for Sephiroth assist. With &#039;&#039;&#039;[[Multiplayer_Build_Guide_(Dissidia_012)#Damage_(high_base_bravery)|high base bravery builds]]&#039;&#039;&#039;, the animation lasts long enough to get most of the {{keyword|base bravery|basebrv=1}} back at the end of an assist combo.&lt;br /&gt;
&lt;br /&gt;
Bitter End is a stationary combo attack that starts quickly, but takes a few seconds to finish. It is very unsafe against opponents who escaped with LV1 Assist Change. Warrior of Light cannot {{keyword|cancel|cancel=1}} Bitter End until the last hit comes out. He stays still for the entire animation, and he has little protection against vertical attacks. He needs assist as backup for this, but he also needs this move to represent a threat without assist. It&#039;s a conundrum he has to work with.&lt;br /&gt;
&lt;br /&gt;
|-|Bitter End B=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;15&#039;&#039;&#039; (2 x 6, 3) / +Shield Strike = (29 Total)&lt;br /&gt;
|startup=??&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee High (?)&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/7/73/Hp_wol_bitter_end.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=Branching from Shield Strike &amp;lt;br&amp;gt;[Combo] Deft bladework.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Bitter End B is identical with Bitter End A.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== EX Mode: Class Change! ==&lt;br /&gt;
Effects:&lt;br /&gt;
* Regen&lt;br /&gt;
* Critical Boost&lt;br /&gt;
* Mirror Attack&lt;br /&gt;
* Protect&lt;br /&gt;
* Light&#039;s Blessing&lt;br /&gt;
&lt;br /&gt;
Warrior of Light&#039;s EX Mode has plenty of useful effects. He gets additional hits for his melee braveries, a big damage reduction in +10 base DEF and he blocks ranged low moves during his own attacks. EX modes are commonly used to secure a win with assist combo, and Warrior of Light is no different. As such, the defensive boosts may not come into play often. It is still a competent EX mode overall, though.&lt;br /&gt;
&lt;br /&gt;
=== Mirror Attack ===&lt;br /&gt;
&lt;br /&gt;
{{image|https://dissidia.wiki/images/8/8d/Ex_mode_wol_mirror_attack.jpeg}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[Active while attacking]&lt;br /&gt;
A wall of light appears while attacking, repelling weak magical attacks.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Warrior of Light can block attacks with Ranged Low priority during his own attack animations. The blocking effect activates very quickly and lasts for most, if not the whole attack animation. This applies even during a move&#039;s {{keyword|recovery|recovery=1}}.&lt;br /&gt;
&lt;br /&gt;
=== Protect ===&lt;br /&gt;
&#039;&#039;[Always active while in EX Mode]&lt;br /&gt;
An aura of light covers the body, raising defense.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Warrior of Light gets +10 DEF for the duration of his EX mode. That is a huge increase, which can greatly reduce bravery damage taken if Warrior of Light is hit during this time.&lt;br /&gt;
&lt;br /&gt;
=== Light&#039;s Blessing ===&lt;br /&gt;
{{image|http://dissidia.wiki/images/b/b9/Ex_mode_wol_light_blessing.jpeg}}&lt;br /&gt;
&#039;&#039;[Activates when combo hits] Swords of light appear, dealing additional damage.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Light&#039;s Blessing adds several hits to Warrior of Light&#039;s physical bravery attacks. Each light sword has a base damage of 1. The light swords cause {{keyword|hit stun|hitstun=1}}, but they don&#039;t create more lenient, practical solo combo routes for Warrior of Light.&lt;br /&gt;
&lt;br /&gt;
=== EX Burst: Oversoul ===&lt;br /&gt;
{{image|https://dissidia.wiki/images/4/46/Ex_burst_wol.jpeg}}&lt;br /&gt;
&#039;&#039;Sharp, repeated strikes like flashes of light. &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;img&amp;gt;https://resources.dissidia.wiki/ddff/icons/ddff-icon-button-dpadup.png&amp;lt;/img&amp;gt; &amp;lt;img&amp;gt;https://resources.dissidia.wiki/ddff/icons/ddff-icon-button-dpaddown.png&amp;lt;/img&amp;gt; &amp;lt;img&amp;gt;https://resources.dissidia.wiki/ddff/icons/ddff-icon-button-dpadleft.png&amp;lt;/img&amp;gt; &amp;lt;img&amp;gt;https://resources.dissidia.wiki/ddff/icons/ddff-icon-button-dpadright.png&amp;lt;/img&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Each directional button corresponds to one attack.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{burst&lt;br /&gt;
|damage1=5x3 (15)&lt;br /&gt;
|damage2=10x6, 25 (100 total)&lt;br /&gt;
|type=Physical&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Oversoul is a fairly standard EX Burst. The base damage for initial hits isn&#039;t high, but follow-up hits begin almost immediately, leaving less time for the opponent to raise their DEF.&lt;br /&gt;
&lt;br /&gt;
To complete this EX Burst, Warrior of Light must press the correct button shown on screen six times. The button inputs &#039;&#039;always&#039;&#039; require a directional button. Analog stick {{pspana}} will not work regardless of what the character control option is set to. If Warrior of Light does not press the correct button within a short time, or presses a wrong button, he will end EX Burst early. Regardless of how well this EX Burst is done, Warrior of Light always finishes with a slash that has decent 25 base damage.&lt;br /&gt;
&lt;br /&gt;
== Combos ==&lt;br /&gt;
&lt;br /&gt;
=== Solo ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Main article pending)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Combo-012&lt;br /&gt;
| data      = &lt;br /&gt;
{{Combo-012Data&lt;br /&gt;
|combo=&#039;&#039;&#039;White Fang&#039;&#039;&#039; &amp;gt; Ascension &amp;gt; Rune Saber&lt;br /&gt;
|condition=Projectile Starter&lt;br /&gt;
|requirement=Ground&lt;br /&gt;
|purpose=Projectile to HP Damage&lt;br /&gt;
|damage=56 minimum + HP &amp;amp; WR&lt;br /&gt;
|damagehits=6 min &amp;gt; 40 &amp;gt; 10 + HP &amp;amp; WR&lt;br /&gt;
|ex=90&lt;br /&gt;
|exhits=0 &amp;gt; 90 &amp;gt; 0&lt;br /&gt;
|meteropp=&lt;br /&gt;
|video=&lt;br /&gt;
|notes=White Fang combos into most of WoL&#039;s moves, Ascension is his staple high damage follow-up. This combo works in close range. If the opponent is further away, Warrior of Light may have to dash to combo afterwards.&lt;br /&gt;
}}&lt;br /&gt;
{{Combo-012Data&lt;br /&gt;
|combo=&#039;&#039;&#039;White Fang&#039;&#039;&#039; &amp;gt; Dayflash &amp;gt; Delayed Empty {{clr|chase=1}}&lt;br /&gt;
|condition=Projectile Starter&lt;br /&gt;
|requirement=Ground&lt;br /&gt;
|purpose=Projectile, Safe {{keyword|Chase|emptychase=1}} for EX&lt;br /&gt;
|damage=28 minimum&lt;br /&gt;
|damagehits=6 min &amp;gt; 22&lt;br /&gt;
|ex=90&lt;br /&gt;
|exhits=0 &amp;gt; 90&lt;br /&gt;
|meteropp=&lt;br /&gt;
|video=&lt;br /&gt;
|notes=Less damage than Ascension, but this combo does two things: It lets WoL chase safely without getting countered and get all EX in the stage. Delay Dayflash&#039;s Chase as much as possible, then do it just before the opponent reaches the ground. This forces a wall rush reaction.&lt;br /&gt;
&lt;br /&gt;
The second thing is it enables assist combos, and the chase also resets assist gauge if it was already used previously. This doesn&#039;t have much merit in the solo combo context, but it does leave WoL close to the opponent for pressure.&lt;br /&gt;
&lt;br /&gt;
In a {{keyword|neutral|neutral=1}} situation, Dayflash can be easier to react with if White Fang hits a moving opponent. Other than that, Ascension is the stronger follow-up.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Assist (Sephiroth) ===&lt;br /&gt;
&lt;br /&gt;
Warrior of Light can create assist combos with Wall Rush, Dayflash and even during his Bitter End and Rune Saber {{keyword|HP links|hplink=1}}. This gives him flexibility in setting up HP damage. When following up after Sephiroth, delay Assist Chase a little so that Shield Strike connects more consistently.&lt;br /&gt;
&lt;br /&gt;
{{ComboLegend-012}}&lt;br /&gt;
&lt;br /&gt;
{{Combo-012&lt;br /&gt;
| data      = &lt;br /&gt;
{{Combo-012Data&lt;br /&gt;
|combo=&#039;&#039;&#039;Dayflash (2 hits)&#039;&#039;&#039; &amp;gt; {{clr|astbrv=1}} &amp;gt; {{clr|ac=1}} &amp;gt; Shield Strike &amp;gt; Bitter End&lt;br /&gt;
|condition={{keyword|Poke|poke=1}} Starter&lt;br /&gt;
|requirement=Ground / Air OK&lt;br /&gt;
|purpose=Staple {{keyword|Midscreen|midscreen=1}} Combo&lt;br /&gt;
|damage=76 + HP &amp;amp; WR&lt;br /&gt;
|damagehits=3, 4 &amp;gt; 40 AST &amp;gt; 14 &amp;gt; 15 + HP &amp;amp; WR&lt;br /&gt;
|ex=&lt;br /&gt;
|exhits=&lt;br /&gt;
|meteropp=&lt;br /&gt;
|video=&lt;br /&gt;
|notes=Standard combo from a safe poke. Confirm the second Dayflash hit visually, then press assist and follow up. This is an important combo to get right, as it lets WoL do HP damage without using the more telegraphed bravery attacks first.&lt;br /&gt;
}}&lt;br /&gt;
{{Combo-012Data&lt;br /&gt;
|combo=&#039;&#039;&#039;Crossover / Ascension&#039;&#039;&#039; &amp;gt; Rune Saber &amp;gt; {{clr|wr=1}} &amp;gt; {{clr|astbrv=1}} &amp;gt; {{clr|ac=1}} &amp;gt; Shield Strike &amp;gt; Bitter End&lt;br /&gt;
|condition={{keyword|Punish|punish=1}} Starter&lt;br /&gt;
|requirement=Ceiling HP Wall Rush&lt;br /&gt;
|purpose=HP Damage&lt;br /&gt;
|damage=119 + HP &amp;amp; WR&lt;br /&gt;
|damagehits=40 &amp;gt; 10 + HP &amp;amp; WR &amp;gt; 40 AST &amp;gt; 14 &amp;gt; 15 + HP &amp;amp; WR&lt;br /&gt;
|ex=&lt;br /&gt;
|exhits=90 &amp;gt; 0 &amp;gt; ?? &amp;gt; 30&lt;br /&gt;
|meteropp=&lt;br /&gt;
|video=&lt;br /&gt;
|notes=A standard Wall Rush combo. Make sure to do Rune Saber as soon as possible before Crossover Wall Rushes at the ceiling. This is not very practical for low ceiling stages, such as Pandaemonium - Top Floor and M. S. Prima Vista. In those stages, Crossover&#039;s BRV Wall Rush has to suffice.&lt;br /&gt;
}}&lt;br /&gt;
{{Combo-012Data&lt;br /&gt;
|combo=&#039;&#039;&#039;Shield Strike / Rising Buckler&#039;&#039;&#039; &amp;gt; Bitter End &amp;gt; {{clr|astbrv=1}} &amp;gt; Bitter End + Assist HIT &amp;gt; {{clr|dc=1}} &amp;gt; {{clr|ac=1}} &amp;gt; Shield Strike &amp;gt; Bitter End&lt;br /&gt;
|condition={{keyword|Punish|punish=1}} Starter&lt;br /&gt;
|requirement={{keyword|Knockback Cancel|knockbackcancel=1}}&lt;br /&gt;
|purpose=Midscreen HP Damage&lt;br /&gt;
|damage=98 + HP &amp;amp; WR&lt;br /&gt;
|damagehits=14 &amp;gt; 15 + HP &amp;gt; 40 AST &amp;gt; 14 &amp;gt; 15 + HP &amp;amp; WR&lt;br /&gt;
|ex=&lt;br /&gt;
|exhits=&lt;br /&gt;
|meteropp=&lt;br /&gt;
|video=&lt;br /&gt;
|notes=This combo works anywhere, but Sephiroth must be timed to hit when Bitter End finishes. Press assist just as Bitter End&#039;s last bravery slash connects. WoL should be winding up his sword during the assist slowdown if done properly.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Builds ==&lt;br /&gt;
&#039;&#039;Main article: &#039;&#039;&#039;[[Warrior_of_Light_(Dissidia_012)/Builds|Warrior of Light (012) Builds]]&#039;&#039;&#039; &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Warrior of Light works with a variety of builds, such as hybrid builds, Bravery Boost on Dodge and Side by Side. Most of his damage comes from Dayflash assist combos and {{keyword|HP links|hplink=1}}, so he is not often built explicitly for bravery damage. However, Warrior of Light benefits greatly from having high {{keyword|base bravery|basebrv=1}} for assist combos.&lt;br /&gt;
&lt;br /&gt;
=== Hybrid ===&lt;br /&gt;
&lt;br /&gt;
{{Build&lt;br /&gt;
|hp=11299&lt;br /&gt;
|cp=450&lt;br /&gt;
|brv=996&lt;br /&gt;
|atk=178&lt;br /&gt;
|def=184&lt;br /&gt;
|luk=60&lt;br /&gt;
|booster=&lt;br /&gt;
|setbonus=Seal of Lufenia&lt;br /&gt;
|ast={{012seph}}&lt;br /&gt;
|wpn=Heaven&#039;s Cloud&lt;br /&gt;
|hand=Lufenian Dirk {{equip}}&lt;br /&gt;
|head=Lufenian Headband {{equip}}&lt;br /&gt;
|armor=Lufenian Vest&lt;br /&gt;
|acc1=Muscle Belt {{accbas}}&lt;br /&gt;
|acc2=Dismay Shock {{accbas}}&lt;br /&gt;
|acc3=Battle Hammer {{accbas}}&lt;br /&gt;
|acc4=Summon Unused {{accboo}}&lt;br /&gt;
|acc5=Pre-EX Mode {{accboo}}&lt;br /&gt;
|acc6=Pre-EX Revenge {{accboo}}&lt;br /&gt;
|acc7=Opponent Summon Unused {{accboo}}&lt;br /&gt;
|acc8=White Gem {{accsp}}&lt;br /&gt;
|acc9=Tenacious Attacker {{accsp}}&lt;br /&gt;
|acc10=Glutton {{accsp}}&lt;br /&gt;
|summon=Rubicante&lt;br /&gt;
|dataBRV=&lt;br /&gt;
{{Build-AttackData&lt;br /&gt;
|brv1-g=Dayflash&lt;br /&gt;
|branch-1gbrv=&lt;br /&gt;
|branch-1ghp=&lt;br /&gt;
|brv2-g=Ascension&lt;br /&gt;
|branch-2gbrv=&lt;br /&gt;
|branch-2ghp=Rune Saber&lt;br /&gt;
|brv3-g=White Fang&lt;br /&gt;
|branch-3gbrv=&lt;br /&gt;
|branch-3ghp=&lt;br /&gt;
|brv1-a=Dayflash&lt;br /&gt;
|branch-1abrv=&lt;br /&gt;
|branch-1ahp=&lt;br /&gt;
|brv2-a=Crossover&lt;br /&gt;
|branch-2abrv=&lt;br /&gt;
|branch-2ahp=Rune Saber&lt;br /&gt;
|brv3-a=Shield Strike&lt;br /&gt;
|branch-3abrv=&lt;br /&gt;
|branch-3ahp=Bitter End&lt;br /&gt;
}}&lt;br /&gt;
| dataHP      = &lt;br /&gt;
{{Build-AttackDataHP&lt;br /&gt;
|hp1-g=Shield of Light&lt;br /&gt;
|hp2-g=Ultimate Shield&lt;br /&gt;
|hp3-g=Shining Wave&lt;br /&gt;
|hp1-a=Shield of Light&lt;br /&gt;
|hp2-a=&lt;br /&gt;
|hp3-a=Radiant Sword&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This is a general purpose build focused on EX intake and EX depletion. Most competitive builds focus on damage, ex and / or meter depletion, so this is a good build to start with.&lt;br /&gt;
&lt;br /&gt;
Seal of Lufenia set lowers DEF, but Warrior of Light&#039;s high base DEF stat mitigates it. Lufenian Dirk {{equhand}} adds +1 ATK for more damage, which in turn compensates for Heaven&#039;s Cloud&#039;s {{equwpn}} low ATK. Heaven&#039;s Cloud makes grabbing EX Force much easier due to its increased EX intake range.&lt;br /&gt;
&lt;br /&gt;
== Assist ==&lt;br /&gt;
&lt;br /&gt;
Warrior of Light&#039;s assist data.&lt;br /&gt;
&lt;br /&gt;
=== Assist Data ===&lt;br /&gt;
{{012Assist&lt;br /&gt;
|type1=BRV&lt;br /&gt;
|attack1=Sword Thrust&lt;br /&gt;
|startup1=31F&lt;br /&gt;
|position1=Ground&lt;br /&gt;
|spawn1=Opponent&lt;br /&gt;
|damage1=6, 3 x 5, 15 (30)&lt;br /&gt;
|effect1=Wall Rush&lt;br /&gt;
|type2=BRV&lt;br /&gt;
|attack2=Rising Buckler&lt;br /&gt;
|startup2=25F&lt;br /&gt;
|position2=Air&lt;br /&gt;
|spawn2=Opponent&lt;br /&gt;
|damage2=2 x 4, 6, 16 (30)&lt;br /&gt;
|effect2=Wall Rush&lt;br /&gt;
|type3=HP&lt;br /&gt;
|attack3=Shining Wave&lt;br /&gt;
|startup3=53F&lt;br /&gt;
|position3=Ground&lt;br /&gt;
|spawn3=Player&lt;br /&gt;
|damage3=-&lt;br /&gt;
|effect3=Chase&lt;br /&gt;
|type4=HP&lt;br /&gt;
|attack4=Shield of Light&lt;br /&gt;
|startup4=51F&lt;br /&gt;
|position4=Air&lt;br /&gt;
|spawn4=Opponent&lt;br /&gt;
|damage4=-&lt;br /&gt;
|effect4=Block, Wall Rush&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Assist Overview ===&lt;br /&gt;
&lt;br /&gt;
As an assist, Warrior of Light is one of the weaker assists in the game. His braveries do not hold the opponent in place for long and they quickly push them away from the player. The lack of Assist Chase hurts; Warrior of Light struggles to serve the role of setting up HP attacks for the player character. He relies on Wall Rush to achieve this. It is recommended to fight near ground, so that Rising Buckler can at least slam opponents to the floor for easier combos.&lt;br /&gt;
&lt;br /&gt;
Shield of Light can guard attacks, which is worth noting for {{keyword|scrambles|scramble=1}} and checkmate situations. But because it is an HP attack, it is expensive and risky to use.&lt;br /&gt;
&lt;br /&gt;
=== Synergies ===&lt;br /&gt;
Warrior of Light works well with most competitive assists.&lt;br /&gt;
&lt;br /&gt;
;Sephiroth&lt;br /&gt;
:Arguably the most popular synergy in competitive play. He can combo from almost every move and Wall Rush consistently, and set up another {{keyword|HP link|hplink=1}} afterwards. Sephiroth may be a budget Kuja assist, but his multi-hits make it easier to do {{keyword|knockback cancels|knockbackcancel=1}} anywhere. This lets Warrior of Light deal consistent HP damage regardless of his position, while still having access to a consistent {{keyword|whiff punish|whiffpunish=1}} option.&lt;br /&gt;
&lt;br /&gt;
;Aerith&lt;br /&gt;
:Aerith has less bravery damage and worse whiff punish tools in exchange for safer combos and EX intake. Dayflash chase setups take center stage here; They&#039;re useful for getting EX and bypassing LV2 Assist Change staggers. Knockback cancels are still possible with Rune Saber and Bitter End, so technically Warrior of Light does not need Wall Rush for combos either. They are not very easy to do, though. If Warrior of Light does get a Wall Rush, he can use Shield of Light to set up another Aerith assist. A double assist combo can be a lot of damage, particularly with high base bravery.&lt;br /&gt;
&lt;br /&gt;
;Jecht&lt;br /&gt;
:Jecht hits faster than Sephiroth and his air BRV sets up extended ground combos for lots of bravery. Even if Crossover is not equipped, Ascension usually is, which is also a high damaging move. If WoL wants to use assist again for even more bravery after Jecht&#039;s air BRV, Dayflash (ground) {{keyword|empty chase|emptychase=1}} reset makes it possible. This is a competent synergy in its own right, though WoL loses out on consistent {{keyword|midscreen|midscreen=1}} knockback cancels.&lt;br /&gt;
&lt;br /&gt;
= References =&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{navbox012}}&lt;br /&gt;
&lt;br /&gt;
{{roadmap012wol}}&lt;/div&gt;</summary>
		<author><name>Muggshotter</name></author>
	</entry>
	<entry>
		<id>https://dissidia.wiki/index.php?title=Warrior_of_Light_(Dissidia_012)&amp;diff=4802</id>
		<title>Warrior of Light (Dissidia 012)</title>
		<link rel="alternate" type="text/html" href="https://dissidia.wiki/index.php?title=Warrior_of_Light_(Dissidia_012)&amp;diff=4802"/>
		<updated>2026-03-25T11:06:48Z</updated>

		<summary type="html">&lt;p&gt;Muggshotter: /* Aerial */ Reworded paragraphs to be more concise and easier to read.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Dissidia 012 Final Fantasy]]&lt;br /&gt;
{{012CharNavWol}}&lt;br /&gt;
&lt;br /&gt;
{{CharacterInfo&lt;br /&gt;
|portrait=https://resources.dissidia.wiki/ddff/portraits/ddff-port-wol.png&lt;br /&gt;
|name=Warrior of Light&lt;br /&gt;
|origin=Final Fantasy&lt;br /&gt;
|atk=110 (Average)&lt;br /&gt;
|def=113 (Very High, +10 during EX Mode)&lt;br /&gt;
|runspeed=6 (Average / Good)&lt;br /&gt;
|dash=77 (Average / Good)&lt;br /&gt;
|fall=87 (Average)&lt;br /&gt;
|fallr=40 (Average)&lt;br /&gt;
|fastestbrv=13F (Dayflash ground)&lt;br /&gt;
|fastesthp=51F (Shining Wave)&lt;br /&gt;
|1hithp=Yes (Multiple)&lt;br /&gt;
|hplinks=Yes&lt;br /&gt;
|cmdblock=Shield of Light&lt;br /&gt;
|weapon=Axes, Daggers, Greatswords, Katanas, Swords&lt;br /&gt;
|armor=Chestplates, Gauntlets, Heavy Armor, Helms,&amp;lt;br&amp;gt; Large Shields, Light Armor, Shields&lt;br /&gt;
|exclusives=Flame Sword, Braveheart, Barbarian&#039;s Sword&lt;br /&gt;
|unlock=Default&lt;br /&gt;
|alignment=Cosmos&lt;br /&gt;
|vajp=[https://en.wikipedia.org/wiki/Toshihiko_Seki Toshihiko Seki]&lt;br /&gt;
|vaeng=[https://en.wikipedia.org/wiki/Grant_George Grant George]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Warrior of Light is a close range fighter who operates as an {{keyword|all-rounder|all-rounder=1}}. He represents a standard-fare fighting style with quick Dayflash {{keyword|pokes|poke=1}}, committal gap closers and midrange projectiles. His standard mobility lets him create offense and defense as needed, and once he gets an opening, his {{keyword|HP links|hplink=1}} can deal good damage. Warrior of Light&#039;s damage output is supported by &#039;&#039;&#039;[[Multiplayer_Build_Guide_(Dissidia_012)#Damage_(high_base_bravery)|high base bravery]]&#039;&#039;&#039; builds, HP wall rush and assist combos. He works well with many assists and his combo routes are consistent in most positions. Thanks to his high coverage with HP links such as Shield Strike / Rising Buckler &amp;gt; Bitter End, Warrior of Light can {{keyword|punish|punish=1}} effectively from most angles.&lt;br /&gt;
&lt;br /&gt;
As an all-rounder, Warrior of Light works with a variety of builds, including &#039;&#039;&#039;[[Multiplayer_Build_Guide_(Dissidia_012)#EX|EX]]&#039;&#039;&#039; and &#039;&#039;&#039;[[Multiplayer_Build_Guide_(Dissidia_012)#Side_by_Side|Side by Side]]&#039;&#039;&#039; {{accsp}}. His standout traits are defensively oriented; He has very high base DEF stat, which is greatly amplified in &#039;&#039;&#039;[[EX_(Dissidia_012)#EX_Mode|EX Mode.]]&#039;&#039;&#039; He also has an advancing frame 1 {{keyword|command block|commandblock=1}} in Shield of Light, which is a 1-hit HP that wall rushes. This is not common in the game. It makes Warrior of Light&#039;s dodges safer and beating low priority attacks with long {{keyword|active|active=1}} frames easier.&lt;br /&gt;
&lt;br /&gt;
Warrior of Light can struggle against lingering projectiles due to risky {{keyword|disjoints|disjoint=1}}. His projectiles are serviceable, but often low reward at a distance. The reliance on HP links makes Warrior of Light susceptible to punishes after LV1 Assist Change. He has safer options at the cost of damage. His air dodge has an average fall speed ratio, so he has to protect himself with Shield of Light occasionally to stay safe. While this is a powerful option, it is also high commitment and vulnerable if it misses.&lt;br /&gt;
&lt;br /&gt;
In competitive play, Warrior of Light has been usually ranked at high tier. His fundamentally good moveset and stats lend to a consistent playstyle that adheres to the {{keyword|metagame|meta=1}}.&lt;br /&gt;
&lt;br /&gt;
{{ProConTable&lt;br /&gt;
|pros=*&#039;&#039;&#039;All-rounder&#039;&#039;&#039; - Average to good stats, HP links and a fundamentally good moveset with an answer to many sitations.&lt;br /&gt;
*&#039;&#039;&#039;User-friendly&#039;&#039;&#039; - Great for beginners and experienced players alike. Good for learning the game and honing fundamentals.&lt;br /&gt;
*&#039;&#039;&#039;Command block&#039;&#039;&#039; - Shield of Light is an advancing single hit HP attack. It blocks instantly throughout its {{keyword|startup|startup=1}}, and works both offensively and defensively after dodges.&lt;br /&gt;
*&#039;&#039;&#039;Ground combat&#039;&#039;&#039; - Projectiles and {{keyword|empty chase|emptychase=1}} assist combo starters allow Warrior of Light to adapt to a match&#039;s pace and improve his combo potential.&lt;br /&gt;
*&#039;&#039;&#039;Build synergy&#039;&#039;&#039; - Works well with all common build styles, including EX, &#039;&#039;&#039;[[Multiplayer_Build_Guide_(Dissidia_012)#Bravery_Boost_on_Dodge|bravery boost on dodge]]&#039;&#039;&#039; and Side by Side {{accsp}}.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;EX generation&#039;&#039;&#039; - Most bravery attacks produce 30 to 90 EX Force. His most common poke Dayflash produces 90 EX, which supports long-term survivability with EX gauge.&lt;br /&gt;
*&#039;&#039;&#039;EX Mode&#039;&#039;&#039; - Boasts highest defense stat, automatically blocks Ranged Low projectiles and increases damage output of melee bravery attacks.&lt;br /&gt;
|cons=&lt;br /&gt;
*&#039;&#039;&#039;Struggles against traps&#039;&#039;&#039; - Despite having projectiles and disjoints, Warrior of Light cannot easily punish characters hiding inside lingering projectiles and traps without resources or considerable risk.&lt;br /&gt;
*&#039;&#039;&#039;Commital vertical attacks&#039;&#039;&#039; - Rising Buckler and Shield Strike braveries are serviceable, but are {{keyword|reactable|reactable=1}} and cannot be {{keyword|cancelled|cancel=1}} early on whiff.&lt;br /&gt;
*&#039;&#039;&#039;4-slot bravery dilemma&#039;&#039;&#039; - Warrior of Light benefits from all of his air braveries, but he cannot equip all of them&lt;br /&gt;
*&#039;&#039;&#039;Floaty air dodge, risky dodge protection&#039;&#039;&#039; - While Shield of Light is great at covering his air dodges, it is also high risk and doesn&#039;t work against high priority attacks. Outside of clashing with Dayflash bravery, air dodges make Warrior of Light vulnerable.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Bravery Attacks ==&lt;br /&gt;
=== Ground ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Ascension=&lt;br /&gt;
&lt;br /&gt;
{{AbilityInfo2&lt;br /&gt;
|ver1=Normal&lt;br /&gt;
|damage1=&#039;&#039;&#039;40&#039;&#039;&#039; (4, 5, 11, 20)&lt;br /&gt;
|startup1=15F&lt;br /&gt;
|type1=Physical&lt;br /&gt;
|priority1=Melee Low&lt;br /&gt;
|ex1=90&lt;br /&gt;
|effect1=Chase, Wall Rush&lt;br /&gt;
|cancels1=Dodge&lt;br /&gt;
|asthit1=&lt;br /&gt;
|gametext=[Close] Throw shield to &amp;lt;br&amp;gt;hurl opponent upwards.&lt;br /&gt;
|level=19&lt;br /&gt;
|ap=120&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|ver2=EX Mode&lt;br /&gt;
|damage2=&#039;&#039;&#039;54&#039;&#039;&#039; (4 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+5&amp;lt;/span&amp;gt;, 5 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+4&amp;lt;/span&amp;gt;, 11, 20 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+6&amp;lt;/span&amp;gt;)&lt;br /&gt;
|startup2=15F&lt;br /&gt;
|type2=Physical&lt;br /&gt;
|priority2=Melee Low&lt;br /&gt;
|ex2=90&lt;br /&gt;
|effect2=Chase, Wall Rush, &amp;lt;br&amp;gt;Block (Ranged Low)&lt;br /&gt;
|cancels2=Dodge&lt;br /&gt;
|asthit2=&lt;br /&gt;
|image=https://dissidia.wiki/images/2/2c/Brv_wol_ascension.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Ascension is a close-range combo move that&#039;s used in {{keyword|punishes|punish=1}}, ground solo combos and occasional approaches. Two follow-ups can be done with Circle {{pspcir}}, which ends with a rising thrust. A Chase prompt appears afterwards, but if opponent is near ceiling, it will wall rush instead. Ascension is well suited for punishing grounded and airborne opponents. The initial shield is fast at 15 frames, and it {{keyword|anti-airs|anti-air=1}}. It also has decent {{keyword|active|active=1}} frames.&lt;br /&gt;
&lt;br /&gt;
Ascension leads to Rune Saber {{keyword|HP link|hplink=1}} at the end, so Warrior of Light doesn&#039;t rely on assist for HP damage. This is good for damage overall, because Ascension&#039;s base damage is quite high at 40. Warrior of Light can always finish Ascension and then do Rune Saber from below if he deems it appropriate. &lt;br /&gt;
&lt;br /&gt;
This move has average {{keyword|recovery|recovery=1}}, which is enough to put Warrior of Light at risk on {{keyword|whiff|whiff=1}}. Ascension has no other {{keyword|cancel|cancel=1}} options on whiff, so even though it&#039;s a good move, Warrior of Light can lose his &amp;quot;turn&amp;quot; if it misses.&lt;br /&gt;
&lt;br /&gt;
|-|Sword Thrust=&lt;br /&gt;
&lt;br /&gt;
{{AbilityInfo2&lt;br /&gt;
|ver1=Normal&lt;br /&gt;
|damage1=&#039;&#039;&#039;30&#039;&#039;&#039; (6, 3x3, 15)&lt;br /&gt;
|startup1=31F&lt;br /&gt;
|type1=Physical&lt;br /&gt;
|priority1=Melee Mid (1st hit)&amp;lt;br&amp;gt;Melee Low (others)&lt;br /&gt;
|ex1=30&lt;br /&gt;
|effect1=Wall Rush&lt;br /&gt;
|cancels1=Dodge&lt;br /&gt;
|asthit1=&lt;br /&gt;
|gametext=[Mid] Hurl shield and charge. &amp;lt;br&amp;gt;Instantly close in on opponent.&lt;br /&gt;
|level=4&lt;br /&gt;
|ap=90&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|ver2=EX Mode&lt;br /&gt;
|damage2=&#039;&#039;&#039;40&#039;&#039;&#039; (6, 3x3 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+4&amp;lt;/span&amp;gt;, 15 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+6&amp;lt;/span&amp;gt;)&lt;br /&gt;
|startup2=31F&lt;br /&gt;
|type2=Physical&lt;br /&gt;
|priority2=Melee Mid (1st hit)&amp;lt;br&amp;gt;Melee Low (others)&lt;br /&gt;
|ex2=30&lt;br /&gt;
|effect2=Wall Rush&amp;lt;br&amp;gt;Block (Ranged Low)&lt;br /&gt;
|cancels2=Dodge&lt;br /&gt;
|asthit2=&lt;br /&gt;
|image=https://dissidia.wiki/images/7/7f/Brv_wol_sword_thrust.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Sword Thrust is a committal gap closer that moves towards opponent. Warrior of Light throws a mid priority shield first, which staggers regular blocks. If it hits, a follow-up can be done with Circle {{pspcir}}. Warrior of Light can combo into assist with or without wall rush. &lt;br /&gt;
&lt;br /&gt;
Warrior of Light moves forward even if it misses. This can catch ground dodges, but it&#039;s risky and difficult to do consistently. Sword Thrust is {{keyword|reactable|reactable=1}} at 31 frames. Since Warrior of Light commits to the charge even on {{keyword|whiff|whiff=1}}, it takes a while before he can dodge out of it. The move also cannot {{keyword|anti-air|anti-air=1}} opponents, so its uses are more limited compared to Ascension. It&#039;s effective against blocks, but it should used with caution.&lt;br /&gt;
&lt;br /&gt;
|-|Red Fang=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;15&#039;&#039;&#039;&lt;br /&gt;
|startup=41F&lt;br /&gt;
|type=Magical&lt;br /&gt;
|priority=Ranged Low&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=Block &amp;lt;br&amp;gt;(Ranged Low, EX Mode)&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/5/56/Brv_wol_red_fang.jpeg&lt;br /&gt;
|imgpos=58%&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=32&lt;br /&gt;
|ap=90&lt;br /&gt;
|gametext=[Long] Shoot high-speed fireball &amp;lt;br&amp;gt;towards opponent.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Red Fang is a fast single hit projectile. It travels the longest distance out of Warrior of Light&#039;s bravery projectiles, from wall to wall in Order&#039;s Sanctuary. Due to its low priority, short hit stun and low reward on hit, it is not commonly used in competitive play. His other projectiles have more utility in {{keyword|neutral|neutral=1}} and lead to more practical combos on hit.&lt;br /&gt;
&lt;br /&gt;
|-|Blue Fang=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;7&#039;&#039;&#039; each&lt;br /&gt;
|startup=41F&lt;br /&gt;
|type=Magical&lt;br /&gt;
|priority=Ranged Low&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=Block &amp;lt;br&amp;gt;(Ranged Low, EX Mode)&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/9/90/Brv_wol_blue_fang.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=1&lt;br /&gt;
|ap=90&lt;br /&gt;
|gametext=[Long] Chunks of ice slowly &amp;lt;br&amp;gt;descend on opponent.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Blue Fang is a group of midrange projectiles that strike from above. Their travel speed is slow, but they can hit characters hiding behind their projectiles, such as {{012lag}}&#039;s Electro Shield and {{012ulti}}&#039;s charged Knight&#039;s Lance. Each projectile has short {{keyword|hit stun|hitstun=1}}, but they can hit one after another. This is not very consistent for combo purposes, and it can be challenging to {{keyword|convert|conversion=1}} any hits into a combo at all. The multiple hits do make it easier compared to Red Fang, though.&lt;br /&gt;
&lt;br /&gt;
Blue Fang&#039;s main utility is in keeping ranged opponents in check. In terms of midrange presence, Blue Fang is one of the fastest. This is because at certain heights, the projectiles spawn near opponent&#039;s location. And since the projectiles travel at different angles, they can potentially hit behind opponent&#039;s back as well, ignoring block. Due to projectiles&#039; upward spawning position, Blue Fang is not well suited for close-range either offensively or defensively. Blue Fang also has a maximum range for its spawn position. It&#039;s roughly 30-40 % of Order&#039;s Sanctuary&#039;s length horizontally and vertically. The projectiles can cover more distance as they move to make up for this. The projectiles are Ranged Low priority, so they lose to dashes and melee attacks even if they make contact. The bravery damage is low as well.&lt;br /&gt;
&lt;br /&gt;
Overall, Blue Fang has niche utility. It&#039;s not his staple projectile on the ground, but it has some potential in Ultimecia {{keyword|matchup|matchup=1}} on low ceiling stages, such as Pandaemonium - Top Floor.&lt;br /&gt;
&lt;br /&gt;
|-|White Fang=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;6&#039;&#039;&#039; each&lt;br /&gt;
|startup=47F&lt;br /&gt;
|type=Magical&lt;br /&gt;
|priority=Ranged Low&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=Block &amp;lt;br&amp;gt;(Ranged Low, EX Mode)&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/2/2f/Brv_wol_white_fang.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=8&lt;br /&gt;
|ap=90&lt;br /&gt;
|gametext=[Long] Call down lightning bolts &amp;lt;br&amp;gt;that slowly close in on foe.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
White Fang is a group of advancing lightning bolts. It&#039;s Warrior of Light&#039;s go-to projectile on the ground for pressure and combos. The Ranged Low priority still loses to dashes, blocks and melee attacks, but it has enough utility to make up for it. Warrior of Light can use White Fang to cover his approach thanks to being actionable himself while the bolts are {{keyword|active|active=1}}. The bolts have a decent amount of {{keyword|hit stun|hitstun=1}}, which lets Warrior of Light follow-up with Ascension, Dayflash and more.&lt;br /&gt;
&lt;br /&gt;
The projectiles travel at medium speed, but only remain active for roughly 1.7 seconds. As a result, their maximum uptime and travel distance are shorter compared to other projectiles. White Fang is far more practical in competitive play for offense, though. The projectiles are homing, but they adjust slowly to sharp vertical angles. White Fang works against aerial opponents at a low diagonal angle, but Warrior of Light needs to make sure the opponent won&#039;t dash through and hit him.&lt;br /&gt;
&lt;br /&gt;
|-|Dayflash (Ground)=&lt;br /&gt;
&lt;br /&gt;
{{AbilityInfo2&lt;br /&gt;
|ver1=Normal&lt;br /&gt;
|damage1=&#039;&#039;&#039;22&#039;&#039;&#039; (3, 4, 15)&lt;br /&gt;
|startup1=13F&lt;br /&gt;
|type1=Physical&lt;br /&gt;
|priority1=Melee Low&lt;br /&gt;
|ex1=90&lt;br /&gt;
|effect1=Chase&lt;br /&gt;
|cancels1=Dodge, &amp;lt;br&amp;gt;Block &amp;amp; Attack ({{keyword|Whiff|whiff=1}})&lt;br /&gt;
|asthit1=&lt;br /&gt;
|gametext=[Close] Fast horizontal slice. &amp;lt;br&amp;gt;Low power, quick strike.&lt;br /&gt;
|level=1&lt;br /&gt;
|ap=90&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|ver2=EX Mode&lt;br /&gt;
|damage2=&#039;&#039;&#039;36&#039;&#039;&#039; (3 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+4&amp;lt;/span&amp;gt;, 4 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+4&amp;lt;/span&amp;gt;, 15 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+6&amp;lt;/span&amp;gt;)&lt;br /&gt;
|startup2=13F&lt;br /&gt;
|type2=Physical&lt;br /&gt;
|priority2=Melee Low&lt;br /&gt;
|ex2=90&lt;br /&gt;
|effect2=Chase &amp;lt;br&amp;gt;Block (Ranged Low)&lt;br /&gt;
|cancels2=Dodge, &amp;lt;br&amp;gt;Block &amp;amp; Attack ({{keyword|Whiff|whiff=1}})&lt;br /&gt;
|asthit2=&lt;br /&gt;
|image=https://dissidia.wiki/images/4/43/Brv_wol_dayflash_g.jpeg&lt;br /&gt;
|imgpos=70%&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Dayflash is Warrior of Light&#039;s main {{keyword|poke|poke=1}}. It is fast, generates good 90 EX and works as an assist combo starter. It can be {{keyword|whiffed|whiff=1}} safely to build assist gauge due to its short {{keyword|recovery|recovery=1}} and multiple {{keyword|cancel|cancel=1}} options. Warrior of Light can {{keyword|mixup|mixup=1}} with dodges, blocks or other attacks, including another Dayflash.&lt;br /&gt;
&lt;br /&gt;
On hit, Warrior of Light can perform two follow-up slashes with Circle {{pspcir}} if the first hit connects. This 3-hit combo has a relatively long input window, which makes it good for {{keyword|hit confirming|hitconfirm=1}} assist combos. The last hit leads to Chase. The low {{keyword|knockback|knockback=1}} angle and long chase prompt let Warrior of Light do {{keyword|empty chase|emptychase=1}} to force a grounded wall rush. This is good for getting all EX Force on the field, but also for starting assist combos. And if Warrior of Light already used assist beforehand, he can extend that combo with Dayflash empty chase to use assist again if he has another bar in stock.&lt;br /&gt;
&lt;br /&gt;
When used appropriately, Dayflash can control the pace of a match without high risk. It is a staple move for Warrior of Light in competitive play. Its aerial version is just as good and important to him.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Aerial ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Crossover=&lt;br /&gt;
&lt;br /&gt;
{{AbilityInfo2&lt;br /&gt;
|ver1=Normal&lt;br /&gt;
|damage1=&#039;&#039;&#039;40&#039;&#039;&#039; (5, 5, 10, 20)&lt;br /&gt;
|startup1=23F&lt;br /&gt;
|type1=Physical&lt;br /&gt;
|priority1=Melee Low&lt;br /&gt;
|ex1=90&lt;br /&gt;
|effect1=Chase, Wall Rush&lt;br /&gt;
|cancels1=Dodge&lt;br /&gt;
|asthit1=&lt;br /&gt;
|gametext=[Close] Spinning approach and &amp;lt;br&amp;gt;thrust opponent upwards.&lt;br /&gt;
|level=1&lt;br /&gt;
|ap=120&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|ver2=EX Mode&lt;br /&gt;
|damage2=&#039;&#039;&#039;50&#039;&#039;&#039; (5, 5, 10 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+4&amp;lt;/span&amp;gt;, 20 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+6&amp;lt;/span&amp;gt;)&lt;br /&gt;
|startup2=23F&lt;br /&gt;
|type2=Physical&lt;br /&gt;
|priority2=Melee Low&lt;br /&gt;
|ex2=90&lt;br /&gt;
|effect2=Chase, Wall Rush &amp;lt;br&amp;gt;Block (Ranged Low)&lt;br /&gt;
|cancels2=Dodge&lt;br /&gt;
|asthit2=&lt;br /&gt;
|image=https://dissidia.wiki/images/3/3a/Brv_wol_crossover.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Crossover is an advancing bravery with an {{keyword|HP link|hplink=1}}. It is primarily used as a {{keyword|punish|punish=1}} tool against long winded attacks and staggered opponents. It can be used to approach if done sparingly. The damage potential and longer lateral reach make this an aerial alternative to Ascension.&lt;br /&gt;
&lt;br /&gt;
Warrior of Light can follow up with an upward thrust by pressing Circle {{pspcir}}, which causes chase. If opponent is near ceiling, it can wall rush instead. The thrust has high upward knockback, which can easily wall rush at medium heights. With wall rush, {{keyword|empty chase|emptychase=1}} can be done from medium distance to make it safe against Recovery Attack. Whether or not chase is done, Warrior of Light needs assist to follow up after wall rush.&lt;br /&gt;
&lt;br /&gt;
Crossover must be completed to do the Rune Saber HP link. That means Warrior of Light usually does not lose bravery damage in exchange for HP damage. The {{keyword|startup|startup=1}} is borderline {{keyword|reactable|reactable=1}} though, and Warrior of Light stays in the animation for roughly a second before he can {{keyword|dodge cancel|dc=1}} out of it. That makes it more dangerous to {{keyword|whiff|whiff=1}} in {{keyword|neutral|neutral=1}}.&lt;br /&gt;
&lt;br /&gt;
|-|Rising Buckler=&lt;br /&gt;
&lt;br /&gt;
{{AbilityInfo2&lt;br /&gt;
|ver1=Normal&lt;br /&gt;
|damage1=&#039;&#039;&#039;30&#039;&#039;&#039; (2x4, 6, 16)&lt;br /&gt;
|startup1=25F&lt;br /&gt;
|type1=Physical&lt;br /&gt;
|priority1=Melee Low&lt;br /&gt;
|ex1=30&lt;br /&gt;
|effect1=Wall Rush&lt;br /&gt;
|cancels1=Dodge&lt;br /&gt;
|asthit1=&lt;br /&gt;
|gametext=Upward swing, snagging foe with shield. &amp;lt;br&amp;gt;Useful from below.&lt;br /&gt;
|level=15&lt;br /&gt;
|ap=150&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|ver2=EX Mode&lt;br /&gt;
|damage2=&#039;&#039;&#039;42&#039;&#039;&#039; (2x4 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+6&amp;lt;/span&amp;gt;, 6, 16 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+6&amp;lt;/span&amp;gt;)&lt;br /&gt;
|startup2=25F&lt;br /&gt;
|type2=Physical&lt;br /&gt;
|priority2=Melee Low&lt;br /&gt;
|ex2=30&lt;br /&gt;
|effect2=Wall Rush &amp;lt;br&amp;gt;Block (Ranged Low)&lt;br /&gt;
|cancels2=Dodge&lt;br /&gt;
|asthit2=&lt;br /&gt;
|image=https://dissidia.wiki/images/b/b1/Brv_wol_rising_buckler.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Rising Buckler is a {{keyword|punish|punish=1}} tool against opponents who are above Warrior of Light. Its vertical reach and Bitter End {{keyword|HP link|hplink=1}} make it rewarding as an {{keyword|anti-air|anti-air=1}}. It is also a consistent follow-up to Kuja and Sephiroth air bravery assists. The {{keyword|disjointed|disjoint=1}} shield can even poke through projectiles, if the opponent is not fully covered by them. To top it off, it can side switch on hit, ideal for sneaky counter attacks near walls.&lt;br /&gt;
&lt;br /&gt;
Rising Buckler is not risk-free, however. It is {{keyword|reactable|reactable=1}} due to its 25-frame {{keyword|startup|startup=1}} and distinct audio cue. It is Warrior of Light&#039;s primary upward aerial attack, which makes it more telegraphed. He stays in place for a moment before he is actionable, and won&#039;t track the opponent once the shield is thrown. If Warrior of Light blocks an opponent, he has to make sure they are above him so that Rising Buckler does not miss. Rising Buckler does not wall rush often in open spaces. It is primarily done near ground, or if the opponent can escape from Bitter End with Assist Change, since it is safer against it.&lt;br /&gt;
&lt;br /&gt;
Warrior of Light has a downward alternative in Shield Strike. He can use both attacks to have high vertical coverage, but he does not always need both. Rising Buckler specifically can be useful in some air oriented {{keyword|match-ups|matchup=1}}, such as {{012seph}} and {{012kuja}}.&lt;br /&gt;
&lt;br /&gt;
|-|Shield Strike=&lt;br /&gt;
&lt;br /&gt;
{{AbilityInfo2&lt;br /&gt;
|ver1=Normal&lt;br /&gt;
|damage1=&#039;&#039;&#039;30&#039;&#039;&#039; (2x4, 6, 16)&lt;br /&gt;
|startup1=25F&lt;br /&gt;
|type1=Physical&lt;br /&gt;
|priority1=Melee Low&lt;br /&gt;
|ex1=30&lt;br /&gt;
|effect1=Wall Rush&lt;br /&gt;
|cancels1=Dodge&lt;br /&gt;
|asthit1=&lt;br /&gt;
|gametext=Downward attack, scooping foe with shield. &amp;lt;br&amp;gt;Useful from above.&lt;br /&gt;
|level=1&lt;br /&gt;
|ap=200&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|ver2=EX Mode&lt;br /&gt;
|damage2=&#039;&#039;&#039;42&#039;&#039;&#039; (2x4 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+6&amp;lt;/span&amp;gt;, 6, 16 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+6&amp;lt;/span&amp;gt;)&lt;br /&gt;
|startup2=25F&lt;br /&gt;
|type2=Physical&lt;br /&gt;
|priority2=Melee Low&lt;br /&gt;
|ex2=30&lt;br /&gt;
|effect2=Wall Rush &amp;lt;br&amp;gt;Block (Ranged Low)&lt;br /&gt;
|cancels2=Dodge&lt;br /&gt;
|asthit2=&lt;br /&gt;
|image=https://dissidia.wiki/images/b/b2/Brv_wol_shield_strike.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Shield Strike is almost identical to Rising Buckler, but it hits downward instead. On hit, it side switches and knocks at an upward angle. It is his main aerial move for {{keyword|air-to-ground|air-to-ground=1}} situations and {{keyword|punishing|punish=1}} reckless play from above. This has high coverage against many close-range melee characters, since they rarely rely on fighting above Warrior of Light. It is also effective for hitting staggered opponents after LV2 Assist Change. Shield Strike has the Bitter End HP link as well, which makes this a more threatening move on average.&lt;br /&gt;
&lt;br /&gt;
Shield Strike shares many of Rising Buckler&#039;s flaws. Its {{keyword|startup|startup=1}} is reactable, and it is his primary downward attack. That makes it more telegraphed in {{keyword|neutral|neutral=1}}. It&#039;s great when used cautiously, but carries a lot of risk if it {{keyword|whiffs|whiff=1}}. It has long {{keyword|recovery|recovery=1}} and no {{keyword|tracking|tracking=1}} after the shield is thrown.&lt;br /&gt;
&lt;br /&gt;
Warrior of Light does not move far if he is not above opponent, but the shield does hit in front of Warrior of Light. That lets him combo into HP after Sephiroth assist, who is one of his strongest assists.&lt;br /&gt;
&lt;br /&gt;
|-|Dayflash (midair)=&lt;br /&gt;
&lt;br /&gt;
{{AbilityInfo2&lt;br /&gt;
|ver1=Normal&lt;br /&gt;
|damage1=&#039;&#039;&#039;22&#039;&#039;&#039; (3, 4, 15)&lt;br /&gt;
|startup1=15F&lt;br /&gt;
|type1=Physical&lt;br /&gt;
|priority1=Melee Low&lt;br /&gt;
|ex1=90&lt;br /&gt;
|effect1=Chase&lt;br /&gt;
|cancels1=Dodge, &amp;lt;br&amp;gt;Block &amp;amp; Attack ({{keyword|Whiff|whiff=1}})&lt;br /&gt;
|asthit1=&lt;br /&gt;
|gametext=[Close] Fast horizontal slice. &amp;lt;br&amp;gt;Low power, quick strike.&lt;br /&gt;
|level=25&lt;br /&gt;
|ap=90&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|ver2=EX Mode&lt;br /&gt;
|damage2=&#039;&#039;&#039;36&#039;&#039;&#039; (3 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+4&amp;lt;/span&amp;gt;, 4 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+4&amp;lt;/span&amp;gt;, 15 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+6&amp;lt;/span&amp;gt;)&lt;br /&gt;
|startup2=15F&lt;br /&gt;
|type2=Physical&lt;br /&gt;
|priority2=Melee Low&lt;br /&gt;
|ex2=90&lt;br /&gt;
|effect2=Chase &amp;lt;br&amp;gt;Block (Ranged Low)&lt;br /&gt;
|cancels2=Dodge, &amp;lt;br&amp;gt;Block &amp;amp; Attack ({{keyword|Whiff|whiff=1}})&lt;br /&gt;
|asthit2=&lt;br /&gt;
|image=https://dissidia.wiki/images/5/5b/Brv_wol_dayflash_a.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Dayflash&#039;s aerial version is essential, and similar to ground version in many aspects. It is fast, safe to {{keyword|whiff|whiff=1}} for assist gauge and reliable for confirming assist combos. It&#039;s also used to accumulate EX over time. Fights often happen in the air, so Warrior of Light relies on this move a lot.&lt;br /&gt;
&lt;br /&gt;
The {{keyword|startup|startup=1}} is slightly slower than ground Dayflash (15 frames instead of 13), but it&#039;s still unreactable. The {{keyword|recovery|recovery=1}} is short as well, which lets him build assist gauge on whiff. He can also {{keyword|cancel|cancel=1}} a missed Dayflash into other attacks or block to keep opponents guessing. The {{keyword|hitbox|hitbox=1}} goes low enough where it can still hit grounded opponents, so Dayflash also works as an {{keyword|air-to-ground|air-to-ground=1}} move.&lt;br /&gt;
&lt;br /&gt;
This is Warrior of Light&#039;s lowest damaging move compared to his other moves, but it&#039;s also the fastest and safest to use. Assist (or Chase) is needed to get HP damage from this. It&#039;s a staple for him in competitive play, and his longevity hinges on how well he can utilize Dayflash.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== HP Attacks ==&lt;br /&gt;
&lt;br /&gt;
=== Ground ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Shield of Light (ground)=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=-&lt;br /&gt;
|startup=53F (Block from 1F to 53F)&lt;br /&gt;
|type=-&lt;br /&gt;
|priority=Melee High, Block Mid&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=Block, Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/7/77/Hp_wol_shield_of_light_g.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=22&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=[Close] Fire force blast from shield. &amp;lt;br&amp;gt;Hurls foe while blocking.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Shield of Light is Warrior of Light&#039;s signature {{keyword|command block|commandblock=1}}. He moves forward before unleashing a 1-hit force blast that can wall rush. Its blocking duration is very generous, as it blocks instantly from frame 1 until the move does damage. Combined with the forward movement, Shield of Light can call out low priority pokes, such as {{012cod}}&#039;s tentacles.&lt;br /&gt;
&lt;br /&gt;
More importantly, Shield of Light works as an instant defensive option after a ground dodge. If Warrior of Light is about to get hit, he can use this to keep the opponent at bay. Blocks like this work against dashes and low priority attacks alike. This presents a second layer of defense that the opponent has to consider at all times, or they risk taking HP damage just for approaching.  &lt;br /&gt;
&lt;br /&gt;
Shield of Light is a great defensive tool, but it still carries a risk. If it misses, Warrior of Light is left wide open for {{keyword|punishes|punish=1}}. Shield of Light can only block low priority moves. Higher priority moves like HP attacks and {{012squ}}&#039;s Heel Crush will guard crush or stagger Warrior of Light respectively.&lt;br /&gt;
&lt;br /&gt;
Warrior of Light becomes airborne when using this move. He automatically aims this move at a diagonal angle against airborne opponents, but he cannot change the direction halfway through.&lt;br /&gt;
&lt;br /&gt;
|-|Shining Wave=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=-&lt;br /&gt;
|startup=51F&lt;br /&gt;
|type=-&lt;br /&gt;
|priority=Melee High (blade) &amp;lt;br&amp;gt;Ranged High (light pillar)&lt;br /&gt;
|ex=each 60&lt;br /&gt;
|effect=-&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/1/10/Hp_wol_shining_wave.jpeg&lt;br /&gt;
|imgpos=60%&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=1&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=[Mid] Shoot pillars of light. &amp;lt;br&amp;gt;Homes in on opponent.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Shining Wave is a long-range wave attack that deals HP damage on hit. It can {{keyword|punish|punish=1}} air dodges in close-range and follow up after a block stagger. It is also used sometimes as a passive projectile to occupy space. Shining Wave cannot be reflected back at Warrior of Light, but it does lose to high priority melee attacks and {{keyword|command blocks|commandblock=1}} from Jecht and Exdeath. The ranged high priority also lets Warrior of Light ignore LV2 Assist Change, useful in certain assist combo situations.&lt;br /&gt;
&lt;br /&gt;
Warrior of Light is stationary for a moment after firing, which leaves him vulnerable to attacks. When used sparingly, Shining Wave is a move that complements Warrior of Light&#039;s ground combat.&lt;br /&gt;
&lt;br /&gt;
The wave projectile travels at a relatively high speed once it&#039;s {{keyword|active|active=1}}. It can {{keyword|track|track=1}} airborne opponents, but it always moves forward at first before it starts realigning. Shining Wave can hit twice if it connects this way, though this can be difficult to aim for in a competitive match. Shining Wave can also combo into assist at a wall, but outside of that, its reward is pretty low on average.&lt;br /&gt;
&lt;br /&gt;
As a wave HP, Shining Wave has a little quirk with its {{keyword|hitbox|hitbox=1}}. It can miss against high speed movement that is passing through the projectile. &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=cDI-tsnyJbM&amp;amp;t=25 Shining Wave misses against high speed movement passing through]&amp;lt;/ref&amp;gt; This is pretty risky to attempt though, so Warrior of Light does not have to worry about it too often.&lt;br /&gt;
&lt;br /&gt;
|-|Ultimate Shield=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;20&#039;&#039;&#039; (4 x 3, 8)&lt;br /&gt;
|startup=41F&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee High&lt;br /&gt;
|ex=30&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/c/c1/Hp_wol_ultimate_shield.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=28&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=[Close] Deft shieldwork. &amp;lt;br&amp;gt;Effective against any height.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Ultimate Shield is a combo attack used to call out blocks, nearby dodges or even attacks. It is his fastest ground HP attack, and it has strong vertical {{keyword|tracking|tracking=1}} when aiming his shield.&lt;br /&gt;
&lt;br /&gt;
Warrior of Light stays in place while his shield goes towards opponent. If the shield misses, Warrior of Light will not continue with a combo. This makes it a bit safer to use from a distance. Ultimate Shield can also reflect HP projectiles without moving towards them. The reach is decent, but not enough to punish neutral ground dodges without prior movement. Assists can follow up either after wall rush or with a {{keyword|knockback cancel|knockbackcancel=1}}.&lt;br /&gt;
&lt;br /&gt;
If White Fang connects, it can activate a &#039;&#039;&#039;[[Glitch_(Dissidia_012)#Hit_Glitch|hit glitch]]&#039;&#039;&#039; for Ultimate Shield if its done at the same time. That means the move will transition to follow-up hits despite not making any contact with opponent. This can be detrimental due to short reach. It has long {{keyword|recovery|recovery=1}} when finished, so Warrior of Light should watch out for Assist Changes when using this.&lt;br /&gt;
&lt;br /&gt;
|-|Rune Saber (ground)=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;10&#039;&#039;&#039; (2 x 3, 4) / +Ascension = (50 Total)&lt;br /&gt;
|startup=?&lt;br /&gt;
|type=Magical&lt;br /&gt;
|priority=Melee High (?)&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/d/dc/Hp_wol_rune_saber.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=Branching from Ascension &amp;lt;br&amp;gt;[Combo] Light beam pierces foe.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Rune Saber is the {{keyword|HP link|hplink=1}} from Ascension. It is notable for its combo potential and relative safety against Assist Change counters. Both Ascension and Rune Saber have long upward {{keyword|knockback|knockback=1}}. That means Rune Saber can wall rush consistently in stages with lower ceilings, such as Sky Fortress Bahamut and Edge of Madness. Rune Saber cannot hit a wall rushed opponent, though.&lt;br /&gt;
&lt;br /&gt;
The wall rush is great for HP damage and assist combos alike. If Warrior of Light cannot guarantee a ceiling wall rush, multi-hit assists like Sephiroth can also {{keyword|knockback cancel|knockbackcancel=1}} for combos. As a result, Rune Saber is useful as an independent source of HP damage and assist combo starter anywhere.&lt;br /&gt;
&lt;br /&gt;
Rune Saber has a lengthy animation, which normally makes it risky against opponents who escaped with Assist Change. Rune Saber&#039;s last hit has a tall {{keyword|hitbox|hitbox=1}} with long {{keyword|active|active=1}} frames. This provides some cover for Warrior of Light before he can {{keyword|dodge cancel|dc=1}}, but it&#039;s not entirely safe. Opponents can still try to Assist Change out early and dodge next to Warrior of Light, but it&#039;s harder to do compared to Bitter End.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Aerial ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Shield of Light (midair)=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=-&lt;br /&gt;
|startup=53F (Block from 1F to 53F)&lt;br /&gt;
|type=-&lt;br /&gt;
|priority=Melee High, Block Mid&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=Block, Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/6/6a/Hp_wol_shield_of_light_a.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=1&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=[Close] Fire force blast from shield. &amp;lt;br&amp;gt;Hurls foe while blocking.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The signature {{keyword|command block|commandblock=1}}. More commonly used since it&#039;s an aerial move, otherwise it&#039;s very similar to the ground version. It is still used for self defense after air dodges, and blocking melee low attacks such as {{012clo}}&#039;s Slashing Blow. As a 1-hit move, Shield of Light can also circumvent EX Revenge {{keyword|checkmates|checkmate=1}} with EX {{keyword|depletion|depletion=1}}.&lt;br /&gt;
&lt;br /&gt;
The force blast has short reach and it doesn&#039;t stay active for long. However, it can wall rush and start assist combos with a good {{keyword|read|read=1}}. It&#039;s not commonly used in most assist combos due to limited vertical {{keyword|tracking|tracking=1}} and long animation, but it can set up double assist combos with {{012aer}} assist. Regardless, the aerial Shield of Light is a must-have for Warrior of Light. It&#039;s what distinguishes him from similarly well rounded characters such as Cloud and {{012squ}}.&lt;br /&gt;
&lt;br /&gt;
|-|Radiant Sword=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=-&lt;br /&gt;
|startup=77F&lt;br /&gt;
|type=-&lt;br /&gt;
|priority=Ranged High&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/e/eb/Hp_wol_radiant_sword.jpeg&lt;br /&gt;
|imgpos=60%&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=13&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=[Long] Fire blades of light from seal. &amp;lt;br&amp;gt;Blades weakly track foe.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Radiant Sword is a group of long-range homing projectiles. This is a move with low hit rate due to its telegraphed animation and gradual accelerated speed. As the speed increases, the {{keyword|tracking|tracking=1}} projectiles all gather and focus on the opponent. That means they are easier to dodge once they are moving in a line. This limits Radiant Sword&#039;s ability to occupy space. The projectiles track well and reach far enough force a dodge almost anywhere. They do not go through solid objects such as walls or Empyreal Paradox&#039;s crystal, though.&lt;br /&gt;
&lt;br /&gt;
Radiant Sword&#039;s applications are very limited overall. If it hits, it can wall rush and start assist combos. It is sometimes used to threaten opponents going for EX cores, but even this is not waterproof. Use with caution.&lt;br /&gt;
&lt;br /&gt;
|-|Rune Saber (midair)=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;10&#039;&#039;&#039; (2 x 3, 4) / +Crossover = (50 Tota)&lt;br /&gt;
|startup=??&lt;br /&gt;
|type=Magical&lt;br /&gt;
|priority=Melee High (?)&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/d/dc/Hp_wol_rune_saber.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=Branching from Crossover &amp;lt;br&amp;gt;[Combo] Light beam pierces foe.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Rune Saber is the {{keyword|HP link|hplink=1}} from Crossover. It is always recommended for Crossover, and is functionally similar to the other Rune Saber. The main thing to watch out for are ceiling wall rushes; Since Crossover is an aerial move, it is more likely to wall rush before Rune Saber connects.&lt;br /&gt;
&lt;br /&gt;
|-|Bitter End A=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;15&#039;&#039;&#039; (2 x 6, 3) / +Rising Buckler = (29 Total)&lt;br /&gt;
|startup=??&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee High (?)&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/7/73/Hp_wol_bitter_end.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=Branching from Rising Buckler &amp;lt;br&amp;gt;[Combo] Deft bladework.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Bitter End is another staple {{keyword|HP link|hplink=1}} for Warrior of Light. It rewards well placed {{keyword|whiff punishes|whiffpunish=1}} with HP damage, no assist needed. Its total damage output is a bit lower compared to Rune Saber, but there is no need to worry about ceiling wall rushes. It&#039;s a consistent assist combo starter thanks to the wall rush, and the long animation sets up {{keyword|knockback cancels|knockbackcancel=1}} for Sephiroth assist. With &#039;&#039;&#039;[[Multiplayer_Build_Guide_(Dissidia_012)#Damage_(high_base_bravery)|high base bravery builds]]&#039;&#039;&#039;, the animation lasts long enough to get most of the {{keyword|base bravery|basebrv=1}} back at the end of an assist combo.&lt;br /&gt;
&lt;br /&gt;
Bitter End is a stationary combo attack that starts quickly, but takes a few seconds to finish. It is very unsafe against opponents who escaped with LV1 Assist Change. Warrior of Light cannot {{keyword|cancel|cancel=1}} Bitter End until the last hit comes out. He stays still for the entire animation, and he has little protection against vertical attacks. He needs assist as backup for this, but he also needs this move to represent a threat without assist. It&#039;s a conundrum he has to work with.&lt;br /&gt;
&lt;br /&gt;
|-|Bitter End B=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;15&#039;&#039;&#039; (2 x 6, 3) / +Shield Strike = (29 Total)&lt;br /&gt;
|startup=??&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee High (?)&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/7/73/Hp_wol_bitter_end.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=Branching from Shield Strike &amp;lt;br&amp;gt;[Combo] Deft bladework.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Bitter End B is identical with Bitter End A.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== EX Mode: Class Change! ==&lt;br /&gt;
Effects:&lt;br /&gt;
* Regen&lt;br /&gt;
* Critical Boost&lt;br /&gt;
* Mirror Attack&lt;br /&gt;
* Protect&lt;br /&gt;
* Light&#039;s Blessing&lt;br /&gt;
&lt;br /&gt;
Warrior of Light&#039;s EX Mode has plenty of useful effects. He gets additional hits for his melee braveries, a big damage reduction in +10 base DEF and he block ranged low moves during his own attacks. EX modes are commonly used to secure a win with assist combo, and Warrior of Light is no different. As such, the defensive boosts may not come into play often. It is still a good EX mode overall, though.&lt;br /&gt;
&lt;br /&gt;
=== Mirror Attack ===&lt;br /&gt;
&lt;br /&gt;
{{image|https://dissidia.wiki/images/8/8d/Ex_mode_wol_mirror_attack.jpeg}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[Active while attacking]&lt;br /&gt;
A wall of light appears while attacking, repelling weak magical attacks.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Warrior of Light can block attacks with Ranged Low priority during his own attack animations. The blocking effect activates very quickly and lasts for most, if not the whole attack animation. This applies even during a move&#039;s {{keyword|recovery|recovery=1}}.&lt;br /&gt;
&lt;br /&gt;
=== Protect ===&lt;br /&gt;
&#039;&#039;[Always active while in EX Mode]&lt;br /&gt;
An aura of light covers the body, raising defense.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Warrior of Light gets +10 DEF for the duration of his EX mode. That is a huge increase, which can greatly reduce bravery damage taken if Warrior of Light is hit during this time.&lt;br /&gt;
&lt;br /&gt;
=== Light&#039;s Blessing ===&lt;br /&gt;
{{image|http://dissidia.wiki/images/b/b9/Ex_mode_wol_light_blessing.jpeg}}&lt;br /&gt;
&#039;&#039;[Activates when combo hits] Swords of light appear, dealing additional damage.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Light&#039;s Blessing adds several hits to Warrior of Light&#039;s physical bravery attacks. Each light sword has a base damage of 1. The light swords cause {{keyword|hit stun|hitstun=1}}, but they don&#039;t create more lenient, practical solo combo routes for Warrior of Light.&lt;br /&gt;
&lt;br /&gt;
=== EX Burst: Oversoul ===&lt;br /&gt;
{{image|https://dissidia.wiki/images/4/46/Ex_burst_wol.jpeg}}&lt;br /&gt;
&#039;&#039;Sharp, repeated strikes like flashes of light. &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;img&amp;gt;https://resources.dissidia.wiki/ddff/icons/ddff-icon-button-dpadup.png&amp;lt;/img&amp;gt; &amp;lt;img&amp;gt;https://resources.dissidia.wiki/ddff/icons/ddff-icon-button-dpaddown.png&amp;lt;/img&amp;gt; &amp;lt;img&amp;gt;https://resources.dissidia.wiki/ddff/icons/ddff-icon-button-dpadleft.png&amp;lt;/img&amp;gt; &amp;lt;img&amp;gt;https://resources.dissidia.wiki/ddff/icons/ddff-icon-button-dpadright.png&amp;lt;/img&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Each directional button corresponds to one attack.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{burst&lt;br /&gt;
|damage1=5x3 (15)&lt;br /&gt;
|damage2=10x6, 25 (100 total)&lt;br /&gt;
|type=Physical&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Oversoul is a fairly standard EX Burst. The base damage for initial hits isn&#039;t high, but follow-up hits begin almost immediately, leaving less time for the opponent to raise their DEF.&lt;br /&gt;
&lt;br /&gt;
To complete this EX Burst, Warrior of Light must press the correct button shown on screen six times. The button inputs &#039;&#039;always&#039;&#039; require a directional button. Analog stick {{pspana}} will not work regardless of what the character control option is set to. If Warrior of Light does not press the correct button within a short time, or presses a wrong button, he will end EX Burst early. Regardless of how well this EX Burst is done, Warrior of Light always finishes with a slash that has decent 25 base damage.&lt;br /&gt;
&lt;br /&gt;
== Combos ==&lt;br /&gt;
&lt;br /&gt;
=== Solo ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Main article pending)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Combo-012&lt;br /&gt;
| data      = &lt;br /&gt;
{{Combo-012Data&lt;br /&gt;
|combo=&#039;&#039;&#039;White Fang&#039;&#039;&#039; &amp;gt; Ascension &amp;gt; Rune Saber&lt;br /&gt;
|condition=Projectile Starter&lt;br /&gt;
|requirement=Ground&lt;br /&gt;
|purpose=Projectile to HP Damage&lt;br /&gt;
|damage=56 minimum + HP &amp;amp; WR&lt;br /&gt;
|damagehits=6 min &amp;gt; 40 &amp;gt; 10 + HP &amp;amp; WR&lt;br /&gt;
|ex=90&lt;br /&gt;
|exhits=0 &amp;gt; 90 &amp;gt; 0&lt;br /&gt;
|meteropp=&lt;br /&gt;
|video=&lt;br /&gt;
|notes=White Fang combos into most of WoL&#039;s moves, Ascension is his staple high damage follow-up. This combo works in close range. If the opponent is further away, Warrior of Light may have to dash to combo afterwards.&lt;br /&gt;
}}&lt;br /&gt;
{{Combo-012Data&lt;br /&gt;
|combo=&#039;&#039;&#039;White Fang&#039;&#039;&#039; &amp;gt; Dayflash &amp;gt; Delayed Empty {{clr|chase=1}}&lt;br /&gt;
|condition=Projectile Starter&lt;br /&gt;
|requirement=Ground&lt;br /&gt;
|purpose=Projectile, Safe {{keyword|Chase|emptychase=1}} for EX&lt;br /&gt;
|damage=28 minimum&lt;br /&gt;
|damagehits=6 min &amp;gt; 22&lt;br /&gt;
|ex=90&lt;br /&gt;
|exhits=0 &amp;gt; 90&lt;br /&gt;
|meteropp=&lt;br /&gt;
|video=&lt;br /&gt;
|notes=Less damage than Ascension, but this combo does two things: It lets WoL chase safely without getting countered and get all EX in the stage. Delay Dayflash&#039;s Chase as much as possible, then do it just before the opponent reaches the ground. This forces a wall rush reaction.&lt;br /&gt;
&lt;br /&gt;
The second thing is it enables assist combos, and the chase also resets assist gauge if it was already used previously. This doesn&#039;t have much merit in the solo combo context, but it does leave WoL close to the opponent for pressure.&lt;br /&gt;
&lt;br /&gt;
In a {{keyword|neutral|neutral=1}} situation, Dayflash can be easier to react with if White Fang hits a moving opponent. Other than that, Ascension is the stronger follow-up.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Assist (Sephiroth) ===&lt;br /&gt;
&lt;br /&gt;
Warrior of Light can create assist combos with Wall Rush, Dayflash and even during his Bitter End and Rune Saber {{keyword|HP links|hplink=1}}. This gives him flexibility in setting up HP damage. When following up after Sephiroth, delay Assist Chase a little so that Shield Strike connects more consistently.&lt;br /&gt;
&lt;br /&gt;
{{ComboLegend-012}}&lt;br /&gt;
&lt;br /&gt;
{{Combo-012&lt;br /&gt;
| data      = &lt;br /&gt;
{{Combo-012Data&lt;br /&gt;
|combo=&#039;&#039;&#039;Dayflash (2 hits)&#039;&#039;&#039; &amp;gt; {{clr|astbrv=1}} &amp;gt; {{clr|ac=1}} &amp;gt; Shield Strike &amp;gt; Bitter End&lt;br /&gt;
|condition={{keyword|Poke|poke=1}} Starter&lt;br /&gt;
|requirement=Ground / Air OK&lt;br /&gt;
|purpose=Staple {{keyword|Midscreen|midscreen=1}} Combo&lt;br /&gt;
|damage=76 + HP &amp;amp; WR&lt;br /&gt;
|damagehits=3, 4 &amp;gt; 40 AST &amp;gt; 14 &amp;gt; 15 + HP &amp;amp; WR&lt;br /&gt;
|ex=&lt;br /&gt;
|exhits=&lt;br /&gt;
|meteropp=&lt;br /&gt;
|video=&lt;br /&gt;
|notes=Standard combo from a safe poke. Confirm the second Dayflash hit visually, then press assist and follow up. This is an important combo to get right, as it lets WoL do HP damage without using the more telegraphed bravery attacks first.&lt;br /&gt;
}}&lt;br /&gt;
{{Combo-012Data&lt;br /&gt;
|combo=&#039;&#039;&#039;Crossover / Ascension&#039;&#039;&#039; &amp;gt; Rune Saber &amp;gt; {{clr|wr=1}} &amp;gt; {{clr|astbrv=1}} &amp;gt; {{clr|ac=1}} &amp;gt; Shield Strike &amp;gt; Bitter End&lt;br /&gt;
|condition={{keyword|Punish|punish=1}} Starter&lt;br /&gt;
|requirement=Ceiling HP Wall Rush&lt;br /&gt;
|purpose=HP Damage&lt;br /&gt;
|damage=119 + HP &amp;amp; WR&lt;br /&gt;
|damagehits=40 &amp;gt; 10 + HP &amp;amp; WR &amp;gt; 40 AST &amp;gt; 14 &amp;gt; 15 + HP &amp;amp; WR&lt;br /&gt;
|ex=&lt;br /&gt;
|exhits=90 &amp;gt; 0 &amp;gt; ?? &amp;gt; 30&lt;br /&gt;
|meteropp=&lt;br /&gt;
|video=&lt;br /&gt;
|notes=A standard Wall Rush combo. Make sure to do Rune Saber as soon as possible before Crossover Wall Rushes at the ceiling. This is not very practical for low ceiling stages, such as Pandaemonium - Top Floor and M. S. Prima Vista. In those stages, Crossover&#039;s BRV Wall Rush has to suffice.&lt;br /&gt;
}}&lt;br /&gt;
{{Combo-012Data&lt;br /&gt;
|combo=&#039;&#039;&#039;Shield Strike / Rising Buckler&#039;&#039;&#039; &amp;gt; Bitter End &amp;gt; {{clr|astbrv=1}} &amp;gt; Bitter End + Assist HIT &amp;gt; {{clr|dc=1}} &amp;gt; {{clr|ac=1}} &amp;gt; Shield Strike &amp;gt; Bitter End&lt;br /&gt;
|condition={{keyword|Punish|punish=1}} Starter&lt;br /&gt;
|requirement={{keyword|Knockback Cancel|knockbackcancel=1}}&lt;br /&gt;
|purpose=Midscreen HP Damage&lt;br /&gt;
|damage=98 + HP &amp;amp; WR&lt;br /&gt;
|damagehits=14 &amp;gt; 15 + HP &amp;gt; 40 AST &amp;gt; 14 &amp;gt; 15 + HP &amp;amp; WR&lt;br /&gt;
|ex=&lt;br /&gt;
|exhits=&lt;br /&gt;
|meteropp=&lt;br /&gt;
|video=&lt;br /&gt;
|notes=This combo works anywhere, but Sephiroth must be timed to hit when Bitter End finishes. Press assist just as Bitter End&#039;s last bravery slash connects. WoL should be winding up his sword during the assist slowdown if done properly.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Builds ==&lt;br /&gt;
&#039;&#039;Main article: &#039;&#039;&#039;[[Warrior_of_Light_(Dissidia_012)/Builds|Warrior of Light (012) Builds]]&#039;&#039;&#039; &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Warrior of Light works with a variety of builds, such as hybrid builds, Bravery Boost on Dodge and Side by Side. Most of his damage comes from Dayflash assist combos and {{keyword|HP links|hplink=1}}, so he is not often built explicitly for bravery damage. However, Warrior of Light benefits greatly from having high {{keyword|base bravery|basebrv=1}} for assist combos.&lt;br /&gt;
&lt;br /&gt;
=== Hybrid ===&lt;br /&gt;
&lt;br /&gt;
{{Build&lt;br /&gt;
|hp=11299&lt;br /&gt;
|cp=450&lt;br /&gt;
|brv=996&lt;br /&gt;
|atk=178&lt;br /&gt;
|def=184&lt;br /&gt;
|luk=60&lt;br /&gt;
|booster=&lt;br /&gt;
|setbonus=Seal of Lufenia&lt;br /&gt;
|ast={{012seph}}&lt;br /&gt;
|wpn=Heaven&#039;s Cloud&lt;br /&gt;
|hand=Lufenian Dirk {{equip}}&lt;br /&gt;
|head=Lufenian Headband {{equip}}&lt;br /&gt;
|armor=Lufenian Vest&lt;br /&gt;
|acc1=Muscle Belt {{accbas}}&lt;br /&gt;
|acc2=Dismay Shock {{accbas}}&lt;br /&gt;
|acc3=Battle Hammer {{accbas}}&lt;br /&gt;
|acc4=Summon Unused {{accboo}}&lt;br /&gt;
|acc5=Pre-EX Mode {{accboo}}&lt;br /&gt;
|acc6=Pre-EX Revenge {{accboo}}&lt;br /&gt;
|acc7=Opponent Summon Unused {{accboo}}&lt;br /&gt;
|acc8=White Gem {{accsp}}&lt;br /&gt;
|acc9=Tenacious Attacker {{accsp}}&lt;br /&gt;
|acc10=Glutton {{accsp}}&lt;br /&gt;
|summon=Rubicante&lt;br /&gt;
|dataBRV=&lt;br /&gt;
{{Build-AttackData&lt;br /&gt;
|brv1-g=Dayflash&lt;br /&gt;
|branch-1gbrv=&lt;br /&gt;
|branch-1ghp=&lt;br /&gt;
|brv2-g=Ascension&lt;br /&gt;
|branch-2gbrv=&lt;br /&gt;
|branch-2ghp=Rune Saber&lt;br /&gt;
|brv3-g=White Fang&lt;br /&gt;
|branch-3gbrv=&lt;br /&gt;
|branch-3ghp=&lt;br /&gt;
|brv1-a=Dayflash&lt;br /&gt;
|branch-1abrv=&lt;br /&gt;
|branch-1ahp=&lt;br /&gt;
|brv2-a=Crossover&lt;br /&gt;
|branch-2abrv=&lt;br /&gt;
|branch-2ahp=Rune Saber&lt;br /&gt;
|brv3-a=Shield Strike&lt;br /&gt;
|branch-3abrv=&lt;br /&gt;
|branch-3ahp=Bitter End&lt;br /&gt;
}}&lt;br /&gt;
| dataHP      = &lt;br /&gt;
{{Build-AttackDataHP&lt;br /&gt;
|hp1-g=Shield of Light&lt;br /&gt;
|hp2-g=Ultimate Shield&lt;br /&gt;
|hp3-g=Shining Wave&lt;br /&gt;
|hp1-a=Shield of Light&lt;br /&gt;
|hp2-a=&lt;br /&gt;
|hp3-a=Radiant Sword&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This is a general purpose build focused on EX intake and EX depletion. Most competitive builds focus on damage, ex and / or meter depletion, so this is a good build to start with.&lt;br /&gt;
&lt;br /&gt;
Seal of Lufenia set lowers DEF, but Warrior of Light&#039;s high base DEF stat mitigates it. Lufenian Dirk {{equhand}} adds +1 ATK for more damage, which in turn compensates for Heaven&#039;s Cloud&#039;s {{equwpn}} low ATK. Heaven&#039;s Cloud makes grabbing EX Force much easier due to its increased EX intake range.&lt;br /&gt;
&lt;br /&gt;
== Assist ==&lt;br /&gt;
&lt;br /&gt;
Warrior of Light&#039;s assist data.&lt;br /&gt;
&lt;br /&gt;
=== Assist Data ===&lt;br /&gt;
{{012Assist&lt;br /&gt;
|type1=BRV&lt;br /&gt;
|attack1=Sword Thrust&lt;br /&gt;
|startup1=31F&lt;br /&gt;
|position1=Ground&lt;br /&gt;
|spawn1=Opponent&lt;br /&gt;
|damage1=6, 3 x 5, 15 (30)&lt;br /&gt;
|effect1=Wall Rush&lt;br /&gt;
|type2=BRV&lt;br /&gt;
|attack2=Rising Buckler&lt;br /&gt;
|startup2=25F&lt;br /&gt;
|position2=Air&lt;br /&gt;
|spawn2=Opponent&lt;br /&gt;
|damage2=2 x 4, 6, 16 (30)&lt;br /&gt;
|effect2=Wall Rush&lt;br /&gt;
|type3=HP&lt;br /&gt;
|attack3=Shining Wave&lt;br /&gt;
|startup3=53F&lt;br /&gt;
|position3=Ground&lt;br /&gt;
|spawn3=Player&lt;br /&gt;
|damage3=-&lt;br /&gt;
|effect3=Chase&lt;br /&gt;
|type4=HP&lt;br /&gt;
|attack4=Shield of Light&lt;br /&gt;
|startup4=51F&lt;br /&gt;
|position4=Air&lt;br /&gt;
|spawn4=Opponent&lt;br /&gt;
|damage4=-&lt;br /&gt;
|effect4=Block, Wall Rush&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Assist Overview ===&lt;br /&gt;
&lt;br /&gt;
As an assist, Warrior of Light is one of the weaker assists in the game. His braveries do not hold the opponent in place for long and they quickly push them away from the player. The lack of Assist Chase hurts; Warrior of Light struggles to serve the role of setting up HP attacks for the player character. He relies on Wall Rush to achieve this. It is recommended to fight near ground, so that Rising Buckler can at least slam opponents to the floor for easier combos.&lt;br /&gt;
&lt;br /&gt;
Shield of Light can guard attacks, which is worth noting for {{keyword|scrambles|scramble=1}} and checkmate situations. But because it is an HP attack, it is expensive and risky to use.&lt;br /&gt;
&lt;br /&gt;
=== Synergies ===&lt;br /&gt;
Warrior of Light works well with most competitive assists.&lt;br /&gt;
&lt;br /&gt;
;Sephiroth&lt;br /&gt;
:Arguably the most popular synergy in competitive play. He can combo from almost every move and Wall Rush consistently, and set up another {{keyword|HP link|hplink=1}} afterwards. Sephiroth may be a budget Kuja assist, but his multi-hits make it easier to do {{keyword|knockback cancels|knockbackcancel=1}} anywhere. This lets Warrior of Light deal consistent HP damage regardless of his position, while still having access to a consistent {{keyword|whiff punish|whiffpunish=1}} option.&lt;br /&gt;
&lt;br /&gt;
;Aerith&lt;br /&gt;
:Aerith has less bravery damage and worse whiff punish tools in exchange for safer combos and EX intake. Dayflash chase setups take center stage here; They&#039;re useful for getting EX and bypassing LV2 Assist Change staggers. Knockback cancels are still possible with Rune Saber and Bitter End, so technically Warrior of Light does not need Wall Rush for combos either. They are not very easy to do, though. If Warrior of Light does get a Wall Rush, he can use Shield of Light to set up another Aerith assist. A double assist combo can be a lot of damage, particularly with high base bravery.&lt;br /&gt;
&lt;br /&gt;
;Jecht&lt;br /&gt;
:Jecht hits faster than Sephiroth and his air BRV sets up extended ground combos for lots of bravery. Even if Crossover is not equipped, Ascension usually is, which is also a high damaging move. If WoL wants to use assist again for even more bravery after Jecht&#039;s air BRV, Dayflash (ground) {{keyword|empty chase|emptychase=1}} reset makes it possible. This is a competent synergy in its own right, though WoL loses out on consistent {{keyword|midscreen|midscreen=1}} knockback cancels.&lt;br /&gt;
&lt;br /&gt;
= References =&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{navbox012}}&lt;br /&gt;
&lt;br /&gt;
{{roadmap012wol}}&lt;/div&gt;</summary>
		<author><name>Muggshotter</name></author>
	</entry>
	<entry>
		<id>https://dissidia.wiki/index.php?title=Warrior_of_Light_(Dissidia_012)&amp;diff=4801</id>
		<title>Warrior of Light (Dissidia 012)</title>
		<link rel="alternate" type="text/html" href="https://dissidia.wiki/index.php?title=Warrior_of_Light_(Dissidia_012)&amp;diff=4801"/>
		<updated>2026-03-25T10:33:17Z</updated>

		<summary type="html">&lt;p&gt;Muggshotter: /* Ground */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Dissidia 012 Final Fantasy]]&lt;br /&gt;
{{012CharNavWol}}&lt;br /&gt;
&lt;br /&gt;
{{CharacterInfo&lt;br /&gt;
|portrait=https://resources.dissidia.wiki/ddff/portraits/ddff-port-wol.png&lt;br /&gt;
|name=Warrior of Light&lt;br /&gt;
|origin=Final Fantasy&lt;br /&gt;
|atk=110 (Average)&lt;br /&gt;
|def=113 (Very High, +10 during EX Mode)&lt;br /&gt;
|runspeed=6 (Average / Good)&lt;br /&gt;
|dash=77 (Average / Good)&lt;br /&gt;
|fall=87 (Average)&lt;br /&gt;
|fallr=40 (Average)&lt;br /&gt;
|fastestbrv=13F (Dayflash ground)&lt;br /&gt;
|fastesthp=51F (Shining Wave)&lt;br /&gt;
|1hithp=Yes (Multiple)&lt;br /&gt;
|hplinks=Yes&lt;br /&gt;
|cmdblock=Shield of Light&lt;br /&gt;
|weapon=Axes, Daggers, Greatswords, Katanas, Swords&lt;br /&gt;
|armor=Chestplates, Gauntlets, Heavy Armor, Helms,&amp;lt;br&amp;gt; Large Shields, Light Armor, Shields&lt;br /&gt;
|exclusives=Flame Sword, Braveheart, Barbarian&#039;s Sword&lt;br /&gt;
|unlock=Default&lt;br /&gt;
|alignment=Cosmos&lt;br /&gt;
|vajp=[https://en.wikipedia.org/wiki/Toshihiko_Seki Toshihiko Seki]&lt;br /&gt;
|vaeng=[https://en.wikipedia.org/wiki/Grant_George Grant George]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Warrior of Light is a close range fighter who operates as an {{keyword|all-rounder|all-rounder=1}}. He represents a standard-fare fighting style with quick Dayflash {{keyword|pokes|poke=1}}, committal gap closers and midrange projectiles. His standard mobility lets him create offense and defense as needed, and once he gets an opening, his {{keyword|HP links|hplink=1}} can deal good damage. Warrior of Light&#039;s damage output is supported by &#039;&#039;&#039;[[Multiplayer_Build_Guide_(Dissidia_012)#Damage_(high_base_bravery)|high base bravery]]&#039;&#039;&#039; builds, HP wall rush and assist combos. He works well with many assists and his combo routes are consistent in most positions. Thanks to his high coverage with HP links such as Shield Strike / Rising Buckler &amp;gt; Bitter End, Warrior of Light can {{keyword|punish|punish=1}} effectively from most angles.&lt;br /&gt;
&lt;br /&gt;
As an all-rounder, Warrior of Light works with a variety of builds, including &#039;&#039;&#039;[[Multiplayer_Build_Guide_(Dissidia_012)#EX|EX]]&#039;&#039;&#039; and &#039;&#039;&#039;[[Multiplayer_Build_Guide_(Dissidia_012)#Side_by_Side|Side by Side]]&#039;&#039;&#039; {{accsp}}. His standout traits are defensively oriented; He has very high base DEF stat, which is greatly amplified in &#039;&#039;&#039;[[EX_(Dissidia_012)#EX_Mode|EX Mode.]]&#039;&#039;&#039; He also has an advancing frame 1 {{keyword|command block|commandblock=1}} in Shield of Light, which is a 1-hit HP that wall rushes. This is not common in the game. It makes Warrior of Light&#039;s dodges safer and beating low priority attacks with long {{keyword|active|active=1}} frames easier.&lt;br /&gt;
&lt;br /&gt;
Warrior of Light can struggle against lingering projectiles due to risky {{keyword|disjoints|disjoint=1}}. His projectiles are serviceable, but often low reward at a distance. The reliance on HP links makes Warrior of Light susceptible to punishes after LV1 Assist Change. He has safer options at the cost of damage. His air dodge has an average fall speed ratio, so he has to protect himself with Shield of Light occasionally to stay safe. While this is a powerful option, it is also high commitment and vulnerable if it misses.&lt;br /&gt;
&lt;br /&gt;
In competitive play, Warrior of Light has been usually ranked at high tier. His fundamentally good moveset and stats lend to a consistent playstyle that adheres to the {{keyword|metagame|meta=1}}.&lt;br /&gt;
&lt;br /&gt;
{{ProConTable&lt;br /&gt;
|pros=*&#039;&#039;&#039;All-rounder&#039;&#039;&#039; - Average to good stats, HP links and a fundamentally good moveset with an answer to many sitations.&lt;br /&gt;
*&#039;&#039;&#039;User-friendly&#039;&#039;&#039; - Great for beginners and experienced players alike. Good for learning the game and honing fundamentals.&lt;br /&gt;
*&#039;&#039;&#039;Command block&#039;&#039;&#039; - Shield of Light is an advancing single hit HP attack. It blocks instantly throughout its {{keyword|startup|startup=1}}, and works both offensively and defensively after dodges.&lt;br /&gt;
*&#039;&#039;&#039;Ground combat&#039;&#039;&#039; - Projectiles and {{keyword|empty chase|emptychase=1}} assist combo starters allow Warrior of Light to adapt to a match&#039;s pace and improve his combo potential.&lt;br /&gt;
*&#039;&#039;&#039;Build synergy&#039;&#039;&#039; - Works well with all common build styles, including EX, &#039;&#039;&#039;[[Multiplayer_Build_Guide_(Dissidia_012)#Bravery_Boost_on_Dodge|bravery boost on dodge]]&#039;&#039;&#039; and Side by Side {{accsp}}.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;EX generation&#039;&#039;&#039; - Most bravery attacks produce 30 to 90 EX Force. His most common poke Dayflash produces 90 EX, which supports long-term survivability with EX gauge.&lt;br /&gt;
*&#039;&#039;&#039;EX Mode&#039;&#039;&#039; - Boasts highest defense stat, automatically blocks Ranged Low projectiles and increases damage output of melee bravery attacks.&lt;br /&gt;
|cons=&lt;br /&gt;
*&#039;&#039;&#039;Struggles against traps&#039;&#039;&#039; - Despite having projectiles and disjoints, Warrior of Light cannot easily punish characters hiding inside lingering projectiles and traps without resources or considerable risk.&lt;br /&gt;
*&#039;&#039;&#039;Commital vertical attacks&#039;&#039;&#039; - Rising Buckler and Shield Strike braveries are serviceable, but are {{keyword|reactable|reactable=1}} and cannot be {{keyword|cancelled|cancel=1}} early on whiff.&lt;br /&gt;
*&#039;&#039;&#039;4-slot bravery dilemma&#039;&#039;&#039; - Warrior of Light benefits from all of his air braveries, but he cannot equip all of them&lt;br /&gt;
*&#039;&#039;&#039;Floaty air dodge, risky dodge protection&#039;&#039;&#039; - While Shield of Light is great at covering his air dodges, it is also high risk and doesn&#039;t work against high priority attacks. Outside of clashing with Dayflash bravery, air dodges make Warrior of Light vulnerable.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Bravery Attacks ==&lt;br /&gt;
=== Ground ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Ascension=&lt;br /&gt;
&lt;br /&gt;
{{AbilityInfo2&lt;br /&gt;
|ver1=Normal&lt;br /&gt;
|damage1=&#039;&#039;&#039;40&#039;&#039;&#039; (4, 5, 11, 20)&lt;br /&gt;
|startup1=15F&lt;br /&gt;
|type1=Physical&lt;br /&gt;
|priority1=Melee Low&lt;br /&gt;
|ex1=90&lt;br /&gt;
|effect1=Chase, Wall Rush&lt;br /&gt;
|cancels1=Dodge&lt;br /&gt;
|asthit1=&lt;br /&gt;
|gametext=[Close] Throw shield to &amp;lt;br&amp;gt;hurl opponent upwards.&lt;br /&gt;
|level=19&lt;br /&gt;
|ap=120&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|ver2=EX Mode&lt;br /&gt;
|damage2=&#039;&#039;&#039;54&#039;&#039;&#039; (4 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+5&amp;lt;/span&amp;gt;, 5 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+4&amp;lt;/span&amp;gt;, 11, 20 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+6&amp;lt;/span&amp;gt;)&lt;br /&gt;
|startup2=15F&lt;br /&gt;
|type2=Physical&lt;br /&gt;
|priority2=Melee Low&lt;br /&gt;
|ex2=90&lt;br /&gt;
|effect2=Chase, Wall Rush, &amp;lt;br&amp;gt;Block (Ranged Low)&lt;br /&gt;
|cancels2=Dodge&lt;br /&gt;
|asthit2=&lt;br /&gt;
|image=https://dissidia.wiki/images/2/2c/Brv_wol_ascension.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Ascension is a close-range combo move that&#039;s used in {{keyword|punishes|punish=1}}, ground solo combos and occasional approaches. Two follow-ups can be done with Circle {{pspcir}}, which ends with a rising thrust. A Chase prompt appears afterwards, but if opponent is near ceiling, it will wall rush instead. Ascension is well suited for punishing grounded and airborne opponents. The initial shield is fast at 15 frames, and it {{keyword|anti-airs|anti-air=1}}. It also has decent {{keyword|active|active=1}} frames.&lt;br /&gt;
&lt;br /&gt;
Ascension leads to Rune Saber {{keyword|HP link|hplink=1}} at the end, so Warrior of Light doesn&#039;t rely on assist for HP damage. This is good for damage overall, because Ascension&#039;s base damage is quite high at 40. Warrior of Light can always finish Ascension and then do Rune Saber from below if he deems it appropriate. &lt;br /&gt;
&lt;br /&gt;
This move has average {{keyword|recovery|recovery=1}}, which is enough to put Warrior of Light at risk on {{keyword|whiff|whiff=1}}. Ascension has no other {{keyword|cancel|cancel=1}} options on whiff, so even though it&#039;s a good move, Warrior of Light can lose his &amp;quot;turn&amp;quot; if it misses.&lt;br /&gt;
&lt;br /&gt;
|-|Sword Thrust=&lt;br /&gt;
&lt;br /&gt;
{{AbilityInfo2&lt;br /&gt;
|ver1=Normal&lt;br /&gt;
|damage1=&#039;&#039;&#039;30&#039;&#039;&#039; (6, 3x3, 15)&lt;br /&gt;
|startup1=31F&lt;br /&gt;
|type1=Physical&lt;br /&gt;
|priority1=Melee Mid (1st hit)&amp;lt;br&amp;gt;Melee Low (others)&lt;br /&gt;
|ex1=30&lt;br /&gt;
|effect1=Wall Rush&lt;br /&gt;
|cancels1=Dodge&lt;br /&gt;
|asthit1=&lt;br /&gt;
|gametext=[Mid] Hurl shield and charge. &amp;lt;br&amp;gt;Instantly close in on opponent.&lt;br /&gt;
|level=4&lt;br /&gt;
|ap=90&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|ver2=EX Mode&lt;br /&gt;
|damage2=&#039;&#039;&#039;40&#039;&#039;&#039; (6, 3x3 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+4&amp;lt;/span&amp;gt;, 15 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+6&amp;lt;/span&amp;gt;)&lt;br /&gt;
|startup2=31F&lt;br /&gt;
|type2=Physical&lt;br /&gt;
|priority2=Melee Mid (1st hit)&amp;lt;br&amp;gt;Melee Low (others)&lt;br /&gt;
|ex2=30&lt;br /&gt;
|effect2=Wall Rush&amp;lt;br&amp;gt;Block (Ranged Low)&lt;br /&gt;
|cancels2=Dodge&lt;br /&gt;
|asthit2=&lt;br /&gt;
|image=https://dissidia.wiki/images/7/7f/Brv_wol_sword_thrust.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Sword Thrust is a committal gap closer that moves towards opponent. Warrior of Light throws a mid priority shield first, which staggers regular blocks. If it hits, a follow-up can be done with Circle {{pspcir}}. Warrior of Light can combo into assist with or without wall rush. &lt;br /&gt;
&lt;br /&gt;
Warrior of Light moves forward even if it misses. This can catch ground dodges, but it&#039;s risky and difficult to do consistently. Sword Thrust is {{keyword|reactable|reactable=1}} at 31 frames. Since Warrior of Light commits to the charge even on {{keyword|whiff|whiff=1}}, it takes a while before he can dodge out of it. The move also cannot {{keyword|anti-air|anti-air=1}} opponents, so its uses are more limited compared to Ascension. It&#039;s effective against blocks, but it should used with caution.&lt;br /&gt;
&lt;br /&gt;
|-|Red Fang=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;15&#039;&#039;&#039;&lt;br /&gt;
|startup=41F&lt;br /&gt;
|type=Magical&lt;br /&gt;
|priority=Ranged Low&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=Block &amp;lt;br&amp;gt;(Ranged Low, EX Mode)&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/5/56/Brv_wol_red_fang.jpeg&lt;br /&gt;
|imgpos=58%&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=32&lt;br /&gt;
|ap=90&lt;br /&gt;
|gametext=[Long] Shoot high-speed fireball &amp;lt;br&amp;gt;towards opponent.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Red Fang is a fast single hit projectile. It travels the longest distance out of Warrior of Light&#039;s bravery projectiles, from wall to wall in Order&#039;s Sanctuary. Due to its low priority, short hit stun and low reward on hit, it is not commonly used in competitive play. His other projectiles have more utility in {{keyword|neutral|neutral=1}} and lead to more practical combos on hit.&lt;br /&gt;
&lt;br /&gt;
|-|Blue Fang=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;7&#039;&#039;&#039; each&lt;br /&gt;
|startup=41F&lt;br /&gt;
|type=Magical&lt;br /&gt;
|priority=Ranged Low&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=Block &amp;lt;br&amp;gt;(Ranged Low, EX Mode)&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/9/90/Brv_wol_blue_fang.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=1&lt;br /&gt;
|ap=90&lt;br /&gt;
|gametext=[Long] Chunks of ice slowly &amp;lt;br&amp;gt;descend on opponent.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Blue Fang is a group of midrange projectiles that strike from above. Their travel speed is slow, but they can hit characters hiding behind their projectiles, such as {{012lag}}&#039;s Electro Shield and {{012ulti}}&#039;s charged Knight&#039;s Lance. Each projectile has short {{keyword|hit stun|hitstun=1}}, but they can hit one after another. This is not very consistent for combo purposes, and it can be challenging to {{keyword|convert|conversion=1}} any hits into a combo at all. The multiple hits do make it easier compared to Red Fang, though.&lt;br /&gt;
&lt;br /&gt;
Blue Fang&#039;s main utility is in keeping ranged opponents in check. In terms of midrange presence, Blue Fang is one of the fastest. This is because at certain heights, the projectiles spawn near opponent&#039;s location. And since the projectiles travel at different angles, they can potentially hit behind opponent&#039;s back as well, ignoring block. Due to projectiles&#039; upward spawning position, Blue Fang is not well suited for close-range either offensively or defensively. Blue Fang also has a maximum range for its spawn position. It&#039;s roughly 30-40 % of Order&#039;s Sanctuary&#039;s length horizontally and vertically. The projectiles can cover more distance as they move to make up for this. The projectiles are Ranged Low priority, so they lose to dashes and melee attacks even if they make contact. The bravery damage is low as well.&lt;br /&gt;
&lt;br /&gt;
Overall, Blue Fang has niche utility. It&#039;s not his staple projectile on the ground, but it has some potential in Ultimecia {{keyword|matchup|matchup=1}} on low ceiling stages, such as Pandaemonium - Top Floor.&lt;br /&gt;
&lt;br /&gt;
|-|White Fang=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;6&#039;&#039;&#039; each&lt;br /&gt;
|startup=47F&lt;br /&gt;
|type=Magical&lt;br /&gt;
|priority=Ranged Low&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=Block &amp;lt;br&amp;gt;(Ranged Low, EX Mode)&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/2/2f/Brv_wol_white_fang.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=8&lt;br /&gt;
|ap=90&lt;br /&gt;
|gametext=[Long] Call down lightning bolts &amp;lt;br&amp;gt;that slowly close in on foe.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
White Fang is a group of advancing lightning bolts. It&#039;s Warrior of Light&#039;s go-to projectile on the ground for pressure and combos. The Ranged Low priority still loses to dashes, blocks and melee attacks, but it has enough utility to make up for it. Warrior of Light can use White Fang to cover his approach thanks to being actionable himself while the bolts are {{keyword|active|active=1}}. The bolts have a decent amount of {{keyword|hit stun|hitstun=1}}, which lets Warrior of Light follow-up with Ascension, Dayflash and more.&lt;br /&gt;
&lt;br /&gt;
The projectiles travel at medium speed, but only remain active for roughly 1.7 seconds. As a result, their maximum uptime and travel distance are shorter compared to other projectiles. White Fang is far more practical in competitive play for offense, though. The projectiles are homing, but they adjust slowly to sharp vertical angles. White Fang works against aerial opponents at a low diagonal angle, but Warrior of Light needs to make sure the opponent won&#039;t dash through and hit him.&lt;br /&gt;
&lt;br /&gt;
|-|Dayflash (Ground)=&lt;br /&gt;
&lt;br /&gt;
{{AbilityInfo2&lt;br /&gt;
|ver1=Normal&lt;br /&gt;
|damage1=&#039;&#039;&#039;22&#039;&#039;&#039; (3, 4, 15)&lt;br /&gt;
|startup1=13F&lt;br /&gt;
|type1=Physical&lt;br /&gt;
|priority1=Melee Low&lt;br /&gt;
|ex1=90&lt;br /&gt;
|effect1=Chase&lt;br /&gt;
|cancels1=Dodge, &amp;lt;br&amp;gt;Block &amp;amp; Attack ({{keyword|Whiff|whiff=1}})&lt;br /&gt;
|asthit1=&lt;br /&gt;
|gametext=[Close] Fast horizontal slice. &amp;lt;br&amp;gt;Low power, quick strike.&lt;br /&gt;
|level=1&lt;br /&gt;
|ap=90&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|ver2=EX Mode&lt;br /&gt;
|damage2=&#039;&#039;&#039;36&#039;&#039;&#039; (3 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+4&amp;lt;/span&amp;gt;, 4 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+4&amp;lt;/span&amp;gt;, 15 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+6&amp;lt;/span&amp;gt;)&lt;br /&gt;
|startup2=13F&lt;br /&gt;
|type2=Physical&lt;br /&gt;
|priority2=Melee Low&lt;br /&gt;
|ex2=90&lt;br /&gt;
|effect2=Chase &amp;lt;br&amp;gt;Block (Ranged Low)&lt;br /&gt;
|cancels2=Dodge, &amp;lt;br&amp;gt;Block &amp;amp; Attack ({{keyword|Whiff|whiff=1}})&lt;br /&gt;
|asthit2=&lt;br /&gt;
|image=https://dissidia.wiki/images/4/43/Brv_wol_dayflash_g.jpeg&lt;br /&gt;
|imgpos=70%&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Dayflash is Warrior of Light&#039;s main {{keyword|poke|poke=1}}. It is fast, generates good 90 EX and works as an assist combo starter. It can be {{keyword|whiffed|whiff=1}} safely to build assist gauge due to its short {{keyword|recovery|recovery=1}} and multiple {{keyword|cancel|cancel=1}} options. Warrior of Light can {{keyword|mixup|mixup=1}} with dodges, blocks or other attacks, including another Dayflash.&lt;br /&gt;
&lt;br /&gt;
On hit, Warrior of Light can perform two follow-up slashes with Circle {{pspcir}} if the first hit connects. This 3-hit combo has a relatively long input window, which makes it good for {{keyword|hit confirming|hitconfirm=1}} assist combos. The last hit leads to Chase. The low {{keyword|knockback|knockback=1}} angle and long chase prompt let Warrior of Light do {{keyword|empty chase|emptychase=1}} to force a grounded wall rush. This is good for getting all EX Force on the field, but also for starting assist combos. And if Warrior of Light already used assist beforehand, he can extend that combo with Dayflash empty chase to use assist again if he has another bar in stock.&lt;br /&gt;
&lt;br /&gt;
When used appropriately, Dayflash can control the pace of a match without high risk. It is a staple move for Warrior of Light in competitive play. Its aerial version is just as good and important to him.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Aerial ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Crossover=&lt;br /&gt;
&lt;br /&gt;
{{AbilityInfo2&lt;br /&gt;
|ver1=Normal&lt;br /&gt;
|damage1=&#039;&#039;&#039;40&#039;&#039;&#039; (5, 5, 10, 20)&lt;br /&gt;
|startup1=23F&lt;br /&gt;
|type1=Physical&lt;br /&gt;
|priority1=Melee Low&lt;br /&gt;
|ex1=90&lt;br /&gt;
|effect1=Chase, Wall Rush&lt;br /&gt;
|cancels1=Dodge&lt;br /&gt;
|asthit1=&lt;br /&gt;
|gametext=[Close] Spinning approach and &amp;lt;br&amp;gt;thrust opponent upwards.&lt;br /&gt;
|level=1&lt;br /&gt;
|ap=120&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|ver2=EX Mode&lt;br /&gt;
|damage2=&#039;&#039;&#039;50&#039;&#039;&#039; (5, 5, 10 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+4&amp;lt;/span&amp;gt;, 20 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+6&amp;lt;/span&amp;gt;)&lt;br /&gt;
|startup2=23F&lt;br /&gt;
|type2=Physical&lt;br /&gt;
|priority2=Melee Low&lt;br /&gt;
|ex2=90&lt;br /&gt;
|effect2=Chase, Wall Rush &amp;lt;br&amp;gt;Block (Ranged Low)&lt;br /&gt;
|cancels2=Dodge&lt;br /&gt;
|asthit2=&lt;br /&gt;
|image=https://dissidia.wiki/images/3/3a/Brv_wol_crossover.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Crossover is an advancing bravery with an {{keyword|HP link|hplink=1}}. It is primarily used as a {{keyword|punish|punish=1}} tool against long winded attacks and staggered opponents. It can be used to approach if done sparingly. The damage potential and longer lateral reach make this an aerial alternative to Ascension.&lt;br /&gt;
&lt;br /&gt;
Warrior of Light can follow up with an upward thrust by pressing Circle {{pspcir}}, which causes chase. If opponent is near ceiling, it can wall rush instead. The thrust has high upward knockback, which can easily wall rush at medium heights. With wall rush, {{keyword|empty chase|emptychase=1}} can be done from medium distance to make it safe against Recovery Attack. Whether or not chase is done, Warrior of Light needs assist to follow up after wall rush.&lt;br /&gt;
&lt;br /&gt;
Crossover must be completed to do the Rune Saber HP link. That means Warrior of Light usually does not lose bravery damage in exchange for HP damage. The {{keyword|startup|startup=1}} is borderline {{keyword|reactable|reactable=1}} though, and Warrior of Light stays in the animation for roughly a second before he can {{keyword|dodge cancel|dc=1}} out of it. That makes it more dangerous to {{keyword|whiff|whiff=1}} in {{keyword|neutral|neutral=1}}.&lt;br /&gt;
&lt;br /&gt;
|-|Rising Buckler=&lt;br /&gt;
&lt;br /&gt;
{{AbilityInfo2&lt;br /&gt;
|ver1=Normal&lt;br /&gt;
|damage1=&#039;&#039;&#039;30&#039;&#039;&#039; (2x4, 6, 16)&lt;br /&gt;
|startup1=25F&lt;br /&gt;
|type1=Physical&lt;br /&gt;
|priority1=Melee Low&lt;br /&gt;
|ex1=30&lt;br /&gt;
|effect1=Wall Rush&lt;br /&gt;
|cancels1=Dodge&lt;br /&gt;
|asthit1=&lt;br /&gt;
|gametext=Upward swing, snagging foe with shield. &amp;lt;br&amp;gt;Useful from below.&lt;br /&gt;
|level=15&lt;br /&gt;
|ap=150&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|ver2=EX Mode&lt;br /&gt;
|damage2=&#039;&#039;&#039;42&#039;&#039;&#039; (2x4 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+6&amp;lt;/span&amp;gt;, 6, 16 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+6&amp;lt;/span&amp;gt;)&lt;br /&gt;
|startup2=25F&lt;br /&gt;
|type2=Physical&lt;br /&gt;
|priority2=Melee Low&lt;br /&gt;
|ex2=30&lt;br /&gt;
|effect2=Wall Rush &amp;lt;br&amp;gt;Block (Ranged Low)&lt;br /&gt;
|cancels2=Dodge&lt;br /&gt;
|asthit2=&lt;br /&gt;
|image=https://dissidia.wiki/images/b/b1/Brv_wol_rising_buckler.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Rising Buckler is a {{keyword|punish|punish=1}} tool against opponents who are above Warrior of Light. Its vertical reach and Bitter End {{keyword|HP link|hplink=1}} make it rewarding as an {{keyword|anti-air|anti-air=1}}. It is also a consistent follow-up to Kuja and Sephiroth air bravery assists. The {{keyword|disjointed|disjoint=1}} shield can even poke through projectiles, if the opponent is not fully covered by them. To top it off, it can side switch on hit, ideal for sneaky counter attacks near walls.&lt;br /&gt;
&lt;br /&gt;
Rising Buckler is not risk-free, however. It is {{keyword|reactable|reactable=1}} due to its 25-frame {{keyword|startup|startup=1}} and distinct audio cue. It is Warrior of Light&#039;s primary upward aerial attack, which makes it more telegraphed. He stays in place for a moment before he is actionable, and won&#039;t track the opponent once the shield is thrown. If Warrior of Light blocks an opponent, he has to make sure they are above him so that Rising Buckler does not miss. Rising Buckler does not wall rush often in open spaces. It is primarily done near ground, or if the opponent can escape from Bitter End with Assist Change, since it is safer against it.&lt;br /&gt;
&lt;br /&gt;
Warrior of Light has a downward alternative in Shield Strike. He can use both attacks to have high vertical coverage, but he does not always need both. Rising Buckler specifically can be useful in some air oriented {{keyword|match-ups|matchup=1}}, such as {{012seph}} and {{012kuja}}.&lt;br /&gt;
&lt;br /&gt;
|-|Shield Strike=&lt;br /&gt;
&lt;br /&gt;
{{AbilityInfo2&lt;br /&gt;
|ver1=Normal&lt;br /&gt;
|damage1=&#039;&#039;&#039;30&#039;&#039;&#039; (2x4, 6, 16)&lt;br /&gt;
|startup1=25F&lt;br /&gt;
|type1=Physical&lt;br /&gt;
|priority1=Melee Low&lt;br /&gt;
|ex1=30&lt;br /&gt;
|effect1=Wall Rush&lt;br /&gt;
|cancels1=Dodge&lt;br /&gt;
|asthit1=&lt;br /&gt;
|gametext=Downward attack, scooping foe with shield. &amp;lt;br&amp;gt;Useful from above.&lt;br /&gt;
|level=1&lt;br /&gt;
|ap=200&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|ver2=EX Mode&lt;br /&gt;
|damage2=&#039;&#039;&#039;42&#039;&#039;&#039; (2x4 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+6&amp;lt;/span&amp;gt;, 6, 16 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+6&amp;lt;/span&amp;gt;)&lt;br /&gt;
|startup2=25F&lt;br /&gt;
|type2=Physical&lt;br /&gt;
|priority2=Melee Low&lt;br /&gt;
|ex2=30&lt;br /&gt;
|effect2=Wall Rush &amp;lt;br&amp;gt;Block (Ranged Low)&lt;br /&gt;
|cancels2=Dodge&lt;br /&gt;
|asthit2=&lt;br /&gt;
|image=https://dissidia.wiki/images/b/b2/Brv_wol_shield_strike.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Shield Strike is almost identical to Rising Buckler, but it hits downward instead. On hit, it side switches and knocks at an upward angle. It is his main aerial move for {{keyword|air-to-ground|air-to-ground=1}} situations and {{keyword|punishing|punish=1}} reckless play from above. This has high coverage against many close-range melee characters, since they rarely rely on fighting above Warrior of Light. It is also effective for hitting staggered opponents after LV2 Assist Change. Shield Strike has the Bitter End HP link as well, which makes this a more threatening move on average.&lt;br /&gt;
&lt;br /&gt;
Shield Strike shares many of Rising Buckler&#039;s flaws. Its {{keyword|startup|startup=1}} is reactable, and it is his primary downward attack. That makes it more telegraphed in {{keyword|neutral|neutral=1}}. It&#039;s great when used cautiously, but carries a lot of risk if it {{keyword|whiffs|whiff=1}}. It has long {{keyword|recovery|recovery=1}} and no {{keyword|tracking|tracking=1}} after the shield is thrown.&lt;br /&gt;
&lt;br /&gt;
Warrior of Light does not move far if he is not above opponent, but the shield does hit in front of Warrior of Light. That lets him combo into HP after Sephiroth assist, who is one of his strongest assists.&lt;br /&gt;
&lt;br /&gt;
|-|Dayflash (midair)=&lt;br /&gt;
&lt;br /&gt;
{{AbilityInfo2&lt;br /&gt;
|ver1=Normal&lt;br /&gt;
|damage1=&#039;&#039;&#039;22&#039;&#039;&#039; (3, 4, 15)&lt;br /&gt;
|startup1=15F&lt;br /&gt;
|type1=Physical&lt;br /&gt;
|priority1=Melee Low&lt;br /&gt;
|ex1=90&lt;br /&gt;
|effect1=Chase&lt;br /&gt;
|cancels1=Dodge, &amp;lt;br&amp;gt;Block &amp;amp; Attack ({{keyword|Whiff|whiff=1}})&lt;br /&gt;
|asthit1=&lt;br /&gt;
|gametext=[Close] Fast horizontal slice. &amp;lt;br&amp;gt;Low power, quick strike.&lt;br /&gt;
|level=25&lt;br /&gt;
|ap=90&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|ver2=EX Mode&lt;br /&gt;
|damage2=&#039;&#039;&#039;36&#039;&#039;&#039; (3 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+4&amp;lt;/span&amp;gt;, 4 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+4&amp;lt;/span&amp;gt;, 15 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+6&amp;lt;/span&amp;gt;)&lt;br /&gt;
|startup2=15F&lt;br /&gt;
|type2=Physical&lt;br /&gt;
|priority2=Melee Low&lt;br /&gt;
|ex2=90&lt;br /&gt;
|effect2=Chase &amp;lt;br&amp;gt;Block (Ranged Low)&lt;br /&gt;
|cancels2=Dodge, &amp;lt;br&amp;gt;Block &amp;amp; Attack ({{keyword|Whiff|whiff=1}})&lt;br /&gt;
|asthit2=&lt;br /&gt;
|image=https://dissidia.wiki/images/5/5b/Brv_wol_dayflash_a.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Dayflash&#039;s aerial version is essential, and similar to ground version in many aspects. It is fast, safe to {{keyword|whiff|whiff=1}} for assist gauge and reliable for confirming assist combos. It&#039;s also used to accumulate EX over time. Fights often happen in the air, so Warrior of Light relies on this move a lot.&lt;br /&gt;
&lt;br /&gt;
The {{keyword|startup|startup=1}} is slightly slower than ground Dayflash (15 frames instead of 13), but it&#039;s still unreactable. The {{keyword|recovery|recovery=1}} is short as well, which lets him build assist gauge on whiff. He can also {{keyword|cancel|cancel=1}} a missed Dayflash into other attacks or block to keep opponents guessing. The {{keyword|hitbox|hitbox=1}} goes low enough where it can still hit grounded opponents, so Dayflash also works as an {{keyword|air-to-ground|air-to-ground=1}} move.&lt;br /&gt;
&lt;br /&gt;
This is Warrior of Light&#039;s lowest damaging move compared to his other moves, but it&#039;s also the fastest and safest to use. Assist (or Chase) is needed to get HP damage from this. It&#039;s a staple for him in competitive play, and his longevity hinges on how well he can utilize Dayflash.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== HP Attacks ==&lt;br /&gt;
&lt;br /&gt;
=== Ground ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Shield of Light (ground)=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=-&lt;br /&gt;
|startup=53F (Block from 1F to 53F)&lt;br /&gt;
|type=-&lt;br /&gt;
|priority=Melee High, Block Mid&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=Block, Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/7/77/Hp_wol_shield_of_light_g.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=22&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=[Close] Fire force blast from shield. &amp;lt;br&amp;gt;Hurls foe while blocking.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Shield of Light is Warrior of Light&#039;s signature {{keyword|command block|commandblock=1}}. He moves forward before unleashing a 1-hit force blast that can wall rush. Its blocking duration is very generous, as it blocks instantly from frame 1 until the move does damage. Combined with the forward movement, Shield of Light can call out low priority pokes, such as {{012cod}}&#039;s tentacles.&lt;br /&gt;
&lt;br /&gt;
More importantly, Shield of Light works as an instant defensive option after a ground dodge. If Warrior of Light is about to get hit, he can use this to keep the opponent at bay. Blocks like this work against dashes and low priority attacks alike. This presents a second layer of defense that the opponent has to consider at all times, or they risk taking HP damage just for approaching.  &lt;br /&gt;
&lt;br /&gt;
Shield of Light is a great defensive tool, but it still carries a risk. If it misses, Warrior of Light is left wide open for {{keyword|punishes|punish=1}}. Shield of Light can only block low priority moves. Higher priority moves like HP attacks and {{012squ}}&#039;s Heel Crush will guard crush or stagger Warrior of Light respectively.&lt;br /&gt;
&lt;br /&gt;
Warrior of Light becomes airborne when using this move. He automatically aims this move at a diagonal angle against airborne opponents, but he cannot change the direction halfway through.&lt;br /&gt;
&lt;br /&gt;
|-|Shining Wave=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=-&lt;br /&gt;
|startup=51F&lt;br /&gt;
|type=-&lt;br /&gt;
|priority=Melee High (blade) &amp;lt;br&amp;gt;Ranged High (light pillar)&lt;br /&gt;
|ex=each 60&lt;br /&gt;
|effect=-&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/1/10/Hp_wol_shining_wave.jpeg&lt;br /&gt;
|imgpos=60%&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=1&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=[Mid] Shoot pillars of light. &amp;lt;br&amp;gt;Homes in on opponent.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Shining Wave is a long-range wave attack that deals HP damage on hit. It can {{keyword|punish|punish=1}} air dodges in close-range and follow up after a block stagger. It is also used sometimes as a passive projectile to occupy space. Shining Wave cannot be reflected back at Warrior of Light, but it does lose to high priority melee attacks and {{keyword|command blocks|commandblock=1}} from Jecht and Exdeath. The ranged high priority also lets Warrior of Light ignore LV2 Assist Change, useful in certain assist combo situations.&lt;br /&gt;
&lt;br /&gt;
Warrior of Light is stationary for a moment after firing, which leaves him vulnerable to attacks. When used sparingly, Shining Wave is a move that complements Warrior of Light&#039;s ground combat.&lt;br /&gt;
&lt;br /&gt;
The wave projectile travels at a relatively high speed once it&#039;s {{keyword|active|active=1}}. It can {{keyword|track|track=1}} airborne opponents, but it always moves forward at first before it starts realigning. Shining Wave can hit twice if it connects this way, though this can be difficult to aim for in a competitive match. Shining Wave can also combo into assist at a wall, but outside of that, its reward is pretty low on average.&lt;br /&gt;
&lt;br /&gt;
As a wave HP, Shining Wave has a little quirk with its {{keyword|hitbox|hitbox=1}}. It can miss against high speed movement that is passing through the projectile. &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=cDI-tsnyJbM&amp;amp;t=25 Shining Wave misses against high speed movement passing through]&amp;lt;/ref&amp;gt; This is pretty risky to attempt though, so Warrior of Light does not have to worry about it too often.&lt;br /&gt;
&lt;br /&gt;
|-|Ultimate Shield=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;20&#039;&#039;&#039; (4 x 3, 8)&lt;br /&gt;
|startup=41F&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee High&lt;br /&gt;
|ex=30&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/c/c1/Hp_wol_ultimate_shield.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=28&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=[Close] Deft shieldwork. &amp;lt;br&amp;gt;Effective against any height.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Ultimate Shield is a combo attack used to call out blocks, nearby dodges or even attacks. It is his fastest ground HP attack, and it has strong vertical {{keyword|tracking|tracking=1}} when aiming his shield.&lt;br /&gt;
&lt;br /&gt;
Warrior of Light stays in place while his shield goes towards opponent. If the shield misses, Warrior of Light will not continue with a combo. This makes it a bit safer to use from a distance. Ultimate Shield can also reflect HP projectiles without moving towards them. The reach is decent, but not enough to punish neutral ground dodges without prior movement. Assists can follow up either after wall rush or with a {{keyword|knockback cancel|knockbackcancel=1}}.&lt;br /&gt;
&lt;br /&gt;
If White Fang connects, it can activate a &#039;&#039;&#039;[[Glitch_(Dissidia_012)#Hit_Glitch|hit glitch]]&#039;&#039;&#039; for Ultimate Shield if its done at the same time. That means the move will transition to follow-up hits despite not making any contact with opponent. This can be detrimental due to short reach. It has long {{keyword|recovery|recovery=1}} when finished, so Warrior of Light should watch out for Assist Changes when using this.&lt;br /&gt;
&lt;br /&gt;
|-|Rune Saber (ground)=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;10&#039;&#039;&#039; (2 x 3, 4) / +Ascension = (50 Total)&lt;br /&gt;
|startup=?&lt;br /&gt;
|type=Magical&lt;br /&gt;
|priority=Melee High (?)&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/d/dc/Hp_wol_rune_saber.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=Branching from Ascension &amp;lt;br&amp;gt;[Combo] Light beam pierces foe.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Rune Saber is the {{keyword|HP link|hplink=1}} from Ascension. It is notable for its combo potential and relative safety against Assist Change counters. Both Ascension and Rune Saber have long upward {{keyword|knockback|knockback=1}}. That means Rune Saber can wall rush consistently in stages with lower ceilings, such as Sky Fortress Bahamut and Edge of Madness. Rune Saber cannot hit a wall rushed opponent, though.&lt;br /&gt;
&lt;br /&gt;
The wall rush is great for HP damage and assist combos alike. If Warrior of Light cannot guarantee a ceiling wall rush, multi-hit assists like Sephiroth can also {{keyword|knockback cancel|knockbackcancel=1}} for combos. As a result, Rune Saber is useful as an independent source of HP damage and assist combo starter anywhere.&lt;br /&gt;
&lt;br /&gt;
Rune Saber has a lengthy animation, which normally makes it risky against opponents who escaped with Assist Change. Rune Saber&#039;s last hit has a tall {{keyword|hitbox|hitbox=1}} with long {{keyword|active|active=1}} frames. This provides some cover for Warrior of Light before he can {{keyword|dodge cancel|dc=1}}, but it&#039;s not entirely safe. Opponents can still try to Assist Change out early and dodge next to Warrior of Light, but it&#039;s harder to do compared to Bitter End.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Aerial ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Shield of Light (midair)=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=-&lt;br /&gt;
|startup=53F (Block from 1F to 53F)&lt;br /&gt;
|type=-&lt;br /&gt;
|priority=Melee High, Block Mid&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=Block, Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/6/6a/Hp_wol_shield_of_light_a.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=1&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=[Close] Fire force blast from shield. &amp;lt;br&amp;gt;Hurls foe while blocking.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Shield of Light is Warrior of Light&#039;s {{keyword|command block|commandblock=1}}. As an aerial move, Warrior of Light has more opportunities to use it anywhere. This is good, because it is functionally very similar to the ground version. It still blocks low priority attacks instantly on frame 1 until it deals HP damage. As such, its most commonly used for self-defense after air dodging. This can keep opponents guessing, as the instant blocking makes it much harder to react before it&#039;s too late. Warrior of Light also moves toward opponent a short distance as he guards. That can stagger melee low attacks with long {{keyword|active|active=1}} frames, such as {{012clo}}&#039;s Slashing Blow. As a 1-hit HP, Shield of Light can also circumvent EX Revenge {{keyword|checkmates|checkmate=1}} with EX {{keyword|depletion|depletion=1}}.&lt;br /&gt;
&lt;br /&gt;
The force blast has short reach and it doesn&#039;t stay active for long. However, it can wall rush and start assist combos with a good {{keyword|read|read=1}}. It&#039;s not commonly used in assist combos due to its relatively small {{keyword|hitbox|hitbox=1}} and limited vertical {{keyword|tracking|tracking=1}}. Warrior of Light&#039;s combos often lead to the air, and he has stronger options for damage, and situationally safer tools against Assist Change. Regardless, the aerial Shield of Light is a staple for Warrior of Light.&lt;br /&gt;
&lt;br /&gt;
|-|Radiant Sword=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=-&lt;br /&gt;
|startup=77F&lt;br /&gt;
|type=-&lt;br /&gt;
|priority=Ranged High&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/e/eb/Hp_wol_radiant_sword.jpeg&lt;br /&gt;
|imgpos=60%&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=13&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=[Long] Fire blades of light from seal. &amp;lt;br&amp;gt;Blades weakly track foe.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Radiant Sword is a group of long-range homing projectiles. The projectiles spawn as a row in front of Warrior of Light, and once they start moving, they accelerate to very high speed within a couple seconds. While homing, all projectiles attempt to laser focus on a single point at the opponent. This limits Radiant Sword&#039;s ability to occupy space, but its {{keyword|tracking|tracking=1}} and reach are strong enough to force a dodge at most ranges. &lt;br /&gt;
&lt;br /&gt;
The {{keyword|startup|startup=1}} is quite slow, so Warrior of Light cannot use this as a reliable {{keyword|mixup|mixup=1}} against blocks. Radiant Sword is sometimes used as an attempt to threaten the opponent who is already getting an EX core, but it has a pretty low hit rate in {{keyword|neutral|neutral=1}} due to its telegraphed startup and relatively slow speed. Radiant Sword also stops if it hits a solid obstacle, like floor or the crystal in Empyreal Paradox. If Radiant Sword connects though, it can wall rush for an assist combo.&lt;br /&gt;
&lt;br /&gt;
|-|Rune Saber (midair)=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;10&#039;&#039;&#039; (2 x 3, 4) / +Crossover = (50 Tota)&lt;br /&gt;
|startup=??&lt;br /&gt;
|type=Magical&lt;br /&gt;
|priority=Melee High (?)&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/d/dc/Hp_wol_rune_saber.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=Branching from Crossover &amp;lt;br&amp;gt;[Combo] Light beam pierces foe.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Rune Saber is the {{keyword|HP link|hplink=1}} from Crossover. It&#039;s a staple move for Warrior of Light whenever Crossover is equipped. It is functionally identical Rune Saber from Ascension, a multi-hit attack that wall rushes upwards. Though the base damage is low, it&#039;s a consistent, damaging HP link thanks to wall rush and assist. Warrior of Light has some flexibility with this move in assist combos. He can either go for a conventional wall rush combo, or he can call assist such as Sephiroth to {{keyword|knockback cancel|knockbackcancel=1}} the last hit if ceiling is not close.&lt;br /&gt;
&lt;br /&gt;
Rune Saber has a lengthy animation, which normally makes it risky against opponents who escaped with Assist Change. Rune Saber&#039;s last hit has a tall {{keyword|hitbox|hitbox=1}} with long {{keyword|active|active=1}} frames. This provides &#039;&#039;some&#039;&#039; cover for Warrior of Light before he can {{keyword|dodge cancel|dc=1}}, but it&#039;s not entirely safe. Opponents can still try to Assist Change out early and dodge next to Warrior of Light.&lt;br /&gt;
&lt;br /&gt;
If Crossover wall rushes first, Rune Saber cannot hit unless assist connects during wall rush.&lt;br /&gt;
&lt;br /&gt;
|-|Bitter End A=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;15&#039;&#039;&#039; (2 x 6, 3) / +Rising Buckler = (29 Total)&lt;br /&gt;
|startup=??&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee High (?)&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/7/73/Hp_wol_bitter_end.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=Branching from Rising Buckler &amp;lt;br&amp;gt;[Combo] Deft bladework.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Bitter End is another staple {{keyword|HP link|hplink=1}} for Warrior of Light. It&#039;s a stationary combo that has horizontal {{keyword|knockback|knockback=1}} on the last hit. This move lets Warrior of Light capitalize on his {{keyword|whiff punishment|whiffpunish=1}} in a meaningful way, as it deals HP damage without assist. The base damage is slightly higher than Rune Saber, and it has similar combo routes with wall rush and Sephiroth assist {{keyword|knockback cancels|knockbackcancel=1}}. It&#039;s a good assist combo starter and ender for its wall rush and attack length. With high base bravery builds, the animation lasts long enough to get most of the base bravery back after HP if Bitter End is delayed enough.&lt;br /&gt;
&lt;br /&gt;
As a multi-hitting combo attack, Bitter End starts quickly, but takes a couple seconds to finish. It is very unsafe against opponents who escaped with LV1 Assist Change. Warrior of Light cannot {{keyword|cancel|cancel=1}} Bitter End until the last hit comes out. He stays still for the entire animation, and he doesn&#039;t have Rune Saber&#039;s tall {{keyword|hitbox|hitbox=1}} to provide cover either. As such, Bitter End is vulnerable to aerial attacks from above and his back. Warrior of Light will need assist gauge himself if he wants to counter any {{keyword|punish|punish=1}} attempts. If Warrior of Light cannot land this move before opponent gets assist, he can struggle to get any HP damage at all. It&#039;s something he has to work with, as not having access to Bitter End loses him more damage in the long term.&lt;br /&gt;
&lt;br /&gt;
|-|Bitter End B=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;15&#039;&#039;&#039; (2 x 6, 3) / +Shield Strike = (29 Total)&lt;br /&gt;
|startup=??&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee High (?)&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/7/73/Hp_wol_bitter_end.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=Branching from Shield Strike &amp;lt;br&amp;gt;[Combo] Deft bladework.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Bitter End B is identical with Bitter End A.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== EX Mode: Class Change! ==&lt;br /&gt;
Effects:&lt;br /&gt;
* Regen&lt;br /&gt;
* Critical Boost&lt;br /&gt;
* Mirror Attack&lt;br /&gt;
* Protect&lt;br /&gt;
* Light&#039;s Blessing&lt;br /&gt;
&lt;br /&gt;
Warrior of Light&#039;s EX Mode has plenty of useful effects. He gets additional hits for his melee braveries, a big damage reduction in +10 base DEF and he block ranged low moves during his own attacks. EX modes are commonly used to secure a win with assist combo, and Warrior of Light is no different. As such, the defensive boosts may not come into play often. It is still a good EX mode overall, though.&lt;br /&gt;
&lt;br /&gt;
=== Mirror Attack ===&lt;br /&gt;
&lt;br /&gt;
{{image|https://dissidia.wiki/images/8/8d/Ex_mode_wol_mirror_attack.jpeg}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[Active while attacking]&lt;br /&gt;
A wall of light appears while attacking, repelling weak magical attacks.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Warrior of Light can block attacks with Ranged Low priority during his own attack animations. The blocking effect activates very quickly and lasts for most, if not the whole attack animation. This applies even during a move&#039;s {{keyword|recovery|recovery=1}}.&lt;br /&gt;
&lt;br /&gt;
=== Protect ===&lt;br /&gt;
&#039;&#039;[Always active while in EX Mode]&lt;br /&gt;
An aura of light covers the body, raising defense.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Warrior of Light gets +10 DEF for the duration of his EX mode. That is a huge increase, which can greatly reduce bravery damage taken if Warrior of Light is hit during this time.&lt;br /&gt;
&lt;br /&gt;
=== Light&#039;s Blessing ===&lt;br /&gt;
{{image|http://dissidia.wiki/images/b/b9/Ex_mode_wol_light_blessing.jpeg}}&lt;br /&gt;
&#039;&#039;[Activates when combo hits] Swords of light appear, dealing additional damage.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Light&#039;s Blessing adds several hits to Warrior of Light&#039;s physical bravery attacks. Each light sword has a base damage of 1. The light swords cause {{keyword|hit stun|hitstun=1}}, but they don&#039;t create more lenient, practical solo combo routes for Warrior of Light.&lt;br /&gt;
&lt;br /&gt;
=== EX Burst: Oversoul ===&lt;br /&gt;
{{image|https://dissidia.wiki/images/4/46/Ex_burst_wol.jpeg}}&lt;br /&gt;
&#039;&#039;Sharp, repeated strikes like flashes of light. &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;img&amp;gt;https://resources.dissidia.wiki/ddff/icons/ddff-icon-button-dpadup.png&amp;lt;/img&amp;gt; &amp;lt;img&amp;gt;https://resources.dissidia.wiki/ddff/icons/ddff-icon-button-dpaddown.png&amp;lt;/img&amp;gt; &amp;lt;img&amp;gt;https://resources.dissidia.wiki/ddff/icons/ddff-icon-button-dpadleft.png&amp;lt;/img&amp;gt; &amp;lt;img&amp;gt;https://resources.dissidia.wiki/ddff/icons/ddff-icon-button-dpadright.png&amp;lt;/img&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Each directional button corresponds to one attack.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{burst&lt;br /&gt;
|damage1=5x3 (15)&lt;br /&gt;
|damage2=10x6, 25 (100 total)&lt;br /&gt;
|type=Physical&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Oversoul is a fairly standard EX Burst. The base damage for initial hits isn&#039;t high, but follow-up hits begin almost immediately, leaving less time for the opponent to raise their DEF.&lt;br /&gt;
&lt;br /&gt;
To complete this EX Burst, Warrior of Light must press the correct button shown on screen six times. The button inputs &#039;&#039;always&#039;&#039; require a directional button. Analog stick {{pspana}} will not work regardless of what the character control option is set to. If Warrior of Light does not press the correct button within a short time, or presses a wrong button, he will end EX Burst early. Regardless of how well this EX Burst is done, Warrior of Light always finishes with a slash that has decent 25 base damage.&lt;br /&gt;
&lt;br /&gt;
== Combos ==&lt;br /&gt;
&lt;br /&gt;
=== Solo ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Main article pending)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Combo-012&lt;br /&gt;
| data      = &lt;br /&gt;
{{Combo-012Data&lt;br /&gt;
|combo=&#039;&#039;&#039;White Fang&#039;&#039;&#039; &amp;gt; Ascension &amp;gt; Rune Saber&lt;br /&gt;
|condition=Projectile Starter&lt;br /&gt;
|requirement=Ground&lt;br /&gt;
|purpose=Projectile to HP Damage&lt;br /&gt;
|damage=56 minimum + HP &amp;amp; WR&lt;br /&gt;
|damagehits=6 min &amp;gt; 40 &amp;gt; 10 + HP &amp;amp; WR&lt;br /&gt;
|ex=90&lt;br /&gt;
|exhits=0 &amp;gt; 90 &amp;gt; 0&lt;br /&gt;
|meteropp=&lt;br /&gt;
|video=&lt;br /&gt;
|notes=White Fang combos into most of WoL&#039;s moves, Ascension is his staple high damage follow-up. This combo works in close range. If the opponent is further away, Warrior of Light may have to dash to combo afterwards.&lt;br /&gt;
}}&lt;br /&gt;
{{Combo-012Data&lt;br /&gt;
|combo=&#039;&#039;&#039;White Fang&#039;&#039;&#039; &amp;gt; Dayflash &amp;gt; Delayed Empty {{clr|chase=1}}&lt;br /&gt;
|condition=Projectile Starter&lt;br /&gt;
|requirement=Ground&lt;br /&gt;
|purpose=Projectile, Safe {{keyword|Chase|emptychase=1}} for EX&lt;br /&gt;
|damage=28 minimum&lt;br /&gt;
|damagehits=6 min &amp;gt; 22&lt;br /&gt;
|ex=90&lt;br /&gt;
|exhits=0 &amp;gt; 90&lt;br /&gt;
|meteropp=&lt;br /&gt;
|video=&lt;br /&gt;
|notes=Less damage than Ascension, but this combo does two things: It lets WoL chase safely without getting countered and get all EX in the stage. Delay Dayflash&#039;s Chase as much as possible, then do it just before the opponent reaches the ground. This forces a wall rush reaction.&lt;br /&gt;
&lt;br /&gt;
The second thing is it enables assist combos, and the chase also resets assist gauge if it was already used previously. This doesn&#039;t have much merit in the solo combo context, but it does leave WoL close to the opponent for pressure.&lt;br /&gt;
&lt;br /&gt;
In a {{keyword|neutral|neutral=1}} situation, Dayflash can be easier to react with if White Fang hits a moving opponent. Other than that, Ascension is the stronger follow-up.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Assist (Sephiroth) ===&lt;br /&gt;
&lt;br /&gt;
Warrior of Light can create assist combos with Wall Rush, Dayflash and even during his Bitter End and Rune Saber {{keyword|HP links|hplink=1}}. This gives him flexibility in setting up HP damage. When following up after Sephiroth, delay Assist Chase a little so that Shield Strike connects more consistently.&lt;br /&gt;
&lt;br /&gt;
{{ComboLegend-012}}&lt;br /&gt;
&lt;br /&gt;
{{Combo-012&lt;br /&gt;
| data      = &lt;br /&gt;
{{Combo-012Data&lt;br /&gt;
|combo=&#039;&#039;&#039;Dayflash (2 hits)&#039;&#039;&#039; &amp;gt; {{clr|astbrv=1}} &amp;gt; {{clr|ac=1}} &amp;gt; Shield Strike &amp;gt; Bitter End&lt;br /&gt;
|condition={{keyword|Poke|poke=1}} Starter&lt;br /&gt;
|requirement=Ground / Air OK&lt;br /&gt;
|purpose=Staple {{keyword|Midscreen|midscreen=1}} Combo&lt;br /&gt;
|damage=76 + HP &amp;amp; WR&lt;br /&gt;
|damagehits=3, 4 &amp;gt; 40 AST &amp;gt; 14 &amp;gt; 15 + HP &amp;amp; WR&lt;br /&gt;
|ex=&lt;br /&gt;
|exhits=&lt;br /&gt;
|meteropp=&lt;br /&gt;
|video=&lt;br /&gt;
|notes=Standard combo from a safe poke. Confirm the second Dayflash hit visually, then press assist and follow up. This is an important combo to get right, as it lets WoL do HP damage without using the more telegraphed bravery attacks first.&lt;br /&gt;
}}&lt;br /&gt;
{{Combo-012Data&lt;br /&gt;
|combo=&#039;&#039;&#039;Crossover / Ascension&#039;&#039;&#039; &amp;gt; Rune Saber &amp;gt; {{clr|wr=1}} &amp;gt; {{clr|astbrv=1}} &amp;gt; {{clr|ac=1}} &amp;gt; Shield Strike &amp;gt; Bitter End&lt;br /&gt;
|condition={{keyword|Punish|punish=1}} Starter&lt;br /&gt;
|requirement=Ceiling HP Wall Rush&lt;br /&gt;
|purpose=HP Damage&lt;br /&gt;
|damage=119 + HP &amp;amp; WR&lt;br /&gt;
|damagehits=40 &amp;gt; 10 + HP &amp;amp; WR &amp;gt; 40 AST &amp;gt; 14 &amp;gt; 15 + HP &amp;amp; WR&lt;br /&gt;
|ex=&lt;br /&gt;
|exhits=90 &amp;gt; 0 &amp;gt; ?? &amp;gt; 30&lt;br /&gt;
|meteropp=&lt;br /&gt;
|video=&lt;br /&gt;
|notes=A standard Wall Rush combo. Make sure to do Rune Saber as soon as possible before Crossover Wall Rushes at the ceiling. This is not very practical for low ceiling stages, such as Pandaemonium - Top Floor and M. S. Prima Vista. In those stages, Crossover&#039;s BRV Wall Rush has to suffice.&lt;br /&gt;
}}&lt;br /&gt;
{{Combo-012Data&lt;br /&gt;
|combo=&#039;&#039;&#039;Shield Strike / Rising Buckler&#039;&#039;&#039; &amp;gt; Bitter End &amp;gt; {{clr|astbrv=1}} &amp;gt; Bitter End + Assist HIT &amp;gt; {{clr|dc=1}} &amp;gt; {{clr|ac=1}} &amp;gt; Shield Strike &amp;gt; Bitter End&lt;br /&gt;
|condition={{keyword|Punish|punish=1}} Starter&lt;br /&gt;
|requirement={{keyword|Knockback Cancel|knockbackcancel=1}}&lt;br /&gt;
|purpose=Midscreen HP Damage&lt;br /&gt;
|damage=98 + HP &amp;amp; WR&lt;br /&gt;
|damagehits=14 &amp;gt; 15 + HP &amp;gt; 40 AST &amp;gt; 14 &amp;gt; 15 + HP &amp;amp; WR&lt;br /&gt;
|ex=&lt;br /&gt;
|exhits=&lt;br /&gt;
|meteropp=&lt;br /&gt;
|video=&lt;br /&gt;
|notes=This combo works anywhere, but Sephiroth must be timed to hit when Bitter End finishes. Press assist just as Bitter End&#039;s last bravery slash connects. WoL should be winding up his sword during the assist slowdown if done properly.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Builds ==&lt;br /&gt;
&#039;&#039;Main article: &#039;&#039;&#039;[[Warrior_of_Light_(Dissidia_012)/Builds|Warrior of Light (012) Builds]]&#039;&#039;&#039; &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Warrior of Light works with a variety of builds, such as hybrid builds, Bravery Boost on Dodge and Side by Side. Most of his damage comes from Dayflash assist combos and {{keyword|HP links|hplink=1}}, so he is not often built explicitly for bravery damage. However, Warrior of Light benefits greatly from having high {{keyword|base bravery|basebrv=1}} for assist combos.&lt;br /&gt;
&lt;br /&gt;
=== Hybrid ===&lt;br /&gt;
&lt;br /&gt;
{{Build&lt;br /&gt;
|hp=11299&lt;br /&gt;
|cp=450&lt;br /&gt;
|brv=996&lt;br /&gt;
|atk=178&lt;br /&gt;
|def=184&lt;br /&gt;
|luk=60&lt;br /&gt;
|booster=&lt;br /&gt;
|setbonus=Seal of Lufenia&lt;br /&gt;
|ast={{012seph}}&lt;br /&gt;
|wpn=Heaven&#039;s Cloud&lt;br /&gt;
|hand=Lufenian Dirk {{equip}}&lt;br /&gt;
|head=Lufenian Headband {{equip}}&lt;br /&gt;
|armor=Lufenian Vest&lt;br /&gt;
|acc1=Muscle Belt {{accbas}}&lt;br /&gt;
|acc2=Dismay Shock {{accbas}}&lt;br /&gt;
|acc3=Battle Hammer {{accbas}}&lt;br /&gt;
|acc4=Summon Unused {{accboo}}&lt;br /&gt;
|acc5=Pre-EX Mode {{accboo}}&lt;br /&gt;
|acc6=Pre-EX Revenge {{accboo}}&lt;br /&gt;
|acc7=Opponent Summon Unused {{accboo}}&lt;br /&gt;
|acc8=White Gem {{accsp}}&lt;br /&gt;
|acc9=Tenacious Attacker {{accsp}}&lt;br /&gt;
|acc10=Glutton {{accsp}}&lt;br /&gt;
|summon=Rubicante&lt;br /&gt;
|dataBRV=&lt;br /&gt;
{{Build-AttackData&lt;br /&gt;
|brv1-g=Dayflash&lt;br /&gt;
|branch-1gbrv=&lt;br /&gt;
|branch-1ghp=&lt;br /&gt;
|brv2-g=Ascension&lt;br /&gt;
|branch-2gbrv=&lt;br /&gt;
|branch-2ghp=Rune Saber&lt;br /&gt;
|brv3-g=White Fang&lt;br /&gt;
|branch-3gbrv=&lt;br /&gt;
|branch-3ghp=&lt;br /&gt;
|brv1-a=Dayflash&lt;br /&gt;
|branch-1abrv=&lt;br /&gt;
|branch-1ahp=&lt;br /&gt;
|brv2-a=Crossover&lt;br /&gt;
|branch-2abrv=&lt;br /&gt;
|branch-2ahp=Rune Saber&lt;br /&gt;
|brv3-a=Shield Strike&lt;br /&gt;
|branch-3abrv=&lt;br /&gt;
|branch-3ahp=Bitter End&lt;br /&gt;
}}&lt;br /&gt;
| dataHP      = &lt;br /&gt;
{{Build-AttackDataHP&lt;br /&gt;
|hp1-g=Shield of Light&lt;br /&gt;
|hp2-g=Ultimate Shield&lt;br /&gt;
|hp3-g=Shining Wave&lt;br /&gt;
|hp1-a=Shield of Light&lt;br /&gt;
|hp2-a=&lt;br /&gt;
|hp3-a=Radiant Sword&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This is a general purpose build focused on EX intake and EX depletion. Most competitive builds focus on damage, ex and / or meter depletion, so this is a good build to start with.&lt;br /&gt;
&lt;br /&gt;
Seal of Lufenia set lowers DEF, but Warrior of Light&#039;s high base DEF stat mitigates it. Lufenian Dirk {{equhand}} adds +1 ATK for more damage, which in turn compensates for Heaven&#039;s Cloud&#039;s {{equwpn}} low ATK. Heaven&#039;s Cloud makes grabbing EX Force much easier due to its increased EX intake range.&lt;br /&gt;
&lt;br /&gt;
== Assist ==&lt;br /&gt;
&lt;br /&gt;
Warrior of Light&#039;s assist data.&lt;br /&gt;
&lt;br /&gt;
=== Assist Data ===&lt;br /&gt;
{{012Assist&lt;br /&gt;
|type1=BRV&lt;br /&gt;
|attack1=Sword Thrust&lt;br /&gt;
|startup1=31F&lt;br /&gt;
|position1=Ground&lt;br /&gt;
|spawn1=Opponent&lt;br /&gt;
|damage1=6, 3 x 5, 15 (30)&lt;br /&gt;
|effect1=Wall Rush&lt;br /&gt;
|type2=BRV&lt;br /&gt;
|attack2=Rising Buckler&lt;br /&gt;
|startup2=25F&lt;br /&gt;
|position2=Air&lt;br /&gt;
|spawn2=Opponent&lt;br /&gt;
|damage2=2 x 4, 6, 16 (30)&lt;br /&gt;
|effect2=Wall Rush&lt;br /&gt;
|type3=HP&lt;br /&gt;
|attack3=Shining Wave&lt;br /&gt;
|startup3=53F&lt;br /&gt;
|position3=Ground&lt;br /&gt;
|spawn3=Player&lt;br /&gt;
|damage3=-&lt;br /&gt;
|effect3=Chase&lt;br /&gt;
|type4=HP&lt;br /&gt;
|attack4=Shield of Light&lt;br /&gt;
|startup4=51F&lt;br /&gt;
|position4=Air&lt;br /&gt;
|spawn4=Opponent&lt;br /&gt;
|damage4=-&lt;br /&gt;
|effect4=Block, Wall Rush&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Assist Overview ===&lt;br /&gt;
&lt;br /&gt;
As an assist, Warrior of Light is one of the weaker assists in the game. His braveries do not hold the opponent in place for long and they quickly push them away from the player. The lack of Assist Chase hurts; Warrior of Light struggles to serve the role of setting up HP attacks for the player character. He relies on Wall Rush to achieve this. It is recommended to fight near ground, so that Rising Buckler can at least slam opponents to the floor for easier combos.&lt;br /&gt;
&lt;br /&gt;
Shield of Light can guard attacks, which is worth noting for {{keyword|scrambles|scramble=1}} and checkmate situations. But because it is an HP attack, it is expensive and risky to use.&lt;br /&gt;
&lt;br /&gt;
=== Synergies ===&lt;br /&gt;
Warrior of Light works well with most competitive assists.&lt;br /&gt;
&lt;br /&gt;
;Sephiroth&lt;br /&gt;
:Arguably the most popular synergy in competitive play. He can combo from almost every move and Wall Rush consistently, and set up another {{keyword|HP link|hplink=1}} afterwards. Sephiroth may be a budget Kuja assist, but his multi-hits make it easier to do {{keyword|knockback cancels|knockbackcancel=1}} anywhere. This lets Warrior of Light deal consistent HP damage regardless of his position, while still having access to a consistent {{keyword|whiff punish|whiffpunish=1}} option.&lt;br /&gt;
&lt;br /&gt;
;Aerith&lt;br /&gt;
:Aerith has less bravery damage and worse whiff punish tools in exchange for safer combos and EX intake. Dayflash chase setups take center stage here; They&#039;re useful for getting EX and bypassing LV2 Assist Change staggers. Knockback cancels are still possible with Rune Saber and Bitter End, so technically Warrior of Light does not need Wall Rush for combos either. They are not very easy to do, though. If Warrior of Light does get a Wall Rush, he can use Shield of Light to set up another Aerith assist. A double assist combo can be a lot of damage, particularly with high base bravery.&lt;br /&gt;
&lt;br /&gt;
;Jecht&lt;br /&gt;
:Jecht hits faster than Sephiroth and his air BRV sets up extended ground combos for lots of bravery. Even if Crossover is not equipped, Ascension usually is, which is also a high damaging move. If WoL wants to use assist again for even more bravery after Jecht&#039;s air BRV, Dayflash (ground) {{keyword|empty chase|emptychase=1}} reset makes it possible. This is a competent synergy in its own right, though WoL loses out on consistent {{keyword|midscreen|midscreen=1}} knockback cancels.&lt;br /&gt;
&lt;br /&gt;
= References =&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{navbox012}}&lt;br /&gt;
&lt;br /&gt;
{{roadmap012wol}}&lt;/div&gt;</summary>
		<author><name>Muggshotter</name></author>
	</entry>
	<entry>
		<id>https://dissidia.wiki/index.php?title=Warrior_of_Light_(Dissidia_012)&amp;diff=4800</id>
		<title>Warrior of Light (Dissidia 012)</title>
		<link rel="alternate" type="text/html" href="https://dissidia.wiki/index.php?title=Warrior_of_Light_(Dissidia_012)&amp;diff=4800"/>
		<updated>2026-03-25T10:30:16Z</updated>

		<summary type="html">&lt;p&gt;Muggshotter: /* Ground */ Reworded shining wave, ultimate shield and rune saber to be more concise and easier to read.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Dissidia 012 Final Fantasy]]&lt;br /&gt;
{{012CharNavWol}}&lt;br /&gt;
&lt;br /&gt;
{{CharacterInfo&lt;br /&gt;
|portrait=https://resources.dissidia.wiki/ddff/portraits/ddff-port-wol.png&lt;br /&gt;
|name=Warrior of Light&lt;br /&gt;
|origin=Final Fantasy&lt;br /&gt;
|atk=110 (Average)&lt;br /&gt;
|def=113 (Very High, +10 during EX Mode)&lt;br /&gt;
|runspeed=6 (Average / Good)&lt;br /&gt;
|dash=77 (Average / Good)&lt;br /&gt;
|fall=87 (Average)&lt;br /&gt;
|fallr=40 (Average)&lt;br /&gt;
|fastestbrv=13F (Dayflash ground)&lt;br /&gt;
|fastesthp=51F (Shining Wave)&lt;br /&gt;
|1hithp=Yes (Multiple)&lt;br /&gt;
|hplinks=Yes&lt;br /&gt;
|cmdblock=Shield of Light&lt;br /&gt;
|weapon=Axes, Daggers, Greatswords, Katanas, Swords&lt;br /&gt;
|armor=Chestplates, Gauntlets, Heavy Armor, Helms,&amp;lt;br&amp;gt; Large Shields, Light Armor, Shields&lt;br /&gt;
|exclusives=Flame Sword, Braveheart, Barbarian&#039;s Sword&lt;br /&gt;
|unlock=Default&lt;br /&gt;
|alignment=Cosmos&lt;br /&gt;
|vajp=[https://en.wikipedia.org/wiki/Toshihiko_Seki Toshihiko Seki]&lt;br /&gt;
|vaeng=[https://en.wikipedia.org/wiki/Grant_George Grant George]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Warrior of Light is a close range fighter who operates as an {{keyword|all-rounder|all-rounder=1}}. He represents a standard-fare fighting style with quick Dayflash {{keyword|pokes|poke=1}}, committal gap closers and midrange projectiles. His standard mobility lets him create offense and defense as needed, and once he gets an opening, his {{keyword|HP links|hplink=1}} can deal good damage. Warrior of Light&#039;s damage output is supported by &#039;&#039;&#039;[[Multiplayer_Build_Guide_(Dissidia_012)#Damage_(high_base_bravery)|high base bravery]]&#039;&#039;&#039; builds, HP wall rush and assist combos. He works well with many assists and his combo routes are consistent in most positions. Thanks to his high coverage with HP links such as Shield Strike / Rising Buckler &amp;gt; Bitter End, Warrior of Light can {{keyword|punish|punish=1}} effectively from most angles.&lt;br /&gt;
&lt;br /&gt;
As an all-rounder, Warrior of Light works with a variety of builds, including &#039;&#039;&#039;[[Multiplayer_Build_Guide_(Dissidia_012)#EX|EX]]&#039;&#039;&#039; and &#039;&#039;&#039;[[Multiplayer_Build_Guide_(Dissidia_012)#Side_by_Side|Side by Side]]&#039;&#039;&#039; {{accsp}}. His standout traits are defensively oriented; He has very high base DEF stat, which is greatly amplified in &#039;&#039;&#039;[[EX_(Dissidia_012)#EX_Mode|EX Mode.]]&#039;&#039;&#039; He also has an advancing frame 1 {{keyword|command block|commandblock=1}} in Shield of Light, which is a 1-hit HP that wall rushes. This is not common in the game. It makes Warrior of Light&#039;s dodges safer and beating low priority attacks with long {{keyword|active|active=1}} frames easier.&lt;br /&gt;
&lt;br /&gt;
Warrior of Light can struggle against lingering projectiles due to risky {{keyword|disjoints|disjoint=1}}. His projectiles are serviceable, but often low reward at a distance. The reliance on HP links makes Warrior of Light susceptible to punishes after LV1 Assist Change. He has safer options at the cost of damage. His air dodge has an average fall speed ratio, so he has to protect himself with Shield of Light occasionally to stay safe. While this is a powerful option, it is also high commitment and vulnerable if it misses.&lt;br /&gt;
&lt;br /&gt;
In competitive play, Warrior of Light has been usually ranked at high tier. His fundamentally good moveset and stats lend to a consistent playstyle that adheres to the {{keyword|metagame|meta=1}}.&lt;br /&gt;
&lt;br /&gt;
{{ProConTable&lt;br /&gt;
|pros=*&#039;&#039;&#039;All-rounder&#039;&#039;&#039; - Average to good stats, HP links and a fundamentally good moveset with an answer to many sitations.&lt;br /&gt;
*&#039;&#039;&#039;User-friendly&#039;&#039;&#039; - Great for beginners and experienced players alike. Good for learning the game and honing fundamentals.&lt;br /&gt;
*&#039;&#039;&#039;Command block&#039;&#039;&#039; - Shield of Light is an advancing single hit HP attack. It blocks instantly throughout its {{keyword|startup|startup=1}}, and works both offensively and defensively after dodges.&lt;br /&gt;
*&#039;&#039;&#039;Ground combat&#039;&#039;&#039; - Projectiles and {{keyword|empty chase|emptychase=1}} assist combo starters allow Warrior of Light to adapt to a match&#039;s pace and improve his combo potential.&lt;br /&gt;
*&#039;&#039;&#039;Build synergy&#039;&#039;&#039; - Works well with all common build styles, including EX, &#039;&#039;&#039;[[Multiplayer_Build_Guide_(Dissidia_012)#Bravery_Boost_on_Dodge|bravery boost on dodge]]&#039;&#039;&#039; and Side by Side {{accsp}}.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;EX generation&#039;&#039;&#039; - Most bravery attacks produce 30 to 90 EX Force. His most common poke Dayflash produces 90 EX, which supports long-term survivability with EX gauge.&lt;br /&gt;
*&#039;&#039;&#039;EX Mode&#039;&#039;&#039; - Boasts highest defense stat, automatically blocks Ranged Low projectiles and increases damage output of melee bravery attacks.&lt;br /&gt;
|cons=&lt;br /&gt;
*&#039;&#039;&#039;Struggles against traps&#039;&#039;&#039; - Despite having projectiles and disjoints, Warrior of Light cannot easily punish characters hiding inside lingering projectiles and traps without resources or considerable risk.&lt;br /&gt;
*&#039;&#039;&#039;Commital vertical attacks&#039;&#039;&#039; - Rising Buckler and Shield Strike braveries are serviceable, but are {{keyword|reactable|reactable=1}} and cannot be {{keyword|cancelled|cancel=1}} early on whiff.&lt;br /&gt;
*&#039;&#039;&#039;4-slot bravery dilemma&#039;&#039;&#039; - Warrior of Light benefits from all of his air braveries, but he cannot equip all of them&lt;br /&gt;
*&#039;&#039;&#039;Floaty air dodge, risky dodge protection&#039;&#039;&#039; - While Shield of Light is great at covering his air dodges, it is also high risk and doesn&#039;t work against high priority attacks. Outside of clashing with Dayflash bravery, air dodges make Warrior of Light vulnerable.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Bravery Attacks ==&lt;br /&gt;
=== Ground ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Ascension=&lt;br /&gt;
&lt;br /&gt;
{{AbilityInfo2&lt;br /&gt;
|ver1=Normal&lt;br /&gt;
|damage1=&#039;&#039;&#039;40&#039;&#039;&#039; (4, 5, 11, 20)&lt;br /&gt;
|startup1=15F&lt;br /&gt;
|type1=Physical&lt;br /&gt;
|priority1=Melee Low&lt;br /&gt;
|ex1=90&lt;br /&gt;
|effect1=Chase, Wall Rush&lt;br /&gt;
|cancels1=Dodge&lt;br /&gt;
|asthit1=&lt;br /&gt;
|gametext=[Close] Throw shield to &amp;lt;br&amp;gt;hurl opponent upwards.&lt;br /&gt;
|level=19&lt;br /&gt;
|ap=120&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|ver2=EX Mode&lt;br /&gt;
|damage2=&#039;&#039;&#039;54&#039;&#039;&#039; (4 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+5&amp;lt;/span&amp;gt;, 5 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+4&amp;lt;/span&amp;gt;, 11, 20 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+6&amp;lt;/span&amp;gt;)&lt;br /&gt;
|startup2=15F&lt;br /&gt;
|type2=Physical&lt;br /&gt;
|priority2=Melee Low&lt;br /&gt;
|ex2=90&lt;br /&gt;
|effect2=Chase, Wall Rush, &amp;lt;br&amp;gt;Block (Ranged Low)&lt;br /&gt;
|cancels2=Dodge&lt;br /&gt;
|asthit2=&lt;br /&gt;
|image=https://dissidia.wiki/images/2/2c/Brv_wol_ascension.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Ascension is a close-range combo move that&#039;s used in {{keyword|punishes|punish=1}}, ground solo combos and occasional approaches. Two follow-ups can be done with Circle {{pspcir}}, which ends with a rising thrust. A Chase prompt appears afterwards, but if opponent is near ceiling, it will wall rush instead. Ascension is well suited for punishing grounded and airborne opponents. The initial shield is fast at 15 frames, and it {{keyword|anti-airs|anti-air=1}}. It also has decent {{keyword|active|active=1}} frames.&lt;br /&gt;
&lt;br /&gt;
Ascension leads to Rune Saber {{keyword|HP link|hplink=1}} at the end, so Warrior of Light doesn&#039;t rely on assist for HP damage. This is good for damage overall, because Ascension&#039;s base damage is quite high at 40. Warrior of Light can always finish Ascension and then do Rune Saber from below if he deems it appropriate. &lt;br /&gt;
&lt;br /&gt;
This move has average {{keyword|recovery|recovery=1}}, which is enough to put Warrior of Light at risk on {{keyword|whiff|whiff=1}}. Ascension has no other {{keyword|cancel|cancel=1}} options on whiff, so even though it&#039;s a good move, Warrior of Light can lose his &amp;quot;turn&amp;quot; if it misses.&lt;br /&gt;
&lt;br /&gt;
|-|Sword Thrust=&lt;br /&gt;
&lt;br /&gt;
{{AbilityInfo2&lt;br /&gt;
|ver1=Normal&lt;br /&gt;
|damage1=&#039;&#039;&#039;30&#039;&#039;&#039; (6, 3x3, 15)&lt;br /&gt;
|startup1=31F&lt;br /&gt;
|type1=Physical&lt;br /&gt;
|priority1=Melee Mid (1st hit)&amp;lt;br&amp;gt;Melee Low (others)&lt;br /&gt;
|ex1=30&lt;br /&gt;
|effect1=Wall Rush&lt;br /&gt;
|cancels1=Dodge&lt;br /&gt;
|asthit1=&lt;br /&gt;
|gametext=[Mid] Hurl shield and charge. &amp;lt;br&amp;gt;Instantly close in on opponent.&lt;br /&gt;
|level=4&lt;br /&gt;
|ap=90&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|ver2=EX Mode&lt;br /&gt;
|damage2=&#039;&#039;&#039;40&#039;&#039;&#039; (6, 3x3 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+4&amp;lt;/span&amp;gt;, 15 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+6&amp;lt;/span&amp;gt;)&lt;br /&gt;
|startup2=31F&lt;br /&gt;
|type2=Physical&lt;br /&gt;
|priority2=Melee Mid (1st hit)&amp;lt;br&amp;gt;Melee Low (others)&lt;br /&gt;
|ex2=30&lt;br /&gt;
|effect2=Wall Rush&amp;lt;br&amp;gt;Block (Ranged Low)&lt;br /&gt;
|cancels2=Dodge&lt;br /&gt;
|asthit2=&lt;br /&gt;
|image=https://dissidia.wiki/images/7/7f/Brv_wol_sword_thrust.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Sword Thrust is a committal gap closer that moves towards opponent. Warrior of Light throws a mid priority shield first, which staggers regular blocks. If it hits, a follow-up can be done with Circle {{pspcir}}. Warrior of Light can combo into assist with or without wall rush. &lt;br /&gt;
&lt;br /&gt;
Warrior of Light moves forward even if it misses. This can catch ground dodges, but it&#039;s risky and difficult to do consistently. Sword Thrust is {{keyword|reactable|reactable=1}} at 31 frames. Since Warrior of Light commits to the charge even on {{keyword|whiff|whiff=1}}, it takes a while before he can dodge out of it. The move also cannot {{keyword|anti-air|anti-air=1}} opponents, so its uses are more limited compared to Ascension. It&#039;s effective against blocks, but it should used with caution.&lt;br /&gt;
&lt;br /&gt;
|-|Red Fang=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;15&#039;&#039;&#039;&lt;br /&gt;
|startup=41F&lt;br /&gt;
|type=Magical&lt;br /&gt;
|priority=Ranged Low&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=Block &amp;lt;br&amp;gt;(Ranged Low, EX Mode)&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/5/56/Brv_wol_red_fang.jpeg&lt;br /&gt;
|imgpos=58%&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=32&lt;br /&gt;
|ap=90&lt;br /&gt;
|gametext=[Long] Shoot high-speed fireball &amp;lt;br&amp;gt;towards opponent.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Red Fang is a fast single hit projectile. It travels the longest distance out of Warrior of Light&#039;s bravery projectiles, from wall to wall in Order&#039;s Sanctuary. Due to its low priority, short hit stun and low reward on hit, it is not commonly used in competitive play. His other projectiles have more utility in {{keyword|neutral|neutral=1}} and lead to more practical combos on hit.&lt;br /&gt;
&lt;br /&gt;
|-|Blue Fang=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;7&#039;&#039;&#039; each&lt;br /&gt;
|startup=41F&lt;br /&gt;
|type=Magical&lt;br /&gt;
|priority=Ranged Low&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=Block &amp;lt;br&amp;gt;(Ranged Low, EX Mode)&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/9/90/Brv_wol_blue_fang.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=1&lt;br /&gt;
|ap=90&lt;br /&gt;
|gametext=[Long] Chunks of ice slowly &amp;lt;br&amp;gt;descend on opponent.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Blue Fang is a group of midrange projectiles that strike from above. Their travel speed is slow, but they can hit characters hiding behind their projectiles, such as {{012lag}}&#039;s Electro Shield and {{012ulti}}&#039;s charged Knight&#039;s Lance. Each projectile has short {{keyword|hit stun|hitstun=1}}, but they can hit one after another. This is not very consistent for combo purposes, and it can be challenging to {{keyword|convert|conversion=1}} any hits into a combo at all. The multiple hits do make it easier compared to Red Fang, though.&lt;br /&gt;
&lt;br /&gt;
Blue Fang&#039;s main utility is in keeping ranged opponents in check. In terms of midrange presence, Blue Fang is one of the fastest. This is because at certain heights, the projectiles spawn near opponent&#039;s location. And since the projectiles travel at different angles, they can potentially hit behind opponent&#039;s back as well, ignoring block. Due to projectiles&#039; upward spawning position, Blue Fang is not well suited for close-range either offensively or defensively. Blue Fang also has a maximum range for its spawn position. It&#039;s roughly 30-40 % of Order&#039;s Sanctuary&#039;s length horizontally and vertically. The projectiles can cover more distance as they move to make up for this. The projectiles are Ranged Low priority, so they lose to dashes and melee attacks even if they make contact. The bravery damage is low as well.&lt;br /&gt;
&lt;br /&gt;
Overall, Blue Fang has niche utility. It&#039;s not his staple projectile on the ground, but it has some potential in Ultimecia {{keyword|matchup|matchup=1}} on low ceiling stages, such as Pandaemonium - Top Floor.&lt;br /&gt;
&lt;br /&gt;
|-|White Fang=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;6&#039;&#039;&#039; each&lt;br /&gt;
|startup=47F&lt;br /&gt;
|type=Magical&lt;br /&gt;
|priority=Ranged Low&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=Block &amp;lt;br&amp;gt;(Ranged Low, EX Mode)&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/2/2f/Brv_wol_white_fang.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=8&lt;br /&gt;
|ap=90&lt;br /&gt;
|gametext=[Long] Call down lightning bolts &amp;lt;br&amp;gt;that slowly close in on foe.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
White Fang is a group of advancing lightning bolts. It&#039;s Warrior of Light&#039;s go-to projectile on the ground for pressure and combos. The Ranged Low priority still loses to dashes, blocks and melee attacks, but it has enough utility to make up for it. Warrior of Light can use White Fang to cover his approach thanks to being actionable himself while the bolts are {{keyword|active|active=1}}. The bolts have a decent amount of {{keyword|hit stun|hitstun=1}}, which lets Warrior of Light follow-up with Ascension, Dayflash and more.&lt;br /&gt;
&lt;br /&gt;
The projectiles travel at medium speed, but only remain active for roughly 1.7 seconds. As a result, their maximum uptime and travel distance are shorter compared to other projectiles. White Fang is far more practical in competitive play for offense, though. The projectiles are homing, but they adjust slowly to sharp vertical angles. White Fang works against aerial opponents at a low diagonal angle, but Warrior of Light needs to make sure the opponent won&#039;t dash through and hit him.&lt;br /&gt;
&lt;br /&gt;
|-|Dayflash (Ground)=&lt;br /&gt;
&lt;br /&gt;
{{AbilityInfo2&lt;br /&gt;
|ver1=Normal&lt;br /&gt;
|damage1=&#039;&#039;&#039;22&#039;&#039;&#039; (3, 4, 15)&lt;br /&gt;
|startup1=13F&lt;br /&gt;
|type1=Physical&lt;br /&gt;
|priority1=Melee Low&lt;br /&gt;
|ex1=90&lt;br /&gt;
|effect1=Chase&lt;br /&gt;
|cancels1=Dodge, &amp;lt;br&amp;gt;Block &amp;amp; Attack ({{keyword|Whiff|whiff=1}})&lt;br /&gt;
|asthit1=&lt;br /&gt;
|gametext=[Close] Fast horizontal slice. &amp;lt;br&amp;gt;Low power, quick strike.&lt;br /&gt;
|level=1&lt;br /&gt;
|ap=90&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|ver2=EX Mode&lt;br /&gt;
|damage2=&#039;&#039;&#039;36&#039;&#039;&#039; (3 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+4&amp;lt;/span&amp;gt;, 4 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+4&amp;lt;/span&amp;gt;, 15 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+6&amp;lt;/span&amp;gt;)&lt;br /&gt;
|startup2=13F&lt;br /&gt;
|type2=Physical&lt;br /&gt;
|priority2=Melee Low&lt;br /&gt;
|ex2=90&lt;br /&gt;
|effect2=Chase &amp;lt;br&amp;gt;Block (Ranged Low)&lt;br /&gt;
|cancels2=Dodge, &amp;lt;br&amp;gt;Block &amp;amp; Attack ({{keyword|Whiff|whiff=1}})&lt;br /&gt;
|asthit2=&lt;br /&gt;
|image=https://dissidia.wiki/images/4/43/Brv_wol_dayflash_g.jpeg&lt;br /&gt;
|imgpos=70%&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Dayflash is Warrior of Light&#039;s main {{keyword|poke|poke=1}}. It is fast, generates good 90 EX and works as an assist combo starter. It can be {{keyword|whiffed|whiff=1}} safely to build assist gauge due to its short {{keyword|recovery|recovery=1}} and multiple {{keyword|cancel|cancel=1}} options. Warrior of Light can {{keyword|mixup|mixup=1}} with dodges, blocks or other attacks, including another Dayflash.&lt;br /&gt;
&lt;br /&gt;
On hit, Warrior of Light can perform two follow-up slashes with Circle {{pspcir}} if the first hit connects. This 3-hit combo has a relatively long input window, which makes it good for {{keyword|hit confirming|hitconfirm=1}} assist combos. The last hit leads to Chase. The low {{keyword|knockback|knockback=1}} angle and long chase prompt let Warrior of Light do {{keyword|empty chase|emptychase=1}} to force a grounded wall rush. This is good for getting all EX Force on the field, but also for starting assist combos. And if Warrior of Light already used assist beforehand, he can extend that combo with Dayflash empty chase to use assist again if he has another bar in stock.&lt;br /&gt;
&lt;br /&gt;
When used appropriately, Dayflash can control the pace of a match without high risk. It is a staple move for Warrior of Light in competitive play. Its aerial version is just as good and important to him.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Aerial ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Crossover=&lt;br /&gt;
&lt;br /&gt;
{{AbilityInfo2&lt;br /&gt;
|ver1=Normal&lt;br /&gt;
|damage1=&#039;&#039;&#039;40&#039;&#039;&#039; (5, 5, 10, 20)&lt;br /&gt;
|startup1=23F&lt;br /&gt;
|type1=Physical&lt;br /&gt;
|priority1=Melee Low&lt;br /&gt;
|ex1=90&lt;br /&gt;
|effect1=Chase, Wall Rush&lt;br /&gt;
|cancels1=Dodge&lt;br /&gt;
|asthit1=&lt;br /&gt;
|gametext=[Close] Spinning approach and &amp;lt;br&amp;gt;thrust opponent upwards.&lt;br /&gt;
|level=1&lt;br /&gt;
|ap=120&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|ver2=EX Mode&lt;br /&gt;
|damage2=&#039;&#039;&#039;50&#039;&#039;&#039; (5, 5, 10 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+4&amp;lt;/span&amp;gt;, 20 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+6&amp;lt;/span&amp;gt;)&lt;br /&gt;
|startup2=23F&lt;br /&gt;
|type2=Physical&lt;br /&gt;
|priority2=Melee Low&lt;br /&gt;
|ex2=90&lt;br /&gt;
|effect2=Chase, Wall Rush &amp;lt;br&amp;gt;Block (Ranged Low)&lt;br /&gt;
|cancels2=Dodge&lt;br /&gt;
|asthit2=&lt;br /&gt;
|image=https://dissidia.wiki/images/3/3a/Brv_wol_crossover.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Crossover is an advancing bravery with an {{keyword|HP link|hplink=1}}. It is primarily used as a {{keyword|punish|punish=1}} tool against long winded attacks and staggered opponents. It can be used to approach if done sparingly. The damage potential and longer lateral reach make this an aerial alternative to Ascension.&lt;br /&gt;
&lt;br /&gt;
Warrior of Light can follow up with an upward thrust by pressing Circle {{pspcir}}, which causes chase. If opponent is near ceiling, it can wall rush instead. The thrust has high upward knockback, which can easily wall rush at medium heights. With wall rush, {{keyword|empty chase|emptychase=1}} can be done from medium distance to make it safe against Recovery Attack. Whether or not chase is done, Warrior of Light needs assist to follow up after wall rush.&lt;br /&gt;
&lt;br /&gt;
Crossover must be completed to do the Rune Saber HP link. That means Warrior of Light usually does not lose bravery damage in exchange for HP damage. The {{keyword|startup|startup=1}} is borderline {{keyword|reactable|reactable=1}} though, and Warrior of Light stays in the animation for roughly a second before he can {{keyword|dodge cancel|dc=1}} out of it. That makes it more dangerous to {{keyword|whiff|whiff=1}} in {{keyword|neutral|neutral=1}}.&lt;br /&gt;
&lt;br /&gt;
|-|Rising Buckler=&lt;br /&gt;
&lt;br /&gt;
{{AbilityInfo2&lt;br /&gt;
|ver1=Normal&lt;br /&gt;
|damage1=&#039;&#039;&#039;30&#039;&#039;&#039; (2x4, 6, 16)&lt;br /&gt;
|startup1=25F&lt;br /&gt;
|type1=Physical&lt;br /&gt;
|priority1=Melee Low&lt;br /&gt;
|ex1=30&lt;br /&gt;
|effect1=Wall Rush&lt;br /&gt;
|cancels1=Dodge&lt;br /&gt;
|asthit1=&lt;br /&gt;
|gametext=Upward swing, snagging foe with shield. &amp;lt;br&amp;gt;Useful from below.&lt;br /&gt;
|level=15&lt;br /&gt;
|ap=150&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|ver2=EX Mode&lt;br /&gt;
|damage2=&#039;&#039;&#039;42&#039;&#039;&#039; (2x4 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+6&amp;lt;/span&amp;gt;, 6, 16 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+6&amp;lt;/span&amp;gt;)&lt;br /&gt;
|startup2=25F&lt;br /&gt;
|type2=Physical&lt;br /&gt;
|priority2=Melee Low&lt;br /&gt;
|ex2=30&lt;br /&gt;
|effect2=Wall Rush &amp;lt;br&amp;gt;Block (Ranged Low)&lt;br /&gt;
|cancels2=Dodge&lt;br /&gt;
|asthit2=&lt;br /&gt;
|image=https://dissidia.wiki/images/b/b1/Brv_wol_rising_buckler.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Rising Buckler is a {{keyword|punish|punish=1}} tool against opponents who are above Warrior of Light. Its vertical reach and Bitter End {{keyword|HP link|hplink=1}} make it rewarding as an {{keyword|anti-air|anti-air=1}}. It is also a consistent follow-up to Kuja and Sephiroth air bravery assists. The {{keyword|disjointed|disjoint=1}} shield can even poke through projectiles, if the opponent is not fully covered by them. To top it off, it can side switch on hit, ideal for sneaky counter attacks near walls.&lt;br /&gt;
&lt;br /&gt;
Rising Buckler is not risk-free, however. It is {{keyword|reactable|reactable=1}} due to its 25-frame {{keyword|startup|startup=1}} and distinct audio cue. It is Warrior of Light&#039;s primary upward aerial attack, which makes it more telegraphed. He stays in place for a moment before he is actionable, and won&#039;t track the opponent once the shield is thrown. If Warrior of Light blocks an opponent, he has to make sure they are above him so that Rising Buckler does not miss. Rising Buckler does not wall rush often in open spaces. It is primarily done near ground, or if the opponent can escape from Bitter End with Assist Change, since it is safer against it.&lt;br /&gt;
&lt;br /&gt;
Warrior of Light has a downward alternative in Shield Strike. He can use both attacks to have high vertical coverage, but he does not always need both. Rising Buckler specifically can be useful in some air oriented {{keyword|match-ups|matchup=1}}, such as {{012seph}} and {{012kuja}}.&lt;br /&gt;
&lt;br /&gt;
|-|Shield Strike=&lt;br /&gt;
&lt;br /&gt;
{{AbilityInfo2&lt;br /&gt;
|ver1=Normal&lt;br /&gt;
|damage1=&#039;&#039;&#039;30&#039;&#039;&#039; (2x4, 6, 16)&lt;br /&gt;
|startup1=25F&lt;br /&gt;
|type1=Physical&lt;br /&gt;
|priority1=Melee Low&lt;br /&gt;
|ex1=30&lt;br /&gt;
|effect1=Wall Rush&lt;br /&gt;
|cancels1=Dodge&lt;br /&gt;
|asthit1=&lt;br /&gt;
|gametext=Downward attack, scooping foe with shield. &amp;lt;br&amp;gt;Useful from above.&lt;br /&gt;
|level=1&lt;br /&gt;
|ap=200&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|ver2=EX Mode&lt;br /&gt;
|damage2=&#039;&#039;&#039;42&#039;&#039;&#039; (2x4 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+6&amp;lt;/span&amp;gt;, 6, 16 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+6&amp;lt;/span&amp;gt;)&lt;br /&gt;
|startup2=25F&lt;br /&gt;
|type2=Physical&lt;br /&gt;
|priority2=Melee Low&lt;br /&gt;
|ex2=30&lt;br /&gt;
|effect2=Wall Rush &amp;lt;br&amp;gt;Block (Ranged Low)&lt;br /&gt;
|cancels2=Dodge&lt;br /&gt;
|asthit2=&lt;br /&gt;
|image=https://dissidia.wiki/images/b/b2/Brv_wol_shield_strike.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Shield Strike is almost identical to Rising Buckler, but it hits downward instead. On hit, it side switches and knocks at an upward angle. It is his main aerial move for {{keyword|air-to-ground|air-to-ground=1}} situations and {{keyword|punishing|punish=1}} reckless play from above. This has high coverage against many close-range melee characters, since they rarely rely on fighting above Warrior of Light. It is also effective for hitting staggered opponents after LV2 Assist Change. Shield Strike has the Bitter End HP link as well, which makes this a more threatening move on average.&lt;br /&gt;
&lt;br /&gt;
Shield Strike shares many of Rising Buckler&#039;s flaws. Its {{keyword|startup|startup=1}} is reactable, and it is his primary downward attack. That makes it more telegraphed in {{keyword|neutral|neutral=1}}. It&#039;s great when used cautiously, but carries a lot of risk if it {{keyword|whiffs|whiff=1}}. It has long {{keyword|recovery|recovery=1}} and no {{keyword|tracking|tracking=1}} after the shield is thrown.&lt;br /&gt;
&lt;br /&gt;
Warrior of Light does not move far if he is not above opponent, but the shield does hit in front of Warrior of Light. That lets him combo into HP after Sephiroth assist, who is one of his strongest assists.&lt;br /&gt;
&lt;br /&gt;
|-|Dayflash (midair)=&lt;br /&gt;
&lt;br /&gt;
{{AbilityInfo2&lt;br /&gt;
|ver1=Normal&lt;br /&gt;
|damage1=&#039;&#039;&#039;22&#039;&#039;&#039; (3, 4, 15)&lt;br /&gt;
|startup1=15F&lt;br /&gt;
|type1=Physical&lt;br /&gt;
|priority1=Melee Low&lt;br /&gt;
|ex1=90&lt;br /&gt;
|effect1=Chase&lt;br /&gt;
|cancels1=Dodge, &amp;lt;br&amp;gt;Block &amp;amp; Attack ({{keyword|Whiff|whiff=1}})&lt;br /&gt;
|asthit1=&lt;br /&gt;
|gametext=[Close] Fast horizontal slice. &amp;lt;br&amp;gt;Low power, quick strike.&lt;br /&gt;
|level=25&lt;br /&gt;
|ap=90&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|ver2=EX Mode&lt;br /&gt;
|damage2=&#039;&#039;&#039;36&#039;&#039;&#039; (3 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+4&amp;lt;/span&amp;gt;, 4 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+4&amp;lt;/span&amp;gt;, 15 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+6&amp;lt;/span&amp;gt;)&lt;br /&gt;
|startup2=15F&lt;br /&gt;
|type2=Physical&lt;br /&gt;
|priority2=Melee Low&lt;br /&gt;
|ex2=90&lt;br /&gt;
|effect2=Chase &amp;lt;br&amp;gt;Block (Ranged Low)&lt;br /&gt;
|cancels2=Dodge, &amp;lt;br&amp;gt;Block &amp;amp; Attack ({{keyword|Whiff|whiff=1}})&lt;br /&gt;
|asthit2=&lt;br /&gt;
|image=https://dissidia.wiki/images/5/5b/Brv_wol_dayflash_a.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Dayflash&#039;s aerial version is essential, and similar to ground version in many aspects. It is fast, safe to {{keyword|whiff|whiff=1}} for assist gauge and reliable for confirming assist combos. It&#039;s also used to accumulate EX over time. Fights often happen in the air, so Warrior of Light relies on this move a lot.&lt;br /&gt;
&lt;br /&gt;
The {{keyword|startup|startup=1}} is slightly slower than ground Dayflash (15 frames instead of 13), but it&#039;s still unreactable. The {{keyword|recovery|recovery=1}} is short as well, which lets him build assist gauge on whiff. He can also {{keyword|cancel|cancel=1}} a missed Dayflash into other attacks or block to keep opponents guessing. The {{keyword|hitbox|hitbox=1}} goes low enough where it can still hit grounded opponents, so Dayflash also works as an {{keyword|air-to-ground|air-to-ground=1}} move.&lt;br /&gt;
&lt;br /&gt;
This is Warrior of Light&#039;s lowest damaging move compared to his other moves, but it&#039;s also the fastest and safest to use. Assist (or Chase) is needed to get HP damage from this. It&#039;s a staple for him in competitive play, and his longevity hinges on how well he can utilize Dayflash.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== HP Attacks ==&lt;br /&gt;
&lt;br /&gt;
=== Ground ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Shield of Light (ground)=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=-&lt;br /&gt;
|startup=53F (Block from 1F to 53F)&lt;br /&gt;
|type=-&lt;br /&gt;
|priority=Melee High, Block Mid&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=Block, Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/7/77/Hp_wol_shield_of_light_g.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=22&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=[Close] Fire force blast from shield. &amp;lt;br&amp;gt;Hurls foe while blocking.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Shield of Light is Warrior of Light&#039;s signature {{keyword|command block|commandblock=1}}. He moves forward before unleashing a 1-hit force blast that can wall rush. Its blocking duration is very generous, as it blocks instantly from frame 1 until the move does damage. Combined with the forward movement, Shield of Light can call out low priority pokes, such as {{012cod}}&#039;s tentacles.&lt;br /&gt;
&lt;br /&gt;
More importantly, Shield of Light works as an instant defensive option after a ground dodge. If Warrior of Light is about to get hit, he can use this to keep the opponent at bay. Blocks like this work against dashes and low priority attacks alike. This presents a second layer of defense that the opponent has to consider at all times, or they risk taking HP damage just for approaching.  &lt;br /&gt;
&lt;br /&gt;
Shield of Light is a great defensive tool, but it still carries a risk. If it misses, Warrior of Light is left wide open for {{keyword|punishes|punish=1}}. Shield of Light can only block low priority moves. Higher priority moves like HP attacks and {{012squ}}&#039;s Heel Crush will guard crush or stagger Warrior of Light respectively.&lt;br /&gt;
&lt;br /&gt;
Warrior of Light becomes airborne when using this move. He can aim Shield of Light at a diagonal angle against airborne opponents, but he cannot change the direction once he performs it.&lt;br /&gt;
&lt;br /&gt;
|-|Shining Wave=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=-&lt;br /&gt;
|startup=51F&lt;br /&gt;
|type=-&lt;br /&gt;
|priority=Melee High (blade) &amp;lt;br&amp;gt;Ranged High (light pillar)&lt;br /&gt;
|ex=each 60&lt;br /&gt;
|effect=-&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/1/10/Hp_wol_shining_wave.jpeg&lt;br /&gt;
|imgpos=60%&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=1&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=[Mid] Shoot pillars of light. &amp;lt;br&amp;gt;Homes in on opponent.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Shining Wave is a long-range wave attack that deals HP damage on hit. It can {{keyword|punish|punish=1}} air dodges in close-range and follow up after a block stagger. It is also used sometimes as a passive projectile to occupy space. Shining Wave cannot be reflected back at Warrior of Light, but it does lose to high priority melee attacks and {{keyword|command blocks|commandblock=1}} from Jecht and Exdeath. The ranged high priority also lets Warrior of Light ignore LV2 Assist Change, useful in certain assist combo situations.&lt;br /&gt;
&lt;br /&gt;
Warrior of Light is stationary for a moment after firing, which leaves him vulnerable to attacks. When used sparingly, Shining Wave is a move that complements Warrior of Light&#039;s ground combat.&lt;br /&gt;
&lt;br /&gt;
The wave projectile travels at a relatively high speed once it&#039;s {{keyword|active|active=1}}. It can {{keyword|track|track=1}} airborne opponents, but it always moves forward at first before it starts realigning. Shining Wave can hit twice if it connects this way, though this can be difficult to aim for in a competitive match. Shining Wave can also combo into assist at a wall, but outside of that, its reward is pretty low on average.&lt;br /&gt;
&lt;br /&gt;
As a wave HP, Shining Wave has a little quirk with its {{keyword|hitbox|hitbox=1}}. It can miss against high speed movement that is passing through the projectile. &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=cDI-tsnyJbM&amp;amp;t=25 Shining Wave misses against high speed movement passing through]&amp;lt;/ref&amp;gt; This is pretty risky to attempt though, so Warrior of Light does not have to worry about it too often.&lt;br /&gt;
&lt;br /&gt;
|-|Ultimate Shield=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;20&#039;&#039;&#039; (4 x 3, 8)&lt;br /&gt;
|startup=41F&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee High&lt;br /&gt;
|ex=30&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/c/c1/Hp_wol_ultimate_shield.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=28&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=[Close] Deft shieldwork. &amp;lt;br&amp;gt;Effective against any height.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Ultimate Shield is a combo attack used to call out blocks, nearby dodges or even attacks. It is his fastest ground HP attack, and it has strong vertical {{keyword|tracking|tracking=1}} when aiming his shield.&lt;br /&gt;
&lt;br /&gt;
Warrior of Light stays in place while his shield goes towards opponent. If the shield misses, Warrior of Light will not continue with a combo. This makes it a bit safer to use from a distance. Ultimate Shield can also reflect HP projectiles without moving towards them. The reach is decent, but not enough to punish neutral ground dodges without prior movement. Assists can follow up either after wall rush or with a {{keyword|knockback cancel|knockbackcancel=1}}.&lt;br /&gt;
&lt;br /&gt;
If White Fang connects, it can activate a &#039;&#039;&#039;[[Glitch_(Dissidia_012)#Hit_Glitch|hit glitch]]&#039;&#039;&#039; for Ultimate Shield if its done at the same time. That means the move will transition to follow-up hits despite not making any contact with opponent. This can be detrimental due to short reach. It has long {{keyword|recovery|recovery=1}} when finished, so Warrior of Light should watch out for Assist Changes when using this.&lt;br /&gt;
&lt;br /&gt;
|-|Rune Saber (ground)=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;10&#039;&#039;&#039; (2 x 3, 4) / +Ascension = (50 Total)&lt;br /&gt;
|startup=?&lt;br /&gt;
|type=Magical&lt;br /&gt;
|priority=Melee High (?)&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/d/dc/Hp_wol_rune_saber.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=Branching from Ascension &amp;lt;br&amp;gt;[Combo] Light beam pierces foe.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Rune Saber is the {{keyword|HP link|hplink=1}} from Ascension. It is notable for its combo potential and relative safety against Assist Change counters. Both Ascension and Rune Saber have long upward {{keyword|knockback|knockback=1}}. That means Rune Saber can wall rush consistently in stages with lower ceilings, such as Sky Fortress Bahamut and Edge of Madness. Rune Saber cannot hit a wall rushed opponent, though.&lt;br /&gt;
&lt;br /&gt;
The wall rush is great for HP damage and assist combos alike. If Warrior of Light cannot guarantee a ceiling wall rush, multi-hit assists like Sephiroth can also {{keyword|knockback cancel|knockbackcancel=1}} for combos. As a result, Rune Saber is useful as an independent source of HP damage and assist combo starter anywhere.&lt;br /&gt;
&lt;br /&gt;
Rune Saber has a lengthy animation, which normally makes it risky against opponents who escaped with Assist Change. Rune Saber&#039;s last hit has a tall {{keyword|hitbox|hitbox=1}} with long {{keyword|active|active=1}} frames. This provides some cover for Warrior of Light before he can {{keyword|dodge cancel|dc=1}}, but it&#039;s not entirely safe. Opponents can still try to Assist Change out early and dodge next to Warrior of Light, but it&#039;s harder to do compared to Bitter End.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Aerial ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Shield of Light (midair)=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=-&lt;br /&gt;
|startup=53F (Block from 1F to 53F)&lt;br /&gt;
|type=-&lt;br /&gt;
|priority=Melee High, Block Mid&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=Block, Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/6/6a/Hp_wol_shield_of_light_a.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=1&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=[Close] Fire force blast from shield. &amp;lt;br&amp;gt;Hurls foe while blocking.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Shield of Light is Warrior of Light&#039;s {{keyword|command block|commandblock=1}}. As an aerial move, Warrior of Light has more opportunities to use it anywhere. This is good, because it is functionally very similar to the ground version. It still blocks low priority attacks instantly on frame 1 until it deals HP damage. As such, its most commonly used for self-defense after air dodging. This can keep opponents guessing, as the instant blocking makes it much harder to react before it&#039;s too late. Warrior of Light also moves toward opponent a short distance as he guards. That can stagger melee low attacks with long {{keyword|active|active=1}} frames, such as {{012clo}}&#039;s Slashing Blow. As a 1-hit HP, Shield of Light can also circumvent EX Revenge {{keyword|checkmates|checkmate=1}} with EX {{keyword|depletion|depletion=1}}.&lt;br /&gt;
&lt;br /&gt;
The force blast has short reach and it doesn&#039;t stay active for long. However, it can wall rush and start assist combos with a good {{keyword|read|read=1}}. It&#039;s not commonly used in assist combos due to its relatively small {{keyword|hitbox|hitbox=1}} and limited vertical {{keyword|tracking|tracking=1}}. Warrior of Light&#039;s combos often lead to the air, and he has stronger options for damage, and situationally safer tools against Assist Change. Regardless, the aerial Shield of Light is a staple for Warrior of Light.&lt;br /&gt;
&lt;br /&gt;
|-|Radiant Sword=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=-&lt;br /&gt;
|startup=77F&lt;br /&gt;
|type=-&lt;br /&gt;
|priority=Ranged High&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/e/eb/Hp_wol_radiant_sword.jpeg&lt;br /&gt;
|imgpos=60%&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=13&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=[Long] Fire blades of light from seal. &amp;lt;br&amp;gt;Blades weakly track foe.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Radiant Sword is a group of long-range homing projectiles. The projectiles spawn as a row in front of Warrior of Light, and once they start moving, they accelerate to very high speed within a couple seconds. While homing, all projectiles attempt to laser focus on a single point at the opponent. This limits Radiant Sword&#039;s ability to occupy space, but its {{keyword|tracking|tracking=1}} and reach are strong enough to force a dodge at most ranges. &lt;br /&gt;
&lt;br /&gt;
The {{keyword|startup|startup=1}} is quite slow, so Warrior of Light cannot use this as a reliable {{keyword|mixup|mixup=1}} against blocks. Radiant Sword is sometimes used as an attempt to threaten the opponent who is already getting an EX core, but it has a pretty low hit rate in {{keyword|neutral|neutral=1}} due to its telegraphed startup and relatively slow speed. Radiant Sword also stops if it hits a solid obstacle, like floor or the crystal in Empyreal Paradox. If Radiant Sword connects though, it can wall rush for an assist combo.&lt;br /&gt;
&lt;br /&gt;
|-|Rune Saber (midair)=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;10&#039;&#039;&#039; (2 x 3, 4) / +Crossover = (50 Tota)&lt;br /&gt;
|startup=??&lt;br /&gt;
|type=Magical&lt;br /&gt;
|priority=Melee High (?)&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/d/dc/Hp_wol_rune_saber.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=Branching from Crossover &amp;lt;br&amp;gt;[Combo] Light beam pierces foe.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Rune Saber is the {{keyword|HP link|hplink=1}} from Crossover. It&#039;s a staple move for Warrior of Light whenever Crossover is equipped. It is functionally identical Rune Saber from Ascension, a multi-hit attack that wall rushes upwards. Though the base damage is low, it&#039;s a consistent, damaging HP link thanks to wall rush and assist. Warrior of Light has some flexibility with this move in assist combos. He can either go for a conventional wall rush combo, or he can call assist such as Sephiroth to {{keyword|knockback cancel|knockbackcancel=1}} the last hit if ceiling is not close.&lt;br /&gt;
&lt;br /&gt;
Rune Saber has a lengthy animation, which normally makes it risky against opponents who escaped with Assist Change. Rune Saber&#039;s last hit has a tall {{keyword|hitbox|hitbox=1}} with long {{keyword|active|active=1}} frames. This provides &#039;&#039;some&#039;&#039; cover for Warrior of Light before he can {{keyword|dodge cancel|dc=1}}, but it&#039;s not entirely safe. Opponents can still try to Assist Change out early and dodge next to Warrior of Light.&lt;br /&gt;
&lt;br /&gt;
If Crossover wall rushes first, Rune Saber cannot hit unless assist connects during wall rush.&lt;br /&gt;
&lt;br /&gt;
|-|Bitter End A=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;15&#039;&#039;&#039; (2 x 6, 3) / +Rising Buckler = (29 Total)&lt;br /&gt;
|startup=??&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee High (?)&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/7/73/Hp_wol_bitter_end.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=Branching from Rising Buckler &amp;lt;br&amp;gt;[Combo] Deft bladework.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Bitter End is another staple {{keyword|HP link|hplink=1}} for Warrior of Light. It&#039;s a stationary combo that has horizontal {{keyword|knockback|knockback=1}} on the last hit. This move lets Warrior of Light capitalize on his {{keyword|whiff punishment|whiffpunish=1}} in a meaningful way, as it deals HP damage without assist. The base damage is slightly higher than Rune Saber, and it has similar combo routes with wall rush and Sephiroth assist {{keyword|knockback cancels|knockbackcancel=1}}. It&#039;s a good assist combo starter and ender for its wall rush and attack length. With high base bravery builds, the animation lasts long enough to get most of the base bravery back after HP if Bitter End is delayed enough.&lt;br /&gt;
&lt;br /&gt;
As a multi-hitting combo attack, Bitter End starts quickly, but takes a couple seconds to finish. It is very unsafe against opponents who escaped with LV1 Assist Change. Warrior of Light cannot {{keyword|cancel|cancel=1}} Bitter End until the last hit comes out. He stays still for the entire animation, and he doesn&#039;t have Rune Saber&#039;s tall {{keyword|hitbox|hitbox=1}} to provide cover either. As such, Bitter End is vulnerable to aerial attacks from above and his back. Warrior of Light will need assist gauge himself if he wants to counter any {{keyword|punish|punish=1}} attempts. If Warrior of Light cannot land this move before opponent gets assist, he can struggle to get any HP damage at all. It&#039;s something he has to work with, as not having access to Bitter End loses him more damage in the long term.&lt;br /&gt;
&lt;br /&gt;
|-|Bitter End B=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;15&#039;&#039;&#039; (2 x 6, 3) / +Shield Strike = (29 Total)&lt;br /&gt;
|startup=??&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee High (?)&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/7/73/Hp_wol_bitter_end.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=Branching from Shield Strike &amp;lt;br&amp;gt;[Combo] Deft bladework.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Bitter End B is identical with Bitter End A.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== EX Mode: Class Change! ==&lt;br /&gt;
Effects:&lt;br /&gt;
* Regen&lt;br /&gt;
* Critical Boost&lt;br /&gt;
* Mirror Attack&lt;br /&gt;
* Protect&lt;br /&gt;
* Light&#039;s Blessing&lt;br /&gt;
&lt;br /&gt;
Warrior of Light&#039;s EX Mode has plenty of useful effects. He gets additional hits for his melee braveries, a big damage reduction in +10 base DEF and he block ranged low moves during his own attacks. EX modes are commonly used to secure a win with assist combo, and Warrior of Light is no different. As such, the defensive boosts may not come into play often. It is still a good EX mode overall, though.&lt;br /&gt;
&lt;br /&gt;
=== Mirror Attack ===&lt;br /&gt;
&lt;br /&gt;
{{image|https://dissidia.wiki/images/8/8d/Ex_mode_wol_mirror_attack.jpeg}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[Active while attacking]&lt;br /&gt;
A wall of light appears while attacking, repelling weak magical attacks.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Warrior of Light can block attacks with Ranged Low priority during his own attack animations. The blocking effect activates very quickly and lasts for most, if not the whole attack animation. This applies even during a move&#039;s {{keyword|recovery|recovery=1}}.&lt;br /&gt;
&lt;br /&gt;
=== Protect ===&lt;br /&gt;
&#039;&#039;[Always active while in EX Mode]&lt;br /&gt;
An aura of light covers the body, raising defense.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Warrior of Light gets +10 DEF for the duration of his EX mode. That is a huge increase, which can greatly reduce bravery damage taken if Warrior of Light is hit during this time.&lt;br /&gt;
&lt;br /&gt;
=== Light&#039;s Blessing ===&lt;br /&gt;
{{image|http://dissidia.wiki/images/b/b9/Ex_mode_wol_light_blessing.jpeg}}&lt;br /&gt;
&#039;&#039;[Activates when combo hits] Swords of light appear, dealing additional damage.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Light&#039;s Blessing adds several hits to Warrior of Light&#039;s physical bravery attacks. Each light sword has a base damage of 1. The light swords cause {{keyword|hit stun|hitstun=1}}, but they don&#039;t create more lenient, practical solo combo routes for Warrior of Light.&lt;br /&gt;
&lt;br /&gt;
=== EX Burst: Oversoul ===&lt;br /&gt;
{{image|https://dissidia.wiki/images/4/46/Ex_burst_wol.jpeg}}&lt;br /&gt;
&#039;&#039;Sharp, repeated strikes like flashes of light. &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;img&amp;gt;https://resources.dissidia.wiki/ddff/icons/ddff-icon-button-dpadup.png&amp;lt;/img&amp;gt; &amp;lt;img&amp;gt;https://resources.dissidia.wiki/ddff/icons/ddff-icon-button-dpaddown.png&amp;lt;/img&amp;gt; &amp;lt;img&amp;gt;https://resources.dissidia.wiki/ddff/icons/ddff-icon-button-dpadleft.png&amp;lt;/img&amp;gt; &amp;lt;img&amp;gt;https://resources.dissidia.wiki/ddff/icons/ddff-icon-button-dpadright.png&amp;lt;/img&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Each directional button corresponds to one attack.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{burst&lt;br /&gt;
|damage1=5x3 (15)&lt;br /&gt;
|damage2=10x6, 25 (100 total)&lt;br /&gt;
|type=Physical&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Oversoul is a fairly standard EX Burst. The base damage for initial hits isn&#039;t high, but follow-up hits begin almost immediately, leaving less time for the opponent to raise their DEF.&lt;br /&gt;
&lt;br /&gt;
To complete this EX Burst, Warrior of Light must press the correct button shown on screen six times. The button inputs &#039;&#039;always&#039;&#039; require a directional button. Analog stick {{pspana}} will not work regardless of what the character control option is set to. If Warrior of Light does not press the correct button within a short time, or presses a wrong button, he will end EX Burst early. Regardless of how well this EX Burst is done, Warrior of Light always finishes with a slash that has decent 25 base damage.&lt;br /&gt;
&lt;br /&gt;
== Combos ==&lt;br /&gt;
&lt;br /&gt;
=== Solo ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Main article pending)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Combo-012&lt;br /&gt;
| data      = &lt;br /&gt;
{{Combo-012Data&lt;br /&gt;
|combo=&#039;&#039;&#039;White Fang&#039;&#039;&#039; &amp;gt; Ascension &amp;gt; Rune Saber&lt;br /&gt;
|condition=Projectile Starter&lt;br /&gt;
|requirement=Ground&lt;br /&gt;
|purpose=Projectile to HP Damage&lt;br /&gt;
|damage=56 minimum + HP &amp;amp; WR&lt;br /&gt;
|damagehits=6 min &amp;gt; 40 &amp;gt; 10 + HP &amp;amp; WR&lt;br /&gt;
|ex=90&lt;br /&gt;
|exhits=0 &amp;gt; 90 &amp;gt; 0&lt;br /&gt;
|meteropp=&lt;br /&gt;
|video=&lt;br /&gt;
|notes=White Fang combos into most of WoL&#039;s moves, Ascension is his staple high damage follow-up. This combo works in close range. If the opponent is further away, Warrior of Light may have to dash to combo afterwards.&lt;br /&gt;
}}&lt;br /&gt;
{{Combo-012Data&lt;br /&gt;
|combo=&#039;&#039;&#039;White Fang&#039;&#039;&#039; &amp;gt; Dayflash &amp;gt; Delayed Empty {{clr|chase=1}}&lt;br /&gt;
|condition=Projectile Starter&lt;br /&gt;
|requirement=Ground&lt;br /&gt;
|purpose=Projectile, Safe {{keyword|Chase|emptychase=1}} for EX&lt;br /&gt;
|damage=28 minimum&lt;br /&gt;
|damagehits=6 min &amp;gt; 22&lt;br /&gt;
|ex=90&lt;br /&gt;
|exhits=0 &amp;gt; 90&lt;br /&gt;
|meteropp=&lt;br /&gt;
|video=&lt;br /&gt;
|notes=Less damage than Ascension, but this combo does two things: It lets WoL chase safely without getting countered and get all EX in the stage. Delay Dayflash&#039;s Chase as much as possible, then do it just before the opponent reaches the ground. This forces a wall rush reaction.&lt;br /&gt;
&lt;br /&gt;
The second thing is it enables assist combos, and the chase also resets assist gauge if it was already used previously. This doesn&#039;t have much merit in the solo combo context, but it does leave WoL close to the opponent for pressure.&lt;br /&gt;
&lt;br /&gt;
In a {{keyword|neutral|neutral=1}} situation, Dayflash can be easier to react with if White Fang hits a moving opponent. Other than that, Ascension is the stronger follow-up.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Assist (Sephiroth) ===&lt;br /&gt;
&lt;br /&gt;
Warrior of Light can create assist combos with Wall Rush, Dayflash and even during his Bitter End and Rune Saber {{keyword|HP links|hplink=1}}. This gives him flexibility in setting up HP damage. When following up after Sephiroth, delay Assist Chase a little so that Shield Strike connects more consistently.&lt;br /&gt;
&lt;br /&gt;
{{ComboLegend-012}}&lt;br /&gt;
&lt;br /&gt;
{{Combo-012&lt;br /&gt;
| data      = &lt;br /&gt;
{{Combo-012Data&lt;br /&gt;
|combo=&#039;&#039;&#039;Dayflash (2 hits)&#039;&#039;&#039; &amp;gt; {{clr|astbrv=1}} &amp;gt; {{clr|ac=1}} &amp;gt; Shield Strike &amp;gt; Bitter End&lt;br /&gt;
|condition={{keyword|Poke|poke=1}} Starter&lt;br /&gt;
|requirement=Ground / Air OK&lt;br /&gt;
|purpose=Staple {{keyword|Midscreen|midscreen=1}} Combo&lt;br /&gt;
|damage=76 + HP &amp;amp; WR&lt;br /&gt;
|damagehits=3, 4 &amp;gt; 40 AST &amp;gt; 14 &amp;gt; 15 + HP &amp;amp; WR&lt;br /&gt;
|ex=&lt;br /&gt;
|exhits=&lt;br /&gt;
|meteropp=&lt;br /&gt;
|video=&lt;br /&gt;
|notes=Standard combo from a safe poke. Confirm the second Dayflash hit visually, then press assist and follow up. This is an important combo to get right, as it lets WoL do HP damage without using the more telegraphed bravery attacks first.&lt;br /&gt;
}}&lt;br /&gt;
{{Combo-012Data&lt;br /&gt;
|combo=&#039;&#039;&#039;Crossover / Ascension&#039;&#039;&#039; &amp;gt; Rune Saber &amp;gt; {{clr|wr=1}} &amp;gt; {{clr|astbrv=1}} &amp;gt; {{clr|ac=1}} &amp;gt; Shield Strike &amp;gt; Bitter End&lt;br /&gt;
|condition={{keyword|Punish|punish=1}} Starter&lt;br /&gt;
|requirement=Ceiling HP Wall Rush&lt;br /&gt;
|purpose=HP Damage&lt;br /&gt;
|damage=119 + HP &amp;amp; WR&lt;br /&gt;
|damagehits=40 &amp;gt; 10 + HP &amp;amp; WR &amp;gt; 40 AST &amp;gt; 14 &amp;gt; 15 + HP &amp;amp; WR&lt;br /&gt;
|ex=&lt;br /&gt;
|exhits=90 &amp;gt; 0 &amp;gt; ?? &amp;gt; 30&lt;br /&gt;
|meteropp=&lt;br /&gt;
|video=&lt;br /&gt;
|notes=A standard Wall Rush combo. Make sure to do Rune Saber as soon as possible before Crossover Wall Rushes at the ceiling. This is not very practical for low ceiling stages, such as Pandaemonium - Top Floor and M. S. Prima Vista. In those stages, Crossover&#039;s BRV Wall Rush has to suffice.&lt;br /&gt;
}}&lt;br /&gt;
{{Combo-012Data&lt;br /&gt;
|combo=&#039;&#039;&#039;Shield Strike / Rising Buckler&#039;&#039;&#039; &amp;gt; Bitter End &amp;gt; {{clr|astbrv=1}} &amp;gt; Bitter End + Assist HIT &amp;gt; {{clr|dc=1}} &amp;gt; {{clr|ac=1}} &amp;gt; Shield Strike &amp;gt; Bitter End&lt;br /&gt;
|condition={{keyword|Punish|punish=1}} Starter&lt;br /&gt;
|requirement={{keyword|Knockback Cancel|knockbackcancel=1}}&lt;br /&gt;
|purpose=Midscreen HP Damage&lt;br /&gt;
|damage=98 + HP &amp;amp; WR&lt;br /&gt;
|damagehits=14 &amp;gt; 15 + HP &amp;gt; 40 AST &amp;gt; 14 &amp;gt; 15 + HP &amp;amp; WR&lt;br /&gt;
|ex=&lt;br /&gt;
|exhits=&lt;br /&gt;
|meteropp=&lt;br /&gt;
|video=&lt;br /&gt;
|notes=This combo works anywhere, but Sephiroth must be timed to hit when Bitter End finishes. Press assist just as Bitter End&#039;s last bravery slash connects. WoL should be winding up his sword during the assist slowdown if done properly.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Builds ==&lt;br /&gt;
&#039;&#039;Main article: &#039;&#039;&#039;[[Warrior_of_Light_(Dissidia_012)/Builds|Warrior of Light (012) Builds]]&#039;&#039;&#039; &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Warrior of Light works with a variety of builds, such as hybrid builds, Bravery Boost on Dodge and Side by Side. Most of his damage comes from Dayflash assist combos and {{keyword|HP links|hplink=1}}, so he is not often built explicitly for bravery damage. However, Warrior of Light benefits greatly from having high {{keyword|base bravery|basebrv=1}} for assist combos.&lt;br /&gt;
&lt;br /&gt;
=== Hybrid ===&lt;br /&gt;
&lt;br /&gt;
{{Build&lt;br /&gt;
|hp=11299&lt;br /&gt;
|cp=450&lt;br /&gt;
|brv=996&lt;br /&gt;
|atk=178&lt;br /&gt;
|def=184&lt;br /&gt;
|luk=60&lt;br /&gt;
|booster=&lt;br /&gt;
|setbonus=Seal of Lufenia&lt;br /&gt;
|ast={{012seph}}&lt;br /&gt;
|wpn=Heaven&#039;s Cloud&lt;br /&gt;
|hand=Lufenian Dirk {{equip}}&lt;br /&gt;
|head=Lufenian Headband {{equip}}&lt;br /&gt;
|armor=Lufenian Vest&lt;br /&gt;
|acc1=Muscle Belt {{accbas}}&lt;br /&gt;
|acc2=Dismay Shock {{accbas}}&lt;br /&gt;
|acc3=Battle Hammer {{accbas}}&lt;br /&gt;
|acc4=Summon Unused {{accboo}}&lt;br /&gt;
|acc5=Pre-EX Mode {{accboo}}&lt;br /&gt;
|acc6=Pre-EX Revenge {{accboo}}&lt;br /&gt;
|acc7=Opponent Summon Unused {{accboo}}&lt;br /&gt;
|acc8=White Gem {{accsp}}&lt;br /&gt;
|acc9=Tenacious Attacker {{accsp}}&lt;br /&gt;
|acc10=Glutton {{accsp}}&lt;br /&gt;
|summon=Rubicante&lt;br /&gt;
|dataBRV=&lt;br /&gt;
{{Build-AttackData&lt;br /&gt;
|brv1-g=Dayflash&lt;br /&gt;
|branch-1gbrv=&lt;br /&gt;
|branch-1ghp=&lt;br /&gt;
|brv2-g=Ascension&lt;br /&gt;
|branch-2gbrv=&lt;br /&gt;
|branch-2ghp=Rune Saber&lt;br /&gt;
|brv3-g=White Fang&lt;br /&gt;
|branch-3gbrv=&lt;br /&gt;
|branch-3ghp=&lt;br /&gt;
|brv1-a=Dayflash&lt;br /&gt;
|branch-1abrv=&lt;br /&gt;
|branch-1ahp=&lt;br /&gt;
|brv2-a=Crossover&lt;br /&gt;
|branch-2abrv=&lt;br /&gt;
|branch-2ahp=Rune Saber&lt;br /&gt;
|brv3-a=Shield Strike&lt;br /&gt;
|branch-3abrv=&lt;br /&gt;
|branch-3ahp=Bitter End&lt;br /&gt;
}}&lt;br /&gt;
| dataHP      = &lt;br /&gt;
{{Build-AttackDataHP&lt;br /&gt;
|hp1-g=Shield of Light&lt;br /&gt;
|hp2-g=Ultimate Shield&lt;br /&gt;
|hp3-g=Shining Wave&lt;br /&gt;
|hp1-a=Shield of Light&lt;br /&gt;
|hp2-a=&lt;br /&gt;
|hp3-a=Radiant Sword&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This is a general purpose build focused on EX intake and EX depletion. Most competitive builds focus on damage, ex and / or meter depletion, so this is a good build to start with.&lt;br /&gt;
&lt;br /&gt;
Seal of Lufenia set lowers DEF, but Warrior of Light&#039;s high base DEF stat mitigates it. Lufenian Dirk {{equhand}} adds +1 ATK for more damage, which in turn compensates for Heaven&#039;s Cloud&#039;s {{equwpn}} low ATK. Heaven&#039;s Cloud makes grabbing EX Force much easier due to its increased EX intake range.&lt;br /&gt;
&lt;br /&gt;
== Assist ==&lt;br /&gt;
&lt;br /&gt;
Warrior of Light&#039;s assist data.&lt;br /&gt;
&lt;br /&gt;
=== Assist Data ===&lt;br /&gt;
{{012Assist&lt;br /&gt;
|type1=BRV&lt;br /&gt;
|attack1=Sword Thrust&lt;br /&gt;
|startup1=31F&lt;br /&gt;
|position1=Ground&lt;br /&gt;
|spawn1=Opponent&lt;br /&gt;
|damage1=6, 3 x 5, 15 (30)&lt;br /&gt;
|effect1=Wall Rush&lt;br /&gt;
|type2=BRV&lt;br /&gt;
|attack2=Rising Buckler&lt;br /&gt;
|startup2=25F&lt;br /&gt;
|position2=Air&lt;br /&gt;
|spawn2=Opponent&lt;br /&gt;
|damage2=2 x 4, 6, 16 (30)&lt;br /&gt;
|effect2=Wall Rush&lt;br /&gt;
|type3=HP&lt;br /&gt;
|attack3=Shining Wave&lt;br /&gt;
|startup3=53F&lt;br /&gt;
|position3=Ground&lt;br /&gt;
|spawn3=Player&lt;br /&gt;
|damage3=-&lt;br /&gt;
|effect3=Chase&lt;br /&gt;
|type4=HP&lt;br /&gt;
|attack4=Shield of Light&lt;br /&gt;
|startup4=51F&lt;br /&gt;
|position4=Air&lt;br /&gt;
|spawn4=Opponent&lt;br /&gt;
|damage4=-&lt;br /&gt;
|effect4=Block, Wall Rush&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Assist Overview ===&lt;br /&gt;
&lt;br /&gt;
As an assist, Warrior of Light is one of the weaker assists in the game. His braveries do not hold the opponent in place for long and they quickly push them away from the player. The lack of Assist Chase hurts; Warrior of Light struggles to serve the role of setting up HP attacks for the player character. He relies on Wall Rush to achieve this. It is recommended to fight near ground, so that Rising Buckler can at least slam opponents to the floor for easier combos.&lt;br /&gt;
&lt;br /&gt;
Shield of Light can guard attacks, which is worth noting for {{keyword|scrambles|scramble=1}} and checkmate situations. But because it is an HP attack, it is expensive and risky to use.&lt;br /&gt;
&lt;br /&gt;
=== Synergies ===&lt;br /&gt;
Warrior of Light works well with most competitive assists.&lt;br /&gt;
&lt;br /&gt;
;Sephiroth&lt;br /&gt;
:Arguably the most popular synergy in competitive play. He can combo from almost every move and Wall Rush consistently, and set up another {{keyword|HP link|hplink=1}} afterwards. Sephiroth may be a budget Kuja assist, but his multi-hits make it easier to do {{keyword|knockback cancels|knockbackcancel=1}} anywhere. This lets Warrior of Light deal consistent HP damage regardless of his position, while still having access to a consistent {{keyword|whiff punish|whiffpunish=1}} option.&lt;br /&gt;
&lt;br /&gt;
;Aerith&lt;br /&gt;
:Aerith has less bravery damage and worse whiff punish tools in exchange for safer combos and EX intake. Dayflash chase setups take center stage here; They&#039;re useful for getting EX and bypassing LV2 Assist Change staggers. Knockback cancels are still possible with Rune Saber and Bitter End, so technically Warrior of Light does not need Wall Rush for combos either. They are not very easy to do, though. If Warrior of Light does get a Wall Rush, he can use Shield of Light to set up another Aerith assist. A double assist combo can be a lot of damage, particularly with high base bravery.&lt;br /&gt;
&lt;br /&gt;
;Jecht&lt;br /&gt;
:Jecht hits faster than Sephiroth and his air BRV sets up extended ground combos for lots of bravery. Even if Crossover is not equipped, Ascension usually is, which is also a high damaging move. If WoL wants to use assist again for even more bravery after Jecht&#039;s air BRV, Dayflash (ground) {{keyword|empty chase|emptychase=1}} reset makes it possible. This is a competent synergy in its own right, though WoL loses out on consistent {{keyword|midscreen|midscreen=1}} knockback cancels.&lt;br /&gt;
&lt;br /&gt;
= References =&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{navbox012}}&lt;br /&gt;
&lt;br /&gt;
{{roadmap012wol}}&lt;/div&gt;</summary>
		<author><name>Muggshotter</name></author>
	</entry>
	<entry>
		<id>https://dissidia.wiki/index.php?title=Warrior_of_Light_(Dissidia_012)&amp;diff=4799</id>
		<title>Warrior of Light (Dissidia 012)</title>
		<link rel="alternate" type="text/html" href="https://dissidia.wiki/index.php?title=Warrior_of_Light_(Dissidia_012)&amp;diff=4799"/>
		<updated>2026-03-25T10:10:32Z</updated>

		<summary type="html">&lt;p&gt;Muggshotter: /* Ground */ Reworded white fang, sword thrust to be more concise and easier to read. Slightly adjusted dayflash overview.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Dissidia 012 Final Fantasy]]&lt;br /&gt;
{{012CharNavWol}}&lt;br /&gt;
&lt;br /&gt;
{{CharacterInfo&lt;br /&gt;
|portrait=https://resources.dissidia.wiki/ddff/portraits/ddff-port-wol.png&lt;br /&gt;
|name=Warrior of Light&lt;br /&gt;
|origin=Final Fantasy&lt;br /&gt;
|atk=110 (Average)&lt;br /&gt;
|def=113 (Very High, +10 during EX Mode)&lt;br /&gt;
|runspeed=6 (Average / Good)&lt;br /&gt;
|dash=77 (Average / Good)&lt;br /&gt;
|fall=87 (Average)&lt;br /&gt;
|fallr=40 (Average)&lt;br /&gt;
|fastestbrv=13F (Dayflash ground)&lt;br /&gt;
|fastesthp=51F (Shining Wave)&lt;br /&gt;
|1hithp=Yes (Multiple)&lt;br /&gt;
|hplinks=Yes&lt;br /&gt;
|cmdblock=Shield of Light&lt;br /&gt;
|weapon=Axes, Daggers, Greatswords, Katanas, Swords&lt;br /&gt;
|armor=Chestplates, Gauntlets, Heavy Armor, Helms,&amp;lt;br&amp;gt; Large Shields, Light Armor, Shields&lt;br /&gt;
|exclusives=Flame Sword, Braveheart, Barbarian&#039;s Sword&lt;br /&gt;
|unlock=Default&lt;br /&gt;
|alignment=Cosmos&lt;br /&gt;
|vajp=[https://en.wikipedia.org/wiki/Toshihiko_Seki Toshihiko Seki]&lt;br /&gt;
|vaeng=[https://en.wikipedia.org/wiki/Grant_George Grant George]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Warrior of Light is a close range fighter who operates as an {{keyword|all-rounder|all-rounder=1}}. He represents a standard-fare fighting style with quick Dayflash {{keyword|pokes|poke=1}}, committal gap closers and midrange projectiles. His standard mobility lets him create offense and defense as needed, and once he gets an opening, his {{keyword|HP links|hplink=1}} can deal good damage. Warrior of Light&#039;s damage output is supported by &#039;&#039;&#039;[[Multiplayer_Build_Guide_(Dissidia_012)#Damage_(high_base_bravery)|high base bravery]]&#039;&#039;&#039; builds, HP wall rush and assist combos. He works well with many assists and his combo routes are consistent in most positions. Thanks to his high coverage with HP links such as Shield Strike / Rising Buckler &amp;gt; Bitter End, Warrior of Light can {{keyword|punish|punish=1}} effectively from most angles.&lt;br /&gt;
&lt;br /&gt;
As an all-rounder, Warrior of Light works with a variety of builds, including &#039;&#039;&#039;[[Multiplayer_Build_Guide_(Dissidia_012)#EX|EX]]&#039;&#039;&#039; and &#039;&#039;&#039;[[Multiplayer_Build_Guide_(Dissidia_012)#Side_by_Side|Side by Side]]&#039;&#039;&#039; {{accsp}}. His standout traits are defensively oriented; He has very high base DEF stat, which is greatly amplified in &#039;&#039;&#039;[[EX_(Dissidia_012)#EX_Mode|EX Mode.]]&#039;&#039;&#039; He also has an advancing frame 1 {{keyword|command block|commandblock=1}} in Shield of Light, which is a 1-hit HP that wall rushes. This is not common in the game. It makes Warrior of Light&#039;s dodges safer and beating low priority attacks with long {{keyword|active|active=1}} frames easier.&lt;br /&gt;
&lt;br /&gt;
Warrior of Light can struggle against lingering projectiles due to risky {{keyword|disjoints|disjoint=1}}. His projectiles are serviceable, but often low reward at a distance. The reliance on HP links makes Warrior of Light susceptible to punishes after LV1 Assist Change. He has safer options at the cost of damage. His air dodge has an average fall speed ratio, so he has to protect himself with Shield of Light occasionally to stay safe. While this is a powerful option, it is also high commitment and vulnerable if it misses.&lt;br /&gt;
&lt;br /&gt;
In competitive play, Warrior of Light has been usually ranked at high tier. His fundamentally good moveset and stats lend to a consistent playstyle that adheres to the {{keyword|metagame|meta=1}}.&lt;br /&gt;
&lt;br /&gt;
{{ProConTable&lt;br /&gt;
|pros=*&#039;&#039;&#039;All-rounder&#039;&#039;&#039; - Average to good stats, HP links and a fundamentally good moveset with an answer to many sitations.&lt;br /&gt;
*&#039;&#039;&#039;User-friendly&#039;&#039;&#039; - Great for beginners and experienced players alike. Good for learning the game and honing fundamentals.&lt;br /&gt;
*&#039;&#039;&#039;Command block&#039;&#039;&#039; - Shield of Light is an advancing single hit HP attack. It blocks instantly throughout its {{keyword|startup|startup=1}}, and works both offensively and defensively after dodges.&lt;br /&gt;
*&#039;&#039;&#039;Ground combat&#039;&#039;&#039; - Projectiles and {{keyword|empty chase|emptychase=1}} assist combo starters allow Warrior of Light to adapt to a match&#039;s pace and improve his combo potential.&lt;br /&gt;
*&#039;&#039;&#039;Build synergy&#039;&#039;&#039; - Works well with all common build styles, including EX, &#039;&#039;&#039;[[Multiplayer_Build_Guide_(Dissidia_012)#Bravery_Boost_on_Dodge|bravery boost on dodge]]&#039;&#039;&#039; and Side by Side {{accsp}}.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;EX generation&#039;&#039;&#039; - Most bravery attacks produce 30 to 90 EX Force. His most common poke Dayflash produces 90 EX, which supports long-term survivability with EX gauge.&lt;br /&gt;
*&#039;&#039;&#039;EX Mode&#039;&#039;&#039; - Boasts highest defense stat, automatically blocks Ranged Low projectiles and increases damage output of melee bravery attacks.&lt;br /&gt;
|cons=&lt;br /&gt;
*&#039;&#039;&#039;Struggles against traps&#039;&#039;&#039; - Despite having projectiles and disjoints, Warrior of Light cannot easily punish characters hiding inside lingering projectiles and traps without resources or considerable risk.&lt;br /&gt;
*&#039;&#039;&#039;Commital vertical attacks&#039;&#039;&#039; - Rising Buckler and Shield Strike braveries are serviceable, but are {{keyword|reactable|reactable=1}} and cannot be {{keyword|cancelled|cancel=1}} early on whiff.&lt;br /&gt;
*&#039;&#039;&#039;4-slot bravery dilemma&#039;&#039;&#039; - Warrior of Light benefits from all of his air braveries, but he cannot equip all of them&lt;br /&gt;
*&#039;&#039;&#039;Floaty air dodge, risky dodge protection&#039;&#039;&#039; - While Shield of Light is great at covering his air dodges, it is also high risk and doesn&#039;t work against high priority attacks. Outside of clashing with Dayflash bravery, air dodges make Warrior of Light vulnerable.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Bravery Attacks ==&lt;br /&gt;
=== Ground ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Ascension=&lt;br /&gt;
&lt;br /&gt;
{{AbilityInfo2&lt;br /&gt;
|ver1=Normal&lt;br /&gt;
|damage1=&#039;&#039;&#039;40&#039;&#039;&#039; (4, 5, 11, 20)&lt;br /&gt;
|startup1=15F&lt;br /&gt;
|type1=Physical&lt;br /&gt;
|priority1=Melee Low&lt;br /&gt;
|ex1=90&lt;br /&gt;
|effect1=Chase, Wall Rush&lt;br /&gt;
|cancels1=Dodge&lt;br /&gt;
|asthit1=&lt;br /&gt;
|gametext=[Close] Throw shield to &amp;lt;br&amp;gt;hurl opponent upwards.&lt;br /&gt;
|level=19&lt;br /&gt;
|ap=120&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|ver2=EX Mode&lt;br /&gt;
|damage2=&#039;&#039;&#039;54&#039;&#039;&#039; (4 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+5&amp;lt;/span&amp;gt;, 5 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+4&amp;lt;/span&amp;gt;, 11, 20 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+6&amp;lt;/span&amp;gt;)&lt;br /&gt;
|startup2=15F&lt;br /&gt;
|type2=Physical&lt;br /&gt;
|priority2=Melee Low&lt;br /&gt;
|ex2=90&lt;br /&gt;
|effect2=Chase, Wall Rush, &amp;lt;br&amp;gt;Block (Ranged Low)&lt;br /&gt;
|cancels2=Dodge&lt;br /&gt;
|asthit2=&lt;br /&gt;
|image=https://dissidia.wiki/images/2/2c/Brv_wol_ascension.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Ascension is a close-range combo move that&#039;s used in {{keyword|punishes|punish=1}}, ground solo combos and occasional approaches. Two follow-ups can be done with Circle {{pspcir}}, which ends with a rising thrust. A Chase prompt appears afterwards, but if opponent is near ceiling, it will wall rush instead. Ascension is well suited for punishing grounded and airborne opponents. The initial shield is fast at 15 frames, and it {{keyword|anti-airs|anti-air=1}}. It also has decent {{keyword|active|active=1}} frames.&lt;br /&gt;
&lt;br /&gt;
Ascension leads to Rune Saber {{keyword|HP link|hplink=1}} at the end, so Warrior of Light doesn&#039;t rely on assist for HP damage. This is good for damage overall, because Ascension&#039;s base damage is quite high at 40. Warrior of Light can always finish Ascension and then do Rune Saber from below if he deems it appropriate. &lt;br /&gt;
&lt;br /&gt;
This move has average {{keyword|recovery|recovery=1}}, which is enough to put Warrior of Light at risk on {{keyword|whiff|whiff=1}}. Ascension has no other {{keyword|cancel|cancel=1}} options on whiff, so even though it&#039;s a good move, Warrior of Light can lose his &amp;quot;turn&amp;quot; if it misses.&lt;br /&gt;
&lt;br /&gt;
|-|Sword Thrust=&lt;br /&gt;
&lt;br /&gt;
{{AbilityInfo2&lt;br /&gt;
|ver1=Normal&lt;br /&gt;
|damage1=&#039;&#039;&#039;30&#039;&#039;&#039; (6, 3x3, 15)&lt;br /&gt;
|startup1=31F&lt;br /&gt;
|type1=Physical&lt;br /&gt;
|priority1=Melee Mid (1st hit)&amp;lt;br&amp;gt;Melee Low (others)&lt;br /&gt;
|ex1=30&lt;br /&gt;
|effect1=Wall Rush&lt;br /&gt;
|cancels1=Dodge&lt;br /&gt;
|asthit1=&lt;br /&gt;
|gametext=[Mid] Hurl shield and charge. &amp;lt;br&amp;gt;Instantly close in on opponent.&lt;br /&gt;
|level=4&lt;br /&gt;
|ap=90&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|ver2=EX Mode&lt;br /&gt;
|damage2=&#039;&#039;&#039;40&#039;&#039;&#039; (6, 3x3 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+4&amp;lt;/span&amp;gt;, 15 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+6&amp;lt;/span&amp;gt;)&lt;br /&gt;
|startup2=31F&lt;br /&gt;
|type2=Physical&lt;br /&gt;
|priority2=Melee Mid (1st hit)&amp;lt;br&amp;gt;Melee Low (others)&lt;br /&gt;
|ex2=30&lt;br /&gt;
|effect2=Wall Rush&amp;lt;br&amp;gt;Block (Ranged Low)&lt;br /&gt;
|cancels2=Dodge&lt;br /&gt;
|asthit2=&lt;br /&gt;
|image=https://dissidia.wiki/images/7/7f/Brv_wol_sword_thrust.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Sword Thrust is a committal gap closer that moves towards opponent. Warrior of Light throws a mid priority shield first, which staggers regular blocks. If it hits, a follow-up can be done with Circle {{pspcir}}. Warrior of Light can combo into assist with or without wall rush. &lt;br /&gt;
&lt;br /&gt;
Warrior of Light moves forward even if it misses. This can catch ground dodges, but it&#039;s risky and difficult to do consistently. Sword Thrust is {{keyword|reactable|reactable=1}} at 31 frames. Since Warrior of Light commits to the charge even on {{keyword|whiff|whiff=1}}, it takes a while before he can dodge out of it. The move also cannot {{keyword|anti-air|anti-air=1}} opponents, so its uses are more limited compared to Ascension. It&#039;s effective against blocks, but it should used with caution.&lt;br /&gt;
&lt;br /&gt;
|-|Red Fang=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;15&#039;&#039;&#039;&lt;br /&gt;
|startup=41F&lt;br /&gt;
|type=Magical&lt;br /&gt;
|priority=Ranged Low&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=Block &amp;lt;br&amp;gt;(Ranged Low, EX Mode)&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/5/56/Brv_wol_red_fang.jpeg&lt;br /&gt;
|imgpos=58%&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=32&lt;br /&gt;
|ap=90&lt;br /&gt;
|gametext=[Long] Shoot high-speed fireball &amp;lt;br&amp;gt;towards opponent.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Red Fang is a fast single hit projectile. It travels the longest distance out of Warrior of Light&#039;s bravery projectiles, from wall to wall in Order&#039;s Sanctuary. Due to its low priority, short hit stun and low reward on hit, it is not commonly used in competitive play. His other projectiles have more utility in {{keyword|neutral|neutral=1}} and lead to more practical combos on hit.&lt;br /&gt;
&lt;br /&gt;
|-|Blue Fang=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;7&#039;&#039;&#039; each&lt;br /&gt;
|startup=41F&lt;br /&gt;
|type=Magical&lt;br /&gt;
|priority=Ranged Low&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=Block &amp;lt;br&amp;gt;(Ranged Low, EX Mode)&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/9/90/Brv_wol_blue_fang.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=1&lt;br /&gt;
|ap=90&lt;br /&gt;
|gametext=[Long] Chunks of ice slowly &amp;lt;br&amp;gt;descend on opponent.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Blue Fang is a group of midrange projectiles that strike from above. Their travel speed is slow, but they can hit characters hiding behind their projectiles, such as {{012lag}}&#039;s Electro Shield and {{012ulti}}&#039;s charged Knight&#039;s Lance. Each projectile has short {{keyword|hit stun|hitstun=1}}, but they can hit one after another. This is not very consistent for combo purposes, and it can be challenging to {{keyword|convert|conversion=1}} any hits into a combo at all. The multiple hits do make it easier compared to Red Fang, though.&lt;br /&gt;
&lt;br /&gt;
Blue Fang&#039;s main utility is in keeping ranged opponents in check. In terms of midrange presence, Blue Fang is one of the fastest. This is because at certain heights, the projectiles spawn near opponent&#039;s location. And since the projectiles travel at different angles, they can potentially hit behind opponent&#039;s back as well, ignoring block. Due to projectiles&#039; upward spawning position, Blue Fang is not well suited for close-range either offensively or defensively. Blue Fang also has a maximum range for its spawn position. It&#039;s roughly 30-40 % of Order&#039;s Sanctuary&#039;s length horizontally and vertically. The projectiles can cover more distance as they move to make up for this. The projectiles are Ranged Low priority, so they lose to dashes and melee attacks even if they make contact. The bravery damage is low as well.&lt;br /&gt;
&lt;br /&gt;
Overall, Blue Fang has niche utility. It&#039;s not his staple projectile on the ground, but it has some potential in Ultimecia {{keyword|matchup|matchup=1}} on low ceiling stages, such as Pandaemonium - Top Floor.&lt;br /&gt;
&lt;br /&gt;
|-|White Fang=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;6&#039;&#039;&#039; each&lt;br /&gt;
|startup=47F&lt;br /&gt;
|type=Magical&lt;br /&gt;
|priority=Ranged Low&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=Block &amp;lt;br&amp;gt;(Ranged Low, EX Mode)&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/2/2f/Brv_wol_white_fang.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=8&lt;br /&gt;
|ap=90&lt;br /&gt;
|gametext=[Long] Call down lightning bolts &amp;lt;br&amp;gt;that slowly close in on foe.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
White Fang is a group of advancing lightning bolts. It&#039;s Warrior of Light&#039;s go-to projectile on the ground for pressure and combos. The Ranged Low priority still loses to dashes, blocks and melee attacks, but it has enough utility to make up for it. Warrior of Light can use White Fang to cover his approach thanks to being actionable himself while the bolts are {{keyword|active|active=1}}. The bolts have a decent amount of {{keyword|hit stun|hitstun=1}}, which lets Warrior of Light follow-up with Ascension, Dayflash and more.&lt;br /&gt;
&lt;br /&gt;
The projectiles travel at medium speed, but only remain active for roughly 1.7 seconds. As a result, their maximum uptime and travel distance are shorter compared to other projectiles. White Fang is far more practical in competitive play for offense, though. The projectiles are homing, but they adjust slowly to sharp vertical angles. White Fang works against aerial opponents at a low diagonal angle, but Warrior of Light needs to make sure the opponent won&#039;t dash through and hit him.&lt;br /&gt;
&lt;br /&gt;
|-|Dayflash (Ground)=&lt;br /&gt;
&lt;br /&gt;
{{AbilityInfo2&lt;br /&gt;
|ver1=Normal&lt;br /&gt;
|damage1=&#039;&#039;&#039;22&#039;&#039;&#039; (3, 4, 15)&lt;br /&gt;
|startup1=13F&lt;br /&gt;
|type1=Physical&lt;br /&gt;
|priority1=Melee Low&lt;br /&gt;
|ex1=90&lt;br /&gt;
|effect1=Chase&lt;br /&gt;
|cancels1=Dodge, &amp;lt;br&amp;gt;Block &amp;amp; Attack ({{keyword|Whiff|whiff=1}})&lt;br /&gt;
|asthit1=&lt;br /&gt;
|gametext=[Close] Fast horizontal slice. &amp;lt;br&amp;gt;Low power, quick strike.&lt;br /&gt;
|level=1&lt;br /&gt;
|ap=90&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|ver2=EX Mode&lt;br /&gt;
|damage2=&#039;&#039;&#039;36&#039;&#039;&#039; (3 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+4&amp;lt;/span&amp;gt;, 4 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+4&amp;lt;/span&amp;gt;, 15 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+6&amp;lt;/span&amp;gt;)&lt;br /&gt;
|startup2=13F&lt;br /&gt;
|type2=Physical&lt;br /&gt;
|priority2=Melee Low&lt;br /&gt;
|ex2=90&lt;br /&gt;
|effect2=Chase &amp;lt;br&amp;gt;Block (Ranged Low)&lt;br /&gt;
|cancels2=Dodge, &amp;lt;br&amp;gt;Block &amp;amp; Attack ({{keyword|Whiff|whiff=1}})&lt;br /&gt;
|asthit2=&lt;br /&gt;
|image=https://dissidia.wiki/images/4/43/Brv_wol_dayflash_g.jpeg&lt;br /&gt;
|imgpos=70%&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Dayflash is Warrior of Light&#039;s main {{keyword|poke|poke=1}}. It is fast, generates good 90 EX and works as an assist combo starter. It can be {{keyword|whiffed|whiff=1}} safely to build assist gauge due to its short {{keyword|recovery|recovery=1}} and multiple {{keyword|cancel|cancel=1}} options. Warrior of Light can {{keyword|mixup|mixup=1}} with dodges, blocks or other attacks, including another Dayflash.&lt;br /&gt;
&lt;br /&gt;
On hit, Warrior of Light can perform two follow-up slashes with Circle {{pspcir}} if the first hit connects. This 3-hit combo has a relatively long input window, which makes it good for {{keyword|hit confirming|hitconfirm=1}} assist combos. The last hit leads to Chase. The low {{keyword|knockback|knockback=1}} angle and long chase prompt let Warrior of Light do {{keyword|empty chase|emptychase=1}} to force a grounded wall rush. This is good for getting all EX Force on the field, but also for starting assist combos. And if Warrior of Light already used assist beforehand, he can extend that combo with Dayflash empty chase to use assist again if he has another bar in stock.&lt;br /&gt;
&lt;br /&gt;
When used appropriately, Dayflash can control the pace of a match without high risk. It is a staple move for Warrior of Light in competitive play. Its aerial version is just as good and important to him.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Aerial ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Crossover=&lt;br /&gt;
&lt;br /&gt;
{{AbilityInfo2&lt;br /&gt;
|ver1=Normal&lt;br /&gt;
|damage1=&#039;&#039;&#039;40&#039;&#039;&#039; (5, 5, 10, 20)&lt;br /&gt;
|startup1=23F&lt;br /&gt;
|type1=Physical&lt;br /&gt;
|priority1=Melee Low&lt;br /&gt;
|ex1=90&lt;br /&gt;
|effect1=Chase, Wall Rush&lt;br /&gt;
|cancels1=Dodge&lt;br /&gt;
|asthit1=&lt;br /&gt;
|gametext=[Close] Spinning approach and &amp;lt;br&amp;gt;thrust opponent upwards.&lt;br /&gt;
|level=1&lt;br /&gt;
|ap=120&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|ver2=EX Mode&lt;br /&gt;
|damage2=&#039;&#039;&#039;50&#039;&#039;&#039; (5, 5, 10 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+4&amp;lt;/span&amp;gt;, 20 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+6&amp;lt;/span&amp;gt;)&lt;br /&gt;
|startup2=23F&lt;br /&gt;
|type2=Physical&lt;br /&gt;
|priority2=Melee Low&lt;br /&gt;
|ex2=90&lt;br /&gt;
|effect2=Chase, Wall Rush &amp;lt;br&amp;gt;Block (Ranged Low)&lt;br /&gt;
|cancels2=Dodge&lt;br /&gt;
|asthit2=&lt;br /&gt;
|image=https://dissidia.wiki/images/3/3a/Brv_wol_crossover.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Crossover is an advancing bravery with an {{keyword|HP link|hplink=1}}. It is primarily used as a {{keyword|punish|punish=1}} tool against long winded attacks and staggered opponents. It can be used to approach if done sparingly. The damage potential and longer lateral reach make this an aerial alternative to Ascension.&lt;br /&gt;
&lt;br /&gt;
Warrior of Light can follow up with an upward thrust by pressing Circle {{pspcir}}, which causes chase. If opponent is near ceiling, it can wall rush instead. The thrust has high upward knockback, which can easily wall rush at medium heights. With wall rush, {{keyword|empty chase|emptychase=1}} can be done from medium distance to make it safe against Recovery Attack. Whether or not chase is done, Warrior of Light needs assist to follow up after wall rush.&lt;br /&gt;
&lt;br /&gt;
Crossover must be completed to do the Rune Saber HP link. That means Warrior of Light usually does not lose bravery damage in exchange for HP damage. The {{keyword|startup|startup=1}} is borderline {{keyword|reactable|reactable=1}} though, and Warrior of Light stays in the animation for roughly a second before he can {{keyword|dodge cancel|dc=1}} out of it. That makes it more dangerous to {{keyword|whiff|whiff=1}} in {{keyword|neutral|neutral=1}}.&lt;br /&gt;
&lt;br /&gt;
|-|Rising Buckler=&lt;br /&gt;
&lt;br /&gt;
{{AbilityInfo2&lt;br /&gt;
|ver1=Normal&lt;br /&gt;
|damage1=&#039;&#039;&#039;30&#039;&#039;&#039; (2x4, 6, 16)&lt;br /&gt;
|startup1=25F&lt;br /&gt;
|type1=Physical&lt;br /&gt;
|priority1=Melee Low&lt;br /&gt;
|ex1=30&lt;br /&gt;
|effect1=Wall Rush&lt;br /&gt;
|cancels1=Dodge&lt;br /&gt;
|asthit1=&lt;br /&gt;
|gametext=Upward swing, snagging foe with shield. &amp;lt;br&amp;gt;Useful from below.&lt;br /&gt;
|level=15&lt;br /&gt;
|ap=150&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|ver2=EX Mode&lt;br /&gt;
|damage2=&#039;&#039;&#039;42&#039;&#039;&#039; (2x4 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+6&amp;lt;/span&amp;gt;, 6, 16 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+6&amp;lt;/span&amp;gt;)&lt;br /&gt;
|startup2=25F&lt;br /&gt;
|type2=Physical&lt;br /&gt;
|priority2=Melee Low&lt;br /&gt;
|ex2=30&lt;br /&gt;
|effect2=Wall Rush &amp;lt;br&amp;gt;Block (Ranged Low)&lt;br /&gt;
|cancels2=Dodge&lt;br /&gt;
|asthit2=&lt;br /&gt;
|image=https://dissidia.wiki/images/b/b1/Brv_wol_rising_buckler.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Rising Buckler is a {{keyword|punish|punish=1}} tool against opponents who are above Warrior of Light. Its vertical reach and Bitter End {{keyword|HP link|hplink=1}} make it rewarding as an {{keyword|anti-air|anti-air=1}}. It is also a consistent follow-up to Kuja and Sephiroth air bravery assists. The {{keyword|disjointed|disjoint=1}} shield can even poke through projectiles, if the opponent is not fully covered by them. To top it off, it can side switch on hit, ideal for sneaky counter attacks near walls.&lt;br /&gt;
&lt;br /&gt;
Rising Buckler is not risk-free, however. It is {{keyword|reactable|reactable=1}} due to its 25-frame {{keyword|startup|startup=1}} and distinct audio cue. It is Warrior of Light&#039;s primary upward aerial attack, which makes it more telegraphed. He stays in place for a moment before he is actionable, and won&#039;t track the opponent once the shield is thrown. If Warrior of Light blocks an opponent, he has to make sure they are above him so that Rising Buckler does not miss. Rising Buckler does not wall rush often in open spaces. It is primarily done near ground, or if the opponent can escape from Bitter End with Assist Change, since it is safer against it.&lt;br /&gt;
&lt;br /&gt;
Warrior of Light has a downward alternative in Shield Strike. He can use both attacks to have high vertical coverage, but he does not always need both. Rising Buckler specifically can be useful in some air oriented {{keyword|match-ups|matchup=1}}, such as {{012seph}} and {{012kuja}}.&lt;br /&gt;
&lt;br /&gt;
|-|Shield Strike=&lt;br /&gt;
&lt;br /&gt;
{{AbilityInfo2&lt;br /&gt;
|ver1=Normal&lt;br /&gt;
|damage1=&#039;&#039;&#039;30&#039;&#039;&#039; (2x4, 6, 16)&lt;br /&gt;
|startup1=25F&lt;br /&gt;
|type1=Physical&lt;br /&gt;
|priority1=Melee Low&lt;br /&gt;
|ex1=30&lt;br /&gt;
|effect1=Wall Rush&lt;br /&gt;
|cancels1=Dodge&lt;br /&gt;
|asthit1=&lt;br /&gt;
|gametext=Downward attack, scooping foe with shield. &amp;lt;br&amp;gt;Useful from above.&lt;br /&gt;
|level=1&lt;br /&gt;
|ap=200&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|ver2=EX Mode&lt;br /&gt;
|damage2=&#039;&#039;&#039;42&#039;&#039;&#039; (2x4 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+6&amp;lt;/span&amp;gt;, 6, 16 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+6&amp;lt;/span&amp;gt;)&lt;br /&gt;
|startup2=25F&lt;br /&gt;
|type2=Physical&lt;br /&gt;
|priority2=Melee Low&lt;br /&gt;
|ex2=30&lt;br /&gt;
|effect2=Wall Rush &amp;lt;br&amp;gt;Block (Ranged Low)&lt;br /&gt;
|cancels2=Dodge&lt;br /&gt;
|asthit2=&lt;br /&gt;
|image=https://dissidia.wiki/images/b/b2/Brv_wol_shield_strike.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Shield Strike is almost identical to Rising Buckler, but it hits downward instead. On hit, it side switches and knocks at an upward angle. It is his main aerial move for {{keyword|air-to-ground|air-to-ground=1}} situations and {{keyword|punishing|punish=1}} reckless play from above. This has high coverage against many close-range melee characters, since they rarely rely on fighting above Warrior of Light. It is also effective for hitting staggered opponents after LV2 Assist Change. Shield Strike has the Bitter End HP link as well, which makes this a more threatening move on average.&lt;br /&gt;
&lt;br /&gt;
Shield Strike shares many of Rising Buckler&#039;s flaws. Its {{keyword|startup|startup=1}} is reactable, and it is his primary downward attack. That makes it more telegraphed in {{keyword|neutral|neutral=1}}. It&#039;s great when used cautiously, but carries a lot of risk if it {{keyword|whiffs|whiff=1}}. It has long {{keyword|recovery|recovery=1}} and no {{keyword|tracking|tracking=1}} after the shield is thrown.&lt;br /&gt;
&lt;br /&gt;
Warrior of Light does not move far if he is not above opponent, but the shield does hit in front of Warrior of Light. That lets him combo into HP after Sephiroth assist, who is one of his strongest assists.&lt;br /&gt;
&lt;br /&gt;
|-|Dayflash (midair)=&lt;br /&gt;
&lt;br /&gt;
{{AbilityInfo2&lt;br /&gt;
|ver1=Normal&lt;br /&gt;
|damage1=&#039;&#039;&#039;22&#039;&#039;&#039; (3, 4, 15)&lt;br /&gt;
|startup1=15F&lt;br /&gt;
|type1=Physical&lt;br /&gt;
|priority1=Melee Low&lt;br /&gt;
|ex1=90&lt;br /&gt;
|effect1=Chase&lt;br /&gt;
|cancels1=Dodge, &amp;lt;br&amp;gt;Block &amp;amp; Attack ({{keyword|Whiff|whiff=1}})&lt;br /&gt;
|asthit1=&lt;br /&gt;
|gametext=[Close] Fast horizontal slice. &amp;lt;br&amp;gt;Low power, quick strike.&lt;br /&gt;
|level=25&lt;br /&gt;
|ap=90&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|ver2=EX Mode&lt;br /&gt;
|damage2=&#039;&#039;&#039;36&#039;&#039;&#039; (3 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+4&amp;lt;/span&amp;gt;, 4 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+4&amp;lt;/span&amp;gt;, 15 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+6&amp;lt;/span&amp;gt;)&lt;br /&gt;
|startup2=15F&lt;br /&gt;
|type2=Physical&lt;br /&gt;
|priority2=Melee Low&lt;br /&gt;
|ex2=90&lt;br /&gt;
|effect2=Chase &amp;lt;br&amp;gt;Block (Ranged Low)&lt;br /&gt;
|cancels2=Dodge, &amp;lt;br&amp;gt;Block &amp;amp; Attack ({{keyword|Whiff|whiff=1}})&lt;br /&gt;
|asthit2=&lt;br /&gt;
|image=https://dissidia.wiki/images/5/5b/Brv_wol_dayflash_a.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Dayflash&#039;s aerial version is essential, and similar to ground version in many aspects. It is fast, safe to {{keyword|whiff|whiff=1}} for assist gauge and reliable for confirming assist combos. It&#039;s also used to accumulate EX over time. Fights often happen in the air, so Warrior of Light relies on this move a lot.&lt;br /&gt;
&lt;br /&gt;
The {{keyword|startup|startup=1}} is slightly slower than ground Dayflash (15 frames instead of 13), but it&#039;s still unreactable. The {{keyword|recovery|recovery=1}} is short as well, which lets him build assist gauge on whiff. He can also {{keyword|cancel|cancel=1}} a missed Dayflash into other attacks or block to keep opponents guessing. The {{keyword|hitbox|hitbox=1}} goes low enough where it can still hit grounded opponents, so Dayflash also works as an {{keyword|air-to-ground|air-to-ground=1}} move.&lt;br /&gt;
&lt;br /&gt;
This is Warrior of Light&#039;s lowest damaging move compared to his other moves, but it&#039;s also the fastest and safest to use. Assist (or Chase) is needed to get HP damage from this. It&#039;s a staple for him in competitive play, and his longevity hinges on how well he can utilize Dayflash.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== HP Attacks ==&lt;br /&gt;
&lt;br /&gt;
=== Ground ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Shield of Light (ground)=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=-&lt;br /&gt;
|startup=53F (Block from 1F to 53F)&lt;br /&gt;
|type=-&lt;br /&gt;
|priority=Melee High, Block Mid&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=Block, Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/7/77/Hp_wol_shield_of_light_g.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=22&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=[Close] Fire force blast from shield. &amp;lt;br&amp;gt;Hurls foe while blocking.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Shield of Light is Warrior of Light&#039;s signature {{keyword|command block|commandblock=1}}. He moves forward before unleashing a 1-hit force blast that can wall rush. Its blocking duration is very generous, as it blocks instantly from frame 1 until the move does damage. Combined with the forward movement, Shield of Light can call out low priority pokes, such as {{012cod}}&#039;s tentacles.&lt;br /&gt;
&lt;br /&gt;
More importantly, Shield of Light works as an instant defensive option after a ground dodge. If Warrior of Light is about to get hit, he can use this to keep the opponent at bay. Blocks like this work against dashes and low priority attacks alike. This presents a second layer of defense that the opponent has to consider at all times, or they risk taking HP damage just for approaching.  &lt;br /&gt;
&lt;br /&gt;
Shield of Light is a great defensive tool, but it still carries a risk. If it misses, Warrior of Light is left wide open for {{keyword|punishes|punish=1}}. Shield of Light can only block low priority moves. Higher priority moves like HP attacks and {{012squ}}&#039;s Heel Crush will guard crush or stagger Warrior of Light respectively.&lt;br /&gt;
&lt;br /&gt;
Warrior of Light becomes airborne when using this move. He can aim Shield of Light at a diagonal angle against airborne opponents, but he cannot change the direction once he performs it.&lt;br /&gt;
&lt;br /&gt;
|-|Shining Wave=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=-&lt;br /&gt;
|startup=51F&lt;br /&gt;
|type=-&lt;br /&gt;
|priority=Melee High (blade) &amp;lt;br&amp;gt;Ranged High (light pillar)&lt;br /&gt;
|ex=each 60&lt;br /&gt;
|effect=-&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/1/10/Hp_wol_shining_wave.jpeg&lt;br /&gt;
|imgpos=60%&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=1&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=[Mid] Shoot pillars of light. &amp;lt;br&amp;gt;Homes in on opponent.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Shining Wave is a long-range wave attack that deals HP damage on hit. It is sometimes used as a secondary projectile to occupy space, but it also works after staggering with a block. The ranged high priority lets Warrior of Light ignore LV2 Assist Change if the opponent has full assist gauge when staggered. Shining Wave cannot be reflected back at Warrior of Light, but it does lose to high priority melee attacks and {{keyword|command blocks|commandblock=1}} with decent active frames.&lt;br /&gt;
&lt;br /&gt;
The wave projectile travels at a relatively high speed once it&#039;s {{keyword|active|active=1}}. It can {{keyword|track|track=1}} airborne opponents, but it always moves forward at first before it starts realigning. Shining Wave can hit twice if it connects this way, though this can be difficult to aim for in a competitive match. Shining Wave can also combo into assist at a wall, but outside of that, its reward is pretty low on average.&lt;br /&gt;
&lt;br /&gt;
As a wave HP, Shining Wave has a little quirk with its {{keyword|hitbox|hitbox=1}}. It can miss against high speed movement that is passing through the projectile. &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=cDI-tsnyJbM&amp;amp;t=25 Shining Wave misses against high speed movement passing through]&amp;lt;/ref&amp;gt; This is pretty risky to attempt though, so Warrior of Light does not have to worry about it too often.&lt;br /&gt;
&lt;br /&gt;
|-|Ultimate Shield=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;20&#039;&#039;&#039; (4 x 3, 8)&lt;br /&gt;
|startup=41F&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee High&lt;br /&gt;
|ex=30&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/c/c1/Hp_wol_ultimate_shield.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=28&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=[Close] Deft shieldwork. &amp;lt;br&amp;gt;Effective against any height.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Ultimate Shield is a combo attack that wall rushes. This is Warrior of Light&#039;s fastest ground HP attack, though it is still {{keyword|reactable|reactable=1}}. The vertical {{keyword|tracking|tracking=1}} is high during {{keyword|startup|startup=1}}, so it can hit opponents directly above Warrior of Light. That is useful for calling out forward ground dodges, or air dodges that are near Warrior of Light. If the opponent is trying to dodge something else, Ultimate Shield can pull them down for some damage. As the fastest ground HP, it can work as a {{keyword|mixup|mixup=1}} against regular blocks.&lt;br /&gt;
&lt;br /&gt;
Warrior of Light stays in place while his shield goes towards opponent. If the shield misses, Warrior of Light will not continue with a combo. This makes it a bit harder for grounded opponents to counter from a distance. Ultimate Shield can also reflect HP projectiles without moving towards them. The reach is decent, but not enough to punish neutral ground dodges without prior movement. Assists can follow up either with wall rush or {{keyword|knockback cancel|knockbackcancel=1}}.&lt;br /&gt;
&lt;br /&gt;
If White Fang connects, it can activate a &#039;&#039;&#039;[[Glitch_(Dissidia_012)#Hit_Glitch|hit glitch]]&#039;&#039;&#039; for Ultimate Shield if its done at the same time. As Ultimate Shield does not reach far, this can be detrimental if the opponent is not already in close-range. It has long {{keyword|recovery|recovery=1}} when finished, so Warrior of Light should watch out for Assist Changes when using this.&lt;br /&gt;
&lt;br /&gt;
|-|Rune Saber (ground)=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;10&#039;&#039;&#039; (2 x 3, 4) / +Ascension = (50 Total)&lt;br /&gt;
|startup=?&lt;br /&gt;
|type=Magical&lt;br /&gt;
|priority=Melee High (?)&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/d/dc/Hp_wol_rune_saber.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=Branching from Ascension &amp;lt;br&amp;gt;[Combo] Light beam pierces foe.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Rune Saber is the {{keyword|HP link|hplink=1}} from Ascension. It&#039;s a vertical combo attack that ends with a tall pillar of light. Rune Saber is a good HP link for its damage and combo potential. Both Ascension and Rune Saber have good upward {{keyword|knockback|knockback=1}}. That means Rune Saber can wall rush consistently in stages with lower ceilings, such as Sky Fortress Bahamut and Edge of Madness.&lt;br /&gt;
&lt;br /&gt;
The wall rush is great for HP damage and assist combos alike. If Warrior of Light cannot guarantee a ceiling wall rush, multi-hit assists like Sephiroth can also {{keyword|knockback cancel|knockbackcancel=1}} for combos. As a result, Rune Saber is useful as an independent source of HP damage and assist combo starter anywhere.&lt;br /&gt;
&lt;br /&gt;
Rune Saber has a lengthy animation, which normally makes it risky against opponents who escaped with Assist Change. Rune Saber&#039;s last hit has a tall {{keyword|hitbox|hitbox=1}} with long {{keyword|active|active=1}} frames. This provides &#039;&#039;some&#039;&#039; cover for Warrior of Light before he can {{keyword|dodge cancel|dc=1}}, but it&#039;s not entirely safe. Opponents can still try to Assist Change out early and dodge next to Warrior of Light.&lt;br /&gt;
&lt;br /&gt;
If Ascension wall rushes first (such as in &#039;&#039;&#039;[[Pandaemonium_(Dissidia_012)|Pandaemonium]]&#039;&#039;&#039;), Rune Saber cannot hit unless assist connects during wall rush.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Aerial ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Shield of Light (midair)=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=-&lt;br /&gt;
|startup=53F (Block from 1F to 53F)&lt;br /&gt;
|type=-&lt;br /&gt;
|priority=Melee High, Block Mid&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=Block, Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/6/6a/Hp_wol_shield_of_light_a.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=1&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=[Close] Fire force blast from shield. &amp;lt;br&amp;gt;Hurls foe while blocking.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Shield of Light is Warrior of Light&#039;s {{keyword|command block|commandblock=1}}. As an aerial move, Warrior of Light has more opportunities to use it anywhere. This is good, because it is functionally very similar to the ground version. It still blocks low priority attacks instantly on frame 1 until it deals HP damage. As such, its most commonly used for self-defense after air dodging. This can keep opponents guessing, as the instant blocking makes it much harder to react before it&#039;s too late. Warrior of Light also moves toward opponent a short distance as he guards. That can stagger melee low attacks with long {{keyword|active|active=1}} frames, such as {{012clo}}&#039;s Slashing Blow. As a 1-hit HP, Shield of Light can also circumvent EX Revenge {{keyword|checkmates|checkmate=1}} with EX {{keyword|depletion|depletion=1}}.&lt;br /&gt;
&lt;br /&gt;
The force blast has short reach and it doesn&#039;t stay active for long. However, it can wall rush and start assist combos with a good {{keyword|read|read=1}}. It&#039;s not commonly used in assist combos due to its relatively small {{keyword|hitbox|hitbox=1}} and limited vertical {{keyword|tracking|tracking=1}}. Warrior of Light&#039;s combos often lead to the air, and he has stronger options for damage, and situationally safer tools against Assist Change. Regardless, the aerial Shield of Light is a staple for Warrior of Light.&lt;br /&gt;
&lt;br /&gt;
|-|Radiant Sword=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=-&lt;br /&gt;
|startup=77F&lt;br /&gt;
|type=-&lt;br /&gt;
|priority=Ranged High&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/e/eb/Hp_wol_radiant_sword.jpeg&lt;br /&gt;
|imgpos=60%&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=13&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=[Long] Fire blades of light from seal. &amp;lt;br&amp;gt;Blades weakly track foe.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Radiant Sword is a group of long-range homing projectiles. The projectiles spawn as a row in front of Warrior of Light, and once they start moving, they accelerate to very high speed within a couple seconds. While homing, all projectiles attempt to laser focus on a single point at the opponent. This limits Radiant Sword&#039;s ability to occupy space, but its {{keyword|tracking|tracking=1}} and reach are strong enough to force a dodge at most ranges. &lt;br /&gt;
&lt;br /&gt;
The {{keyword|startup|startup=1}} is quite slow, so Warrior of Light cannot use this as a reliable {{keyword|mixup|mixup=1}} against blocks. Radiant Sword is sometimes used as an attempt to threaten the opponent who is already getting an EX core, but it has a pretty low hit rate in {{keyword|neutral|neutral=1}} due to its telegraphed startup and relatively slow speed. Radiant Sword also stops if it hits a solid obstacle, like floor or the crystal in Empyreal Paradox. If Radiant Sword connects though, it can wall rush for an assist combo.&lt;br /&gt;
&lt;br /&gt;
|-|Rune Saber (midair)=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;10&#039;&#039;&#039; (2 x 3, 4) / +Crossover = (50 Tota)&lt;br /&gt;
|startup=??&lt;br /&gt;
|type=Magical&lt;br /&gt;
|priority=Melee High (?)&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/d/dc/Hp_wol_rune_saber.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=Branching from Crossover &amp;lt;br&amp;gt;[Combo] Light beam pierces foe.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Rune Saber is the {{keyword|HP link|hplink=1}} from Crossover. It&#039;s a staple move for Warrior of Light whenever Crossover is equipped. It is functionally identical Rune Saber from Ascension, a multi-hit attack that wall rushes upwards. Though the base damage is low, it&#039;s a consistent, damaging HP link thanks to wall rush and assist. Warrior of Light has some flexibility with this move in assist combos. He can either go for a conventional wall rush combo, or he can call assist such as Sephiroth to {{keyword|knockback cancel|knockbackcancel=1}} the last hit if ceiling is not close.&lt;br /&gt;
&lt;br /&gt;
Rune Saber has a lengthy animation, which normally makes it risky against opponents who escaped with Assist Change. Rune Saber&#039;s last hit has a tall {{keyword|hitbox|hitbox=1}} with long {{keyword|active|active=1}} frames. This provides &#039;&#039;some&#039;&#039; cover for Warrior of Light before he can {{keyword|dodge cancel|dc=1}}, but it&#039;s not entirely safe. Opponents can still try to Assist Change out early and dodge next to Warrior of Light.&lt;br /&gt;
&lt;br /&gt;
If Crossover wall rushes first, Rune Saber cannot hit unless assist connects during wall rush.&lt;br /&gt;
&lt;br /&gt;
|-|Bitter End A=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;15&#039;&#039;&#039; (2 x 6, 3) / +Rising Buckler = (29 Total)&lt;br /&gt;
|startup=??&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee High (?)&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/7/73/Hp_wol_bitter_end.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=Branching from Rising Buckler &amp;lt;br&amp;gt;[Combo] Deft bladework.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Bitter End is another staple {{keyword|HP link|hplink=1}} for Warrior of Light. It&#039;s a stationary combo that has horizontal {{keyword|knockback|knockback=1}} on the last hit. This move lets Warrior of Light capitalize on his {{keyword|whiff punishment|whiffpunish=1}} in a meaningful way, as it deals HP damage without assist. The base damage is slightly higher than Rune Saber, and it has similar combo routes with wall rush and Sephiroth assist {{keyword|knockback cancels|knockbackcancel=1}}. It&#039;s a good assist combo starter and ender for its wall rush and attack length. With high base bravery builds, the animation lasts long enough to get most of the base bravery back after HP if Bitter End is delayed enough.&lt;br /&gt;
&lt;br /&gt;
As a multi-hitting combo attack, Bitter End starts quickly, but takes a couple seconds to finish. It is very unsafe against opponents who escaped with LV1 Assist Change. Warrior of Light cannot {{keyword|cancel|cancel=1}} Bitter End until the last hit comes out. He stays still for the entire animation, and he doesn&#039;t have Rune Saber&#039;s tall {{keyword|hitbox|hitbox=1}} to provide cover either. As such, Bitter End is vulnerable to aerial attacks from above and his back. Warrior of Light will need assist gauge himself if he wants to counter any {{keyword|punish|punish=1}} attempts. If Warrior of Light cannot land this move before opponent gets assist, he can struggle to get any HP damage at all. It&#039;s something he has to work with, as not having access to Bitter End loses him more damage in the long term.&lt;br /&gt;
&lt;br /&gt;
|-|Bitter End B=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;15&#039;&#039;&#039; (2 x 6, 3) / +Shield Strike = (29 Total)&lt;br /&gt;
|startup=??&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee High (?)&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/7/73/Hp_wol_bitter_end.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=Branching from Shield Strike &amp;lt;br&amp;gt;[Combo] Deft bladework.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Bitter End B is identical with Bitter End A.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== EX Mode: Class Change! ==&lt;br /&gt;
Effects:&lt;br /&gt;
* Regen&lt;br /&gt;
* Critical Boost&lt;br /&gt;
* Mirror Attack&lt;br /&gt;
* Protect&lt;br /&gt;
* Light&#039;s Blessing&lt;br /&gt;
&lt;br /&gt;
Warrior of Light&#039;s EX Mode has plenty of useful effects. He gets additional hits for his melee braveries, a big damage reduction in +10 base DEF and he block ranged low moves during his own attacks. EX modes are commonly used to secure a win with assist combo, and Warrior of Light is no different. As such, the defensive boosts may not come into play often. It is still a good EX mode overall, though.&lt;br /&gt;
&lt;br /&gt;
=== Mirror Attack ===&lt;br /&gt;
&lt;br /&gt;
{{image|https://dissidia.wiki/images/8/8d/Ex_mode_wol_mirror_attack.jpeg}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[Active while attacking]&lt;br /&gt;
A wall of light appears while attacking, repelling weak magical attacks.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Warrior of Light can block attacks with Ranged Low priority during his own attack animations. The blocking effect activates very quickly and lasts for most, if not the whole attack animation. This applies even during a move&#039;s {{keyword|recovery|recovery=1}}.&lt;br /&gt;
&lt;br /&gt;
=== Protect ===&lt;br /&gt;
&#039;&#039;[Always active while in EX Mode]&lt;br /&gt;
An aura of light covers the body, raising defense.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Warrior of Light gets +10 DEF for the duration of his EX mode. That is a huge increase, which can greatly reduce bravery damage taken if Warrior of Light is hit during this time.&lt;br /&gt;
&lt;br /&gt;
=== Light&#039;s Blessing ===&lt;br /&gt;
{{image|http://dissidia.wiki/images/b/b9/Ex_mode_wol_light_blessing.jpeg}}&lt;br /&gt;
&#039;&#039;[Activates when combo hits] Swords of light appear, dealing additional damage.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Light&#039;s Blessing adds several hits to Warrior of Light&#039;s physical bravery attacks. Each light sword has a base damage of 1. The light swords cause {{keyword|hit stun|hitstun=1}}, but they don&#039;t create more lenient, practical solo combo routes for Warrior of Light.&lt;br /&gt;
&lt;br /&gt;
=== EX Burst: Oversoul ===&lt;br /&gt;
{{image|https://dissidia.wiki/images/4/46/Ex_burst_wol.jpeg}}&lt;br /&gt;
&#039;&#039;Sharp, repeated strikes like flashes of light. &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;img&amp;gt;https://resources.dissidia.wiki/ddff/icons/ddff-icon-button-dpadup.png&amp;lt;/img&amp;gt; &amp;lt;img&amp;gt;https://resources.dissidia.wiki/ddff/icons/ddff-icon-button-dpaddown.png&amp;lt;/img&amp;gt; &amp;lt;img&amp;gt;https://resources.dissidia.wiki/ddff/icons/ddff-icon-button-dpadleft.png&amp;lt;/img&amp;gt; &amp;lt;img&amp;gt;https://resources.dissidia.wiki/ddff/icons/ddff-icon-button-dpadright.png&amp;lt;/img&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Each directional button corresponds to one attack.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{burst&lt;br /&gt;
|damage1=5x3 (15)&lt;br /&gt;
|damage2=10x6, 25 (100 total)&lt;br /&gt;
|type=Physical&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Oversoul is a fairly standard EX Burst. The base damage for initial hits isn&#039;t high, but follow-up hits begin almost immediately, leaving less time for the opponent to raise their DEF.&lt;br /&gt;
&lt;br /&gt;
To complete this EX Burst, Warrior of Light must press the correct button shown on screen six times. The button inputs &#039;&#039;always&#039;&#039; require a directional button. Analog stick {{pspana}} will not work regardless of what the character control option is set to. If Warrior of Light does not press the correct button within a short time, or presses a wrong button, he will end EX Burst early. Regardless of how well this EX Burst is done, Warrior of Light always finishes with a slash that has decent 25 base damage.&lt;br /&gt;
&lt;br /&gt;
== Combos ==&lt;br /&gt;
&lt;br /&gt;
=== Solo ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Main article pending)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Combo-012&lt;br /&gt;
| data      = &lt;br /&gt;
{{Combo-012Data&lt;br /&gt;
|combo=&#039;&#039;&#039;White Fang&#039;&#039;&#039; &amp;gt; Ascension &amp;gt; Rune Saber&lt;br /&gt;
|condition=Projectile Starter&lt;br /&gt;
|requirement=Ground&lt;br /&gt;
|purpose=Projectile to HP Damage&lt;br /&gt;
|damage=56 minimum + HP &amp;amp; WR&lt;br /&gt;
|damagehits=6 min &amp;gt; 40 &amp;gt; 10 + HP &amp;amp; WR&lt;br /&gt;
|ex=90&lt;br /&gt;
|exhits=0 &amp;gt; 90 &amp;gt; 0&lt;br /&gt;
|meteropp=&lt;br /&gt;
|video=&lt;br /&gt;
|notes=White Fang combos into most of WoL&#039;s moves, Ascension is his staple high damage follow-up. This combo works in close range. If the opponent is further away, Warrior of Light may have to dash to combo afterwards.&lt;br /&gt;
}}&lt;br /&gt;
{{Combo-012Data&lt;br /&gt;
|combo=&#039;&#039;&#039;White Fang&#039;&#039;&#039; &amp;gt; Dayflash &amp;gt; Delayed Empty {{clr|chase=1}}&lt;br /&gt;
|condition=Projectile Starter&lt;br /&gt;
|requirement=Ground&lt;br /&gt;
|purpose=Projectile, Safe {{keyword|Chase|emptychase=1}} for EX&lt;br /&gt;
|damage=28 minimum&lt;br /&gt;
|damagehits=6 min &amp;gt; 22&lt;br /&gt;
|ex=90&lt;br /&gt;
|exhits=0 &amp;gt; 90&lt;br /&gt;
|meteropp=&lt;br /&gt;
|video=&lt;br /&gt;
|notes=Less damage than Ascension, but this combo does two things: It lets WoL chase safely without getting countered and get all EX in the stage. Delay Dayflash&#039;s Chase as much as possible, then do it just before the opponent reaches the ground. This forces a wall rush reaction.&lt;br /&gt;
&lt;br /&gt;
The second thing is it enables assist combos, and the chase also resets assist gauge if it was already used previously. This doesn&#039;t have much merit in the solo combo context, but it does leave WoL close to the opponent for pressure.&lt;br /&gt;
&lt;br /&gt;
In a {{keyword|neutral|neutral=1}} situation, Dayflash can be easier to react with if White Fang hits a moving opponent. Other than that, Ascension is the stronger follow-up.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Assist (Sephiroth) ===&lt;br /&gt;
&lt;br /&gt;
Warrior of Light can create assist combos with Wall Rush, Dayflash and even during his Bitter End and Rune Saber {{keyword|HP links|hplink=1}}. This gives him flexibility in setting up HP damage. When following up after Sephiroth, delay Assist Chase a little so that Shield Strike connects more consistently.&lt;br /&gt;
&lt;br /&gt;
{{ComboLegend-012}}&lt;br /&gt;
&lt;br /&gt;
{{Combo-012&lt;br /&gt;
| data      = &lt;br /&gt;
{{Combo-012Data&lt;br /&gt;
|combo=&#039;&#039;&#039;Dayflash (2 hits)&#039;&#039;&#039; &amp;gt; {{clr|astbrv=1}} &amp;gt; {{clr|ac=1}} &amp;gt; Shield Strike &amp;gt; Bitter End&lt;br /&gt;
|condition={{keyword|Poke|poke=1}} Starter&lt;br /&gt;
|requirement=Ground / Air OK&lt;br /&gt;
|purpose=Staple {{keyword|Midscreen|midscreen=1}} Combo&lt;br /&gt;
|damage=76 + HP &amp;amp; WR&lt;br /&gt;
|damagehits=3, 4 &amp;gt; 40 AST &amp;gt; 14 &amp;gt; 15 + HP &amp;amp; WR&lt;br /&gt;
|ex=&lt;br /&gt;
|exhits=&lt;br /&gt;
|meteropp=&lt;br /&gt;
|video=&lt;br /&gt;
|notes=Standard combo from a safe poke. Confirm the second Dayflash hit visually, then press assist and follow up. This is an important combo to get right, as it lets WoL do HP damage without using the more telegraphed bravery attacks first.&lt;br /&gt;
}}&lt;br /&gt;
{{Combo-012Data&lt;br /&gt;
|combo=&#039;&#039;&#039;Crossover / Ascension&#039;&#039;&#039; &amp;gt; Rune Saber &amp;gt; {{clr|wr=1}} &amp;gt; {{clr|astbrv=1}} &amp;gt; {{clr|ac=1}} &amp;gt; Shield Strike &amp;gt; Bitter End&lt;br /&gt;
|condition={{keyword|Punish|punish=1}} Starter&lt;br /&gt;
|requirement=Ceiling HP Wall Rush&lt;br /&gt;
|purpose=HP Damage&lt;br /&gt;
|damage=119 + HP &amp;amp; WR&lt;br /&gt;
|damagehits=40 &amp;gt; 10 + HP &amp;amp; WR &amp;gt; 40 AST &amp;gt; 14 &amp;gt; 15 + HP &amp;amp; WR&lt;br /&gt;
|ex=&lt;br /&gt;
|exhits=90 &amp;gt; 0 &amp;gt; ?? &amp;gt; 30&lt;br /&gt;
|meteropp=&lt;br /&gt;
|video=&lt;br /&gt;
|notes=A standard Wall Rush combo. Make sure to do Rune Saber as soon as possible before Crossover Wall Rushes at the ceiling. This is not very practical for low ceiling stages, such as Pandaemonium - Top Floor and M. S. Prima Vista. In those stages, Crossover&#039;s BRV Wall Rush has to suffice.&lt;br /&gt;
}}&lt;br /&gt;
{{Combo-012Data&lt;br /&gt;
|combo=&#039;&#039;&#039;Shield Strike / Rising Buckler&#039;&#039;&#039; &amp;gt; Bitter End &amp;gt; {{clr|astbrv=1}} &amp;gt; Bitter End + Assist HIT &amp;gt; {{clr|dc=1}} &amp;gt; {{clr|ac=1}} &amp;gt; Shield Strike &amp;gt; Bitter End&lt;br /&gt;
|condition={{keyword|Punish|punish=1}} Starter&lt;br /&gt;
|requirement={{keyword|Knockback Cancel|knockbackcancel=1}}&lt;br /&gt;
|purpose=Midscreen HP Damage&lt;br /&gt;
|damage=98 + HP &amp;amp; WR&lt;br /&gt;
|damagehits=14 &amp;gt; 15 + HP &amp;gt; 40 AST &amp;gt; 14 &amp;gt; 15 + HP &amp;amp; WR&lt;br /&gt;
|ex=&lt;br /&gt;
|exhits=&lt;br /&gt;
|meteropp=&lt;br /&gt;
|video=&lt;br /&gt;
|notes=This combo works anywhere, but Sephiroth must be timed to hit when Bitter End finishes. Press assist just as Bitter End&#039;s last bravery slash connects. WoL should be winding up his sword during the assist slowdown if done properly.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Builds ==&lt;br /&gt;
&#039;&#039;Main article: &#039;&#039;&#039;[[Warrior_of_Light_(Dissidia_012)/Builds|Warrior of Light (012) Builds]]&#039;&#039;&#039; &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Warrior of Light works with a variety of builds, such as hybrid builds, Bravery Boost on Dodge and Side by Side. Most of his damage comes from Dayflash assist combos and {{keyword|HP links|hplink=1}}, so he is not often built explicitly for bravery damage. However, Warrior of Light benefits greatly from having high {{keyword|base bravery|basebrv=1}} for assist combos.&lt;br /&gt;
&lt;br /&gt;
=== Hybrid ===&lt;br /&gt;
&lt;br /&gt;
{{Build&lt;br /&gt;
|hp=11299&lt;br /&gt;
|cp=450&lt;br /&gt;
|brv=996&lt;br /&gt;
|atk=178&lt;br /&gt;
|def=184&lt;br /&gt;
|luk=60&lt;br /&gt;
|booster=&lt;br /&gt;
|setbonus=Seal of Lufenia&lt;br /&gt;
|ast={{012seph}}&lt;br /&gt;
|wpn=Heaven&#039;s Cloud&lt;br /&gt;
|hand=Lufenian Dirk {{equip}}&lt;br /&gt;
|head=Lufenian Headband {{equip}}&lt;br /&gt;
|armor=Lufenian Vest&lt;br /&gt;
|acc1=Muscle Belt {{accbas}}&lt;br /&gt;
|acc2=Dismay Shock {{accbas}}&lt;br /&gt;
|acc3=Battle Hammer {{accbas}}&lt;br /&gt;
|acc4=Summon Unused {{accboo}}&lt;br /&gt;
|acc5=Pre-EX Mode {{accboo}}&lt;br /&gt;
|acc6=Pre-EX Revenge {{accboo}}&lt;br /&gt;
|acc7=Opponent Summon Unused {{accboo}}&lt;br /&gt;
|acc8=White Gem {{accsp}}&lt;br /&gt;
|acc9=Tenacious Attacker {{accsp}}&lt;br /&gt;
|acc10=Glutton {{accsp}}&lt;br /&gt;
|summon=Rubicante&lt;br /&gt;
|dataBRV=&lt;br /&gt;
{{Build-AttackData&lt;br /&gt;
|brv1-g=Dayflash&lt;br /&gt;
|branch-1gbrv=&lt;br /&gt;
|branch-1ghp=&lt;br /&gt;
|brv2-g=Ascension&lt;br /&gt;
|branch-2gbrv=&lt;br /&gt;
|branch-2ghp=Rune Saber&lt;br /&gt;
|brv3-g=White Fang&lt;br /&gt;
|branch-3gbrv=&lt;br /&gt;
|branch-3ghp=&lt;br /&gt;
|brv1-a=Dayflash&lt;br /&gt;
|branch-1abrv=&lt;br /&gt;
|branch-1ahp=&lt;br /&gt;
|brv2-a=Crossover&lt;br /&gt;
|branch-2abrv=&lt;br /&gt;
|branch-2ahp=Rune Saber&lt;br /&gt;
|brv3-a=Shield Strike&lt;br /&gt;
|branch-3abrv=&lt;br /&gt;
|branch-3ahp=Bitter End&lt;br /&gt;
}}&lt;br /&gt;
| dataHP      = &lt;br /&gt;
{{Build-AttackDataHP&lt;br /&gt;
|hp1-g=Shield of Light&lt;br /&gt;
|hp2-g=Ultimate Shield&lt;br /&gt;
|hp3-g=Shining Wave&lt;br /&gt;
|hp1-a=Shield of Light&lt;br /&gt;
|hp2-a=&lt;br /&gt;
|hp3-a=Radiant Sword&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This is a general purpose build focused on EX intake and EX depletion. Most competitive builds focus on damage, ex and / or meter depletion, so this is a good build to start with.&lt;br /&gt;
&lt;br /&gt;
Seal of Lufenia set lowers DEF, but Warrior of Light&#039;s high base DEF stat mitigates it. Lufenian Dirk {{equhand}} adds +1 ATK for more damage, which in turn compensates for Heaven&#039;s Cloud&#039;s {{equwpn}} low ATK. Heaven&#039;s Cloud makes grabbing EX Force much easier due to its increased EX intake range.&lt;br /&gt;
&lt;br /&gt;
== Assist ==&lt;br /&gt;
&lt;br /&gt;
Warrior of Light&#039;s assist data.&lt;br /&gt;
&lt;br /&gt;
=== Assist Data ===&lt;br /&gt;
{{012Assist&lt;br /&gt;
|type1=BRV&lt;br /&gt;
|attack1=Sword Thrust&lt;br /&gt;
|startup1=31F&lt;br /&gt;
|position1=Ground&lt;br /&gt;
|spawn1=Opponent&lt;br /&gt;
|damage1=6, 3 x 5, 15 (30)&lt;br /&gt;
|effect1=Wall Rush&lt;br /&gt;
|type2=BRV&lt;br /&gt;
|attack2=Rising Buckler&lt;br /&gt;
|startup2=25F&lt;br /&gt;
|position2=Air&lt;br /&gt;
|spawn2=Opponent&lt;br /&gt;
|damage2=2 x 4, 6, 16 (30)&lt;br /&gt;
|effect2=Wall Rush&lt;br /&gt;
|type3=HP&lt;br /&gt;
|attack3=Shining Wave&lt;br /&gt;
|startup3=53F&lt;br /&gt;
|position3=Ground&lt;br /&gt;
|spawn3=Player&lt;br /&gt;
|damage3=-&lt;br /&gt;
|effect3=Chase&lt;br /&gt;
|type4=HP&lt;br /&gt;
|attack4=Shield of Light&lt;br /&gt;
|startup4=51F&lt;br /&gt;
|position4=Air&lt;br /&gt;
|spawn4=Opponent&lt;br /&gt;
|damage4=-&lt;br /&gt;
|effect4=Block, Wall Rush&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Assist Overview ===&lt;br /&gt;
&lt;br /&gt;
As an assist, Warrior of Light is one of the weaker assists in the game. His braveries do not hold the opponent in place for long and they quickly push them away from the player. The lack of Assist Chase hurts; Warrior of Light struggles to serve the role of setting up HP attacks for the player character. He relies on Wall Rush to achieve this. It is recommended to fight near ground, so that Rising Buckler can at least slam opponents to the floor for easier combos.&lt;br /&gt;
&lt;br /&gt;
Shield of Light can guard attacks, which is worth noting for {{keyword|scrambles|scramble=1}} and checkmate situations. But because it is an HP attack, it is expensive and risky to use.&lt;br /&gt;
&lt;br /&gt;
=== Synergies ===&lt;br /&gt;
Warrior of Light works well with most competitive assists.&lt;br /&gt;
&lt;br /&gt;
;Sephiroth&lt;br /&gt;
:Arguably the most popular synergy in competitive play. He can combo from almost every move and Wall Rush consistently, and set up another {{keyword|HP link|hplink=1}} afterwards. Sephiroth may be a budget Kuja assist, but his multi-hits make it easier to do {{keyword|knockback cancels|knockbackcancel=1}} anywhere. This lets Warrior of Light deal consistent HP damage regardless of his position, while still having access to a consistent {{keyword|whiff punish|whiffpunish=1}} option.&lt;br /&gt;
&lt;br /&gt;
;Aerith&lt;br /&gt;
:Aerith has less bravery damage and worse whiff punish tools in exchange for safer combos and EX intake. Dayflash chase setups take center stage here; They&#039;re useful for getting EX and bypassing LV2 Assist Change staggers. Knockback cancels are still possible with Rune Saber and Bitter End, so technically Warrior of Light does not need Wall Rush for combos either. They are not very easy to do, though. If Warrior of Light does get a Wall Rush, he can use Shield of Light to set up another Aerith assist. A double assist combo can be a lot of damage, particularly with high base bravery.&lt;br /&gt;
&lt;br /&gt;
;Jecht&lt;br /&gt;
:Jecht hits faster than Sephiroth and his air BRV sets up extended ground combos for lots of bravery. Even if Crossover is not equipped, Ascension usually is, which is also a high damaging move. If WoL wants to use assist again for even more bravery after Jecht&#039;s air BRV, Dayflash (ground) {{keyword|empty chase|emptychase=1}} reset makes it possible. This is a competent synergy in its own right, though WoL loses out on consistent {{keyword|midscreen|midscreen=1}} knockback cancels.&lt;br /&gt;
&lt;br /&gt;
= References =&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{navbox012}}&lt;br /&gt;
&lt;br /&gt;
{{roadmap012wol}}&lt;/div&gt;</summary>
		<author><name>Muggshotter</name></author>
	</entry>
	<entry>
		<id>https://dissidia.wiki/index.php?title=Warrior_of_Light_(Dissidia_012)&amp;diff=4798</id>
		<title>Warrior of Light (Dissidia 012)</title>
		<link rel="alternate" type="text/html" href="https://dissidia.wiki/index.php?title=Warrior_of_Light_(Dissidia_012)&amp;diff=4798"/>
		<updated>2026-03-25T10:00:22Z</updated>

		<summary type="html">&lt;p&gt;Muggshotter: /* Aerial */ Reworded paragraphs to be more concise and easier to read.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Dissidia 012 Final Fantasy]]&lt;br /&gt;
{{012CharNavWol}}&lt;br /&gt;
&lt;br /&gt;
{{CharacterInfo&lt;br /&gt;
|portrait=https://resources.dissidia.wiki/ddff/portraits/ddff-port-wol.png&lt;br /&gt;
|name=Warrior of Light&lt;br /&gt;
|origin=Final Fantasy&lt;br /&gt;
|atk=110 (Average)&lt;br /&gt;
|def=113 (Very High, +10 during EX Mode)&lt;br /&gt;
|runspeed=6 (Average / Good)&lt;br /&gt;
|dash=77 (Average / Good)&lt;br /&gt;
|fall=87 (Average)&lt;br /&gt;
|fallr=40 (Average)&lt;br /&gt;
|fastestbrv=13F (Dayflash ground)&lt;br /&gt;
|fastesthp=51F (Shining Wave)&lt;br /&gt;
|1hithp=Yes (Multiple)&lt;br /&gt;
|hplinks=Yes&lt;br /&gt;
|cmdblock=Shield of Light&lt;br /&gt;
|weapon=Axes, Daggers, Greatswords, Katanas, Swords&lt;br /&gt;
|armor=Chestplates, Gauntlets, Heavy Armor, Helms,&amp;lt;br&amp;gt; Large Shields, Light Armor, Shields&lt;br /&gt;
|exclusives=Flame Sword, Braveheart, Barbarian&#039;s Sword&lt;br /&gt;
|unlock=Default&lt;br /&gt;
|alignment=Cosmos&lt;br /&gt;
|vajp=[https://en.wikipedia.org/wiki/Toshihiko_Seki Toshihiko Seki]&lt;br /&gt;
|vaeng=[https://en.wikipedia.org/wiki/Grant_George Grant George]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Warrior of Light is a close range fighter who operates as an {{keyword|all-rounder|all-rounder=1}}. He represents a standard-fare fighting style with quick Dayflash {{keyword|pokes|poke=1}}, committal gap closers and midrange projectiles. His standard mobility lets him create offense and defense as needed, and once he gets an opening, his {{keyword|HP links|hplink=1}} can deal good damage. Warrior of Light&#039;s damage output is supported by &#039;&#039;&#039;[[Multiplayer_Build_Guide_(Dissidia_012)#Damage_(high_base_bravery)|high base bravery]]&#039;&#039;&#039; builds, HP wall rush and assist combos. He works well with many assists and his combo routes are consistent in most positions. Thanks to his high coverage with HP links such as Shield Strike / Rising Buckler &amp;gt; Bitter End, Warrior of Light can {{keyword|punish|punish=1}} effectively from most angles.&lt;br /&gt;
&lt;br /&gt;
As an all-rounder, Warrior of Light works with a variety of builds, including &#039;&#039;&#039;[[Multiplayer_Build_Guide_(Dissidia_012)#EX|EX]]&#039;&#039;&#039; and &#039;&#039;&#039;[[Multiplayer_Build_Guide_(Dissidia_012)#Side_by_Side|Side by Side]]&#039;&#039;&#039; {{accsp}}. His standout traits are defensively oriented; He has very high base DEF stat, which is greatly amplified in &#039;&#039;&#039;[[EX_(Dissidia_012)#EX_Mode|EX Mode.]]&#039;&#039;&#039; He also has an advancing frame 1 {{keyword|command block|commandblock=1}} in Shield of Light, which is a 1-hit HP that wall rushes. This is not common in the game. It makes Warrior of Light&#039;s dodges safer and beating low priority attacks with long {{keyword|active|active=1}} frames easier.&lt;br /&gt;
&lt;br /&gt;
Warrior of Light can struggle against lingering projectiles due to risky {{keyword|disjoints|disjoint=1}}. His projectiles are serviceable, but often low reward at a distance. The reliance on HP links makes Warrior of Light susceptible to punishes after LV1 Assist Change. He has safer options at the cost of damage. His air dodge has an average fall speed ratio, so he has to protect himself with Shield of Light occasionally to stay safe. While this is a powerful option, it is also high commitment and vulnerable if it misses.&lt;br /&gt;
&lt;br /&gt;
In competitive play, Warrior of Light has been usually ranked at high tier. His fundamentally good moveset and stats lend to a consistent playstyle that adheres to the {{keyword|metagame|meta=1}}.&lt;br /&gt;
&lt;br /&gt;
{{ProConTable&lt;br /&gt;
|pros=*&#039;&#039;&#039;All-rounder&#039;&#039;&#039; - Average to good stats, HP links and a fundamentally good moveset with an answer to many sitations.&lt;br /&gt;
*&#039;&#039;&#039;User-friendly&#039;&#039;&#039; - Great for beginners and experienced players alike. Good for learning the game and honing fundamentals.&lt;br /&gt;
*&#039;&#039;&#039;Command block&#039;&#039;&#039; - Shield of Light is an advancing single hit HP attack. It blocks instantly throughout its {{keyword|startup|startup=1}}, and works both offensively and defensively after dodges.&lt;br /&gt;
*&#039;&#039;&#039;Ground combat&#039;&#039;&#039; - Projectiles and {{keyword|empty chase|emptychase=1}} assist combo starters allow Warrior of Light to adapt to a match&#039;s pace and improve his combo potential.&lt;br /&gt;
*&#039;&#039;&#039;Build synergy&#039;&#039;&#039; - Works well with all common build styles, including EX, &#039;&#039;&#039;[[Multiplayer_Build_Guide_(Dissidia_012)#Bravery_Boost_on_Dodge|bravery boost on dodge]]&#039;&#039;&#039; and Side by Side {{accsp}}.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;EX generation&#039;&#039;&#039; - Most bravery attacks produce 30 to 90 EX Force. His most common poke Dayflash produces 90 EX, which supports long-term survivability with EX gauge.&lt;br /&gt;
*&#039;&#039;&#039;EX Mode&#039;&#039;&#039; - Boasts highest defense stat, automatically blocks Ranged Low projectiles and increases damage output of melee bravery attacks.&lt;br /&gt;
|cons=&lt;br /&gt;
*&#039;&#039;&#039;Struggles against traps&#039;&#039;&#039; - Despite having projectiles and disjoints, Warrior of Light cannot easily punish characters hiding inside lingering projectiles and traps without resources or considerable risk.&lt;br /&gt;
*&#039;&#039;&#039;Commital vertical attacks&#039;&#039;&#039; - Rising Buckler and Shield Strike braveries are serviceable, but are {{keyword|reactable|reactable=1}} and cannot be {{keyword|cancelled|cancel=1}} early on whiff.&lt;br /&gt;
*&#039;&#039;&#039;4-slot bravery dilemma&#039;&#039;&#039; - Warrior of Light benefits from all of his air braveries, but he cannot equip all of them&lt;br /&gt;
*&#039;&#039;&#039;Floaty air dodge, risky dodge protection&#039;&#039;&#039; - While Shield of Light is great at covering his air dodges, it is also high risk and doesn&#039;t work against high priority attacks. Outside of clashing with Dayflash bravery, air dodges make Warrior of Light vulnerable.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Bravery Attacks ==&lt;br /&gt;
=== Ground ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Ascension=&lt;br /&gt;
&lt;br /&gt;
{{AbilityInfo2&lt;br /&gt;
|ver1=Normal&lt;br /&gt;
|damage1=&#039;&#039;&#039;40&#039;&#039;&#039; (4, 5, 11, 20)&lt;br /&gt;
|startup1=15F&lt;br /&gt;
|type1=Physical&lt;br /&gt;
|priority1=Melee Low&lt;br /&gt;
|ex1=90&lt;br /&gt;
|effect1=Chase, Wall Rush&lt;br /&gt;
|cancels1=Dodge&lt;br /&gt;
|asthit1=&lt;br /&gt;
|gametext=[Close] Throw shield to &amp;lt;br&amp;gt;hurl opponent upwards.&lt;br /&gt;
|level=19&lt;br /&gt;
|ap=120&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|ver2=EX Mode&lt;br /&gt;
|damage2=&#039;&#039;&#039;54&#039;&#039;&#039; (4 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+5&amp;lt;/span&amp;gt;, 5 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+4&amp;lt;/span&amp;gt;, 11, 20 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+6&amp;lt;/span&amp;gt;)&lt;br /&gt;
|startup2=15F&lt;br /&gt;
|type2=Physical&lt;br /&gt;
|priority2=Melee Low&lt;br /&gt;
|ex2=90&lt;br /&gt;
|effect2=Chase, Wall Rush, &amp;lt;br&amp;gt;Block (Ranged Low)&lt;br /&gt;
|cancels2=Dodge&lt;br /&gt;
|asthit2=&lt;br /&gt;
|image=https://dissidia.wiki/images/2/2c/Brv_wol_ascension.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Ascension is a close-range combo move that&#039;s used in {{keyword|punishes|punish=1}}, ground solo combos and occasional approaches. Two follow-ups can be done with Circle {{pspcir}}, which ends with a rising thrust. A Chase prompt appears afterwards, but if opponent is near ceiling, it will wall rush instead. Ascension is well suited for punishing grounded and airborne opponents. The initial shield is fast at 15 frames, and it {{keyword|anti-airs|anti-air=1}}. It also has decent {{keyword|active|active=1}} frames.&lt;br /&gt;
&lt;br /&gt;
Ascension leads to Rune Saber {{keyword|HP link|hplink=1}} at the end, so Warrior of Light doesn&#039;t rely on assist for HP damage. This is good for damage overall, because Ascension&#039;s base damage is quite high at 40. Warrior of Light can always finish Ascension and then do Rune Saber from below if he deems it appropriate. &lt;br /&gt;
&lt;br /&gt;
This move has average {{keyword|recovery|recovery=1}}, which is enough to put Warrior of Light at risk on {{keyword|whiff|whiff=1}}. Ascension has no other {{keyword|cancel|cancel=1}} options on whiff, so even though it&#039;s a good move, Warrior of Light can lose his &amp;quot;turn&amp;quot; if it misses.&lt;br /&gt;
&lt;br /&gt;
|-|Sword Thrust=&lt;br /&gt;
&lt;br /&gt;
{{AbilityInfo2&lt;br /&gt;
|ver1=Normal&lt;br /&gt;
|damage1=&#039;&#039;&#039;30&#039;&#039;&#039; (6, 3x3, 15)&lt;br /&gt;
|startup1=31F&lt;br /&gt;
|type1=Physical&lt;br /&gt;
|priority1=Melee Mid (1st hit)&amp;lt;br&amp;gt;Melee Low (others)&lt;br /&gt;
|ex1=30&lt;br /&gt;
|effect1=Wall Rush&lt;br /&gt;
|cancels1=Dodge&lt;br /&gt;
|asthit1=&lt;br /&gt;
|gametext=[Mid] Hurl shield and charge. &amp;lt;br&amp;gt;Instantly close in on opponent.&lt;br /&gt;
|level=4&lt;br /&gt;
|ap=90&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|ver2=EX Mode&lt;br /&gt;
|damage2=&#039;&#039;&#039;40&#039;&#039;&#039; (6, 3x3 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+4&amp;lt;/span&amp;gt;, 15 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+6&amp;lt;/span&amp;gt;)&lt;br /&gt;
|startup2=31F&lt;br /&gt;
|type2=Physical&lt;br /&gt;
|priority2=Melee Mid (1st hit)&amp;lt;br&amp;gt;Melee Low (others)&lt;br /&gt;
|ex2=30&lt;br /&gt;
|effect2=Wall Rush&amp;lt;br&amp;gt;Block (Ranged Low)&lt;br /&gt;
|cancels2=Dodge&lt;br /&gt;
|asthit2=&lt;br /&gt;
|image=https://dissidia.wiki/images/7/7f/Brv_wol_sword_thrust.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Sword Thrust is a committal gap closer that moves towards opponent. Warrior of Light throws a shield first, which is melee mid priority. If it hits, a follow-up can be done with Circle {{pspcir}}. The shield can stagger regular blocks, which lets Warrior of Light follow up with the sword. If Sword Thrust hits, Warrior of Light can combo into assist with wall rush. He can also not do the follow-up, and still get assist if wall is not nearby. Because of the mid priority and follow-up potential, Sword Thrust works as a {{keyword|mixup|mixup=1}} against blocks.&lt;br /&gt;
&lt;br /&gt;
Warrior of Light moves forward even if it misses. This can catch ground dodges, but it&#039;s risky and difficult to do consistently. Sword Thrust is {{keyword|reactable|reactable=1}} at 31 frames and it has long {{keyword|recovery|recovery=1}}. Since Warrior of Light commits to the charge even on {{keyword|whiff|whiff=1}}, it takes a while before he can dodge out of it. The move also cannot {{keyword|anti-air|anti-air=1}} opponents, so its uses are more limited compared to Ascension.&lt;br /&gt;
&lt;br /&gt;
|-|Red Fang=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;15&#039;&#039;&#039;&lt;br /&gt;
|startup=41F&lt;br /&gt;
|type=Magical&lt;br /&gt;
|priority=Ranged Low&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=Block &amp;lt;br&amp;gt;(Ranged Low, EX Mode)&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/5/56/Brv_wol_red_fang.jpeg&lt;br /&gt;
|imgpos=58%&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=32&lt;br /&gt;
|ap=90&lt;br /&gt;
|gametext=[Long] Shoot high-speed fireball &amp;lt;br&amp;gt;towards opponent.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Red Fang is a fast single hit projectile. It travels the longest distance out of Warrior of Light&#039;s bravery projectiles, from wall to wall in Order&#039;s Sanctuary. Due to its low priority, short hit stun and low reward on hit, it is not commonly used in competitive play. His other projectiles have more utility in {{keyword|neutral|neutral=1}} and lead to more practical combos on hit.&lt;br /&gt;
&lt;br /&gt;
|-|Blue Fang=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;7&#039;&#039;&#039; each&lt;br /&gt;
|startup=41F&lt;br /&gt;
|type=Magical&lt;br /&gt;
|priority=Ranged Low&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=Block &amp;lt;br&amp;gt;(Ranged Low, EX Mode)&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/9/90/Brv_wol_blue_fang.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=1&lt;br /&gt;
|ap=90&lt;br /&gt;
|gametext=[Long] Chunks of ice slowly &amp;lt;br&amp;gt;descend on opponent.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Blue Fang is a group of midrange projectiles that strike from above. Their travel speed is slow, but they can hit characters hiding behind their projectiles, such as {{012lag}}&#039;s Electro Shield and {{012ulti}}&#039;s charged Knight&#039;s Lance. Each projectile has short {{keyword|hit stun|hitstun=1}}, but they can hit one after another. This is not very consistent for combo purposes, and it can be challenging to {{keyword|convert|conversion=1}} any hits into a combo at all. The multiple hits do make it easier compared to Red Fang, though.&lt;br /&gt;
&lt;br /&gt;
Blue Fang&#039;s main utility is in keeping ranged opponents in check. In terms of midrange presence, Blue Fang is one of the fastest. This is because at certain heights, the projectiles spawn near opponent&#039;s location. And since the projectiles travel at different angles, they can potentially hit behind opponent&#039;s back as well, ignoring block. Due to projectiles&#039; upward spawning position, Blue Fang is not well suited for close-range either offensively or defensively. Blue Fang also has a maximum range for its spawn position. It&#039;s roughly 30-40 % of Order&#039;s Sanctuary&#039;s length horizontally and vertically. The projectiles can cover more distance as they move to make up for this. The projectiles are Ranged Low priority, so they lose to dashes and melee attacks even if they make contact. The bravery damage is low as well.&lt;br /&gt;
&lt;br /&gt;
Overall, Blue Fang has niche utility. It&#039;s not his staple projectile on the ground, but it has some potential in Ultimecia {{keyword|matchup|matchup=1}} on low ceiling stages, such as Pandaemonium - Top Floor.&lt;br /&gt;
&lt;br /&gt;
|-|White Fang=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;6&#039;&#039;&#039; each&lt;br /&gt;
|startup=47F&lt;br /&gt;
|type=Magical&lt;br /&gt;
|priority=Ranged Low&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=Block &amp;lt;br&amp;gt;(Ranged Low, EX Mode)&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/2/2f/Brv_wol_white_fang.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=8&lt;br /&gt;
|ap=90&lt;br /&gt;
|gametext=[Long] Call down lightning bolts &amp;lt;br&amp;gt;that slowly close in on foe.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
White Fang is a group of advancing lightning bolts. It&#039;s Warrior of Light&#039;s go-to projectile on the ground for pressure and assist combo extensions. The Ranged Low priority still loses to dashes, blocks and melee attacks, but it has enough utility to make up for it. Warrior of Light is actionable shortly after casting White Fang. The remaining projectiles stay {{keyword|active|active=1}} even if the first bolt is destroyed. Each bolt also has decent {{keyword|hit stun|hitstun=1}} if they connect. This means, that Warrior of Light can use White Fang to occupy space and cover him while he is approaching. If the opponent gets hit by any bolts, Warrior of Light can follow up with most melee attacks, including Ascension and Dayflash.&lt;br /&gt;
&lt;br /&gt;
White Fang makes Warrior of Light&#039;s approaches safer in {{keyword|neutral|neutral=1}}. The projectiles travel at medium speed, but only remain active for roughly 1.7 seconds. As a result, their maximum uptime and travel distance are shorter compared to other projectiles. White Fang is far more practical in competitive play for offense, though. The projectiles are homing, but they adjust slowly to sharp vertical angles. White Fang works against aerial opponents at a low diagonal angle, but Warrior of Light needs to make sure the opponent won&#039;t dash through and hit him.&lt;br /&gt;
&lt;br /&gt;
|-|Dayflash (Ground)=&lt;br /&gt;
&lt;br /&gt;
{{AbilityInfo2&lt;br /&gt;
|ver1=Normal&lt;br /&gt;
|damage1=&#039;&#039;&#039;22&#039;&#039;&#039; (3, 4, 15)&lt;br /&gt;
|startup1=13F&lt;br /&gt;
|type1=Physical&lt;br /&gt;
|priority1=Melee Low&lt;br /&gt;
|ex1=90&lt;br /&gt;
|effect1=Chase&lt;br /&gt;
|cancels1=Dodge, &amp;lt;br&amp;gt;Block &amp;amp; Attack ({{keyword|Whiff|whiff=1}})&lt;br /&gt;
|asthit1=&lt;br /&gt;
|gametext=[Close] Fast horizontal slice. &amp;lt;br&amp;gt;Low power, quick strike.&lt;br /&gt;
|level=1&lt;br /&gt;
|ap=90&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|ver2=EX Mode&lt;br /&gt;
|damage2=&#039;&#039;&#039;36&#039;&#039;&#039; (3 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+4&amp;lt;/span&amp;gt;, 4 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+4&amp;lt;/span&amp;gt;, 15 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+6&amp;lt;/span&amp;gt;)&lt;br /&gt;
|startup2=13F&lt;br /&gt;
|type2=Physical&lt;br /&gt;
|priority2=Melee Low&lt;br /&gt;
|ex2=90&lt;br /&gt;
|effect2=Chase &amp;lt;br&amp;gt;Block (Ranged Low)&lt;br /&gt;
|cancels2=Dodge, &amp;lt;br&amp;gt;Block &amp;amp; Attack ({{keyword|Whiff|whiff=1}})&lt;br /&gt;
|asthit2=&lt;br /&gt;
|image=https://dissidia.wiki/images/4/43/Brv_wol_dayflash_g.jpeg&lt;br /&gt;
|imgpos=70%&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Dayflash is Warrior of Light&#039;s main {{keyword|poke|poke=1}}. It is fast, generates good 90 EX and works as an assist combo starter. It can be {{keyword|whiffed|whiff=1}} safely to build assist gauge due to its short {{keyword|recovery|recovery=1}} and multiple {{keyword|cancel|cancel=1}} options. Warrior of Light can {{keyword|mixup|mixup=1}} with dodges, blocks or other attacks, including another Dayflash.&lt;br /&gt;
&lt;br /&gt;
On hit, Warrior of Light can perform two follow-up slashes with Circle {{pspcir}} if the first hit connects. This 3-hit combo has a relatively long input window, which makes it good for {{keyword|hit confirming|hitconfirm=1}} assist combos. The last hit leads to Chase. The low {{keyword|knockback|knockback=1}} angle and long chase prompt let Warrior of Light do {{keyword|empty chase|emptychase=1}} to force a grounded wall rush. This is good for getting all EX Force on the field, but also for starting assist combos. And if Warrior of Light already used assist beforehand, he can extend that combo with Dayflash empty chase to use assist again if he has another bar in stock.&lt;br /&gt;
&lt;br /&gt;
When used appropriately, Dayflash can control the pace of a match without high risk. It is a staple move for Warrior of Light in competitive play. Its aerial version is just as important and good in most aspects.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Aerial ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Crossover=&lt;br /&gt;
&lt;br /&gt;
{{AbilityInfo2&lt;br /&gt;
|ver1=Normal&lt;br /&gt;
|damage1=&#039;&#039;&#039;40&#039;&#039;&#039; (5, 5, 10, 20)&lt;br /&gt;
|startup1=23F&lt;br /&gt;
|type1=Physical&lt;br /&gt;
|priority1=Melee Low&lt;br /&gt;
|ex1=90&lt;br /&gt;
|effect1=Chase, Wall Rush&lt;br /&gt;
|cancels1=Dodge&lt;br /&gt;
|asthit1=&lt;br /&gt;
|gametext=[Close] Spinning approach and &amp;lt;br&amp;gt;thrust opponent upwards.&lt;br /&gt;
|level=1&lt;br /&gt;
|ap=120&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|ver2=EX Mode&lt;br /&gt;
|damage2=&#039;&#039;&#039;50&#039;&#039;&#039; (5, 5, 10 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+4&amp;lt;/span&amp;gt;, 20 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+6&amp;lt;/span&amp;gt;)&lt;br /&gt;
|startup2=23F&lt;br /&gt;
|type2=Physical&lt;br /&gt;
|priority2=Melee Low&lt;br /&gt;
|ex2=90&lt;br /&gt;
|effect2=Chase, Wall Rush &amp;lt;br&amp;gt;Block (Ranged Low)&lt;br /&gt;
|cancels2=Dodge&lt;br /&gt;
|asthit2=&lt;br /&gt;
|image=https://dissidia.wiki/images/3/3a/Brv_wol_crossover.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Crossover is an advancing bravery with an {{keyword|HP link|hplink=1}}. It is primarily used as a {{keyword|punish|punish=1}} tool against long winded attacks and staggered opponents. It can be used to approach if done sparingly. The damage potential and longer lateral reach make this an aerial alternative to Ascension.&lt;br /&gt;
&lt;br /&gt;
Warrior of Light can follow up with an upward thrust by pressing Circle {{pspcir}}, which causes chase. If opponent is near ceiling, it can wall rush instead. The thrust has high upward knockback, which can easily wall rush at medium heights. With wall rush, {{keyword|empty chase|emptychase=1}} can be done from medium distance to make it safe against Recovery Attack. Whether or not chase is done, Warrior of Light needs assist to follow up after wall rush.&lt;br /&gt;
&lt;br /&gt;
Crossover must be completed to do the Rune Saber HP link. That means Warrior of Light usually does not lose bravery damage in exchange for HP damage. The {{keyword|startup|startup=1}} is borderline {{keyword|reactable|reactable=1}} though, and Warrior of Light stays in the animation for roughly a second before he can {{keyword|dodge cancel|dc=1}} out of it. That makes it more dangerous to {{keyword|whiff|whiff=1}} in {{keyword|neutral|neutral=1}}.&lt;br /&gt;
&lt;br /&gt;
|-|Rising Buckler=&lt;br /&gt;
&lt;br /&gt;
{{AbilityInfo2&lt;br /&gt;
|ver1=Normal&lt;br /&gt;
|damage1=&#039;&#039;&#039;30&#039;&#039;&#039; (2x4, 6, 16)&lt;br /&gt;
|startup1=25F&lt;br /&gt;
|type1=Physical&lt;br /&gt;
|priority1=Melee Low&lt;br /&gt;
|ex1=30&lt;br /&gt;
|effect1=Wall Rush&lt;br /&gt;
|cancels1=Dodge&lt;br /&gt;
|asthit1=&lt;br /&gt;
|gametext=Upward swing, snagging foe with shield. &amp;lt;br&amp;gt;Useful from below.&lt;br /&gt;
|level=15&lt;br /&gt;
|ap=150&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|ver2=EX Mode&lt;br /&gt;
|damage2=&#039;&#039;&#039;42&#039;&#039;&#039; (2x4 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+6&amp;lt;/span&amp;gt;, 6, 16 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+6&amp;lt;/span&amp;gt;)&lt;br /&gt;
|startup2=25F&lt;br /&gt;
|type2=Physical&lt;br /&gt;
|priority2=Melee Low&lt;br /&gt;
|ex2=30&lt;br /&gt;
|effect2=Wall Rush &amp;lt;br&amp;gt;Block (Ranged Low)&lt;br /&gt;
|cancels2=Dodge&lt;br /&gt;
|asthit2=&lt;br /&gt;
|image=https://dissidia.wiki/images/b/b1/Brv_wol_rising_buckler.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Rising Buckler is a {{keyword|punish|punish=1}} tool against opponents who are above Warrior of Light. Its vertical reach and Bitter End {{keyword|HP link|hplink=1}} make it rewarding as an {{keyword|anti-air|anti-air=1}}. It is also a consistent follow-up to Kuja and Sephiroth air bravery assists. The {{keyword|disjointed|disjoint=1}} shield can even poke through projectiles, if the opponent is not fully covered by them. To top it off, it can side switch on hit, ideal for sneaky counter attacks near walls.&lt;br /&gt;
&lt;br /&gt;
Rising Buckler is not risk-free, however. It is {{keyword|reactable|reactable=1}} due to its 25-frame {{keyword|startup|startup=1}} and distinct audio cue. It is Warrior of Light&#039;s primary upward aerial attack, which makes it more telegraphed. He stays in place for a moment before he is actionable, and won&#039;t track the opponent once the shield is thrown. If Warrior of Light blocks an opponent, he has to make sure they are above him so that Rising Buckler does not miss. Rising Buckler does not wall rush often in open spaces. It is primarily done near ground, or if the opponent can escape from Bitter End with Assist Change, since it is safer against it.&lt;br /&gt;
&lt;br /&gt;
Warrior of Light has a downward alternative in Shield Strike. He can use both attacks to have high vertical coverage, but he does not always need both. Rising Buckler specifically can be useful in some air oriented {{keyword|match-ups|matchup=1}}, such as {{012seph}} and {{012kuja}}.&lt;br /&gt;
&lt;br /&gt;
|-|Shield Strike=&lt;br /&gt;
&lt;br /&gt;
{{AbilityInfo2&lt;br /&gt;
|ver1=Normal&lt;br /&gt;
|damage1=&#039;&#039;&#039;30&#039;&#039;&#039; (2x4, 6, 16)&lt;br /&gt;
|startup1=25F&lt;br /&gt;
|type1=Physical&lt;br /&gt;
|priority1=Melee Low&lt;br /&gt;
|ex1=30&lt;br /&gt;
|effect1=Wall Rush&lt;br /&gt;
|cancels1=Dodge&lt;br /&gt;
|asthit1=&lt;br /&gt;
|gametext=Downward attack, scooping foe with shield. &amp;lt;br&amp;gt;Useful from above.&lt;br /&gt;
|level=1&lt;br /&gt;
|ap=200&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|ver2=EX Mode&lt;br /&gt;
|damage2=&#039;&#039;&#039;42&#039;&#039;&#039; (2x4 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+6&amp;lt;/span&amp;gt;, 6, 16 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+6&amp;lt;/span&amp;gt;)&lt;br /&gt;
|startup2=25F&lt;br /&gt;
|type2=Physical&lt;br /&gt;
|priority2=Melee Low&lt;br /&gt;
|ex2=30&lt;br /&gt;
|effect2=Wall Rush &amp;lt;br&amp;gt;Block (Ranged Low)&lt;br /&gt;
|cancels2=Dodge&lt;br /&gt;
|asthit2=&lt;br /&gt;
|image=https://dissidia.wiki/images/b/b2/Brv_wol_shield_strike.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Shield Strike is almost identical to Rising Buckler, but it hits downward instead. On hit, it side switches and knocks at an upward angle. It is his main aerial move for {{keyword|air-to-ground|air-to-ground=1}} situations and {{keyword|punishing|punish=1}} reckless play from above. This has high coverage against many close-range melee characters, since they rarely rely on fighting above Warrior of Light. It is also effective for hitting staggered opponents after LV2 Assist Change. Shield Strike has the Bitter End HP link as well, which makes this a more threatening move on average.&lt;br /&gt;
&lt;br /&gt;
Shield Strike shares many of Rising Buckler&#039;s flaws. Its {{keyword|startup|startup=1}} is reactable, and it is his primary downward attack. That makes it more telegraphed in {{keyword|neutral|neutral=1}}. It&#039;s great when used cautiously, but carries a lot of risk if it {{keyword|whiffs|whiff=1}}. It has long {{keyword|recovery|recovery=1}} and no {{keyword|tracking|tracking=1}} after the shield is thrown.&lt;br /&gt;
&lt;br /&gt;
Warrior of Light does not move far if he is not above opponent, but the shield does hit in front of Warrior of Light. That lets him combo into HP after Sephiroth assist, who is one of his strongest assists.&lt;br /&gt;
&lt;br /&gt;
|-|Dayflash (midair)=&lt;br /&gt;
&lt;br /&gt;
{{AbilityInfo2&lt;br /&gt;
|ver1=Normal&lt;br /&gt;
|damage1=&#039;&#039;&#039;22&#039;&#039;&#039; (3, 4, 15)&lt;br /&gt;
|startup1=15F&lt;br /&gt;
|type1=Physical&lt;br /&gt;
|priority1=Melee Low&lt;br /&gt;
|ex1=90&lt;br /&gt;
|effect1=Chase&lt;br /&gt;
|cancels1=Dodge, &amp;lt;br&amp;gt;Block &amp;amp; Attack ({{keyword|Whiff|whiff=1}})&lt;br /&gt;
|asthit1=&lt;br /&gt;
|gametext=[Close] Fast horizontal slice. &amp;lt;br&amp;gt;Low power, quick strike.&lt;br /&gt;
|level=25&lt;br /&gt;
|ap=90&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|ver2=EX Mode&lt;br /&gt;
|damage2=&#039;&#039;&#039;36&#039;&#039;&#039; (3 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+4&amp;lt;/span&amp;gt;, 4 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+4&amp;lt;/span&amp;gt;, 15 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+6&amp;lt;/span&amp;gt;)&lt;br /&gt;
|startup2=15F&lt;br /&gt;
|type2=Physical&lt;br /&gt;
|priority2=Melee Low&lt;br /&gt;
|ex2=90&lt;br /&gt;
|effect2=Chase &amp;lt;br&amp;gt;Block (Ranged Low)&lt;br /&gt;
|cancels2=Dodge, &amp;lt;br&amp;gt;Block &amp;amp; Attack ({{keyword|Whiff|whiff=1}})&lt;br /&gt;
|asthit2=&lt;br /&gt;
|image=https://dissidia.wiki/images/5/5b/Brv_wol_dayflash_a.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Dayflash&#039;s aerial version is essential, and similar to ground version in many aspects. It is fast, safe to {{keyword|whiff|whiff=1}} for assist gauge and reliable for confirming assist combos. It&#039;s also used to accumulate EX over time. Fights often happen in the air, so Warrior of Light relies on this move a lot.&lt;br /&gt;
&lt;br /&gt;
The {{keyword|startup|startup=1}} is slightly slower than ground Dayflash (15 frames instead of 13), but it&#039;s still unreactable. The {{keyword|recovery|recovery=1}} is short as well, which lets him build assist gauge on whiff. He can also {{keyword|cancel|cancel=1}} a missed Dayflash into other attacks or block to keep opponents guessing. The {{keyword|hitbox|hitbox=1}} goes low enough where it can still hit grounded opponents, so Dayflash also works as an {{keyword|air-to-ground|air-to-ground=1}} move.&lt;br /&gt;
&lt;br /&gt;
This is Warrior of Light&#039;s lowest damaging move compared to his other moves, but it&#039;s also the fastest and safest to use. Assist (or Chase) is needed to get HP damage from this. It&#039;s a staple for him in competitive play, and his longevity hinges on how well he can utilize Dayflash.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== HP Attacks ==&lt;br /&gt;
&lt;br /&gt;
=== Ground ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Shield of Light (ground)=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=-&lt;br /&gt;
|startup=53F (Block from 1F to 53F)&lt;br /&gt;
|type=-&lt;br /&gt;
|priority=Melee High, Block Mid&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=Block, Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/7/77/Hp_wol_shield_of_light_g.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=22&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=[Close] Fire force blast from shield. &amp;lt;br&amp;gt;Hurls foe while blocking.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Shield of Light is Warrior of Light&#039;s signature {{keyword|command block|commandblock=1}}. He moves forward before unleashing a 1-hit force blast that can wall rush. Its blocking duration is very generous, as it blocks instantly from frame 1 until the move does damage. Combined with the forward movement, Shield of Light can call out low priority pokes, such as {{012cod}}&#039;s tentacles.&lt;br /&gt;
&lt;br /&gt;
More importantly, Shield of Light works as an instant defensive option after a ground dodge. If Warrior of Light is about to get hit, he can use this to keep the opponent at bay. Blocks like this work against dashes and low priority attacks alike. This presents a second layer of defense that the opponent has to consider at all times, or they risk taking HP damage just for approaching.  &lt;br /&gt;
&lt;br /&gt;
Shield of Light is a great defensive tool, but it still carries a risk. If it misses, Warrior of Light is left wide open for {{keyword|punishes|punish=1}}. Shield of Light can only block low priority moves. Higher priority moves like HP attacks and {{012squ}}&#039;s Heel Crush will guard crush or stagger Warrior of Light respectively.&lt;br /&gt;
&lt;br /&gt;
Warrior of Light becomes airborne when using this move. He can aim Shield of Light at a diagonal angle against airborne opponents, but he cannot change the direction once he performs it.&lt;br /&gt;
&lt;br /&gt;
|-|Shining Wave=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=-&lt;br /&gt;
|startup=51F&lt;br /&gt;
|type=-&lt;br /&gt;
|priority=Melee High (blade) &amp;lt;br&amp;gt;Ranged High (light pillar)&lt;br /&gt;
|ex=each 60&lt;br /&gt;
|effect=-&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/1/10/Hp_wol_shining_wave.jpeg&lt;br /&gt;
|imgpos=60%&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=1&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=[Mid] Shoot pillars of light. &amp;lt;br&amp;gt;Homes in on opponent.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Shining Wave is a long-range wave attack that deals HP damage on hit. It is sometimes used as a secondary projectile to occupy space, but it also works after staggering with a block. The ranged high priority lets Warrior of Light ignore LV2 Assist Change if the opponent has full assist gauge when staggered. Shining Wave cannot be reflected back at Warrior of Light, but it does lose to high priority melee attacks and {{keyword|command blocks|commandblock=1}} with decent active frames.&lt;br /&gt;
&lt;br /&gt;
The wave projectile travels at a relatively high speed once it&#039;s {{keyword|active|active=1}}. It can {{keyword|track|track=1}} airborne opponents, but it always moves forward at first before it starts realigning. Shining Wave can hit twice if it connects this way, though this can be difficult to aim for in a competitive match. Shining Wave can also combo into assist at a wall, but outside of that, its reward is pretty low on average.&lt;br /&gt;
&lt;br /&gt;
As a wave HP, Shining Wave has a little quirk with its {{keyword|hitbox|hitbox=1}}. It can miss against high speed movement that is passing through the projectile. &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=cDI-tsnyJbM&amp;amp;t=25 Shining Wave misses against high speed movement passing through]&amp;lt;/ref&amp;gt; This is pretty risky to attempt though, so Warrior of Light does not have to worry about it too often.&lt;br /&gt;
&lt;br /&gt;
|-|Ultimate Shield=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;20&#039;&#039;&#039; (4 x 3, 8)&lt;br /&gt;
|startup=41F&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee High&lt;br /&gt;
|ex=30&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/c/c1/Hp_wol_ultimate_shield.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=28&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=[Close] Deft shieldwork. &amp;lt;br&amp;gt;Effective against any height.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Ultimate Shield is a combo attack that wall rushes. This is Warrior of Light&#039;s fastest ground HP attack, though it is still {{keyword|reactable|reactable=1}}. The vertical {{keyword|tracking|tracking=1}} is high during {{keyword|startup|startup=1}}, so it can hit opponents directly above Warrior of Light. That is useful for calling out forward ground dodges, or air dodges that are near Warrior of Light. If the opponent is trying to dodge something else, Ultimate Shield can pull them down for some damage. As the fastest ground HP, it can work as a {{keyword|mixup|mixup=1}} against regular blocks.&lt;br /&gt;
&lt;br /&gt;
Warrior of Light stays in place while his shield goes towards opponent. If the shield misses, Warrior of Light will not continue with a combo. This makes it a bit harder for grounded opponents to counter from a distance. Ultimate Shield can also reflect HP projectiles without moving towards them. The reach is decent, but not enough to punish neutral ground dodges without prior movement. Assists can follow up either with wall rush or {{keyword|knockback cancel|knockbackcancel=1}}.&lt;br /&gt;
&lt;br /&gt;
If White Fang connects, it can activate a &#039;&#039;&#039;[[Glitch_(Dissidia_012)#Hit_Glitch|hit glitch]]&#039;&#039;&#039; for Ultimate Shield if its done at the same time. As Ultimate Shield does not reach far, this can be detrimental if the opponent is not already in close-range. It has long {{keyword|recovery|recovery=1}} when finished, so Warrior of Light should watch out for Assist Changes when using this.&lt;br /&gt;
&lt;br /&gt;
|-|Rune Saber (ground)=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;10&#039;&#039;&#039; (2 x 3, 4) / +Ascension = (50 Total)&lt;br /&gt;
|startup=?&lt;br /&gt;
|type=Magical&lt;br /&gt;
|priority=Melee High (?)&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/d/dc/Hp_wol_rune_saber.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=Branching from Ascension &amp;lt;br&amp;gt;[Combo] Light beam pierces foe.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Rune Saber is the {{keyword|HP link|hplink=1}} from Ascension. It&#039;s a vertical combo attack that ends with a tall pillar of light. Rune Saber is a good HP link for its damage and combo potential. Both Ascension and Rune Saber have good upward {{keyword|knockback|knockback=1}}. That means Rune Saber can wall rush consistently in stages with lower ceilings, such as Sky Fortress Bahamut and Edge of Madness.&lt;br /&gt;
&lt;br /&gt;
The wall rush is great for HP damage and assist combos alike. If Warrior of Light cannot guarantee a ceiling wall rush, multi-hit assists like Sephiroth can also {{keyword|knockback cancel|knockbackcancel=1}} for combos. As a result, Rune Saber is useful as an independent source of HP damage and assist combo starter anywhere.&lt;br /&gt;
&lt;br /&gt;
Rune Saber has a lengthy animation, which normally makes it risky against opponents who escaped with Assist Change. Rune Saber&#039;s last hit has a tall {{keyword|hitbox|hitbox=1}} with long {{keyword|active|active=1}} frames. This provides &#039;&#039;some&#039;&#039; cover for Warrior of Light before he can {{keyword|dodge cancel|dc=1}}, but it&#039;s not entirely safe. Opponents can still try to Assist Change out early and dodge next to Warrior of Light.&lt;br /&gt;
&lt;br /&gt;
If Ascension wall rushes first (such as in &#039;&#039;&#039;[[Pandaemonium_(Dissidia_012)|Pandaemonium]]&#039;&#039;&#039;), Rune Saber cannot hit unless assist connects during wall rush.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Aerial ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Shield of Light (midair)=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=-&lt;br /&gt;
|startup=53F (Block from 1F to 53F)&lt;br /&gt;
|type=-&lt;br /&gt;
|priority=Melee High, Block Mid&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=Block, Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/6/6a/Hp_wol_shield_of_light_a.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=1&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=[Close] Fire force blast from shield. &amp;lt;br&amp;gt;Hurls foe while blocking.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Shield of Light is Warrior of Light&#039;s {{keyword|command block|commandblock=1}}. As an aerial move, Warrior of Light has more opportunities to use it anywhere. This is good, because it is functionally very similar to the ground version. It still blocks low priority attacks instantly on frame 1 until it deals HP damage. As such, its most commonly used for self-defense after air dodging. This can keep opponents guessing, as the instant blocking makes it much harder to react before it&#039;s too late. Warrior of Light also moves toward opponent a short distance as he guards. That can stagger melee low attacks with long {{keyword|active|active=1}} frames, such as {{012clo}}&#039;s Slashing Blow. As a 1-hit HP, Shield of Light can also circumvent EX Revenge {{keyword|checkmates|checkmate=1}} with EX {{keyword|depletion|depletion=1}}.&lt;br /&gt;
&lt;br /&gt;
The force blast has short reach and it doesn&#039;t stay active for long. However, it can wall rush and start assist combos with a good {{keyword|read|read=1}}. It&#039;s not commonly used in assist combos due to its relatively small {{keyword|hitbox|hitbox=1}} and limited vertical {{keyword|tracking|tracking=1}}. Warrior of Light&#039;s combos often lead to the air, and he has stronger options for damage, and situationally safer tools against Assist Change. Regardless, the aerial Shield of Light is a staple for Warrior of Light.&lt;br /&gt;
&lt;br /&gt;
|-|Radiant Sword=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=-&lt;br /&gt;
|startup=77F&lt;br /&gt;
|type=-&lt;br /&gt;
|priority=Ranged High&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/e/eb/Hp_wol_radiant_sword.jpeg&lt;br /&gt;
|imgpos=60%&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=13&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=[Long] Fire blades of light from seal. &amp;lt;br&amp;gt;Blades weakly track foe.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Radiant Sword is a group of long-range homing projectiles. The projectiles spawn as a row in front of Warrior of Light, and once they start moving, they accelerate to very high speed within a couple seconds. While homing, all projectiles attempt to laser focus on a single point at the opponent. This limits Radiant Sword&#039;s ability to occupy space, but its {{keyword|tracking|tracking=1}} and reach are strong enough to force a dodge at most ranges. &lt;br /&gt;
&lt;br /&gt;
The {{keyword|startup|startup=1}} is quite slow, so Warrior of Light cannot use this as a reliable {{keyword|mixup|mixup=1}} against blocks. Radiant Sword is sometimes used as an attempt to threaten the opponent who is already getting an EX core, but it has a pretty low hit rate in {{keyword|neutral|neutral=1}} due to its telegraphed startup and relatively slow speed. Radiant Sword also stops if it hits a solid obstacle, like floor or the crystal in Empyreal Paradox. If Radiant Sword connects though, it can wall rush for an assist combo.&lt;br /&gt;
&lt;br /&gt;
|-|Rune Saber (midair)=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;10&#039;&#039;&#039; (2 x 3, 4) / +Crossover = (50 Tota)&lt;br /&gt;
|startup=??&lt;br /&gt;
|type=Magical&lt;br /&gt;
|priority=Melee High (?)&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/d/dc/Hp_wol_rune_saber.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=Branching from Crossover &amp;lt;br&amp;gt;[Combo] Light beam pierces foe.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Rune Saber is the {{keyword|HP link|hplink=1}} from Crossover. It&#039;s a staple move for Warrior of Light whenever Crossover is equipped. It is functionally identical Rune Saber from Ascension, a multi-hit attack that wall rushes upwards. Though the base damage is low, it&#039;s a consistent, damaging HP link thanks to wall rush and assist. Warrior of Light has some flexibility with this move in assist combos. He can either go for a conventional wall rush combo, or he can call assist such as Sephiroth to {{keyword|knockback cancel|knockbackcancel=1}} the last hit if ceiling is not close.&lt;br /&gt;
&lt;br /&gt;
Rune Saber has a lengthy animation, which normally makes it risky against opponents who escaped with Assist Change. Rune Saber&#039;s last hit has a tall {{keyword|hitbox|hitbox=1}} with long {{keyword|active|active=1}} frames. This provides &#039;&#039;some&#039;&#039; cover for Warrior of Light before he can {{keyword|dodge cancel|dc=1}}, but it&#039;s not entirely safe. Opponents can still try to Assist Change out early and dodge next to Warrior of Light.&lt;br /&gt;
&lt;br /&gt;
If Crossover wall rushes first, Rune Saber cannot hit unless assist connects during wall rush.&lt;br /&gt;
&lt;br /&gt;
|-|Bitter End A=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;15&#039;&#039;&#039; (2 x 6, 3) / +Rising Buckler = (29 Total)&lt;br /&gt;
|startup=??&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee High (?)&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/7/73/Hp_wol_bitter_end.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=Branching from Rising Buckler &amp;lt;br&amp;gt;[Combo] Deft bladework.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Bitter End is another staple {{keyword|HP link|hplink=1}} for Warrior of Light. It&#039;s a stationary combo that has horizontal {{keyword|knockback|knockback=1}} on the last hit. This move lets Warrior of Light capitalize on his {{keyword|whiff punishment|whiffpunish=1}} in a meaningful way, as it deals HP damage without assist. The base damage is slightly higher than Rune Saber, and it has similar combo routes with wall rush and Sephiroth assist {{keyword|knockback cancels|knockbackcancel=1}}. It&#039;s a good assist combo starter and ender for its wall rush and attack length. With high base bravery builds, the animation lasts long enough to get most of the base bravery back after HP if Bitter End is delayed enough.&lt;br /&gt;
&lt;br /&gt;
As a multi-hitting combo attack, Bitter End starts quickly, but takes a couple seconds to finish. It is very unsafe against opponents who escaped with LV1 Assist Change. Warrior of Light cannot {{keyword|cancel|cancel=1}} Bitter End until the last hit comes out. He stays still for the entire animation, and he doesn&#039;t have Rune Saber&#039;s tall {{keyword|hitbox|hitbox=1}} to provide cover either. As such, Bitter End is vulnerable to aerial attacks from above and his back. Warrior of Light will need assist gauge himself if he wants to counter any {{keyword|punish|punish=1}} attempts. If Warrior of Light cannot land this move before opponent gets assist, he can struggle to get any HP damage at all. It&#039;s something he has to work with, as not having access to Bitter End loses him more damage in the long term.&lt;br /&gt;
&lt;br /&gt;
|-|Bitter End B=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;15&#039;&#039;&#039; (2 x 6, 3) / +Shield Strike = (29 Total)&lt;br /&gt;
|startup=??&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee High (?)&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/7/73/Hp_wol_bitter_end.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=Branching from Shield Strike &amp;lt;br&amp;gt;[Combo] Deft bladework.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Bitter End B is identical with Bitter End A.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== EX Mode: Class Change! ==&lt;br /&gt;
Effects:&lt;br /&gt;
* Regen&lt;br /&gt;
* Critical Boost&lt;br /&gt;
* Mirror Attack&lt;br /&gt;
* Protect&lt;br /&gt;
* Light&#039;s Blessing&lt;br /&gt;
&lt;br /&gt;
Warrior of Light&#039;s EX Mode has plenty of useful effects. He gets additional hits for his melee braveries, a big damage reduction in +10 base DEF and he block ranged low moves during his own attacks. EX modes are commonly used to secure a win with assist combo, and Warrior of Light is no different. As such, the defensive boosts may not come into play often. It is still a good EX mode overall, though.&lt;br /&gt;
&lt;br /&gt;
=== Mirror Attack ===&lt;br /&gt;
&lt;br /&gt;
{{image|https://dissidia.wiki/images/8/8d/Ex_mode_wol_mirror_attack.jpeg}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[Active while attacking]&lt;br /&gt;
A wall of light appears while attacking, repelling weak magical attacks.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Warrior of Light can block attacks with Ranged Low priority during his own attack animations. The blocking effect activates very quickly and lasts for most, if not the whole attack animation. This applies even during a move&#039;s {{keyword|recovery|recovery=1}}.&lt;br /&gt;
&lt;br /&gt;
=== Protect ===&lt;br /&gt;
&#039;&#039;[Always active while in EX Mode]&lt;br /&gt;
An aura of light covers the body, raising defense.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Warrior of Light gets +10 DEF for the duration of his EX mode. That is a huge increase, which can greatly reduce bravery damage taken if Warrior of Light is hit during this time.&lt;br /&gt;
&lt;br /&gt;
=== Light&#039;s Blessing ===&lt;br /&gt;
{{image|http://dissidia.wiki/images/b/b9/Ex_mode_wol_light_blessing.jpeg}}&lt;br /&gt;
&#039;&#039;[Activates when combo hits] Swords of light appear, dealing additional damage.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Light&#039;s Blessing adds several hits to Warrior of Light&#039;s physical bravery attacks. Each light sword has a base damage of 1. The light swords cause {{keyword|hit stun|hitstun=1}}, but they don&#039;t create more lenient, practical solo combo routes for Warrior of Light.&lt;br /&gt;
&lt;br /&gt;
=== EX Burst: Oversoul ===&lt;br /&gt;
{{image|https://dissidia.wiki/images/4/46/Ex_burst_wol.jpeg}}&lt;br /&gt;
&#039;&#039;Sharp, repeated strikes like flashes of light. &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;img&amp;gt;https://resources.dissidia.wiki/ddff/icons/ddff-icon-button-dpadup.png&amp;lt;/img&amp;gt; &amp;lt;img&amp;gt;https://resources.dissidia.wiki/ddff/icons/ddff-icon-button-dpaddown.png&amp;lt;/img&amp;gt; &amp;lt;img&amp;gt;https://resources.dissidia.wiki/ddff/icons/ddff-icon-button-dpadleft.png&amp;lt;/img&amp;gt; &amp;lt;img&amp;gt;https://resources.dissidia.wiki/ddff/icons/ddff-icon-button-dpadright.png&amp;lt;/img&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Each directional button corresponds to one attack.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{burst&lt;br /&gt;
|damage1=5x3 (15)&lt;br /&gt;
|damage2=10x6, 25 (100 total)&lt;br /&gt;
|type=Physical&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Oversoul is a fairly standard EX Burst. The base damage for initial hits isn&#039;t high, but follow-up hits begin almost immediately, leaving less time for the opponent to raise their DEF.&lt;br /&gt;
&lt;br /&gt;
To complete this EX Burst, Warrior of Light must press the correct button shown on screen six times. The button inputs &#039;&#039;always&#039;&#039; require a directional button. Analog stick {{pspana}} will not work regardless of what the character control option is set to. If Warrior of Light does not press the correct button within a short time, or presses a wrong button, he will end EX Burst early. Regardless of how well this EX Burst is done, Warrior of Light always finishes with a slash that has decent 25 base damage.&lt;br /&gt;
&lt;br /&gt;
== Combos ==&lt;br /&gt;
&lt;br /&gt;
=== Solo ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Main article pending)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Combo-012&lt;br /&gt;
| data      = &lt;br /&gt;
{{Combo-012Data&lt;br /&gt;
|combo=&#039;&#039;&#039;White Fang&#039;&#039;&#039; &amp;gt; Ascension &amp;gt; Rune Saber&lt;br /&gt;
|condition=Projectile Starter&lt;br /&gt;
|requirement=Ground&lt;br /&gt;
|purpose=Projectile to HP Damage&lt;br /&gt;
|damage=56 minimum + HP &amp;amp; WR&lt;br /&gt;
|damagehits=6 min &amp;gt; 40 &amp;gt; 10 + HP &amp;amp; WR&lt;br /&gt;
|ex=90&lt;br /&gt;
|exhits=0 &amp;gt; 90 &amp;gt; 0&lt;br /&gt;
|meteropp=&lt;br /&gt;
|video=&lt;br /&gt;
|notes=White Fang combos into most of WoL&#039;s moves, Ascension is his staple high damage follow-up. This combo works in close range. If the opponent is further away, Warrior of Light may have to dash to combo afterwards.&lt;br /&gt;
}}&lt;br /&gt;
{{Combo-012Data&lt;br /&gt;
|combo=&#039;&#039;&#039;White Fang&#039;&#039;&#039; &amp;gt; Dayflash &amp;gt; Delayed Empty {{clr|chase=1}}&lt;br /&gt;
|condition=Projectile Starter&lt;br /&gt;
|requirement=Ground&lt;br /&gt;
|purpose=Projectile, Safe {{keyword|Chase|emptychase=1}} for EX&lt;br /&gt;
|damage=28 minimum&lt;br /&gt;
|damagehits=6 min &amp;gt; 22&lt;br /&gt;
|ex=90&lt;br /&gt;
|exhits=0 &amp;gt; 90&lt;br /&gt;
|meteropp=&lt;br /&gt;
|video=&lt;br /&gt;
|notes=Less damage than Ascension, but this combo does two things: It lets WoL chase safely without getting countered and get all EX in the stage. Delay Dayflash&#039;s Chase as much as possible, then do it just before the opponent reaches the ground. This forces a wall rush reaction.&lt;br /&gt;
&lt;br /&gt;
The second thing is it enables assist combos, and the chase also resets assist gauge if it was already used previously. This doesn&#039;t have much merit in the solo combo context, but it does leave WoL close to the opponent for pressure.&lt;br /&gt;
&lt;br /&gt;
In a {{keyword|neutral|neutral=1}} situation, Dayflash can be easier to react with if White Fang hits a moving opponent. Other than that, Ascension is the stronger follow-up.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Assist (Sephiroth) ===&lt;br /&gt;
&lt;br /&gt;
Warrior of Light can create assist combos with Wall Rush, Dayflash and even during his Bitter End and Rune Saber {{keyword|HP links|hplink=1}}. This gives him flexibility in setting up HP damage. When following up after Sephiroth, delay Assist Chase a little so that Shield Strike connects more consistently.&lt;br /&gt;
&lt;br /&gt;
{{ComboLegend-012}}&lt;br /&gt;
&lt;br /&gt;
{{Combo-012&lt;br /&gt;
| data      = &lt;br /&gt;
{{Combo-012Data&lt;br /&gt;
|combo=&#039;&#039;&#039;Dayflash (2 hits)&#039;&#039;&#039; &amp;gt; {{clr|astbrv=1}} &amp;gt; {{clr|ac=1}} &amp;gt; Shield Strike &amp;gt; Bitter End&lt;br /&gt;
|condition={{keyword|Poke|poke=1}} Starter&lt;br /&gt;
|requirement=Ground / Air OK&lt;br /&gt;
|purpose=Staple {{keyword|Midscreen|midscreen=1}} Combo&lt;br /&gt;
|damage=76 + HP &amp;amp; WR&lt;br /&gt;
|damagehits=3, 4 &amp;gt; 40 AST &amp;gt; 14 &amp;gt; 15 + HP &amp;amp; WR&lt;br /&gt;
|ex=&lt;br /&gt;
|exhits=&lt;br /&gt;
|meteropp=&lt;br /&gt;
|video=&lt;br /&gt;
|notes=Standard combo from a safe poke. Confirm the second Dayflash hit visually, then press assist and follow up. This is an important combo to get right, as it lets WoL do HP damage without using the more telegraphed bravery attacks first.&lt;br /&gt;
}}&lt;br /&gt;
{{Combo-012Data&lt;br /&gt;
|combo=&#039;&#039;&#039;Crossover / Ascension&#039;&#039;&#039; &amp;gt; Rune Saber &amp;gt; {{clr|wr=1}} &amp;gt; {{clr|astbrv=1}} &amp;gt; {{clr|ac=1}} &amp;gt; Shield Strike &amp;gt; Bitter End&lt;br /&gt;
|condition={{keyword|Punish|punish=1}} Starter&lt;br /&gt;
|requirement=Ceiling HP Wall Rush&lt;br /&gt;
|purpose=HP Damage&lt;br /&gt;
|damage=119 + HP &amp;amp; WR&lt;br /&gt;
|damagehits=40 &amp;gt; 10 + HP &amp;amp; WR &amp;gt; 40 AST &amp;gt; 14 &amp;gt; 15 + HP &amp;amp; WR&lt;br /&gt;
|ex=&lt;br /&gt;
|exhits=90 &amp;gt; 0 &amp;gt; ?? &amp;gt; 30&lt;br /&gt;
|meteropp=&lt;br /&gt;
|video=&lt;br /&gt;
|notes=A standard Wall Rush combo. Make sure to do Rune Saber as soon as possible before Crossover Wall Rushes at the ceiling. This is not very practical for low ceiling stages, such as Pandaemonium - Top Floor and M. S. Prima Vista. In those stages, Crossover&#039;s BRV Wall Rush has to suffice.&lt;br /&gt;
}}&lt;br /&gt;
{{Combo-012Data&lt;br /&gt;
|combo=&#039;&#039;&#039;Shield Strike / Rising Buckler&#039;&#039;&#039; &amp;gt; Bitter End &amp;gt; {{clr|astbrv=1}} &amp;gt; Bitter End + Assist HIT &amp;gt; {{clr|dc=1}} &amp;gt; {{clr|ac=1}} &amp;gt; Shield Strike &amp;gt; Bitter End&lt;br /&gt;
|condition={{keyword|Punish|punish=1}} Starter&lt;br /&gt;
|requirement={{keyword|Knockback Cancel|knockbackcancel=1}}&lt;br /&gt;
|purpose=Midscreen HP Damage&lt;br /&gt;
|damage=98 + HP &amp;amp; WR&lt;br /&gt;
|damagehits=14 &amp;gt; 15 + HP &amp;gt; 40 AST &amp;gt; 14 &amp;gt; 15 + HP &amp;amp; WR&lt;br /&gt;
|ex=&lt;br /&gt;
|exhits=&lt;br /&gt;
|meteropp=&lt;br /&gt;
|video=&lt;br /&gt;
|notes=This combo works anywhere, but Sephiroth must be timed to hit when Bitter End finishes. Press assist just as Bitter End&#039;s last bravery slash connects. WoL should be winding up his sword during the assist slowdown if done properly.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Builds ==&lt;br /&gt;
&#039;&#039;Main article: &#039;&#039;&#039;[[Warrior_of_Light_(Dissidia_012)/Builds|Warrior of Light (012) Builds]]&#039;&#039;&#039; &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Warrior of Light works with a variety of builds, such as hybrid builds, Bravery Boost on Dodge and Side by Side. Most of his damage comes from Dayflash assist combos and {{keyword|HP links|hplink=1}}, so he is not often built explicitly for bravery damage. However, Warrior of Light benefits greatly from having high {{keyword|base bravery|basebrv=1}} for assist combos.&lt;br /&gt;
&lt;br /&gt;
=== Hybrid ===&lt;br /&gt;
&lt;br /&gt;
{{Build&lt;br /&gt;
|hp=11299&lt;br /&gt;
|cp=450&lt;br /&gt;
|brv=996&lt;br /&gt;
|atk=178&lt;br /&gt;
|def=184&lt;br /&gt;
|luk=60&lt;br /&gt;
|booster=&lt;br /&gt;
|setbonus=Seal of Lufenia&lt;br /&gt;
|ast={{012seph}}&lt;br /&gt;
|wpn=Heaven&#039;s Cloud&lt;br /&gt;
|hand=Lufenian Dirk {{equip}}&lt;br /&gt;
|head=Lufenian Headband {{equip}}&lt;br /&gt;
|armor=Lufenian Vest&lt;br /&gt;
|acc1=Muscle Belt {{accbas}}&lt;br /&gt;
|acc2=Dismay Shock {{accbas}}&lt;br /&gt;
|acc3=Battle Hammer {{accbas}}&lt;br /&gt;
|acc4=Summon Unused {{accboo}}&lt;br /&gt;
|acc5=Pre-EX Mode {{accboo}}&lt;br /&gt;
|acc6=Pre-EX Revenge {{accboo}}&lt;br /&gt;
|acc7=Opponent Summon Unused {{accboo}}&lt;br /&gt;
|acc8=White Gem {{accsp}}&lt;br /&gt;
|acc9=Tenacious Attacker {{accsp}}&lt;br /&gt;
|acc10=Glutton {{accsp}}&lt;br /&gt;
|summon=Rubicante&lt;br /&gt;
|dataBRV=&lt;br /&gt;
{{Build-AttackData&lt;br /&gt;
|brv1-g=Dayflash&lt;br /&gt;
|branch-1gbrv=&lt;br /&gt;
|branch-1ghp=&lt;br /&gt;
|brv2-g=Ascension&lt;br /&gt;
|branch-2gbrv=&lt;br /&gt;
|branch-2ghp=Rune Saber&lt;br /&gt;
|brv3-g=White Fang&lt;br /&gt;
|branch-3gbrv=&lt;br /&gt;
|branch-3ghp=&lt;br /&gt;
|brv1-a=Dayflash&lt;br /&gt;
|branch-1abrv=&lt;br /&gt;
|branch-1ahp=&lt;br /&gt;
|brv2-a=Crossover&lt;br /&gt;
|branch-2abrv=&lt;br /&gt;
|branch-2ahp=Rune Saber&lt;br /&gt;
|brv3-a=Shield Strike&lt;br /&gt;
|branch-3abrv=&lt;br /&gt;
|branch-3ahp=Bitter End&lt;br /&gt;
}}&lt;br /&gt;
| dataHP      = &lt;br /&gt;
{{Build-AttackDataHP&lt;br /&gt;
|hp1-g=Shield of Light&lt;br /&gt;
|hp2-g=Ultimate Shield&lt;br /&gt;
|hp3-g=Shining Wave&lt;br /&gt;
|hp1-a=Shield of Light&lt;br /&gt;
|hp2-a=&lt;br /&gt;
|hp3-a=Radiant Sword&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This is a general purpose build focused on EX intake and EX depletion. Most competitive builds focus on damage, ex and / or meter depletion, so this is a good build to start with.&lt;br /&gt;
&lt;br /&gt;
Seal of Lufenia set lowers DEF, but Warrior of Light&#039;s high base DEF stat mitigates it. Lufenian Dirk {{equhand}} adds +1 ATK for more damage, which in turn compensates for Heaven&#039;s Cloud&#039;s {{equwpn}} low ATK. Heaven&#039;s Cloud makes grabbing EX Force much easier due to its increased EX intake range.&lt;br /&gt;
&lt;br /&gt;
== Assist ==&lt;br /&gt;
&lt;br /&gt;
Warrior of Light&#039;s assist data.&lt;br /&gt;
&lt;br /&gt;
=== Assist Data ===&lt;br /&gt;
{{012Assist&lt;br /&gt;
|type1=BRV&lt;br /&gt;
|attack1=Sword Thrust&lt;br /&gt;
|startup1=31F&lt;br /&gt;
|position1=Ground&lt;br /&gt;
|spawn1=Opponent&lt;br /&gt;
|damage1=6, 3 x 5, 15 (30)&lt;br /&gt;
|effect1=Wall Rush&lt;br /&gt;
|type2=BRV&lt;br /&gt;
|attack2=Rising Buckler&lt;br /&gt;
|startup2=25F&lt;br /&gt;
|position2=Air&lt;br /&gt;
|spawn2=Opponent&lt;br /&gt;
|damage2=2 x 4, 6, 16 (30)&lt;br /&gt;
|effect2=Wall Rush&lt;br /&gt;
|type3=HP&lt;br /&gt;
|attack3=Shining Wave&lt;br /&gt;
|startup3=53F&lt;br /&gt;
|position3=Ground&lt;br /&gt;
|spawn3=Player&lt;br /&gt;
|damage3=-&lt;br /&gt;
|effect3=Chase&lt;br /&gt;
|type4=HP&lt;br /&gt;
|attack4=Shield of Light&lt;br /&gt;
|startup4=51F&lt;br /&gt;
|position4=Air&lt;br /&gt;
|spawn4=Opponent&lt;br /&gt;
|damage4=-&lt;br /&gt;
|effect4=Block, Wall Rush&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Assist Overview ===&lt;br /&gt;
&lt;br /&gt;
As an assist, Warrior of Light is one of the weaker assists in the game. His braveries do not hold the opponent in place for long and they quickly push them away from the player. The lack of Assist Chase hurts; Warrior of Light struggles to serve the role of setting up HP attacks for the player character. He relies on Wall Rush to achieve this. It is recommended to fight near ground, so that Rising Buckler can at least slam opponents to the floor for easier combos.&lt;br /&gt;
&lt;br /&gt;
Shield of Light can guard attacks, which is worth noting for {{keyword|scrambles|scramble=1}} and checkmate situations. But because it is an HP attack, it is expensive and risky to use.&lt;br /&gt;
&lt;br /&gt;
=== Synergies ===&lt;br /&gt;
Warrior of Light works well with most competitive assists.&lt;br /&gt;
&lt;br /&gt;
;Sephiroth&lt;br /&gt;
:Arguably the most popular synergy in competitive play. He can combo from almost every move and Wall Rush consistently, and set up another {{keyword|HP link|hplink=1}} afterwards. Sephiroth may be a budget Kuja assist, but his multi-hits make it easier to do {{keyword|knockback cancels|knockbackcancel=1}} anywhere. This lets Warrior of Light deal consistent HP damage regardless of his position, while still having access to a consistent {{keyword|whiff punish|whiffpunish=1}} option.&lt;br /&gt;
&lt;br /&gt;
;Aerith&lt;br /&gt;
:Aerith has less bravery damage and worse whiff punish tools in exchange for safer combos and EX intake. Dayflash chase setups take center stage here; They&#039;re useful for getting EX and bypassing LV2 Assist Change staggers. Knockback cancels are still possible with Rune Saber and Bitter End, so technically Warrior of Light does not need Wall Rush for combos either. They are not very easy to do, though. If Warrior of Light does get a Wall Rush, he can use Shield of Light to set up another Aerith assist. A double assist combo can be a lot of damage, particularly with high base bravery.&lt;br /&gt;
&lt;br /&gt;
;Jecht&lt;br /&gt;
:Jecht hits faster than Sephiroth and his air BRV sets up extended ground combos for lots of bravery. Even if Crossover is not equipped, Ascension usually is, which is also a high damaging move. If WoL wants to use assist again for even more bravery after Jecht&#039;s air BRV, Dayflash (ground) {{keyword|empty chase|emptychase=1}} reset makes it possible. This is a competent synergy in its own right, though WoL loses out on consistent {{keyword|midscreen|midscreen=1}} knockback cancels.&lt;br /&gt;
&lt;br /&gt;
= References =&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{navbox012}}&lt;br /&gt;
&lt;br /&gt;
{{roadmap012wol}}&lt;/div&gt;</summary>
		<author><name>Muggshotter</name></author>
	</entry>
	<entry>
		<id>https://dissidia.wiki/index.php?title=Warrior_of_Light_(Dissidia_012)&amp;diff=4797</id>
		<title>Warrior of Light (Dissidia 012)</title>
		<link rel="alternate" type="text/html" href="https://dissidia.wiki/index.php?title=Warrior_of_Light_(Dissidia_012)&amp;diff=4797"/>
		<updated>2026-03-24T21:20:52Z</updated>

		<summary type="html">&lt;p&gt;Muggshotter: /* Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Dissidia 012 Final Fantasy]]&lt;br /&gt;
{{012CharNavWol}}&lt;br /&gt;
&lt;br /&gt;
{{CharacterInfo&lt;br /&gt;
|portrait=https://resources.dissidia.wiki/ddff/portraits/ddff-port-wol.png&lt;br /&gt;
|name=Warrior of Light&lt;br /&gt;
|origin=Final Fantasy&lt;br /&gt;
|atk=110 (Average)&lt;br /&gt;
|def=113 (Very High, +10 during EX Mode)&lt;br /&gt;
|runspeed=6 (Average / Good)&lt;br /&gt;
|dash=77 (Average / Good)&lt;br /&gt;
|fall=87 (Average)&lt;br /&gt;
|fallr=40 (Average)&lt;br /&gt;
|fastestbrv=13F (Dayflash ground)&lt;br /&gt;
|fastesthp=51F (Shining Wave)&lt;br /&gt;
|1hithp=Yes (Multiple)&lt;br /&gt;
|hplinks=Yes&lt;br /&gt;
|cmdblock=Shield of Light&lt;br /&gt;
|weapon=Axes, Daggers, Greatswords, Katanas, Swords&lt;br /&gt;
|armor=Chestplates, Gauntlets, Heavy Armor, Helms,&amp;lt;br&amp;gt; Large Shields, Light Armor, Shields&lt;br /&gt;
|exclusives=Flame Sword, Braveheart, Barbarian&#039;s Sword&lt;br /&gt;
|unlock=Default&lt;br /&gt;
|alignment=Cosmos&lt;br /&gt;
|vajp=[https://en.wikipedia.org/wiki/Toshihiko_Seki Toshihiko Seki]&lt;br /&gt;
|vaeng=[https://en.wikipedia.org/wiki/Grant_George Grant George]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Warrior of Light is a close range fighter who operates as an {{keyword|all-rounder|all-rounder=1}}. He represents a standard-fare fighting style with quick Dayflash {{keyword|pokes|poke=1}}, committal gap closers and midrange projectiles. His standard mobility lets him create offense and defense as needed, and once he gets an opening, his {{keyword|HP links|hplink=1}} can deal good damage. Warrior of Light&#039;s damage output is supported by &#039;&#039;&#039;[[Multiplayer_Build_Guide_(Dissidia_012)#Damage_(high_base_bravery)|high base bravery]]&#039;&#039;&#039; builds, HP wall rush and assist combos. He works well with many assists and his combo routes are consistent in most positions. Thanks to his high coverage with HP links such as Shield Strike / Rising Buckler &amp;gt; Bitter End, Warrior of Light can {{keyword|punish|punish=1}} effectively from most angles.&lt;br /&gt;
&lt;br /&gt;
As an all-rounder, Warrior of Light works with a variety of builds, including &#039;&#039;&#039;[[Multiplayer_Build_Guide_(Dissidia_012)#EX|EX]]&#039;&#039;&#039; and &#039;&#039;&#039;[[Multiplayer_Build_Guide_(Dissidia_012)#Side_by_Side|Side by Side]]&#039;&#039;&#039; {{accsp}}. His standout traits are defensively oriented; He has very high base DEF stat, which is greatly amplified in &#039;&#039;&#039;[[EX_(Dissidia_012)#EX_Mode|EX Mode.]]&#039;&#039;&#039; He also has an advancing frame 1 {{keyword|command block|commandblock=1}} in Shield of Light, which is a 1-hit HP that wall rushes. This is not common in the game. It makes Warrior of Light&#039;s dodges safer and beating low priority attacks with long {{keyword|active|active=1}} frames easier.&lt;br /&gt;
&lt;br /&gt;
Warrior of Light can struggle against lingering projectiles due to risky {{keyword|disjoints|disjoint=1}}. His projectiles are serviceable, but often low reward at a distance. The reliance on HP links makes Warrior of Light susceptible to punishes after LV1 Assist Change. He has safer options at the cost of damage. His air dodge has an average fall speed ratio, so he has to protect himself with Shield of Light occasionally to stay safe. While this is a powerful option, it is also high commitment and vulnerable if it misses.&lt;br /&gt;
&lt;br /&gt;
In competitive play, Warrior of Light has been usually ranked at high tier. His fundamentally good moveset and stats lend to a consistent playstyle that adheres to the {{keyword|metagame|meta=1}}.&lt;br /&gt;
&lt;br /&gt;
{{ProConTable&lt;br /&gt;
|pros=*&#039;&#039;&#039;All-rounder&#039;&#039;&#039; - Average to good stats, HP links and a fundamentally good moveset with an answer to many sitations.&lt;br /&gt;
*&#039;&#039;&#039;User-friendly&#039;&#039;&#039; - Great for beginners and experienced players alike. Good for learning the game and honing fundamentals.&lt;br /&gt;
*&#039;&#039;&#039;Command block&#039;&#039;&#039; - Shield of Light is an advancing single hit HP attack. It blocks instantly throughout its {{keyword|startup|startup=1}}, and works both offensively and defensively after dodges.&lt;br /&gt;
*&#039;&#039;&#039;Ground combat&#039;&#039;&#039; - Projectiles and {{keyword|empty chase|emptychase=1}} assist combo starters allow Warrior of Light to adapt to a match&#039;s pace and improve his combo potential.&lt;br /&gt;
*&#039;&#039;&#039;Build synergy&#039;&#039;&#039; - Works well with all common build styles, including EX, &#039;&#039;&#039;[[Multiplayer_Build_Guide_(Dissidia_012)#Bravery_Boost_on_Dodge|bravery boost on dodge]]&#039;&#039;&#039; and Side by Side {{accsp}}.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;EX generation&#039;&#039;&#039; - Most bravery attacks produce 30 to 90 EX Force. His most common poke Dayflash produces 90 EX, which supports long-term survivability with EX gauge.&lt;br /&gt;
*&#039;&#039;&#039;EX Mode&#039;&#039;&#039; - Boasts highest defense stat, automatically blocks Ranged Low projectiles and increases damage output of melee bravery attacks.&lt;br /&gt;
|cons=&lt;br /&gt;
*&#039;&#039;&#039;Struggles against traps&#039;&#039;&#039; - Despite having projectiles and disjoints, Warrior of Light cannot easily punish characters hiding inside lingering projectiles and traps without resources or considerable risk.&lt;br /&gt;
*&#039;&#039;&#039;Commital vertical attacks&#039;&#039;&#039; - Rising Buckler and Shield Strike braveries are serviceable, but are {{keyword|reactable|reactable=1}} and cannot be {{keyword|cancelled|cancel=1}} early on whiff.&lt;br /&gt;
*&#039;&#039;&#039;4-slot bravery dilemma&#039;&#039;&#039; - Warrior of Light benefits from all of his air braveries, but he cannot equip all of them&lt;br /&gt;
*&#039;&#039;&#039;Floaty air dodge, risky dodge protection&#039;&#039;&#039; - While Shield of Light is great at covering his air dodges, it is also high risk and doesn&#039;t work against high priority attacks. Outside of clashing with Dayflash bravery, air dodges make Warrior of Light vulnerable.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Bravery Attacks ==&lt;br /&gt;
=== Ground ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Ascension=&lt;br /&gt;
&lt;br /&gt;
{{AbilityInfo2&lt;br /&gt;
|ver1=Normal&lt;br /&gt;
|damage1=&#039;&#039;&#039;40&#039;&#039;&#039; (4, 5, 11, 20)&lt;br /&gt;
|startup1=15F&lt;br /&gt;
|type1=Physical&lt;br /&gt;
|priority1=Melee Low&lt;br /&gt;
|ex1=90&lt;br /&gt;
|effect1=Chase, Wall Rush&lt;br /&gt;
|cancels1=Dodge&lt;br /&gt;
|asthit1=&lt;br /&gt;
|gametext=[Close] Throw shield to &amp;lt;br&amp;gt;hurl opponent upwards.&lt;br /&gt;
|level=19&lt;br /&gt;
|ap=120&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|ver2=EX Mode&lt;br /&gt;
|damage2=&#039;&#039;&#039;54&#039;&#039;&#039; (4 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+5&amp;lt;/span&amp;gt;, 5 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+4&amp;lt;/span&amp;gt;, 11, 20 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+6&amp;lt;/span&amp;gt;)&lt;br /&gt;
|startup2=15F&lt;br /&gt;
|type2=Physical&lt;br /&gt;
|priority2=Melee Low&lt;br /&gt;
|ex2=90&lt;br /&gt;
|effect2=Chase, Wall Rush, &amp;lt;br&amp;gt;Block (Ranged Low)&lt;br /&gt;
|cancels2=Dodge&lt;br /&gt;
|asthit2=&lt;br /&gt;
|image=https://dissidia.wiki/images/2/2c/Brv_wol_ascension.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Ascension is a close-range combo move that&#039;s used in {{keyword|punishes|punish=1}}, ground solo combos and occasional approaches. Two follow-ups can be done with Circle {{pspcir}}, which ends with a rising thrust. A Chase prompt appears afterwards, but if opponent is near ceiling, it will wall rush instead. Ascension is well suited for punishing grounded and airborne opponents. The initial shield is fast at 15 frames, and it {{keyword|anti-airs|anti-air=1}}. It also has decent {{keyword|active|active=1}} frames.&lt;br /&gt;
&lt;br /&gt;
Ascension leads to Rune Saber {{keyword|HP link|hplink=1}} at the end, so Warrior of Light doesn&#039;t rely on assist for HP damage. This is good for damage overall, because Ascension&#039;s base damage is quite high at 40. Warrior of Light can always finish Ascension and then do Rune Saber from below if he deems it appropriate. &lt;br /&gt;
&lt;br /&gt;
This move has average {{keyword|recovery|recovery=1}}, which is enough to put Warrior of Light at risk on {{keyword|whiff|whiff=1}}. Ascension has no other {{keyword|cancel|cancel=1}} options on whiff, so even though it&#039;s a good move, Warrior of Light can lose his &amp;quot;turn&amp;quot; if it misses.&lt;br /&gt;
&lt;br /&gt;
|-|Sword Thrust=&lt;br /&gt;
&lt;br /&gt;
{{AbilityInfo2&lt;br /&gt;
|ver1=Normal&lt;br /&gt;
|damage1=&#039;&#039;&#039;30&#039;&#039;&#039; (6, 3x3, 15)&lt;br /&gt;
|startup1=31F&lt;br /&gt;
|type1=Physical&lt;br /&gt;
|priority1=Melee Mid (1st hit)&amp;lt;br&amp;gt;Melee Low (others)&lt;br /&gt;
|ex1=30&lt;br /&gt;
|effect1=Wall Rush&lt;br /&gt;
|cancels1=Dodge&lt;br /&gt;
|asthit1=&lt;br /&gt;
|gametext=[Mid] Hurl shield and charge. &amp;lt;br&amp;gt;Instantly close in on opponent.&lt;br /&gt;
|level=4&lt;br /&gt;
|ap=90&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|ver2=EX Mode&lt;br /&gt;
|damage2=&#039;&#039;&#039;40&#039;&#039;&#039; (6, 3x3 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+4&amp;lt;/span&amp;gt;, 15 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+6&amp;lt;/span&amp;gt;)&lt;br /&gt;
|startup2=31F&lt;br /&gt;
|type2=Physical&lt;br /&gt;
|priority2=Melee Mid (1st hit)&amp;lt;br&amp;gt;Melee Low (others)&lt;br /&gt;
|ex2=30&lt;br /&gt;
|effect2=Wall Rush&amp;lt;br&amp;gt;Block (Ranged Low)&lt;br /&gt;
|cancels2=Dodge&lt;br /&gt;
|asthit2=&lt;br /&gt;
|image=https://dissidia.wiki/images/7/7f/Brv_wol_sword_thrust.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Sword Thrust is a committal gap closer that moves towards opponent. Warrior of Light throws a shield first, which is melee mid priority. If it hits, a follow-up can be done with Circle {{pspcir}}. The shield can stagger regular blocks, which lets Warrior of Light follow up with the sword. If Sword Thrust hits, Warrior of Light can combo into assist with wall rush. He can also not do the follow-up, and still get assist if wall is not nearby. Because of the mid priority and follow-up potential, Sword Thrust works as a {{keyword|mixup|mixup=1}} against blocks.&lt;br /&gt;
&lt;br /&gt;
Warrior of Light moves forward even if it misses. This can catch ground dodges, but it&#039;s risky and difficult to do consistently. Sword Thrust is {{keyword|reactable|reactable=1}} at 31 frames and it has long {{keyword|recovery|recovery=1}}. Since Warrior of Light commits to the charge even on {{keyword|whiff|whiff=1}}, it takes a while before he can dodge out of it. The move also cannot {{keyword|anti-air|anti-air=1}} opponents, so its uses are more limited compared to Ascension.&lt;br /&gt;
&lt;br /&gt;
|-|Red Fang=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;15&#039;&#039;&#039;&lt;br /&gt;
|startup=41F&lt;br /&gt;
|type=Magical&lt;br /&gt;
|priority=Ranged Low&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=Block &amp;lt;br&amp;gt;(Ranged Low, EX Mode)&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/5/56/Brv_wol_red_fang.jpeg&lt;br /&gt;
|imgpos=58%&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=32&lt;br /&gt;
|ap=90&lt;br /&gt;
|gametext=[Long] Shoot high-speed fireball &amp;lt;br&amp;gt;towards opponent.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Red Fang is a fast single hit projectile. It travels the longest distance out of Warrior of Light&#039;s bravery projectiles, from wall to wall in Order&#039;s Sanctuary. Due to its low priority, short hit stun and low reward on hit, it is not commonly used in competitive play. His other projectiles have more utility in {{keyword|neutral|neutral=1}} and lead to more practical combos on hit.&lt;br /&gt;
&lt;br /&gt;
|-|Blue Fang=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;7&#039;&#039;&#039; each&lt;br /&gt;
|startup=41F&lt;br /&gt;
|type=Magical&lt;br /&gt;
|priority=Ranged Low&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=Block &amp;lt;br&amp;gt;(Ranged Low, EX Mode)&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/9/90/Brv_wol_blue_fang.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=1&lt;br /&gt;
|ap=90&lt;br /&gt;
|gametext=[Long] Chunks of ice slowly &amp;lt;br&amp;gt;descend on opponent.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Blue Fang is a group of midrange projectiles that strike from above. Their travel speed is slow, but they can hit characters hiding behind their projectiles, such as {{012lag}}&#039;s Electro Shield and {{012ulti}}&#039;s charged Knight&#039;s Lance. Each projectile has short {{keyword|hit stun|hitstun=1}}, but they can hit one after another. This is not very consistent for combo purposes, and it can be challenging to {{keyword|convert|conversion=1}} any hits into a combo at all. The multiple hits do make it easier compared to Red Fang, though.&lt;br /&gt;
&lt;br /&gt;
Blue Fang&#039;s main utility is in keeping ranged opponents in check. In terms of midrange presence, Blue Fang is one of the fastest. This is because at certain heights, the projectiles spawn near opponent&#039;s location. And since the projectiles travel at different angles, they can potentially hit behind opponent&#039;s back as well, ignoring block. Due to projectiles&#039; upward spawning position, Blue Fang is not well suited for close-range either offensively or defensively. Blue Fang also has a maximum range for its spawn position. It&#039;s roughly 30-40 % of Order&#039;s Sanctuary&#039;s length horizontally and vertically. The projectiles can cover more distance as they move to make up for this. The projectiles are Ranged Low priority, so they lose to dashes and melee attacks even if they make contact. The bravery damage is low as well.&lt;br /&gt;
&lt;br /&gt;
Overall, Blue Fang has niche utility. It&#039;s not his staple projectile on the ground, but it has some potential in Ultimecia {{keyword|matchup|matchup=1}} on low ceiling stages, such as Pandaemonium - Top Floor.&lt;br /&gt;
&lt;br /&gt;
|-|White Fang=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;6&#039;&#039;&#039; each&lt;br /&gt;
|startup=47F&lt;br /&gt;
|type=Magical&lt;br /&gt;
|priority=Ranged Low&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=Block &amp;lt;br&amp;gt;(Ranged Low, EX Mode)&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/2/2f/Brv_wol_white_fang.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=8&lt;br /&gt;
|ap=90&lt;br /&gt;
|gametext=[Long] Call down lightning bolts &amp;lt;br&amp;gt;that slowly close in on foe.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
White Fang is a group of advancing lightning bolts. It&#039;s Warrior of Light&#039;s go-to projectile on the ground for pressure and assist combo extensions. The Ranged Low priority still loses to dashes, blocks and melee attacks, but it has enough utility to make up for it. Warrior of Light is actionable shortly after casting White Fang. The remaining projectiles stay {{keyword|active|active=1}} even if the first bolt is destroyed. Each bolt also has decent {{keyword|hit stun|hitstun=1}} if they connect. This means, that Warrior of Light can use White Fang to occupy space and cover him while he is approaching. If the opponent gets hit by any bolts, Warrior of Light can follow up with most melee attacks, including Ascension and Dayflash.&lt;br /&gt;
&lt;br /&gt;
White Fang makes Warrior of Light&#039;s approaches safer in {{keyword|neutral|neutral=1}}. The projectiles travel at medium speed, but only remain active for roughly 1.7 seconds. As a result, their maximum uptime and travel distance are shorter compared to other projectiles. White Fang is far more practical in competitive play for offense, though. The projectiles are homing, but they adjust slowly to sharp vertical angles. White Fang works against aerial opponents at a low diagonal angle, but Warrior of Light needs to make sure the opponent won&#039;t dash through and hit him.&lt;br /&gt;
&lt;br /&gt;
|-|Dayflash (Ground)=&lt;br /&gt;
&lt;br /&gt;
{{AbilityInfo2&lt;br /&gt;
|ver1=Normal&lt;br /&gt;
|damage1=&#039;&#039;&#039;22&#039;&#039;&#039; (3, 4, 15)&lt;br /&gt;
|startup1=13F&lt;br /&gt;
|type1=Physical&lt;br /&gt;
|priority1=Melee Low&lt;br /&gt;
|ex1=90&lt;br /&gt;
|effect1=Chase&lt;br /&gt;
|cancels1=Dodge, &amp;lt;br&amp;gt;Block &amp;amp; Attack ({{keyword|Whiff|whiff=1}})&lt;br /&gt;
|asthit1=&lt;br /&gt;
|gametext=[Close] Fast horizontal slice. &amp;lt;br&amp;gt;Low power, quick strike.&lt;br /&gt;
|level=1&lt;br /&gt;
|ap=90&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|ver2=EX Mode&lt;br /&gt;
|damage2=&#039;&#039;&#039;36&#039;&#039;&#039; (3 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+4&amp;lt;/span&amp;gt;, 4 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+4&amp;lt;/span&amp;gt;, 15 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+6&amp;lt;/span&amp;gt;)&lt;br /&gt;
|startup2=13F&lt;br /&gt;
|type2=Physical&lt;br /&gt;
|priority2=Melee Low&lt;br /&gt;
|ex2=90&lt;br /&gt;
|effect2=Chase &amp;lt;br&amp;gt;Block (Ranged Low)&lt;br /&gt;
|cancels2=Dodge, &amp;lt;br&amp;gt;Block &amp;amp; Attack ({{keyword|Whiff|whiff=1}})&lt;br /&gt;
|asthit2=&lt;br /&gt;
|image=https://dissidia.wiki/images/4/43/Brv_wol_dayflash_g.jpeg&lt;br /&gt;
|imgpos=70%&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Dayflash is Warrior of Light&#039;s main {{keyword|poke|poke=1}}. It is fast, generates good 90 EX and works as an assist combo starter. It can be {{keyword|whiffed|whiff=1}} safely to build assist gauge due to its short {{keyword|recovery|recovery=1}} and multiple {{keyword|cancel|cancel=1}} options. Warrior of Light can {{keyword|mixup|mixup=1}} with dodges, blocks or other attacks, including another Dayflash.&lt;br /&gt;
&lt;br /&gt;
On hit, Warrior of Light can perform two follow-up slashes with Circle {{pspcir}} if the first hit connects. This 3-hit combo has a relatively long input window, which makes it good for {{keyword|hit confirming|hitconfirm=1}} assist combos. The last hit leads to Chase. The low {{keyword|knockback|knockback=1}} angle and long chase prompt let Warrior of Light do {{keyword|empty chase|emptychase=1}} to force a grounded wall rush. This is good for getting all EX Force on the field, but also for starting assist combos. And if Warrior of Light already used assist beforehand, he can extend that combo with Dayflash empty chase to use assist again if he has another bar in stock.&lt;br /&gt;
&lt;br /&gt;
When used appropriately, Dayflash can control the pace of a match without high risk. It is a staple move for Warrior of Light in competitive play. Its aerial version is just as important and good in most aspects.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Aerial ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Crossover=&lt;br /&gt;
&lt;br /&gt;
{{AbilityInfo2&lt;br /&gt;
|ver1=Normal&lt;br /&gt;
|damage1=&#039;&#039;&#039;40&#039;&#039;&#039; (5, 5, 10, 20)&lt;br /&gt;
|startup1=23F&lt;br /&gt;
|type1=Physical&lt;br /&gt;
|priority1=Melee Low&lt;br /&gt;
|ex1=90&lt;br /&gt;
|effect1=Chase, Wall Rush&lt;br /&gt;
|cancels1=Dodge&lt;br /&gt;
|asthit1=&lt;br /&gt;
|gametext=[Close] Spinning approach and &amp;lt;br&amp;gt;thrust opponent upwards.&lt;br /&gt;
|level=1&lt;br /&gt;
|ap=120&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|ver2=EX Mode&lt;br /&gt;
|damage2=&#039;&#039;&#039;50&#039;&#039;&#039; (5, 5, 10 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+4&amp;lt;/span&amp;gt;, 20 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+6&amp;lt;/span&amp;gt;)&lt;br /&gt;
|startup2=23F&lt;br /&gt;
|type2=Physical&lt;br /&gt;
|priority2=Melee Low&lt;br /&gt;
|ex2=90&lt;br /&gt;
|effect2=Chase, Wall Rush &amp;lt;br&amp;gt;Block (Ranged Low)&lt;br /&gt;
|cancels2=Dodge&lt;br /&gt;
|asthit2=&lt;br /&gt;
|image=https://dissidia.wiki/images/3/3a/Brv_wol_crossover.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Crossover is Warrior of Light&#039;s advancing bravery with an {{keyword|HP link|hplink=1}}. Similar to Ascension on the ground, Crossover is the highest damaging bravery in the aerial category. Warrior of Light can follow up with an upward thrust by pressing Circle {{pspcir}}, which causes chase. If opponent is near ceiling, it can wall rush instead. The thrust has high upward knockback, which can easily cause wall rush at medium heights. With wall rush, chase can be done at a specific distance from ceiling to make {{keyword|empty chase|emptychase=1}} safe against Recovery Attack. Whether or not chase is done, Warrior of Light needs assist to follow up after wall rush.&lt;br /&gt;
&lt;br /&gt;
Crossover is used for its lateral reach and damage. Since Warrior of Light finishes this move before doing the Rune Saber HP link, it doesn&#039;t lose bravery damage in exchange for HP damage. The {{keyword|startup|startup=1}} is borderline {{keyword|reactable|reactable=1}} though, and Warrior of Light stays in the animation for roughly a second before he can {{keyword|dodge cancel|dc=1}} out of it. That makes it more dangerous to {{keyword|whiff|whiff=1}} in {{keyword|neutral|neutral=1}}. It&#039;s reliable as a post-block punisher and can do even more damage with critical hits.&lt;br /&gt;
&lt;br /&gt;
|-|Rising Buckler=&lt;br /&gt;
&lt;br /&gt;
{{AbilityInfo2&lt;br /&gt;
|ver1=Normal&lt;br /&gt;
|damage1=&#039;&#039;&#039;30&#039;&#039;&#039; (2x4, 6, 16)&lt;br /&gt;
|startup1=25F&lt;br /&gt;
|type1=Physical&lt;br /&gt;
|priority1=Melee Low&lt;br /&gt;
|ex1=30&lt;br /&gt;
|effect1=Wall Rush&lt;br /&gt;
|cancels1=Dodge&lt;br /&gt;
|asthit1=&lt;br /&gt;
|gametext=Upward swing, snagging foe with shield. &amp;lt;br&amp;gt;Useful from below.&lt;br /&gt;
|level=15&lt;br /&gt;
|ap=150&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|ver2=EX Mode&lt;br /&gt;
|damage2=&#039;&#039;&#039;42&#039;&#039;&#039; (2x4 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+6&amp;lt;/span&amp;gt;, 6, 16 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+6&amp;lt;/span&amp;gt;)&lt;br /&gt;
|startup2=25F&lt;br /&gt;
|type2=Physical&lt;br /&gt;
|priority2=Melee Low&lt;br /&gt;
|ex2=30&lt;br /&gt;
|effect2=Wall Rush &amp;lt;br&amp;gt;Block (Ranged Low)&lt;br /&gt;
|cancels2=Dodge&lt;br /&gt;
|asthit2=&lt;br /&gt;
|image=https://dissidia.wiki/images/b/b1/Brv_wol_rising_buckler.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Rising Buckler is a {{keyword|punish|punish=1}} tool against opponents who are above Warrior of Light. Warrior of Light throws a shield to pull opponent in, and knocks them behind him at a downward angle. Rising Buckler has good base damage and it can wall rush, but its main appeal is the vertical reach and Bitter End {{keyword|HP link|hplink=1}}. Rising Buckler has good upward reach with movement and the {{keyword|disjointed|disjoint=1}} shield. Thanks to Bitter End, Warrior of Light gets HP damage off of single mistakes, whether it&#039;s from {{keyword|whiffs|whiff=1}} or block staggers. The upward {{keyword|tracking|tracking=1}} also makes it consistent for follow-ups, namely from Kuja and Sephiroth assists.&lt;br /&gt;
&lt;br /&gt;
Rising Buckler works effectively as a punish move, but it&#039;s not risk-free. It is {{keyword|reactable|reactable=1}} to due to its 25-frame {{keyword|startup|startup=1}} and distinct audio cue. Warrior of Light stays in place for a moment before he is actionable, and won&#039;t track the opponent once the shield is thrown. This is also Warrior of Light&#039;s primary upward attack in the air. That makes Rising Buckler more predictable in the {{keyword|neutral|neutral=1}}, as it has a hard time hitting from other angles. Unlike Crossover, Rising Buckler does not finish the attack before the HP link. That cuts the move&#039;s bravery damage in half, though the HP link brings it almost in line with the BRV finisher.&lt;br /&gt;
&lt;br /&gt;
Warrior of Light can has a functionally similar move for downward angles, Shield Strike. He can use both attacks to have high vertical coverage, but he does not always need both. Rising Buckler specifically can be useful in some air oriented {{keyword|matchups|matchup=1}}, such as {{012seph}} and {{012kuja}}.&lt;br /&gt;
&lt;br /&gt;
|-|Shield Strike=&lt;br /&gt;
&lt;br /&gt;
{{AbilityInfo2&lt;br /&gt;
|ver1=Normal&lt;br /&gt;
|damage1=&#039;&#039;&#039;30&#039;&#039;&#039; (2x4, 6, 16)&lt;br /&gt;
|startup1=25F&lt;br /&gt;
|type1=Physical&lt;br /&gt;
|priority1=Melee Low&lt;br /&gt;
|ex1=30&lt;br /&gt;
|effect1=Wall Rush&lt;br /&gt;
|cancels1=Dodge&lt;br /&gt;
|asthit1=&lt;br /&gt;
|gametext=Downward attack, scooping foe with shield. &amp;lt;br&amp;gt;Useful from above.&lt;br /&gt;
|level=1&lt;br /&gt;
|ap=200&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|ver2=EX Mode&lt;br /&gt;
|damage2=&#039;&#039;&#039;42&#039;&#039;&#039; (2x4 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+6&amp;lt;/span&amp;gt;, 6, 16 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+6&amp;lt;/span&amp;gt;)&lt;br /&gt;
|startup2=25F&lt;br /&gt;
|type2=Physical&lt;br /&gt;
|priority2=Melee Low&lt;br /&gt;
|ex2=30&lt;br /&gt;
|effect2=Wall Rush &amp;lt;br&amp;gt;Block (Ranged Low)&lt;br /&gt;
|cancels2=Dodge&lt;br /&gt;
|asthit2=&lt;br /&gt;
|image=https://dissidia.wiki/images/b/b2/Brv_wol_shield_strike.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Shield Strike is almost identical to Rising Buckler, but with one key difference; It hits below Warrior of Light instead. On hit, Warrior of Light knocks opponent behind him at an upward angle. Just like Rising Buckler, Shield Strike can {{keyword|cancel|cancel=1}} into Bitter End for HP damage. The bravery damage is also the same.&lt;br /&gt;
&lt;br /&gt;
This is a good {{keyword|punish|punish=1}} tool in {{keyword|air-to-ground|air-to-ground=1}} situations and after LV2 Assist Change staggers. As such, Shield Strike has good coverage against many close-range characters who use melee attacks. Since this is Warrior of Light&#039;s primary downward attack, it also makes it more telegraphed. It&#039;s great when used cautiously, but carries a lot of risk if it {{keyword|whiffs|whiff=1}}. Similar to Rising Buckler, Shield Strike has long {{keyword|recovery|recovery=1}} and no {{keyword|tracking|tracking=1}} after the move comes out.&lt;br /&gt;
&lt;br /&gt;
Warrior of Light does not move far if he is not above opponent, but the shield does hit in front of Warrior of Light. That lets him combo into HP after Sephiroth assist, who is one of his strongest assists.&lt;br /&gt;
&lt;br /&gt;
|-|Dayflash (midair)=&lt;br /&gt;
&lt;br /&gt;
{{AbilityInfo2&lt;br /&gt;
|ver1=Normal&lt;br /&gt;
|damage1=&#039;&#039;&#039;22&#039;&#039;&#039; (3, 4, 15)&lt;br /&gt;
|startup1=15F&lt;br /&gt;
|type1=Physical&lt;br /&gt;
|priority1=Melee Low&lt;br /&gt;
|ex1=90&lt;br /&gt;
|effect1=Chase&lt;br /&gt;
|cancels1=Dodge, &amp;lt;br&amp;gt;Block &amp;amp; Attack ({{keyword|Whiff|whiff=1}})&lt;br /&gt;
|asthit1=&lt;br /&gt;
|gametext=[Close] Fast horizontal slice. &amp;lt;br&amp;gt;Low power, quick strike.&lt;br /&gt;
|level=25&lt;br /&gt;
|ap=90&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|ver2=EX Mode&lt;br /&gt;
|damage2=&#039;&#039;&#039;36&#039;&#039;&#039; (3 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+4&amp;lt;/span&amp;gt;, 4 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+4&amp;lt;/span&amp;gt;, 15 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+6&amp;lt;/span&amp;gt;)&lt;br /&gt;
|startup2=15F&lt;br /&gt;
|type2=Physical&lt;br /&gt;
|priority2=Melee Low&lt;br /&gt;
|ex2=90&lt;br /&gt;
|effect2=Chase &amp;lt;br&amp;gt;Block (Ranged Low)&lt;br /&gt;
|cancels2=Dodge, &amp;lt;br&amp;gt;Block &amp;amp; Attack ({{keyword|Whiff|whiff=1}})&lt;br /&gt;
|asthit2=&lt;br /&gt;
|image=https://dissidia.wiki/images/5/5b/Brv_wol_dayflash_a.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Dayflash&#039;s aerial version is essential for Warrior of Light. It&#039;s very similar to ground version in many aspects, including damage, {{keyword|hit confirmable|hitconfirm=1}} follow-ups and safety as a {{keyword|poke|poke=1}}. It&#039;s reliable for starting assist combos and it generates 90 EX when completed. Because fights often happen in the air, Warrior of Light relies on this move a lot to function.&lt;br /&gt;
&lt;br /&gt;
The {{keyword|startup|startup=1}} is slightly slower than ground Dayflash (15 frames instead of 13), but it&#039;s still unreactable. The {{keyword|recovery|recovery=1}} is short as well, which Warrior of Light can use to build assist gauge on whiff. He can also {{keyword|cancel|cancel=1}} Dayflash into other attacks on whiff as a {{keyword|mixup|mixup=1}} against aggressive opponents, such as Shield of Light. The {{keyword|hitbox|hitbox=1}} goes low enough where it can still hit grounded opponents, so Dayflash also works as an {{keyword|air-to-ground|air-to-ground=1}} move.&lt;br /&gt;
&lt;br /&gt;
Most of Warrior of Light&#039;s attacks are slower, telegraphed moves with long recovery and higher damage potential. Aerial Dayflash is the opposite; It&#039;s the only high speed move Warrior of Light can consistently threaten with in close-range. It also lacks any {{keyword|HP links|hplink=1}}, so assist is needed to do HP damage. This is Warrior of Light&#039;s lowest damaging move in comparison to his other moves, but it&#039;s also the safest with least risk. It&#039;s a staple for him in competitive play, and his longevity hinges on how well he can utilize Dayflash.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== HP Attacks ==&lt;br /&gt;
&lt;br /&gt;
=== Ground ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Shield of Light (ground)=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=-&lt;br /&gt;
|startup=53F (Block from 1F to 53F)&lt;br /&gt;
|type=-&lt;br /&gt;
|priority=Melee High, Block Mid&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=Block, Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/7/77/Hp_wol_shield_of_light_g.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=22&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=[Close] Fire force blast from shield. &amp;lt;br&amp;gt;Hurls foe while blocking.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Shield of Light is Warrior of Light&#039;s signature {{keyword|command block|commandblock=1}}. He moves forward before unleashing a 1-hit force blast that can wall rush. Its blocking duration is very generous, as it blocks instantly from frame 1 until the move does damage. Combined with the forward movement, Shield of Light can call out low priority pokes, such as {{012cod}}&#039;s tentacles.&lt;br /&gt;
&lt;br /&gt;
More importantly, Shield of Light works as an instant defensive option after a ground dodge. If Warrior of Light is about to get hit, he can use this to keep the opponent at bay. Blocks like this work against dashes and low priority attacks alike. This presents a second layer of defense that the opponent has to consider at all times, or they risk taking HP damage just for approaching.  &lt;br /&gt;
&lt;br /&gt;
Shield of Light is a great defensive tool, but it still carries a risk. If it misses, Warrior of Light is left wide open for {{keyword|punishes|punish=1}}. Shield of Light can only block low priority moves. Higher priority moves like HP attacks and {{012squ}}&#039;s Heel Crush will guard crush or stagger Warrior of Light respectively.&lt;br /&gt;
&lt;br /&gt;
Warrior of Light becomes airborne when using this move. He can aim Shield of Light at a diagonal angle against airborne opponents, but he cannot change the direction once he performs it.&lt;br /&gt;
&lt;br /&gt;
|-|Shining Wave=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=-&lt;br /&gt;
|startup=51F&lt;br /&gt;
|type=-&lt;br /&gt;
|priority=Melee High (blade) &amp;lt;br&amp;gt;Ranged High (light pillar)&lt;br /&gt;
|ex=each 60&lt;br /&gt;
|effect=-&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/1/10/Hp_wol_shining_wave.jpeg&lt;br /&gt;
|imgpos=60%&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=1&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=[Mid] Shoot pillars of light. &amp;lt;br&amp;gt;Homes in on opponent.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Shining Wave is a long-range wave attack that deals HP damage on hit. It is sometimes used as a secondary projectile to occupy space, but it also works after staggering with a block. The ranged high priority lets Warrior of Light ignore LV2 Assist Change if the opponent has full assist gauge when staggered. Shining Wave cannot be reflected back at Warrior of Light, but it does lose to high priority melee attacks and {{keyword|command blocks|commandblock=1}} with decent active frames.&lt;br /&gt;
&lt;br /&gt;
The wave projectile travels at a relatively high speed once it&#039;s {{keyword|active|active=1}}. It can {{keyword|track|track=1}} airborne opponents, but it always moves forward at first before it starts realigning. Shining Wave can hit twice if it connects this way, though this can be difficult to aim for in a competitive match. Shining Wave can also combo into assist at a wall, but outside of that, its reward is pretty low on average.&lt;br /&gt;
&lt;br /&gt;
As a wave HP, Shining Wave has a little quirk with its {{keyword|hitbox|hitbox=1}}. It can miss against high speed movement that is passing through the projectile. &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=cDI-tsnyJbM&amp;amp;t=25 Shining Wave misses against high speed movement passing through]&amp;lt;/ref&amp;gt; This is pretty risky to attempt though, so Warrior of Light does not have to worry about it too often.&lt;br /&gt;
&lt;br /&gt;
|-|Ultimate Shield=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;20&#039;&#039;&#039; (4 x 3, 8)&lt;br /&gt;
|startup=41F&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee High&lt;br /&gt;
|ex=30&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/c/c1/Hp_wol_ultimate_shield.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=28&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=[Close] Deft shieldwork. &amp;lt;br&amp;gt;Effective against any height.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Ultimate Shield is a combo attack that wall rushes. This is Warrior of Light&#039;s fastest ground HP attack, though it is still {{keyword|reactable|reactable=1}}. The vertical {{keyword|tracking|tracking=1}} is high during {{keyword|startup|startup=1}}, so it can hit opponents directly above Warrior of Light. That is useful for calling out forward ground dodges, or air dodges that are near Warrior of Light. If the opponent is trying to dodge something else, Ultimate Shield can pull them down for some damage. As the fastest ground HP, it can work as a {{keyword|mixup|mixup=1}} against regular blocks.&lt;br /&gt;
&lt;br /&gt;
Warrior of Light stays in place while his shield goes towards opponent. If the shield misses, Warrior of Light will not continue with a combo. This makes it a bit harder for grounded opponents to counter from a distance. Ultimate Shield can also reflect HP projectiles without moving towards them. The reach is decent, but not enough to punish neutral ground dodges without prior movement. Assists can follow up either with wall rush or {{keyword|knockback cancel|knockbackcancel=1}}.&lt;br /&gt;
&lt;br /&gt;
If White Fang connects, it can activate a &#039;&#039;&#039;[[Glitch_(Dissidia_012)#Hit_Glitch|hit glitch]]&#039;&#039;&#039; for Ultimate Shield if its done at the same time. As Ultimate Shield does not reach far, this can be detrimental if the opponent is not already in close-range. It has long {{keyword|recovery|recovery=1}} when finished, so Warrior of Light should watch out for Assist Changes when using this.&lt;br /&gt;
&lt;br /&gt;
|-|Rune Saber (ground)=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;10&#039;&#039;&#039; (2 x 3, 4) / +Ascension = (50 Total)&lt;br /&gt;
|startup=?&lt;br /&gt;
|type=Magical&lt;br /&gt;
|priority=Melee High (?)&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/d/dc/Hp_wol_rune_saber.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=Branching from Ascension &amp;lt;br&amp;gt;[Combo] Light beam pierces foe.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Rune Saber is the {{keyword|HP link|hplink=1}} from Ascension. It&#039;s a vertical combo attack that ends with a tall pillar of light. Rune Saber is a good HP link for its damage and combo potential. Both Ascension and Rune Saber have good upward {{keyword|knockback|knockback=1}}. That means Rune Saber can wall rush consistently in stages with lower ceilings, such as Sky Fortress Bahamut and Edge of Madness.&lt;br /&gt;
&lt;br /&gt;
The wall rush is great for HP damage and assist combos alike. If Warrior of Light cannot guarantee a ceiling wall rush, multi-hit assists like Sephiroth can also {{keyword|knockback cancel|knockbackcancel=1}} for combos. As a result, Rune Saber is useful as an independent source of HP damage and assist combo starter anywhere.&lt;br /&gt;
&lt;br /&gt;
Rune Saber has a lengthy animation, which normally makes it risky against opponents who escaped with Assist Change. Rune Saber&#039;s last hit has a tall {{keyword|hitbox|hitbox=1}} with long {{keyword|active|active=1}} frames. This provides &#039;&#039;some&#039;&#039; cover for Warrior of Light before he can {{keyword|dodge cancel|dc=1}}, but it&#039;s not entirely safe. Opponents can still try to Assist Change out early and dodge next to Warrior of Light.&lt;br /&gt;
&lt;br /&gt;
If Ascension wall rushes first (such as in &#039;&#039;&#039;[[Pandaemonium_(Dissidia_012)|Pandaemonium]]&#039;&#039;&#039;), Rune Saber cannot hit unless assist connects during wall rush.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Aerial ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Shield of Light (midair)=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=-&lt;br /&gt;
|startup=53F (Block from 1F to 53F)&lt;br /&gt;
|type=-&lt;br /&gt;
|priority=Melee High, Block Mid&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=Block, Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/6/6a/Hp_wol_shield_of_light_a.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=1&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=[Close] Fire force blast from shield. &amp;lt;br&amp;gt;Hurls foe while blocking.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Shield of Light is Warrior of Light&#039;s {{keyword|command block|commandblock=1}}. As an aerial move, Warrior of Light has more opportunities to use it anywhere. This is good, because it is functionally very similar to the ground version. It still blocks low priority attacks instantly on frame 1 until it deals HP damage. As such, its most commonly used for self-defense after air dodging. This can keep opponents guessing, as the instant blocking makes it much harder to react before it&#039;s too late. Warrior of Light also moves toward opponent a short distance as he guards. That can stagger melee low attacks with long {{keyword|active|active=1}} frames, such as {{012clo}}&#039;s Slashing Blow. As a 1-hit HP, Shield of Light can also circumvent EX Revenge {{keyword|checkmates|checkmate=1}} with EX {{keyword|depletion|depletion=1}}.&lt;br /&gt;
&lt;br /&gt;
The force blast has short reach and it doesn&#039;t stay active for long. However, it can wall rush and start assist combos with a good {{keyword|read|read=1}}. It&#039;s not commonly used in assist combos due to its relatively small {{keyword|hitbox|hitbox=1}} and limited vertical {{keyword|tracking|tracking=1}}. Warrior of Light&#039;s combos often lead to the air, and he has stronger options for damage, and situationally safer tools against Assist Change. Regardless, the aerial Shield of Light is a staple for Warrior of Light.&lt;br /&gt;
&lt;br /&gt;
|-|Radiant Sword=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=-&lt;br /&gt;
|startup=77F&lt;br /&gt;
|type=-&lt;br /&gt;
|priority=Ranged High&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/e/eb/Hp_wol_radiant_sword.jpeg&lt;br /&gt;
|imgpos=60%&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=13&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=[Long] Fire blades of light from seal. &amp;lt;br&amp;gt;Blades weakly track foe.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Radiant Sword is a group of long-range homing projectiles. The projectiles spawn as a row in front of Warrior of Light, and once they start moving, they accelerate to very high speed within a couple seconds. While homing, all projectiles attempt to laser focus on a single point at the opponent. This limits Radiant Sword&#039;s ability to occupy space, but its {{keyword|tracking|tracking=1}} and reach are strong enough to force a dodge at most ranges. &lt;br /&gt;
&lt;br /&gt;
The {{keyword|startup|startup=1}} is quite slow, so Warrior of Light cannot use this as a reliable {{keyword|mixup|mixup=1}} against blocks. Radiant Sword is sometimes used as an attempt to threaten the opponent who is already getting an EX core, but it has a pretty low hit rate in {{keyword|neutral|neutral=1}} due to its telegraphed startup and relatively slow speed. Radiant Sword also stops if it hits a solid obstacle, like floor or the crystal in Empyreal Paradox. If Radiant Sword connects though, it can wall rush for an assist combo.&lt;br /&gt;
&lt;br /&gt;
|-|Rune Saber (midair)=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;10&#039;&#039;&#039; (2 x 3, 4) / +Crossover = (50 Tota)&lt;br /&gt;
|startup=??&lt;br /&gt;
|type=Magical&lt;br /&gt;
|priority=Melee High (?)&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/d/dc/Hp_wol_rune_saber.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=Branching from Crossover &amp;lt;br&amp;gt;[Combo] Light beam pierces foe.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Rune Saber is the {{keyword|HP link|hplink=1}} from Crossover. It&#039;s a staple move for Warrior of Light whenever Crossover is equipped. It is functionally identical Rune Saber from Ascension, a multi-hit attack that wall rushes upwards. Though the base damage is low, it&#039;s a consistent, damaging HP link thanks to wall rush and assist. Warrior of Light has some flexibility with this move in assist combos. He can either go for a conventional wall rush combo, or he can call assist such as Sephiroth to {{keyword|knockback cancel|knockbackcancel=1}} the last hit if ceiling is not close.&lt;br /&gt;
&lt;br /&gt;
Rune Saber has a lengthy animation, which normally makes it risky against opponents who escaped with Assist Change. Rune Saber&#039;s last hit has a tall {{keyword|hitbox|hitbox=1}} with long {{keyword|active|active=1}} frames. This provides &#039;&#039;some&#039;&#039; cover for Warrior of Light before he can {{keyword|dodge cancel|dc=1}}, but it&#039;s not entirely safe. Opponents can still try to Assist Change out early and dodge next to Warrior of Light.&lt;br /&gt;
&lt;br /&gt;
If Crossover wall rushes first, Rune Saber cannot hit unless assist connects during wall rush.&lt;br /&gt;
&lt;br /&gt;
|-|Bitter End A=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;15&#039;&#039;&#039; (2 x 6, 3) / +Rising Buckler = (29 Total)&lt;br /&gt;
|startup=??&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee High (?)&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/7/73/Hp_wol_bitter_end.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=Branching from Rising Buckler &amp;lt;br&amp;gt;[Combo] Deft bladework.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Bitter End is another staple {{keyword|HP link|hplink=1}} for Warrior of Light. It&#039;s a stationary combo that has horizontal {{keyword|knockback|knockback=1}} on the last hit. This move lets Warrior of Light capitalize on his {{keyword|whiff punishment|whiffpunish=1}} in a meaningful way, as it deals HP damage without assist. The base damage is slightly higher than Rune Saber, and it has similar combo routes with wall rush and Sephiroth assist {{keyword|knockback cancels|knockbackcancel=1}}. It&#039;s a good assist combo starter and ender for its wall rush and attack length. With high base bravery builds, the animation lasts long enough to get most of the base bravery back after HP if Bitter End is delayed enough.&lt;br /&gt;
&lt;br /&gt;
As a multi-hitting combo attack, Bitter End starts quickly, but takes a couple seconds to finish. It is very unsafe against opponents who escaped with LV1 Assist Change. Warrior of Light cannot {{keyword|cancel|cancel=1}} Bitter End until the last hit comes out. He stays still for the entire animation, and he doesn&#039;t have Rune Saber&#039;s tall {{keyword|hitbox|hitbox=1}} to provide cover either. As such, Bitter End is vulnerable to aerial attacks from above and his back. Warrior of Light will need assist gauge himself if he wants to counter any {{keyword|punish|punish=1}} attempts. If Warrior of Light cannot land this move before opponent gets assist, he can struggle to get any HP damage at all. It&#039;s something he has to work with, as not having access to Bitter End loses him more damage in the long term.&lt;br /&gt;
&lt;br /&gt;
|-|Bitter End B=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;15&#039;&#039;&#039; (2 x 6, 3) / +Shield Strike = (29 Total)&lt;br /&gt;
|startup=??&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee High (?)&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/7/73/Hp_wol_bitter_end.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=Branching from Shield Strike &amp;lt;br&amp;gt;[Combo] Deft bladework.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Bitter End B is identical with Bitter End A.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== EX Mode: Class Change! ==&lt;br /&gt;
Effects:&lt;br /&gt;
* Regen&lt;br /&gt;
* Critical Boost&lt;br /&gt;
* Mirror Attack&lt;br /&gt;
* Protect&lt;br /&gt;
* Light&#039;s Blessing&lt;br /&gt;
&lt;br /&gt;
Warrior of Light&#039;s EX Mode has plenty of useful effects. He gets additional hits for his melee braveries, a big damage reduction in +10 base DEF and he block ranged low moves during his own attacks. EX modes are commonly used to secure a win with assist combo, and Warrior of Light is no different. As such, the defensive boosts may not come into play often. It is still a good EX mode overall, though.&lt;br /&gt;
&lt;br /&gt;
=== Mirror Attack ===&lt;br /&gt;
&lt;br /&gt;
{{image|https://dissidia.wiki/images/8/8d/Ex_mode_wol_mirror_attack.jpeg}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[Active while attacking]&lt;br /&gt;
A wall of light appears while attacking, repelling weak magical attacks.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Warrior of Light can block attacks with Ranged Low priority during his own attack animations. The blocking effect activates very quickly and lasts for most, if not the whole attack animation. This applies even during a move&#039;s {{keyword|recovery|recovery=1}}.&lt;br /&gt;
&lt;br /&gt;
=== Protect ===&lt;br /&gt;
&#039;&#039;[Always active while in EX Mode]&lt;br /&gt;
An aura of light covers the body, raising defense.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Warrior of Light gets +10 DEF for the duration of his EX mode. That is a huge increase, which can greatly reduce bravery damage taken if Warrior of Light is hit during this time.&lt;br /&gt;
&lt;br /&gt;
=== Light&#039;s Blessing ===&lt;br /&gt;
{{image|http://dissidia.wiki/images/b/b9/Ex_mode_wol_light_blessing.jpeg}}&lt;br /&gt;
&#039;&#039;[Activates when combo hits] Swords of light appear, dealing additional damage.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Light&#039;s Blessing adds several hits to Warrior of Light&#039;s physical bravery attacks. Each light sword has a base damage of 1. The light swords cause {{keyword|hit stun|hitstun=1}}, but they don&#039;t create more lenient, practical solo combo routes for Warrior of Light.&lt;br /&gt;
&lt;br /&gt;
=== EX Burst: Oversoul ===&lt;br /&gt;
{{image|https://dissidia.wiki/images/4/46/Ex_burst_wol.jpeg}}&lt;br /&gt;
&#039;&#039;Sharp, repeated strikes like flashes of light. &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;img&amp;gt;https://resources.dissidia.wiki/ddff/icons/ddff-icon-button-dpadup.png&amp;lt;/img&amp;gt; &amp;lt;img&amp;gt;https://resources.dissidia.wiki/ddff/icons/ddff-icon-button-dpaddown.png&amp;lt;/img&amp;gt; &amp;lt;img&amp;gt;https://resources.dissidia.wiki/ddff/icons/ddff-icon-button-dpadleft.png&amp;lt;/img&amp;gt; &amp;lt;img&amp;gt;https://resources.dissidia.wiki/ddff/icons/ddff-icon-button-dpadright.png&amp;lt;/img&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Each directional button corresponds to one attack.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{burst&lt;br /&gt;
|damage1=5x3 (15)&lt;br /&gt;
|damage2=10x6, 25 (100 total)&lt;br /&gt;
|type=Physical&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Oversoul is a fairly standard EX Burst. The base damage for initial hits isn&#039;t high, but follow-up hits begin almost immediately, leaving less time for the opponent to raise their DEF.&lt;br /&gt;
&lt;br /&gt;
To complete this EX Burst, Warrior of Light must press the correct button shown on screen six times. The button inputs &#039;&#039;always&#039;&#039; require a directional button. Analog stick {{pspana}} will not work regardless of what the character control option is set to. If Warrior of Light does not press the correct button within a short time, or presses a wrong button, he will end EX Burst early. Regardless of how well this EX Burst is done, Warrior of Light always finishes with a slash that has decent 25 base damage.&lt;br /&gt;
&lt;br /&gt;
== Combos ==&lt;br /&gt;
&lt;br /&gt;
=== Solo ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Main article pending)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Combo-012&lt;br /&gt;
| data      = &lt;br /&gt;
{{Combo-012Data&lt;br /&gt;
|combo=&#039;&#039;&#039;White Fang&#039;&#039;&#039; &amp;gt; Ascension &amp;gt; Rune Saber&lt;br /&gt;
|condition=Projectile Starter&lt;br /&gt;
|requirement=Ground&lt;br /&gt;
|purpose=Projectile to HP Damage&lt;br /&gt;
|damage=56 minimum + HP &amp;amp; WR&lt;br /&gt;
|damagehits=6 min &amp;gt; 40 &amp;gt; 10 + HP &amp;amp; WR&lt;br /&gt;
|ex=90&lt;br /&gt;
|exhits=0 &amp;gt; 90 &amp;gt; 0&lt;br /&gt;
|meteropp=&lt;br /&gt;
|video=&lt;br /&gt;
|notes=White Fang combos into most of WoL&#039;s moves, Ascension is his staple high damage follow-up. This combo works in close range. If the opponent is further away, Warrior of Light may have to dash to combo afterwards.&lt;br /&gt;
}}&lt;br /&gt;
{{Combo-012Data&lt;br /&gt;
|combo=&#039;&#039;&#039;White Fang&#039;&#039;&#039; &amp;gt; Dayflash &amp;gt; Delayed Empty {{clr|chase=1}}&lt;br /&gt;
|condition=Projectile Starter&lt;br /&gt;
|requirement=Ground&lt;br /&gt;
|purpose=Projectile, Safe {{keyword|Chase|emptychase=1}} for EX&lt;br /&gt;
|damage=28 minimum&lt;br /&gt;
|damagehits=6 min &amp;gt; 22&lt;br /&gt;
|ex=90&lt;br /&gt;
|exhits=0 &amp;gt; 90&lt;br /&gt;
|meteropp=&lt;br /&gt;
|video=&lt;br /&gt;
|notes=Less damage than Ascension, but this combo does two things: It lets WoL chase safely without getting countered and get all EX in the stage. Delay Dayflash&#039;s Chase as much as possible, then do it just before the opponent reaches the ground. This forces a wall rush reaction.&lt;br /&gt;
&lt;br /&gt;
The second thing is it enables assist combos, and the chase also resets assist gauge if it was already used previously. This doesn&#039;t have much merit in the solo combo context, but it does leave WoL close to the opponent for pressure.&lt;br /&gt;
&lt;br /&gt;
In a {{keyword|neutral|neutral=1}} situation, Dayflash can be easier to react with if White Fang hits a moving opponent. Other than that, Ascension is the stronger follow-up.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Assist (Sephiroth) ===&lt;br /&gt;
&lt;br /&gt;
Warrior of Light can create assist combos with Wall Rush, Dayflash and even during his Bitter End and Rune Saber {{keyword|HP links|hplink=1}}. This gives him flexibility in setting up HP damage. When following up after Sephiroth, delay Assist Chase a little so that Shield Strike connects more consistently.&lt;br /&gt;
&lt;br /&gt;
{{ComboLegend-012}}&lt;br /&gt;
&lt;br /&gt;
{{Combo-012&lt;br /&gt;
| data      = &lt;br /&gt;
{{Combo-012Data&lt;br /&gt;
|combo=&#039;&#039;&#039;Dayflash (2 hits)&#039;&#039;&#039; &amp;gt; {{clr|astbrv=1}} &amp;gt; {{clr|ac=1}} &amp;gt; Shield Strike &amp;gt; Bitter End&lt;br /&gt;
|condition={{keyword|Poke|poke=1}} Starter&lt;br /&gt;
|requirement=Ground / Air OK&lt;br /&gt;
|purpose=Staple {{keyword|Midscreen|midscreen=1}} Combo&lt;br /&gt;
|damage=76 + HP &amp;amp; WR&lt;br /&gt;
|damagehits=3, 4 &amp;gt; 40 AST &amp;gt; 14 &amp;gt; 15 + HP &amp;amp; WR&lt;br /&gt;
|ex=&lt;br /&gt;
|exhits=&lt;br /&gt;
|meteropp=&lt;br /&gt;
|video=&lt;br /&gt;
|notes=Standard combo from a safe poke. Confirm the second Dayflash hit visually, then press assist and follow up. This is an important combo to get right, as it lets WoL do HP damage without using the more telegraphed bravery attacks first.&lt;br /&gt;
}}&lt;br /&gt;
{{Combo-012Data&lt;br /&gt;
|combo=&#039;&#039;&#039;Crossover / Ascension&#039;&#039;&#039; &amp;gt; Rune Saber &amp;gt; {{clr|wr=1}} &amp;gt; {{clr|astbrv=1}} &amp;gt; {{clr|ac=1}} &amp;gt; Shield Strike &amp;gt; Bitter End&lt;br /&gt;
|condition={{keyword|Punish|punish=1}} Starter&lt;br /&gt;
|requirement=Ceiling HP Wall Rush&lt;br /&gt;
|purpose=HP Damage&lt;br /&gt;
|damage=119 + HP &amp;amp; WR&lt;br /&gt;
|damagehits=40 &amp;gt; 10 + HP &amp;amp; WR &amp;gt; 40 AST &amp;gt; 14 &amp;gt; 15 + HP &amp;amp; WR&lt;br /&gt;
|ex=&lt;br /&gt;
|exhits=90 &amp;gt; 0 &amp;gt; ?? &amp;gt; 30&lt;br /&gt;
|meteropp=&lt;br /&gt;
|video=&lt;br /&gt;
|notes=A standard Wall Rush combo. Make sure to do Rune Saber as soon as possible before Crossover Wall Rushes at the ceiling. This is not very practical for low ceiling stages, such as Pandaemonium - Top Floor and M. S. Prima Vista. In those stages, Crossover&#039;s BRV Wall Rush has to suffice.&lt;br /&gt;
}}&lt;br /&gt;
{{Combo-012Data&lt;br /&gt;
|combo=&#039;&#039;&#039;Shield Strike / Rising Buckler&#039;&#039;&#039; &amp;gt; Bitter End &amp;gt; {{clr|astbrv=1}} &amp;gt; Bitter End + Assist HIT &amp;gt; {{clr|dc=1}} &amp;gt; {{clr|ac=1}} &amp;gt; Shield Strike &amp;gt; Bitter End&lt;br /&gt;
|condition={{keyword|Punish|punish=1}} Starter&lt;br /&gt;
|requirement={{keyword|Knockback Cancel|knockbackcancel=1}}&lt;br /&gt;
|purpose=Midscreen HP Damage&lt;br /&gt;
|damage=98 + HP &amp;amp; WR&lt;br /&gt;
|damagehits=14 &amp;gt; 15 + HP &amp;gt; 40 AST &amp;gt; 14 &amp;gt; 15 + HP &amp;amp; WR&lt;br /&gt;
|ex=&lt;br /&gt;
|exhits=&lt;br /&gt;
|meteropp=&lt;br /&gt;
|video=&lt;br /&gt;
|notes=This combo works anywhere, but Sephiroth must be timed to hit when Bitter End finishes. Press assist just as Bitter End&#039;s last bravery slash connects. WoL should be winding up his sword during the assist slowdown if done properly.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Builds ==&lt;br /&gt;
&#039;&#039;Main article: &#039;&#039;&#039;[[Warrior_of_Light_(Dissidia_012)/Builds|Warrior of Light (012) Builds]]&#039;&#039;&#039; &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Warrior of Light works with a variety of builds, such as hybrid builds, Bravery Boost on Dodge and Side by Side. Most of his damage comes from Dayflash assist combos and {{keyword|HP links|hplink=1}}, so he is not often built explicitly for bravery damage. However, Warrior of Light benefits greatly from having high {{keyword|base bravery|basebrv=1}} for assist combos.&lt;br /&gt;
&lt;br /&gt;
=== Hybrid ===&lt;br /&gt;
&lt;br /&gt;
{{Build&lt;br /&gt;
|hp=11299&lt;br /&gt;
|cp=450&lt;br /&gt;
|brv=996&lt;br /&gt;
|atk=178&lt;br /&gt;
|def=184&lt;br /&gt;
|luk=60&lt;br /&gt;
|booster=&lt;br /&gt;
|setbonus=Seal of Lufenia&lt;br /&gt;
|ast={{012seph}}&lt;br /&gt;
|wpn=Heaven&#039;s Cloud&lt;br /&gt;
|hand=Lufenian Dirk {{equip}}&lt;br /&gt;
|head=Lufenian Headband {{equip}}&lt;br /&gt;
|armor=Lufenian Vest&lt;br /&gt;
|acc1=Muscle Belt {{accbas}}&lt;br /&gt;
|acc2=Dismay Shock {{accbas}}&lt;br /&gt;
|acc3=Battle Hammer {{accbas}}&lt;br /&gt;
|acc4=Summon Unused {{accboo}}&lt;br /&gt;
|acc5=Pre-EX Mode {{accboo}}&lt;br /&gt;
|acc6=Pre-EX Revenge {{accboo}}&lt;br /&gt;
|acc7=Opponent Summon Unused {{accboo}}&lt;br /&gt;
|acc8=White Gem {{accsp}}&lt;br /&gt;
|acc9=Tenacious Attacker {{accsp}}&lt;br /&gt;
|acc10=Glutton {{accsp}}&lt;br /&gt;
|summon=Rubicante&lt;br /&gt;
|dataBRV=&lt;br /&gt;
{{Build-AttackData&lt;br /&gt;
|brv1-g=Dayflash&lt;br /&gt;
|branch-1gbrv=&lt;br /&gt;
|branch-1ghp=&lt;br /&gt;
|brv2-g=Ascension&lt;br /&gt;
|branch-2gbrv=&lt;br /&gt;
|branch-2ghp=Rune Saber&lt;br /&gt;
|brv3-g=White Fang&lt;br /&gt;
|branch-3gbrv=&lt;br /&gt;
|branch-3ghp=&lt;br /&gt;
|brv1-a=Dayflash&lt;br /&gt;
|branch-1abrv=&lt;br /&gt;
|branch-1ahp=&lt;br /&gt;
|brv2-a=Crossover&lt;br /&gt;
|branch-2abrv=&lt;br /&gt;
|branch-2ahp=Rune Saber&lt;br /&gt;
|brv3-a=Shield Strike&lt;br /&gt;
|branch-3abrv=&lt;br /&gt;
|branch-3ahp=Bitter End&lt;br /&gt;
}}&lt;br /&gt;
| dataHP      = &lt;br /&gt;
{{Build-AttackDataHP&lt;br /&gt;
|hp1-g=Shield of Light&lt;br /&gt;
|hp2-g=Ultimate Shield&lt;br /&gt;
|hp3-g=Shining Wave&lt;br /&gt;
|hp1-a=Shield of Light&lt;br /&gt;
|hp2-a=&lt;br /&gt;
|hp3-a=Radiant Sword&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This is a general purpose build focused on EX intake and EX depletion. Most competitive builds focus on damage, ex and / or meter depletion, so this is a good build to start with.&lt;br /&gt;
&lt;br /&gt;
Seal of Lufenia set lowers DEF, but Warrior of Light&#039;s high base DEF stat mitigates it. Lufenian Dirk {{equhand}} adds +1 ATK for more damage, which in turn compensates for Heaven&#039;s Cloud&#039;s {{equwpn}} low ATK. Heaven&#039;s Cloud makes grabbing EX Force much easier due to its increased EX intake range.&lt;br /&gt;
&lt;br /&gt;
== Assist ==&lt;br /&gt;
&lt;br /&gt;
Warrior of Light&#039;s assist data.&lt;br /&gt;
&lt;br /&gt;
=== Assist Data ===&lt;br /&gt;
{{012Assist&lt;br /&gt;
|type1=BRV&lt;br /&gt;
|attack1=Sword Thrust&lt;br /&gt;
|startup1=31F&lt;br /&gt;
|position1=Ground&lt;br /&gt;
|spawn1=Opponent&lt;br /&gt;
|damage1=6, 3 x 5, 15 (30)&lt;br /&gt;
|effect1=Wall Rush&lt;br /&gt;
|type2=BRV&lt;br /&gt;
|attack2=Rising Buckler&lt;br /&gt;
|startup2=25F&lt;br /&gt;
|position2=Air&lt;br /&gt;
|spawn2=Opponent&lt;br /&gt;
|damage2=2 x 4, 6, 16 (30)&lt;br /&gt;
|effect2=Wall Rush&lt;br /&gt;
|type3=HP&lt;br /&gt;
|attack3=Shining Wave&lt;br /&gt;
|startup3=53F&lt;br /&gt;
|position3=Ground&lt;br /&gt;
|spawn3=Player&lt;br /&gt;
|damage3=-&lt;br /&gt;
|effect3=Chase&lt;br /&gt;
|type4=HP&lt;br /&gt;
|attack4=Shield of Light&lt;br /&gt;
|startup4=51F&lt;br /&gt;
|position4=Air&lt;br /&gt;
|spawn4=Opponent&lt;br /&gt;
|damage4=-&lt;br /&gt;
|effect4=Block, Wall Rush&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Assist Overview ===&lt;br /&gt;
&lt;br /&gt;
As an assist, Warrior of Light is one of the weaker assists in the game. His braveries do not hold the opponent in place for long and they quickly push them away from the player. The lack of Assist Chase hurts; Warrior of Light struggles to serve the role of setting up HP attacks for the player character. He relies on Wall Rush to achieve this. It is recommended to fight near ground, so that Rising Buckler can at least slam opponents to the floor for easier combos.&lt;br /&gt;
&lt;br /&gt;
Shield of Light can guard attacks, which is worth noting for {{keyword|scrambles|scramble=1}} and checkmate situations. But because it is an HP attack, it is expensive and risky to use.&lt;br /&gt;
&lt;br /&gt;
=== Synergies ===&lt;br /&gt;
Warrior of Light works well with most competitive assists.&lt;br /&gt;
&lt;br /&gt;
;Sephiroth&lt;br /&gt;
:Arguably the most popular synergy in competitive play. He can combo from almost every move and Wall Rush consistently, and set up another {{keyword|HP link|hplink=1}} afterwards. Sephiroth may be a budget Kuja assist, but his multi-hits make it easier to do {{keyword|knockback cancels|knockbackcancel=1}} anywhere. This lets Warrior of Light deal consistent HP damage regardless of his position, while still having access to a consistent {{keyword|whiff punish|whiffpunish=1}} option.&lt;br /&gt;
&lt;br /&gt;
;Aerith&lt;br /&gt;
:Aerith has less bravery damage and worse whiff punish tools in exchange for safer combos and EX intake. Dayflash chase setups take center stage here; They&#039;re useful for getting EX and bypassing LV2 Assist Change staggers. Knockback cancels are still possible with Rune Saber and Bitter End, so technically Warrior of Light does not need Wall Rush for combos either. They are not very easy to do, though. If Warrior of Light does get a Wall Rush, he can use Shield of Light to set up another Aerith assist. A double assist combo can be a lot of damage, particularly with high base bravery.&lt;br /&gt;
&lt;br /&gt;
;Jecht&lt;br /&gt;
:Jecht hits faster than Sephiroth and his air BRV sets up extended ground combos for lots of bravery. Even if Crossover is not equipped, Ascension usually is, which is also a high damaging move. If WoL wants to use assist again for even more bravery after Jecht&#039;s air BRV, Dayflash (ground) {{keyword|empty chase|emptychase=1}} reset makes it possible. This is a competent synergy in its own right, though WoL loses out on consistent {{keyword|midscreen|midscreen=1}} knockback cancels.&lt;br /&gt;
&lt;br /&gt;
= References =&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{navbox012}}&lt;br /&gt;
&lt;br /&gt;
{{roadmap012wol}}&lt;/div&gt;</summary>
		<author><name>Muggshotter</name></author>
	</entry>
	<entry>
		<id>https://dissidia.wiki/index.php?title=Warrior_of_Light_(Dissidia_012)&amp;diff=4796</id>
		<title>Warrior of Light (Dissidia 012)</title>
		<link rel="alternate" type="text/html" href="https://dissidia.wiki/index.php?title=Warrior_of_Light_(Dissidia_012)&amp;diff=4796"/>
		<updated>2026-03-24T21:20:42Z</updated>

		<summary type="html">&lt;p&gt;Muggshotter: /* Bravery Attacks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Dissidia 012 Final Fantasy]]&lt;br /&gt;
{{012CharNavWol}}&lt;br /&gt;
&lt;br /&gt;
{{CharacterInfo&lt;br /&gt;
|portrait=https://resources.dissidia.wiki/ddff/portraits/ddff-port-wol.png&lt;br /&gt;
|name=Warrior of Light&lt;br /&gt;
|origin=Final Fantasy&lt;br /&gt;
|atk=110 (Average)&lt;br /&gt;
|def=113 (Very High, +10 during EX Mode)&lt;br /&gt;
|runspeed=6 (Average / Good)&lt;br /&gt;
|dash=77 (Average / Good)&lt;br /&gt;
|fall=87 (Average)&lt;br /&gt;
|fallr=40 (Average)&lt;br /&gt;
|fastestbrv=13F (Dayflash ground)&lt;br /&gt;
|fastesthp=51F (Shining Wave)&lt;br /&gt;
|1hithp=Yes (Multiple)&lt;br /&gt;
|hplinks=Yes&lt;br /&gt;
|cmdblock=Shield of Light&lt;br /&gt;
|weapon=Axes, Daggers, Greatswords, Katanas, Swords&lt;br /&gt;
|armor=Chestplates, Gauntlets, Heavy Armor, Helms,&amp;lt;br&amp;gt; Large Shields, Light Armor, Shields&lt;br /&gt;
|exclusives=Flame Sword, Braveheart, Barbarian&#039;s Sword&lt;br /&gt;
|unlock=Default&lt;br /&gt;
|alignment=Cosmos&lt;br /&gt;
|vajp=[https://en.wikipedia.org/wiki/Toshihiko_Seki Toshihiko Seki]&lt;br /&gt;
|vaeng=[https://en.wikipedia.org/wiki/Grant_George Grant George]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
= Overview =&lt;br /&gt;
Warrior of Light is a close range fighter who operates as an {{keyword|all-rounder|all-rounder=1}}. He represents a standard-fare fighting style with quick Dayflash {{keyword|pokes|poke=1}}, committal gap closers and midrange projectiles. His standard mobility lets him create offense and defense as needed, and once he gets an opening, his {{keyword|HP links|hplink=1}} can deal good damage. Warrior of Light&#039;s damage output is supported by &#039;&#039;&#039;[[Multiplayer_Build_Guide_(Dissidia_012)#Damage_(high_base_bravery)|high base bravery]]&#039;&#039;&#039; builds, HP wall rush and assist combos. He works well with many assists and his combo routes are consistent in most positions. Thanks to his high coverage with HP links such as Shield Strike / Rising Buckler &amp;gt; Bitter End, Warrior of Light can {{keyword|punish|punish=1}} effectively from most angles.&lt;br /&gt;
&lt;br /&gt;
As an all-rounder, Warrior of Light works with a variety of builds, including &#039;&#039;&#039;[[Multiplayer_Build_Guide_(Dissidia_012)#EX|EX]]&#039;&#039;&#039; and &#039;&#039;&#039;[[Multiplayer_Build_Guide_(Dissidia_012)#Side_by_Side|Side by Side]]&#039;&#039;&#039; {{accsp}}. His standout traits are defensively oriented; He has very high base DEF stat, which is greatly amplified in &#039;&#039;&#039;[[EX_(Dissidia_012)#EX_Mode|EX Mode.]]&#039;&#039;&#039; He also has an advancing frame 1 {{keyword|command block|commandblock=1}} in Shield of Light, which is a 1-hit HP that wall rushes. This is not common in the game. It makes Warrior of Light&#039;s dodges safer and beating low priority attacks with long {{keyword|active|active=1}} frames easier.&lt;br /&gt;
&lt;br /&gt;
Warrior of Light can struggle against lingering projectiles due to risky {{keyword|disjoints|disjoint=1}}. His projectiles are serviceable, but often low reward at a distance. The reliance on HP links makes Warrior of Light susceptible to punishes after LV1 Assist Change. He has safer options at the cost of damage. His air dodge has an average fall speed ratio, so he has to protect himself with Shield of Light occasionally to stay safe. While this is a powerful option, it is also high commitment and vulnerable if it misses.&lt;br /&gt;
&lt;br /&gt;
In competitive play, Warrior of Light has been usually ranked at high tier. His fundamentally good moveset and stats lend to a consistent playstyle that adheres to the {{keyword|metagame|meta=1}}.&lt;br /&gt;
&lt;br /&gt;
{{ProConTable&lt;br /&gt;
|pros=*&#039;&#039;&#039;All-rounder&#039;&#039;&#039; - Average to good stats, HP links and a fundamentally good moveset with an answer to many sitations.&lt;br /&gt;
*&#039;&#039;&#039;User-friendly&#039;&#039;&#039; - Great for beginners and experienced players alike. Good for learning the game and honing fundamentals.&lt;br /&gt;
*&#039;&#039;&#039;Command block&#039;&#039;&#039; - Shield of Light is an advancing single hit HP attack. It blocks instantly throughout its {{keyword|startup|startup=1}}, and works both offensively and defensively after dodges.&lt;br /&gt;
*&#039;&#039;&#039;Ground combat&#039;&#039;&#039; - Projectiles and {{keyword|empty chase|emptychase=1}} assist combo starters allow Warrior of Light to adapt to a match&#039;s pace and improve his combo potential.&lt;br /&gt;
*&#039;&#039;&#039;Build synergy&#039;&#039;&#039; - Works well with all common build styles, including EX, &#039;&#039;&#039;[[Multiplayer_Build_Guide_(Dissidia_012)#Bravery_Boost_on_Dodge|bravery boost on dodge]]&#039;&#039;&#039; and Side by Side {{accsp}}.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;EX generation&#039;&#039;&#039; - Most bravery attacks produce 30 to 90 EX Force. His most common poke Dayflash produces 90 EX, which supports long-term survivability with EX gauge.&lt;br /&gt;
*&#039;&#039;&#039;EX Mode&#039;&#039;&#039; - Boasts highest defense stat, automatically blocks Ranged Low projectiles and increases damage output of melee bravery attacks.&lt;br /&gt;
|cons=&lt;br /&gt;
*&#039;&#039;&#039;Struggles against traps&#039;&#039;&#039; - Despite having projectiles and disjoints, Warrior of Light cannot easily punish characters hiding inside lingering projectiles and traps without resources or considerable risk.&lt;br /&gt;
*&#039;&#039;&#039;Commital vertical attacks&#039;&#039;&#039; - Rising Buckler and Shield Strike braveries are serviceable, but are {{keyword|reactable|reactable=1}} and cannot be {{keyword|cancelled|cancel=1}} early on whiff.&lt;br /&gt;
*&#039;&#039;&#039;4-slot bravery dilemma&#039;&#039;&#039; - Warrior of Light benefits from all of his air braveries, but he cannot equip all of them&lt;br /&gt;
*&#039;&#039;&#039;Floaty air dodge, risky dodge protection&#039;&#039;&#039; - While Shield of Light is great at covering his air dodges, it is also high risk and doesn&#039;t work against high priority attacks. Outside of clashing with Dayflash bravery, air dodges make Warrior of Light vulnerable.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Bravery Attacks ==&lt;br /&gt;
=== Ground ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Ascension=&lt;br /&gt;
&lt;br /&gt;
{{AbilityInfo2&lt;br /&gt;
|ver1=Normal&lt;br /&gt;
|damage1=&#039;&#039;&#039;40&#039;&#039;&#039; (4, 5, 11, 20)&lt;br /&gt;
|startup1=15F&lt;br /&gt;
|type1=Physical&lt;br /&gt;
|priority1=Melee Low&lt;br /&gt;
|ex1=90&lt;br /&gt;
|effect1=Chase, Wall Rush&lt;br /&gt;
|cancels1=Dodge&lt;br /&gt;
|asthit1=&lt;br /&gt;
|gametext=[Close] Throw shield to &amp;lt;br&amp;gt;hurl opponent upwards.&lt;br /&gt;
|level=19&lt;br /&gt;
|ap=120&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|ver2=EX Mode&lt;br /&gt;
|damage2=&#039;&#039;&#039;54&#039;&#039;&#039; (4 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+5&amp;lt;/span&amp;gt;, 5 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+4&amp;lt;/span&amp;gt;, 11, 20 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+6&amp;lt;/span&amp;gt;)&lt;br /&gt;
|startup2=15F&lt;br /&gt;
|type2=Physical&lt;br /&gt;
|priority2=Melee Low&lt;br /&gt;
|ex2=90&lt;br /&gt;
|effect2=Chase, Wall Rush, &amp;lt;br&amp;gt;Block (Ranged Low)&lt;br /&gt;
|cancels2=Dodge&lt;br /&gt;
|asthit2=&lt;br /&gt;
|image=https://dissidia.wiki/images/2/2c/Brv_wol_ascension.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Ascension is a close-range combo move that&#039;s used in {{keyword|punishes|punish=1}}, ground solo combos and occasional approaches. Two follow-ups can be done with Circle {{pspcir}}, which ends with a rising thrust. A Chase prompt appears afterwards, but if opponent is near ceiling, it will wall rush instead. Ascension is well suited for punishing grounded and airborne opponents. The initial shield is fast at 15 frames, and it {{keyword|anti-airs|anti-air=1}}. It also has decent {{keyword|active|active=1}} frames.&lt;br /&gt;
&lt;br /&gt;
Ascension leads to Rune Saber {{keyword|HP link|hplink=1}} at the end, so Warrior of Light doesn&#039;t rely on assist for HP damage. This is good for damage overall, because Ascension&#039;s base damage is quite high at 40. Warrior of Light can always finish Ascension and then do Rune Saber from below if he deems it appropriate. &lt;br /&gt;
&lt;br /&gt;
This move has average {{keyword|recovery|recovery=1}}, which is enough to put Warrior of Light at risk on {{keyword|whiff|whiff=1}}. Ascension has no other {{keyword|cancel|cancel=1}} options on whiff, so even though it&#039;s a good move, Warrior of Light can lose his &amp;quot;turn&amp;quot; if it misses.&lt;br /&gt;
&lt;br /&gt;
|-|Sword Thrust=&lt;br /&gt;
&lt;br /&gt;
{{AbilityInfo2&lt;br /&gt;
|ver1=Normal&lt;br /&gt;
|damage1=&#039;&#039;&#039;30&#039;&#039;&#039; (6, 3x3, 15)&lt;br /&gt;
|startup1=31F&lt;br /&gt;
|type1=Physical&lt;br /&gt;
|priority1=Melee Mid (1st hit)&amp;lt;br&amp;gt;Melee Low (others)&lt;br /&gt;
|ex1=30&lt;br /&gt;
|effect1=Wall Rush&lt;br /&gt;
|cancels1=Dodge&lt;br /&gt;
|asthit1=&lt;br /&gt;
|gametext=[Mid] Hurl shield and charge. &amp;lt;br&amp;gt;Instantly close in on opponent.&lt;br /&gt;
|level=4&lt;br /&gt;
|ap=90&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|ver2=EX Mode&lt;br /&gt;
|damage2=&#039;&#039;&#039;40&#039;&#039;&#039; (6, 3x3 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+4&amp;lt;/span&amp;gt;, 15 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+6&amp;lt;/span&amp;gt;)&lt;br /&gt;
|startup2=31F&lt;br /&gt;
|type2=Physical&lt;br /&gt;
|priority2=Melee Mid (1st hit)&amp;lt;br&amp;gt;Melee Low (others)&lt;br /&gt;
|ex2=30&lt;br /&gt;
|effect2=Wall Rush&amp;lt;br&amp;gt;Block (Ranged Low)&lt;br /&gt;
|cancels2=Dodge&lt;br /&gt;
|asthit2=&lt;br /&gt;
|image=https://dissidia.wiki/images/7/7f/Brv_wol_sword_thrust.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Sword Thrust is a committal gap closer that moves towards opponent. Warrior of Light throws a shield first, which is melee mid priority. If it hits, a follow-up can be done with Circle {{pspcir}}. The shield can stagger regular blocks, which lets Warrior of Light follow up with the sword. If Sword Thrust hits, Warrior of Light can combo into assist with wall rush. He can also not do the follow-up, and still get assist if wall is not nearby. Because of the mid priority and follow-up potential, Sword Thrust works as a {{keyword|mixup|mixup=1}} against blocks.&lt;br /&gt;
&lt;br /&gt;
Warrior of Light moves forward even if it misses. This can catch ground dodges, but it&#039;s risky and difficult to do consistently. Sword Thrust is {{keyword|reactable|reactable=1}} at 31 frames and it has long {{keyword|recovery|recovery=1}}. Since Warrior of Light commits to the charge even on {{keyword|whiff|whiff=1}}, it takes a while before he can dodge out of it. The move also cannot {{keyword|anti-air|anti-air=1}} opponents, so its uses are more limited compared to Ascension.&lt;br /&gt;
&lt;br /&gt;
|-|Red Fang=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;15&#039;&#039;&#039;&lt;br /&gt;
|startup=41F&lt;br /&gt;
|type=Magical&lt;br /&gt;
|priority=Ranged Low&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=Block &amp;lt;br&amp;gt;(Ranged Low, EX Mode)&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/5/56/Brv_wol_red_fang.jpeg&lt;br /&gt;
|imgpos=58%&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=32&lt;br /&gt;
|ap=90&lt;br /&gt;
|gametext=[Long] Shoot high-speed fireball &amp;lt;br&amp;gt;towards opponent.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Red Fang is a fast single hit projectile. It travels the longest distance out of Warrior of Light&#039;s bravery projectiles, from wall to wall in Order&#039;s Sanctuary. Due to its low priority, short hit stun and low reward on hit, it is not commonly used in competitive play. His other projectiles have more utility in {{keyword|neutral|neutral=1}} and lead to more practical combos on hit.&lt;br /&gt;
&lt;br /&gt;
|-|Blue Fang=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;7&#039;&#039;&#039; each&lt;br /&gt;
|startup=41F&lt;br /&gt;
|type=Magical&lt;br /&gt;
|priority=Ranged Low&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=Block &amp;lt;br&amp;gt;(Ranged Low, EX Mode)&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/9/90/Brv_wol_blue_fang.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=1&lt;br /&gt;
|ap=90&lt;br /&gt;
|gametext=[Long] Chunks of ice slowly &amp;lt;br&amp;gt;descend on opponent.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Blue Fang is a group of midrange projectiles that strike from above. Their travel speed is slow, but they can hit characters hiding behind their projectiles, such as {{012lag}}&#039;s Electro Shield and {{012ulti}}&#039;s charged Knight&#039;s Lance. Each projectile has short {{keyword|hit stun|hitstun=1}}, but they can hit one after another. This is not very consistent for combo purposes, and it can be challenging to {{keyword|convert|conversion=1}} any hits into a combo at all. The multiple hits do make it easier compared to Red Fang, though.&lt;br /&gt;
&lt;br /&gt;
Blue Fang&#039;s main utility is in keeping ranged opponents in check. In terms of midrange presence, Blue Fang is one of the fastest. This is because at certain heights, the projectiles spawn near opponent&#039;s location. And since the projectiles travel at different angles, they can potentially hit behind opponent&#039;s back as well, ignoring block. Due to projectiles&#039; upward spawning position, Blue Fang is not well suited for close-range either offensively or defensively. Blue Fang also has a maximum range for its spawn position. It&#039;s roughly 30-40 % of Order&#039;s Sanctuary&#039;s length horizontally and vertically. The projectiles can cover more distance as they move to make up for this. The projectiles are Ranged Low priority, so they lose to dashes and melee attacks even if they make contact. The bravery damage is low as well.&lt;br /&gt;
&lt;br /&gt;
Overall, Blue Fang has niche utility. It&#039;s not his staple projectile on the ground, but it has some potential in Ultimecia {{keyword|matchup|matchup=1}} on low ceiling stages, such as Pandaemonium - Top Floor.&lt;br /&gt;
&lt;br /&gt;
|-|White Fang=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;6&#039;&#039;&#039; each&lt;br /&gt;
|startup=47F&lt;br /&gt;
|type=Magical&lt;br /&gt;
|priority=Ranged Low&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=Block &amp;lt;br&amp;gt;(Ranged Low, EX Mode)&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/2/2f/Brv_wol_white_fang.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=8&lt;br /&gt;
|ap=90&lt;br /&gt;
|gametext=[Long] Call down lightning bolts &amp;lt;br&amp;gt;that slowly close in on foe.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
White Fang is a group of advancing lightning bolts. It&#039;s Warrior of Light&#039;s go-to projectile on the ground for pressure and assist combo extensions. The Ranged Low priority still loses to dashes, blocks and melee attacks, but it has enough utility to make up for it. Warrior of Light is actionable shortly after casting White Fang. The remaining projectiles stay {{keyword|active|active=1}} even if the first bolt is destroyed. Each bolt also has decent {{keyword|hit stun|hitstun=1}} if they connect. This means, that Warrior of Light can use White Fang to occupy space and cover him while he is approaching. If the opponent gets hit by any bolts, Warrior of Light can follow up with most melee attacks, including Ascension and Dayflash.&lt;br /&gt;
&lt;br /&gt;
White Fang makes Warrior of Light&#039;s approaches safer in {{keyword|neutral|neutral=1}}. The projectiles travel at medium speed, but only remain active for roughly 1.7 seconds. As a result, their maximum uptime and travel distance are shorter compared to other projectiles. White Fang is far more practical in competitive play for offense, though. The projectiles are homing, but they adjust slowly to sharp vertical angles. White Fang works against aerial opponents at a low diagonal angle, but Warrior of Light needs to make sure the opponent won&#039;t dash through and hit him.&lt;br /&gt;
&lt;br /&gt;
|-|Dayflash (Ground)=&lt;br /&gt;
&lt;br /&gt;
{{AbilityInfo2&lt;br /&gt;
|ver1=Normal&lt;br /&gt;
|damage1=&#039;&#039;&#039;22&#039;&#039;&#039; (3, 4, 15)&lt;br /&gt;
|startup1=13F&lt;br /&gt;
|type1=Physical&lt;br /&gt;
|priority1=Melee Low&lt;br /&gt;
|ex1=90&lt;br /&gt;
|effect1=Chase&lt;br /&gt;
|cancels1=Dodge, &amp;lt;br&amp;gt;Block &amp;amp; Attack ({{keyword|Whiff|whiff=1}})&lt;br /&gt;
|asthit1=&lt;br /&gt;
|gametext=[Close] Fast horizontal slice. &amp;lt;br&amp;gt;Low power, quick strike.&lt;br /&gt;
|level=1&lt;br /&gt;
|ap=90&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|ver2=EX Mode&lt;br /&gt;
|damage2=&#039;&#039;&#039;36&#039;&#039;&#039; (3 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+4&amp;lt;/span&amp;gt;, 4 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+4&amp;lt;/span&amp;gt;, 15 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+6&amp;lt;/span&amp;gt;)&lt;br /&gt;
|startup2=13F&lt;br /&gt;
|type2=Physical&lt;br /&gt;
|priority2=Melee Low&lt;br /&gt;
|ex2=90&lt;br /&gt;
|effect2=Chase &amp;lt;br&amp;gt;Block (Ranged Low)&lt;br /&gt;
|cancels2=Dodge, &amp;lt;br&amp;gt;Block &amp;amp; Attack ({{keyword|Whiff|whiff=1}})&lt;br /&gt;
|asthit2=&lt;br /&gt;
|image=https://dissidia.wiki/images/4/43/Brv_wol_dayflash_g.jpeg&lt;br /&gt;
|imgpos=70%&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Dayflash is Warrior of Light&#039;s main {{keyword|poke|poke=1}}. It is fast, generates good 90 EX and works as an assist combo starter. It can be {{keyword|whiffed|whiff=1}} safely to build assist gauge due to its short {{keyword|recovery|recovery=1}} and multiple {{keyword|cancel|cancel=1}} options. Warrior of Light can {{keyword|mixup|mixup=1}} with dodges, blocks or other attacks, including another Dayflash.&lt;br /&gt;
&lt;br /&gt;
On hit, Warrior of Light can perform two follow-up slashes with Circle {{pspcir}} if the first hit connects. This 3-hit combo has a relatively long input window, which makes it good for {{keyword|hit confirming|hitconfirm=1}} assist combos. The last hit leads to Chase. The low {{keyword|knockback|knockback=1}} angle and long chase prompt let Warrior of Light do {{keyword|empty chase|emptychase=1}} to force a grounded wall rush. This is good for getting all EX Force on the field, but also for starting assist combos. And if Warrior of Light already used assist beforehand, he can extend that combo with Dayflash empty chase to use assist again if he has another bar in stock.&lt;br /&gt;
&lt;br /&gt;
When used appropriately, Dayflash can control the pace of a match without high risk. It is a staple move for Warrior of Light in competitive play. Its aerial version is just as important and good in most aspects.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Aerial ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Crossover=&lt;br /&gt;
&lt;br /&gt;
{{AbilityInfo2&lt;br /&gt;
|ver1=Normal&lt;br /&gt;
|damage1=&#039;&#039;&#039;40&#039;&#039;&#039; (5, 5, 10, 20)&lt;br /&gt;
|startup1=23F&lt;br /&gt;
|type1=Physical&lt;br /&gt;
|priority1=Melee Low&lt;br /&gt;
|ex1=90&lt;br /&gt;
|effect1=Chase, Wall Rush&lt;br /&gt;
|cancels1=Dodge&lt;br /&gt;
|asthit1=&lt;br /&gt;
|gametext=[Close] Spinning approach and &amp;lt;br&amp;gt;thrust opponent upwards.&lt;br /&gt;
|level=1&lt;br /&gt;
|ap=120&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|ver2=EX Mode&lt;br /&gt;
|damage2=&#039;&#039;&#039;50&#039;&#039;&#039; (5, 5, 10 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+4&amp;lt;/span&amp;gt;, 20 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+6&amp;lt;/span&amp;gt;)&lt;br /&gt;
|startup2=23F&lt;br /&gt;
|type2=Physical&lt;br /&gt;
|priority2=Melee Low&lt;br /&gt;
|ex2=90&lt;br /&gt;
|effect2=Chase, Wall Rush &amp;lt;br&amp;gt;Block (Ranged Low)&lt;br /&gt;
|cancels2=Dodge&lt;br /&gt;
|asthit2=&lt;br /&gt;
|image=https://dissidia.wiki/images/3/3a/Brv_wol_crossover.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Crossover is Warrior of Light&#039;s advancing bravery with an {{keyword|HP link|hplink=1}}. Similar to Ascension on the ground, Crossover is the highest damaging bravery in the aerial category. Warrior of Light can follow up with an upward thrust by pressing Circle {{pspcir}}, which causes chase. If opponent is near ceiling, it can wall rush instead. The thrust has high upward knockback, which can easily cause wall rush at medium heights. With wall rush, chase can be done at a specific distance from ceiling to make {{keyword|empty chase|emptychase=1}} safe against Recovery Attack. Whether or not chase is done, Warrior of Light needs assist to follow up after wall rush.&lt;br /&gt;
&lt;br /&gt;
Crossover is used for its lateral reach and damage. Since Warrior of Light finishes this move before doing the Rune Saber HP link, it doesn&#039;t lose bravery damage in exchange for HP damage. The {{keyword|startup|startup=1}} is borderline {{keyword|reactable|reactable=1}} though, and Warrior of Light stays in the animation for roughly a second before he can {{keyword|dodge cancel|dc=1}} out of it. That makes it more dangerous to {{keyword|whiff|whiff=1}} in {{keyword|neutral|neutral=1}}. It&#039;s reliable as a post-block punisher and can do even more damage with critical hits.&lt;br /&gt;
&lt;br /&gt;
|-|Rising Buckler=&lt;br /&gt;
&lt;br /&gt;
{{AbilityInfo2&lt;br /&gt;
|ver1=Normal&lt;br /&gt;
|damage1=&#039;&#039;&#039;30&#039;&#039;&#039; (2x4, 6, 16)&lt;br /&gt;
|startup1=25F&lt;br /&gt;
|type1=Physical&lt;br /&gt;
|priority1=Melee Low&lt;br /&gt;
|ex1=30&lt;br /&gt;
|effect1=Wall Rush&lt;br /&gt;
|cancels1=Dodge&lt;br /&gt;
|asthit1=&lt;br /&gt;
|gametext=Upward swing, snagging foe with shield. &amp;lt;br&amp;gt;Useful from below.&lt;br /&gt;
|level=15&lt;br /&gt;
|ap=150&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|ver2=EX Mode&lt;br /&gt;
|damage2=&#039;&#039;&#039;42&#039;&#039;&#039; (2x4 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+6&amp;lt;/span&amp;gt;, 6, 16 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+6&amp;lt;/span&amp;gt;)&lt;br /&gt;
|startup2=25F&lt;br /&gt;
|type2=Physical&lt;br /&gt;
|priority2=Melee Low&lt;br /&gt;
|ex2=30&lt;br /&gt;
|effect2=Wall Rush &amp;lt;br&amp;gt;Block (Ranged Low)&lt;br /&gt;
|cancels2=Dodge&lt;br /&gt;
|asthit2=&lt;br /&gt;
|image=https://dissidia.wiki/images/b/b1/Brv_wol_rising_buckler.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Rising Buckler is a {{keyword|punish|punish=1}} tool against opponents who are above Warrior of Light. Warrior of Light throws a shield to pull opponent in, and knocks them behind him at a downward angle. Rising Buckler has good base damage and it can wall rush, but its main appeal is the vertical reach and Bitter End {{keyword|HP link|hplink=1}}. Rising Buckler has good upward reach with movement and the {{keyword|disjointed|disjoint=1}} shield. Thanks to Bitter End, Warrior of Light gets HP damage off of single mistakes, whether it&#039;s from {{keyword|whiffs|whiff=1}} or block staggers. The upward {{keyword|tracking|tracking=1}} also makes it consistent for follow-ups, namely from Kuja and Sephiroth assists.&lt;br /&gt;
&lt;br /&gt;
Rising Buckler works effectively as a punish move, but it&#039;s not risk-free. It is {{keyword|reactable|reactable=1}} to due to its 25-frame {{keyword|startup|startup=1}} and distinct audio cue. Warrior of Light stays in place for a moment before he is actionable, and won&#039;t track the opponent once the shield is thrown. This is also Warrior of Light&#039;s primary upward attack in the air. That makes Rising Buckler more predictable in the {{keyword|neutral|neutral=1}}, as it has a hard time hitting from other angles. Unlike Crossover, Rising Buckler does not finish the attack before the HP link. That cuts the move&#039;s bravery damage in half, though the HP link brings it almost in line with the BRV finisher.&lt;br /&gt;
&lt;br /&gt;
Warrior of Light can has a functionally similar move for downward angles, Shield Strike. He can use both attacks to have high vertical coverage, but he does not always need both. Rising Buckler specifically can be useful in some air oriented {{keyword|matchups|matchup=1}}, such as {{012seph}} and {{012kuja}}.&lt;br /&gt;
&lt;br /&gt;
|-|Shield Strike=&lt;br /&gt;
&lt;br /&gt;
{{AbilityInfo2&lt;br /&gt;
|ver1=Normal&lt;br /&gt;
|damage1=&#039;&#039;&#039;30&#039;&#039;&#039; (2x4, 6, 16)&lt;br /&gt;
|startup1=25F&lt;br /&gt;
|type1=Physical&lt;br /&gt;
|priority1=Melee Low&lt;br /&gt;
|ex1=30&lt;br /&gt;
|effect1=Wall Rush&lt;br /&gt;
|cancels1=Dodge&lt;br /&gt;
|asthit1=&lt;br /&gt;
|gametext=Downward attack, scooping foe with shield. &amp;lt;br&amp;gt;Useful from above.&lt;br /&gt;
|level=1&lt;br /&gt;
|ap=200&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|ver2=EX Mode&lt;br /&gt;
|damage2=&#039;&#039;&#039;42&#039;&#039;&#039; (2x4 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+6&amp;lt;/span&amp;gt;, 6, 16 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+6&amp;lt;/span&amp;gt;)&lt;br /&gt;
|startup2=25F&lt;br /&gt;
|type2=Physical&lt;br /&gt;
|priority2=Melee Low&lt;br /&gt;
|ex2=30&lt;br /&gt;
|effect2=Wall Rush &amp;lt;br&amp;gt;Block (Ranged Low)&lt;br /&gt;
|cancels2=Dodge&lt;br /&gt;
|asthit2=&lt;br /&gt;
|image=https://dissidia.wiki/images/b/b2/Brv_wol_shield_strike.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Shield Strike is almost identical to Rising Buckler, but with one key difference; It hits below Warrior of Light instead. On hit, Warrior of Light knocks opponent behind him at an upward angle. Just like Rising Buckler, Shield Strike can {{keyword|cancel|cancel=1}} into Bitter End for HP damage. The bravery damage is also the same.&lt;br /&gt;
&lt;br /&gt;
This is a good {{keyword|punish|punish=1}} tool in {{keyword|air-to-ground|air-to-ground=1}} situations and after LV2 Assist Change staggers. As such, Shield Strike has good coverage against many close-range characters who use melee attacks. Since this is Warrior of Light&#039;s primary downward attack, it also makes it more telegraphed. It&#039;s great when used cautiously, but carries a lot of risk if it {{keyword|whiffs|whiff=1}}. Similar to Rising Buckler, Shield Strike has long {{keyword|recovery|recovery=1}} and no {{keyword|tracking|tracking=1}} after the move comes out.&lt;br /&gt;
&lt;br /&gt;
Warrior of Light does not move far if he is not above opponent, but the shield does hit in front of Warrior of Light. That lets him combo into HP after Sephiroth assist, who is one of his strongest assists.&lt;br /&gt;
&lt;br /&gt;
|-|Dayflash (midair)=&lt;br /&gt;
&lt;br /&gt;
{{AbilityInfo2&lt;br /&gt;
|ver1=Normal&lt;br /&gt;
|damage1=&#039;&#039;&#039;22&#039;&#039;&#039; (3, 4, 15)&lt;br /&gt;
|startup1=15F&lt;br /&gt;
|type1=Physical&lt;br /&gt;
|priority1=Melee Low&lt;br /&gt;
|ex1=90&lt;br /&gt;
|effect1=Chase&lt;br /&gt;
|cancels1=Dodge, &amp;lt;br&amp;gt;Block &amp;amp; Attack ({{keyword|Whiff|whiff=1}})&lt;br /&gt;
|asthit1=&lt;br /&gt;
|gametext=[Close] Fast horizontal slice. &amp;lt;br&amp;gt;Low power, quick strike.&lt;br /&gt;
|level=25&lt;br /&gt;
|ap=90&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|ver2=EX Mode&lt;br /&gt;
|damage2=&#039;&#039;&#039;36&#039;&#039;&#039; (3 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+4&amp;lt;/span&amp;gt;, 4 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+4&amp;lt;/span&amp;gt;, 15 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+6&amp;lt;/span&amp;gt;)&lt;br /&gt;
|startup2=15F&lt;br /&gt;
|type2=Physical&lt;br /&gt;
|priority2=Melee Low&lt;br /&gt;
|ex2=90&lt;br /&gt;
|effect2=Chase &amp;lt;br&amp;gt;Block (Ranged Low)&lt;br /&gt;
|cancels2=Dodge, &amp;lt;br&amp;gt;Block &amp;amp; Attack ({{keyword|Whiff|whiff=1}})&lt;br /&gt;
|asthit2=&lt;br /&gt;
|image=https://dissidia.wiki/images/5/5b/Brv_wol_dayflash_a.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Dayflash&#039;s aerial version is essential for Warrior of Light. It&#039;s very similar to ground version in many aspects, including damage, {{keyword|hit confirmable|hitconfirm=1}} follow-ups and safety as a {{keyword|poke|poke=1}}. It&#039;s reliable for starting assist combos and it generates 90 EX when completed. Because fights often happen in the air, Warrior of Light relies on this move a lot to function.&lt;br /&gt;
&lt;br /&gt;
The {{keyword|startup|startup=1}} is slightly slower than ground Dayflash (15 frames instead of 13), but it&#039;s still unreactable. The {{keyword|recovery|recovery=1}} is short as well, which Warrior of Light can use to build assist gauge on whiff. He can also {{keyword|cancel|cancel=1}} Dayflash into other attacks on whiff as a {{keyword|mixup|mixup=1}} against aggressive opponents, such as Shield of Light. The {{keyword|hitbox|hitbox=1}} goes low enough where it can still hit grounded opponents, so Dayflash also works as an {{keyword|air-to-ground|air-to-ground=1}} move.&lt;br /&gt;
&lt;br /&gt;
Most of Warrior of Light&#039;s attacks are slower, telegraphed moves with long recovery and higher damage potential. Aerial Dayflash is the opposite; It&#039;s the only high speed move Warrior of Light can consistently threaten with in close-range. It also lacks any {{keyword|HP links|hplink=1}}, so assist is needed to do HP damage. This is Warrior of Light&#039;s lowest damaging move in comparison to his other moves, but it&#039;s also the safest with least risk. It&#039;s a staple for him in competitive play, and his longevity hinges on how well he can utilize Dayflash.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== HP Attacks ==&lt;br /&gt;
&lt;br /&gt;
=== Ground ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Shield of Light (ground)=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=-&lt;br /&gt;
|startup=53F (Block from 1F to 53F)&lt;br /&gt;
|type=-&lt;br /&gt;
|priority=Melee High, Block Mid&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=Block, Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/7/77/Hp_wol_shield_of_light_g.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=22&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=[Close] Fire force blast from shield. &amp;lt;br&amp;gt;Hurls foe while blocking.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Shield of Light is Warrior of Light&#039;s signature {{keyword|command block|commandblock=1}}. He moves forward before unleashing a 1-hit force blast that can wall rush. Its blocking duration is very generous, as it blocks instantly from frame 1 until the move does damage. Combined with the forward movement, Shield of Light can call out low priority pokes, such as {{012cod}}&#039;s tentacles.&lt;br /&gt;
&lt;br /&gt;
More importantly, Shield of Light works as an instant defensive option after a ground dodge. If Warrior of Light is about to get hit, he can use this to keep the opponent at bay. Blocks like this work against dashes and low priority attacks alike. This presents a second layer of defense that the opponent has to consider at all times, or they risk taking HP damage just for approaching.  &lt;br /&gt;
&lt;br /&gt;
Shield of Light is a great defensive tool, but it still carries a risk. If it misses, Warrior of Light is left wide open for {{keyword|punishes|punish=1}}. Shield of Light can only block low priority moves. Higher priority moves like HP attacks and {{012squ}}&#039;s Heel Crush will guard crush or stagger Warrior of Light respectively.&lt;br /&gt;
&lt;br /&gt;
Warrior of Light becomes airborne when using this move. He can aim Shield of Light at a diagonal angle against airborne opponents, but he cannot change the direction once he performs it.&lt;br /&gt;
&lt;br /&gt;
|-|Shining Wave=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=-&lt;br /&gt;
|startup=51F&lt;br /&gt;
|type=-&lt;br /&gt;
|priority=Melee High (blade) &amp;lt;br&amp;gt;Ranged High (light pillar)&lt;br /&gt;
|ex=each 60&lt;br /&gt;
|effect=-&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/1/10/Hp_wol_shining_wave.jpeg&lt;br /&gt;
|imgpos=60%&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=1&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=[Mid] Shoot pillars of light. &amp;lt;br&amp;gt;Homes in on opponent.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Shining Wave is a long-range wave attack that deals HP damage on hit. It is sometimes used as a secondary projectile to occupy space, but it also works after staggering with a block. The ranged high priority lets Warrior of Light ignore LV2 Assist Change if the opponent has full assist gauge when staggered. Shining Wave cannot be reflected back at Warrior of Light, but it does lose to high priority melee attacks and {{keyword|command blocks|commandblock=1}} with decent active frames.&lt;br /&gt;
&lt;br /&gt;
The wave projectile travels at a relatively high speed once it&#039;s {{keyword|active|active=1}}. It can {{keyword|track|track=1}} airborne opponents, but it always moves forward at first before it starts realigning. Shining Wave can hit twice if it connects this way, though this can be difficult to aim for in a competitive match. Shining Wave can also combo into assist at a wall, but outside of that, its reward is pretty low on average.&lt;br /&gt;
&lt;br /&gt;
As a wave HP, Shining Wave has a little quirk with its {{keyword|hitbox|hitbox=1}}. It can miss against high speed movement that is passing through the projectile. &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=cDI-tsnyJbM&amp;amp;t=25 Shining Wave misses against high speed movement passing through]&amp;lt;/ref&amp;gt; This is pretty risky to attempt though, so Warrior of Light does not have to worry about it too often.&lt;br /&gt;
&lt;br /&gt;
|-|Ultimate Shield=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;20&#039;&#039;&#039; (4 x 3, 8)&lt;br /&gt;
|startup=41F&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee High&lt;br /&gt;
|ex=30&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/c/c1/Hp_wol_ultimate_shield.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=28&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=[Close] Deft shieldwork. &amp;lt;br&amp;gt;Effective against any height.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Ultimate Shield is a combo attack that wall rushes. This is Warrior of Light&#039;s fastest ground HP attack, though it is still {{keyword|reactable|reactable=1}}. The vertical {{keyword|tracking|tracking=1}} is high during {{keyword|startup|startup=1}}, so it can hit opponents directly above Warrior of Light. That is useful for calling out forward ground dodges, or air dodges that are near Warrior of Light. If the opponent is trying to dodge something else, Ultimate Shield can pull them down for some damage. As the fastest ground HP, it can work as a {{keyword|mixup|mixup=1}} against regular blocks.&lt;br /&gt;
&lt;br /&gt;
Warrior of Light stays in place while his shield goes towards opponent. If the shield misses, Warrior of Light will not continue with a combo. This makes it a bit harder for grounded opponents to counter from a distance. Ultimate Shield can also reflect HP projectiles without moving towards them. The reach is decent, but not enough to punish neutral ground dodges without prior movement. Assists can follow up either with wall rush or {{keyword|knockback cancel|knockbackcancel=1}}.&lt;br /&gt;
&lt;br /&gt;
If White Fang connects, it can activate a &#039;&#039;&#039;[[Glitch_(Dissidia_012)#Hit_Glitch|hit glitch]]&#039;&#039;&#039; for Ultimate Shield if its done at the same time. As Ultimate Shield does not reach far, this can be detrimental if the opponent is not already in close-range. It has long {{keyword|recovery|recovery=1}} when finished, so Warrior of Light should watch out for Assist Changes when using this.&lt;br /&gt;
&lt;br /&gt;
|-|Rune Saber (ground)=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;10&#039;&#039;&#039; (2 x 3, 4) / +Ascension = (50 Total)&lt;br /&gt;
|startup=?&lt;br /&gt;
|type=Magical&lt;br /&gt;
|priority=Melee High (?)&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/d/dc/Hp_wol_rune_saber.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=Branching from Ascension &amp;lt;br&amp;gt;[Combo] Light beam pierces foe.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Rune Saber is the {{keyword|HP link|hplink=1}} from Ascension. It&#039;s a vertical combo attack that ends with a tall pillar of light. Rune Saber is a good HP link for its damage and combo potential. Both Ascension and Rune Saber have good upward {{keyword|knockback|knockback=1}}. That means Rune Saber can wall rush consistently in stages with lower ceilings, such as Sky Fortress Bahamut and Edge of Madness.&lt;br /&gt;
&lt;br /&gt;
The wall rush is great for HP damage and assist combos alike. If Warrior of Light cannot guarantee a ceiling wall rush, multi-hit assists like Sephiroth can also {{keyword|knockback cancel|knockbackcancel=1}} for combos. As a result, Rune Saber is useful as an independent source of HP damage and assist combo starter anywhere.&lt;br /&gt;
&lt;br /&gt;
Rune Saber has a lengthy animation, which normally makes it risky against opponents who escaped with Assist Change. Rune Saber&#039;s last hit has a tall {{keyword|hitbox|hitbox=1}} with long {{keyword|active|active=1}} frames. This provides &#039;&#039;some&#039;&#039; cover for Warrior of Light before he can {{keyword|dodge cancel|dc=1}}, but it&#039;s not entirely safe. Opponents can still try to Assist Change out early and dodge next to Warrior of Light.&lt;br /&gt;
&lt;br /&gt;
If Ascension wall rushes first (such as in &#039;&#039;&#039;[[Pandaemonium_(Dissidia_012)|Pandaemonium]]&#039;&#039;&#039;), Rune Saber cannot hit unless assist connects during wall rush.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Aerial ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Shield of Light (midair)=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=-&lt;br /&gt;
|startup=53F (Block from 1F to 53F)&lt;br /&gt;
|type=-&lt;br /&gt;
|priority=Melee High, Block Mid&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=Block, Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/6/6a/Hp_wol_shield_of_light_a.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=1&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=[Close] Fire force blast from shield. &amp;lt;br&amp;gt;Hurls foe while blocking.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Shield of Light is Warrior of Light&#039;s {{keyword|command block|commandblock=1}}. As an aerial move, Warrior of Light has more opportunities to use it anywhere. This is good, because it is functionally very similar to the ground version. It still blocks low priority attacks instantly on frame 1 until it deals HP damage. As such, its most commonly used for self-defense after air dodging. This can keep opponents guessing, as the instant blocking makes it much harder to react before it&#039;s too late. Warrior of Light also moves toward opponent a short distance as he guards. That can stagger melee low attacks with long {{keyword|active|active=1}} frames, such as {{012clo}}&#039;s Slashing Blow. As a 1-hit HP, Shield of Light can also circumvent EX Revenge {{keyword|checkmates|checkmate=1}} with EX {{keyword|depletion|depletion=1}}.&lt;br /&gt;
&lt;br /&gt;
The force blast has short reach and it doesn&#039;t stay active for long. However, it can wall rush and start assist combos with a good {{keyword|read|read=1}}. It&#039;s not commonly used in assist combos due to its relatively small {{keyword|hitbox|hitbox=1}} and limited vertical {{keyword|tracking|tracking=1}}. Warrior of Light&#039;s combos often lead to the air, and he has stronger options for damage, and situationally safer tools against Assist Change. Regardless, the aerial Shield of Light is a staple for Warrior of Light.&lt;br /&gt;
&lt;br /&gt;
|-|Radiant Sword=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=-&lt;br /&gt;
|startup=77F&lt;br /&gt;
|type=-&lt;br /&gt;
|priority=Ranged High&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/e/eb/Hp_wol_radiant_sword.jpeg&lt;br /&gt;
|imgpos=60%&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=13&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=[Long] Fire blades of light from seal. &amp;lt;br&amp;gt;Blades weakly track foe.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Radiant Sword is a group of long-range homing projectiles. The projectiles spawn as a row in front of Warrior of Light, and once they start moving, they accelerate to very high speed within a couple seconds. While homing, all projectiles attempt to laser focus on a single point at the opponent. This limits Radiant Sword&#039;s ability to occupy space, but its {{keyword|tracking|tracking=1}} and reach are strong enough to force a dodge at most ranges. &lt;br /&gt;
&lt;br /&gt;
The {{keyword|startup|startup=1}} is quite slow, so Warrior of Light cannot use this as a reliable {{keyword|mixup|mixup=1}} against blocks. Radiant Sword is sometimes used as an attempt to threaten the opponent who is already getting an EX core, but it has a pretty low hit rate in {{keyword|neutral|neutral=1}} due to its telegraphed startup and relatively slow speed. Radiant Sword also stops if it hits a solid obstacle, like floor or the crystal in Empyreal Paradox. If Radiant Sword connects though, it can wall rush for an assist combo.&lt;br /&gt;
&lt;br /&gt;
|-|Rune Saber (midair)=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;10&#039;&#039;&#039; (2 x 3, 4) / +Crossover = (50 Tota)&lt;br /&gt;
|startup=??&lt;br /&gt;
|type=Magical&lt;br /&gt;
|priority=Melee High (?)&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/d/dc/Hp_wol_rune_saber.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=Branching from Crossover &amp;lt;br&amp;gt;[Combo] Light beam pierces foe.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Rune Saber is the {{keyword|HP link|hplink=1}} from Crossover. It&#039;s a staple move for Warrior of Light whenever Crossover is equipped. It is functionally identical Rune Saber from Ascension, a multi-hit attack that wall rushes upwards. Though the base damage is low, it&#039;s a consistent, damaging HP link thanks to wall rush and assist. Warrior of Light has some flexibility with this move in assist combos. He can either go for a conventional wall rush combo, or he can call assist such as Sephiroth to {{keyword|knockback cancel|knockbackcancel=1}} the last hit if ceiling is not close.&lt;br /&gt;
&lt;br /&gt;
Rune Saber has a lengthy animation, which normally makes it risky against opponents who escaped with Assist Change. Rune Saber&#039;s last hit has a tall {{keyword|hitbox|hitbox=1}} with long {{keyword|active|active=1}} frames. This provides &#039;&#039;some&#039;&#039; cover for Warrior of Light before he can {{keyword|dodge cancel|dc=1}}, but it&#039;s not entirely safe. Opponents can still try to Assist Change out early and dodge next to Warrior of Light.&lt;br /&gt;
&lt;br /&gt;
If Crossover wall rushes first, Rune Saber cannot hit unless assist connects during wall rush.&lt;br /&gt;
&lt;br /&gt;
|-|Bitter End A=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;15&#039;&#039;&#039; (2 x 6, 3) / +Rising Buckler = (29 Total)&lt;br /&gt;
|startup=??&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee High (?)&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/7/73/Hp_wol_bitter_end.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=Branching from Rising Buckler &amp;lt;br&amp;gt;[Combo] Deft bladework.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Bitter End is another staple {{keyword|HP link|hplink=1}} for Warrior of Light. It&#039;s a stationary combo that has horizontal {{keyword|knockback|knockback=1}} on the last hit. This move lets Warrior of Light capitalize on his {{keyword|whiff punishment|whiffpunish=1}} in a meaningful way, as it deals HP damage without assist. The base damage is slightly higher than Rune Saber, and it has similar combo routes with wall rush and Sephiroth assist {{keyword|knockback cancels|knockbackcancel=1}}. It&#039;s a good assist combo starter and ender for its wall rush and attack length. With high base bravery builds, the animation lasts long enough to get most of the base bravery back after HP if Bitter End is delayed enough.&lt;br /&gt;
&lt;br /&gt;
As a multi-hitting combo attack, Bitter End starts quickly, but takes a couple seconds to finish. It is very unsafe against opponents who escaped with LV1 Assist Change. Warrior of Light cannot {{keyword|cancel|cancel=1}} Bitter End until the last hit comes out. He stays still for the entire animation, and he doesn&#039;t have Rune Saber&#039;s tall {{keyword|hitbox|hitbox=1}} to provide cover either. As such, Bitter End is vulnerable to aerial attacks from above and his back. Warrior of Light will need assist gauge himself if he wants to counter any {{keyword|punish|punish=1}} attempts. If Warrior of Light cannot land this move before opponent gets assist, he can struggle to get any HP damage at all. It&#039;s something he has to work with, as not having access to Bitter End loses him more damage in the long term.&lt;br /&gt;
&lt;br /&gt;
|-|Bitter End B=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;15&#039;&#039;&#039; (2 x 6, 3) / +Shield Strike = (29 Total)&lt;br /&gt;
|startup=??&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee High (?)&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/7/73/Hp_wol_bitter_end.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=Branching from Shield Strike &amp;lt;br&amp;gt;[Combo] Deft bladework.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Bitter End B is identical with Bitter End A.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== EX Mode: Class Change! ==&lt;br /&gt;
Effects:&lt;br /&gt;
* Regen&lt;br /&gt;
* Critical Boost&lt;br /&gt;
* Mirror Attack&lt;br /&gt;
* Protect&lt;br /&gt;
* Light&#039;s Blessing&lt;br /&gt;
&lt;br /&gt;
Warrior of Light&#039;s EX Mode has plenty of useful effects. He gets additional hits for his melee braveries, a big damage reduction in +10 base DEF and he block ranged low moves during his own attacks. EX modes are commonly used to secure a win with assist combo, and Warrior of Light is no different. As such, the defensive boosts may not come into play often. It is still a good EX mode overall, though.&lt;br /&gt;
&lt;br /&gt;
=== Mirror Attack ===&lt;br /&gt;
&lt;br /&gt;
{{image|https://dissidia.wiki/images/8/8d/Ex_mode_wol_mirror_attack.jpeg}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[Active while attacking]&lt;br /&gt;
A wall of light appears while attacking, repelling weak magical attacks.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Warrior of Light can block attacks with Ranged Low priority during his own attack animations. The blocking effect activates very quickly and lasts for most, if not the whole attack animation. This applies even during a move&#039;s {{keyword|recovery|recovery=1}}.&lt;br /&gt;
&lt;br /&gt;
=== Protect ===&lt;br /&gt;
&#039;&#039;[Always active while in EX Mode]&lt;br /&gt;
An aura of light covers the body, raising defense.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Warrior of Light gets +10 DEF for the duration of his EX mode. That is a huge increase, which can greatly reduce bravery damage taken if Warrior of Light is hit during this time.&lt;br /&gt;
&lt;br /&gt;
=== Light&#039;s Blessing ===&lt;br /&gt;
{{image|http://dissidia.wiki/images/b/b9/Ex_mode_wol_light_blessing.jpeg}}&lt;br /&gt;
&#039;&#039;[Activates when combo hits] Swords of light appear, dealing additional damage.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Light&#039;s Blessing adds several hits to Warrior of Light&#039;s physical bravery attacks. Each light sword has a base damage of 1. The light swords cause {{keyword|hit stun|hitstun=1}}, but they don&#039;t create more lenient, practical solo combo routes for Warrior of Light.&lt;br /&gt;
&lt;br /&gt;
=== EX Burst: Oversoul ===&lt;br /&gt;
{{image|https://dissidia.wiki/images/4/46/Ex_burst_wol.jpeg}}&lt;br /&gt;
&#039;&#039;Sharp, repeated strikes like flashes of light. &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;img&amp;gt;https://resources.dissidia.wiki/ddff/icons/ddff-icon-button-dpadup.png&amp;lt;/img&amp;gt; &amp;lt;img&amp;gt;https://resources.dissidia.wiki/ddff/icons/ddff-icon-button-dpaddown.png&amp;lt;/img&amp;gt; &amp;lt;img&amp;gt;https://resources.dissidia.wiki/ddff/icons/ddff-icon-button-dpadleft.png&amp;lt;/img&amp;gt; &amp;lt;img&amp;gt;https://resources.dissidia.wiki/ddff/icons/ddff-icon-button-dpadright.png&amp;lt;/img&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Each directional button corresponds to one attack.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{burst&lt;br /&gt;
|damage1=5x3 (15)&lt;br /&gt;
|damage2=10x6, 25 (100 total)&lt;br /&gt;
|type=Physical&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Oversoul is a fairly standard EX Burst. The base damage for initial hits isn&#039;t high, but follow-up hits begin almost immediately, leaving less time for the opponent to raise their DEF.&lt;br /&gt;
&lt;br /&gt;
To complete this EX Burst, Warrior of Light must press the correct button shown on screen six times. The button inputs &#039;&#039;always&#039;&#039; require a directional button. Analog stick {{pspana}} will not work regardless of what the character control option is set to. If Warrior of Light does not press the correct button within a short time, or presses a wrong button, he will end EX Burst early. Regardless of how well this EX Burst is done, Warrior of Light always finishes with a slash that has decent 25 base damage.&lt;br /&gt;
&lt;br /&gt;
== Combos ==&lt;br /&gt;
&lt;br /&gt;
=== Solo ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Main article pending)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Combo-012&lt;br /&gt;
| data      = &lt;br /&gt;
{{Combo-012Data&lt;br /&gt;
|combo=&#039;&#039;&#039;White Fang&#039;&#039;&#039; &amp;gt; Ascension &amp;gt; Rune Saber&lt;br /&gt;
|condition=Projectile Starter&lt;br /&gt;
|requirement=Ground&lt;br /&gt;
|purpose=Projectile to HP Damage&lt;br /&gt;
|damage=56 minimum + HP &amp;amp; WR&lt;br /&gt;
|damagehits=6 min &amp;gt; 40 &amp;gt; 10 + HP &amp;amp; WR&lt;br /&gt;
|ex=90&lt;br /&gt;
|exhits=0 &amp;gt; 90 &amp;gt; 0&lt;br /&gt;
|meteropp=&lt;br /&gt;
|video=&lt;br /&gt;
|notes=White Fang combos into most of WoL&#039;s moves, Ascension is his staple high damage follow-up. This combo works in close range. If the opponent is further away, Warrior of Light may have to dash to combo afterwards.&lt;br /&gt;
}}&lt;br /&gt;
{{Combo-012Data&lt;br /&gt;
|combo=&#039;&#039;&#039;White Fang&#039;&#039;&#039; &amp;gt; Dayflash &amp;gt; Delayed Empty {{clr|chase=1}}&lt;br /&gt;
|condition=Projectile Starter&lt;br /&gt;
|requirement=Ground&lt;br /&gt;
|purpose=Projectile, Safe {{keyword|Chase|emptychase=1}} for EX&lt;br /&gt;
|damage=28 minimum&lt;br /&gt;
|damagehits=6 min &amp;gt; 22&lt;br /&gt;
|ex=90&lt;br /&gt;
|exhits=0 &amp;gt; 90&lt;br /&gt;
|meteropp=&lt;br /&gt;
|video=&lt;br /&gt;
|notes=Less damage than Ascension, but this combo does two things: It lets WoL chase safely without getting countered and get all EX in the stage. Delay Dayflash&#039;s Chase as much as possible, then do it just before the opponent reaches the ground. This forces a wall rush reaction.&lt;br /&gt;
&lt;br /&gt;
The second thing is it enables assist combos, and the chase also resets assist gauge if it was already used previously. This doesn&#039;t have much merit in the solo combo context, but it does leave WoL close to the opponent for pressure.&lt;br /&gt;
&lt;br /&gt;
In a {{keyword|neutral|neutral=1}} situation, Dayflash can be easier to react with if White Fang hits a moving opponent. Other than that, Ascension is the stronger follow-up.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Assist (Sephiroth) ===&lt;br /&gt;
&lt;br /&gt;
Warrior of Light can create assist combos with Wall Rush, Dayflash and even during his Bitter End and Rune Saber {{keyword|HP links|hplink=1}}. This gives him flexibility in setting up HP damage. When following up after Sephiroth, delay Assist Chase a little so that Shield Strike connects more consistently.&lt;br /&gt;
&lt;br /&gt;
{{ComboLegend-012}}&lt;br /&gt;
&lt;br /&gt;
{{Combo-012&lt;br /&gt;
| data      = &lt;br /&gt;
{{Combo-012Data&lt;br /&gt;
|combo=&#039;&#039;&#039;Dayflash (2 hits)&#039;&#039;&#039; &amp;gt; {{clr|astbrv=1}} &amp;gt; {{clr|ac=1}} &amp;gt; Shield Strike &amp;gt; Bitter End&lt;br /&gt;
|condition={{keyword|Poke|poke=1}} Starter&lt;br /&gt;
|requirement=Ground / Air OK&lt;br /&gt;
|purpose=Staple {{keyword|Midscreen|midscreen=1}} Combo&lt;br /&gt;
|damage=76 + HP &amp;amp; WR&lt;br /&gt;
|damagehits=3, 4 &amp;gt; 40 AST &amp;gt; 14 &amp;gt; 15 + HP &amp;amp; WR&lt;br /&gt;
|ex=&lt;br /&gt;
|exhits=&lt;br /&gt;
|meteropp=&lt;br /&gt;
|video=&lt;br /&gt;
|notes=Standard combo from a safe poke. Confirm the second Dayflash hit visually, then press assist and follow up. This is an important combo to get right, as it lets WoL do HP damage without using the more telegraphed bravery attacks first.&lt;br /&gt;
}}&lt;br /&gt;
{{Combo-012Data&lt;br /&gt;
|combo=&#039;&#039;&#039;Crossover / Ascension&#039;&#039;&#039; &amp;gt; Rune Saber &amp;gt; {{clr|wr=1}} &amp;gt; {{clr|astbrv=1}} &amp;gt; {{clr|ac=1}} &amp;gt; Shield Strike &amp;gt; Bitter End&lt;br /&gt;
|condition={{keyword|Punish|punish=1}} Starter&lt;br /&gt;
|requirement=Ceiling HP Wall Rush&lt;br /&gt;
|purpose=HP Damage&lt;br /&gt;
|damage=119 + HP &amp;amp; WR&lt;br /&gt;
|damagehits=40 &amp;gt; 10 + HP &amp;amp; WR &amp;gt; 40 AST &amp;gt; 14 &amp;gt; 15 + HP &amp;amp; WR&lt;br /&gt;
|ex=&lt;br /&gt;
|exhits=90 &amp;gt; 0 &amp;gt; ?? &amp;gt; 30&lt;br /&gt;
|meteropp=&lt;br /&gt;
|video=&lt;br /&gt;
|notes=A standard Wall Rush combo. Make sure to do Rune Saber as soon as possible before Crossover Wall Rushes at the ceiling. This is not very practical for low ceiling stages, such as Pandaemonium - Top Floor and M. S. Prima Vista. In those stages, Crossover&#039;s BRV Wall Rush has to suffice.&lt;br /&gt;
}}&lt;br /&gt;
{{Combo-012Data&lt;br /&gt;
|combo=&#039;&#039;&#039;Shield Strike / Rising Buckler&#039;&#039;&#039; &amp;gt; Bitter End &amp;gt; {{clr|astbrv=1}} &amp;gt; Bitter End + Assist HIT &amp;gt; {{clr|dc=1}} &amp;gt; {{clr|ac=1}} &amp;gt; Shield Strike &amp;gt; Bitter End&lt;br /&gt;
|condition={{keyword|Punish|punish=1}} Starter&lt;br /&gt;
|requirement={{keyword|Knockback Cancel|knockbackcancel=1}}&lt;br /&gt;
|purpose=Midscreen HP Damage&lt;br /&gt;
|damage=98 + HP &amp;amp; WR&lt;br /&gt;
|damagehits=14 &amp;gt; 15 + HP &amp;gt; 40 AST &amp;gt; 14 &amp;gt; 15 + HP &amp;amp; WR&lt;br /&gt;
|ex=&lt;br /&gt;
|exhits=&lt;br /&gt;
|meteropp=&lt;br /&gt;
|video=&lt;br /&gt;
|notes=This combo works anywhere, but Sephiroth must be timed to hit when Bitter End finishes. Press assist just as Bitter End&#039;s last bravery slash connects. WoL should be winding up his sword during the assist slowdown if done properly.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Builds ==&lt;br /&gt;
&#039;&#039;Main article: &#039;&#039;&#039;[[Warrior_of_Light_(Dissidia_012)/Builds|Warrior of Light (012) Builds]]&#039;&#039;&#039; &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Warrior of Light works with a variety of builds, such as hybrid builds, Bravery Boost on Dodge and Side by Side. Most of his damage comes from Dayflash assist combos and {{keyword|HP links|hplink=1}}, so he is not often built explicitly for bravery damage. However, Warrior of Light benefits greatly from having high {{keyword|base bravery|basebrv=1}} for assist combos.&lt;br /&gt;
&lt;br /&gt;
=== Hybrid ===&lt;br /&gt;
&lt;br /&gt;
{{Build&lt;br /&gt;
|hp=11299&lt;br /&gt;
|cp=450&lt;br /&gt;
|brv=996&lt;br /&gt;
|atk=178&lt;br /&gt;
|def=184&lt;br /&gt;
|luk=60&lt;br /&gt;
|booster=&lt;br /&gt;
|setbonus=Seal of Lufenia&lt;br /&gt;
|ast={{012seph}}&lt;br /&gt;
|wpn=Heaven&#039;s Cloud&lt;br /&gt;
|hand=Lufenian Dirk {{equip}}&lt;br /&gt;
|head=Lufenian Headband {{equip}}&lt;br /&gt;
|armor=Lufenian Vest&lt;br /&gt;
|acc1=Muscle Belt {{accbas}}&lt;br /&gt;
|acc2=Dismay Shock {{accbas}}&lt;br /&gt;
|acc3=Battle Hammer {{accbas}}&lt;br /&gt;
|acc4=Summon Unused {{accboo}}&lt;br /&gt;
|acc5=Pre-EX Mode {{accboo}}&lt;br /&gt;
|acc6=Pre-EX Revenge {{accboo}}&lt;br /&gt;
|acc7=Opponent Summon Unused {{accboo}}&lt;br /&gt;
|acc8=White Gem {{accsp}}&lt;br /&gt;
|acc9=Tenacious Attacker {{accsp}}&lt;br /&gt;
|acc10=Glutton {{accsp}}&lt;br /&gt;
|summon=Rubicante&lt;br /&gt;
|dataBRV=&lt;br /&gt;
{{Build-AttackData&lt;br /&gt;
|brv1-g=Dayflash&lt;br /&gt;
|branch-1gbrv=&lt;br /&gt;
|branch-1ghp=&lt;br /&gt;
|brv2-g=Ascension&lt;br /&gt;
|branch-2gbrv=&lt;br /&gt;
|branch-2ghp=Rune Saber&lt;br /&gt;
|brv3-g=White Fang&lt;br /&gt;
|branch-3gbrv=&lt;br /&gt;
|branch-3ghp=&lt;br /&gt;
|brv1-a=Dayflash&lt;br /&gt;
|branch-1abrv=&lt;br /&gt;
|branch-1ahp=&lt;br /&gt;
|brv2-a=Crossover&lt;br /&gt;
|branch-2abrv=&lt;br /&gt;
|branch-2ahp=Rune Saber&lt;br /&gt;
|brv3-a=Shield Strike&lt;br /&gt;
|branch-3abrv=&lt;br /&gt;
|branch-3ahp=Bitter End&lt;br /&gt;
}}&lt;br /&gt;
| dataHP      = &lt;br /&gt;
{{Build-AttackDataHP&lt;br /&gt;
|hp1-g=Shield of Light&lt;br /&gt;
|hp2-g=Ultimate Shield&lt;br /&gt;
|hp3-g=Shining Wave&lt;br /&gt;
|hp1-a=Shield of Light&lt;br /&gt;
|hp2-a=&lt;br /&gt;
|hp3-a=Radiant Sword&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This is a general purpose build focused on EX intake and EX depletion. Most competitive builds focus on damage, ex and / or meter depletion, so this is a good build to start with.&lt;br /&gt;
&lt;br /&gt;
Seal of Lufenia set lowers DEF, but Warrior of Light&#039;s high base DEF stat mitigates it. Lufenian Dirk {{equhand}} adds +1 ATK for more damage, which in turn compensates for Heaven&#039;s Cloud&#039;s {{equwpn}} low ATK. Heaven&#039;s Cloud makes grabbing EX Force much easier due to its increased EX intake range.&lt;br /&gt;
&lt;br /&gt;
== Assist ==&lt;br /&gt;
&lt;br /&gt;
Warrior of Light&#039;s assist data.&lt;br /&gt;
&lt;br /&gt;
=== Assist Data ===&lt;br /&gt;
{{012Assist&lt;br /&gt;
|type1=BRV&lt;br /&gt;
|attack1=Sword Thrust&lt;br /&gt;
|startup1=31F&lt;br /&gt;
|position1=Ground&lt;br /&gt;
|spawn1=Opponent&lt;br /&gt;
|damage1=6, 3 x 5, 15 (30)&lt;br /&gt;
|effect1=Wall Rush&lt;br /&gt;
|type2=BRV&lt;br /&gt;
|attack2=Rising Buckler&lt;br /&gt;
|startup2=25F&lt;br /&gt;
|position2=Air&lt;br /&gt;
|spawn2=Opponent&lt;br /&gt;
|damage2=2 x 4, 6, 16 (30)&lt;br /&gt;
|effect2=Wall Rush&lt;br /&gt;
|type3=HP&lt;br /&gt;
|attack3=Shining Wave&lt;br /&gt;
|startup3=53F&lt;br /&gt;
|position3=Ground&lt;br /&gt;
|spawn3=Player&lt;br /&gt;
|damage3=-&lt;br /&gt;
|effect3=Chase&lt;br /&gt;
|type4=HP&lt;br /&gt;
|attack4=Shield of Light&lt;br /&gt;
|startup4=51F&lt;br /&gt;
|position4=Air&lt;br /&gt;
|spawn4=Opponent&lt;br /&gt;
|damage4=-&lt;br /&gt;
|effect4=Block, Wall Rush&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Assist Overview ===&lt;br /&gt;
&lt;br /&gt;
As an assist, Warrior of Light is one of the weaker assists in the game. His braveries do not hold the opponent in place for long and they quickly push them away from the player. The lack of Assist Chase hurts; Warrior of Light struggles to serve the role of setting up HP attacks for the player character. He relies on Wall Rush to achieve this. It is recommended to fight near ground, so that Rising Buckler can at least slam opponents to the floor for easier combos.&lt;br /&gt;
&lt;br /&gt;
Shield of Light can guard attacks, which is worth noting for {{keyword|scrambles|scramble=1}} and checkmate situations. But because it is an HP attack, it is expensive and risky to use.&lt;br /&gt;
&lt;br /&gt;
=== Synergies ===&lt;br /&gt;
Warrior of Light works well with most competitive assists.&lt;br /&gt;
&lt;br /&gt;
;Sephiroth&lt;br /&gt;
:Arguably the most popular synergy in competitive play. He can combo from almost every move and Wall Rush consistently, and set up another {{keyword|HP link|hplink=1}} afterwards. Sephiroth may be a budget Kuja assist, but his multi-hits make it easier to do {{keyword|knockback cancels|knockbackcancel=1}} anywhere. This lets Warrior of Light deal consistent HP damage regardless of his position, while still having access to a consistent {{keyword|whiff punish|whiffpunish=1}} option.&lt;br /&gt;
&lt;br /&gt;
;Aerith&lt;br /&gt;
:Aerith has less bravery damage and worse whiff punish tools in exchange for safer combos and EX intake. Dayflash chase setups take center stage here; They&#039;re useful for getting EX and bypassing LV2 Assist Change staggers. Knockback cancels are still possible with Rune Saber and Bitter End, so technically Warrior of Light does not need Wall Rush for combos either. They are not very easy to do, though. If Warrior of Light does get a Wall Rush, he can use Shield of Light to set up another Aerith assist. A double assist combo can be a lot of damage, particularly with high base bravery.&lt;br /&gt;
&lt;br /&gt;
;Jecht&lt;br /&gt;
:Jecht hits faster than Sephiroth and his air BRV sets up extended ground combos for lots of bravery. Even if Crossover is not equipped, Ascension usually is, which is also a high damaging move. If WoL wants to use assist again for even more bravery after Jecht&#039;s air BRV, Dayflash (ground) {{keyword|empty chase|emptychase=1}} reset makes it possible. This is a competent synergy in its own right, though WoL loses out on consistent {{keyword|midscreen|midscreen=1}} knockback cancels.&lt;br /&gt;
&lt;br /&gt;
= References =&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{navbox012}}&lt;br /&gt;
&lt;br /&gt;
{{roadmap012wol}}&lt;/div&gt;</summary>
		<author><name>Muggshotter</name></author>
	</entry>
	<entry>
		<id>https://dissidia.wiki/index.php?title=Warrior_of_Light_(Dissidia_012)&amp;diff=4795</id>
		<title>Warrior of Light (Dissidia 012)</title>
		<link rel="alternate" type="text/html" href="https://dissidia.wiki/index.php?title=Warrior_of_Light_(Dissidia_012)&amp;diff=4795"/>
		<updated>2026-03-24T21:20:21Z</updated>

		<summary type="html">&lt;p&gt;Muggshotter: /* HP Attacks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Dissidia 012 Final Fantasy]]&lt;br /&gt;
{{012CharNavWol}}&lt;br /&gt;
&lt;br /&gt;
{{CharacterInfo&lt;br /&gt;
|portrait=https://resources.dissidia.wiki/ddff/portraits/ddff-port-wol.png&lt;br /&gt;
|name=Warrior of Light&lt;br /&gt;
|origin=Final Fantasy&lt;br /&gt;
|atk=110 (Average)&lt;br /&gt;
|def=113 (Very High, +10 during EX Mode)&lt;br /&gt;
|runspeed=6 (Average / Good)&lt;br /&gt;
|dash=77 (Average / Good)&lt;br /&gt;
|fall=87 (Average)&lt;br /&gt;
|fallr=40 (Average)&lt;br /&gt;
|fastestbrv=13F (Dayflash ground)&lt;br /&gt;
|fastesthp=51F (Shining Wave)&lt;br /&gt;
|1hithp=Yes (Multiple)&lt;br /&gt;
|hplinks=Yes&lt;br /&gt;
|cmdblock=Shield of Light&lt;br /&gt;
|weapon=Axes, Daggers, Greatswords, Katanas, Swords&lt;br /&gt;
|armor=Chestplates, Gauntlets, Heavy Armor, Helms,&amp;lt;br&amp;gt; Large Shields, Light Armor, Shields&lt;br /&gt;
|exclusives=Flame Sword, Braveheart, Barbarian&#039;s Sword&lt;br /&gt;
|unlock=Default&lt;br /&gt;
|alignment=Cosmos&lt;br /&gt;
|vajp=[https://en.wikipedia.org/wiki/Toshihiko_Seki Toshihiko Seki]&lt;br /&gt;
|vaeng=[https://en.wikipedia.org/wiki/Grant_George Grant George]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
= Overview =&lt;br /&gt;
Warrior of Light is a close range fighter who operates as an {{keyword|all-rounder|all-rounder=1}}. He represents a standard-fare fighting style with quick Dayflash {{keyword|pokes|poke=1}}, committal gap closers and midrange projectiles. His standard mobility lets him create offense and defense as needed, and once he gets an opening, his {{keyword|HP links|hplink=1}} can deal good damage. Warrior of Light&#039;s damage output is supported by &#039;&#039;&#039;[[Multiplayer_Build_Guide_(Dissidia_012)#Damage_(high_base_bravery)|high base bravery]]&#039;&#039;&#039; builds, HP wall rush and assist combos. He works well with many assists and his combo routes are consistent in most positions. Thanks to his high coverage with HP links such as Shield Strike / Rising Buckler &amp;gt; Bitter End, Warrior of Light can {{keyword|punish|punish=1}} effectively from most angles.&lt;br /&gt;
&lt;br /&gt;
As an all-rounder, Warrior of Light works with a variety of builds, including &#039;&#039;&#039;[[Multiplayer_Build_Guide_(Dissidia_012)#EX|EX]]&#039;&#039;&#039; and &#039;&#039;&#039;[[Multiplayer_Build_Guide_(Dissidia_012)#Side_by_Side|Side by Side]]&#039;&#039;&#039; {{accsp}}. His standout traits are defensively oriented; He has very high base DEF stat, which is greatly amplified in &#039;&#039;&#039;[[EX_(Dissidia_012)#EX_Mode|EX Mode.]]&#039;&#039;&#039; He also has an advancing frame 1 {{keyword|command block|commandblock=1}} in Shield of Light, which is a 1-hit HP that wall rushes. This is not common in the game. It makes Warrior of Light&#039;s dodges safer and beating low priority attacks with long {{keyword|active|active=1}} frames easier.&lt;br /&gt;
&lt;br /&gt;
Warrior of Light can struggle against lingering projectiles due to risky {{keyword|disjoints|disjoint=1}}. His projectiles are serviceable, but often low reward at a distance. The reliance on HP links makes Warrior of Light susceptible to punishes after LV1 Assist Change. He has safer options at the cost of damage. His air dodge has an average fall speed ratio, so he has to protect himself with Shield of Light occasionally to stay safe. While this is a powerful option, it is also high commitment and vulnerable if it misses.&lt;br /&gt;
&lt;br /&gt;
In competitive play, Warrior of Light has been usually ranked at high tier. His fundamentally good moveset and stats lend to a consistent playstyle that adheres to the {{keyword|metagame|meta=1}}.&lt;br /&gt;
&lt;br /&gt;
{{ProConTable&lt;br /&gt;
|pros=*&#039;&#039;&#039;All-rounder&#039;&#039;&#039; - Average to good stats, HP links and a fundamentally good moveset with an answer to many sitations.&lt;br /&gt;
*&#039;&#039;&#039;User-friendly&#039;&#039;&#039; - Great for beginners and experienced players alike. Good for learning the game and honing fundamentals.&lt;br /&gt;
*&#039;&#039;&#039;Command block&#039;&#039;&#039; - Shield of Light is an advancing single hit HP attack. It blocks instantly throughout its {{keyword|startup|startup=1}}, and works both offensively and defensively after dodges.&lt;br /&gt;
*&#039;&#039;&#039;Ground combat&#039;&#039;&#039; - Projectiles and {{keyword|empty chase|emptychase=1}} assist combo starters allow Warrior of Light to adapt to a match&#039;s pace and improve his combo potential.&lt;br /&gt;
*&#039;&#039;&#039;Build synergy&#039;&#039;&#039; - Works well with all common build styles, including EX, &#039;&#039;&#039;[[Multiplayer_Build_Guide_(Dissidia_012)#Bravery_Boost_on_Dodge|bravery boost on dodge]]&#039;&#039;&#039; and Side by Side {{accsp}}.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;EX generation&#039;&#039;&#039; - Most bravery attacks produce 30 to 90 EX Force. His most common poke Dayflash produces 90 EX, which supports long-term survivability with EX gauge.&lt;br /&gt;
*&#039;&#039;&#039;EX Mode&#039;&#039;&#039; - Boasts highest defense stat, automatically blocks Ranged Low projectiles and increases damage output of melee bravery attacks.&lt;br /&gt;
|cons=&lt;br /&gt;
*&#039;&#039;&#039;Struggles against traps&#039;&#039;&#039; - Despite having projectiles and disjoints, Warrior of Light cannot easily punish characters hiding inside lingering projectiles and traps without resources or considerable risk.&lt;br /&gt;
*&#039;&#039;&#039;Commital vertical attacks&#039;&#039;&#039; - Rising Buckler and Shield Strike braveries are serviceable, but are {{keyword|reactable|reactable=1}} and cannot be {{keyword|cancelled|cancel=1}} early on whiff.&lt;br /&gt;
*&#039;&#039;&#039;4-slot bravery dilemma&#039;&#039;&#039; - Warrior of Light benefits from all of his air braveries, but he cannot equip all of them&lt;br /&gt;
*&#039;&#039;&#039;Floaty air dodge, risky dodge protection&#039;&#039;&#039; - While Shield of Light is great at covering his air dodges, it is also high risk and doesn&#039;t work against high priority attacks. Outside of clashing with Dayflash bravery, air dodges make Warrior of Light vulnerable.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Bravery Attacks =&lt;br /&gt;
== Ground ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Ascension=&lt;br /&gt;
&lt;br /&gt;
{{AbilityInfo2&lt;br /&gt;
|ver1=Normal&lt;br /&gt;
|damage1=&#039;&#039;&#039;40&#039;&#039;&#039; (4, 5, 11, 20)&lt;br /&gt;
|startup1=15F&lt;br /&gt;
|type1=Physical&lt;br /&gt;
|priority1=Melee Low&lt;br /&gt;
|ex1=90&lt;br /&gt;
|effect1=Chase, Wall Rush&lt;br /&gt;
|cancels1=Dodge&lt;br /&gt;
|asthit1=&lt;br /&gt;
|gametext=[Close] Throw shield to &amp;lt;br&amp;gt;hurl opponent upwards.&lt;br /&gt;
|level=19&lt;br /&gt;
|ap=120&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|ver2=EX Mode&lt;br /&gt;
|damage2=&#039;&#039;&#039;54&#039;&#039;&#039; (4 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+5&amp;lt;/span&amp;gt;, 5 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+4&amp;lt;/span&amp;gt;, 11, 20 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+6&amp;lt;/span&amp;gt;)&lt;br /&gt;
|startup2=15F&lt;br /&gt;
|type2=Physical&lt;br /&gt;
|priority2=Melee Low&lt;br /&gt;
|ex2=90&lt;br /&gt;
|effect2=Chase, Wall Rush, &amp;lt;br&amp;gt;Block (Ranged Low)&lt;br /&gt;
|cancels2=Dodge&lt;br /&gt;
|asthit2=&lt;br /&gt;
|image=https://dissidia.wiki/images/2/2c/Brv_wol_ascension.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Ascension is a close-range combo move that&#039;s used in {{keyword|punishes|punish=1}}, ground solo combos and occasional approaches. Two follow-ups can be done with Circle {{pspcir}}, which ends with a rising thrust. A Chase prompt appears afterwards, but if opponent is near ceiling, it will wall rush instead. Ascension is well suited for punishing grounded and airborne opponents. The initial shield is fast at 15 frames, and it {{keyword|anti-airs|anti-air=1}}. It also has decent {{keyword|active|active=1}} frames.&lt;br /&gt;
&lt;br /&gt;
Ascension leads to Rune Saber {{keyword|HP link|hplink=1}} at the end, so Warrior of Light doesn&#039;t rely on assist for HP damage. This is good for damage overall, because Ascension&#039;s base damage is quite high at 40. Warrior of Light can always finish Ascension and then do Rune Saber from below if he deems it appropriate. &lt;br /&gt;
&lt;br /&gt;
This move has average {{keyword|recovery|recovery=1}}, which is enough to put Warrior of Light at risk on {{keyword|whiff|whiff=1}}. Ascension has no other {{keyword|cancel|cancel=1}} options on whiff, so even though it&#039;s a good move, Warrior of Light can lose his &amp;quot;turn&amp;quot; if it misses.&lt;br /&gt;
&lt;br /&gt;
|-|Sword Thrust=&lt;br /&gt;
&lt;br /&gt;
{{AbilityInfo2&lt;br /&gt;
|ver1=Normal&lt;br /&gt;
|damage1=&#039;&#039;&#039;30&#039;&#039;&#039; (6, 3x3, 15)&lt;br /&gt;
|startup1=31F&lt;br /&gt;
|type1=Physical&lt;br /&gt;
|priority1=Melee Mid (1st hit)&amp;lt;br&amp;gt;Melee Low (others)&lt;br /&gt;
|ex1=30&lt;br /&gt;
|effect1=Wall Rush&lt;br /&gt;
|cancels1=Dodge&lt;br /&gt;
|asthit1=&lt;br /&gt;
|gametext=[Mid] Hurl shield and charge. &amp;lt;br&amp;gt;Instantly close in on opponent.&lt;br /&gt;
|level=4&lt;br /&gt;
|ap=90&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|ver2=EX Mode&lt;br /&gt;
|damage2=&#039;&#039;&#039;40&#039;&#039;&#039; (6, 3x3 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+4&amp;lt;/span&amp;gt;, 15 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+6&amp;lt;/span&amp;gt;)&lt;br /&gt;
|startup2=31F&lt;br /&gt;
|type2=Physical&lt;br /&gt;
|priority2=Melee Mid (1st hit)&amp;lt;br&amp;gt;Melee Low (others)&lt;br /&gt;
|ex2=30&lt;br /&gt;
|effect2=Wall Rush&amp;lt;br&amp;gt;Block (Ranged Low)&lt;br /&gt;
|cancels2=Dodge&lt;br /&gt;
|asthit2=&lt;br /&gt;
|image=https://dissidia.wiki/images/7/7f/Brv_wol_sword_thrust.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Sword Thrust is a committal gap closer that moves towards opponent. Warrior of Light throws a shield first, which is melee mid priority. If it hits, a follow-up can be done with Circle {{pspcir}}. The shield can stagger regular blocks, which lets Warrior of Light follow up with the sword. If Sword Thrust hits, Warrior of Light can combo into assist with wall rush. He can also not do the follow-up, and still get assist if wall is not nearby. Because of the mid priority and follow-up potential, Sword Thrust works as a {{keyword|mixup|mixup=1}} against blocks.&lt;br /&gt;
&lt;br /&gt;
Warrior of Light moves forward even if it misses. This can catch ground dodges, but it&#039;s risky and difficult to do consistently. Sword Thrust is {{keyword|reactable|reactable=1}} at 31 frames and it has long {{keyword|recovery|recovery=1}}. Since Warrior of Light commits to the charge even on {{keyword|whiff|whiff=1}}, it takes a while before he can dodge out of it. The move also cannot {{keyword|anti-air|anti-air=1}} opponents, so its uses are more limited compared to Ascension.&lt;br /&gt;
&lt;br /&gt;
|-|Red Fang=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;15&#039;&#039;&#039;&lt;br /&gt;
|startup=41F&lt;br /&gt;
|type=Magical&lt;br /&gt;
|priority=Ranged Low&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=Block &amp;lt;br&amp;gt;(Ranged Low, EX Mode)&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/5/56/Brv_wol_red_fang.jpeg&lt;br /&gt;
|imgpos=58%&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=32&lt;br /&gt;
|ap=90&lt;br /&gt;
|gametext=[Long] Shoot high-speed fireball &amp;lt;br&amp;gt;towards opponent.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Red Fang is a fast single hit projectile. It travels the longest distance out of Warrior of Light&#039;s bravery projectiles, from wall to wall in Order&#039;s Sanctuary. Due to its low priority, short hit stun and low reward on hit, it is not commonly used in competitive play. His other projectiles have more utility in {{keyword|neutral|neutral=1}} and lead to more practical combos on hit.&lt;br /&gt;
&lt;br /&gt;
|-|Blue Fang=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;7&#039;&#039;&#039; each&lt;br /&gt;
|startup=41F&lt;br /&gt;
|type=Magical&lt;br /&gt;
|priority=Ranged Low&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=Block &amp;lt;br&amp;gt;(Ranged Low, EX Mode)&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/9/90/Brv_wol_blue_fang.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=1&lt;br /&gt;
|ap=90&lt;br /&gt;
|gametext=[Long] Chunks of ice slowly &amp;lt;br&amp;gt;descend on opponent.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Blue Fang is a group of midrange projectiles that strike from above. Their travel speed is slow, but they can hit characters hiding behind their projectiles, such as {{012lag}}&#039;s Electro Shield and {{012ulti}}&#039;s charged Knight&#039;s Lance. Each projectile has short {{keyword|hit stun|hitstun=1}}, but they can hit one after another. This is not very consistent for combo purposes, and it can be challenging to {{keyword|convert|conversion=1}} any hits into a combo at all. The multiple hits do make it easier compared to Red Fang, though.&lt;br /&gt;
&lt;br /&gt;
Blue Fang&#039;s main utility is in keeping ranged opponents in check. In terms of midrange presence, Blue Fang is one of the fastest. This is because at certain heights, the projectiles spawn near opponent&#039;s location. And since the projectiles travel at different angles, they can potentially hit behind opponent&#039;s back as well, ignoring block. Due to projectiles&#039; upward spawning position, Blue Fang is not well suited for close-range either offensively or defensively. Blue Fang also has a maximum range for its spawn position. It&#039;s roughly 30-40 % of Order&#039;s Sanctuary&#039;s length horizontally and vertically. The projectiles can cover more distance as they move to make up for this. The projectiles are Ranged Low priority, so they lose to dashes and melee attacks even if they make contact. The bravery damage is low as well.&lt;br /&gt;
&lt;br /&gt;
Overall, Blue Fang has niche utility. It&#039;s not his staple projectile on the ground, but it has some potential in Ultimecia {{keyword|matchup|matchup=1}} on low ceiling stages, such as Pandaemonium - Top Floor.&lt;br /&gt;
&lt;br /&gt;
|-|White Fang=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;6&#039;&#039;&#039; each&lt;br /&gt;
|startup=47F&lt;br /&gt;
|type=Magical&lt;br /&gt;
|priority=Ranged Low&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=Block &amp;lt;br&amp;gt;(Ranged Low, EX Mode)&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/2/2f/Brv_wol_white_fang.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=8&lt;br /&gt;
|ap=90&lt;br /&gt;
|gametext=[Long] Call down lightning bolts &amp;lt;br&amp;gt;that slowly close in on foe.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
White Fang is a group of advancing lightning bolts. It&#039;s Warrior of Light&#039;s go-to projectile on the ground for pressure and assist combo extensions. The Ranged Low priority still loses to dashes, blocks and melee attacks, but it has enough utility to make up for it. Warrior of Light is actionable shortly after casting White Fang. The remaining projectiles stay {{keyword|active|active=1}} even if the first bolt is destroyed. Each bolt also has decent {{keyword|hit stun|hitstun=1}} if they connect. This means, that Warrior of Light can use White Fang to occupy space and cover him while he is approaching. If the opponent gets hit by any bolts, Warrior of Light can follow up with most melee attacks, including Ascension and Dayflash.&lt;br /&gt;
&lt;br /&gt;
White Fang makes Warrior of Light&#039;s approaches safer in {{keyword|neutral|neutral=1}}. The projectiles travel at medium speed, but only remain active for roughly 1.7 seconds. As a result, their maximum uptime and travel distance are shorter compared to other projectiles. White Fang is far more practical in competitive play for offense, though. The projectiles are homing, but they adjust slowly to sharp vertical angles. White Fang works against aerial opponents at a low diagonal angle, but Warrior of Light needs to make sure the opponent won&#039;t dash through and hit him.&lt;br /&gt;
&lt;br /&gt;
|-|Dayflash (Ground)=&lt;br /&gt;
&lt;br /&gt;
{{AbilityInfo2&lt;br /&gt;
|ver1=Normal&lt;br /&gt;
|damage1=&#039;&#039;&#039;22&#039;&#039;&#039; (3, 4, 15)&lt;br /&gt;
|startup1=13F&lt;br /&gt;
|type1=Physical&lt;br /&gt;
|priority1=Melee Low&lt;br /&gt;
|ex1=90&lt;br /&gt;
|effect1=Chase&lt;br /&gt;
|cancels1=Dodge, &amp;lt;br&amp;gt;Block &amp;amp; Attack ({{keyword|Whiff|whiff=1}})&lt;br /&gt;
|asthit1=&lt;br /&gt;
|gametext=[Close] Fast horizontal slice. &amp;lt;br&amp;gt;Low power, quick strike.&lt;br /&gt;
|level=1&lt;br /&gt;
|ap=90&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|ver2=EX Mode&lt;br /&gt;
|damage2=&#039;&#039;&#039;36&#039;&#039;&#039; (3 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+4&amp;lt;/span&amp;gt;, 4 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+4&amp;lt;/span&amp;gt;, 15 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+6&amp;lt;/span&amp;gt;)&lt;br /&gt;
|startup2=13F&lt;br /&gt;
|type2=Physical&lt;br /&gt;
|priority2=Melee Low&lt;br /&gt;
|ex2=90&lt;br /&gt;
|effect2=Chase &amp;lt;br&amp;gt;Block (Ranged Low)&lt;br /&gt;
|cancels2=Dodge, &amp;lt;br&amp;gt;Block &amp;amp; Attack ({{keyword|Whiff|whiff=1}})&lt;br /&gt;
|asthit2=&lt;br /&gt;
|image=https://dissidia.wiki/images/4/43/Brv_wol_dayflash_g.jpeg&lt;br /&gt;
|imgpos=70%&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Dayflash is Warrior of Light&#039;s main {{keyword|poke|poke=1}}. It is fast, generates good 90 EX and works as an assist combo starter. It can be {{keyword|whiffed|whiff=1}} safely to build assist gauge due to its short {{keyword|recovery|recovery=1}} and multiple {{keyword|cancel|cancel=1}} options. Warrior of Light can {{keyword|mixup|mixup=1}} with dodges, blocks or other attacks, including another Dayflash.&lt;br /&gt;
&lt;br /&gt;
On hit, Warrior of Light can perform two follow-up slashes with Circle {{pspcir}} if the first hit connects. This 3-hit combo has a relatively long input window, which makes it good for {{keyword|hit confirming|hitconfirm=1}} assist combos. The last hit leads to Chase. The low {{keyword|knockback|knockback=1}} angle and long chase prompt let Warrior of Light do {{keyword|empty chase|emptychase=1}} to force a grounded wall rush. This is good for getting all EX Force on the field, but also for starting assist combos. And if Warrior of Light already used assist beforehand, he can extend that combo with Dayflash empty chase to use assist again if he has another bar in stock.&lt;br /&gt;
&lt;br /&gt;
When used appropriately, Dayflash can control the pace of a match without high risk. It is a staple move for Warrior of Light in competitive play. Its aerial version is just as important and good in most aspects.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Aerial ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Crossover=&lt;br /&gt;
&lt;br /&gt;
{{AbilityInfo2&lt;br /&gt;
|ver1=Normal&lt;br /&gt;
|damage1=&#039;&#039;&#039;40&#039;&#039;&#039; (5, 5, 10, 20)&lt;br /&gt;
|startup1=23F&lt;br /&gt;
|type1=Physical&lt;br /&gt;
|priority1=Melee Low&lt;br /&gt;
|ex1=90&lt;br /&gt;
|effect1=Chase, Wall Rush&lt;br /&gt;
|cancels1=Dodge&lt;br /&gt;
|asthit1=&lt;br /&gt;
|gametext=[Close] Spinning approach and &amp;lt;br&amp;gt;thrust opponent upwards.&lt;br /&gt;
|level=1&lt;br /&gt;
|ap=120&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|ver2=EX Mode&lt;br /&gt;
|damage2=&#039;&#039;&#039;50&#039;&#039;&#039; (5, 5, 10 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+4&amp;lt;/span&amp;gt;, 20 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+6&amp;lt;/span&amp;gt;)&lt;br /&gt;
|startup2=23F&lt;br /&gt;
|type2=Physical&lt;br /&gt;
|priority2=Melee Low&lt;br /&gt;
|ex2=90&lt;br /&gt;
|effect2=Chase, Wall Rush &amp;lt;br&amp;gt;Block (Ranged Low)&lt;br /&gt;
|cancels2=Dodge&lt;br /&gt;
|asthit2=&lt;br /&gt;
|image=https://dissidia.wiki/images/3/3a/Brv_wol_crossover.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Crossover is Warrior of Light&#039;s advancing bravery with an {{keyword|HP link|hplink=1}}. Similar to Ascension on the ground, Crossover is the highest damaging bravery in the aerial category. Warrior of Light can follow up with an upward thrust by pressing Circle {{pspcir}}, which causes chase. If opponent is near ceiling, it can wall rush instead. The thrust has high upward knockback, which can easily cause wall rush at medium heights. With wall rush, chase can be done at a specific distance from ceiling to make {{keyword|empty chase|emptychase=1}} safe against Recovery Attack. Whether or not chase is done, Warrior of Light needs assist to follow up after wall rush.&lt;br /&gt;
&lt;br /&gt;
Crossover is used for its lateral reach and damage. Since Warrior of Light finishes this move before doing the Rune Saber HP link, it doesn&#039;t lose bravery damage in exchange for HP damage. The {{keyword|startup|startup=1}} is borderline {{keyword|reactable|reactable=1}} though, and Warrior of Light stays in the animation for roughly a second before he can {{keyword|dodge cancel|dc=1}} out of it. That makes it more dangerous to {{keyword|whiff|whiff=1}} in {{keyword|neutral|neutral=1}}. It&#039;s reliable as a post-block punisher and can do even more damage with critical hits.&lt;br /&gt;
&lt;br /&gt;
|-|Rising Buckler=&lt;br /&gt;
&lt;br /&gt;
{{AbilityInfo2&lt;br /&gt;
|ver1=Normal&lt;br /&gt;
|damage1=&#039;&#039;&#039;30&#039;&#039;&#039; (2x4, 6, 16)&lt;br /&gt;
|startup1=25F&lt;br /&gt;
|type1=Physical&lt;br /&gt;
|priority1=Melee Low&lt;br /&gt;
|ex1=30&lt;br /&gt;
|effect1=Wall Rush&lt;br /&gt;
|cancels1=Dodge&lt;br /&gt;
|asthit1=&lt;br /&gt;
|gametext=Upward swing, snagging foe with shield. &amp;lt;br&amp;gt;Useful from below.&lt;br /&gt;
|level=15&lt;br /&gt;
|ap=150&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|ver2=EX Mode&lt;br /&gt;
|damage2=&#039;&#039;&#039;42&#039;&#039;&#039; (2x4 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+6&amp;lt;/span&amp;gt;, 6, 16 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+6&amp;lt;/span&amp;gt;)&lt;br /&gt;
|startup2=25F&lt;br /&gt;
|type2=Physical&lt;br /&gt;
|priority2=Melee Low&lt;br /&gt;
|ex2=30&lt;br /&gt;
|effect2=Wall Rush &amp;lt;br&amp;gt;Block (Ranged Low)&lt;br /&gt;
|cancels2=Dodge&lt;br /&gt;
|asthit2=&lt;br /&gt;
|image=https://dissidia.wiki/images/b/b1/Brv_wol_rising_buckler.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Rising Buckler is a {{keyword|punish|punish=1}} tool against opponents who are above Warrior of Light. Warrior of Light throws a shield to pull opponent in, and knocks them behind him at a downward angle. Rising Buckler has good base damage and it can wall rush, but its main appeal is the vertical reach and Bitter End {{keyword|HP link|hplink=1}}. Rising Buckler has good upward reach with movement and the {{keyword|disjointed|disjoint=1}} shield. Thanks to Bitter End, Warrior of Light gets HP damage off of single mistakes, whether it&#039;s from {{keyword|whiffs|whiff=1}} or block staggers. The upward {{keyword|tracking|tracking=1}} also makes it consistent for follow-ups, namely from Kuja and Sephiroth assists.&lt;br /&gt;
&lt;br /&gt;
Rising Buckler works effectively as a punish move, but it&#039;s not risk-free. It is {{keyword|reactable|reactable=1}} to due to its 25-frame {{keyword|startup|startup=1}} and distinct audio cue. Warrior of Light stays in place for a moment before he is actionable, and won&#039;t track the opponent once the shield is thrown. This is also Warrior of Light&#039;s primary upward attack in the air. That makes Rising Buckler more predictable in the {{keyword|neutral|neutral=1}}, as it has a hard time hitting from other angles. Unlike Crossover, Rising Buckler does not finish the attack before the HP link. That cuts the move&#039;s bravery damage in half, though the HP link brings it almost in line with the BRV finisher.&lt;br /&gt;
&lt;br /&gt;
Warrior of Light can has a functionally similar move for downward angles, Shield Strike. He can use both attacks to have high vertical coverage, but he does not always need both. Rising Buckler specifically can be useful in some air oriented {{keyword|matchups|matchup=1}}, such as {{012seph}} and {{012kuja}}.&lt;br /&gt;
&lt;br /&gt;
|-|Shield Strike=&lt;br /&gt;
&lt;br /&gt;
{{AbilityInfo2&lt;br /&gt;
|ver1=Normal&lt;br /&gt;
|damage1=&#039;&#039;&#039;30&#039;&#039;&#039; (2x4, 6, 16)&lt;br /&gt;
|startup1=25F&lt;br /&gt;
|type1=Physical&lt;br /&gt;
|priority1=Melee Low&lt;br /&gt;
|ex1=30&lt;br /&gt;
|effect1=Wall Rush&lt;br /&gt;
|cancels1=Dodge&lt;br /&gt;
|asthit1=&lt;br /&gt;
|gametext=Downward attack, scooping foe with shield. &amp;lt;br&amp;gt;Useful from above.&lt;br /&gt;
|level=1&lt;br /&gt;
|ap=200&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|ver2=EX Mode&lt;br /&gt;
|damage2=&#039;&#039;&#039;42&#039;&#039;&#039; (2x4 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+6&amp;lt;/span&amp;gt;, 6, 16 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+6&amp;lt;/span&amp;gt;)&lt;br /&gt;
|startup2=25F&lt;br /&gt;
|type2=Physical&lt;br /&gt;
|priority2=Melee Low&lt;br /&gt;
|ex2=30&lt;br /&gt;
|effect2=Wall Rush &amp;lt;br&amp;gt;Block (Ranged Low)&lt;br /&gt;
|cancels2=Dodge&lt;br /&gt;
|asthit2=&lt;br /&gt;
|image=https://dissidia.wiki/images/b/b2/Brv_wol_shield_strike.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Shield Strike is almost identical to Rising Buckler, but with one key difference; It hits below Warrior of Light instead. On hit, Warrior of Light knocks opponent behind him at an upward angle. Just like Rising Buckler, Shield Strike can {{keyword|cancel|cancel=1}} into Bitter End for HP damage. The bravery damage is also the same.&lt;br /&gt;
&lt;br /&gt;
This is a good {{keyword|punish|punish=1}} tool in {{keyword|air-to-ground|air-to-ground=1}} situations and after LV2 Assist Change staggers. As such, Shield Strike has good coverage against many close-range characters who use melee attacks. Since this is Warrior of Light&#039;s primary downward attack, it also makes it more telegraphed. It&#039;s great when used cautiously, but carries a lot of risk if it {{keyword|whiffs|whiff=1}}. Similar to Rising Buckler, Shield Strike has long {{keyword|recovery|recovery=1}} and no {{keyword|tracking|tracking=1}} after the move comes out.&lt;br /&gt;
&lt;br /&gt;
Warrior of Light does not move far if he is not above opponent, but the shield does hit in front of Warrior of Light. That lets him combo into HP after Sephiroth assist, who is one of his strongest assists.&lt;br /&gt;
&lt;br /&gt;
|-|Dayflash (midair)=&lt;br /&gt;
&lt;br /&gt;
{{AbilityInfo2&lt;br /&gt;
|ver1=Normal&lt;br /&gt;
|damage1=&#039;&#039;&#039;22&#039;&#039;&#039; (3, 4, 15)&lt;br /&gt;
|startup1=15F&lt;br /&gt;
|type1=Physical&lt;br /&gt;
|priority1=Melee Low&lt;br /&gt;
|ex1=90&lt;br /&gt;
|effect1=Chase&lt;br /&gt;
|cancels1=Dodge, &amp;lt;br&amp;gt;Block &amp;amp; Attack ({{keyword|Whiff|whiff=1}})&lt;br /&gt;
|asthit1=&lt;br /&gt;
|gametext=[Close] Fast horizontal slice. &amp;lt;br&amp;gt;Low power, quick strike.&lt;br /&gt;
|level=25&lt;br /&gt;
|ap=90&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|ver2=EX Mode&lt;br /&gt;
|damage2=&#039;&#039;&#039;36&#039;&#039;&#039; (3 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+4&amp;lt;/span&amp;gt;, 4 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+4&amp;lt;/span&amp;gt;, 15 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+6&amp;lt;/span&amp;gt;)&lt;br /&gt;
|startup2=15F&lt;br /&gt;
|type2=Physical&lt;br /&gt;
|priority2=Melee Low&lt;br /&gt;
|ex2=90&lt;br /&gt;
|effect2=Chase &amp;lt;br&amp;gt;Block (Ranged Low)&lt;br /&gt;
|cancels2=Dodge, &amp;lt;br&amp;gt;Block &amp;amp; Attack ({{keyword|Whiff|whiff=1}})&lt;br /&gt;
|asthit2=&lt;br /&gt;
|image=https://dissidia.wiki/images/5/5b/Brv_wol_dayflash_a.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Dayflash&#039;s aerial version is essential for Warrior of Light. It&#039;s very similar to ground version in many aspects, including damage, {{keyword|hit confirmable|hitconfirm=1}} follow-ups and safety as a {{keyword|poke|poke=1}}. It&#039;s reliable for starting assist combos and it generates 90 EX when completed. Because fights often happen in the air, Warrior of Light relies on this move a lot to function.&lt;br /&gt;
&lt;br /&gt;
The {{keyword|startup|startup=1}} is slightly slower than ground Dayflash (15 frames instead of 13), but it&#039;s still unreactable. The {{keyword|recovery|recovery=1}} is short as well, which Warrior of Light can use to build assist gauge on whiff. He can also {{keyword|cancel|cancel=1}} Dayflash into other attacks on whiff as a {{keyword|mixup|mixup=1}} against aggressive opponents, such as Shield of Light. The {{keyword|hitbox|hitbox=1}} goes low enough where it can still hit grounded opponents, so Dayflash also works as an {{keyword|air-to-ground|air-to-ground=1}} move.&lt;br /&gt;
&lt;br /&gt;
Most of Warrior of Light&#039;s attacks are slower, telegraphed moves with long recovery and higher damage potential. Aerial Dayflash is the opposite; It&#039;s the only high speed move Warrior of Light can consistently threaten with in close-range. It also lacks any {{keyword|HP links|hplink=1}}, so assist is needed to do HP damage. This is Warrior of Light&#039;s lowest damaging move in comparison to his other moves, but it&#039;s also the safest with least risk. It&#039;s a staple for him in competitive play, and his longevity hinges on how well he can utilize Dayflash.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== HP Attacks ==&lt;br /&gt;
&lt;br /&gt;
=== Ground ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Shield of Light (ground)=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=-&lt;br /&gt;
|startup=53F (Block from 1F to 53F)&lt;br /&gt;
|type=-&lt;br /&gt;
|priority=Melee High, Block Mid&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=Block, Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/7/77/Hp_wol_shield_of_light_g.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=22&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=[Close] Fire force blast from shield. &amp;lt;br&amp;gt;Hurls foe while blocking.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Shield of Light is Warrior of Light&#039;s signature {{keyword|command block|commandblock=1}}. He moves forward before unleashing a 1-hit force blast that can wall rush. Its blocking duration is very generous, as it blocks instantly from frame 1 until the move does damage. Combined with the forward movement, Shield of Light can call out low priority pokes, such as {{012cod}}&#039;s tentacles.&lt;br /&gt;
&lt;br /&gt;
More importantly, Shield of Light works as an instant defensive option after a ground dodge. If Warrior of Light is about to get hit, he can use this to keep the opponent at bay. Blocks like this work against dashes and low priority attacks alike. This presents a second layer of defense that the opponent has to consider at all times, or they risk taking HP damage just for approaching.  &lt;br /&gt;
&lt;br /&gt;
Shield of Light is a great defensive tool, but it still carries a risk. If it misses, Warrior of Light is left wide open for {{keyword|punishes|punish=1}}. Shield of Light can only block low priority moves. Higher priority moves like HP attacks and {{012squ}}&#039;s Heel Crush will guard crush or stagger Warrior of Light respectively.&lt;br /&gt;
&lt;br /&gt;
Warrior of Light becomes airborne when using this move. He can aim Shield of Light at a diagonal angle against airborne opponents, but he cannot change the direction once he performs it.&lt;br /&gt;
&lt;br /&gt;
|-|Shining Wave=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=-&lt;br /&gt;
|startup=51F&lt;br /&gt;
|type=-&lt;br /&gt;
|priority=Melee High (blade) &amp;lt;br&amp;gt;Ranged High (light pillar)&lt;br /&gt;
|ex=each 60&lt;br /&gt;
|effect=-&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/1/10/Hp_wol_shining_wave.jpeg&lt;br /&gt;
|imgpos=60%&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=1&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=[Mid] Shoot pillars of light. &amp;lt;br&amp;gt;Homes in on opponent.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Shining Wave is a long-range wave attack that deals HP damage on hit. It is sometimes used as a secondary projectile to occupy space, but it also works after staggering with a block. The ranged high priority lets Warrior of Light ignore LV2 Assist Change if the opponent has full assist gauge when staggered. Shining Wave cannot be reflected back at Warrior of Light, but it does lose to high priority melee attacks and {{keyword|command blocks|commandblock=1}} with decent active frames.&lt;br /&gt;
&lt;br /&gt;
The wave projectile travels at a relatively high speed once it&#039;s {{keyword|active|active=1}}. It can {{keyword|track|track=1}} airborne opponents, but it always moves forward at first before it starts realigning. Shining Wave can hit twice if it connects this way, though this can be difficult to aim for in a competitive match. Shining Wave can also combo into assist at a wall, but outside of that, its reward is pretty low on average.&lt;br /&gt;
&lt;br /&gt;
As a wave HP, Shining Wave has a little quirk with its {{keyword|hitbox|hitbox=1}}. It can miss against high speed movement that is passing through the projectile. &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=cDI-tsnyJbM&amp;amp;t=25 Shining Wave misses against high speed movement passing through]&amp;lt;/ref&amp;gt; This is pretty risky to attempt though, so Warrior of Light does not have to worry about it too often.&lt;br /&gt;
&lt;br /&gt;
|-|Ultimate Shield=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;20&#039;&#039;&#039; (4 x 3, 8)&lt;br /&gt;
|startup=41F&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee High&lt;br /&gt;
|ex=30&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/c/c1/Hp_wol_ultimate_shield.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=28&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=[Close] Deft shieldwork. &amp;lt;br&amp;gt;Effective against any height.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Ultimate Shield is a combo attack that wall rushes. This is Warrior of Light&#039;s fastest ground HP attack, though it is still {{keyword|reactable|reactable=1}}. The vertical {{keyword|tracking|tracking=1}} is high during {{keyword|startup|startup=1}}, so it can hit opponents directly above Warrior of Light. That is useful for calling out forward ground dodges, or air dodges that are near Warrior of Light. If the opponent is trying to dodge something else, Ultimate Shield can pull them down for some damage. As the fastest ground HP, it can work as a {{keyword|mixup|mixup=1}} against regular blocks.&lt;br /&gt;
&lt;br /&gt;
Warrior of Light stays in place while his shield goes towards opponent. If the shield misses, Warrior of Light will not continue with a combo. This makes it a bit harder for grounded opponents to counter from a distance. Ultimate Shield can also reflect HP projectiles without moving towards them. The reach is decent, but not enough to punish neutral ground dodges without prior movement. Assists can follow up either with wall rush or {{keyword|knockback cancel|knockbackcancel=1}}.&lt;br /&gt;
&lt;br /&gt;
If White Fang connects, it can activate a &#039;&#039;&#039;[[Glitch_(Dissidia_012)#Hit_Glitch|hit glitch]]&#039;&#039;&#039; for Ultimate Shield if its done at the same time. As Ultimate Shield does not reach far, this can be detrimental if the opponent is not already in close-range. It has long {{keyword|recovery|recovery=1}} when finished, so Warrior of Light should watch out for Assist Changes when using this.&lt;br /&gt;
&lt;br /&gt;
|-|Rune Saber (ground)=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;10&#039;&#039;&#039; (2 x 3, 4) / +Ascension = (50 Total)&lt;br /&gt;
|startup=?&lt;br /&gt;
|type=Magical&lt;br /&gt;
|priority=Melee High (?)&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/d/dc/Hp_wol_rune_saber.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=Branching from Ascension &amp;lt;br&amp;gt;[Combo] Light beam pierces foe.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Rune Saber is the {{keyword|HP link|hplink=1}} from Ascension. It&#039;s a vertical combo attack that ends with a tall pillar of light. Rune Saber is a good HP link for its damage and combo potential. Both Ascension and Rune Saber have good upward {{keyword|knockback|knockback=1}}. That means Rune Saber can wall rush consistently in stages with lower ceilings, such as Sky Fortress Bahamut and Edge of Madness.&lt;br /&gt;
&lt;br /&gt;
The wall rush is great for HP damage and assist combos alike. If Warrior of Light cannot guarantee a ceiling wall rush, multi-hit assists like Sephiroth can also {{keyword|knockback cancel|knockbackcancel=1}} for combos. As a result, Rune Saber is useful as an independent source of HP damage and assist combo starter anywhere.&lt;br /&gt;
&lt;br /&gt;
Rune Saber has a lengthy animation, which normally makes it risky against opponents who escaped with Assist Change. Rune Saber&#039;s last hit has a tall {{keyword|hitbox|hitbox=1}} with long {{keyword|active|active=1}} frames. This provides &#039;&#039;some&#039;&#039; cover for Warrior of Light before he can {{keyword|dodge cancel|dc=1}}, but it&#039;s not entirely safe. Opponents can still try to Assist Change out early and dodge next to Warrior of Light.&lt;br /&gt;
&lt;br /&gt;
If Ascension wall rushes first (such as in &#039;&#039;&#039;[[Pandaemonium_(Dissidia_012)|Pandaemonium]]&#039;&#039;&#039;), Rune Saber cannot hit unless assist connects during wall rush.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Aerial ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Shield of Light (midair)=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=-&lt;br /&gt;
|startup=53F (Block from 1F to 53F)&lt;br /&gt;
|type=-&lt;br /&gt;
|priority=Melee High, Block Mid&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=Block, Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/6/6a/Hp_wol_shield_of_light_a.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=1&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=[Close] Fire force blast from shield. &amp;lt;br&amp;gt;Hurls foe while blocking.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Shield of Light is Warrior of Light&#039;s {{keyword|command block|commandblock=1}}. As an aerial move, Warrior of Light has more opportunities to use it anywhere. This is good, because it is functionally very similar to the ground version. It still blocks low priority attacks instantly on frame 1 until it deals HP damage. As such, its most commonly used for self-defense after air dodging. This can keep opponents guessing, as the instant blocking makes it much harder to react before it&#039;s too late. Warrior of Light also moves toward opponent a short distance as he guards. That can stagger melee low attacks with long {{keyword|active|active=1}} frames, such as {{012clo}}&#039;s Slashing Blow. As a 1-hit HP, Shield of Light can also circumvent EX Revenge {{keyword|checkmates|checkmate=1}} with EX {{keyword|depletion|depletion=1}}.&lt;br /&gt;
&lt;br /&gt;
The force blast has short reach and it doesn&#039;t stay active for long. However, it can wall rush and start assist combos with a good {{keyword|read|read=1}}. It&#039;s not commonly used in assist combos due to its relatively small {{keyword|hitbox|hitbox=1}} and limited vertical {{keyword|tracking|tracking=1}}. Warrior of Light&#039;s combos often lead to the air, and he has stronger options for damage, and situationally safer tools against Assist Change. Regardless, the aerial Shield of Light is a staple for Warrior of Light.&lt;br /&gt;
&lt;br /&gt;
|-|Radiant Sword=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=-&lt;br /&gt;
|startup=77F&lt;br /&gt;
|type=-&lt;br /&gt;
|priority=Ranged High&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/e/eb/Hp_wol_radiant_sword.jpeg&lt;br /&gt;
|imgpos=60%&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=13&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=[Long] Fire blades of light from seal. &amp;lt;br&amp;gt;Blades weakly track foe.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Radiant Sword is a group of long-range homing projectiles. The projectiles spawn as a row in front of Warrior of Light, and once they start moving, they accelerate to very high speed within a couple seconds. While homing, all projectiles attempt to laser focus on a single point at the opponent. This limits Radiant Sword&#039;s ability to occupy space, but its {{keyword|tracking|tracking=1}} and reach are strong enough to force a dodge at most ranges. &lt;br /&gt;
&lt;br /&gt;
The {{keyword|startup|startup=1}} is quite slow, so Warrior of Light cannot use this as a reliable {{keyword|mixup|mixup=1}} against blocks. Radiant Sword is sometimes used as an attempt to threaten the opponent who is already getting an EX core, but it has a pretty low hit rate in {{keyword|neutral|neutral=1}} due to its telegraphed startup and relatively slow speed. Radiant Sword also stops if it hits a solid obstacle, like floor or the crystal in Empyreal Paradox. If Radiant Sword connects though, it can wall rush for an assist combo.&lt;br /&gt;
&lt;br /&gt;
|-|Rune Saber (midair)=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;10&#039;&#039;&#039; (2 x 3, 4) / +Crossover = (50 Tota)&lt;br /&gt;
|startup=??&lt;br /&gt;
|type=Magical&lt;br /&gt;
|priority=Melee High (?)&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/d/dc/Hp_wol_rune_saber.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=Branching from Crossover &amp;lt;br&amp;gt;[Combo] Light beam pierces foe.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Rune Saber is the {{keyword|HP link|hplink=1}} from Crossover. It&#039;s a staple move for Warrior of Light whenever Crossover is equipped. It is functionally identical Rune Saber from Ascension, a multi-hit attack that wall rushes upwards. Though the base damage is low, it&#039;s a consistent, damaging HP link thanks to wall rush and assist. Warrior of Light has some flexibility with this move in assist combos. He can either go for a conventional wall rush combo, or he can call assist such as Sephiroth to {{keyword|knockback cancel|knockbackcancel=1}} the last hit if ceiling is not close.&lt;br /&gt;
&lt;br /&gt;
Rune Saber has a lengthy animation, which normally makes it risky against opponents who escaped with Assist Change. Rune Saber&#039;s last hit has a tall {{keyword|hitbox|hitbox=1}} with long {{keyword|active|active=1}} frames. This provides &#039;&#039;some&#039;&#039; cover for Warrior of Light before he can {{keyword|dodge cancel|dc=1}}, but it&#039;s not entirely safe. Opponents can still try to Assist Change out early and dodge next to Warrior of Light.&lt;br /&gt;
&lt;br /&gt;
If Crossover wall rushes first, Rune Saber cannot hit unless assist connects during wall rush.&lt;br /&gt;
&lt;br /&gt;
|-|Bitter End A=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;15&#039;&#039;&#039; (2 x 6, 3) / +Rising Buckler = (29 Total)&lt;br /&gt;
|startup=??&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee High (?)&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/7/73/Hp_wol_bitter_end.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=Branching from Rising Buckler &amp;lt;br&amp;gt;[Combo] Deft bladework.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Bitter End is another staple {{keyword|HP link|hplink=1}} for Warrior of Light. It&#039;s a stationary combo that has horizontal {{keyword|knockback|knockback=1}} on the last hit. This move lets Warrior of Light capitalize on his {{keyword|whiff punishment|whiffpunish=1}} in a meaningful way, as it deals HP damage without assist. The base damage is slightly higher than Rune Saber, and it has similar combo routes with wall rush and Sephiroth assist {{keyword|knockback cancels|knockbackcancel=1}}. It&#039;s a good assist combo starter and ender for its wall rush and attack length. With high base bravery builds, the animation lasts long enough to get most of the base bravery back after HP if Bitter End is delayed enough.&lt;br /&gt;
&lt;br /&gt;
As a multi-hitting combo attack, Bitter End starts quickly, but takes a couple seconds to finish. It is very unsafe against opponents who escaped with LV1 Assist Change. Warrior of Light cannot {{keyword|cancel|cancel=1}} Bitter End until the last hit comes out. He stays still for the entire animation, and he doesn&#039;t have Rune Saber&#039;s tall {{keyword|hitbox|hitbox=1}} to provide cover either. As such, Bitter End is vulnerable to aerial attacks from above and his back. Warrior of Light will need assist gauge himself if he wants to counter any {{keyword|punish|punish=1}} attempts. If Warrior of Light cannot land this move before opponent gets assist, he can struggle to get any HP damage at all. It&#039;s something he has to work with, as not having access to Bitter End loses him more damage in the long term.&lt;br /&gt;
&lt;br /&gt;
|-|Bitter End B=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;15&#039;&#039;&#039; (2 x 6, 3) / +Shield Strike = (29 Total)&lt;br /&gt;
|startup=??&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee High (?)&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/7/73/Hp_wol_bitter_end.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=Branching from Shield Strike &amp;lt;br&amp;gt;[Combo] Deft bladework.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Bitter End B is identical with Bitter End A.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== EX Mode: Class Change! ==&lt;br /&gt;
Effects:&lt;br /&gt;
* Regen&lt;br /&gt;
* Critical Boost&lt;br /&gt;
* Mirror Attack&lt;br /&gt;
* Protect&lt;br /&gt;
* Light&#039;s Blessing&lt;br /&gt;
&lt;br /&gt;
Warrior of Light&#039;s EX Mode has plenty of useful effects. He gets additional hits for his melee braveries, a big damage reduction in +10 base DEF and he block ranged low moves during his own attacks. EX modes are commonly used to secure a win with assist combo, and Warrior of Light is no different. As such, the defensive boosts may not come into play often. It is still a good EX mode overall, though.&lt;br /&gt;
&lt;br /&gt;
=== Mirror Attack ===&lt;br /&gt;
&lt;br /&gt;
{{image|https://dissidia.wiki/images/8/8d/Ex_mode_wol_mirror_attack.jpeg}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[Active while attacking]&lt;br /&gt;
A wall of light appears while attacking, repelling weak magical attacks.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Warrior of Light can block attacks with Ranged Low priority during his own attack animations. The blocking effect activates very quickly and lasts for most, if not the whole attack animation. This applies even during a move&#039;s {{keyword|recovery|recovery=1}}.&lt;br /&gt;
&lt;br /&gt;
=== Protect ===&lt;br /&gt;
&#039;&#039;[Always active while in EX Mode]&lt;br /&gt;
An aura of light covers the body, raising defense.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Warrior of Light gets +10 DEF for the duration of his EX mode. That is a huge increase, which can greatly reduce bravery damage taken if Warrior of Light is hit during this time.&lt;br /&gt;
&lt;br /&gt;
=== Light&#039;s Blessing ===&lt;br /&gt;
{{image|http://dissidia.wiki/images/b/b9/Ex_mode_wol_light_blessing.jpeg}}&lt;br /&gt;
&#039;&#039;[Activates when combo hits] Swords of light appear, dealing additional damage.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Light&#039;s Blessing adds several hits to Warrior of Light&#039;s physical bravery attacks. Each light sword has a base damage of 1. The light swords cause {{keyword|hit stun|hitstun=1}}, but they don&#039;t create more lenient, practical solo combo routes for Warrior of Light.&lt;br /&gt;
&lt;br /&gt;
=== EX Burst: Oversoul ===&lt;br /&gt;
{{image|https://dissidia.wiki/images/4/46/Ex_burst_wol.jpeg}}&lt;br /&gt;
&#039;&#039;Sharp, repeated strikes like flashes of light. &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;img&amp;gt;https://resources.dissidia.wiki/ddff/icons/ddff-icon-button-dpadup.png&amp;lt;/img&amp;gt; &amp;lt;img&amp;gt;https://resources.dissidia.wiki/ddff/icons/ddff-icon-button-dpaddown.png&amp;lt;/img&amp;gt; &amp;lt;img&amp;gt;https://resources.dissidia.wiki/ddff/icons/ddff-icon-button-dpadleft.png&amp;lt;/img&amp;gt; &amp;lt;img&amp;gt;https://resources.dissidia.wiki/ddff/icons/ddff-icon-button-dpadright.png&amp;lt;/img&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Each directional button corresponds to one attack.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{burst&lt;br /&gt;
|damage1=5x3 (15)&lt;br /&gt;
|damage2=10x6, 25 (100 total)&lt;br /&gt;
|type=Physical&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Oversoul is a fairly standard EX Burst. The base damage for initial hits isn&#039;t high, but follow-up hits begin almost immediately, leaving less time for the opponent to raise their DEF.&lt;br /&gt;
&lt;br /&gt;
To complete this EX Burst, Warrior of Light must press the correct button shown on screen six times. The button inputs &#039;&#039;always&#039;&#039; require a directional button. Analog stick {{pspana}} will not work regardless of what the character control option is set to. If Warrior of Light does not press the correct button within a short time, or presses a wrong button, he will end EX Burst early. Regardless of how well this EX Burst is done, Warrior of Light always finishes with a slash that has decent 25 base damage.&lt;br /&gt;
&lt;br /&gt;
== Combos ==&lt;br /&gt;
&lt;br /&gt;
=== Solo ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Main article pending)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Combo-012&lt;br /&gt;
| data      = &lt;br /&gt;
{{Combo-012Data&lt;br /&gt;
|combo=&#039;&#039;&#039;White Fang&#039;&#039;&#039; &amp;gt; Ascension &amp;gt; Rune Saber&lt;br /&gt;
|condition=Projectile Starter&lt;br /&gt;
|requirement=Ground&lt;br /&gt;
|purpose=Projectile to HP Damage&lt;br /&gt;
|damage=56 minimum + HP &amp;amp; WR&lt;br /&gt;
|damagehits=6 min &amp;gt; 40 &amp;gt; 10 + HP &amp;amp; WR&lt;br /&gt;
|ex=90&lt;br /&gt;
|exhits=0 &amp;gt; 90 &amp;gt; 0&lt;br /&gt;
|meteropp=&lt;br /&gt;
|video=&lt;br /&gt;
|notes=White Fang combos into most of WoL&#039;s moves, Ascension is his staple high damage follow-up. This combo works in close range. If the opponent is further away, Warrior of Light may have to dash to combo afterwards.&lt;br /&gt;
}}&lt;br /&gt;
{{Combo-012Data&lt;br /&gt;
|combo=&#039;&#039;&#039;White Fang&#039;&#039;&#039; &amp;gt; Dayflash &amp;gt; Delayed Empty {{clr|chase=1}}&lt;br /&gt;
|condition=Projectile Starter&lt;br /&gt;
|requirement=Ground&lt;br /&gt;
|purpose=Projectile, Safe {{keyword|Chase|emptychase=1}} for EX&lt;br /&gt;
|damage=28 minimum&lt;br /&gt;
|damagehits=6 min &amp;gt; 22&lt;br /&gt;
|ex=90&lt;br /&gt;
|exhits=0 &amp;gt; 90&lt;br /&gt;
|meteropp=&lt;br /&gt;
|video=&lt;br /&gt;
|notes=Less damage than Ascension, but this combo does two things: It lets WoL chase safely without getting countered and get all EX in the stage. Delay Dayflash&#039;s Chase as much as possible, then do it just before the opponent reaches the ground. This forces a wall rush reaction.&lt;br /&gt;
&lt;br /&gt;
The second thing is it enables assist combos, and the chase also resets assist gauge if it was already used previously. This doesn&#039;t have much merit in the solo combo context, but it does leave WoL close to the opponent for pressure.&lt;br /&gt;
&lt;br /&gt;
In a {{keyword|neutral|neutral=1}} situation, Dayflash can be easier to react with if White Fang hits a moving opponent. Other than that, Ascension is the stronger follow-up.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Assist (Sephiroth) ===&lt;br /&gt;
&lt;br /&gt;
Warrior of Light can create assist combos with Wall Rush, Dayflash and even during his Bitter End and Rune Saber {{keyword|HP links|hplink=1}}. This gives him flexibility in setting up HP damage. When following up after Sephiroth, delay Assist Chase a little so that Shield Strike connects more consistently.&lt;br /&gt;
&lt;br /&gt;
{{ComboLegend-012}}&lt;br /&gt;
&lt;br /&gt;
{{Combo-012&lt;br /&gt;
| data      = &lt;br /&gt;
{{Combo-012Data&lt;br /&gt;
|combo=&#039;&#039;&#039;Dayflash (2 hits)&#039;&#039;&#039; &amp;gt; {{clr|astbrv=1}} &amp;gt; {{clr|ac=1}} &amp;gt; Shield Strike &amp;gt; Bitter End&lt;br /&gt;
|condition={{keyword|Poke|poke=1}} Starter&lt;br /&gt;
|requirement=Ground / Air OK&lt;br /&gt;
|purpose=Staple {{keyword|Midscreen|midscreen=1}} Combo&lt;br /&gt;
|damage=76 + HP &amp;amp; WR&lt;br /&gt;
|damagehits=3, 4 &amp;gt; 40 AST &amp;gt; 14 &amp;gt; 15 + HP &amp;amp; WR&lt;br /&gt;
|ex=&lt;br /&gt;
|exhits=&lt;br /&gt;
|meteropp=&lt;br /&gt;
|video=&lt;br /&gt;
|notes=Standard combo from a safe poke. Confirm the second Dayflash hit visually, then press assist and follow up. This is an important combo to get right, as it lets WoL do HP damage without using the more telegraphed bravery attacks first.&lt;br /&gt;
}}&lt;br /&gt;
{{Combo-012Data&lt;br /&gt;
|combo=&#039;&#039;&#039;Crossover / Ascension&#039;&#039;&#039; &amp;gt; Rune Saber &amp;gt; {{clr|wr=1}} &amp;gt; {{clr|astbrv=1}} &amp;gt; {{clr|ac=1}} &amp;gt; Shield Strike &amp;gt; Bitter End&lt;br /&gt;
|condition={{keyword|Punish|punish=1}} Starter&lt;br /&gt;
|requirement=Ceiling HP Wall Rush&lt;br /&gt;
|purpose=HP Damage&lt;br /&gt;
|damage=119 + HP &amp;amp; WR&lt;br /&gt;
|damagehits=40 &amp;gt; 10 + HP &amp;amp; WR &amp;gt; 40 AST &amp;gt; 14 &amp;gt; 15 + HP &amp;amp; WR&lt;br /&gt;
|ex=&lt;br /&gt;
|exhits=90 &amp;gt; 0 &amp;gt; ?? &amp;gt; 30&lt;br /&gt;
|meteropp=&lt;br /&gt;
|video=&lt;br /&gt;
|notes=A standard Wall Rush combo. Make sure to do Rune Saber as soon as possible before Crossover Wall Rushes at the ceiling. This is not very practical for low ceiling stages, such as Pandaemonium - Top Floor and M. S. Prima Vista. In those stages, Crossover&#039;s BRV Wall Rush has to suffice.&lt;br /&gt;
}}&lt;br /&gt;
{{Combo-012Data&lt;br /&gt;
|combo=&#039;&#039;&#039;Shield Strike / Rising Buckler&#039;&#039;&#039; &amp;gt; Bitter End &amp;gt; {{clr|astbrv=1}} &amp;gt; Bitter End + Assist HIT &amp;gt; {{clr|dc=1}} &amp;gt; {{clr|ac=1}} &amp;gt; Shield Strike &amp;gt; Bitter End&lt;br /&gt;
|condition={{keyword|Punish|punish=1}} Starter&lt;br /&gt;
|requirement={{keyword|Knockback Cancel|knockbackcancel=1}}&lt;br /&gt;
|purpose=Midscreen HP Damage&lt;br /&gt;
|damage=98 + HP &amp;amp; WR&lt;br /&gt;
|damagehits=14 &amp;gt; 15 + HP &amp;gt; 40 AST &amp;gt; 14 &amp;gt; 15 + HP &amp;amp; WR&lt;br /&gt;
|ex=&lt;br /&gt;
|exhits=&lt;br /&gt;
|meteropp=&lt;br /&gt;
|video=&lt;br /&gt;
|notes=This combo works anywhere, but Sephiroth must be timed to hit when Bitter End finishes. Press assist just as Bitter End&#039;s last bravery slash connects. WoL should be winding up his sword during the assist slowdown if done properly.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Builds ==&lt;br /&gt;
&#039;&#039;Main article: &#039;&#039;&#039;[[Warrior_of_Light_(Dissidia_012)/Builds|Warrior of Light (012) Builds]]&#039;&#039;&#039; &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Warrior of Light works with a variety of builds, such as hybrid builds, Bravery Boost on Dodge and Side by Side. Most of his damage comes from Dayflash assist combos and {{keyword|HP links|hplink=1}}, so he is not often built explicitly for bravery damage. However, Warrior of Light benefits greatly from having high {{keyword|base bravery|basebrv=1}} for assist combos.&lt;br /&gt;
&lt;br /&gt;
=== Hybrid ===&lt;br /&gt;
&lt;br /&gt;
{{Build&lt;br /&gt;
|hp=11299&lt;br /&gt;
|cp=450&lt;br /&gt;
|brv=996&lt;br /&gt;
|atk=178&lt;br /&gt;
|def=184&lt;br /&gt;
|luk=60&lt;br /&gt;
|booster=&lt;br /&gt;
|setbonus=Seal of Lufenia&lt;br /&gt;
|ast={{012seph}}&lt;br /&gt;
|wpn=Heaven&#039;s Cloud&lt;br /&gt;
|hand=Lufenian Dirk {{equip}}&lt;br /&gt;
|head=Lufenian Headband {{equip}}&lt;br /&gt;
|armor=Lufenian Vest&lt;br /&gt;
|acc1=Muscle Belt {{accbas}}&lt;br /&gt;
|acc2=Dismay Shock {{accbas}}&lt;br /&gt;
|acc3=Battle Hammer {{accbas}}&lt;br /&gt;
|acc4=Summon Unused {{accboo}}&lt;br /&gt;
|acc5=Pre-EX Mode {{accboo}}&lt;br /&gt;
|acc6=Pre-EX Revenge {{accboo}}&lt;br /&gt;
|acc7=Opponent Summon Unused {{accboo}}&lt;br /&gt;
|acc8=White Gem {{accsp}}&lt;br /&gt;
|acc9=Tenacious Attacker {{accsp}}&lt;br /&gt;
|acc10=Glutton {{accsp}}&lt;br /&gt;
|summon=Rubicante&lt;br /&gt;
|dataBRV=&lt;br /&gt;
{{Build-AttackData&lt;br /&gt;
|brv1-g=Dayflash&lt;br /&gt;
|branch-1gbrv=&lt;br /&gt;
|branch-1ghp=&lt;br /&gt;
|brv2-g=Ascension&lt;br /&gt;
|branch-2gbrv=&lt;br /&gt;
|branch-2ghp=Rune Saber&lt;br /&gt;
|brv3-g=White Fang&lt;br /&gt;
|branch-3gbrv=&lt;br /&gt;
|branch-3ghp=&lt;br /&gt;
|brv1-a=Dayflash&lt;br /&gt;
|branch-1abrv=&lt;br /&gt;
|branch-1ahp=&lt;br /&gt;
|brv2-a=Crossover&lt;br /&gt;
|branch-2abrv=&lt;br /&gt;
|branch-2ahp=Rune Saber&lt;br /&gt;
|brv3-a=Shield Strike&lt;br /&gt;
|branch-3abrv=&lt;br /&gt;
|branch-3ahp=Bitter End&lt;br /&gt;
}}&lt;br /&gt;
| dataHP      = &lt;br /&gt;
{{Build-AttackDataHP&lt;br /&gt;
|hp1-g=Shield of Light&lt;br /&gt;
|hp2-g=Ultimate Shield&lt;br /&gt;
|hp3-g=Shining Wave&lt;br /&gt;
|hp1-a=Shield of Light&lt;br /&gt;
|hp2-a=&lt;br /&gt;
|hp3-a=Radiant Sword&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This is a general purpose build focused on EX intake and EX depletion. Most competitive builds focus on damage, ex and / or meter depletion, so this is a good build to start with.&lt;br /&gt;
&lt;br /&gt;
Seal of Lufenia set lowers DEF, but Warrior of Light&#039;s high base DEF stat mitigates it. Lufenian Dirk {{equhand}} adds +1 ATK for more damage, which in turn compensates for Heaven&#039;s Cloud&#039;s {{equwpn}} low ATK. Heaven&#039;s Cloud makes grabbing EX Force much easier due to its increased EX intake range.&lt;br /&gt;
&lt;br /&gt;
== Assist ==&lt;br /&gt;
&lt;br /&gt;
Warrior of Light&#039;s assist data.&lt;br /&gt;
&lt;br /&gt;
=== Assist Data ===&lt;br /&gt;
{{012Assist&lt;br /&gt;
|type1=BRV&lt;br /&gt;
|attack1=Sword Thrust&lt;br /&gt;
|startup1=31F&lt;br /&gt;
|position1=Ground&lt;br /&gt;
|spawn1=Opponent&lt;br /&gt;
|damage1=6, 3 x 5, 15 (30)&lt;br /&gt;
|effect1=Wall Rush&lt;br /&gt;
|type2=BRV&lt;br /&gt;
|attack2=Rising Buckler&lt;br /&gt;
|startup2=25F&lt;br /&gt;
|position2=Air&lt;br /&gt;
|spawn2=Opponent&lt;br /&gt;
|damage2=2 x 4, 6, 16 (30)&lt;br /&gt;
|effect2=Wall Rush&lt;br /&gt;
|type3=HP&lt;br /&gt;
|attack3=Shining Wave&lt;br /&gt;
|startup3=53F&lt;br /&gt;
|position3=Ground&lt;br /&gt;
|spawn3=Player&lt;br /&gt;
|damage3=-&lt;br /&gt;
|effect3=Chase&lt;br /&gt;
|type4=HP&lt;br /&gt;
|attack4=Shield of Light&lt;br /&gt;
|startup4=51F&lt;br /&gt;
|position4=Air&lt;br /&gt;
|spawn4=Opponent&lt;br /&gt;
|damage4=-&lt;br /&gt;
|effect4=Block, Wall Rush&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Assist Overview ===&lt;br /&gt;
&lt;br /&gt;
As an assist, Warrior of Light is one of the weaker assists in the game. His braveries do not hold the opponent in place for long and they quickly push them away from the player. The lack of Assist Chase hurts; Warrior of Light struggles to serve the role of setting up HP attacks for the player character. He relies on Wall Rush to achieve this. It is recommended to fight near ground, so that Rising Buckler can at least slam opponents to the floor for easier combos.&lt;br /&gt;
&lt;br /&gt;
Shield of Light can guard attacks, which is worth noting for {{keyword|scrambles|scramble=1}} and checkmate situations. But because it is an HP attack, it is expensive and risky to use.&lt;br /&gt;
&lt;br /&gt;
=== Synergies ===&lt;br /&gt;
Warrior of Light works well with most competitive assists.&lt;br /&gt;
&lt;br /&gt;
;Sephiroth&lt;br /&gt;
:Arguably the most popular synergy in competitive play. He can combo from almost every move and Wall Rush consistently, and set up another {{keyword|HP link|hplink=1}} afterwards. Sephiroth may be a budget Kuja assist, but his multi-hits make it easier to do {{keyword|knockback cancels|knockbackcancel=1}} anywhere. This lets Warrior of Light deal consistent HP damage regardless of his position, while still having access to a consistent {{keyword|whiff punish|whiffpunish=1}} option.&lt;br /&gt;
&lt;br /&gt;
;Aerith&lt;br /&gt;
:Aerith has less bravery damage and worse whiff punish tools in exchange for safer combos and EX intake. Dayflash chase setups take center stage here; They&#039;re useful for getting EX and bypassing LV2 Assist Change staggers. Knockback cancels are still possible with Rune Saber and Bitter End, so technically Warrior of Light does not need Wall Rush for combos either. They are not very easy to do, though. If Warrior of Light does get a Wall Rush, he can use Shield of Light to set up another Aerith assist. A double assist combo can be a lot of damage, particularly with high base bravery.&lt;br /&gt;
&lt;br /&gt;
;Jecht&lt;br /&gt;
:Jecht hits faster than Sephiroth and his air BRV sets up extended ground combos for lots of bravery. Even if Crossover is not equipped, Ascension usually is, which is also a high damaging move. If WoL wants to use assist again for even more bravery after Jecht&#039;s air BRV, Dayflash (ground) {{keyword|empty chase|emptychase=1}} reset makes it possible. This is a competent synergy in its own right, though WoL loses out on consistent {{keyword|midscreen|midscreen=1}} knockback cancels.&lt;br /&gt;
&lt;br /&gt;
= References =&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{navbox012}}&lt;br /&gt;
&lt;br /&gt;
{{roadmap012wol}}&lt;/div&gt;</summary>
		<author><name>Muggshotter</name></author>
	</entry>
	<entry>
		<id>https://dissidia.wiki/index.php?title=Warrior_of_Light_(Dissidia_012)&amp;diff=4794</id>
		<title>Warrior of Light (Dissidia 012)</title>
		<link rel="alternate" type="text/html" href="https://dissidia.wiki/index.php?title=Warrior_of_Light_(Dissidia_012)&amp;diff=4794"/>
		<updated>2026-03-24T21:19:56Z</updated>

		<summary type="html">&lt;p&gt;Muggshotter: /* EX Mode: Class Change! */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Dissidia 012 Final Fantasy]]&lt;br /&gt;
{{012CharNavWol}}&lt;br /&gt;
&lt;br /&gt;
{{CharacterInfo&lt;br /&gt;
|portrait=https://resources.dissidia.wiki/ddff/portraits/ddff-port-wol.png&lt;br /&gt;
|name=Warrior of Light&lt;br /&gt;
|origin=Final Fantasy&lt;br /&gt;
|atk=110 (Average)&lt;br /&gt;
|def=113 (Very High, +10 during EX Mode)&lt;br /&gt;
|runspeed=6 (Average / Good)&lt;br /&gt;
|dash=77 (Average / Good)&lt;br /&gt;
|fall=87 (Average)&lt;br /&gt;
|fallr=40 (Average)&lt;br /&gt;
|fastestbrv=13F (Dayflash ground)&lt;br /&gt;
|fastesthp=51F (Shining Wave)&lt;br /&gt;
|1hithp=Yes (Multiple)&lt;br /&gt;
|hplinks=Yes&lt;br /&gt;
|cmdblock=Shield of Light&lt;br /&gt;
|weapon=Axes, Daggers, Greatswords, Katanas, Swords&lt;br /&gt;
|armor=Chestplates, Gauntlets, Heavy Armor, Helms,&amp;lt;br&amp;gt; Large Shields, Light Armor, Shields&lt;br /&gt;
|exclusives=Flame Sword, Braveheart, Barbarian&#039;s Sword&lt;br /&gt;
|unlock=Default&lt;br /&gt;
|alignment=Cosmos&lt;br /&gt;
|vajp=[https://en.wikipedia.org/wiki/Toshihiko_Seki Toshihiko Seki]&lt;br /&gt;
|vaeng=[https://en.wikipedia.org/wiki/Grant_George Grant George]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
= Overview =&lt;br /&gt;
Warrior of Light is a close range fighter who operates as an {{keyword|all-rounder|all-rounder=1}}. He represents a standard-fare fighting style with quick Dayflash {{keyword|pokes|poke=1}}, committal gap closers and midrange projectiles. His standard mobility lets him create offense and defense as needed, and once he gets an opening, his {{keyword|HP links|hplink=1}} can deal good damage. Warrior of Light&#039;s damage output is supported by &#039;&#039;&#039;[[Multiplayer_Build_Guide_(Dissidia_012)#Damage_(high_base_bravery)|high base bravery]]&#039;&#039;&#039; builds, HP wall rush and assist combos. He works well with many assists and his combo routes are consistent in most positions. Thanks to his high coverage with HP links such as Shield Strike / Rising Buckler &amp;gt; Bitter End, Warrior of Light can {{keyword|punish|punish=1}} effectively from most angles.&lt;br /&gt;
&lt;br /&gt;
As an all-rounder, Warrior of Light works with a variety of builds, including &#039;&#039;&#039;[[Multiplayer_Build_Guide_(Dissidia_012)#EX|EX]]&#039;&#039;&#039; and &#039;&#039;&#039;[[Multiplayer_Build_Guide_(Dissidia_012)#Side_by_Side|Side by Side]]&#039;&#039;&#039; {{accsp}}. His standout traits are defensively oriented; He has very high base DEF stat, which is greatly amplified in &#039;&#039;&#039;[[EX_(Dissidia_012)#EX_Mode|EX Mode.]]&#039;&#039;&#039; He also has an advancing frame 1 {{keyword|command block|commandblock=1}} in Shield of Light, which is a 1-hit HP that wall rushes. This is not common in the game. It makes Warrior of Light&#039;s dodges safer and beating low priority attacks with long {{keyword|active|active=1}} frames easier.&lt;br /&gt;
&lt;br /&gt;
Warrior of Light can struggle against lingering projectiles due to risky {{keyword|disjoints|disjoint=1}}. His projectiles are serviceable, but often low reward at a distance. The reliance on HP links makes Warrior of Light susceptible to punishes after LV1 Assist Change. He has safer options at the cost of damage. His air dodge has an average fall speed ratio, so he has to protect himself with Shield of Light occasionally to stay safe. While this is a powerful option, it is also high commitment and vulnerable if it misses.&lt;br /&gt;
&lt;br /&gt;
In competitive play, Warrior of Light has been usually ranked at high tier. His fundamentally good moveset and stats lend to a consistent playstyle that adheres to the {{keyword|metagame|meta=1}}.&lt;br /&gt;
&lt;br /&gt;
{{ProConTable&lt;br /&gt;
|pros=*&#039;&#039;&#039;All-rounder&#039;&#039;&#039; - Average to good stats, HP links and a fundamentally good moveset with an answer to many sitations.&lt;br /&gt;
*&#039;&#039;&#039;User-friendly&#039;&#039;&#039; - Great for beginners and experienced players alike. Good for learning the game and honing fundamentals.&lt;br /&gt;
*&#039;&#039;&#039;Command block&#039;&#039;&#039; - Shield of Light is an advancing single hit HP attack. It blocks instantly throughout its {{keyword|startup|startup=1}}, and works both offensively and defensively after dodges.&lt;br /&gt;
*&#039;&#039;&#039;Ground combat&#039;&#039;&#039; - Projectiles and {{keyword|empty chase|emptychase=1}} assist combo starters allow Warrior of Light to adapt to a match&#039;s pace and improve his combo potential.&lt;br /&gt;
*&#039;&#039;&#039;Build synergy&#039;&#039;&#039; - Works well with all common build styles, including EX, &#039;&#039;&#039;[[Multiplayer_Build_Guide_(Dissidia_012)#Bravery_Boost_on_Dodge|bravery boost on dodge]]&#039;&#039;&#039; and Side by Side {{accsp}}.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;EX generation&#039;&#039;&#039; - Most bravery attacks produce 30 to 90 EX Force. His most common poke Dayflash produces 90 EX, which supports long-term survivability with EX gauge.&lt;br /&gt;
*&#039;&#039;&#039;EX Mode&#039;&#039;&#039; - Boasts highest defense stat, automatically blocks Ranged Low projectiles and increases damage output of melee bravery attacks.&lt;br /&gt;
|cons=&lt;br /&gt;
*&#039;&#039;&#039;Struggles against traps&#039;&#039;&#039; - Despite having projectiles and disjoints, Warrior of Light cannot easily punish characters hiding inside lingering projectiles and traps without resources or considerable risk.&lt;br /&gt;
*&#039;&#039;&#039;Commital vertical attacks&#039;&#039;&#039; - Rising Buckler and Shield Strike braveries are serviceable, but are {{keyword|reactable|reactable=1}} and cannot be {{keyword|cancelled|cancel=1}} early on whiff.&lt;br /&gt;
*&#039;&#039;&#039;4-slot bravery dilemma&#039;&#039;&#039; - Warrior of Light benefits from all of his air braveries, but he cannot equip all of them&lt;br /&gt;
*&#039;&#039;&#039;Floaty air dodge, risky dodge protection&#039;&#039;&#039; - While Shield of Light is great at covering his air dodges, it is also high risk and doesn&#039;t work against high priority attacks. Outside of clashing with Dayflash bravery, air dodges make Warrior of Light vulnerable.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Bravery Attacks =&lt;br /&gt;
== Ground ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Ascension=&lt;br /&gt;
&lt;br /&gt;
{{AbilityInfo2&lt;br /&gt;
|ver1=Normal&lt;br /&gt;
|damage1=&#039;&#039;&#039;40&#039;&#039;&#039; (4, 5, 11, 20)&lt;br /&gt;
|startup1=15F&lt;br /&gt;
|type1=Physical&lt;br /&gt;
|priority1=Melee Low&lt;br /&gt;
|ex1=90&lt;br /&gt;
|effect1=Chase, Wall Rush&lt;br /&gt;
|cancels1=Dodge&lt;br /&gt;
|asthit1=&lt;br /&gt;
|gametext=[Close] Throw shield to &amp;lt;br&amp;gt;hurl opponent upwards.&lt;br /&gt;
|level=19&lt;br /&gt;
|ap=120&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|ver2=EX Mode&lt;br /&gt;
|damage2=&#039;&#039;&#039;54&#039;&#039;&#039; (4 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+5&amp;lt;/span&amp;gt;, 5 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+4&amp;lt;/span&amp;gt;, 11, 20 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+6&amp;lt;/span&amp;gt;)&lt;br /&gt;
|startup2=15F&lt;br /&gt;
|type2=Physical&lt;br /&gt;
|priority2=Melee Low&lt;br /&gt;
|ex2=90&lt;br /&gt;
|effect2=Chase, Wall Rush, &amp;lt;br&amp;gt;Block (Ranged Low)&lt;br /&gt;
|cancels2=Dodge&lt;br /&gt;
|asthit2=&lt;br /&gt;
|image=https://dissidia.wiki/images/2/2c/Brv_wol_ascension.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Ascension is a close-range combo move that&#039;s used in {{keyword|punishes|punish=1}}, ground solo combos and occasional approaches. Two follow-ups can be done with Circle {{pspcir}}, which ends with a rising thrust. A Chase prompt appears afterwards, but if opponent is near ceiling, it will wall rush instead. Ascension is well suited for punishing grounded and airborne opponents. The initial shield is fast at 15 frames, and it {{keyword|anti-airs|anti-air=1}}. It also has decent {{keyword|active|active=1}} frames.&lt;br /&gt;
&lt;br /&gt;
Ascension leads to Rune Saber {{keyword|HP link|hplink=1}} at the end, so Warrior of Light doesn&#039;t rely on assist for HP damage. This is good for damage overall, because Ascension&#039;s base damage is quite high at 40. Warrior of Light can always finish Ascension and then do Rune Saber from below if he deems it appropriate. &lt;br /&gt;
&lt;br /&gt;
This move has average {{keyword|recovery|recovery=1}}, which is enough to put Warrior of Light at risk on {{keyword|whiff|whiff=1}}. Ascension has no other {{keyword|cancel|cancel=1}} options on whiff, so even though it&#039;s a good move, Warrior of Light can lose his &amp;quot;turn&amp;quot; if it misses.&lt;br /&gt;
&lt;br /&gt;
|-|Sword Thrust=&lt;br /&gt;
&lt;br /&gt;
{{AbilityInfo2&lt;br /&gt;
|ver1=Normal&lt;br /&gt;
|damage1=&#039;&#039;&#039;30&#039;&#039;&#039; (6, 3x3, 15)&lt;br /&gt;
|startup1=31F&lt;br /&gt;
|type1=Physical&lt;br /&gt;
|priority1=Melee Mid (1st hit)&amp;lt;br&amp;gt;Melee Low (others)&lt;br /&gt;
|ex1=30&lt;br /&gt;
|effect1=Wall Rush&lt;br /&gt;
|cancels1=Dodge&lt;br /&gt;
|asthit1=&lt;br /&gt;
|gametext=[Mid] Hurl shield and charge. &amp;lt;br&amp;gt;Instantly close in on opponent.&lt;br /&gt;
|level=4&lt;br /&gt;
|ap=90&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|ver2=EX Mode&lt;br /&gt;
|damage2=&#039;&#039;&#039;40&#039;&#039;&#039; (6, 3x3 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+4&amp;lt;/span&amp;gt;, 15 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+6&amp;lt;/span&amp;gt;)&lt;br /&gt;
|startup2=31F&lt;br /&gt;
|type2=Physical&lt;br /&gt;
|priority2=Melee Mid (1st hit)&amp;lt;br&amp;gt;Melee Low (others)&lt;br /&gt;
|ex2=30&lt;br /&gt;
|effect2=Wall Rush&amp;lt;br&amp;gt;Block (Ranged Low)&lt;br /&gt;
|cancels2=Dodge&lt;br /&gt;
|asthit2=&lt;br /&gt;
|image=https://dissidia.wiki/images/7/7f/Brv_wol_sword_thrust.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Sword Thrust is a committal gap closer that moves towards opponent. Warrior of Light throws a shield first, which is melee mid priority. If it hits, a follow-up can be done with Circle {{pspcir}}. The shield can stagger regular blocks, which lets Warrior of Light follow up with the sword. If Sword Thrust hits, Warrior of Light can combo into assist with wall rush. He can also not do the follow-up, and still get assist if wall is not nearby. Because of the mid priority and follow-up potential, Sword Thrust works as a {{keyword|mixup|mixup=1}} against blocks.&lt;br /&gt;
&lt;br /&gt;
Warrior of Light moves forward even if it misses. This can catch ground dodges, but it&#039;s risky and difficult to do consistently. Sword Thrust is {{keyword|reactable|reactable=1}} at 31 frames and it has long {{keyword|recovery|recovery=1}}. Since Warrior of Light commits to the charge even on {{keyword|whiff|whiff=1}}, it takes a while before he can dodge out of it. The move also cannot {{keyword|anti-air|anti-air=1}} opponents, so its uses are more limited compared to Ascension.&lt;br /&gt;
&lt;br /&gt;
|-|Red Fang=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;15&#039;&#039;&#039;&lt;br /&gt;
|startup=41F&lt;br /&gt;
|type=Magical&lt;br /&gt;
|priority=Ranged Low&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=Block &amp;lt;br&amp;gt;(Ranged Low, EX Mode)&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/5/56/Brv_wol_red_fang.jpeg&lt;br /&gt;
|imgpos=58%&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=32&lt;br /&gt;
|ap=90&lt;br /&gt;
|gametext=[Long] Shoot high-speed fireball &amp;lt;br&amp;gt;towards opponent.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Red Fang is a fast single hit projectile. It travels the longest distance out of Warrior of Light&#039;s bravery projectiles, from wall to wall in Order&#039;s Sanctuary. Due to its low priority, short hit stun and low reward on hit, it is not commonly used in competitive play. His other projectiles have more utility in {{keyword|neutral|neutral=1}} and lead to more practical combos on hit.&lt;br /&gt;
&lt;br /&gt;
|-|Blue Fang=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;7&#039;&#039;&#039; each&lt;br /&gt;
|startup=41F&lt;br /&gt;
|type=Magical&lt;br /&gt;
|priority=Ranged Low&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=Block &amp;lt;br&amp;gt;(Ranged Low, EX Mode)&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/9/90/Brv_wol_blue_fang.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=1&lt;br /&gt;
|ap=90&lt;br /&gt;
|gametext=[Long] Chunks of ice slowly &amp;lt;br&amp;gt;descend on opponent.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Blue Fang is a group of midrange projectiles that strike from above. Their travel speed is slow, but they can hit characters hiding behind their projectiles, such as {{012lag}}&#039;s Electro Shield and {{012ulti}}&#039;s charged Knight&#039;s Lance. Each projectile has short {{keyword|hit stun|hitstun=1}}, but they can hit one after another. This is not very consistent for combo purposes, and it can be challenging to {{keyword|convert|conversion=1}} any hits into a combo at all. The multiple hits do make it easier compared to Red Fang, though.&lt;br /&gt;
&lt;br /&gt;
Blue Fang&#039;s main utility is in keeping ranged opponents in check. In terms of midrange presence, Blue Fang is one of the fastest. This is because at certain heights, the projectiles spawn near opponent&#039;s location. And since the projectiles travel at different angles, they can potentially hit behind opponent&#039;s back as well, ignoring block. Due to projectiles&#039; upward spawning position, Blue Fang is not well suited for close-range either offensively or defensively. Blue Fang also has a maximum range for its spawn position. It&#039;s roughly 30-40 % of Order&#039;s Sanctuary&#039;s length horizontally and vertically. The projectiles can cover more distance as they move to make up for this. The projectiles are Ranged Low priority, so they lose to dashes and melee attacks even if they make contact. The bravery damage is low as well.&lt;br /&gt;
&lt;br /&gt;
Overall, Blue Fang has niche utility. It&#039;s not his staple projectile on the ground, but it has some potential in Ultimecia {{keyword|matchup|matchup=1}} on low ceiling stages, such as Pandaemonium - Top Floor.&lt;br /&gt;
&lt;br /&gt;
|-|White Fang=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;6&#039;&#039;&#039; each&lt;br /&gt;
|startup=47F&lt;br /&gt;
|type=Magical&lt;br /&gt;
|priority=Ranged Low&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=Block &amp;lt;br&amp;gt;(Ranged Low, EX Mode)&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/2/2f/Brv_wol_white_fang.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=8&lt;br /&gt;
|ap=90&lt;br /&gt;
|gametext=[Long] Call down lightning bolts &amp;lt;br&amp;gt;that slowly close in on foe.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
White Fang is a group of advancing lightning bolts. It&#039;s Warrior of Light&#039;s go-to projectile on the ground for pressure and assist combo extensions. The Ranged Low priority still loses to dashes, blocks and melee attacks, but it has enough utility to make up for it. Warrior of Light is actionable shortly after casting White Fang. The remaining projectiles stay {{keyword|active|active=1}} even if the first bolt is destroyed. Each bolt also has decent {{keyword|hit stun|hitstun=1}} if they connect. This means, that Warrior of Light can use White Fang to occupy space and cover him while he is approaching. If the opponent gets hit by any bolts, Warrior of Light can follow up with most melee attacks, including Ascension and Dayflash.&lt;br /&gt;
&lt;br /&gt;
White Fang makes Warrior of Light&#039;s approaches safer in {{keyword|neutral|neutral=1}}. The projectiles travel at medium speed, but only remain active for roughly 1.7 seconds. As a result, their maximum uptime and travel distance are shorter compared to other projectiles. White Fang is far more practical in competitive play for offense, though. The projectiles are homing, but they adjust slowly to sharp vertical angles. White Fang works against aerial opponents at a low diagonal angle, but Warrior of Light needs to make sure the opponent won&#039;t dash through and hit him.&lt;br /&gt;
&lt;br /&gt;
|-|Dayflash (Ground)=&lt;br /&gt;
&lt;br /&gt;
{{AbilityInfo2&lt;br /&gt;
|ver1=Normal&lt;br /&gt;
|damage1=&#039;&#039;&#039;22&#039;&#039;&#039; (3, 4, 15)&lt;br /&gt;
|startup1=13F&lt;br /&gt;
|type1=Physical&lt;br /&gt;
|priority1=Melee Low&lt;br /&gt;
|ex1=90&lt;br /&gt;
|effect1=Chase&lt;br /&gt;
|cancels1=Dodge, &amp;lt;br&amp;gt;Block &amp;amp; Attack ({{keyword|Whiff|whiff=1}})&lt;br /&gt;
|asthit1=&lt;br /&gt;
|gametext=[Close] Fast horizontal slice. &amp;lt;br&amp;gt;Low power, quick strike.&lt;br /&gt;
|level=1&lt;br /&gt;
|ap=90&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|ver2=EX Mode&lt;br /&gt;
|damage2=&#039;&#039;&#039;36&#039;&#039;&#039; (3 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+4&amp;lt;/span&amp;gt;, 4 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+4&amp;lt;/span&amp;gt;, 15 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+6&amp;lt;/span&amp;gt;)&lt;br /&gt;
|startup2=13F&lt;br /&gt;
|type2=Physical&lt;br /&gt;
|priority2=Melee Low&lt;br /&gt;
|ex2=90&lt;br /&gt;
|effect2=Chase &amp;lt;br&amp;gt;Block (Ranged Low)&lt;br /&gt;
|cancels2=Dodge, &amp;lt;br&amp;gt;Block &amp;amp; Attack ({{keyword|Whiff|whiff=1}})&lt;br /&gt;
|asthit2=&lt;br /&gt;
|image=https://dissidia.wiki/images/4/43/Brv_wol_dayflash_g.jpeg&lt;br /&gt;
|imgpos=70%&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Dayflash is Warrior of Light&#039;s main {{keyword|poke|poke=1}}. It is fast, generates good 90 EX and works as an assist combo starter. It can be {{keyword|whiffed|whiff=1}} safely to build assist gauge due to its short {{keyword|recovery|recovery=1}} and multiple {{keyword|cancel|cancel=1}} options. Warrior of Light can {{keyword|mixup|mixup=1}} with dodges, blocks or other attacks, including another Dayflash.&lt;br /&gt;
&lt;br /&gt;
On hit, Warrior of Light can perform two follow-up slashes with Circle {{pspcir}} if the first hit connects. This 3-hit combo has a relatively long input window, which makes it good for {{keyword|hit confirming|hitconfirm=1}} assist combos. The last hit leads to Chase. The low {{keyword|knockback|knockback=1}} angle and long chase prompt let Warrior of Light do {{keyword|empty chase|emptychase=1}} to force a grounded wall rush. This is good for getting all EX Force on the field, but also for starting assist combos. And if Warrior of Light already used assist beforehand, he can extend that combo with Dayflash empty chase to use assist again if he has another bar in stock.&lt;br /&gt;
&lt;br /&gt;
When used appropriately, Dayflash can control the pace of a match without high risk. It is a staple move for Warrior of Light in competitive play. Its aerial version is just as important and good in most aspects.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Aerial ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Crossover=&lt;br /&gt;
&lt;br /&gt;
{{AbilityInfo2&lt;br /&gt;
|ver1=Normal&lt;br /&gt;
|damage1=&#039;&#039;&#039;40&#039;&#039;&#039; (5, 5, 10, 20)&lt;br /&gt;
|startup1=23F&lt;br /&gt;
|type1=Physical&lt;br /&gt;
|priority1=Melee Low&lt;br /&gt;
|ex1=90&lt;br /&gt;
|effect1=Chase, Wall Rush&lt;br /&gt;
|cancels1=Dodge&lt;br /&gt;
|asthit1=&lt;br /&gt;
|gametext=[Close] Spinning approach and &amp;lt;br&amp;gt;thrust opponent upwards.&lt;br /&gt;
|level=1&lt;br /&gt;
|ap=120&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|ver2=EX Mode&lt;br /&gt;
|damage2=&#039;&#039;&#039;50&#039;&#039;&#039; (5, 5, 10 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+4&amp;lt;/span&amp;gt;, 20 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+6&amp;lt;/span&amp;gt;)&lt;br /&gt;
|startup2=23F&lt;br /&gt;
|type2=Physical&lt;br /&gt;
|priority2=Melee Low&lt;br /&gt;
|ex2=90&lt;br /&gt;
|effect2=Chase, Wall Rush &amp;lt;br&amp;gt;Block (Ranged Low)&lt;br /&gt;
|cancels2=Dodge&lt;br /&gt;
|asthit2=&lt;br /&gt;
|image=https://dissidia.wiki/images/3/3a/Brv_wol_crossover.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Crossover is Warrior of Light&#039;s advancing bravery with an {{keyword|HP link|hplink=1}}. Similar to Ascension on the ground, Crossover is the highest damaging bravery in the aerial category. Warrior of Light can follow up with an upward thrust by pressing Circle {{pspcir}}, which causes chase. If opponent is near ceiling, it can wall rush instead. The thrust has high upward knockback, which can easily cause wall rush at medium heights. With wall rush, chase can be done at a specific distance from ceiling to make {{keyword|empty chase|emptychase=1}} safe against Recovery Attack. Whether or not chase is done, Warrior of Light needs assist to follow up after wall rush.&lt;br /&gt;
&lt;br /&gt;
Crossover is used for its lateral reach and damage. Since Warrior of Light finishes this move before doing the Rune Saber HP link, it doesn&#039;t lose bravery damage in exchange for HP damage. The {{keyword|startup|startup=1}} is borderline {{keyword|reactable|reactable=1}} though, and Warrior of Light stays in the animation for roughly a second before he can {{keyword|dodge cancel|dc=1}} out of it. That makes it more dangerous to {{keyword|whiff|whiff=1}} in {{keyword|neutral|neutral=1}}. It&#039;s reliable as a post-block punisher and can do even more damage with critical hits.&lt;br /&gt;
&lt;br /&gt;
|-|Rising Buckler=&lt;br /&gt;
&lt;br /&gt;
{{AbilityInfo2&lt;br /&gt;
|ver1=Normal&lt;br /&gt;
|damage1=&#039;&#039;&#039;30&#039;&#039;&#039; (2x4, 6, 16)&lt;br /&gt;
|startup1=25F&lt;br /&gt;
|type1=Physical&lt;br /&gt;
|priority1=Melee Low&lt;br /&gt;
|ex1=30&lt;br /&gt;
|effect1=Wall Rush&lt;br /&gt;
|cancels1=Dodge&lt;br /&gt;
|asthit1=&lt;br /&gt;
|gametext=Upward swing, snagging foe with shield. &amp;lt;br&amp;gt;Useful from below.&lt;br /&gt;
|level=15&lt;br /&gt;
|ap=150&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|ver2=EX Mode&lt;br /&gt;
|damage2=&#039;&#039;&#039;42&#039;&#039;&#039; (2x4 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+6&amp;lt;/span&amp;gt;, 6, 16 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+6&amp;lt;/span&amp;gt;)&lt;br /&gt;
|startup2=25F&lt;br /&gt;
|type2=Physical&lt;br /&gt;
|priority2=Melee Low&lt;br /&gt;
|ex2=30&lt;br /&gt;
|effect2=Wall Rush &amp;lt;br&amp;gt;Block (Ranged Low)&lt;br /&gt;
|cancels2=Dodge&lt;br /&gt;
|asthit2=&lt;br /&gt;
|image=https://dissidia.wiki/images/b/b1/Brv_wol_rising_buckler.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Rising Buckler is a {{keyword|punish|punish=1}} tool against opponents who are above Warrior of Light. Warrior of Light throws a shield to pull opponent in, and knocks them behind him at a downward angle. Rising Buckler has good base damage and it can wall rush, but its main appeal is the vertical reach and Bitter End {{keyword|HP link|hplink=1}}. Rising Buckler has good upward reach with movement and the {{keyword|disjointed|disjoint=1}} shield. Thanks to Bitter End, Warrior of Light gets HP damage off of single mistakes, whether it&#039;s from {{keyword|whiffs|whiff=1}} or block staggers. The upward {{keyword|tracking|tracking=1}} also makes it consistent for follow-ups, namely from Kuja and Sephiroth assists.&lt;br /&gt;
&lt;br /&gt;
Rising Buckler works effectively as a punish move, but it&#039;s not risk-free. It is {{keyword|reactable|reactable=1}} to due to its 25-frame {{keyword|startup|startup=1}} and distinct audio cue. Warrior of Light stays in place for a moment before he is actionable, and won&#039;t track the opponent once the shield is thrown. This is also Warrior of Light&#039;s primary upward attack in the air. That makes Rising Buckler more predictable in the {{keyword|neutral|neutral=1}}, as it has a hard time hitting from other angles. Unlike Crossover, Rising Buckler does not finish the attack before the HP link. That cuts the move&#039;s bravery damage in half, though the HP link brings it almost in line with the BRV finisher.&lt;br /&gt;
&lt;br /&gt;
Warrior of Light can has a functionally similar move for downward angles, Shield Strike. He can use both attacks to have high vertical coverage, but he does not always need both. Rising Buckler specifically can be useful in some air oriented {{keyword|matchups|matchup=1}}, such as {{012seph}} and {{012kuja}}.&lt;br /&gt;
&lt;br /&gt;
|-|Shield Strike=&lt;br /&gt;
&lt;br /&gt;
{{AbilityInfo2&lt;br /&gt;
|ver1=Normal&lt;br /&gt;
|damage1=&#039;&#039;&#039;30&#039;&#039;&#039; (2x4, 6, 16)&lt;br /&gt;
|startup1=25F&lt;br /&gt;
|type1=Physical&lt;br /&gt;
|priority1=Melee Low&lt;br /&gt;
|ex1=30&lt;br /&gt;
|effect1=Wall Rush&lt;br /&gt;
|cancels1=Dodge&lt;br /&gt;
|asthit1=&lt;br /&gt;
|gametext=Downward attack, scooping foe with shield. &amp;lt;br&amp;gt;Useful from above.&lt;br /&gt;
|level=1&lt;br /&gt;
|ap=200&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|ver2=EX Mode&lt;br /&gt;
|damage2=&#039;&#039;&#039;42&#039;&#039;&#039; (2x4 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+6&amp;lt;/span&amp;gt;, 6, 16 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+6&amp;lt;/span&amp;gt;)&lt;br /&gt;
|startup2=25F&lt;br /&gt;
|type2=Physical&lt;br /&gt;
|priority2=Melee Low&lt;br /&gt;
|ex2=30&lt;br /&gt;
|effect2=Wall Rush &amp;lt;br&amp;gt;Block (Ranged Low)&lt;br /&gt;
|cancels2=Dodge&lt;br /&gt;
|asthit2=&lt;br /&gt;
|image=https://dissidia.wiki/images/b/b2/Brv_wol_shield_strike.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Shield Strike is almost identical to Rising Buckler, but with one key difference; It hits below Warrior of Light instead. On hit, Warrior of Light knocks opponent behind him at an upward angle. Just like Rising Buckler, Shield Strike can {{keyword|cancel|cancel=1}} into Bitter End for HP damage. The bravery damage is also the same.&lt;br /&gt;
&lt;br /&gt;
This is a good {{keyword|punish|punish=1}} tool in {{keyword|air-to-ground|air-to-ground=1}} situations and after LV2 Assist Change staggers. As such, Shield Strike has good coverage against many close-range characters who use melee attacks. Since this is Warrior of Light&#039;s primary downward attack, it also makes it more telegraphed. It&#039;s great when used cautiously, but carries a lot of risk if it {{keyword|whiffs|whiff=1}}. Similar to Rising Buckler, Shield Strike has long {{keyword|recovery|recovery=1}} and no {{keyword|tracking|tracking=1}} after the move comes out.&lt;br /&gt;
&lt;br /&gt;
Warrior of Light does not move far if he is not above opponent, but the shield does hit in front of Warrior of Light. That lets him combo into HP after Sephiroth assist, who is one of his strongest assists.&lt;br /&gt;
&lt;br /&gt;
|-|Dayflash (midair)=&lt;br /&gt;
&lt;br /&gt;
{{AbilityInfo2&lt;br /&gt;
|ver1=Normal&lt;br /&gt;
|damage1=&#039;&#039;&#039;22&#039;&#039;&#039; (3, 4, 15)&lt;br /&gt;
|startup1=15F&lt;br /&gt;
|type1=Physical&lt;br /&gt;
|priority1=Melee Low&lt;br /&gt;
|ex1=90&lt;br /&gt;
|effect1=Chase&lt;br /&gt;
|cancels1=Dodge, &amp;lt;br&amp;gt;Block &amp;amp; Attack ({{keyword|Whiff|whiff=1}})&lt;br /&gt;
|asthit1=&lt;br /&gt;
|gametext=[Close] Fast horizontal slice. &amp;lt;br&amp;gt;Low power, quick strike.&lt;br /&gt;
|level=25&lt;br /&gt;
|ap=90&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|ver2=EX Mode&lt;br /&gt;
|damage2=&#039;&#039;&#039;36&#039;&#039;&#039; (3 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+4&amp;lt;/span&amp;gt;, 4 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+4&amp;lt;/span&amp;gt;, 15 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+6&amp;lt;/span&amp;gt;)&lt;br /&gt;
|startup2=15F&lt;br /&gt;
|type2=Physical&lt;br /&gt;
|priority2=Melee Low&lt;br /&gt;
|ex2=90&lt;br /&gt;
|effect2=Chase &amp;lt;br&amp;gt;Block (Ranged Low)&lt;br /&gt;
|cancels2=Dodge, &amp;lt;br&amp;gt;Block &amp;amp; Attack ({{keyword|Whiff|whiff=1}})&lt;br /&gt;
|asthit2=&lt;br /&gt;
|image=https://dissidia.wiki/images/5/5b/Brv_wol_dayflash_a.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Dayflash&#039;s aerial version is essential for Warrior of Light. It&#039;s very similar to ground version in many aspects, including damage, {{keyword|hit confirmable|hitconfirm=1}} follow-ups and safety as a {{keyword|poke|poke=1}}. It&#039;s reliable for starting assist combos and it generates 90 EX when completed. Because fights often happen in the air, Warrior of Light relies on this move a lot to function.&lt;br /&gt;
&lt;br /&gt;
The {{keyword|startup|startup=1}} is slightly slower than ground Dayflash (15 frames instead of 13), but it&#039;s still unreactable. The {{keyword|recovery|recovery=1}} is short as well, which Warrior of Light can use to build assist gauge on whiff. He can also {{keyword|cancel|cancel=1}} Dayflash into other attacks on whiff as a {{keyword|mixup|mixup=1}} against aggressive opponents, such as Shield of Light. The {{keyword|hitbox|hitbox=1}} goes low enough where it can still hit grounded opponents, so Dayflash also works as an {{keyword|air-to-ground|air-to-ground=1}} move.&lt;br /&gt;
&lt;br /&gt;
Most of Warrior of Light&#039;s attacks are slower, telegraphed moves with long recovery and higher damage potential. Aerial Dayflash is the opposite; It&#039;s the only high speed move Warrior of Light can consistently threaten with in close-range. It also lacks any {{keyword|HP links|hplink=1}}, so assist is needed to do HP damage. This is Warrior of Light&#039;s lowest damaging move in comparison to his other moves, but it&#039;s also the safest with least risk. It&#039;s a staple for him in competitive play, and his longevity hinges on how well he can utilize Dayflash.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= HP Attacks =&lt;br /&gt;
&lt;br /&gt;
== Ground ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Shield of Light (ground)=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=-&lt;br /&gt;
|startup=53F (Block from 1F to 53F)&lt;br /&gt;
|type=-&lt;br /&gt;
|priority=Melee High, Block Mid&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=Block, Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/7/77/Hp_wol_shield_of_light_g.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=22&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=[Close] Fire force blast from shield. &amp;lt;br&amp;gt;Hurls foe while blocking.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Shield of Light is Warrior of Light&#039;s signature {{keyword|command block|commandblock=1}}. He moves forward before unleashing a 1-hit force blast that can wall rush. Its blocking duration is very generous, as it blocks instantly from frame 1 until the move does damage. Combined with the forward movement, Shield of Light can call out low priority pokes, such as {{012cod}}&#039;s tentacles.&lt;br /&gt;
&lt;br /&gt;
More importantly, Shield of Light works as an instant defensive option after a ground dodge. If Warrior of Light is about to get hit, he can use this to keep the opponent at bay. Blocks like this work against dashes and low priority attacks alike. This presents a second layer of defense that the opponent has to consider at all times, or they risk taking HP damage just for approaching.  &lt;br /&gt;
&lt;br /&gt;
Shield of Light is a great defensive tool, but it still carries a risk. If it misses, Warrior of Light is left wide open for {{keyword|punishes|punish=1}}. Shield of Light can only block low priority moves. Higher priority moves like HP attacks and {{012squ}}&#039;s Heel Crush will guard crush or stagger Warrior of Light respectively.&lt;br /&gt;
&lt;br /&gt;
Warrior of Light becomes airborne when using this move. He can aim Shield of Light at a diagonal angle against airborne opponents, but he cannot change the direction once he performs it.&lt;br /&gt;
&lt;br /&gt;
|-|Shining Wave=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=-&lt;br /&gt;
|startup=51F&lt;br /&gt;
|type=-&lt;br /&gt;
|priority=Melee High (blade) &amp;lt;br&amp;gt;Ranged High (light pillar)&lt;br /&gt;
|ex=each 60&lt;br /&gt;
|effect=-&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/1/10/Hp_wol_shining_wave.jpeg&lt;br /&gt;
|imgpos=60%&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=1&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=[Mid] Shoot pillars of light. &amp;lt;br&amp;gt;Homes in on opponent.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Shining Wave is a long-range wave attack that deals HP damage on hit. It is sometimes used as a secondary projectile to occupy space, but it also works after staggering with a block. The ranged high priority lets Warrior of Light ignore LV2 Assist Change if the opponent has full assist gauge when staggered. Shining Wave cannot be reflected back at Warrior of Light, but it does lose to high priority melee attacks and {{keyword|command blocks|commandblock=1}} with decent active frames.&lt;br /&gt;
&lt;br /&gt;
The wave projectile travels at a relatively high speed once it&#039;s {{keyword|active|active=1}}. It can {{keyword|track|track=1}} airborne opponents, but it always moves forward at first before it starts realigning. Shining Wave can hit twice if it connects this way, though this can be difficult to aim for in a competitive match. Shining Wave can also combo into assist at a wall, but outside of that, its reward is pretty low on average.&lt;br /&gt;
&lt;br /&gt;
As a wave HP, Shining Wave has a little quirk with its {{keyword|hitbox|hitbox=1}}. It can miss against high speed movement that is passing through the projectile. &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=cDI-tsnyJbM&amp;amp;t=25 Shining Wave misses against high speed movement passing through]&amp;lt;/ref&amp;gt; This is pretty risky to attempt though, so Warrior of Light does not have to worry about it too often.&lt;br /&gt;
&lt;br /&gt;
|-|Ultimate Shield=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;20&#039;&#039;&#039; (4 x 3, 8)&lt;br /&gt;
|startup=41F&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee High&lt;br /&gt;
|ex=30&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/c/c1/Hp_wol_ultimate_shield.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=28&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=[Close] Deft shieldwork. &amp;lt;br&amp;gt;Effective against any height.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Ultimate Shield is a combo attack that wall rushes. This is Warrior of Light&#039;s fastest ground HP attack, though it is still {{keyword|reactable|reactable=1}}. The vertical {{keyword|tracking|tracking=1}} is high during {{keyword|startup|startup=1}}, so it can hit opponents directly above Warrior of Light. That is useful for calling out forward ground dodges, or air dodges that are near Warrior of Light. If the opponent is trying to dodge something else, Ultimate Shield can pull them down for some damage. As the fastest ground HP, it can work as a {{keyword|mixup|mixup=1}} against regular blocks.&lt;br /&gt;
&lt;br /&gt;
Warrior of Light stays in place while his shield goes towards opponent. If the shield misses, Warrior of Light will not continue with a combo. This makes it a bit harder for grounded opponents to counter from a distance. Ultimate Shield can also reflect HP projectiles without moving towards them. The reach is decent, but not enough to punish neutral ground dodges without prior movement. Assists can follow up either with wall rush or {{keyword|knockback cancel|knockbackcancel=1}}.&lt;br /&gt;
&lt;br /&gt;
If White Fang connects, it can activate a &#039;&#039;&#039;[[Glitch_(Dissidia_012)#Hit_Glitch|hit glitch]]&#039;&#039;&#039; for Ultimate Shield if its done at the same time. As Ultimate Shield does not reach far, this can be detrimental if the opponent is not already in close-range. It has long {{keyword|recovery|recovery=1}} when finished, so Warrior of Light should watch out for Assist Changes when using this.&lt;br /&gt;
&lt;br /&gt;
|-|Rune Saber (ground)=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;10&#039;&#039;&#039; (2 x 3, 4) / +Ascension = (50 Total)&lt;br /&gt;
|startup=?&lt;br /&gt;
|type=Magical&lt;br /&gt;
|priority=Melee High (?)&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/d/dc/Hp_wol_rune_saber.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=Branching from Ascension &amp;lt;br&amp;gt;[Combo] Light beam pierces foe.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Rune Saber is the {{keyword|HP link|hplink=1}} from Ascension. It&#039;s a vertical combo attack that ends with a tall pillar of light. Rune Saber is a good HP link for its damage and combo potential. Both Ascension and Rune Saber have good upward {{keyword|knockback|knockback=1}}. That means Rune Saber can wall rush consistently in stages with lower ceilings, such as Sky Fortress Bahamut and Edge of Madness.&lt;br /&gt;
&lt;br /&gt;
The wall rush is great for HP damage and assist combos alike. If Warrior of Light cannot guarantee a ceiling wall rush, multi-hit assists like Sephiroth can also {{keyword|knockback cancel|knockbackcancel=1}} for combos. As a result, Rune Saber is useful as an independent source of HP damage and assist combo starter anywhere.&lt;br /&gt;
&lt;br /&gt;
Rune Saber has a lengthy animation, which normally makes it risky against opponents who escaped with Assist Change. Rune Saber&#039;s last hit has a tall {{keyword|hitbox|hitbox=1}} with long {{keyword|active|active=1}} frames. This provides &#039;&#039;some&#039;&#039; cover for Warrior of Light before he can {{keyword|dodge cancel|dc=1}}, but it&#039;s not entirely safe. Opponents can still try to Assist Change out early and dodge next to Warrior of Light.&lt;br /&gt;
&lt;br /&gt;
If Ascension wall rushes first (such as in &#039;&#039;&#039;[[Pandaemonium_(Dissidia_012)|Pandaemonium]]&#039;&#039;&#039;), Rune Saber cannot hit unless assist connects during wall rush.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Aerial ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Shield of Light (midair)=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=-&lt;br /&gt;
|startup=53F (Block from 1F to 53F)&lt;br /&gt;
|type=-&lt;br /&gt;
|priority=Melee High, Block Mid&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=Block, Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/6/6a/Hp_wol_shield_of_light_a.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=1&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=[Close] Fire force blast from shield. &amp;lt;br&amp;gt;Hurls foe while blocking.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Shield of Light is Warrior of Light&#039;s {{keyword|command block|commandblock=1}}. As an aerial move, Warrior of Light has more opportunities to use it anywhere. This is good, because it is functionally very similar to the ground version. It still blocks low priority attacks instantly on frame 1 until it deals HP damage. As such, its most commonly used for self-defense after air dodging. This can keep opponents guessing, as the instant blocking makes it much harder to react before it&#039;s too late. Warrior of Light also moves toward opponent a short distance as he guards. That can stagger melee low attacks with long {{keyword|active|active=1}} frames, such as {{012clo}}&#039;s Slashing Blow. As a 1-hit HP, Shield of Light can also circumvent EX Revenge {{keyword|checkmates|checkmate=1}} with EX {{keyword|depletion|depletion=1}}.&lt;br /&gt;
&lt;br /&gt;
The force blast has short reach and it doesn&#039;t stay active for long. However, it can wall rush and start assist combos with a good {{keyword|read|read=1}}. It&#039;s not commonly used in assist combos due to its relatively small {{keyword|hitbox|hitbox=1}} and limited vertical {{keyword|tracking|tracking=1}}. Warrior of Light&#039;s combos often lead to the air, and he has stronger options for damage, and situationally safer tools against Assist Change. Regardless, the aerial Shield of Light is a staple for Warrior of Light.&lt;br /&gt;
&lt;br /&gt;
|-|Radiant Sword=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=-&lt;br /&gt;
|startup=77F&lt;br /&gt;
|type=-&lt;br /&gt;
|priority=Ranged High&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/e/eb/Hp_wol_radiant_sword.jpeg&lt;br /&gt;
|imgpos=60%&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=13&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=[Long] Fire blades of light from seal. &amp;lt;br&amp;gt;Blades weakly track foe.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Radiant Sword is a group of long-range homing projectiles. The projectiles spawn as a row in front of Warrior of Light, and once they start moving, they accelerate to very high speed within a couple seconds. While homing, all projectiles attempt to laser focus on a single point at the opponent. This limits Radiant Sword&#039;s ability to occupy space, but its {{keyword|tracking|tracking=1}} and reach are strong enough to force a dodge at most ranges. &lt;br /&gt;
&lt;br /&gt;
The {{keyword|startup|startup=1}} is quite slow, so Warrior of Light cannot use this as a reliable {{keyword|mixup|mixup=1}} against blocks. Radiant Sword is sometimes used as an attempt to threaten the opponent who is already getting an EX core, but it has a pretty low hit rate in {{keyword|neutral|neutral=1}} due to its telegraphed startup and relatively slow speed. Radiant Sword also stops if it hits a solid obstacle, like floor or the crystal in Empyreal Paradox. If Radiant Sword connects though, it can wall rush for an assist combo.&lt;br /&gt;
&lt;br /&gt;
|-|Rune Saber (midair)=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;10&#039;&#039;&#039; (2 x 3, 4) / +Crossover = (50 Tota)&lt;br /&gt;
|startup=??&lt;br /&gt;
|type=Magical&lt;br /&gt;
|priority=Melee High (?)&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/d/dc/Hp_wol_rune_saber.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=Branching from Crossover &amp;lt;br&amp;gt;[Combo] Light beam pierces foe.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Rune Saber is the {{keyword|HP link|hplink=1}} from Crossover. It&#039;s a staple move for Warrior of Light whenever Crossover is equipped. It is functionally identical Rune Saber from Ascension, a multi-hit attack that wall rushes upwards. Though the base damage is low, it&#039;s a consistent, damaging HP link thanks to wall rush and assist. Warrior of Light has some flexibility with this move in assist combos. He can either go for a conventional wall rush combo, or he can call assist such as Sephiroth to {{keyword|knockback cancel|knockbackcancel=1}} the last hit if ceiling is not close.&lt;br /&gt;
&lt;br /&gt;
Rune Saber has a lengthy animation, which normally makes it risky against opponents who escaped with Assist Change. Rune Saber&#039;s last hit has a tall {{keyword|hitbox|hitbox=1}} with long {{keyword|active|active=1}} frames. This provides &#039;&#039;some&#039;&#039; cover for Warrior of Light before he can {{keyword|dodge cancel|dc=1}}, but it&#039;s not entirely safe. Opponents can still try to Assist Change out early and dodge next to Warrior of Light.&lt;br /&gt;
&lt;br /&gt;
If Crossover wall rushes first, Rune Saber cannot hit unless assist connects during wall rush.&lt;br /&gt;
&lt;br /&gt;
|-|Bitter End A=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;15&#039;&#039;&#039; (2 x 6, 3) / +Rising Buckler = (29 Total)&lt;br /&gt;
|startup=??&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee High (?)&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/7/73/Hp_wol_bitter_end.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=Branching from Rising Buckler &amp;lt;br&amp;gt;[Combo] Deft bladework.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Bitter End is another staple {{keyword|HP link|hplink=1}} for Warrior of Light. It&#039;s a stationary combo that has horizontal {{keyword|knockback|knockback=1}} on the last hit. This move lets Warrior of Light capitalize on his {{keyword|whiff punishment|whiffpunish=1}} in a meaningful way, as it deals HP damage without assist. The base damage is slightly higher than Rune Saber, and it has similar combo routes with wall rush and Sephiroth assist {{keyword|knockback cancels|knockbackcancel=1}}. It&#039;s a good assist combo starter and ender for its wall rush and attack length. With high base bravery builds, the animation lasts long enough to get most of the base bravery back after HP if Bitter End is delayed enough.&lt;br /&gt;
&lt;br /&gt;
As a multi-hitting combo attack, Bitter End starts quickly, but takes a couple seconds to finish. It is very unsafe against opponents who escaped with LV1 Assist Change. Warrior of Light cannot {{keyword|cancel|cancel=1}} Bitter End until the last hit comes out. He stays still for the entire animation, and he doesn&#039;t have Rune Saber&#039;s tall {{keyword|hitbox|hitbox=1}} to provide cover either. As such, Bitter End is vulnerable to aerial attacks from above and his back. Warrior of Light will need assist gauge himself if he wants to counter any {{keyword|punish|punish=1}} attempts. If Warrior of Light cannot land this move before opponent gets assist, he can struggle to get any HP damage at all. It&#039;s something he has to work with, as not having access to Bitter End loses him more damage in the long term.&lt;br /&gt;
&lt;br /&gt;
|-|Bitter End B=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;15&#039;&#039;&#039; (2 x 6, 3) / +Shield Strike = (29 Total)&lt;br /&gt;
|startup=??&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee High (?)&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/7/73/Hp_wol_bitter_end.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=Branching from Shield Strike &amp;lt;br&amp;gt;[Combo] Deft bladework.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Bitter End B is identical with Bitter End A.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== EX Mode: Class Change! ==&lt;br /&gt;
Effects:&lt;br /&gt;
* Regen&lt;br /&gt;
* Critical Boost&lt;br /&gt;
* Mirror Attack&lt;br /&gt;
* Protect&lt;br /&gt;
* Light&#039;s Blessing&lt;br /&gt;
&lt;br /&gt;
Warrior of Light&#039;s EX Mode has plenty of useful effects. He gets additional hits for his melee braveries, a big damage reduction in +10 base DEF and he block ranged low moves during his own attacks. EX modes are commonly used to secure a win with assist combo, and Warrior of Light is no different. As such, the defensive boosts may not come into play often. It is still a good EX mode overall, though.&lt;br /&gt;
&lt;br /&gt;
=== Mirror Attack ===&lt;br /&gt;
&lt;br /&gt;
{{image|https://dissidia.wiki/images/8/8d/Ex_mode_wol_mirror_attack.jpeg}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[Active while attacking]&lt;br /&gt;
A wall of light appears while attacking, repelling weak magical attacks.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Warrior of Light can block attacks with Ranged Low priority during his own attack animations. The blocking effect activates very quickly and lasts for most, if not the whole attack animation. This applies even during a move&#039;s {{keyword|recovery|recovery=1}}.&lt;br /&gt;
&lt;br /&gt;
=== Protect ===&lt;br /&gt;
&#039;&#039;[Always active while in EX Mode]&lt;br /&gt;
An aura of light covers the body, raising defense.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Warrior of Light gets +10 DEF for the duration of his EX mode. That is a huge increase, which can greatly reduce bravery damage taken if Warrior of Light is hit during this time.&lt;br /&gt;
&lt;br /&gt;
=== Light&#039;s Blessing ===&lt;br /&gt;
{{image|http://dissidia.wiki/images/b/b9/Ex_mode_wol_light_blessing.jpeg}}&lt;br /&gt;
&#039;&#039;[Activates when combo hits] Swords of light appear, dealing additional damage.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Light&#039;s Blessing adds several hits to Warrior of Light&#039;s physical bravery attacks. Each light sword has a base damage of 1. The light swords cause {{keyword|hit stun|hitstun=1}}, but they don&#039;t create more lenient, practical solo combo routes for Warrior of Light.&lt;br /&gt;
&lt;br /&gt;
=== EX Burst: Oversoul ===&lt;br /&gt;
{{image|https://dissidia.wiki/images/4/46/Ex_burst_wol.jpeg}}&lt;br /&gt;
&#039;&#039;Sharp, repeated strikes like flashes of light. &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;img&amp;gt;https://resources.dissidia.wiki/ddff/icons/ddff-icon-button-dpadup.png&amp;lt;/img&amp;gt; &amp;lt;img&amp;gt;https://resources.dissidia.wiki/ddff/icons/ddff-icon-button-dpaddown.png&amp;lt;/img&amp;gt; &amp;lt;img&amp;gt;https://resources.dissidia.wiki/ddff/icons/ddff-icon-button-dpadleft.png&amp;lt;/img&amp;gt; &amp;lt;img&amp;gt;https://resources.dissidia.wiki/ddff/icons/ddff-icon-button-dpadright.png&amp;lt;/img&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Each directional button corresponds to one attack.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{burst&lt;br /&gt;
|damage1=5x3 (15)&lt;br /&gt;
|damage2=10x6, 25 (100 total)&lt;br /&gt;
|type=Physical&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Oversoul is a fairly standard EX Burst. The base damage for initial hits isn&#039;t high, but follow-up hits begin almost immediately, leaving less time for the opponent to raise their DEF.&lt;br /&gt;
&lt;br /&gt;
To complete this EX Burst, Warrior of Light must press the correct button shown on screen six times. The button inputs &#039;&#039;always&#039;&#039; require a directional button. Analog stick {{pspana}} will not work regardless of what the character control option is set to. If Warrior of Light does not press the correct button within a short time, or presses a wrong button, he will end EX Burst early. Regardless of how well this EX Burst is done, Warrior of Light always finishes with a slash that has decent 25 base damage.&lt;br /&gt;
&lt;br /&gt;
== Combos ==&lt;br /&gt;
&lt;br /&gt;
=== Solo ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Main article pending)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Combo-012&lt;br /&gt;
| data      = &lt;br /&gt;
{{Combo-012Data&lt;br /&gt;
|combo=&#039;&#039;&#039;White Fang&#039;&#039;&#039; &amp;gt; Ascension &amp;gt; Rune Saber&lt;br /&gt;
|condition=Projectile Starter&lt;br /&gt;
|requirement=Ground&lt;br /&gt;
|purpose=Projectile to HP Damage&lt;br /&gt;
|damage=56 minimum + HP &amp;amp; WR&lt;br /&gt;
|damagehits=6 min &amp;gt; 40 &amp;gt; 10 + HP &amp;amp; WR&lt;br /&gt;
|ex=90&lt;br /&gt;
|exhits=0 &amp;gt; 90 &amp;gt; 0&lt;br /&gt;
|meteropp=&lt;br /&gt;
|video=&lt;br /&gt;
|notes=White Fang combos into most of WoL&#039;s moves, Ascension is his staple high damage follow-up. This combo works in close range. If the opponent is further away, Warrior of Light may have to dash to combo afterwards.&lt;br /&gt;
}}&lt;br /&gt;
{{Combo-012Data&lt;br /&gt;
|combo=&#039;&#039;&#039;White Fang&#039;&#039;&#039; &amp;gt; Dayflash &amp;gt; Delayed Empty {{clr|chase=1}}&lt;br /&gt;
|condition=Projectile Starter&lt;br /&gt;
|requirement=Ground&lt;br /&gt;
|purpose=Projectile, Safe {{keyword|Chase|emptychase=1}} for EX&lt;br /&gt;
|damage=28 minimum&lt;br /&gt;
|damagehits=6 min &amp;gt; 22&lt;br /&gt;
|ex=90&lt;br /&gt;
|exhits=0 &amp;gt; 90&lt;br /&gt;
|meteropp=&lt;br /&gt;
|video=&lt;br /&gt;
|notes=Less damage than Ascension, but this combo does two things: It lets WoL chase safely without getting countered and get all EX in the stage. Delay Dayflash&#039;s Chase as much as possible, then do it just before the opponent reaches the ground. This forces a wall rush reaction.&lt;br /&gt;
&lt;br /&gt;
The second thing is it enables assist combos, and the chase also resets assist gauge if it was already used previously. This doesn&#039;t have much merit in the solo combo context, but it does leave WoL close to the opponent for pressure.&lt;br /&gt;
&lt;br /&gt;
In a {{keyword|neutral|neutral=1}} situation, Dayflash can be easier to react with if White Fang hits a moving opponent. Other than that, Ascension is the stronger follow-up.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Assist (Sephiroth) ===&lt;br /&gt;
&lt;br /&gt;
Warrior of Light can create assist combos with Wall Rush, Dayflash and even during his Bitter End and Rune Saber {{keyword|HP links|hplink=1}}. This gives him flexibility in setting up HP damage. When following up after Sephiroth, delay Assist Chase a little so that Shield Strike connects more consistently.&lt;br /&gt;
&lt;br /&gt;
{{ComboLegend-012}}&lt;br /&gt;
&lt;br /&gt;
{{Combo-012&lt;br /&gt;
| data      = &lt;br /&gt;
{{Combo-012Data&lt;br /&gt;
|combo=&#039;&#039;&#039;Dayflash (2 hits)&#039;&#039;&#039; &amp;gt; {{clr|astbrv=1}} &amp;gt; {{clr|ac=1}} &amp;gt; Shield Strike &amp;gt; Bitter End&lt;br /&gt;
|condition={{keyword|Poke|poke=1}} Starter&lt;br /&gt;
|requirement=Ground / Air OK&lt;br /&gt;
|purpose=Staple {{keyword|Midscreen|midscreen=1}} Combo&lt;br /&gt;
|damage=76 + HP &amp;amp; WR&lt;br /&gt;
|damagehits=3, 4 &amp;gt; 40 AST &amp;gt; 14 &amp;gt; 15 + HP &amp;amp; WR&lt;br /&gt;
|ex=&lt;br /&gt;
|exhits=&lt;br /&gt;
|meteropp=&lt;br /&gt;
|video=&lt;br /&gt;
|notes=Standard combo from a safe poke. Confirm the second Dayflash hit visually, then press assist and follow up. This is an important combo to get right, as it lets WoL do HP damage without using the more telegraphed bravery attacks first.&lt;br /&gt;
}}&lt;br /&gt;
{{Combo-012Data&lt;br /&gt;
|combo=&#039;&#039;&#039;Crossover / Ascension&#039;&#039;&#039; &amp;gt; Rune Saber &amp;gt; {{clr|wr=1}} &amp;gt; {{clr|astbrv=1}} &amp;gt; {{clr|ac=1}} &amp;gt; Shield Strike &amp;gt; Bitter End&lt;br /&gt;
|condition={{keyword|Punish|punish=1}} Starter&lt;br /&gt;
|requirement=Ceiling HP Wall Rush&lt;br /&gt;
|purpose=HP Damage&lt;br /&gt;
|damage=119 + HP &amp;amp; WR&lt;br /&gt;
|damagehits=40 &amp;gt; 10 + HP &amp;amp; WR &amp;gt; 40 AST &amp;gt; 14 &amp;gt; 15 + HP &amp;amp; WR&lt;br /&gt;
|ex=&lt;br /&gt;
|exhits=90 &amp;gt; 0 &amp;gt; ?? &amp;gt; 30&lt;br /&gt;
|meteropp=&lt;br /&gt;
|video=&lt;br /&gt;
|notes=A standard Wall Rush combo. Make sure to do Rune Saber as soon as possible before Crossover Wall Rushes at the ceiling. This is not very practical for low ceiling stages, such as Pandaemonium - Top Floor and M. S. Prima Vista. In those stages, Crossover&#039;s BRV Wall Rush has to suffice.&lt;br /&gt;
}}&lt;br /&gt;
{{Combo-012Data&lt;br /&gt;
|combo=&#039;&#039;&#039;Shield Strike / Rising Buckler&#039;&#039;&#039; &amp;gt; Bitter End &amp;gt; {{clr|astbrv=1}} &amp;gt; Bitter End + Assist HIT &amp;gt; {{clr|dc=1}} &amp;gt; {{clr|ac=1}} &amp;gt; Shield Strike &amp;gt; Bitter End&lt;br /&gt;
|condition={{keyword|Punish|punish=1}} Starter&lt;br /&gt;
|requirement={{keyword|Knockback Cancel|knockbackcancel=1}}&lt;br /&gt;
|purpose=Midscreen HP Damage&lt;br /&gt;
|damage=98 + HP &amp;amp; WR&lt;br /&gt;
|damagehits=14 &amp;gt; 15 + HP &amp;gt; 40 AST &amp;gt; 14 &amp;gt; 15 + HP &amp;amp; WR&lt;br /&gt;
|ex=&lt;br /&gt;
|exhits=&lt;br /&gt;
|meteropp=&lt;br /&gt;
|video=&lt;br /&gt;
|notes=This combo works anywhere, but Sephiroth must be timed to hit when Bitter End finishes. Press assist just as Bitter End&#039;s last bravery slash connects. WoL should be winding up his sword during the assist slowdown if done properly.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Builds ==&lt;br /&gt;
&#039;&#039;Main article: &#039;&#039;&#039;[[Warrior_of_Light_(Dissidia_012)/Builds|Warrior of Light (012) Builds]]&#039;&#039;&#039; &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Warrior of Light works with a variety of builds, such as hybrid builds, Bravery Boost on Dodge and Side by Side. Most of his damage comes from Dayflash assist combos and {{keyword|HP links|hplink=1}}, so he is not often built explicitly for bravery damage. However, Warrior of Light benefits greatly from having high {{keyword|base bravery|basebrv=1}} for assist combos.&lt;br /&gt;
&lt;br /&gt;
=== Hybrid ===&lt;br /&gt;
&lt;br /&gt;
{{Build&lt;br /&gt;
|hp=11299&lt;br /&gt;
|cp=450&lt;br /&gt;
|brv=996&lt;br /&gt;
|atk=178&lt;br /&gt;
|def=184&lt;br /&gt;
|luk=60&lt;br /&gt;
|booster=&lt;br /&gt;
|setbonus=Seal of Lufenia&lt;br /&gt;
|ast={{012seph}}&lt;br /&gt;
|wpn=Heaven&#039;s Cloud&lt;br /&gt;
|hand=Lufenian Dirk {{equip}}&lt;br /&gt;
|head=Lufenian Headband {{equip}}&lt;br /&gt;
|armor=Lufenian Vest&lt;br /&gt;
|acc1=Muscle Belt {{accbas}}&lt;br /&gt;
|acc2=Dismay Shock {{accbas}}&lt;br /&gt;
|acc3=Battle Hammer {{accbas}}&lt;br /&gt;
|acc4=Summon Unused {{accboo}}&lt;br /&gt;
|acc5=Pre-EX Mode {{accboo}}&lt;br /&gt;
|acc6=Pre-EX Revenge {{accboo}}&lt;br /&gt;
|acc7=Opponent Summon Unused {{accboo}}&lt;br /&gt;
|acc8=White Gem {{accsp}}&lt;br /&gt;
|acc9=Tenacious Attacker {{accsp}}&lt;br /&gt;
|acc10=Glutton {{accsp}}&lt;br /&gt;
|summon=Rubicante&lt;br /&gt;
|dataBRV=&lt;br /&gt;
{{Build-AttackData&lt;br /&gt;
|brv1-g=Dayflash&lt;br /&gt;
|branch-1gbrv=&lt;br /&gt;
|branch-1ghp=&lt;br /&gt;
|brv2-g=Ascension&lt;br /&gt;
|branch-2gbrv=&lt;br /&gt;
|branch-2ghp=Rune Saber&lt;br /&gt;
|brv3-g=White Fang&lt;br /&gt;
|branch-3gbrv=&lt;br /&gt;
|branch-3ghp=&lt;br /&gt;
|brv1-a=Dayflash&lt;br /&gt;
|branch-1abrv=&lt;br /&gt;
|branch-1ahp=&lt;br /&gt;
|brv2-a=Crossover&lt;br /&gt;
|branch-2abrv=&lt;br /&gt;
|branch-2ahp=Rune Saber&lt;br /&gt;
|brv3-a=Shield Strike&lt;br /&gt;
|branch-3abrv=&lt;br /&gt;
|branch-3ahp=Bitter End&lt;br /&gt;
}}&lt;br /&gt;
| dataHP      = &lt;br /&gt;
{{Build-AttackDataHP&lt;br /&gt;
|hp1-g=Shield of Light&lt;br /&gt;
|hp2-g=Ultimate Shield&lt;br /&gt;
|hp3-g=Shining Wave&lt;br /&gt;
|hp1-a=Shield of Light&lt;br /&gt;
|hp2-a=&lt;br /&gt;
|hp3-a=Radiant Sword&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This is a general purpose build focused on EX intake and EX depletion. Most competitive builds focus on damage, ex and / or meter depletion, so this is a good build to start with.&lt;br /&gt;
&lt;br /&gt;
Seal of Lufenia set lowers DEF, but Warrior of Light&#039;s high base DEF stat mitigates it. Lufenian Dirk {{equhand}} adds +1 ATK for more damage, which in turn compensates for Heaven&#039;s Cloud&#039;s {{equwpn}} low ATK. Heaven&#039;s Cloud makes grabbing EX Force much easier due to its increased EX intake range.&lt;br /&gt;
&lt;br /&gt;
== Assist ==&lt;br /&gt;
&lt;br /&gt;
Warrior of Light&#039;s assist data.&lt;br /&gt;
&lt;br /&gt;
=== Assist Data ===&lt;br /&gt;
{{012Assist&lt;br /&gt;
|type1=BRV&lt;br /&gt;
|attack1=Sword Thrust&lt;br /&gt;
|startup1=31F&lt;br /&gt;
|position1=Ground&lt;br /&gt;
|spawn1=Opponent&lt;br /&gt;
|damage1=6, 3 x 5, 15 (30)&lt;br /&gt;
|effect1=Wall Rush&lt;br /&gt;
|type2=BRV&lt;br /&gt;
|attack2=Rising Buckler&lt;br /&gt;
|startup2=25F&lt;br /&gt;
|position2=Air&lt;br /&gt;
|spawn2=Opponent&lt;br /&gt;
|damage2=2 x 4, 6, 16 (30)&lt;br /&gt;
|effect2=Wall Rush&lt;br /&gt;
|type3=HP&lt;br /&gt;
|attack3=Shining Wave&lt;br /&gt;
|startup3=53F&lt;br /&gt;
|position3=Ground&lt;br /&gt;
|spawn3=Player&lt;br /&gt;
|damage3=-&lt;br /&gt;
|effect3=Chase&lt;br /&gt;
|type4=HP&lt;br /&gt;
|attack4=Shield of Light&lt;br /&gt;
|startup4=51F&lt;br /&gt;
|position4=Air&lt;br /&gt;
|spawn4=Opponent&lt;br /&gt;
|damage4=-&lt;br /&gt;
|effect4=Block, Wall Rush&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Assist Overview ===&lt;br /&gt;
&lt;br /&gt;
As an assist, Warrior of Light is one of the weaker assists in the game. His braveries do not hold the opponent in place for long and they quickly push them away from the player. The lack of Assist Chase hurts; Warrior of Light struggles to serve the role of setting up HP attacks for the player character. He relies on Wall Rush to achieve this. It is recommended to fight near ground, so that Rising Buckler can at least slam opponents to the floor for easier combos.&lt;br /&gt;
&lt;br /&gt;
Shield of Light can guard attacks, which is worth noting for {{keyword|scrambles|scramble=1}} and checkmate situations. But because it is an HP attack, it is expensive and risky to use.&lt;br /&gt;
&lt;br /&gt;
=== Synergies ===&lt;br /&gt;
Warrior of Light works well with most competitive assists.&lt;br /&gt;
&lt;br /&gt;
;Sephiroth&lt;br /&gt;
:Arguably the most popular synergy in competitive play. He can combo from almost every move and Wall Rush consistently, and set up another {{keyword|HP link|hplink=1}} afterwards. Sephiroth may be a budget Kuja assist, but his multi-hits make it easier to do {{keyword|knockback cancels|knockbackcancel=1}} anywhere. This lets Warrior of Light deal consistent HP damage regardless of his position, while still having access to a consistent {{keyword|whiff punish|whiffpunish=1}} option.&lt;br /&gt;
&lt;br /&gt;
;Aerith&lt;br /&gt;
:Aerith has less bravery damage and worse whiff punish tools in exchange for safer combos and EX intake. Dayflash chase setups take center stage here; They&#039;re useful for getting EX and bypassing LV2 Assist Change staggers. Knockback cancels are still possible with Rune Saber and Bitter End, so technically Warrior of Light does not need Wall Rush for combos either. They are not very easy to do, though. If Warrior of Light does get a Wall Rush, he can use Shield of Light to set up another Aerith assist. A double assist combo can be a lot of damage, particularly with high base bravery.&lt;br /&gt;
&lt;br /&gt;
;Jecht&lt;br /&gt;
:Jecht hits faster than Sephiroth and his air BRV sets up extended ground combos for lots of bravery. Even if Crossover is not equipped, Ascension usually is, which is also a high damaging move. If WoL wants to use assist again for even more bravery after Jecht&#039;s air BRV, Dayflash (ground) {{keyword|empty chase|emptychase=1}} reset makes it possible. This is a competent synergy in its own right, though WoL loses out on consistent {{keyword|midscreen|midscreen=1}} knockback cancels.&lt;br /&gt;
&lt;br /&gt;
= References =&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{navbox012}}&lt;br /&gt;
&lt;br /&gt;
{{roadmap012wol}}&lt;/div&gt;</summary>
		<author><name>Muggshotter</name></author>
	</entry>
	<entry>
		<id>https://dissidia.wiki/index.php?title=Warrior_of_Light_(Dissidia_012)&amp;diff=4793</id>
		<title>Warrior of Light (Dissidia 012)</title>
		<link rel="alternate" type="text/html" href="https://dissidia.wiki/index.php?title=Warrior_of_Light_(Dissidia_012)&amp;diff=4793"/>
		<updated>2026-03-24T21:19:11Z</updated>

		<summary type="html">&lt;p&gt;Muggshotter: /* Assist */ Added a few staple combos.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Dissidia 012 Final Fantasy]]&lt;br /&gt;
{{012CharNavWol}}&lt;br /&gt;
&lt;br /&gt;
{{CharacterInfo&lt;br /&gt;
|portrait=https://resources.dissidia.wiki/ddff/portraits/ddff-port-wol.png&lt;br /&gt;
|name=Warrior of Light&lt;br /&gt;
|origin=Final Fantasy&lt;br /&gt;
|atk=110 (Average)&lt;br /&gt;
|def=113 (Very High, +10 during EX Mode)&lt;br /&gt;
|runspeed=6 (Average / Good)&lt;br /&gt;
|dash=77 (Average / Good)&lt;br /&gt;
|fall=87 (Average)&lt;br /&gt;
|fallr=40 (Average)&lt;br /&gt;
|fastestbrv=13F (Dayflash ground)&lt;br /&gt;
|fastesthp=51F (Shining Wave)&lt;br /&gt;
|1hithp=Yes (Multiple)&lt;br /&gt;
|hplinks=Yes&lt;br /&gt;
|cmdblock=Shield of Light&lt;br /&gt;
|weapon=Axes, Daggers, Greatswords, Katanas, Swords&lt;br /&gt;
|armor=Chestplates, Gauntlets, Heavy Armor, Helms,&amp;lt;br&amp;gt; Large Shields, Light Armor, Shields&lt;br /&gt;
|exclusives=Flame Sword, Braveheart, Barbarian&#039;s Sword&lt;br /&gt;
|unlock=Default&lt;br /&gt;
|alignment=Cosmos&lt;br /&gt;
|vajp=[https://en.wikipedia.org/wiki/Toshihiko_Seki Toshihiko Seki]&lt;br /&gt;
|vaeng=[https://en.wikipedia.org/wiki/Grant_George Grant George]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
= Overview =&lt;br /&gt;
Warrior of Light is a close range fighter who operates as an {{keyword|all-rounder|all-rounder=1}}. He represents a standard-fare fighting style with quick Dayflash {{keyword|pokes|poke=1}}, committal gap closers and midrange projectiles. His standard mobility lets him create offense and defense as needed, and once he gets an opening, his {{keyword|HP links|hplink=1}} can deal good damage. Warrior of Light&#039;s damage output is supported by &#039;&#039;&#039;[[Multiplayer_Build_Guide_(Dissidia_012)#Damage_(high_base_bravery)|high base bravery]]&#039;&#039;&#039; builds, HP wall rush and assist combos. He works well with many assists and his combo routes are consistent in most positions. Thanks to his high coverage with HP links such as Shield Strike / Rising Buckler &amp;gt; Bitter End, Warrior of Light can {{keyword|punish|punish=1}} effectively from most angles.&lt;br /&gt;
&lt;br /&gt;
As an all-rounder, Warrior of Light works with a variety of builds, including &#039;&#039;&#039;[[Multiplayer_Build_Guide_(Dissidia_012)#EX|EX]]&#039;&#039;&#039; and &#039;&#039;&#039;[[Multiplayer_Build_Guide_(Dissidia_012)#Side_by_Side|Side by Side]]&#039;&#039;&#039; {{accsp}}. His standout traits are defensively oriented; He has very high base DEF stat, which is greatly amplified in &#039;&#039;&#039;[[EX_(Dissidia_012)#EX_Mode|EX Mode.]]&#039;&#039;&#039; He also has an advancing frame 1 {{keyword|command block|commandblock=1}} in Shield of Light, which is a 1-hit HP that wall rushes. This is not common in the game. It makes Warrior of Light&#039;s dodges safer and beating low priority attacks with long {{keyword|active|active=1}} frames easier.&lt;br /&gt;
&lt;br /&gt;
Warrior of Light can struggle against lingering projectiles due to risky {{keyword|disjoints|disjoint=1}}. His projectiles are serviceable, but often low reward at a distance. The reliance on HP links makes Warrior of Light susceptible to punishes after LV1 Assist Change. He has safer options at the cost of damage. His air dodge has an average fall speed ratio, so he has to protect himself with Shield of Light occasionally to stay safe. While this is a powerful option, it is also high commitment and vulnerable if it misses.&lt;br /&gt;
&lt;br /&gt;
In competitive play, Warrior of Light has been usually ranked at high tier. His fundamentally good moveset and stats lend to a consistent playstyle that adheres to the {{keyword|metagame|meta=1}}.&lt;br /&gt;
&lt;br /&gt;
{{ProConTable&lt;br /&gt;
|pros=*&#039;&#039;&#039;All-rounder&#039;&#039;&#039; - Average to good stats, HP links and a fundamentally good moveset with an answer to many sitations.&lt;br /&gt;
*&#039;&#039;&#039;User-friendly&#039;&#039;&#039; - Great for beginners and experienced players alike. Good for learning the game and honing fundamentals.&lt;br /&gt;
*&#039;&#039;&#039;Command block&#039;&#039;&#039; - Shield of Light is an advancing single hit HP attack. It blocks instantly throughout its {{keyword|startup|startup=1}}, and works both offensively and defensively after dodges.&lt;br /&gt;
*&#039;&#039;&#039;Ground combat&#039;&#039;&#039; - Projectiles and {{keyword|empty chase|emptychase=1}} assist combo starters allow Warrior of Light to adapt to a match&#039;s pace and improve his combo potential.&lt;br /&gt;
*&#039;&#039;&#039;Build synergy&#039;&#039;&#039; - Works well with all common build styles, including EX, &#039;&#039;&#039;[[Multiplayer_Build_Guide_(Dissidia_012)#Bravery_Boost_on_Dodge|bravery boost on dodge]]&#039;&#039;&#039; and Side by Side {{accsp}}.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;EX generation&#039;&#039;&#039; - Most bravery attacks produce 30 to 90 EX Force. His most common poke Dayflash produces 90 EX, which supports long-term survivability with EX gauge.&lt;br /&gt;
*&#039;&#039;&#039;EX Mode&#039;&#039;&#039; - Boasts highest defense stat, automatically blocks Ranged Low projectiles and increases damage output of melee bravery attacks.&lt;br /&gt;
|cons=&lt;br /&gt;
*&#039;&#039;&#039;Struggles against traps&#039;&#039;&#039; - Despite having projectiles and disjoints, Warrior of Light cannot easily punish characters hiding inside lingering projectiles and traps without resources or considerable risk.&lt;br /&gt;
*&#039;&#039;&#039;Commital vertical attacks&#039;&#039;&#039; - Rising Buckler and Shield Strike braveries are serviceable, but are {{keyword|reactable|reactable=1}} and cannot be {{keyword|cancelled|cancel=1}} early on whiff.&lt;br /&gt;
*&#039;&#039;&#039;4-slot bravery dilemma&#039;&#039;&#039; - Warrior of Light benefits from all of his air braveries, but he cannot equip all of them&lt;br /&gt;
*&#039;&#039;&#039;Floaty air dodge, risky dodge protection&#039;&#039;&#039; - While Shield of Light is great at covering his air dodges, it is also high risk and doesn&#039;t work against high priority attacks. Outside of clashing with Dayflash bravery, air dodges make Warrior of Light vulnerable.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Bravery Attacks =&lt;br /&gt;
== Ground ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Ascension=&lt;br /&gt;
&lt;br /&gt;
{{AbilityInfo2&lt;br /&gt;
|ver1=Normal&lt;br /&gt;
|damage1=&#039;&#039;&#039;40&#039;&#039;&#039; (4, 5, 11, 20)&lt;br /&gt;
|startup1=15F&lt;br /&gt;
|type1=Physical&lt;br /&gt;
|priority1=Melee Low&lt;br /&gt;
|ex1=90&lt;br /&gt;
|effect1=Chase, Wall Rush&lt;br /&gt;
|cancels1=Dodge&lt;br /&gt;
|asthit1=&lt;br /&gt;
|gametext=[Close] Throw shield to &amp;lt;br&amp;gt;hurl opponent upwards.&lt;br /&gt;
|level=19&lt;br /&gt;
|ap=120&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|ver2=EX Mode&lt;br /&gt;
|damage2=&#039;&#039;&#039;54&#039;&#039;&#039; (4 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+5&amp;lt;/span&amp;gt;, 5 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+4&amp;lt;/span&amp;gt;, 11, 20 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+6&amp;lt;/span&amp;gt;)&lt;br /&gt;
|startup2=15F&lt;br /&gt;
|type2=Physical&lt;br /&gt;
|priority2=Melee Low&lt;br /&gt;
|ex2=90&lt;br /&gt;
|effect2=Chase, Wall Rush, &amp;lt;br&amp;gt;Block (Ranged Low)&lt;br /&gt;
|cancels2=Dodge&lt;br /&gt;
|asthit2=&lt;br /&gt;
|image=https://dissidia.wiki/images/2/2c/Brv_wol_ascension.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Ascension is a close-range combo move that&#039;s used in {{keyword|punishes|punish=1}}, ground solo combos and occasional approaches. Two follow-ups can be done with Circle {{pspcir}}, which ends with a rising thrust. A Chase prompt appears afterwards, but if opponent is near ceiling, it will wall rush instead. Ascension is well suited for punishing grounded and airborne opponents. The initial shield is fast at 15 frames, and it {{keyword|anti-airs|anti-air=1}}. It also has decent {{keyword|active|active=1}} frames.&lt;br /&gt;
&lt;br /&gt;
Ascension leads to Rune Saber {{keyword|HP link|hplink=1}} at the end, so Warrior of Light doesn&#039;t rely on assist for HP damage. This is good for damage overall, because Ascension&#039;s base damage is quite high at 40. Warrior of Light can always finish Ascension and then do Rune Saber from below if he deems it appropriate. &lt;br /&gt;
&lt;br /&gt;
This move has average {{keyword|recovery|recovery=1}}, which is enough to put Warrior of Light at risk on {{keyword|whiff|whiff=1}}. Ascension has no other {{keyword|cancel|cancel=1}} options on whiff, so even though it&#039;s a good move, Warrior of Light can lose his &amp;quot;turn&amp;quot; if it misses.&lt;br /&gt;
&lt;br /&gt;
|-|Sword Thrust=&lt;br /&gt;
&lt;br /&gt;
{{AbilityInfo2&lt;br /&gt;
|ver1=Normal&lt;br /&gt;
|damage1=&#039;&#039;&#039;30&#039;&#039;&#039; (6, 3x3, 15)&lt;br /&gt;
|startup1=31F&lt;br /&gt;
|type1=Physical&lt;br /&gt;
|priority1=Melee Mid (1st hit)&amp;lt;br&amp;gt;Melee Low (others)&lt;br /&gt;
|ex1=30&lt;br /&gt;
|effect1=Wall Rush&lt;br /&gt;
|cancels1=Dodge&lt;br /&gt;
|asthit1=&lt;br /&gt;
|gametext=[Mid] Hurl shield and charge. &amp;lt;br&amp;gt;Instantly close in on opponent.&lt;br /&gt;
|level=4&lt;br /&gt;
|ap=90&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|ver2=EX Mode&lt;br /&gt;
|damage2=&#039;&#039;&#039;40&#039;&#039;&#039; (6, 3x3 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+4&amp;lt;/span&amp;gt;, 15 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+6&amp;lt;/span&amp;gt;)&lt;br /&gt;
|startup2=31F&lt;br /&gt;
|type2=Physical&lt;br /&gt;
|priority2=Melee Mid (1st hit)&amp;lt;br&amp;gt;Melee Low (others)&lt;br /&gt;
|ex2=30&lt;br /&gt;
|effect2=Wall Rush&amp;lt;br&amp;gt;Block (Ranged Low)&lt;br /&gt;
|cancels2=Dodge&lt;br /&gt;
|asthit2=&lt;br /&gt;
|image=https://dissidia.wiki/images/7/7f/Brv_wol_sword_thrust.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Sword Thrust is a committal gap closer that moves towards opponent. Warrior of Light throws a shield first, which is melee mid priority. If it hits, a follow-up can be done with Circle {{pspcir}}. The shield can stagger regular blocks, which lets Warrior of Light follow up with the sword. If Sword Thrust hits, Warrior of Light can combo into assist with wall rush. He can also not do the follow-up, and still get assist if wall is not nearby. Because of the mid priority and follow-up potential, Sword Thrust works as a {{keyword|mixup|mixup=1}} against blocks.&lt;br /&gt;
&lt;br /&gt;
Warrior of Light moves forward even if it misses. This can catch ground dodges, but it&#039;s risky and difficult to do consistently. Sword Thrust is {{keyword|reactable|reactable=1}} at 31 frames and it has long {{keyword|recovery|recovery=1}}. Since Warrior of Light commits to the charge even on {{keyword|whiff|whiff=1}}, it takes a while before he can dodge out of it. The move also cannot {{keyword|anti-air|anti-air=1}} opponents, so its uses are more limited compared to Ascension.&lt;br /&gt;
&lt;br /&gt;
|-|Red Fang=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;15&#039;&#039;&#039;&lt;br /&gt;
|startup=41F&lt;br /&gt;
|type=Magical&lt;br /&gt;
|priority=Ranged Low&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=Block &amp;lt;br&amp;gt;(Ranged Low, EX Mode)&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/5/56/Brv_wol_red_fang.jpeg&lt;br /&gt;
|imgpos=58%&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=32&lt;br /&gt;
|ap=90&lt;br /&gt;
|gametext=[Long] Shoot high-speed fireball &amp;lt;br&amp;gt;towards opponent.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Red Fang is a fast single hit projectile. It travels the longest distance out of Warrior of Light&#039;s bravery projectiles, from wall to wall in Order&#039;s Sanctuary. Due to its low priority, short hit stun and low reward on hit, it is not commonly used in competitive play. His other projectiles have more utility in {{keyword|neutral|neutral=1}} and lead to more practical combos on hit.&lt;br /&gt;
&lt;br /&gt;
|-|Blue Fang=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;7&#039;&#039;&#039; each&lt;br /&gt;
|startup=41F&lt;br /&gt;
|type=Magical&lt;br /&gt;
|priority=Ranged Low&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=Block &amp;lt;br&amp;gt;(Ranged Low, EX Mode)&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/9/90/Brv_wol_blue_fang.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=1&lt;br /&gt;
|ap=90&lt;br /&gt;
|gametext=[Long] Chunks of ice slowly &amp;lt;br&amp;gt;descend on opponent.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Blue Fang is a group of midrange projectiles that strike from above. Their travel speed is slow, but they can hit characters hiding behind their projectiles, such as {{012lag}}&#039;s Electro Shield and {{012ulti}}&#039;s charged Knight&#039;s Lance. Each projectile has short {{keyword|hit stun|hitstun=1}}, but they can hit one after another. This is not very consistent for combo purposes, and it can be challenging to {{keyword|convert|conversion=1}} any hits into a combo at all. The multiple hits do make it easier compared to Red Fang, though.&lt;br /&gt;
&lt;br /&gt;
Blue Fang&#039;s main utility is in keeping ranged opponents in check. In terms of midrange presence, Blue Fang is one of the fastest. This is because at certain heights, the projectiles spawn near opponent&#039;s location. And since the projectiles travel at different angles, they can potentially hit behind opponent&#039;s back as well, ignoring block. Due to projectiles&#039; upward spawning position, Blue Fang is not well suited for close-range either offensively or defensively. Blue Fang also has a maximum range for its spawn position. It&#039;s roughly 30-40 % of Order&#039;s Sanctuary&#039;s length horizontally and vertically. The projectiles can cover more distance as they move to make up for this. The projectiles are Ranged Low priority, so they lose to dashes and melee attacks even if they make contact. The bravery damage is low as well.&lt;br /&gt;
&lt;br /&gt;
Overall, Blue Fang has niche utility. It&#039;s not his staple projectile on the ground, but it has some potential in Ultimecia {{keyword|matchup|matchup=1}} on low ceiling stages, such as Pandaemonium - Top Floor.&lt;br /&gt;
&lt;br /&gt;
|-|White Fang=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;6&#039;&#039;&#039; each&lt;br /&gt;
|startup=47F&lt;br /&gt;
|type=Magical&lt;br /&gt;
|priority=Ranged Low&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=Block &amp;lt;br&amp;gt;(Ranged Low, EX Mode)&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/2/2f/Brv_wol_white_fang.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=8&lt;br /&gt;
|ap=90&lt;br /&gt;
|gametext=[Long] Call down lightning bolts &amp;lt;br&amp;gt;that slowly close in on foe.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
White Fang is a group of advancing lightning bolts. It&#039;s Warrior of Light&#039;s go-to projectile on the ground for pressure and assist combo extensions. The Ranged Low priority still loses to dashes, blocks and melee attacks, but it has enough utility to make up for it. Warrior of Light is actionable shortly after casting White Fang. The remaining projectiles stay {{keyword|active|active=1}} even if the first bolt is destroyed. Each bolt also has decent {{keyword|hit stun|hitstun=1}} if they connect. This means, that Warrior of Light can use White Fang to occupy space and cover him while he is approaching. If the opponent gets hit by any bolts, Warrior of Light can follow up with most melee attacks, including Ascension and Dayflash.&lt;br /&gt;
&lt;br /&gt;
White Fang makes Warrior of Light&#039;s approaches safer in {{keyword|neutral|neutral=1}}. The projectiles travel at medium speed, but only remain active for roughly 1.7 seconds. As a result, their maximum uptime and travel distance are shorter compared to other projectiles. White Fang is far more practical in competitive play for offense, though. The projectiles are homing, but they adjust slowly to sharp vertical angles. White Fang works against aerial opponents at a low diagonal angle, but Warrior of Light needs to make sure the opponent won&#039;t dash through and hit him.&lt;br /&gt;
&lt;br /&gt;
|-|Dayflash (Ground)=&lt;br /&gt;
&lt;br /&gt;
{{AbilityInfo2&lt;br /&gt;
|ver1=Normal&lt;br /&gt;
|damage1=&#039;&#039;&#039;22&#039;&#039;&#039; (3, 4, 15)&lt;br /&gt;
|startup1=13F&lt;br /&gt;
|type1=Physical&lt;br /&gt;
|priority1=Melee Low&lt;br /&gt;
|ex1=90&lt;br /&gt;
|effect1=Chase&lt;br /&gt;
|cancels1=Dodge, &amp;lt;br&amp;gt;Block &amp;amp; Attack ({{keyword|Whiff|whiff=1}})&lt;br /&gt;
|asthit1=&lt;br /&gt;
|gametext=[Close] Fast horizontal slice. &amp;lt;br&amp;gt;Low power, quick strike.&lt;br /&gt;
|level=1&lt;br /&gt;
|ap=90&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|ver2=EX Mode&lt;br /&gt;
|damage2=&#039;&#039;&#039;36&#039;&#039;&#039; (3 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+4&amp;lt;/span&amp;gt;, 4 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+4&amp;lt;/span&amp;gt;, 15 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+6&amp;lt;/span&amp;gt;)&lt;br /&gt;
|startup2=13F&lt;br /&gt;
|type2=Physical&lt;br /&gt;
|priority2=Melee Low&lt;br /&gt;
|ex2=90&lt;br /&gt;
|effect2=Chase &amp;lt;br&amp;gt;Block (Ranged Low)&lt;br /&gt;
|cancels2=Dodge, &amp;lt;br&amp;gt;Block &amp;amp; Attack ({{keyword|Whiff|whiff=1}})&lt;br /&gt;
|asthit2=&lt;br /&gt;
|image=https://dissidia.wiki/images/4/43/Brv_wol_dayflash_g.jpeg&lt;br /&gt;
|imgpos=70%&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Dayflash is Warrior of Light&#039;s main {{keyword|poke|poke=1}}. It is fast, generates good 90 EX and works as an assist combo starter. It can be {{keyword|whiffed|whiff=1}} safely to build assist gauge due to its short {{keyword|recovery|recovery=1}} and multiple {{keyword|cancel|cancel=1}} options. Warrior of Light can {{keyword|mixup|mixup=1}} with dodges, blocks or other attacks, including another Dayflash.&lt;br /&gt;
&lt;br /&gt;
On hit, Warrior of Light can perform two follow-up slashes with Circle {{pspcir}} if the first hit connects. This 3-hit combo has a relatively long input window, which makes it good for {{keyword|hit confirming|hitconfirm=1}} assist combos. The last hit leads to Chase. The low {{keyword|knockback|knockback=1}} angle and long chase prompt let Warrior of Light do {{keyword|empty chase|emptychase=1}} to force a grounded wall rush. This is good for getting all EX Force on the field, but also for starting assist combos. And if Warrior of Light already used assist beforehand, he can extend that combo with Dayflash empty chase to use assist again if he has another bar in stock.&lt;br /&gt;
&lt;br /&gt;
When used appropriately, Dayflash can control the pace of a match without high risk. It is a staple move for Warrior of Light in competitive play. Its aerial version is just as important and good in most aspects.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Aerial ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Crossover=&lt;br /&gt;
&lt;br /&gt;
{{AbilityInfo2&lt;br /&gt;
|ver1=Normal&lt;br /&gt;
|damage1=&#039;&#039;&#039;40&#039;&#039;&#039; (5, 5, 10, 20)&lt;br /&gt;
|startup1=23F&lt;br /&gt;
|type1=Physical&lt;br /&gt;
|priority1=Melee Low&lt;br /&gt;
|ex1=90&lt;br /&gt;
|effect1=Chase, Wall Rush&lt;br /&gt;
|cancels1=Dodge&lt;br /&gt;
|asthit1=&lt;br /&gt;
|gametext=[Close] Spinning approach and &amp;lt;br&amp;gt;thrust opponent upwards.&lt;br /&gt;
|level=1&lt;br /&gt;
|ap=120&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|ver2=EX Mode&lt;br /&gt;
|damage2=&#039;&#039;&#039;50&#039;&#039;&#039; (5, 5, 10 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+4&amp;lt;/span&amp;gt;, 20 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+6&amp;lt;/span&amp;gt;)&lt;br /&gt;
|startup2=23F&lt;br /&gt;
|type2=Physical&lt;br /&gt;
|priority2=Melee Low&lt;br /&gt;
|ex2=90&lt;br /&gt;
|effect2=Chase, Wall Rush &amp;lt;br&amp;gt;Block (Ranged Low)&lt;br /&gt;
|cancels2=Dodge&lt;br /&gt;
|asthit2=&lt;br /&gt;
|image=https://dissidia.wiki/images/3/3a/Brv_wol_crossover.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Crossover is Warrior of Light&#039;s advancing bravery with an {{keyword|HP link|hplink=1}}. Similar to Ascension on the ground, Crossover is the highest damaging bravery in the aerial category. Warrior of Light can follow up with an upward thrust by pressing Circle {{pspcir}}, which causes chase. If opponent is near ceiling, it can wall rush instead. The thrust has high upward knockback, which can easily cause wall rush at medium heights. With wall rush, chase can be done at a specific distance from ceiling to make {{keyword|empty chase|emptychase=1}} safe against Recovery Attack. Whether or not chase is done, Warrior of Light needs assist to follow up after wall rush.&lt;br /&gt;
&lt;br /&gt;
Crossover is used for its lateral reach and damage. Since Warrior of Light finishes this move before doing the Rune Saber HP link, it doesn&#039;t lose bravery damage in exchange for HP damage. The {{keyword|startup|startup=1}} is borderline {{keyword|reactable|reactable=1}} though, and Warrior of Light stays in the animation for roughly a second before he can {{keyword|dodge cancel|dc=1}} out of it. That makes it more dangerous to {{keyword|whiff|whiff=1}} in {{keyword|neutral|neutral=1}}. It&#039;s reliable as a post-block punisher and can do even more damage with critical hits.&lt;br /&gt;
&lt;br /&gt;
|-|Rising Buckler=&lt;br /&gt;
&lt;br /&gt;
{{AbilityInfo2&lt;br /&gt;
|ver1=Normal&lt;br /&gt;
|damage1=&#039;&#039;&#039;30&#039;&#039;&#039; (2x4, 6, 16)&lt;br /&gt;
|startup1=25F&lt;br /&gt;
|type1=Physical&lt;br /&gt;
|priority1=Melee Low&lt;br /&gt;
|ex1=30&lt;br /&gt;
|effect1=Wall Rush&lt;br /&gt;
|cancels1=Dodge&lt;br /&gt;
|asthit1=&lt;br /&gt;
|gametext=Upward swing, snagging foe with shield. &amp;lt;br&amp;gt;Useful from below.&lt;br /&gt;
|level=15&lt;br /&gt;
|ap=150&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|ver2=EX Mode&lt;br /&gt;
|damage2=&#039;&#039;&#039;42&#039;&#039;&#039; (2x4 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+6&amp;lt;/span&amp;gt;, 6, 16 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+6&amp;lt;/span&amp;gt;)&lt;br /&gt;
|startup2=25F&lt;br /&gt;
|type2=Physical&lt;br /&gt;
|priority2=Melee Low&lt;br /&gt;
|ex2=30&lt;br /&gt;
|effect2=Wall Rush &amp;lt;br&amp;gt;Block (Ranged Low)&lt;br /&gt;
|cancels2=Dodge&lt;br /&gt;
|asthit2=&lt;br /&gt;
|image=https://dissidia.wiki/images/b/b1/Brv_wol_rising_buckler.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Rising Buckler is a {{keyword|punish|punish=1}} tool against opponents who are above Warrior of Light. Warrior of Light throws a shield to pull opponent in, and knocks them behind him at a downward angle. Rising Buckler has good base damage and it can wall rush, but its main appeal is the vertical reach and Bitter End {{keyword|HP link|hplink=1}}. Rising Buckler has good upward reach with movement and the {{keyword|disjointed|disjoint=1}} shield. Thanks to Bitter End, Warrior of Light gets HP damage off of single mistakes, whether it&#039;s from {{keyword|whiffs|whiff=1}} or block staggers. The upward {{keyword|tracking|tracking=1}} also makes it consistent for follow-ups, namely from Kuja and Sephiroth assists.&lt;br /&gt;
&lt;br /&gt;
Rising Buckler works effectively as a punish move, but it&#039;s not risk-free. It is {{keyword|reactable|reactable=1}} to due to its 25-frame {{keyword|startup|startup=1}} and distinct audio cue. Warrior of Light stays in place for a moment before he is actionable, and won&#039;t track the opponent once the shield is thrown. This is also Warrior of Light&#039;s primary upward attack in the air. That makes Rising Buckler more predictable in the {{keyword|neutral|neutral=1}}, as it has a hard time hitting from other angles. Unlike Crossover, Rising Buckler does not finish the attack before the HP link. That cuts the move&#039;s bravery damage in half, though the HP link brings it almost in line with the BRV finisher.&lt;br /&gt;
&lt;br /&gt;
Warrior of Light can has a functionally similar move for downward angles, Shield Strike. He can use both attacks to have high vertical coverage, but he does not always need both. Rising Buckler specifically can be useful in some air oriented {{keyword|matchups|matchup=1}}, such as {{012seph}} and {{012kuja}}.&lt;br /&gt;
&lt;br /&gt;
|-|Shield Strike=&lt;br /&gt;
&lt;br /&gt;
{{AbilityInfo2&lt;br /&gt;
|ver1=Normal&lt;br /&gt;
|damage1=&#039;&#039;&#039;30&#039;&#039;&#039; (2x4, 6, 16)&lt;br /&gt;
|startup1=25F&lt;br /&gt;
|type1=Physical&lt;br /&gt;
|priority1=Melee Low&lt;br /&gt;
|ex1=30&lt;br /&gt;
|effect1=Wall Rush&lt;br /&gt;
|cancels1=Dodge&lt;br /&gt;
|asthit1=&lt;br /&gt;
|gametext=Downward attack, scooping foe with shield. &amp;lt;br&amp;gt;Useful from above.&lt;br /&gt;
|level=1&lt;br /&gt;
|ap=200&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|ver2=EX Mode&lt;br /&gt;
|damage2=&#039;&#039;&#039;42&#039;&#039;&#039; (2x4 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+6&amp;lt;/span&amp;gt;, 6, 16 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+6&amp;lt;/span&amp;gt;)&lt;br /&gt;
|startup2=25F&lt;br /&gt;
|type2=Physical&lt;br /&gt;
|priority2=Melee Low&lt;br /&gt;
|ex2=30&lt;br /&gt;
|effect2=Wall Rush &amp;lt;br&amp;gt;Block (Ranged Low)&lt;br /&gt;
|cancels2=Dodge&lt;br /&gt;
|asthit2=&lt;br /&gt;
|image=https://dissidia.wiki/images/b/b2/Brv_wol_shield_strike.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Shield Strike is almost identical to Rising Buckler, but with one key difference; It hits below Warrior of Light instead. On hit, Warrior of Light knocks opponent behind him at an upward angle. Just like Rising Buckler, Shield Strike can {{keyword|cancel|cancel=1}} into Bitter End for HP damage. The bravery damage is also the same.&lt;br /&gt;
&lt;br /&gt;
This is a good {{keyword|punish|punish=1}} tool in {{keyword|air-to-ground|air-to-ground=1}} situations and after LV2 Assist Change staggers. As such, Shield Strike has good coverage against many close-range characters who use melee attacks. Since this is Warrior of Light&#039;s primary downward attack, it also makes it more telegraphed. It&#039;s great when used cautiously, but carries a lot of risk if it {{keyword|whiffs|whiff=1}}. Similar to Rising Buckler, Shield Strike has long {{keyword|recovery|recovery=1}} and no {{keyword|tracking|tracking=1}} after the move comes out.&lt;br /&gt;
&lt;br /&gt;
Warrior of Light does not move far if he is not above opponent, but the shield does hit in front of Warrior of Light. That lets him combo into HP after Sephiroth assist, who is one of his strongest assists.&lt;br /&gt;
&lt;br /&gt;
|-|Dayflash (midair)=&lt;br /&gt;
&lt;br /&gt;
{{AbilityInfo2&lt;br /&gt;
|ver1=Normal&lt;br /&gt;
|damage1=&#039;&#039;&#039;22&#039;&#039;&#039; (3, 4, 15)&lt;br /&gt;
|startup1=15F&lt;br /&gt;
|type1=Physical&lt;br /&gt;
|priority1=Melee Low&lt;br /&gt;
|ex1=90&lt;br /&gt;
|effect1=Chase&lt;br /&gt;
|cancels1=Dodge, &amp;lt;br&amp;gt;Block &amp;amp; Attack ({{keyword|Whiff|whiff=1}})&lt;br /&gt;
|asthit1=&lt;br /&gt;
|gametext=[Close] Fast horizontal slice. &amp;lt;br&amp;gt;Low power, quick strike.&lt;br /&gt;
|level=25&lt;br /&gt;
|ap=90&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|ver2=EX Mode&lt;br /&gt;
|damage2=&#039;&#039;&#039;36&#039;&#039;&#039; (3 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+4&amp;lt;/span&amp;gt;, 4 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+4&amp;lt;/span&amp;gt;, 15 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+6&amp;lt;/span&amp;gt;)&lt;br /&gt;
|startup2=15F&lt;br /&gt;
|type2=Physical&lt;br /&gt;
|priority2=Melee Low&lt;br /&gt;
|ex2=90&lt;br /&gt;
|effect2=Chase &amp;lt;br&amp;gt;Block (Ranged Low)&lt;br /&gt;
|cancels2=Dodge, &amp;lt;br&amp;gt;Block &amp;amp; Attack ({{keyword|Whiff|whiff=1}})&lt;br /&gt;
|asthit2=&lt;br /&gt;
|image=https://dissidia.wiki/images/5/5b/Brv_wol_dayflash_a.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Dayflash&#039;s aerial version is essential for Warrior of Light. It&#039;s very similar to ground version in many aspects, including damage, {{keyword|hit confirmable|hitconfirm=1}} follow-ups and safety as a {{keyword|poke|poke=1}}. It&#039;s reliable for starting assist combos and it generates 90 EX when completed. Because fights often happen in the air, Warrior of Light relies on this move a lot to function.&lt;br /&gt;
&lt;br /&gt;
The {{keyword|startup|startup=1}} is slightly slower than ground Dayflash (15 frames instead of 13), but it&#039;s still unreactable. The {{keyword|recovery|recovery=1}} is short as well, which Warrior of Light can use to build assist gauge on whiff. He can also {{keyword|cancel|cancel=1}} Dayflash into other attacks on whiff as a {{keyword|mixup|mixup=1}} against aggressive opponents, such as Shield of Light. The {{keyword|hitbox|hitbox=1}} goes low enough where it can still hit grounded opponents, so Dayflash also works as an {{keyword|air-to-ground|air-to-ground=1}} move.&lt;br /&gt;
&lt;br /&gt;
Most of Warrior of Light&#039;s attacks are slower, telegraphed moves with long recovery and higher damage potential. Aerial Dayflash is the opposite; It&#039;s the only high speed move Warrior of Light can consistently threaten with in close-range. It also lacks any {{keyword|HP links|hplink=1}}, so assist is needed to do HP damage. This is Warrior of Light&#039;s lowest damaging move in comparison to his other moves, but it&#039;s also the safest with least risk. It&#039;s a staple for him in competitive play, and his longevity hinges on how well he can utilize Dayflash.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= HP Attacks =&lt;br /&gt;
&lt;br /&gt;
== Ground ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Shield of Light (ground)=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=-&lt;br /&gt;
|startup=53F (Block from 1F to 53F)&lt;br /&gt;
|type=-&lt;br /&gt;
|priority=Melee High, Block Mid&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=Block, Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/7/77/Hp_wol_shield_of_light_g.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=22&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=[Close] Fire force blast from shield. &amp;lt;br&amp;gt;Hurls foe while blocking.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Shield of Light is Warrior of Light&#039;s signature {{keyword|command block|commandblock=1}}. He moves forward before unleashing a 1-hit force blast that can wall rush. Its blocking duration is very generous, as it blocks instantly from frame 1 until the move does damage. Combined with the forward movement, Shield of Light can call out low priority pokes, such as {{012cod}}&#039;s tentacles.&lt;br /&gt;
&lt;br /&gt;
More importantly, Shield of Light works as an instant defensive option after a ground dodge. If Warrior of Light is about to get hit, he can use this to keep the opponent at bay. Blocks like this work against dashes and low priority attacks alike. This presents a second layer of defense that the opponent has to consider at all times, or they risk taking HP damage just for approaching.  &lt;br /&gt;
&lt;br /&gt;
Shield of Light is a great defensive tool, but it still carries a risk. If it misses, Warrior of Light is left wide open for {{keyword|punishes|punish=1}}. Shield of Light can only block low priority moves. Higher priority moves like HP attacks and {{012squ}}&#039;s Heel Crush will guard crush or stagger Warrior of Light respectively.&lt;br /&gt;
&lt;br /&gt;
Warrior of Light becomes airborne when using this move. He can aim Shield of Light at a diagonal angle against airborne opponents, but he cannot change the direction once he performs it.&lt;br /&gt;
&lt;br /&gt;
|-|Shining Wave=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=-&lt;br /&gt;
|startup=51F&lt;br /&gt;
|type=-&lt;br /&gt;
|priority=Melee High (blade) &amp;lt;br&amp;gt;Ranged High (light pillar)&lt;br /&gt;
|ex=each 60&lt;br /&gt;
|effect=-&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/1/10/Hp_wol_shining_wave.jpeg&lt;br /&gt;
|imgpos=60%&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=1&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=[Mid] Shoot pillars of light. &amp;lt;br&amp;gt;Homes in on opponent.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Shining Wave is a long-range wave attack that deals HP damage on hit. It is sometimes used as a secondary projectile to occupy space, but it also works after staggering with a block. The ranged high priority lets Warrior of Light ignore LV2 Assist Change if the opponent has full assist gauge when staggered. Shining Wave cannot be reflected back at Warrior of Light, but it does lose to high priority melee attacks and {{keyword|command blocks|commandblock=1}} with decent active frames.&lt;br /&gt;
&lt;br /&gt;
The wave projectile travels at a relatively high speed once it&#039;s {{keyword|active|active=1}}. It can {{keyword|track|track=1}} airborne opponents, but it always moves forward at first before it starts realigning. Shining Wave can hit twice if it connects this way, though this can be difficult to aim for in a competitive match. Shining Wave can also combo into assist at a wall, but outside of that, its reward is pretty low on average.&lt;br /&gt;
&lt;br /&gt;
As a wave HP, Shining Wave has a little quirk with its {{keyword|hitbox|hitbox=1}}. It can miss against high speed movement that is passing through the projectile. &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=cDI-tsnyJbM&amp;amp;t=25 Shining Wave misses against high speed movement passing through]&amp;lt;/ref&amp;gt; This is pretty risky to attempt though, so Warrior of Light does not have to worry about it too often.&lt;br /&gt;
&lt;br /&gt;
|-|Ultimate Shield=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;20&#039;&#039;&#039; (4 x 3, 8)&lt;br /&gt;
|startup=41F&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee High&lt;br /&gt;
|ex=30&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/c/c1/Hp_wol_ultimate_shield.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=28&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=[Close] Deft shieldwork. &amp;lt;br&amp;gt;Effective against any height.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Ultimate Shield is a combo attack that wall rushes. This is Warrior of Light&#039;s fastest ground HP attack, though it is still {{keyword|reactable|reactable=1}}. The vertical {{keyword|tracking|tracking=1}} is high during {{keyword|startup|startup=1}}, so it can hit opponents directly above Warrior of Light. That is useful for calling out forward ground dodges, or air dodges that are near Warrior of Light. If the opponent is trying to dodge something else, Ultimate Shield can pull them down for some damage. As the fastest ground HP, it can work as a {{keyword|mixup|mixup=1}} against regular blocks.&lt;br /&gt;
&lt;br /&gt;
Warrior of Light stays in place while his shield goes towards opponent. If the shield misses, Warrior of Light will not continue with a combo. This makes it a bit harder for grounded opponents to counter from a distance. Ultimate Shield can also reflect HP projectiles without moving towards them. The reach is decent, but not enough to punish neutral ground dodges without prior movement. Assists can follow up either with wall rush or {{keyword|knockback cancel|knockbackcancel=1}}.&lt;br /&gt;
&lt;br /&gt;
If White Fang connects, it can activate a &#039;&#039;&#039;[[Glitch_(Dissidia_012)#Hit_Glitch|hit glitch]]&#039;&#039;&#039; for Ultimate Shield if its done at the same time. As Ultimate Shield does not reach far, this can be detrimental if the opponent is not already in close-range. It has long {{keyword|recovery|recovery=1}} when finished, so Warrior of Light should watch out for Assist Changes when using this.&lt;br /&gt;
&lt;br /&gt;
|-|Rune Saber (ground)=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;10&#039;&#039;&#039; (2 x 3, 4) / +Ascension = (50 Total)&lt;br /&gt;
|startup=?&lt;br /&gt;
|type=Magical&lt;br /&gt;
|priority=Melee High (?)&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/d/dc/Hp_wol_rune_saber.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=Branching from Ascension &amp;lt;br&amp;gt;[Combo] Light beam pierces foe.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Rune Saber is the {{keyword|HP link|hplink=1}} from Ascension. It&#039;s a vertical combo attack that ends with a tall pillar of light. Rune Saber is a good HP link for its damage and combo potential. Both Ascension and Rune Saber have good upward {{keyword|knockback|knockback=1}}. That means Rune Saber can wall rush consistently in stages with lower ceilings, such as Sky Fortress Bahamut and Edge of Madness.&lt;br /&gt;
&lt;br /&gt;
The wall rush is great for HP damage and assist combos alike. If Warrior of Light cannot guarantee a ceiling wall rush, multi-hit assists like Sephiroth can also {{keyword|knockback cancel|knockbackcancel=1}} for combos. As a result, Rune Saber is useful as an independent source of HP damage and assist combo starter anywhere.&lt;br /&gt;
&lt;br /&gt;
Rune Saber has a lengthy animation, which normally makes it risky against opponents who escaped with Assist Change. Rune Saber&#039;s last hit has a tall {{keyword|hitbox|hitbox=1}} with long {{keyword|active|active=1}} frames. This provides &#039;&#039;some&#039;&#039; cover for Warrior of Light before he can {{keyword|dodge cancel|dc=1}}, but it&#039;s not entirely safe. Opponents can still try to Assist Change out early and dodge next to Warrior of Light.&lt;br /&gt;
&lt;br /&gt;
If Ascension wall rushes first (such as in &#039;&#039;&#039;[[Pandaemonium_(Dissidia_012)|Pandaemonium]]&#039;&#039;&#039;), Rune Saber cannot hit unless assist connects during wall rush.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Aerial ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Shield of Light (midair)=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=-&lt;br /&gt;
|startup=53F (Block from 1F to 53F)&lt;br /&gt;
|type=-&lt;br /&gt;
|priority=Melee High, Block Mid&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=Block, Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/6/6a/Hp_wol_shield_of_light_a.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=1&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=[Close] Fire force blast from shield. &amp;lt;br&amp;gt;Hurls foe while blocking.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Shield of Light is Warrior of Light&#039;s {{keyword|command block|commandblock=1}}. As an aerial move, Warrior of Light has more opportunities to use it anywhere. This is good, because it is functionally very similar to the ground version. It still blocks low priority attacks instantly on frame 1 until it deals HP damage. As such, its most commonly used for self-defense after air dodging. This can keep opponents guessing, as the instant blocking makes it much harder to react before it&#039;s too late. Warrior of Light also moves toward opponent a short distance as he guards. That can stagger melee low attacks with long {{keyword|active|active=1}} frames, such as {{012clo}}&#039;s Slashing Blow. As a 1-hit HP, Shield of Light can also circumvent EX Revenge {{keyword|checkmates|checkmate=1}} with EX {{keyword|depletion|depletion=1}}.&lt;br /&gt;
&lt;br /&gt;
The force blast has short reach and it doesn&#039;t stay active for long. However, it can wall rush and start assist combos with a good {{keyword|read|read=1}}. It&#039;s not commonly used in assist combos due to its relatively small {{keyword|hitbox|hitbox=1}} and limited vertical {{keyword|tracking|tracking=1}}. Warrior of Light&#039;s combos often lead to the air, and he has stronger options for damage, and situationally safer tools against Assist Change. Regardless, the aerial Shield of Light is a staple for Warrior of Light.&lt;br /&gt;
&lt;br /&gt;
|-|Radiant Sword=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=-&lt;br /&gt;
|startup=77F&lt;br /&gt;
|type=-&lt;br /&gt;
|priority=Ranged High&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/e/eb/Hp_wol_radiant_sword.jpeg&lt;br /&gt;
|imgpos=60%&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=13&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=[Long] Fire blades of light from seal. &amp;lt;br&amp;gt;Blades weakly track foe.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Radiant Sword is a group of long-range homing projectiles. The projectiles spawn as a row in front of Warrior of Light, and once they start moving, they accelerate to very high speed within a couple seconds. While homing, all projectiles attempt to laser focus on a single point at the opponent. This limits Radiant Sword&#039;s ability to occupy space, but its {{keyword|tracking|tracking=1}} and reach are strong enough to force a dodge at most ranges. &lt;br /&gt;
&lt;br /&gt;
The {{keyword|startup|startup=1}} is quite slow, so Warrior of Light cannot use this as a reliable {{keyword|mixup|mixup=1}} against blocks. Radiant Sword is sometimes used as an attempt to threaten the opponent who is already getting an EX core, but it has a pretty low hit rate in {{keyword|neutral|neutral=1}} due to its telegraphed startup and relatively slow speed. Radiant Sword also stops if it hits a solid obstacle, like floor or the crystal in Empyreal Paradox. If Radiant Sword connects though, it can wall rush for an assist combo.&lt;br /&gt;
&lt;br /&gt;
|-|Rune Saber (midair)=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;10&#039;&#039;&#039; (2 x 3, 4) / +Crossover = (50 Tota)&lt;br /&gt;
|startup=??&lt;br /&gt;
|type=Magical&lt;br /&gt;
|priority=Melee High (?)&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/d/dc/Hp_wol_rune_saber.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=Branching from Crossover &amp;lt;br&amp;gt;[Combo] Light beam pierces foe.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Rune Saber is the {{keyword|HP link|hplink=1}} from Crossover. It&#039;s a staple move for Warrior of Light whenever Crossover is equipped. It is functionally identical Rune Saber from Ascension, a multi-hit attack that wall rushes upwards. Though the base damage is low, it&#039;s a consistent, damaging HP link thanks to wall rush and assist. Warrior of Light has some flexibility with this move in assist combos. He can either go for a conventional wall rush combo, or he can call assist such as Sephiroth to {{keyword|knockback cancel|knockbackcancel=1}} the last hit if ceiling is not close.&lt;br /&gt;
&lt;br /&gt;
Rune Saber has a lengthy animation, which normally makes it risky against opponents who escaped with Assist Change. Rune Saber&#039;s last hit has a tall {{keyword|hitbox|hitbox=1}} with long {{keyword|active|active=1}} frames. This provides &#039;&#039;some&#039;&#039; cover for Warrior of Light before he can {{keyword|dodge cancel|dc=1}}, but it&#039;s not entirely safe. Opponents can still try to Assist Change out early and dodge next to Warrior of Light.&lt;br /&gt;
&lt;br /&gt;
If Crossover wall rushes first, Rune Saber cannot hit unless assist connects during wall rush.&lt;br /&gt;
&lt;br /&gt;
|-|Bitter End A=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;15&#039;&#039;&#039; (2 x 6, 3) / +Rising Buckler = (29 Total)&lt;br /&gt;
|startup=??&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee High (?)&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/7/73/Hp_wol_bitter_end.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=Branching from Rising Buckler &amp;lt;br&amp;gt;[Combo] Deft bladework.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Bitter End is another staple {{keyword|HP link|hplink=1}} for Warrior of Light. It&#039;s a stationary combo that has horizontal {{keyword|knockback|knockback=1}} on the last hit. This move lets Warrior of Light capitalize on his {{keyword|whiff punishment|whiffpunish=1}} in a meaningful way, as it deals HP damage without assist. The base damage is slightly higher than Rune Saber, and it has similar combo routes with wall rush and Sephiroth assist {{keyword|knockback cancels|knockbackcancel=1}}. It&#039;s a good assist combo starter and ender for its wall rush and attack length. With high base bravery builds, the animation lasts long enough to get most of the base bravery back after HP if Bitter End is delayed enough.&lt;br /&gt;
&lt;br /&gt;
As a multi-hitting combo attack, Bitter End starts quickly, but takes a couple seconds to finish. It is very unsafe against opponents who escaped with LV1 Assist Change. Warrior of Light cannot {{keyword|cancel|cancel=1}} Bitter End until the last hit comes out. He stays still for the entire animation, and he doesn&#039;t have Rune Saber&#039;s tall {{keyword|hitbox|hitbox=1}} to provide cover either. As such, Bitter End is vulnerable to aerial attacks from above and his back. Warrior of Light will need assist gauge himself if he wants to counter any {{keyword|punish|punish=1}} attempts. If Warrior of Light cannot land this move before opponent gets assist, he can struggle to get any HP damage at all. It&#039;s something he has to work with, as not having access to Bitter End loses him more damage in the long term.&lt;br /&gt;
&lt;br /&gt;
|-|Bitter End B=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;15&#039;&#039;&#039; (2 x 6, 3) / +Shield Strike = (29 Total)&lt;br /&gt;
|startup=??&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee High (?)&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/7/73/Hp_wol_bitter_end.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=Branching from Shield Strike &amp;lt;br&amp;gt;[Combo] Deft bladework.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Bitter End B is identical with Bitter End A.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= EX Mode: Class Change! =&lt;br /&gt;
Effects:&lt;br /&gt;
* Regen&lt;br /&gt;
* Critical Boost&lt;br /&gt;
* Mirror Attack&lt;br /&gt;
* Protect&lt;br /&gt;
* Light&#039;s Blessing&lt;br /&gt;
&lt;br /&gt;
Warrior of Light&#039;s EX Mode has plenty of useful effects. He gets additional hits for his melee braveries, a big damage reduction in +10 base DEF and he block ranged low moves during his own attacks. EX modes are commonly used to secure a win with assist combo, and Warrior of Light is no different. As such, the defensive boosts may not come into play often. It is still a good EX mode overall, though.&lt;br /&gt;
&lt;br /&gt;
== Mirror Attack ==&lt;br /&gt;
&lt;br /&gt;
{{image|https://dissidia.wiki/images/8/8d/Ex_mode_wol_mirror_attack.jpeg}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[Active while attacking]&lt;br /&gt;
A wall of light appears while attacking, repelling weak magical attacks.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Warrior of Light can block attacks with Ranged Low priority during his own attack animations. The blocking effect activates very quickly and lasts for most, if not the whole attack animation. This applies even during a move&#039;s {{keyword|recovery|recovery=1}}.&lt;br /&gt;
&lt;br /&gt;
== Protect ==&lt;br /&gt;
&#039;&#039;[Always active while in EX Mode]&lt;br /&gt;
An aura of light covers the body, raising defense.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Warrior of Light gets +10 DEF for the duration of his EX mode. That is a huge increase, which can greatly reduce bravery damage taken if Warrior of Light is hit during this time.&lt;br /&gt;
&lt;br /&gt;
== Light&#039;s Blessing ==&lt;br /&gt;
{{image|http://dissidia.wiki/images/b/b9/Ex_mode_wol_light_blessing.jpeg}}&lt;br /&gt;
&#039;&#039;[Activates when combo hits] Swords of light appear, dealing additional damage.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Light&#039;s Blessing adds several hits to Warrior of Light&#039;s physical bravery attacks. Each light sword has a base damage of 1. The light swords cause {{keyword|hit stun|hitstun=1}}, but they don&#039;t create more lenient, practical solo combo routes for Warrior of Light.&lt;br /&gt;
&lt;br /&gt;
== EX Burst: Oversoul ==&lt;br /&gt;
{{image|https://dissidia.wiki/images/4/46/Ex_burst_wol.jpeg}}&lt;br /&gt;
&#039;&#039;Sharp, repeated strikes like flashes of light. &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;img&amp;gt;https://resources.dissidia.wiki/ddff/icons/ddff-icon-button-dpadup.png&amp;lt;/img&amp;gt; &amp;lt;img&amp;gt;https://resources.dissidia.wiki/ddff/icons/ddff-icon-button-dpaddown.png&amp;lt;/img&amp;gt; &amp;lt;img&amp;gt;https://resources.dissidia.wiki/ddff/icons/ddff-icon-button-dpadleft.png&amp;lt;/img&amp;gt; &amp;lt;img&amp;gt;https://resources.dissidia.wiki/ddff/icons/ddff-icon-button-dpadright.png&amp;lt;/img&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Each directional button corresponds to one attack.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{burst&lt;br /&gt;
|damage1=5x3 (15)&lt;br /&gt;
|damage2=10x6, 25 (100 total)&lt;br /&gt;
|type=Physical&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Oversoul is a fairly standard EX Burst. The base damage for initial hits isn&#039;t high, but follow-up hits begin almost immediately, leaving less time for the opponent to raise their DEF.&lt;br /&gt;
&lt;br /&gt;
To complete this EX Burst, Warrior of Light must press the correct button shown on screen six times. The button inputs &#039;&#039;always&#039;&#039; require a directional button. Analog stick {{pspana}} will not work regardless of what the character control option is set to. If Warrior of Light does not press the correct button within a short time, or presses a wrong button, he will end EX Burst early. Regardless of how well this EX Burst is done, Warrior of Light always finishes with a slash that has decent 25 base damage.&lt;br /&gt;
&lt;br /&gt;
== Combos ==&lt;br /&gt;
&lt;br /&gt;
=== Solo ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Main article pending)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Combo-012&lt;br /&gt;
| data      = &lt;br /&gt;
{{Combo-012Data&lt;br /&gt;
|combo=&#039;&#039;&#039;White Fang&#039;&#039;&#039; &amp;gt; Ascension &amp;gt; Rune Saber&lt;br /&gt;
|condition=Projectile Starter&lt;br /&gt;
|requirement=Ground&lt;br /&gt;
|purpose=Projectile to HP Damage&lt;br /&gt;
|damage=56 minimum + HP &amp;amp; WR&lt;br /&gt;
|damagehits=6 min &amp;gt; 40 &amp;gt; 10 + HP &amp;amp; WR&lt;br /&gt;
|ex=90&lt;br /&gt;
|exhits=0 &amp;gt; 90 &amp;gt; 0&lt;br /&gt;
|meteropp=&lt;br /&gt;
|video=&lt;br /&gt;
|notes=White Fang combos into most of WoL&#039;s moves, Ascension is his staple high damage follow-up. This combo works in close range. If the opponent is further away, Warrior of Light may have to dash to combo afterwards.&lt;br /&gt;
}}&lt;br /&gt;
{{Combo-012Data&lt;br /&gt;
|combo=&#039;&#039;&#039;White Fang&#039;&#039;&#039; &amp;gt; Dayflash &amp;gt; Delayed Empty {{clr|chase=1}}&lt;br /&gt;
|condition=Projectile Starter&lt;br /&gt;
|requirement=Ground&lt;br /&gt;
|purpose=Projectile, Safe {{keyword|Chase|emptychase=1}} for EX&lt;br /&gt;
|damage=28 minimum&lt;br /&gt;
|damagehits=6 min &amp;gt; 22&lt;br /&gt;
|ex=90&lt;br /&gt;
|exhits=0 &amp;gt; 90&lt;br /&gt;
|meteropp=&lt;br /&gt;
|video=&lt;br /&gt;
|notes=Less damage than Ascension, but this combo does two things: It lets WoL chase safely without getting countered and get all EX in the stage. Delay Dayflash&#039;s Chase as much as possible, then do it just before the opponent reaches the ground. This forces a wall rush reaction.&lt;br /&gt;
&lt;br /&gt;
The second thing is it enables assist combos, and the chase also resets assist gauge if it was already used previously. This doesn&#039;t have much merit in the solo combo context, but it does leave WoL close to the opponent for pressure.&lt;br /&gt;
&lt;br /&gt;
In a {{keyword|neutral|neutral=1}} situation, Dayflash can be easier to react with if White Fang hits a moving opponent. Other than that, Ascension is the stronger follow-up.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Assist (Sephiroth) ===&lt;br /&gt;
&lt;br /&gt;
Warrior of Light can create assist combos with Wall Rush, Dayflash and even during his Bitter End and Rune Saber {{keyword|HP links|hplink=1}}. This gives him flexibility in setting up HP damage. When following up after Sephiroth, delay Assist Chase a little so that Shield Strike connects more consistently.&lt;br /&gt;
&lt;br /&gt;
{{ComboLegend-012}}&lt;br /&gt;
&lt;br /&gt;
{{Combo-012&lt;br /&gt;
| data      = &lt;br /&gt;
{{Combo-012Data&lt;br /&gt;
|combo=&#039;&#039;&#039;Dayflash (2 hits)&#039;&#039;&#039; &amp;gt; {{clr|astbrv=1}} &amp;gt; {{clr|ac=1}} &amp;gt; Shield Strike &amp;gt; Bitter End&lt;br /&gt;
|condition={{keyword|Poke|poke=1}} Starter&lt;br /&gt;
|requirement=Ground / Air OK&lt;br /&gt;
|purpose=Staple {{keyword|Midscreen|midscreen=1}} Combo&lt;br /&gt;
|damage=76 + HP &amp;amp; WR&lt;br /&gt;
|damagehits=3, 4 &amp;gt; 40 AST &amp;gt; 14 &amp;gt; 15 + HP &amp;amp; WR&lt;br /&gt;
|ex=&lt;br /&gt;
|exhits=&lt;br /&gt;
|meteropp=&lt;br /&gt;
|video=&lt;br /&gt;
|notes=Standard combo from a safe poke. Confirm the second Dayflash hit visually, then press assist and follow up. This is an important combo to get right, as it lets WoL do HP damage without using the more telegraphed bravery attacks first.&lt;br /&gt;
}}&lt;br /&gt;
{{Combo-012Data&lt;br /&gt;
|combo=&#039;&#039;&#039;Crossover / Ascension&#039;&#039;&#039; &amp;gt; Rune Saber &amp;gt; {{clr|wr=1}} &amp;gt; {{clr|astbrv=1}} &amp;gt; {{clr|ac=1}} &amp;gt; Shield Strike &amp;gt; Bitter End&lt;br /&gt;
|condition={{keyword|Punish|punish=1}} Starter&lt;br /&gt;
|requirement=Ceiling HP Wall Rush&lt;br /&gt;
|purpose=HP Damage&lt;br /&gt;
|damage=119 + HP &amp;amp; WR&lt;br /&gt;
|damagehits=40 &amp;gt; 10 + HP &amp;amp; WR &amp;gt; 40 AST &amp;gt; 14 &amp;gt; 15 + HP &amp;amp; WR&lt;br /&gt;
|ex=&lt;br /&gt;
|exhits=90 &amp;gt; 0 &amp;gt; ?? &amp;gt; 30&lt;br /&gt;
|meteropp=&lt;br /&gt;
|video=&lt;br /&gt;
|notes=A standard Wall Rush combo. Make sure to do Rune Saber as soon as possible before Crossover Wall Rushes at the ceiling. This is not very practical for low ceiling stages, such as Pandaemonium - Top Floor and M. S. Prima Vista. In those stages, Crossover&#039;s BRV Wall Rush has to suffice.&lt;br /&gt;
}}&lt;br /&gt;
{{Combo-012Data&lt;br /&gt;
|combo=&#039;&#039;&#039;Shield Strike / Rising Buckler&#039;&#039;&#039; &amp;gt; Bitter End &amp;gt; {{clr|astbrv=1}} &amp;gt; Bitter End + Assist HIT &amp;gt; {{clr|dc=1}} &amp;gt; {{clr|ac=1}} &amp;gt; Shield Strike &amp;gt; Bitter End&lt;br /&gt;
|condition={{keyword|Punish|punish=1}} Starter&lt;br /&gt;
|requirement={{keyword|Knockback Cancel|knockbackcancel=1}}&lt;br /&gt;
|purpose=Midscreen HP Damage&lt;br /&gt;
|damage=98 + HP &amp;amp; WR&lt;br /&gt;
|damagehits=14 &amp;gt; 15 + HP &amp;gt; 40 AST &amp;gt; 14 &amp;gt; 15 + HP &amp;amp; WR&lt;br /&gt;
|ex=&lt;br /&gt;
|exhits=&lt;br /&gt;
|meteropp=&lt;br /&gt;
|video=&lt;br /&gt;
|notes=This combo works anywhere, but Sephiroth must be timed to hit when Bitter End finishes. Press assist just as Bitter End&#039;s last bravery slash connects. WoL should be winding up his sword during the assist slowdown if done properly.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Builds ==&lt;br /&gt;
&#039;&#039;Main article: &#039;&#039;&#039;[[Warrior_of_Light_(Dissidia_012)/Builds|Warrior of Light (012) Builds]]&#039;&#039;&#039; &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Warrior of Light works with a variety of builds, such as hybrid builds, Bravery Boost on Dodge and Side by Side. Most of his damage comes from Dayflash assist combos and {{keyword|HP links|hplink=1}}, so he is not often built explicitly for bravery damage. However, Warrior of Light benefits greatly from having high {{keyword|base bravery|basebrv=1}} for assist combos.&lt;br /&gt;
&lt;br /&gt;
=== Hybrid ===&lt;br /&gt;
&lt;br /&gt;
{{Build&lt;br /&gt;
|hp=11299&lt;br /&gt;
|cp=450&lt;br /&gt;
|brv=996&lt;br /&gt;
|atk=178&lt;br /&gt;
|def=184&lt;br /&gt;
|luk=60&lt;br /&gt;
|booster=&lt;br /&gt;
|setbonus=Seal of Lufenia&lt;br /&gt;
|ast={{012seph}}&lt;br /&gt;
|wpn=Heaven&#039;s Cloud&lt;br /&gt;
|hand=Lufenian Dirk {{equip}}&lt;br /&gt;
|head=Lufenian Headband {{equip}}&lt;br /&gt;
|armor=Lufenian Vest&lt;br /&gt;
|acc1=Muscle Belt {{accbas}}&lt;br /&gt;
|acc2=Dismay Shock {{accbas}}&lt;br /&gt;
|acc3=Battle Hammer {{accbas}}&lt;br /&gt;
|acc4=Summon Unused {{accboo}}&lt;br /&gt;
|acc5=Pre-EX Mode {{accboo}}&lt;br /&gt;
|acc6=Pre-EX Revenge {{accboo}}&lt;br /&gt;
|acc7=Opponent Summon Unused {{accboo}}&lt;br /&gt;
|acc8=White Gem {{accsp}}&lt;br /&gt;
|acc9=Tenacious Attacker {{accsp}}&lt;br /&gt;
|acc10=Glutton {{accsp}}&lt;br /&gt;
|summon=Rubicante&lt;br /&gt;
|dataBRV=&lt;br /&gt;
{{Build-AttackData&lt;br /&gt;
|brv1-g=Dayflash&lt;br /&gt;
|branch-1gbrv=&lt;br /&gt;
|branch-1ghp=&lt;br /&gt;
|brv2-g=Ascension&lt;br /&gt;
|branch-2gbrv=&lt;br /&gt;
|branch-2ghp=Rune Saber&lt;br /&gt;
|brv3-g=White Fang&lt;br /&gt;
|branch-3gbrv=&lt;br /&gt;
|branch-3ghp=&lt;br /&gt;
|brv1-a=Dayflash&lt;br /&gt;
|branch-1abrv=&lt;br /&gt;
|branch-1ahp=&lt;br /&gt;
|brv2-a=Crossover&lt;br /&gt;
|branch-2abrv=&lt;br /&gt;
|branch-2ahp=Rune Saber&lt;br /&gt;
|brv3-a=Shield Strike&lt;br /&gt;
|branch-3abrv=&lt;br /&gt;
|branch-3ahp=Bitter End&lt;br /&gt;
}}&lt;br /&gt;
| dataHP      = &lt;br /&gt;
{{Build-AttackDataHP&lt;br /&gt;
|hp1-g=Shield of Light&lt;br /&gt;
|hp2-g=Ultimate Shield&lt;br /&gt;
|hp3-g=Shining Wave&lt;br /&gt;
|hp1-a=Shield of Light&lt;br /&gt;
|hp2-a=&lt;br /&gt;
|hp3-a=Radiant Sword&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This is a general purpose build focused on EX intake and EX depletion. Most competitive builds focus on damage, ex and / or meter depletion, so this is a good build to start with.&lt;br /&gt;
&lt;br /&gt;
Seal of Lufenia set lowers DEF, but Warrior of Light&#039;s high base DEF stat mitigates it. Lufenian Dirk {{equhand}} adds +1 ATK for more damage, which in turn compensates for Heaven&#039;s Cloud&#039;s {{equwpn}} low ATK. Heaven&#039;s Cloud makes grabbing EX Force much easier due to its increased EX intake range.&lt;br /&gt;
&lt;br /&gt;
== Assist ==&lt;br /&gt;
&lt;br /&gt;
Warrior of Light&#039;s assist data.&lt;br /&gt;
&lt;br /&gt;
=== Assist Data ===&lt;br /&gt;
{{012Assist&lt;br /&gt;
|type1=BRV&lt;br /&gt;
|attack1=Sword Thrust&lt;br /&gt;
|startup1=31F&lt;br /&gt;
|position1=Ground&lt;br /&gt;
|spawn1=Opponent&lt;br /&gt;
|damage1=6, 3 x 5, 15 (30)&lt;br /&gt;
|effect1=Wall Rush&lt;br /&gt;
|type2=BRV&lt;br /&gt;
|attack2=Rising Buckler&lt;br /&gt;
|startup2=25F&lt;br /&gt;
|position2=Air&lt;br /&gt;
|spawn2=Opponent&lt;br /&gt;
|damage2=2 x 4, 6, 16 (30)&lt;br /&gt;
|effect2=Wall Rush&lt;br /&gt;
|type3=HP&lt;br /&gt;
|attack3=Shining Wave&lt;br /&gt;
|startup3=53F&lt;br /&gt;
|position3=Ground&lt;br /&gt;
|spawn3=Player&lt;br /&gt;
|damage3=-&lt;br /&gt;
|effect3=Chase&lt;br /&gt;
|type4=HP&lt;br /&gt;
|attack4=Shield of Light&lt;br /&gt;
|startup4=51F&lt;br /&gt;
|position4=Air&lt;br /&gt;
|spawn4=Opponent&lt;br /&gt;
|damage4=-&lt;br /&gt;
|effect4=Block, Wall Rush&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Assist Overview ===&lt;br /&gt;
&lt;br /&gt;
As an assist, Warrior of Light is one of the weaker assists in the game. His braveries do not hold the opponent in place for long and they quickly push them away from the player. The lack of Assist Chase hurts; Warrior of Light struggles to serve the role of setting up HP attacks for the player character. He relies on Wall Rush to achieve this. It is recommended to fight near ground, so that Rising Buckler can at least slam opponents to the floor for easier combos.&lt;br /&gt;
&lt;br /&gt;
Shield of Light can guard attacks, which is worth noting for {{keyword|scrambles|scramble=1}} and checkmate situations. But because it is an HP attack, it is expensive and risky to use.&lt;br /&gt;
&lt;br /&gt;
=== Synergies ===&lt;br /&gt;
Warrior of Light works well with most competitive assists.&lt;br /&gt;
&lt;br /&gt;
;Sephiroth&lt;br /&gt;
:Arguably the most popular synergy in competitive play. He can combo from almost every move and Wall Rush consistently, and set up another {{keyword|HP link|hplink=1}} afterwards. Sephiroth may be a budget Kuja assist, but his multi-hits make it easier to do {{keyword|knockback cancels|knockbackcancel=1}} anywhere. This lets Warrior of Light deal consistent HP damage regardless of his position, while still having access to a consistent {{keyword|whiff punish|whiffpunish=1}} option.&lt;br /&gt;
&lt;br /&gt;
;Aerith&lt;br /&gt;
:Aerith has less bravery damage and worse whiff punish tools in exchange for safer combos and EX intake. Dayflash chase setups take center stage here; They&#039;re useful for getting EX and bypassing LV2 Assist Change staggers. Knockback cancels are still possible with Rune Saber and Bitter End, so technically Warrior of Light does not need Wall Rush for combos either. They are not very easy to do, though. If Warrior of Light does get a Wall Rush, he can use Shield of Light to set up another Aerith assist. A double assist combo can be a lot of damage, particularly with high base bravery.&lt;br /&gt;
&lt;br /&gt;
;Jecht&lt;br /&gt;
:Jecht hits faster than Sephiroth and his air BRV sets up extended ground combos for lots of bravery. Even if Crossover is not equipped, Ascension usually is, which is also a high damaging move. If WoL wants to use assist again for even more bravery after Jecht&#039;s air BRV, Dayflash (ground) {{keyword|empty chase|emptychase=1}} reset makes it possible. This is a competent synergy in its own right, though WoL loses out on consistent {{keyword|midscreen|midscreen=1}} knockback cancels.&lt;br /&gt;
&lt;br /&gt;
= References =&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{navbox012}}&lt;br /&gt;
&lt;br /&gt;
{{roadmap012wol}}&lt;/div&gt;</summary>
		<author><name>Muggshotter</name></author>
	</entry>
	<entry>
		<id>https://dissidia.wiki/index.php?title=Warrior_of_Light_(Dissidia_012)&amp;diff=4792</id>
		<title>Warrior of Light (Dissidia 012)</title>
		<link rel="alternate" type="text/html" href="https://dissidia.wiki/index.php?title=Warrior_of_Light_(Dissidia_012)&amp;diff=4792"/>
		<updated>2026-03-24T20:41:03Z</updated>

		<summary type="html">&lt;p&gt;Muggshotter: /* Solo */ Added two of his most common combos.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Dissidia 012 Final Fantasy]]&lt;br /&gt;
{{012CharNavWol}}&lt;br /&gt;
&lt;br /&gt;
{{CharacterInfo&lt;br /&gt;
|portrait=https://resources.dissidia.wiki/ddff/portraits/ddff-port-wol.png&lt;br /&gt;
|name=Warrior of Light&lt;br /&gt;
|origin=Final Fantasy&lt;br /&gt;
|atk=110 (Average)&lt;br /&gt;
|def=113 (Very High, +10 during EX Mode)&lt;br /&gt;
|runspeed=6 (Average / Good)&lt;br /&gt;
|dash=77 (Average / Good)&lt;br /&gt;
|fall=87 (Average)&lt;br /&gt;
|fallr=40 (Average)&lt;br /&gt;
|fastestbrv=13F (Dayflash ground)&lt;br /&gt;
|fastesthp=51F (Shining Wave)&lt;br /&gt;
|1hithp=Yes (Multiple)&lt;br /&gt;
|hplinks=Yes&lt;br /&gt;
|cmdblock=Shield of Light&lt;br /&gt;
|weapon=Axes, Daggers, Greatswords, Katanas, Swords&lt;br /&gt;
|armor=Chestplates, Gauntlets, Heavy Armor, Helms,&amp;lt;br&amp;gt; Large Shields, Light Armor, Shields&lt;br /&gt;
|exclusives=Flame Sword, Braveheart, Barbarian&#039;s Sword&lt;br /&gt;
|unlock=Default&lt;br /&gt;
|alignment=Cosmos&lt;br /&gt;
|vajp=[https://en.wikipedia.org/wiki/Toshihiko_Seki Toshihiko Seki]&lt;br /&gt;
|vaeng=[https://en.wikipedia.org/wiki/Grant_George Grant George]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
= Overview =&lt;br /&gt;
Warrior of Light is a close range fighter who operates as an {{keyword|all-rounder|all-rounder=1}}. He represents a standard-fare fighting style with quick Dayflash {{keyword|pokes|poke=1}}, committal gap closers and midrange projectiles. His standard mobility lets him create offense and defense as needed, and once he gets an opening, his {{keyword|HP links|hplink=1}} can deal good damage. Warrior of Light&#039;s damage output is supported by &#039;&#039;&#039;[[Multiplayer_Build_Guide_(Dissidia_012)#Damage_(high_base_bravery)|high base bravery]]&#039;&#039;&#039; builds, HP wall rush and assist combos. He works well with many assists and his combo routes are consistent in most positions. Thanks to his high coverage with HP links such as Shield Strike / Rising Buckler &amp;gt; Bitter End, Warrior of Light can {{keyword|punish|punish=1}} effectively from most angles.&lt;br /&gt;
&lt;br /&gt;
As an all-rounder, Warrior of Light works with a variety of builds, including &#039;&#039;&#039;[[Multiplayer_Build_Guide_(Dissidia_012)#EX|EX]]&#039;&#039;&#039; and &#039;&#039;&#039;[[Multiplayer_Build_Guide_(Dissidia_012)#Side_by_Side|Side by Side]]&#039;&#039;&#039; {{accsp}}. His standout traits are defensively oriented; He has very high base DEF stat, which is greatly amplified in &#039;&#039;&#039;[[EX_(Dissidia_012)#EX_Mode|EX Mode.]]&#039;&#039;&#039; He also has an advancing frame 1 {{keyword|command block|commandblock=1}} in Shield of Light, which is a 1-hit HP that wall rushes. This is not common in the game. It makes Warrior of Light&#039;s dodges safer and beating low priority attacks with long {{keyword|active|active=1}} frames easier.&lt;br /&gt;
&lt;br /&gt;
Warrior of Light can struggle against lingering projectiles due to risky {{keyword|disjoints|disjoint=1}}. His projectiles are serviceable, but often low reward at a distance. The reliance on HP links makes Warrior of Light susceptible to punishes after LV1 Assist Change. He has safer options at the cost of damage. His air dodge has an average fall speed ratio, so he has to protect himself with Shield of Light occasionally to stay safe. While this is a powerful option, it is also high commitment and vulnerable if it misses.&lt;br /&gt;
&lt;br /&gt;
In competitive play, Warrior of Light has been usually ranked at high tier. His fundamentally good moveset and stats lend to a consistent playstyle that adheres to the {{keyword|metagame|meta=1}}.&lt;br /&gt;
&lt;br /&gt;
{{ProConTable&lt;br /&gt;
|pros=*&#039;&#039;&#039;All-rounder&#039;&#039;&#039; - Average to good stats, HP links and a fundamentally good moveset with an answer to many sitations.&lt;br /&gt;
*&#039;&#039;&#039;User-friendly&#039;&#039;&#039; - Great for beginners and experienced players alike. Good for learning the game and honing fundamentals.&lt;br /&gt;
*&#039;&#039;&#039;Command block&#039;&#039;&#039; - Shield of Light is an advancing single hit HP attack. It blocks instantly throughout its {{keyword|startup|startup=1}}, and works both offensively and defensively after dodges.&lt;br /&gt;
*&#039;&#039;&#039;Ground combat&#039;&#039;&#039; - Projectiles and {{keyword|empty chase|emptychase=1}} assist combo starters allow Warrior of Light to adapt to a match&#039;s pace and improve his combo potential.&lt;br /&gt;
*&#039;&#039;&#039;Build synergy&#039;&#039;&#039; - Works well with all common build styles, including EX, &#039;&#039;&#039;[[Multiplayer_Build_Guide_(Dissidia_012)#Bravery_Boost_on_Dodge|bravery boost on dodge]]&#039;&#039;&#039; and Side by Side {{accsp}}.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;EX generation&#039;&#039;&#039; - Most bravery attacks produce 30 to 90 EX Force. His most common poke Dayflash produces 90 EX, which supports long-term survivability with EX gauge.&lt;br /&gt;
*&#039;&#039;&#039;EX Mode&#039;&#039;&#039; - Boasts highest defense stat, automatically blocks Ranged Low projectiles and increases damage output of melee bravery attacks.&lt;br /&gt;
|cons=&lt;br /&gt;
*&#039;&#039;&#039;Struggles against traps&#039;&#039;&#039; - Despite having projectiles and disjoints, Warrior of Light cannot easily punish characters hiding inside lingering projectiles and traps without resources or considerable risk.&lt;br /&gt;
*&#039;&#039;&#039;Commital vertical attacks&#039;&#039;&#039; - Rising Buckler and Shield Strike braveries are serviceable, but are {{keyword|reactable|reactable=1}} and cannot be {{keyword|cancelled|cancel=1}} early on whiff.&lt;br /&gt;
*&#039;&#039;&#039;4-slot bravery dilemma&#039;&#039;&#039; - Warrior of Light benefits from all of his air braveries, but he cannot equip all of them&lt;br /&gt;
*&#039;&#039;&#039;Floaty air dodge, risky dodge protection&#039;&#039;&#039; - While Shield of Light is great at covering his air dodges, it is also high risk and doesn&#039;t work against high priority attacks. Outside of clashing with Dayflash bravery, air dodges make Warrior of Light vulnerable.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Bravery Attacks =&lt;br /&gt;
== Ground ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Ascension=&lt;br /&gt;
&lt;br /&gt;
{{AbilityInfo2&lt;br /&gt;
|ver1=Normal&lt;br /&gt;
|damage1=&#039;&#039;&#039;40&#039;&#039;&#039; (4, 5, 11, 20)&lt;br /&gt;
|startup1=15F&lt;br /&gt;
|type1=Physical&lt;br /&gt;
|priority1=Melee Low&lt;br /&gt;
|ex1=90&lt;br /&gt;
|effect1=Chase, Wall Rush&lt;br /&gt;
|cancels1=Dodge&lt;br /&gt;
|asthit1=&lt;br /&gt;
|gametext=[Close] Throw shield to &amp;lt;br&amp;gt;hurl opponent upwards.&lt;br /&gt;
|level=19&lt;br /&gt;
|ap=120&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|ver2=EX Mode&lt;br /&gt;
|damage2=&#039;&#039;&#039;54&#039;&#039;&#039; (4 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+5&amp;lt;/span&amp;gt;, 5 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+4&amp;lt;/span&amp;gt;, 11, 20 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+6&amp;lt;/span&amp;gt;)&lt;br /&gt;
|startup2=15F&lt;br /&gt;
|type2=Physical&lt;br /&gt;
|priority2=Melee Low&lt;br /&gt;
|ex2=90&lt;br /&gt;
|effect2=Chase, Wall Rush, &amp;lt;br&amp;gt;Block (Ranged Low)&lt;br /&gt;
|cancels2=Dodge&lt;br /&gt;
|asthit2=&lt;br /&gt;
|image=https://dissidia.wiki/images/2/2c/Brv_wol_ascension.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Ascension is a close-range combo move that&#039;s used in {{keyword|punishes|punish=1}}, ground solo combos and occasional approaches. Two follow-ups can be done with Circle {{pspcir}}, which ends with a rising thrust. A Chase prompt appears afterwards, but if opponent is near ceiling, it will wall rush instead. Ascension is well suited for punishing grounded and airborne opponents. The initial shield is fast at 15 frames, and it {{keyword|anti-airs|anti-air=1}}. It also has decent {{keyword|active|active=1}} frames.&lt;br /&gt;
&lt;br /&gt;
Ascension leads to Rune Saber {{keyword|HP link|hplink=1}} at the end, so Warrior of Light doesn&#039;t rely on assist for HP damage. This is good for damage overall, because Ascension&#039;s base damage is quite high at 40. Warrior of Light can always finish Ascension and then do Rune Saber from below if he deems it appropriate. &lt;br /&gt;
&lt;br /&gt;
This move has average {{keyword|recovery|recovery=1}}, which is enough to put Warrior of Light at risk on {{keyword|whiff|whiff=1}}. Ascension has no other {{keyword|cancel|cancel=1}} options on whiff, so even though it&#039;s a good move, Warrior of Light can lose his &amp;quot;turn&amp;quot; if it misses.&lt;br /&gt;
&lt;br /&gt;
|-|Sword Thrust=&lt;br /&gt;
&lt;br /&gt;
{{AbilityInfo2&lt;br /&gt;
|ver1=Normal&lt;br /&gt;
|damage1=&#039;&#039;&#039;30&#039;&#039;&#039; (6, 3x3, 15)&lt;br /&gt;
|startup1=31F&lt;br /&gt;
|type1=Physical&lt;br /&gt;
|priority1=Melee Mid (1st hit)&amp;lt;br&amp;gt;Melee Low (others)&lt;br /&gt;
|ex1=30&lt;br /&gt;
|effect1=Wall Rush&lt;br /&gt;
|cancels1=Dodge&lt;br /&gt;
|asthit1=&lt;br /&gt;
|gametext=[Mid] Hurl shield and charge. &amp;lt;br&amp;gt;Instantly close in on opponent.&lt;br /&gt;
|level=4&lt;br /&gt;
|ap=90&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|ver2=EX Mode&lt;br /&gt;
|damage2=&#039;&#039;&#039;40&#039;&#039;&#039; (6, 3x3 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+4&amp;lt;/span&amp;gt;, 15 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+6&amp;lt;/span&amp;gt;)&lt;br /&gt;
|startup2=31F&lt;br /&gt;
|type2=Physical&lt;br /&gt;
|priority2=Melee Mid (1st hit)&amp;lt;br&amp;gt;Melee Low (others)&lt;br /&gt;
|ex2=30&lt;br /&gt;
|effect2=Wall Rush&amp;lt;br&amp;gt;Block (Ranged Low)&lt;br /&gt;
|cancels2=Dodge&lt;br /&gt;
|asthit2=&lt;br /&gt;
|image=https://dissidia.wiki/images/7/7f/Brv_wol_sword_thrust.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Sword Thrust is a committal gap closer that moves towards opponent. Warrior of Light throws a shield first, which is melee mid priority. If it hits, a follow-up can be done with Circle {{pspcir}}. The shield can stagger regular blocks, which lets Warrior of Light follow up with the sword. If Sword Thrust hits, Warrior of Light can combo into assist with wall rush. He can also not do the follow-up, and still get assist if wall is not nearby. Because of the mid priority and follow-up potential, Sword Thrust works as a {{keyword|mixup|mixup=1}} against blocks.&lt;br /&gt;
&lt;br /&gt;
Warrior of Light moves forward even if it misses. This can catch ground dodges, but it&#039;s risky and difficult to do consistently. Sword Thrust is {{keyword|reactable|reactable=1}} at 31 frames and it has long {{keyword|recovery|recovery=1}}. Since Warrior of Light commits to the charge even on {{keyword|whiff|whiff=1}}, it takes a while before he can dodge out of it. The move also cannot {{keyword|anti-air|anti-air=1}} opponents, so its uses are more limited compared to Ascension.&lt;br /&gt;
&lt;br /&gt;
|-|Red Fang=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;15&#039;&#039;&#039;&lt;br /&gt;
|startup=41F&lt;br /&gt;
|type=Magical&lt;br /&gt;
|priority=Ranged Low&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=Block &amp;lt;br&amp;gt;(Ranged Low, EX Mode)&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/5/56/Brv_wol_red_fang.jpeg&lt;br /&gt;
|imgpos=58%&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=32&lt;br /&gt;
|ap=90&lt;br /&gt;
|gametext=[Long] Shoot high-speed fireball &amp;lt;br&amp;gt;towards opponent.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Red Fang is a fast single hit projectile. It travels the longest distance out of Warrior of Light&#039;s bravery projectiles, from wall to wall in Order&#039;s Sanctuary. Due to its low priority, short hit stun and low reward on hit, it is not commonly used in competitive play. His other projectiles have more utility in {{keyword|neutral|neutral=1}} and lead to more practical combos on hit.&lt;br /&gt;
&lt;br /&gt;
|-|Blue Fang=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;7&#039;&#039;&#039; each&lt;br /&gt;
|startup=41F&lt;br /&gt;
|type=Magical&lt;br /&gt;
|priority=Ranged Low&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=Block &amp;lt;br&amp;gt;(Ranged Low, EX Mode)&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/9/90/Brv_wol_blue_fang.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=1&lt;br /&gt;
|ap=90&lt;br /&gt;
|gametext=[Long] Chunks of ice slowly &amp;lt;br&amp;gt;descend on opponent.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Blue Fang is a group of midrange projectiles that strike from above. Their travel speed is slow, but they can hit characters hiding behind their projectiles, such as {{012lag}}&#039;s Electro Shield and {{012ulti}}&#039;s charged Knight&#039;s Lance. Each projectile has short {{keyword|hit stun|hitstun=1}}, but they can hit one after another. This is not very consistent for combo purposes, and it can be challenging to {{keyword|convert|conversion=1}} any hits into a combo at all. The multiple hits do make it easier compared to Red Fang, though.&lt;br /&gt;
&lt;br /&gt;
Blue Fang&#039;s main utility is in keeping ranged opponents in check. In terms of midrange presence, Blue Fang is one of the fastest. This is because at certain heights, the projectiles spawn near opponent&#039;s location. And since the projectiles travel at different angles, they can potentially hit behind opponent&#039;s back as well, ignoring block. Due to projectiles&#039; upward spawning position, Blue Fang is not well suited for close-range either offensively or defensively. Blue Fang also has a maximum range for its spawn position. It&#039;s roughly 30-40 % of Order&#039;s Sanctuary&#039;s length horizontally and vertically. The projectiles can cover more distance as they move to make up for this. The projectiles are Ranged Low priority, so they lose to dashes and melee attacks even if they make contact. The bravery damage is low as well.&lt;br /&gt;
&lt;br /&gt;
Overall, Blue Fang has niche utility. It&#039;s not his staple projectile on the ground, but it has some potential in Ultimecia {{keyword|matchup|matchup=1}} on low ceiling stages, such as Pandaemonium - Top Floor.&lt;br /&gt;
&lt;br /&gt;
|-|White Fang=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;6&#039;&#039;&#039; each&lt;br /&gt;
|startup=47F&lt;br /&gt;
|type=Magical&lt;br /&gt;
|priority=Ranged Low&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=Block &amp;lt;br&amp;gt;(Ranged Low, EX Mode)&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/2/2f/Brv_wol_white_fang.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=8&lt;br /&gt;
|ap=90&lt;br /&gt;
|gametext=[Long] Call down lightning bolts &amp;lt;br&amp;gt;that slowly close in on foe.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
White Fang is a group of advancing lightning bolts. It&#039;s Warrior of Light&#039;s go-to projectile on the ground for pressure and assist combo extensions. The Ranged Low priority still loses to dashes, blocks and melee attacks, but it has enough utility to make up for it. Warrior of Light is actionable shortly after casting White Fang. The remaining projectiles stay {{keyword|active|active=1}} even if the first bolt is destroyed. Each bolt also has decent {{keyword|hit stun|hitstun=1}} if they connect. This means, that Warrior of Light can use White Fang to occupy space and cover him while he is approaching. If the opponent gets hit by any bolts, Warrior of Light can follow up with most melee attacks, including Ascension and Dayflash.&lt;br /&gt;
&lt;br /&gt;
White Fang makes Warrior of Light&#039;s approaches safer in {{keyword|neutral|neutral=1}}. The projectiles travel at medium speed, but only remain active for roughly 1.7 seconds. As a result, their maximum uptime and travel distance are shorter compared to other projectiles. White Fang is far more practical in competitive play for offense, though. The projectiles are homing, but they adjust slowly to sharp vertical angles. White Fang works against aerial opponents at a low diagonal angle, but Warrior of Light needs to make sure the opponent won&#039;t dash through and hit him.&lt;br /&gt;
&lt;br /&gt;
|-|Dayflash (Ground)=&lt;br /&gt;
&lt;br /&gt;
{{AbilityInfo2&lt;br /&gt;
|ver1=Normal&lt;br /&gt;
|damage1=&#039;&#039;&#039;22&#039;&#039;&#039; (3, 4, 15)&lt;br /&gt;
|startup1=13F&lt;br /&gt;
|type1=Physical&lt;br /&gt;
|priority1=Melee Low&lt;br /&gt;
|ex1=90&lt;br /&gt;
|effect1=Chase&lt;br /&gt;
|cancels1=Dodge, &amp;lt;br&amp;gt;Block &amp;amp; Attack ({{keyword|Whiff|whiff=1}})&lt;br /&gt;
|asthit1=&lt;br /&gt;
|gametext=[Close] Fast horizontal slice. &amp;lt;br&amp;gt;Low power, quick strike.&lt;br /&gt;
|level=1&lt;br /&gt;
|ap=90&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|ver2=EX Mode&lt;br /&gt;
|damage2=&#039;&#039;&#039;36&#039;&#039;&#039; (3 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+4&amp;lt;/span&amp;gt;, 4 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+4&amp;lt;/span&amp;gt;, 15 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+6&amp;lt;/span&amp;gt;)&lt;br /&gt;
|startup2=13F&lt;br /&gt;
|type2=Physical&lt;br /&gt;
|priority2=Melee Low&lt;br /&gt;
|ex2=90&lt;br /&gt;
|effect2=Chase &amp;lt;br&amp;gt;Block (Ranged Low)&lt;br /&gt;
|cancels2=Dodge, &amp;lt;br&amp;gt;Block &amp;amp; Attack ({{keyword|Whiff|whiff=1}})&lt;br /&gt;
|asthit2=&lt;br /&gt;
|image=https://dissidia.wiki/images/4/43/Brv_wol_dayflash_g.jpeg&lt;br /&gt;
|imgpos=70%&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Dayflash is Warrior of Light&#039;s main {{keyword|poke|poke=1}}. It is fast, generates good 90 EX and works as an assist combo starter. It can be {{keyword|whiffed|whiff=1}} safely to build assist gauge due to its short {{keyword|recovery|recovery=1}} and multiple {{keyword|cancel|cancel=1}} options. Warrior of Light can {{keyword|mixup|mixup=1}} with dodges, blocks or other attacks, including another Dayflash.&lt;br /&gt;
&lt;br /&gt;
On hit, Warrior of Light can perform two follow-up slashes with Circle {{pspcir}} if the first hit connects. This 3-hit combo has a relatively long input window, which makes it good for {{keyword|hit confirming|hitconfirm=1}} assist combos. The last hit leads to Chase. The low {{keyword|knockback|knockback=1}} angle and long chase prompt let Warrior of Light do {{keyword|empty chase|emptychase=1}} to force a grounded wall rush. This is good for getting all EX Force on the field, but also for starting assist combos. And if Warrior of Light already used assist beforehand, he can extend that combo with Dayflash empty chase to use assist again if he has another bar in stock.&lt;br /&gt;
&lt;br /&gt;
When used appropriately, Dayflash can control the pace of a match without high risk. It is a staple move for Warrior of Light in competitive play. Its aerial version is just as important and good in most aspects.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Aerial ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Crossover=&lt;br /&gt;
&lt;br /&gt;
{{AbilityInfo2&lt;br /&gt;
|ver1=Normal&lt;br /&gt;
|damage1=&#039;&#039;&#039;40&#039;&#039;&#039; (5, 5, 10, 20)&lt;br /&gt;
|startup1=23F&lt;br /&gt;
|type1=Physical&lt;br /&gt;
|priority1=Melee Low&lt;br /&gt;
|ex1=90&lt;br /&gt;
|effect1=Chase, Wall Rush&lt;br /&gt;
|cancels1=Dodge&lt;br /&gt;
|asthit1=&lt;br /&gt;
|gametext=[Close] Spinning approach and &amp;lt;br&amp;gt;thrust opponent upwards.&lt;br /&gt;
|level=1&lt;br /&gt;
|ap=120&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|ver2=EX Mode&lt;br /&gt;
|damage2=&#039;&#039;&#039;50&#039;&#039;&#039; (5, 5, 10 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+4&amp;lt;/span&amp;gt;, 20 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+6&amp;lt;/span&amp;gt;)&lt;br /&gt;
|startup2=23F&lt;br /&gt;
|type2=Physical&lt;br /&gt;
|priority2=Melee Low&lt;br /&gt;
|ex2=90&lt;br /&gt;
|effect2=Chase, Wall Rush &amp;lt;br&amp;gt;Block (Ranged Low)&lt;br /&gt;
|cancels2=Dodge&lt;br /&gt;
|asthit2=&lt;br /&gt;
|image=https://dissidia.wiki/images/3/3a/Brv_wol_crossover.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Crossover is Warrior of Light&#039;s advancing bravery with an {{keyword|HP link|hplink=1}}. Similar to Ascension on the ground, Crossover is the highest damaging bravery in the aerial category. Warrior of Light can follow up with an upward thrust by pressing Circle {{pspcir}}, which causes chase. If opponent is near ceiling, it can wall rush instead. The thrust has high upward knockback, which can easily cause wall rush at medium heights. With wall rush, chase can be done at a specific distance from ceiling to make {{keyword|empty chase|emptychase=1}} safe against Recovery Attack. Whether or not chase is done, Warrior of Light needs assist to follow up after wall rush.&lt;br /&gt;
&lt;br /&gt;
Crossover is used for its lateral reach and damage. Since Warrior of Light finishes this move before doing the Rune Saber HP link, it doesn&#039;t lose bravery damage in exchange for HP damage. The {{keyword|startup|startup=1}} is borderline {{keyword|reactable|reactable=1}} though, and Warrior of Light stays in the animation for roughly a second before he can {{keyword|dodge cancel|dc=1}} out of it. That makes it more dangerous to {{keyword|whiff|whiff=1}} in {{keyword|neutral|neutral=1}}. It&#039;s reliable as a post-block punisher and can do even more damage with critical hits.&lt;br /&gt;
&lt;br /&gt;
|-|Rising Buckler=&lt;br /&gt;
&lt;br /&gt;
{{AbilityInfo2&lt;br /&gt;
|ver1=Normal&lt;br /&gt;
|damage1=&#039;&#039;&#039;30&#039;&#039;&#039; (2x4, 6, 16)&lt;br /&gt;
|startup1=25F&lt;br /&gt;
|type1=Physical&lt;br /&gt;
|priority1=Melee Low&lt;br /&gt;
|ex1=30&lt;br /&gt;
|effect1=Wall Rush&lt;br /&gt;
|cancels1=Dodge&lt;br /&gt;
|asthit1=&lt;br /&gt;
|gametext=Upward swing, snagging foe with shield. &amp;lt;br&amp;gt;Useful from below.&lt;br /&gt;
|level=15&lt;br /&gt;
|ap=150&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|ver2=EX Mode&lt;br /&gt;
|damage2=&#039;&#039;&#039;42&#039;&#039;&#039; (2x4 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+6&amp;lt;/span&amp;gt;, 6, 16 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+6&amp;lt;/span&amp;gt;)&lt;br /&gt;
|startup2=25F&lt;br /&gt;
|type2=Physical&lt;br /&gt;
|priority2=Melee Low&lt;br /&gt;
|ex2=30&lt;br /&gt;
|effect2=Wall Rush &amp;lt;br&amp;gt;Block (Ranged Low)&lt;br /&gt;
|cancels2=Dodge&lt;br /&gt;
|asthit2=&lt;br /&gt;
|image=https://dissidia.wiki/images/b/b1/Brv_wol_rising_buckler.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Rising Buckler is a {{keyword|punish|punish=1}} tool against opponents who are above Warrior of Light. Warrior of Light throws a shield to pull opponent in, and knocks them behind him at a downward angle. Rising Buckler has good base damage and it can wall rush, but its main appeal is the vertical reach and Bitter End {{keyword|HP link|hplink=1}}. Rising Buckler has good upward reach with movement and the {{keyword|disjointed|disjoint=1}} shield. Thanks to Bitter End, Warrior of Light gets HP damage off of single mistakes, whether it&#039;s from {{keyword|whiffs|whiff=1}} or block staggers. The upward {{keyword|tracking|tracking=1}} also makes it consistent for follow-ups, namely from Kuja and Sephiroth assists.&lt;br /&gt;
&lt;br /&gt;
Rising Buckler works effectively as a punish move, but it&#039;s not risk-free. It is {{keyword|reactable|reactable=1}} to due to its 25-frame {{keyword|startup|startup=1}} and distinct audio cue. Warrior of Light stays in place for a moment before he is actionable, and won&#039;t track the opponent once the shield is thrown. This is also Warrior of Light&#039;s primary upward attack in the air. That makes Rising Buckler more predictable in the {{keyword|neutral|neutral=1}}, as it has a hard time hitting from other angles. Unlike Crossover, Rising Buckler does not finish the attack before the HP link. That cuts the move&#039;s bravery damage in half, though the HP link brings it almost in line with the BRV finisher.&lt;br /&gt;
&lt;br /&gt;
Warrior of Light can has a functionally similar move for downward angles, Shield Strike. He can use both attacks to have high vertical coverage, but he does not always need both. Rising Buckler specifically can be useful in some air oriented {{keyword|matchups|matchup=1}}, such as {{012seph}} and {{012kuja}}.&lt;br /&gt;
&lt;br /&gt;
|-|Shield Strike=&lt;br /&gt;
&lt;br /&gt;
{{AbilityInfo2&lt;br /&gt;
|ver1=Normal&lt;br /&gt;
|damage1=&#039;&#039;&#039;30&#039;&#039;&#039; (2x4, 6, 16)&lt;br /&gt;
|startup1=25F&lt;br /&gt;
|type1=Physical&lt;br /&gt;
|priority1=Melee Low&lt;br /&gt;
|ex1=30&lt;br /&gt;
|effect1=Wall Rush&lt;br /&gt;
|cancels1=Dodge&lt;br /&gt;
|asthit1=&lt;br /&gt;
|gametext=Downward attack, scooping foe with shield. &amp;lt;br&amp;gt;Useful from above.&lt;br /&gt;
|level=1&lt;br /&gt;
|ap=200&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|ver2=EX Mode&lt;br /&gt;
|damage2=&#039;&#039;&#039;42&#039;&#039;&#039; (2x4 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+6&amp;lt;/span&amp;gt;, 6, 16 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+6&amp;lt;/span&amp;gt;)&lt;br /&gt;
|startup2=25F&lt;br /&gt;
|type2=Physical&lt;br /&gt;
|priority2=Melee Low&lt;br /&gt;
|ex2=30&lt;br /&gt;
|effect2=Wall Rush &amp;lt;br&amp;gt;Block (Ranged Low)&lt;br /&gt;
|cancels2=Dodge&lt;br /&gt;
|asthit2=&lt;br /&gt;
|image=https://dissidia.wiki/images/b/b2/Brv_wol_shield_strike.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Shield Strike is almost identical to Rising Buckler, but with one key difference; It hits below Warrior of Light instead. On hit, Warrior of Light knocks opponent behind him at an upward angle. Just like Rising Buckler, Shield Strike can {{keyword|cancel|cancel=1}} into Bitter End for HP damage. The bravery damage is also the same.&lt;br /&gt;
&lt;br /&gt;
This is a good {{keyword|punish|punish=1}} tool in {{keyword|air-to-ground|air-to-ground=1}} situations and after LV2 Assist Change staggers. As such, Shield Strike has good coverage against many close-range characters who use melee attacks. Since this is Warrior of Light&#039;s primary downward attack, it also makes it more telegraphed. It&#039;s great when used cautiously, but carries a lot of risk if it {{keyword|whiffs|whiff=1}}. Similar to Rising Buckler, Shield Strike has long {{keyword|recovery|recovery=1}} and no {{keyword|tracking|tracking=1}} after the move comes out.&lt;br /&gt;
&lt;br /&gt;
Warrior of Light does not move far if he is not above opponent, but the shield does hit in front of Warrior of Light. That lets him combo into HP after Sephiroth assist, who is one of his strongest assists.&lt;br /&gt;
&lt;br /&gt;
|-|Dayflash (midair)=&lt;br /&gt;
&lt;br /&gt;
{{AbilityInfo2&lt;br /&gt;
|ver1=Normal&lt;br /&gt;
|damage1=&#039;&#039;&#039;22&#039;&#039;&#039; (3, 4, 15)&lt;br /&gt;
|startup1=15F&lt;br /&gt;
|type1=Physical&lt;br /&gt;
|priority1=Melee Low&lt;br /&gt;
|ex1=90&lt;br /&gt;
|effect1=Chase&lt;br /&gt;
|cancels1=Dodge, &amp;lt;br&amp;gt;Block &amp;amp; Attack ({{keyword|Whiff|whiff=1}})&lt;br /&gt;
|asthit1=&lt;br /&gt;
|gametext=[Close] Fast horizontal slice. &amp;lt;br&amp;gt;Low power, quick strike.&lt;br /&gt;
|level=25&lt;br /&gt;
|ap=90&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|ver2=EX Mode&lt;br /&gt;
|damage2=&#039;&#039;&#039;36&#039;&#039;&#039; (3 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+4&amp;lt;/span&amp;gt;, 4 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+4&amp;lt;/span&amp;gt;, 15 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+6&amp;lt;/span&amp;gt;)&lt;br /&gt;
|startup2=15F&lt;br /&gt;
|type2=Physical&lt;br /&gt;
|priority2=Melee Low&lt;br /&gt;
|ex2=90&lt;br /&gt;
|effect2=Chase &amp;lt;br&amp;gt;Block (Ranged Low)&lt;br /&gt;
|cancels2=Dodge, &amp;lt;br&amp;gt;Block &amp;amp; Attack ({{keyword|Whiff|whiff=1}})&lt;br /&gt;
|asthit2=&lt;br /&gt;
|image=https://dissidia.wiki/images/5/5b/Brv_wol_dayflash_a.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Dayflash&#039;s aerial version is essential for Warrior of Light. It&#039;s very similar to ground version in many aspects, including damage, {{keyword|hit confirmable|hitconfirm=1}} follow-ups and safety as a {{keyword|poke|poke=1}}. It&#039;s reliable for starting assist combos and it generates 90 EX when completed. Because fights often happen in the air, Warrior of Light relies on this move a lot to function.&lt;br /&gt;
&lt;br /&gt;
The {{keyword|startup|startup=1}} is slightly slower than ground Dayflash (15 frames instead of 13), but it&#039;s still unreactable. The {{keyword|recovery|recovery=1}} is short as well, which Warrior of Light can use to build assist gauge on whiff. He can also {{keyword|cancel|cancel=1}} Dayflash into other attacks on whiff as a {{keyword|mixup|mixup=1}} against aggressive opponents, such as Shield of Light. The {{keyword|hitbox|hitbox=1}} goes low enough where it can still hit grounded opponents, so Dayflash also works as an {{keyword|air-to-ground|air-to-ground=1}} move.&lt;br /&gt;
&lt;br /&gt;
Most of Warrior of Light&#039;s attacks are slower, telegraphed moves with long recovery and higher damage potential. Aerial Dayflash is the opposite; It&#039;s the only high speed move Warrior of Light can consistently threaten with in close-range. It also lacks any {{keyword|HP links|hplink=1}}, so assist is needed to do HP damage. This is Warrior of Light&#039;s lowest damaging move in comparison to his other moves, but it&#039;s also the safest with least risk. It&#039;s a staple for him in competitive play, and his longevity hinges on how well he can utilize Dayflash.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= HP Attacks =&lt;br /&gt;
&lt;br /&gt;
== Ground ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Shield of Light (ground)=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=-&lt;br /&gt;
|startup=53F (Block from 1F to 53F)&lt;br /&gt;
|type=-&lt;br /&gt;
|priority=Melee High, Block Mid&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=Block, Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/7/77/Hp_wol_shield_of_light_g.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=22&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=[Close] Fire force blast from shield. &amp;lt;br&amp;gt;Hurls foe while blocking.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Shield of Light is Warrior of Light&#039;s signature {{keyword|command block|commandblock=1}}. He moves forward before unleashing a 1-hit force blast that can wall rush. Its blocking duration is very generous, as it blocks instantly from frame 1 until the move does damage. Combined with the forward movement, Shield of Light can call out low priority pokes, such as {{012cod}}&#039;s tentacles.&lt;br /&gt;
&lt;br /&gt;
More importantly, Shield of Light works as an instant defensive option after a ground dodge. If Warrior of Light is about to get hit, he can use this to keep the opponent at bay. Blocks like this work against dashes and low priority attacks alike. This presents a second layer of defense that the opponent has to consider at all times, or they risk taking HP damage just for approaching.  &lt;br /&gt;
&lt;br /&gt;
Shield of Light is a great defensive tool, but it still carries a risk. If it misses, Warrior of Light is left wide open for {{keyword|punishes|punish=1}}. Shield of Light can only block low priority moves. Higher priority moves like HP attacks and {{012squ}}&#039;s Heel Crush will guard crush or stagger Warrior of Light respectively.&lt;br /&gt;
&lt;br /&gt;
Warrior of Light becomes airborne when using this move. He can aim Shield of Light at a diagonal angle against airborne opponents, but he cannot change the direction once he performs it.&lt;br /&gt;
&lt;br /&gt;
|-|Shining Wave=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=-&lt;br /&gt;
|startup=51F&lt;br /&gt;
|type=-&lt;br /&gt;
|priority=Melee High (blade) &amp;lt;br&amp;gt;Ranged High (light pillar)&lt;br /&gt;
|ex=each 60&lt;br /&gt;
|effect=-&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/1/10/Hp_wol_shining_wave.jpeg&lt;br /&gt;
|imgpos=60%&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=1&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=[Mid] Shoot pillars of light. &amp;lt;br&amp;gt;Homes in on opponent.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Shining Wave is a long-range wave attack that deals HP damage on hit. It is sometimes used as a secondary projectile to occupy space, but it also works after staggering with a block. The ranged high priority lets Warrior of Light ignore LV2 Assist Change if the opponent has full assist gauge when staggered. Shining Wave cannot be reflected back at Warrior of Light, but it does lose to high priority melee attacks and {{keyword|command blocks|commandblock=1}} with decent active frames.&lt;br /&gt;
&lt;br /&gt;
The wave projectile travels at a relatively high speed once it&#039;s {{keyword|active|active=1}}. It can {{keyword|track|track=1}} airborne opponents, but it always moves forward at first before it starts realigning. Shining Wave can hit twice if it connects this way, though this can be difficult to aim for in a competitive match. Shining Wave can also combo into assist at a wall, but outside of that, its reward is pretty low on average.&lt;br /&gt;
&lt;br /&gt;
As a wave HP, Shining Wave has a little quirk with its {{keyword|hitbox|hitbox=1}}. It can miss against high speed movement that is passing through the projectile. &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=cDI-tsnyJbM&amp;amp;t=25 Shining Wave misses against high speed movement passing through]&amp;lt;/ref&amp;gt; This is pretty risky to attempt though, so Warrior of Light does not have to worry about it too often.&lt;br /&gt;
&lt;br /&gt;
|-|Ultimate Shield=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;20&#039;&#039;&#039; (4 x 3, 8)&lt;br /&gt;
|startup=41F&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee High&lt;br /&gt;
|ex=30&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/c/c1/Hp_wol_ultimate_shield.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=28&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=[Close] Deft shieldwork. &amp;lt;br&amp;gt;Effective against any height.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Ultimate Shield is a combo attack that wall rushes. This is Warrior of Light&#039;s fastest ground HP attack, though it is still {{keyword|reactable|reactable=1}}. The vertical {{keyword|tracking|tracking=1}} is high during {{keyword|startup|startup=1}}, so it can hit opponents directly above Warrior of Light. That is useful for calling out forward ground dodges, or air dodges that are near Warrior of Light. If the opponent is trying to dodge something else, Ultimate Shield can pull them down for some damage. As the fastest ground HP, it can work as a {{keyword|mixup|mixup=1}} against regular blocks.&lt;br /&gt;
&lt;br /&gt;
Warrior of Light stays in place while his shield goes towards opponent. If the shield misses, Warrior of Light will not continue with a combo. This makes it a bit harder for grounded opponents to counter from a distance. Ultimate Shield can also reflect HP projectiles without moving towards them. The reach is decent, but not enough to punish neutral ground dodges without prior movement. Assists can follow up either with wall rush or {{keyword|knockback cancel|knockbackcancel=1}}.&lt;br /&gt;
&lt;br /&gt;
If White Fang connects, it can activate a &#039;&#039;&#039;[[Glitch_(Dissidia_012)#Hit_Glitch|hit glitch]]&#039;&#039;&#039; for Ultimate Shield if its done at the same time. As Ultimate Shield does not reach far, this can be detrimental if the opponent is not already in close-range. It has long {{keyword|recovery|recovery=1}} when finished, so Warrior of Light should watch out for Assist Changes when using this.&lt;br /&gt;
&lt;br /&gt;
|-|Rune Saber (ground)=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;10&#039;&#039;&#039; (2 x 3, 4) / +Ascension = (50 Total)&lt;br /&gt;
|startup=?&lt;br /&gt;
|type=Magical&lt;br /&gt;
|priority=Melee High (?)&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/d/dc/Hp_wol_rune_saber.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=Branching from Ascension &amp;lt;br&amp;gt;[Combo] Light beam pierces foe.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Rune Saber is the {{keyword|HP link|hplink=1}} from Ascension. It&#039;s a vertical combo attack that ends with a tall pillar of light. Rune Saber is a good HP link for its damage and combo potential. Both Ascension and Rune Saber have good upward {{keyword|knockback|knockback=1}}. That means Rune Saber can wall rush consistently in stages with lower ceilings, such as Sky Fortress Bahamut and Edge of Madness.&lt;br /&gt;
&lt;br /&gt;
The wall rush is great for HP damage and assist combos alike. If Warrior of Light cannot guarantee a ceiling wall rush, multi-hit assists like Sephiroth can also {{keyword|knockback cancel|knockbackcancel=1}} for combos. As a result, Rune Saber is useful as an independent source of HP damage and assist combo starter anywhere.&lt;br /&gt;
&lt;br /&gt;
Rune Saber has a lengthy animation, which normally makes it risky against opponents who escaped with Assist Change. Rune Saber&#039;s last hit has a tall {{keyword|hitbox|hitbox=1}} with long {{keyword|active|active=1}} frames. This provides &#039;&#039;some&#039;&#039; cover for Warrior of Light before he can {{keyword|dodge cancel|dc=1}}, but it&#039;s not entirely safe. Opponents can still try to Assist Change out early and dodge next to Warrior of Light.&lt;br /&gt;
&lt;br /&gt;
If Ascension wall rushes first (such as in &#039;&#039;&#039;[[Pandaemonium_(Dissidia_012)|Pandaemonium]]&#039;&#039;&#039;), Rune Saber cannot hit unless assist connects during wall rush.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Aerial ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Shield of Light (midair)=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=-&lt;br /&gt;
|startup=53F (Block from 1F to 53F)&lt;br /&gt;
|type=-&lt;br /&gt;
|priority=Melee High, Block Mid&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=Block, Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/6/6a/Hp_wol_shield_of_light_a.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=1&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=[Close] Fire force blast from shield. &amp;lt;br&amp;gt;Hurls foe while blocking.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Shield of Light is Warrior of Light&#039;s {{keyword|command block|commandblock=1}}. As an aerial move, Warrior of Light has more opportunities to use it anywhere. This is good, because it is functionally very similar to the ground version. It still blocks low priority attacks instantly on frame 1 until it deals HP damage. As such, its most commonly used for self-defense after air dodging. This can keep opponents guessing, as the instant blocking makes it much harder to react before it&#039;s too late. Warrior of Light also moves toward opponent a short distance as he guards. That can stagger melee low attacks with long {{keyword|active|active=1}} frames, such as {{012clo}}&#039;s Slashing Blow. As a 1-hit HP, Shield of Light can also circumvent EX Revenge {{keyword|checkmates|checkmate=1}} with EX {{keyword|depletion|depletion=1}}.&lt;br /&gt;
&lt;br /&gt;
The force blast has short reach and it doesn&#039;t stay active for long. However, it can wall rush and start assist combos with a good {{keyword|read|read=1}}. It&#039;s not commonly used in assist combos due to its relatively small {{keyword|hitbox|hitbox=1}} and limited vertical {{keyword|tracking|tracking=1}}. Warrior of Light&#039;s combos often lead to the air, and he has stronger options for damage, and situationally safer tools against Assist Change. Regardless, the aerial Shield of Light is a staple for Warrior of Light.&lt;br /&gt;
&lt;br /&gt;
|-|Radiant Sword=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=-&lt;br /&gt;
|startup=77F&lt;br /&gt;
|type=-&lt;br /&gt;
|priority=Ranged High&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/e/eb/Hp_wol_radiant_sword.jpeg&lt;br /&gt;
|imgpos=60%&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=13&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=[Long] Fire blades of light from seal. &amp;lt;br&amp;gt;Blades weakly track foe.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Radiant Sword is a group of long-range homing projectiles. The projectiles spawn as a row in front of Warrior of Light, and once they start moving, they accelerate to very high speed within a couple seconds. While homing, all projectiles attempt to laser focus on a single point at the opponent. This limits Radiant Sword&#039;s ability to occupy space, but its {{keyword|tracking|tracking=1}} and reach are strong enough to force a dodge at most ranges. &lt;br /&gt;
&lt;br /&gt;
The {{keyword|startup|startup=1}} is quite slow, so Warrior of Light cannot use this as a reliable {{keyword|mixup|mixup=1}} against blocks. Radiant Sword is sometimes used as an attempt to threaten the opponent who is already getting an EX core, but it has a pretty low hit rate in {{keyword|neutral|neutral=1}} due to its telegraphed startup and relatively slow speed. Radiant Sword also stops if it hits a solid obstacle, like floor or the crystal in Empyreal Paradox. If Radiant Sword connects though, it can wall rush for an assist combo.&lt;br /&gt;
&lt;br /&gt;
|-|Rune Saber (midair)=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;10&#039;&#039;&#039; (2 x 3, 4) / +Crossover = (50 Tota)&lt;br /&gt;
|startup=??&lt;br /&gt;
|type=Magical&lt;br /&gt;
|priority=Melee High (?)&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/d/dc/Hp_wol_rune_saber.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=Branching from Crossover &amp;lt;br&amp;gt;[Combo] Light beam pierces foe.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Rune Saber is the {{keyword|HP link|hplink=1}} from Crossover. It&#039;s a staple move for Warrior of Light whenever Crossover is equipped. It is functionally identical Rune Saber from Ascension, a multi-hit attack that wall rushes upwards. Though the base damage is low, it&#039;s a consistent, damaging HP link thanks to wall rush and assist. Warrior of Light has some flexibility with this move in assist combos. He can either go for a conventional wall rush combo, or he can call assist such as Sephiroth to {{keyword|knockback cancel|knockbackcancel=1}} the last hit if ceiling is not close.&lt;br /&gt;
&lt;br /&gt;
Rune Saber has a lengthy animation, which normally makes it risky against opponents who escaped with Assist Change. Rune Saber&#039;s last hit has a tall {{keyword|hitbox|hitbox=1}} with long {{keyword|active|active=1}} frames. This provides &#039;&#039;some&#039;&#039; cover for Warrior of Light before he can {{keyword|dodge cancel|dc=1}}, but it&#039;s not entirely safe. Opponents can still try to Assist Change out early and dodge next to Warrior of Light.&lt;br /&gt;
&lt;br /&gt;
If Crossover wall rushes first, Rune Saber cannot hit unless assist connects during wall rush.&lt;br /&gt;
&lt;br /&gt;
|-|Bitter End A=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;15&#039;&#039;&#039; (2 x 6, 3) / +Rising Buckler = (29 Total)&lt;br /&gt;
|startup=??&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee High (?)&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/7/73/Hp_wol_bitter_end.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=Branching from Rising Buckler &amp;lt;br&amp;gt;[Combo] Deft bladework.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Bitter End is another staple {{keyword|HP link|hplink=1}} for Warrior of Light. It&#039;s a stationary combo that has horizontal {{keyword|knockback|knockback=1}} on the last hit. This move lets Warrior of Light capitalize on his {{keyword|whiff punishment|whiffpunish=1}} in a meaningful way, as it deals HP damage without assist. The base damage is slightly higher than Rune Saber, and it has similar combo routes with wall rush and Sephiroth assist {{keyword|knockback cancels|knockbackcancel=1}}. It&#039;s a good assist combo starter and ender for its wall rush and attack length. With high base bravery builds, the animation lasts long enough to get most of the base bravery back after HP if Bitter End is delayed enough.&lt;br /&gt;
&lt;br /&gt;
As a multi-hitting combo attack, Bitter End starts quickly, but takes a couple seconds to finish. It is very unsafe against opponents who escaped with LV1 Assist Change. Warrior of Light cannot {{keyword|cancel|cancel=1}} Bitter End until the last hit comes out. He stays still for the entire animation, and he doesn&#039;t have Rune Saber&#039;s tall {{keyword|hitbox|hitbox=1}} to provide cover either. As such, Bitter End is vulnerable to aerial attacks from above and his back. Warrior of Light will need assist gauge himself if he wants to counter any {{keyword|punish|punish=1}} attempts. If Warrior of Light cannot land this move before opponent gets assist, he can struggle to get any HP damage at all. It&#039;s something he has to work with, as not having access to Bitter End loses him more damage in the long term.&lt;br /&gt;
&lt;br /&gt;
|-|Bitter End B=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;15&#039;&#039;&#039; (2 x 6, 3) / +Shield Strike = (29 Total)&lt;br /&gt;
|startup=??&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee High (?)&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/7/73/Hp_wol_bitter_end.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=Branching from Shield Strike &amp;lt;br&amp;gt;[Combo] Deft bladework.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Bitter End B is identical with Bitter End A.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= EX Mode: Class Change! =&lt;br /&gt;
Effects:&lt;br /&gt;
* Regen&lt;br /&gt;
* Critical Boost&lt;br /&gt;
* Mirror Attack&lt;br /&gt;
* Protect&lt;br /&gt;
* Light&#039;s Blessing&lt;br /&gt;
&lt;br /&gt;
Warrior of Light&#039;s EX Mode has plenty of useful effects. He gets additional hits for his melee braveries, a big damage reduction in +10 base DEF and he block ranged low moves during his own attacks. EX modes are commonly used to secure a win with assist combo, and Warrior of Light is no different. As such, the defensive boosts may not come into play often. It is still a good EX mode overall, though.&lt;br /&gt;
&lt;br /&gt;
== Mirror Attack ==&lt;br /&gt;
&lt;br /&gt;
{{image|https://dissidia.wiki/images/8/8d/Ex_mode_wol_mirror_attack.jpeg}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[Active while attacking]&lt;br /&gt;
A wall of light appears while attacking, repelling weak magical attacks.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Warrior of Light can block attacks with Ranged Low priority during his own attack animations. The blocking effect activates very quickly and lasts for most, if not the whole attack animation. This applies even during a move&#039;s {{keyword|recovery|recovery=1}}.&lt;br /&gt;
&lt;br /&gt;
== Protect ==&lt;br /&gt;
&#039;&#039;[Always active while in EX Mode]&lt;br /&gt;
An aura of light covers the body, raising defense.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Warrior of Light gets +10 DEF for the duration of his EX mode. That is a huge increase, which can greatly reduce bravery damage taken if Warrior of Light is hit during this time.&lt;br /&gt;
&lt;br /&gt;
== Light&#039;s Blessing ==&lt;br /&gt;
{{image|http://dissidia.wiki/images/b/b9/Ex_mode_wol_light_blessing.jpeg}}&lt;br /&gt;
&#039;&#039;[Activates when combo hits] Swords of light appear, dealing additional damage.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Light&#039;s Blessing adds several hits to Warrior of Light&#039;s physical bravery attacks. Each light sword has a base damage of 1. The light swords cause {{keyword|hit stun|hitstun=1}}, but they don&#039;t create more lenient, practical solo combo routes for Warrior of Light.&lt;br /&gt;
&lt;br /&gt;
== EX Burst: Oversoul ==&lt;br /&gt;
{{image|https://dissidia.wiki/images/4/46/Ex_burst_wol.jpeg}}&lt;br /&gt;
&#039;&#039;Sharp, repeated strikes like flashes of light. &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;img&amp;gt;https://resources.dissidia.wiki/ddff/icons/ddff-icon-button-dpadup.png&amp;lt;/img&amp;gt; &amp;lt;img&amp;gt;https://resources.dissidia.wiki/ddff/icons/ddff-icon-button-dpaddown.png&amp;lt;/img&amp;gt; &amp;lt;img&amp;gt;https://resources.dissidia.wiki/ddff/icons/ddff-icon-button-dpadleft.png&amp;lt;/img&amp;gt; &amp;lt;img&amp;gt;https://resources.dissidia.wiki/ddff/icons/ddff-icon-button-dpadright.png&amp;lt;/img&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Each directional button corresponds to one attack.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{burst&lt;br /&gt;
|damage1=5x3 (15)&lt;br /&gt;
|damage2=10x6, 25 (100 total)&lt;br /&gt;
|type=Physical&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Oversoul is a fairly standard EX Burst. The base damage for initial hits isn&#039;t high, but follow-up hits begin almost immediately, leaving less time for the opponent to raise their DEF.&lt;br /&gt;
&lt;br /&gt;
To complete this EX Burst, Warrior of Light must press the correct button shown on screen six times. The button inputs &#039;&#039;always&#039;&#039; require a directional button. Analog stick {{pspana}} will not work regardless of what the character control option is set to. If Warrior of Light does not press the correct button within a short time, or presses a wrong button, he will end EX Burst early. Regardless of how well this EX Burst is done, Warrior of Light always finishes with a slash that has decent 25 base damage.&lt;br /&gt;
&lt;br /&gt;
== Combos ==&lt;br /&gt;
&lt;br /&gt;
=== Solo ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Main article pending)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Combo-012&lt;br /&gt;
| data      = &lt;br /&gt;
{{Combo-012Data&lt;br /&gt;
|combo=&#039;&#039;&#039;White Fang&#039;&#039;&#039; &amp;gt; Ascension &amp;gt; Rune Saber&lt;br /&gt;
|condition=Projectile Starter&lt;br /&gt;
|requirement=Ground&lt;br /&gt;
|purpose=Projectile to HP Damage&lt;br /&gt;
|damage=56 minimum + HP &amp;amp; WR&lt;br /&gt;
|damagehits=6 min &amp;gt; 40 &amp;gt; 10 + HP &amp;amp; WR&lt;br /&gt;
|ex=90&lt;br /&gt;
|exhits=0 &amp;gt; 90 &amp;gt; 0&lt;br /&gt;
|meteropp=&lt;br /&gt;
|video=&lt;br /&gt;
|notes=White Fang combos into most of WoL&#039;s moves, Ascension is his staple high damage follow-up. This combo works in close range. If the opponent is further away, Warrior of Light may have to dash to combo afterwards.&lt;br /&gt;
}}&lt;br /&gt;
{{Combo-012Data&lt;br /&gt;
|combo=&#039;&#039;&#039;White Fang&#039;&#039;&#039; &amp;gt; Dayflash &amp;gt; Delayed Empty {{clr|chase=1}}&lt;br /&gt;
|condition=Projectile Starter&lt;br /&gt;
|requirement=Ground&lt;br /&gt;
|purpose=Projectile, Safe {{keyword|Chase|emptychase=1}} for EX&lt;br /&gt;
|damage=28 minimum&lt;br /&gt;
|damagehits=6 min &amp;gt; 22&lt;br /&gt;
|ex=90&lt;br /&gt;
|exhits=0 &amp;gt; 90&lt;br /&gt;
|meteropp=&lt;br /&gt;
|video=&lt;br /&gt;
|notes=Less damage than Ascension, but this combo does two things: It lets WoL chase safely without getting countered and get all EX in the stage. Delay Dayflash&#039;s Chase as much as possible, then do it just before the opponent reaches the ground. This forces a wall rush reaction.&lt;br /&gt;
&lt;br /&gt;
The second thing is it enables assist combos, and the chase also resets assist gauge if it was already used previously. This doesn&#039;t have much merit in the solo combo context, but it does leave WoL close to the opponent for pressure.&lt;br /&gt;
&lt;br /&gt;
In a {{keyword|neutral|neutral=1}} situation, Dayflash can be easier to react with if White Fang hits a moving opponent. Other than that, Ascension is the stronger follow-up.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Assist ===&lt;br /&gt;
&lt;br /&gt;
== Builds ==&lt;br /&gt;
&#039;&#039;Main article: &#039;&#039;&#039;[[Warrior_of_Light_(Dissidia_012)/Builds|Warrior of Light (012) Builds]]&#039;&#039;&#039; &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Warrior of Light works with a variety of builds, such as hybrid builds, Bravery Boost on Dodge and Side by Side. Most of his damage comes from Dayflash assist combos and {{keyword|HP links|hplink=1}}, so he is not often built explicitly for bravery damage. However, Warrior of Light benefits greatly from having high {{keyword|base bravery|basebrv=1}} for assist combos.&lt;br /&gt;
&lt;br /&gt;
=== Hybrid ===&lt;br /&gt;
&lt;br /&gt;
{{Build&lt;br /&gt;
|hp=11299&lt;br /&gt;
|cp=450&lt;br /&gt;
|brv=996&lt;br /&gt;
|atk=178&lt;br /&gt;
|def=184&lt;br /&gt;
|luk=60&lt;br /&gt;
|booster=&lt;br /&gt;
|setbonus=Seal of Lufenia&lt;br /&gt;
|ast={{012seph}}&lt;br /&gt;
|wpn=Heaven&#039;s Cloud&lt;br /&gt;
|hand=Lufenian Dirk {{equip}}&lt;br /&gt;
|head=Lufenian Headband {{equip}}&lt;br /&gt;
|armor=Lufenian Vest&lt;br /&gt;
|acc1=Muscle Belt {{accbas}}&lt;br /&gt;
|acc2=Dismay Shock {{accbas}}&lt;br /&gt;
|acc3=Battle Hammer {{accbas}}&lt;br /&gt;
|acc4=Summon Unused {{accboo}}&lt;br /&gt;
|acc5=Pre-EX Mode {{accboo}}&lt;br /&gt;
|acc6=Pre-EX Revenge {{accboo}}&lt;br /&gt;
|acc7=Opponent Summon Unused {{accboo}}&lt;br /&gt;
|acc8=White Gem {{accsp}}&lt;br /&gt;
|acc9=Tenacious Attacker {{accsp}}&lt;br /&gt;
|acc10=Glutton {{accsp}}&lt;br /&gt;
|summon=Rubicante&lt;br /&gt;
|dataBRV=&lt;br /&gt;
{{Build-AttackData&lt;br /&gt;
|brv1-g=Dayflash&lt;br /&gt;
|branch-1gbrv=&lt;br /&gt;
|branch-1ghp=&lt;br /&gt;
|brv2-g=Ascension&lt;br /&gt;
|branch-2gbrv=&lt;br /&gt;
|branch-2ghp=Rune Saber&lt;br /&gt;
|brv3-g=White Fang&lt;br /&gt;
|branch-3gbrv=&lt;br /&gt;
|branch-3ghp=&lt;br /&gt;
|brv1-a=Dayflash&lt;br /&gt;
|branch-1abrv=&lt;br /&gt;
|branch-1ahp=&lt;br /&gt;
|brv2-a=Crossover&lt;br /&gt;
|branch-2abrv=&lt;br /&gt;
|branch-2ahp=Rune Saber&lt;br /&gt;
|brv3-a=Shield Strike&lt;br /&gt;
|branch-3abrv=&lt;br /&gt;
|branch-3ahp=Bitter End&lt;br /&gt;
}}&lt;br /&gt;
| dataHP      = &lt;br /&gt;
{{Build-AttackDataHP&lt;br /&gt;
|hp1-g=Shield of Light&lt;br /&gt;
|hp2-g=Ultimate Shield&lt;br /&gt;
|hp3-g=Shining Wave&lt;br /&gt;
|hp1-a=Shield of Light&lt;br /&gt;
|hp2-a=&lt;br /&gt;
|hp3-a=Radiant Sword&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This is a general purpose build focused on EX intake and EX depletion. Most competitive builds focus on damage, ex and / or meter depletion, so this is a good build to start with.&lt;br /&gt;
&lt;br /&gt;
Seal of Lufenia set lowers DEF, but Warrior of Light&#039;s high base DEF stat mitigates it. Lufenian Dirk {{equhand}} adds +1 ATK for more damage, which in turn compensates for Heaven&#039;s Cloud&#039;s {{equwpn}} low ATK. Heaven&#039;s Cloud makes grabbing EX Force much easier due to its increased EX intake range.&lt;br /&gt;
&lt;br /&gt;
== Assist ==&lt;br /&gt;
&lt;br /&gt;
Warrior of Light&#039;s assist data.&lt;br /&gt;
&lt;br /&gt;
=== Assist Data ===&lt;br /&gt;
{{012Assist&lt;br /&gt;
|type1=BRV&lt;br /&gt;
|attack1=Sword Thrust&lt;br /&gt;
|startup1=31F&lt;br /&gt;
|position1=Ground&lt;br /&gt;
|spawn1=Opponent&lt;br /&gt;
|damage1=6, 3 x 5, 15 (30)&lt;br /&gt;
|effect1=Wall Rush&lt;br /&gt;
|type2=BRV&lt;br /&gt;
|attack2=Rising Buckler&lt;br /&gt;
|startup2=25F&lt;br /&gt;
|position2=Air&lt;br /&gt;
|spawn2=Opponent&lt;br /&gt;
|damage2=2 x 4, 6, 16 (30)&lt;br /&gt;
|effect2=Wall Rush&lt;br /&gt;
|type3=HP&lt;br /&gt;
|attack3=Shining Wave&lt;br /&gt;
|startup3=53F&lt;br /&gt;
|position3=Ground&lt;br /&gt;
|spawn3=Player&lt;br /&gt;
|damage3=-&lt;br /&gt;
|effect3=Chase&lt;br /&gt;
|type4=HP&lt;br /&gt;
|attack4=Shield of Light&lt;br /&gt;
|startup4=51F&lt;br /&gt;
|position4=Air&lt;br /&gt;
|spawn4=Opponent&lt;br /&gt;
|damage4=-&lt;br /&gt;
|effect4=Block, Wall Rush&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Assist Overview ===&lt;br /&gt;
&lt;br /&gt;
As an assist, Warrior of Light is one of the weaker assists in the game. His braveries do not hold the opponent in place for long and they quickly push them away from the player. The lack of Assist Chase hurts; Warrior of Light struggles to serve the role of setting up HP attacks for the player character. He relies on Wall Rush to achieve this. It is recommended to fight near ground, so that Rising Buckler can at least slam opponents to the floor for easier combos.&lt;br /&gt;
&lt;br /&gt;
Shield of Light can guard attacks, which is worth noting for {{keyword|scrambles|scramble=1}} and checkmate situations. But because it is an HP attack, it is expensive and risky to use.&lt;br /&gt;
&lt;br /&gt;
=== Synergies ===&lt;br /&gt;
Warrior of Light works well with most competitive assists.&lt;br /&gt;
&lt;br /&gt;
;Sephiroth&lt;br /&gt;
:Arguably the most popular synergy in competitive play. He can combo from almost every move and Wall Rush consistently, and set up another {{keyword|HP link|hplink=1}} afterwards. Sephiroth may be a budget Kuja assist, but his multi-hits make it easier to do {{keyword|knockback cancels|knockbackcancel=1}} anywhere. This lets Warrior of Light deal consistent HP damage regardless of his position, while still having access to a consistent {{keyword|whiff punish|whiffpunish=1}} option.&lt;br /&gt;
&lt;br /&gt;
;Aerith&lt;br /&gt;
:Aerith has less bravery damage and worse whiff punish tools in exchange for safer combos and EX intake. Dayflash chase setups take center stage here; They&#039;re useful for getting EX and bypassing LV2 Assist Change staggers. Knockback cancels are still possible with Rune Saber and Bitter End, so technically Warrior of Light does not need Wall Rush for combos either. They are not very easy to do, though. If Warrior of Light does get a Wall Rush, he can use Shield of Light to set up another Aerith assist. A double assist combo can be a lot of damage, particularly with high base bravery.&lt;br /&gt;
&lt;br /&gt;
;Jecht&lt;br /&gt;
:Jecht hits faster than Sephiroth and his air BRV sets up extended ground combos for lots of bravery. Even if Crossover is not equipped, Ascension usually is, which is also a high damaging move. If WoL wants to use assist again for even more bravery after Jecht&#039;s air BRV, Dayflash (ground) {{keyword|empty chase|emptychase=1}} reset makes it possible. This is a competent synergy in its own right, though WoL loses out on consistent {{keyword|midscreen|midscreen=1}} knockback cancels.&lt;br /&gt;
&lt;br /&gt;
= References =&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{navbox012}}&lt;br /&gt;
&lt;br /&gt;
{{roadmap012wol}}&lt;/div&gt;</summary>
		<author><name>Muggshotter</name></author>
	</entry>
	<entry>
		<id>https://dissidia.wiki/index.php?title=Warrior_of_Light_(Dissidia_012)&amp;diff=4791</id>
		<title>Warrior of Light (Dissidia 012)</title>
		<link rel="alternate" type="text/html" href="https://dissidia.wiki/index.php?title=Warrior_of_Light_(Dissidia_012)&amp;diff=4791"/>
		<updated>2026-03-24T20:05:54Z</updated>

		<summary type="html">&lt;p&gt;Muggshotter: /* Builds */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Dissidia 012 Final Fantasy]]&lt;br /&gt;
{{012CharNavWol}}&lt;br /&gt;
&lt;br /&gt;
{{CharacterInfo&lt;br /&gt;
|portrait=https://resources.dissidia.wiki/ddff/portraits/ddff-port-wol.png&lt;br /&gt;
|name=Warrior of Light&lt;br /&gt;
|origin=Final Fantasy&lt;br /&gt;
|atk=110 (Average)&lt;br /&gt;
|def=113 (Very High, +10 during EX Mode)&lt;br /&gt;
|runspeed=6 (Average / Good)&lt;br /&gt;
|dash=77 (Average / Good)&lt;br /&gt;
|fall=87 (Average)&lt;br /&gt;
|fallr=40 (Average)&lt;br /&gt;
|fastestbrv=13F (Dayflash ground)&lt;br /&gt;
|fastesthp=51F (Shining Wave)&lt;br /&gt;
|1hithp=Yes (Multiple)&lt;br /&gt;
|hplinks=Yes&lt;br /&gt;
|cmdblock=Shield of Light&lt;br /&gt;
|weapon=Axes, Daggers, Greatswords, Katanas, Swords&lt;br /&gt;
|armor=Chestplates, Gauntlets, Heavy Armor, Helms,&amp;lt;br&amp;gt; Large Shields, Light Armor, Shields&lt;br /&gt;
|exclusives=Flame Sword, Braveheart, Barbarian&#039;s Sword&lt;br /&gt;
|unlock=Default&lt;br /&gt;
|alignment=Cosmos&lt;br /&gt;
|vajp=[https://en.wikipedia.org/wiki/Toshihiko_Seki Toshihiko Seki]&lt;br /&gt;
|vaeng=[https://en.wikipedia.org/wiki/Grant_George Grant George]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
= Overview =&lt;br /&gt;
Warrior of Light is a close range fighter who operates as an {{keyword|all-rounder|all-rounder=1}}. He represents a standard-fare fighting style with quick Dayflash {{keyword|pokes|poke=1}}, committal gap closers and midrange projectiles. His standard mobility lets him create offense and defense as needed, and once he gets an opening, his {{keyword|HP links|hplink=1}} can deal good damage. Warrior of Light&#039;s damage output is supported by &#039;&#039;&#039;[[Multiplayer_Build_Guide_(Dissidia_012)#Damage_(high_base_bravery)|high base bravery]]&#039;&#039;&#039; builds, HP wall rush and assist combos. He works well with many assists and his combo routes are consistent in most positions. Thanks to his high coverage with HP links such as Shield Strike / Rising Buckler &amp;gt; Bitter End, Warrior of Light can {{keyword|punish|punish=1}} effectively from most angles.&lt;br /&gt;
&lt;br /&gt;
As an all-rounder, Warrior of Light works with a variety of builds, including &#039;&#039;&#039;[[Multiplayer_Build_Guide_(Dissidia_012)#EX|EX]]&#039;&#039;&#039; and &#039;&#039;&#039;[[Multiplayer_Build_Guide_(Dissidia_012)#Side_by_Side|Side by Side]]&#039;&#039;&#039; {{accsp}}. His standout traits are defensively oriented; He has very high base DEF stat, which is greatly amplified in &#039;&#039;&#039;[[EX_(Dissidia_012)#EX_Mode|EX Mode.]]&#039;&#039;&#039; He also has an advancing frame 1 {{keyword|command block|commandblock=1}} in Shield of Light, which is a 1-hit HP that wall rushes. This is not common in the game. It makes Warrior of Light&#039;s dodges safer and beating low priority attacks with long {{keyword|active|active=1}} frames easier.&lt;br /&gt;
&lt;br /&gt;
Warrior of Light can struggle against lingering projectiles due to risky {{keyword|disjoints|disjoint=1}}. His projectiles are serviceable, but often low reward at a distance. The reliance on HP links makes Warrior of Light susceptible to punishes after LV1 Assist Change. He has safer options at the cost of damage. His air dodge has an average fall speed ratio, so he has to protect himself with Shield of Light occasionally to stay safe. While this is a powerful option, it is also high commitment and vulnerable if it misses.&lt;br /&gt;
&lt;br /&gt;
In competitive play, Warrior of Light has been usually ranked at high tier. His fundamentally good moveset and stats lend to a consistent playstyle that adheres to the {{keyword|metagame|meta=1}}.&lt;br /&gt;
&lt;br /&gt;
{{ProConTable&lt;br /&gt;
|pros=*&#039;&#039;&#039;All-rounder&#039;&#039;&#039; - Average to good stats, HP links and a fundamentally good moveset with an answer to many sitations.&lt;br /&gt;
*&#039;&#039;&#039;User-friendly&#039;&#039;&#039; - Great for beginners and experienced players alike. Good for learning the game and honing fundamentals.&lt;br /&gt;
*&#039;&#039;&#039;Command block&#039;&#039;&#039; - Shield of Light is an advancing single hit HP attack. It blocks instantly throughout its {{keyword|startup|startup=1}}, and works both offensively and defensively after dodges.&lt;br /&gt;
*&#039;&#039;&#039;Ground combat&#039;&#039;&#039; - Projectiles and {{keyword|empty chase|emptychase=1}} assist combo starters allow Warrior of Light to adapt to a match&#039;s pace and improve his combo potential.&lt;br /&gt;
*&#039;&#039;&#039;Build synergy&#039;&#039;&#039; - Works well with all common build styles, including EX, &#039;&#039;&#039;[[Multiplayer_Build_Guide_(Dissidia_012)#Bravery_Boost_on_Dodge|bravery boost on dodge]]&#039;&#039;&#039; and Side by Side {{accsp}}.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;EX generation&#039;&#039;&#039; - Most bravery attacks produce 30 to 90 EX Force. His most common poke Dayflash produces 90 EX, which supports long-term survivability with EX gauge.&lt;br /&gt;
*&#039;&#039;&#039;EX Mode&#039;&#039;&#039; - Boasts highest defense stat, automatically blocks Ranged Low projectiles and increases damage output of melee bravery attacks.&lt;br /&gt;
|cons=&lt;br /&gt;
*&#039;&#039;&#039;Struggles against traps&#039;&#039;&#039; - Despite having projectiles and disjoints, Warrior of Light cannot easily punish characters hiding inside lingering projectiles and traps without resources or considerable risk.&lt;br /&gt;
*&#039;&#039;&#039;Commital vertical attacks&#039;&#039;&#039; - Rising Buckler and Shield Strike braveries are serviceable, but are {{keyword|reactable|reactable=1}} and cannot be {{keyword|cancelled|cancel=1}} early on whiff.&lt;br /&gt;
*&#039;&#039;&#039;4-slot bravery dilemma&#039;&#039;&#039; - Warrior of Light benefits from all of his air braveries, but he cannot equip all of them&lt;br /&gt;
*&#039;&#039;&#039;Floaty air dodge, risky dodge protection&#039;&#039;&#039; - While Shield of Light is great at covering his air dodges, it is also high risk and doesn&#039;t work against high priority attacks. Outside of clashing with Dayflash bravery, air dodges make Warrior of Light vulnerable.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Bravery Attacks =&lt;br /&gt;
== Ground ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Ascension=&lt;br /&gt;
&lt;br /&gt;
{{AbilityInfo2&lt;br /&gt;
|ver1=Normal&lt;br /&gt;
|damage1=&#039;&#039;&#039;40&#039;&#039;&#039; (4, 5, 11, 20)&lt;br /&gt;
|startup1=15F&lt;br /&gt;
|type1=Physical&lt;br /&gt;
|priority1=Melee Low&lt;br /&gt;
|ex1=90&lt;br /&gt;
|effect1=Chase, Wall Rush&lt;br /&gt;
|cancels1=Dodge&lt;br /&gt;
|asthit1=&lt;br /&gt;
|gametext=[Close] Throw shield to &amp;lt;br&amp;gt;hurl opponent upwards.&lt;br /&gt;
|level=19&lt;br /&gt;
|ap=120&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|ver2=EX Mode&lt;br /&gt;
|damage2=&#039;&#039;&#039;54&#039;&#039;&#039; (4 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+5&amp;lt;/span&amp;gt;, 5 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+4&amp;lt;/span&amp;gt;, 11, 20 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+6&amp;lt;/span&amp;gt;)&lt;br /&gt;
|startup2=15F&lt;br /&gt;
|type2=Physical&lt;br /&gt;
|priority2=Melee Low&lt;br /&gt;
|ex2=90&lt;br /&gt;
|effect2=Chase, Wall Rush, &amp;lt;br&amp;gt;Block (Ranged Low)&lt;br /&gt;
|cancels2=Dodge&lt;br /&gt;
|asthit2=&lt;br /&gt;
|image=https://dissidia.wiki/images/2/2c/Brv_wol_ascension.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Ascension is a close-range combo move that&#039;s used in {{keyword|punishes|punish=1}}, ground solo combos and occasional approaches. Two follow-ups can be done with Circle {{pspcir}}, which ends with a rising thrust. A Chase prompt appears afterwards, but if opponent is near ceiling, it will wall rush instead. Ascension is well suited for punishing grounded and airborne opponents. The initial shield is fast at 15 frames, and it {{keyword|anti-airs|anti-air=1}}. It also has decent {{keyword|active|active=1}} frames.&lt;br /&gt;
&lt;br /&gt;
Ascension leads to Rune Saber {{keyword|HP link|hplink=1}} at the end, so Warrior of Light doesn&#039;t rely on assist for HP damage. This is good for damage overall, because Ascension&#039;s base damage is quite high at 40. Warrior of Light can always finish Ascension and then do Rune Saber from below if he deems it appropriate. &lt;br /&gt;
&lt;br /&gt;
This move has average {{keyword|recovery|recovery=1}}, which is enough to put Warrior of Light at risk on {{keyword|whiff|whiff=1}}. Ascension has no other {{keyword|cancel|cancel=1}} options on whiff, so even though it&#039;s a good move, Warrior of Light can lose his &amp;quot;turn&amp;quot; if it misses.&lt;br /&gt;
&lt;br /&gt;
|-|Sword Thrust=&lt;br /&gt;
&lt;br /&gt;
{{AbilityInfo2&lt;br /&gt;
|ver1=Normal&lt;br /&gt;
|damage1=&#039;&#039;&#039;30&#039;&#039;&#039; (6, 3x3, 15)&lt;br /&gt;
|startup1=31F&lt;br /&gt;
|type1=Physical&lt;br /&gt;
|priority1=Melee Mid (1st hit)&amp;lt;br&amp;gt;Melee Low (others)&lt;br /&gt;
|ex1=30&lt;br /&gt;
|effect1=Wall Rush&lt;br /&gt;
|cancels1=Dodge&lt;br /&gt;
|asthit1=&lt;br /&gt;
|gametext=[Mid] Hurl shield and charge. &amp;lt;br&amp;gt;Instantly close in on opponent.&lt;br /&gt;
|level=4&lt;br /&gt;
|ap=90&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|ver2=EX Mode&lt;br /&gt;
|damage2=&#039;&#039;&#039;40&#039;&#039;&#039; (6, 3x3 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+4&amp;lt;/span&amp;gt;, 15 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+6&amp;lt;/span&amp;gt;)&lt;br /&gt;
|startup2=31F&lt;br /&gt;
|type2=Physical&lt;br /&gt;
|priority2=Melee Mid (1st hit)&amp;lt;br&amp;gt;Melee Low (others)&lt;br /&gt;
|ex2=30&lt;br /&gt;
|effect2=Wall Rush&amp;lt;br&amp;gt;Block (Ranged Low)&lt;br /&gt;
|cancels2=Dodge&lt;br /&gt;
|asthit2=&lt;br /&gt;
|image=https://dissidia.wiki/images/7/7f/Brv_wol_sword_thrust.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Sword Thrust is a committal gap closer that moves towards opponent. Warrior of Light throws a shield first, which is melee mid priority. If it hits, a follow-up can be done with Circle {{pspcir}}. The shield can stagger regular blocks, which lets Warrior of Light follow up with the sword. If Sword Thrust hits, Warrior of Light can combo into assist with wall rush. He can also not do the follow-up, and still get assist if wall is not nearby. Because of the mid priority and follow-up potential, Sword Thrust works as a {{keyword|mixup|mixup=1}} against blocks.&lt;br /&gt;
&lt;br /&gt;
Warrior of Light moves forward even if it misses. This can catch ground dodges, but it&#039;s risky and difficult to do consistently. Sword Thrust is {{keyword|reactable|reactable=1}} at 31 frames and it has long {{keyword|recovery|recovery=1}}. Since Warrior of Light commits to the charge even on {{keyword|whiff|whiff=1}}, it takes a while before he can dodge out of it. The move also cannot {{keyword|anti-air|anti-air=1}} opponents, so its uses are more limited compared to Ascension.&lt;br /&gt;
&lt;br /&gt;
|-|Red Fang=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;15&#039;&#039;&#039;&lt;br /&gt;
|startup=41F&lt;br /&gt;
|type=Magical&lt;br /&gt;
|priority=Ranged Low&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=Block &amp;lt;br&amp;gt;(Ranged Low, EX Mode)&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/5/56/Brv_wol_red_fang.jpeg&lt;br /&gt;
|imgpos=58%&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=32&lt;br /&gt;
|ap=90&lt;br /&gt;
|gametext=[Long] Shoot high-speed fireball &amp;lt;br&amp;gt;towards opponent.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Red Fang is a fast single hit projectile. It travels the longest distance out of Warrior of Light&#039;s bravery projectiles, from wall to wall in Order&#039;s Sanctuary. Due to its low priority, short hit stun and low reward on hit, it is not commonly used in competitive play. His other projectiles have more utility in {{keyword|neutral|neutral=1}} and lead to more practical combos on hit.&lt;br /&gt;
&lt;br /&gt;
|-|Blue Fang=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;7&#039;&#039;&#039; each&lt;br /&gt;
|startup=41F&lt;br /&gt;
|type=Magical&lt;br /&gt;
|priority=Ranged Low&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=Block &amp;lt;br&amp;gt;(Ranged Low, EX Mode)&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/9/90/Brv_wol_blue_fang.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=1&lt;br /&gt;
|ap=90&lt;br /&gt;
|gametext=[Long] Chunks of ice slowly &amp;lt;br&amp;gt;descend on opponent.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Blue Fang is a group of midrange projectiles that strike from above. Their travel speed is slow, but they can hit characters hiding behind their projectiles, such as {{012lag}}&#039;s Electro Shield and {{012ulti}}&#039;s charged Knight&#039;s Lance. Each projectile has short {{keyword|hit stun|hitstun=1}}, but they can hit one after another. This is not very consistent for combo purposes, and it can be challenging to {{keyword|convert|conversion=1}} any hits into a combo at all. The multiple hits do make it easier compared to Red Fang, though.&lt;br /&gt;
&lt;br /&gt;
Blue Fang&#039;s main utility is in keeping ranged opponents in check. In terms of midrange presence, Blue Fang is one of the fastest. This is because at certain heights, the projectiles spawn near opponent&#039;s location. And since the projectiles travel at different angles, they can potentially hit behind opponent&#039;s back as well, ignoring block. Due to projectiles&#039; upward spawning position, Blue Fang is not well suited for close-range either offensively or defensively. Blue Fang also has a maximum range for its spawn position. It&#039;s roughly 30-40 % of Order&#039;s Sanctuary&#039;s length horizontally and vertically. The projectiles can cover more distance as they move to make up for this. The projectiles are Ranged Low priority, so they lose to dashes and melee attacks even if they make contact. The bravery damage is low as well.&lt;br /&gt;
&lt;br /&gt;
Overall, Blue Fang has niche utility. It&#039;s not his staple projectile on the ground, but it has some potential in Ultimecia {{keyword|matchup|matchup=1}} on low ceiling stages, such as Pandaemonium - Top Floor.&lt;br /&gt;
&lt;br /&gt;
|-|White Fang=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;6&#039;&#039;&#039; each&lt;br /&gt;
|startup=47F&lt;br /&gt;
|type=Magical&lt;br /&gt;
|priority=Ranged Low&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=Block &amp;lt;br&amp;gt;(Ranged Low, EX Mode)&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/2/2f/Brv_wol_white_fang.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=8&lt;br /&gt;
|ap=90&lt;br /&gt;
|gametext=[Long] Call down lightning bolts &amp;lt;br&amp;gt;that slowly close in on foe.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
White Fang is a group of advancing lightning bolts. It&#039;s Warrior of Light&#039;s go-to projectile on the ground for pressure and assist combo extensions. The Ranged Low priority still loses to dashes, blocks and melee attacks, but it has enough utility to make up for it. Warrior of Light is actionable shortly after casting White Fang. The remaining projectiles stay {{keyword|active|active=1}} even if the first bolt is destroyed. Each bolt also has decent {{keyword|hit stun|hitstun=1}} if they connect. This means, that Warrior of Light can use White Fang to occupy space and cover him while he is approaching. If the opponent gets hit by any bolts, Warrior of Light can follow up with most melee attacks, including Ascension and Dayflash.&lt;br /&gt;
&lt;br /&gt;
White Fang makes Warrior of Light&#039;s approaches safer in {{keyword|neutral|neutral=1}}. The projectiles travel at medium speed, but only remain active for roughly 1.7 seconds. As a result, their maximum uptime and travel distance are shorter compared to other projectiles. White Fang is far more practical in competitive play for offense, though. The projectiles are homing, but they adjust slowly to sharp vertical angles. White Fang works against aerial opponents at a low diagonal angle, but Warrior of Light needs to make sure the opponent won&#039;t dash through and hit him.&lt;br /&gt;
&lt;br /&gt;
|-|Dayflash (Ground)=&lt;br /&gt;
&lt;br /&gt;
{{AbilityInfo2&lt;br /&gt;
|ver1=Normal&lt;br /&gt;
|damage1=&#039;&#039;&#039;22&#039;&#039;&#039; (3, 4, 15)&lt;br /&gt;
|startup1=13F&lt;br /&gt;
|type1=Physical&lt;br /&gt;
|priority1=Melee Low&lt;br /&gt;
|ex1=90&lt;br /&gt;
|effect1=Chase&lt;br /&gt;
|cancels1=Dodge, &amp;lt;br&amp;gt;Block &amp;amp; Attack ({{keyword|Whiff|whiff=1}})&lt;br /&gt;
|asthit1=&lt;br /&gt;
|gametext=[Close] Fast horizontal slice. &amp;lt;br&amp;gt;Low power, quick strike.&lt;br /&gt;
|level=1&lt;br /&gt;
|ap=90&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|ver2=EX Mode&lt;br /&gt;
|damage2=&#039;&#039;&#039;36&#039;&#039;&#039; (3 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+4&amp;lt;/span&amp;gt;, 4 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+4&amp;lt;/span&amp;gt;, 15 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+6&amp;lt;/span&amp;gt;)&lt;br /&gt;
|startup2=13F&lt;br /&gt;
|type2=Physical&lt;br /&gt;
|priority2=Melee Low&lt;br /&gt;
|ex2=90&lt;br /&gt;
|effect2=Chase &amp;lt;br&amp;gt;Block (Ranged Low)&lt;br /&gt;
|cancels2=Dodge, &amp;lt;br&amp;gt;Block &amp;amp; Attack ({{keyword|Whiff|whiff=1}})&lt;br /&gt;
|asthit2=&lt;br /&gt;
|image=https://dissidia.wiki/images/4/43/Brv_wol_dayflash_g.jpeg&lt;br /&gt;
|imgpos=70%&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Dayflash is Warrior of Light&#039;s main {{keyword|poke|poke=1}}. It is fast, generates good 90 EX and works as an assist combo starter. It can be {{keyword|whiffed|whiff=1}} safely to build assist gauge due to its short {{keyword|recovery|recovery=1}} and multiple {{keyword|cancel|cancel=1}} options. Warrior of Light can {{keyword|mixup|mixup=1}} with dodges, blocks or other attacks, including another Dayflash.&lt;br /&gt;
&lt;br /&gt;
On hit, Warrior of Light can perform two follow-up slashes with Circle {{pspcir}} if the first hit connects. This 3-hit combo has a relatively long input window, which makes it good for {{keyword|hit confirming|hitconfirm=1}} assist combos. The last hit leads to Chase. The low {{keyword|knockback|knockback=1}} angle and long chase prompt let Warrior of Light do {{keyword|empty chase|emptychase=1}} to force a grounded wall rush. This is good for getting all EX Force on the field, but also for starting assist combos. And if Warrior of Light already used assist beforehand, he can extend that combo with Dayflash empty chase to use assist again if he has another bar in stock.&lt;br /&gt;
&lt;br /&gt;
When used appropriately, Dayflash can control the pace of a match without high risk. It is a staple move for Warrior of Light in competitive play. Its aerial version is just as important and good in most aspects.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Aerial ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Crossover=&lt;br /&gt;
&lt;br /&gt;
{{AbilityInfo2&lt;br /&gt;
|ver1=Normal&lt;br /&gt;
|damage1=&#039;&#039;&#039;40&#039;&#039;&#039; (5, 5, 10, 20)&lt;br /&gt;
|startup1=23F&lt;br /&gt;
|type1=Physical&lt;br /&gt;
|priority1=Melee Low&lt;br /&gt;
|ex1=90&lt;br /&gt;
|effect1=Chase, Wall Rush&lt;br /&gt;
|cancels1=Dodge&lt;br /&gt;
|asthit1=&lt;br /&gt;
|gametext=[Close] Spinning approach and &amp;lt;br&amp;gt;thrust opponent upwards.&lt;br /&gt;
|level=1&lt;br /&gt;
|ap=120&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|ver2=EX Mode&lt;br /&gt;
|damage2=&#039;&#039;&#039;50&#039;&#039;&#039; (5, 5, 10 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+4&amp;lt;/span&amp;gt;, 20 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+6&amp;lt;/span&amp;gt;)&lt;br /&gt;
|startup2=23F&lt;br /&gt;
|type2=Physical&lt;br /&gt;
|priority2=Melee Low&lt;br /&gt;
|ex2=90&lt;br /&gt;
|effect2=Chase, Wall Rush &amp;lt;br&amp;gt;Block (Ranged Low)&lt;br /&gt;
|cancels2=Dodge&lt;br /&gt;
|asthit2=&lt;br /&gt;
|image=https://dissidia.wiki/images/3/3a/Brv_wol_crossover.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Crossover is Warrior of Light&#039;s advancing bravery with an {{keyword|HP link|hplink=1}}. Similar to Ascension on the ground, Crossover is the highest damaging bravery in the aerial category. Warrior of Light can follow up with an upward thrust by pressing Circle {{pspcir}}, which causes chase. If opponent is near ceiling, it can wall rush instead. The thrust has high upward knockback, which can easily cause wall rush at medium heights. With wall rush, chase can be done at a specific distance from ceiling to make {{keyword|empty chase|emptychase=1}} safe against Recovery Attack. Whether or not chase is done, Warrior of Light needs assist to follow up after wall rush.&lt;br /&gt;
&lt;br /&gt;
Crossover is used for its lateral reach and damage. Since Warrior of Light finishes this move before doing the Rune Saber HP link, it doesn&#039;t lose bravery damage in exchange for HP damage. The {{keyword|startup|startup=1}} is borderline {{keyword|reactable|reactable=1}} though, and Warrior of Light stays in the animation for roughly a second before he can {{keyword|dodge cancel|dc=1}} out of it. That makes it more dangerous to {{keyword|whiff|whiff=1}} in {{keyword|neutral|neutral=1}}. It&#039;s reliable as a post-block punisher and can do even more damage with critical hits.&lt;br /&gt;
&lt;br /&gt;
|-|Rising Buckler=&lt;br /&gt;
&lt;br /&gt;
{{AbilityInfo2&lt;br /&gt;
|ver1=Normal&lt;br /&gt;
|damage1=&#039;&#039;&#039;30&#039;&#039;&#039; (2x4, 6, 16)&lt;br /&gt;
|startup1=25F&lt;br /&gt;
|type1=Physical&lt;br /&gt;
|priority1=Melee Low&lt;br /&gt;
|ex1=30&lt;br /&gt;
|effect1=Wall Rush&lt;br /&gt;
|cancels1=Dodge&lt;br /&gt;
|asthit1=&lt;br /&gt;
|gametext=Upward swing, snagging foe with shield. &amp;lt;br&amp;gt;Useful from below.&lt;br /&gt;
|level=15&lt;br /&gt;
|ap=150&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|ver2=EX Mode&lt;br /&gt;
|damage2=&#039;&#039;&#039;42&#039;&#039;&#039; (2x4 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+6&amp;lt;/span&amp;gt;, 6, 16 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+6&amp;lt;/span&amp;gt;)&lt;br /&gt;
|startup2=25F&lt;br /&gt;
|type2=Physical&lt;br /&gt;
|priority2=Melee Low&lt;br /&gt;
|ex2=30&lt;br /&gt;
|effect2=Wall Rush &amp;lt;br&amp;gt;Block (Ranged Low)&lt;br /&gt;
|cancels2=Dodge&lt;br /&gt;
|asthit2=&lt;br /&gt;
|image=https://dissidia.wiki/images/b/b1/Brv_wol_rising_buckler.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Rising Buckler is a {{keyword|punish|punish=1}} tool against opponents who are above Warrior of Light. Warrior of Light throws a shield to pull opponent in, and knocks them behind him at a downward angle. Rising Buckler has good base damage and it can wall rush, but its main appeal is the vertical reach and Bitter End {{keyword|HP link|hplink=1}}. Rising Buckler has good upward reach with movement and the {{keyword|disjointed|disjoint=1}} shield. Thanks to Bitter End, Warrior of Light gets HP damage off of single mistakes, whether it&#039;s from {{keyword|whiffs|whiff=1}} or block staggers. The upward {{keyword|tracking|tracking=1}} also makes it consistent for follow-ups, namely from Kuja and Sephiroth assists.&lt;br /&gt;
&lt;br /&gt;
Rising Buckler works effectively as a punish move, but it&#039;s not risk-free. It is {{keyword|reactable|reactable=1}} to due to its 25-frame {{keyword|startup|startup=1}} and distinct audio cue. Warrior of Light stays in place for a moment before he is actionable, and won&#039;t track the opponent once the shield is thrown. This is also Warrior of Light&#039;s primary upward attack in the air. That makes Rising Buckler more predictable in the {{keyword|neutral|neutral=1}}, as it has a hard time hitting from other angles. Unlike Crossover, Rising Buckler does not finish the attack before the HP link. That cuts the move&#039;s bravery damage in half, though the HP link brings it almost in line with the BRV finisher.&lt;br /&gt;
&lt;br /&gt;
Warrior of Light can has a functionally similar move for downward angles, Shield Strike. He can use both attacks to have high vertical coverage, but he does not always need both. Rising Buckler specifically can be useful in some air oriented {{keyword|matchups|matchup=1}}, such as {{012seph}} and {{012kuja}}.&lt;br /&gt;
&lt;br /&gt;
|-|Shield Strike=&lt;br /&gt;
&lt;br /&gt;
{{AbilityInfo2&lt;br /&gt;
|ver1=Normal&lt;br /&gt;
|damage1=&#039;&#039;&#039;30&#039;&#039;&#039; (2x4, 6, 16)&lt;br /&gt;
|startup1=25F&lt;br /&gt;
|type1=Physical&lt;br /&gt;
|priority1=Melee Low&lt;br /&gt;
|ex1=30&lt;br /&gt;
|effect1=Wall Rush&lt;br /&gt;
|cancels1=Dodge&lt;br /&gt;
|asthit1=&lt;br /&gt;
|gametext=Downward attack, scooping foe with shield. &amp;lt;br&amp;gt;Useful from above.&lt;br /&gt;
|level=1&lt;br /&gt;
|ap=200&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|ver2=EX Mode&lt;br /&gt;
|damage2=&#039;&#039;&#039;42&#039;&#039;&#039; (2x4 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+6&amp;lt;/span&amp;gt;, 6, 16 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+6&amp;lt;/span&amp;gt;)&lt;br /&gt;
|startup2=25F&lt;br /&gt;
|type2=Physical&lt;br /&gt;
|priority2=Melee Low&lt;br /&gt;
|ex2=30&lt;br /&gt;
|effect2=Wall Rush &amp;lt;br&amp;gt;Block (Ranged Low)&lt;br /&gt;
|cancels2=Dodge&lt;br /&gt;
|asthit2=&lt;br /&gt;
|image=https://dissidia.wiki/images/b/b2/Brv_wol_shield_strike.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Shield Strike is almost identical to Rising Buckler, but with one key difference; It hits below Warrior of Light instead. On hit, Warrior of Light knocks opponent behind him at an upward angle. Just like Rising Buckler, Shield Strike can {{keyword|cancel|cancel=1}} into Bitter End for HP damage. The bravery damage is also the same.&lt;br /&gt;
&lt;br /&gt;
This is a good {{keyword|punish|punish=1}} tool in {{keyword|air-to-ground|air-to-ground=1}} situations and after LV2 Assist Change staggers. As such, Shield Strike has good coverage against many close-range characters who use melee attacks. Since this is Warrior of Light&#039;s primary downward attack, it also makes it more telegraphed. It&#039;s great when used cautiously, but carries a lot of risk if it {{keyword|whiffs|whiff=1}}. Similar to Rising Buckler, Shield Strike has long {{keyword|recovery|recovery=1}} and no {{keyword|tracking|tracking=1}} after the move comes out.&lt;br /&gt;
&lt;br /&gt;
Warrior of Light does not move far if he is not above opponent, but the shield does hit in front of Warrior of Light. That lets him combo into HP after Sephiroth assist, who is one of his strongest assists.&lt;br /&gt;
&lt;br /&gt;
|-|Dayflash (midair)=&lt;br /&gt;
&lt;br /&gt;
{{AbilityInfo2&lt;br /&gt;
|ver1=Normal&lt;br /&gt;
|damage1=&#039;&#039;&#039;22&#039;&#039;&#039; (3, 4, 15)&lt;br /&gt;
|startup1=15F&lt;br /&gt;
|type1=Physical&lt;br /&gt;
|priority1=Melee Low&lt;br /&gt;
|ex1=90&lt;br /&gt;
|effect1=Chase&lt;br /&gt;
|cancels1=Dodge, &amp;lt;br&amp;gt;Block &amp;amp; Attack ({{keyword|Whiff|whiff=1}})&lt;br /&gt;
|asthit1=&lt;br /&gt;
|gametext=[Close] Fast horizontal slice. &amp;lt;br&amp;gt;Low power, quick strike.&lt;br /&gt;
|level=25&lt;br /&gt;
|ap=90&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|ver2=EX Mode&lt;br /&gt;
|damage2=&#039;&#039;&#039;36&#039;&#039;&#039; (3 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+4&amp;lt;/span&amp;gt;, 4 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+4&amp;lt;/span&amp;gt;, 15 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+6&amp;lt;/span&amp;gt;)&lt;br /&gt;
|startup2=15F&lt;br /&gt;
|type2=Physical&lt;br /&gt;
|priority2=Melee Low&lt;br /&gt;
|ex2=90&lt;br /&gt;
|effect2=Chase &amp;lt;br&amp;gt;Block (Ranged Low)&lt;br /&gt;
|cancels2=Dodge, &amp;lt;br&amp;gt;Block &amp;amp; Attack ({{keyword|Whiff|whiff=1}})&lt;br /&gt;
|asthit2=&lt;br /&gt;
|image=https://dissidia.wiki/images/5/5b/Brv_wol_dayflash_a.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Dayflash&#039;s aerial version is essential for Warrior of Light. It&#039;s very similar to ground version in many aspects, including damage, {{keyword|hit confirmable|hitconfirm=1}} follow-ups and safety as a {{keyword|poke|poke=1}}. It&#039;s reliable for starting assist combos and it generates 90 EX when completed. Because fights often happen in the air, Warrior of Light relies on this move a lot to function.&lt;br /&gt;
&lt;br /&gt;
The {{keyword|startup|startup=1}} is slightly slower than ground Dayflash (15 frames instead of 13), but it&#039;s still unreactable. The {{keyword|recovery|recovery=1}} is short as well, which Warrior of Light can use to build assist gauge on whiff. He can also {{keyword|cancel|cancel=1}} Dayflash into other attacks on whiff as a {{keyword|mixup|mixup=1}} against aggressive opponents, such as Shield of Light. The {{keyword|hitbox|hitbox=1}} goes low enough where it can still hit grounded opponents, so Dayflash also works as an {{keyword|air-to-ground|air-to-ground=1}} move.&lt;br /&gt;
&lt;br /&gt;
Most of Warrior of Light&#039;s attacks are slower, telegraphed moves with long recovery and higher damage potential. Aerial Dayflash is the opposite; It&#039;s the only high speed move Warrior of Light can consistently threaten with in close-range. It also lacks any {{keyword|HP links|hplink=1}}, so assist is needed to do HP damage. This is Warrior of Light&#039;s lowest damaging move in comparison to his other moves, but it&#039;s also the safest with least risk. It&#039;s a staple for him in competitive play, and his longevity hinges on how well he can utilize Dayflash.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= HP Attacks =&lt;br /&gt;
&lt;br /&gt;
== Ground ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Shield of Light (ground)=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=-&lt;br /&gt;
|startup=53F (Block from 1F to 53F)&lt;br /&gt;
|type=-&lt;br /&gt;
|priority=Melee High, Block Mid&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=Block, Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/7/77/Hp_wol_shield_of_light_g.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=22&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=[Close] Fire force blast from shield. &amp;lt;br&amp;gt;Hurls foe while blocking.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Shield of Light is Warrior of Light&#039;s signature {{keyword|command block|commandblock=1}}. He moves forward before unleashing a 1-hit force blast that can wall rush. Its blocking duration is very generous, as it blocks instantly from frame 1 until the move does damage. Combined with the forward movement, Shield of Light can call out low priority pokes, such as {{012cod}}&#039;s tentacles.&lt;br /&gt;
&lt;br /&gt;
More importantly, Shield of Light works as an instant defensive option after a ground dodge. If Warrior of Light is about to get hit, he can use this to keep the opponent at bay. Blocks like this work against dashes and low priority attacks alike. This presents a second layer of defense that the opponent has to consider at all times, or they risk taking HP damage just for approaching.  &lt;br /&gt;
&lt;br /&gt;
Shield of Light is a great defensive tool, but it still carries a risk. If it misses, Warrior of Light is left wide open for {{keyword|punishes|punish=1}}. Shield of Light can only block low priority moves. Higher priority moves like HP attacks and {{012squ}}&#039;s Heel Crush will guard crush or stagger Warrior of Light respectively.&lt;br /&gt;
&lt;br /&gt;
Warrior of Light becomes airborne when using this move. He can aim Shield of Light at a diagonal angle against airborne opponents, but he cannot change the direction once he performs it.&lt;br /&gt;
&lt;br /&gt;
|-|Shining Wave=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=-&lt;br /&gt;
|startup=51F&lt;br /&gt;
|type=-&lt;br /&gt;
|priority=Melee High (blade) &amp;lt;br&amp;gt;Ranged High (light pillar)&lt;br /&gt;
|ex=each 60&lt;br /&gt;
|effect=-&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/1/10/Hp_wol_shining_wave.jpeg&lt;br /&gt;
|imgpos=60%&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=1&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=[Mid] Shoot pillars of light. &amp;lt;br&amp;gt;Homes in on opponent.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Shining Wave is a long-range wave attack that deals HP damage on hit. It is sometimes used as a secondary projectile to occupy space, but it also works after staggering with a block. The ranged high priority lets Warrior of Light ignore LV2 Assist Change if the opponent has full assist gauge when staggered. Shining Wave cannot be reflected back at Warrior of Light, but it does lose to high priority melee attacks and {{keyword|command blocks|commandblock=1}} with decent active frames.&lt;br /&gt;
&lt;br /&gt;
The wave projectile travels at a relatively high speed once it&#039;s {{keyword|active|active=1}}. It can {{keyword|track|track=1}} airborne opponents, but it always moves forward at first before it starts realigning. Shining Wave can hit twice if it connects this way, though this can be difficult to aim for in a competitive match. Shining Wave can also combo into assist at a wall, but outside of that, its reward is pretty low on average.&lt;br /&gt;
&lt;br /&gt;
As a wave HP, Shining Wave has a little quirk with its {{keyword|hitbox|hitbox=1}}. It can miss against high speed movement that is passing through the projectile. &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=cDI-tsnyJbM&amp;amp;t=25 Shining Wave misses against high speed movement passing through]&amp;lt;/ref&amp;gt; This is pretty risky to attempt though, so Warrior of Light does not have to worry about it too often.&lt;br /&gt;
&lt;br /&gt;
|-|Ultimate Shield=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;20&#039;&#039;&#039; (4 x 3, 8)&lt;br /&gt;
|startup=41F&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee High&lt;br /&gt;
|ex=30&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/c/c1/Hp_wol_ultimate_shield.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=28&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=[Close] Deft shieldwork. &amp;lt;br&amp;gt;Effective against any height.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Ultimate Shield is a combo attack that wall rushes. This is Warrior of Light&#039;s fastest ground HP attack, though it is still {{keyword|reactable|reactable=1}}. The vertical {{keyword|tracking|tracking=1}} is high during {{keyword|startup|startup=1}}, so it can hit opponents directly above Warrior of Light. That is useful for calling out forward ground dodges, or air dodges that are near Warrior of Light. If the opponent is trying to dodge something else, Ultimate Shield can pull them down for some damage. As the fastest ground HP, it can work as a {{keyword|mixup|mixup=1}} against regular blocks.&lt;br /&gt;
&lt;br /&gt;
Warrior of Light stays in place while his shield goes towards opponent. If the shield misses, Warrior of Light will not continue with a combo. This makes it a bit harder for grounded opponents to counter from a distance. Ultimate Shield can also reflect HP projectiles without moving towards them. The reach is decent, but not enough to punish neutral ground dodges without prior movement. Assists can follow up either with wall rush or {{keyword|knockback cancel|knockbackcancel=1}}.&lt;br /&gt;
&lt;br /&gt;
If White Fang connects, it can activate a &#039;&#039;&#039;[[Glitch_(Dissidia_012)#Hit_Glitch|hit glitch]]&#039;&#039;&#039; for Ultimate Shield if its done at the same time. As Ultimate Shield does not reach far, this can be detrimental if the opponent is not already in close-range. It has long {{keyword|recovery|recovery=1}} when finished, so Warrior of Light should watch out for Assist Changes when using this.&lt;br /&gt;
&lt;br /&gt;
|-|Rune Saber (ground)=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;10&#039;&#039;&#039; (2 x 3, 4) / +Ascension = (50 Total)&lt;br /&gt;
|startup=?&lt;br /&gt;
|type=Magical&lt;br /&gt;
|priority=Melee High (?)&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/d/dc/Hp_wol_rune_saber.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=Branching from Ascension &amp;lt;br&amp;gt;[Combo] Light beam pierces foe.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Rune Saber is the {{keyword|HP link|hplink=1}} from Ascension. It&#039;s a vertical combo attack that ends with a tall pillar of light. Rune Saber is a good HP link for its damage and combo potential. Both Ascension and Rune Saber have good upward {{keyword|knockback|knockback=1}}. That means Rune Saber can wall rush consistently in stages with lower ceilings, such as Sky Fortress Bahamut and Edge of Madness.&lt;br /&gt;
&lt;br /&gt;
The wall rush is great for HP damage and assist combos alike. If Warrior of Light cannot guarantee a ceiling wall rush, multi-hit assists like Sephiroth can also {{keyword|knockback cancel|knockbackcancel=1}} for combos. As a result, Rune Saber is useful as an independent source of HP damage and assist combo starter anywhere.&lt;br /&gt;
&lt;br /&gt;
Rune Saber has a lengthy animation, which normally makes it risky against opponents who escaped with Assist Change. Rune Saber&#039;s last hit has a tall {{keyword|hitbox|hitbox=1}} with long {{keyword|active|active=1}} frames. This provides &#039;&#039;some&#039;&#039; cover for Warrior of Light before he can {{keyword|dodge cancel|dc=1}}, but it&#039;s not entirely safe. Opponents can still try to Assist Change out early and dodge next to Warrior of Light.&lt;br /&gt;
&lt;br /&gt;
If Ascension wall rushes first (such as in &#039;&#039;&#039;[[Pandaemonium_(Dissidia_012)|Pandaemonium]]&#039;&#039;&#039;), Rune Saber cannot hit unless assist connects during wall rush.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Aerial ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Shield of Light (midair)=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=-&lt;br /&gt;
|startup=53F (Block from 1F to 53F)&lt;br /&gt;
|type=-&lt;br /&gt;
|priority=Melee High, Block Mid&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=Block, Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/6/6a/Hp_wol_shield_of_light_a.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=1&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=[Close] Fire force blast from shield. &amp;lt;br&amp;gt;Hurls foe while blocking.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Shield of Light is Warrior of Light&#039;s {{keyword|command block|commandblock=1}}. As an aerial move, Warrior of Light has more opportunities to use it anywhere. This is good, because it is functionally very similar to the ground version. It still blocks low priority attacks instantly on frame 1 until it deals HP damage. As such, its most commonly used for self-defense after air dodging. This can keep opponents guessing, as the instant blocking makes it much harder to react before it&#039;s too late. Warrior of Light also moves toward opponent a short distance as he guards. That can stagger melee low attacks with long {{keyword|active|active=1}} frames, such as {{012clo}}&#039;s Slashing Blow. As a 1-hit HP, Shield of Light can also circumvent EX Revenge {{keyword|checkmates|checkmate=1}} with EX {{keyword|depletion|depletion=1}}.&lt;br /&gt;
&lt;br /&gt;
The force blast has short reach and it doesn&#039;t stay active for long. However, it can wall rush and start assist combos with a good {{keyword|read|read=1}}. It&#039;s not commonly used in assist combos due to its relatively small {{keyword|hitbox|hitbox=1}} and limited vertical {{keyword|tracking|tracking=1}}. Warrior of Light&#039;s combos often lead to the air, and he has stronger options for damage, and situationally safer tools against Assist Change. Regardless, the aerial Shield of Light is a staple for Warrior of Light.&lt;br /&gt;
&lt;br /&gt;
|-|Radiant Sword=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=-&lt;br /&gt;
|startup=77F&lt;br /&gt;
|type=-&lt;br /&gt;
|priority=Ranged High&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/e/eb/Hp_wol_radiant_sword.jpeg&lt;br /&gt;
|imgpos=60%&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=13&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=[Long] Fire blades of light from seal. &amp;lt;br&amp;gt;Blades weakly track foe.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Radiant Sword is a group of long-range homing projectiles. The projectiles spawn as a row in front of Warrior of Light, and once they start moving, they accelerate to very high speed within a couple seconds. While homing, all projectiles attempt to laser focus on a single point at the opponent. This limits Radiant Sword&#039;s ability to occupy space, but its {{keyword|tracking|tracking=1}} and reach are strong enough to force a dodge at most ranges. &lt;br /&gt;
&lt;br /&gt;
The {{keyword|startup|startup=1}} is quite slow, so Warrior of Light cannot use this as a reliable {{keyword|mixup|mixup=1}} against blocks. Radiant Sword is sometimes used as an attempt to threaten the opponent who is already getting an EX core, but it has a pretty low hit rate in {{keyword|neutral|neutral=1}} due to its telegraphed startup and relatively slow speed. Radiant Sword also stops if it hits a solid obstacle, like floor or the crystal in Empyreal Paradox. If Radiant Sword connects though, it can wall rush for an assist combo.&lt;br /&gt;
&lt;br /&gt;
|-|Rune Saber (midair)=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;10&#039;&#039;&#039; (2 x 3, 4) / +Crossover = (50 Tota)&lt;br /&gt;
|startup=??&lt;br /&gt;
|type=Magical&lt;br /&gt;
|priority=Melee High (?)&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/d/dc/Hp_wol_rune_saber.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=Branching from Crossover &amp;lt;br&amp;gt;[Combo] Light beam pierces foe.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Rune Saber is the {{keyword|HP link|hplink=1}} from Crossover. It&#039;s a staple move for Warrior of Light whenever Crossover is equipped. It is functionally identical Rune Saber from Ascension, a multi-hit attack that wall rushes upwards. Though the base damage is low, it&#039;s a consistent, damaging HP link thanks to wall rush and assist. Warrior of Light has some flexibility with this move in assist combos. He can either go for a conventional wall rush combo, or he can call assist such as Sephiroth to {{keyword|knockback cancel|knockbackcancel=1}} the last hit if ceiling is not close.&lt;br /&gt;
&lt;br /&gt;
Rune Saber has a lengthy animation, which normally makes it risky against opponents who escaped with Assist Change. Rune Saber&#039;s last hit has a tall {{keyword|hitbox|hitbox=1}} with long {{keyword|active|active=1}} frames. This provides &#039;&#039;some&#039;&#039; cover for Warrior of Light before he can {{keyword|dodge cancel|dc=1}}, but it&#039;s not entirely safe. Opponents can still try to Assist Change out early and dodge next to Warrior of Light.&lt;br /&gt;
&lt;br /&gt;
If Crossover wall rushes first, Rune Saber cannot hit unless assist connects during wall rush.&lt;br /&gt;
&lt;br /&gt;
|-|Bitter End A=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;15&#039;&#039;&#039; (2 x 6, 3) / +Rising Buckler = (29 Total)&lt;br /&gt;
|startup=??&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee High (?)&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/7/73/Hp_wol_bitter_end.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=Branching from Rising Buckler &amp;lt;br&amp;gt;[Combo] Deft bladework.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Bitter End is another staple {{keyword|HP link|hplink=1}} for Warrior of Light. It&#039;s a stationary combo that has horizontal {{keyword|knockback|knockback=1}} on the last hit. This move lets Warrior of Light capitalize on his {{keyword|whiff punishment|whiffpunish=1}} in a meaningful way, as it deals HP damage without assist. The base damage is slightly higher than Rune Saber, and it has similar combo routes with wall rush and Sephiroth assist {{keyword|knockback cancels|knockbackcancel=1}}. It&#039;s a good assist combo starter and ender for its wall rush and attack length. With high base bravery builds, the animation lasts long enough to get most of the base bravery back after HP if Bitter End is delayed enough.&lt;br /&gt;
&lt;br /&gt;
As a multi-hitting combo attack, Bitter End starts quickly, but takes a couple seconds to finish. It is very unsafe against opponents who escaped with LV1 Assist Change. Warrior of Light cannot {{keyword|cancel|cancel=1}} Bitter End until the last hit comes out. He stays still for the entire animation, and he doesn&#039;t have Rune Saber&#039;s tall {{keyword|hitbox|hitbox=1}} to provide cover either. As such, Bitter End is vulnerable to aerial attacks from above and his back. Warrior of Light will need assist gauge himself if he wants to counter any {{keyword|punish|punish=1}} attempts. If Warrior of Light cannot land this move before opponent gets assist, he can struggle to get any HP damage at all. It&#039;s something he has to work with, as not having access to Bitter End loses him more damage in the long term.&lt;br /&gt;
&lt;br /&gt;
|-|Bitter End B=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;15&#039;&#039;&#039; (2 x 6, 3) / +Shield Strike = (29 Total)&lt;br /&gt;
|startup=??&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee High (?)&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/7/73/Hp_wol_bitter_end.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=Branching from Shield Strike &amp;lt;br&amp;gt;[Combo] Deft bladework.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Bitter End B is identical with Bitter End A.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= EX Mode: Class Change! =&lt;br /&gt;
Effects:&lt;br /&gt;
* Regen&lt;br /&gt;
* Critical Boost&lt;br /&gt;
* Mirror Attack&lt;br /&gt;
* Protect&lt;br /&gt;
* Light&#039;s Blessing&lt;br /&gt;
&lt;br /&gt;
Warrior of Light&#039;s EX Mode has plenty of useful effects. He gets additional hits for his melee braveries, a big damage reduction in +10 base DEF and he block ranged low moves during his own attacks. EX modes are commonly used to secure a win with assist combo, and Warrior of Light is no different. As such, the defensive boosts may not come into play often. It is still a good EX mode overall, though.&lt;br /&gt;
&lt;br /&gt;
== Mirror Attack ==&lt;br /&gt;
&lt;br /&gt;
{{image|https://dissidia.wiki/images/8/8d/Ex_mode_wol_mirror_attack.jpeg}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[Active while attacking]&lt;br /&gt;
A wall of light appears while attacking, repelling weak magical attacks.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Warrior of Light can block attacks with Ranged Low priority during his own attack animations. The blocking effect activates very quickly and lasts for most, if not the whole attack animation. This applies even during a move&#039;s {{keyword|recovery|recovery=1}}.&lt;br /&gt;
&lt;br /&gt;
== Protect ==&lt;br /&gt;
&#039;&#039;[Always active while in EX Mode]&lt;br /&gt;
An aura of light covers the body, raising defense.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Warrior of Light gets +10 DEF for the duration of his EX mode. That is a huge increase, which can greatly reduce bravery damage taken if Warrior of Light is hit during this time.&lt;br /&gt;
&lt;br /&gt;
== Light&#039;s Blessing ==&lt;br /&gt;
{{image|http://dissidia.wiki/images/b/b9/Ex_mode_wol_light_blessing.jpeg}}&lt;br /&gt;
&#039;&#039;[Activates when combo hits] Swords of light appear, dealing additional damage.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Light&#039;s Blessing adds several hits to Warrior of Light&#039;s physical bravery attacks. Each light sword has a base damage of 1. The light swords cause {{keyword|hit stun|hitstun=1}}, but they don&#039;t create more lenient, practical solo combo routes for Warrior of Light.&lt;br /&gt;
&lt;br /&gt;
== EX Burst: Oversoul ==&lt;br /&gt;
{{image|https://dissidia.wiki/images/4/46/Ex_burst_wol.jpeg}}&lt;br /&gt;
&#039;&#039;Sharp, repeated strikes like flashes of light. &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;img&amp;gt;https://resources.dissidia.wiki/ddff/icons/ddff-icon-button-dpadup.png&amp;lt;/img&amp;gt; &amp;lt;img&amp;gt;https://resources.dissidia.wiki/ddff/icons/ddff-icon-button-dpaddown.png&amp;lt;/img&amp;gt; &amp;lt;img&amp;gt;https://resources.dissidia.wiki/ddff/icons/ddff-icon-button-dpadleft.png&amp;lt;/img&amp;gt; &amp;lt;img&amp;gt;https://resources.dissidia.wiki/ddff/icons/ddff-icon-button-dpadright.png&amp;lt;/img&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Each directional button corresponds to one attack.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{burst&lt;br /&gt;
|damage1=5x3 (15)&lt;br /&gt;
|damage2=10x6, 25 (100 total)&lt;br /&gt;
|type=Physical&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Oversoul is a fairly standard EX Burst. The base damage for initial hits isn&#039;t high, but follow-up hits begin almost immediately, leaving less time for the opponent to raise their DEF.&lt;br /&gt;
&lt;br /&gt;
To complete this EX Burst, Warrior of Light must press the correct button shown on screen six times. The button inputs &#039;&#039;always&#039;&#039; require a directional button. Analog stick {{pspana}} will not work regardless of what the character control option is set to. If Warrior of Light does not press the correct button within a short time, or presses a wrong button, he will end EX Burst early. Regardless of how well this EX Burst is done, Warrior of Light always finishes with a slash that has decent 25 base damage.&lt;br /&gt;
&lt;br /&gt;
== Combos ==&lt;br /&gt;
&lt;br /&gt;
=== Solo ===&lt;br /&gt;
&lt;br /&gt;
=== Assist ===&lt;br /&gt;
&lt;br /&gt;
== Builds ==&lt;br /&gt;
&#039;&#039;Main article: &#039;&#039;&#039;[[Warrior_of_Light_(Dissidia_012)/Builds|Warrior of Light (012) Builds]]&#039;&#039;&#039; &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Warrior of Light works with a variety of builds, such as hybrid builds, Bravery Boost on Dodge and Side by Side. Most of his damage comes from Dayflash assist combos and {{keyword|HP links|hplink=1}}, so he is not often built explicitly for bravery damage. However, Warrior of Light benefits greatly from having high {{keyword|base bravery|basebrv=1}} for assist combos.&lt;br /&gt;
&lt;br /&gt;
=== Hybrid ===&lt;br /&gt;
&lt;br /&gt;
{{Build&lt;br /&gt;
|hp=11299&lt;br /&gt;
|cp=450&lt;br /&gt;
|brv=996&lt;br /&gt;
|atk=178&lt;br /&gt;
|def=184&lt;br /&gt;
|luk=60&lt;br /&gt;
|booster=&lt;br /&gt;
|setbonus=Seal of Lufenia&lt;br /&gt;
|ast={{012seph}}&lt;br /&gt;
|wpn=Heaven&#039;s Cloud&lt;br /&gt;
|hand=Lufenian Dirk {{equip}}&lt;br /&gt;
|head=Lufenian Headband {{equip}}&lt;br /&gt;
|armor=Lufenian Vest&lt;br /&gt;
|acc1=Muscle Belt {{accbas}}&lt;br /&gt;
|acc2=Dismay Shock {{accbas}}&lt;br /&gt;
|acc3=Battle Hammer {{accbas}}&lt;br /&gt;
|acc4=Summon Unused {{accboo}}&lt;br /&gt;
|acc5=Pre-EX Mode {{accboo}}&lt;br /&gt;
|acc6=Pre-EX Revenge {{accboo}}&lt;br /&gt;
|acc7=Opponent Summon Unused {{accboo}}&lt;br /&gt;
|acc8=White Gem {{accsp}}&lt;br /&gt;
|acc9=Tenacious Attacker {{accsp}}&lt;br /&gt;
|acc10=Glutton {{accsp}}&lt;br /&gt;
|summon=Rubicante&lt;br /&gt;
|dataBRV=&lt;br /&gt;
{{Build-AttackData&lt;br /&gt;
|brv1-g=Dayflash&lt;br /&gt;
|branch-1gbrv=&lt;br /&gt;
|branch-1ghp=&lt;br /&gt;
|brv2-g=Ascension&lt;br /&gt;
|branch-2gbrv=&lt;br /&gt;
|branch-2ghp=Rune Saber&lt;br /&gt;
|brv3-g=White Fang&lt;br /&gt;
|branch-3gbrv=&lt;br /&gt;
|branch-3ghp=&lt;br /&gt;
|brv1-a=Dayflash&lt;br /&gt;
|branch-1abrv=&lt;br /&gt;
|branch-1ahp=&lt;br /&gt;
|brv2-a=Crossover&lt;br /&gt;
|branch-2abrv=&lt;br /&gt;
|branch-2ahp=Rune Saber&lt;br /&gt;
|brv3-a=Shield Strike&lt;br /&gt;
|branch-3abrv=&lt;br /&gt;
|branch-3ahp=Bitter End&lt;br /&gt;
}}&lt;br /&gt;
| dataHP      = &lt;br /&gt;
{{Build-AttackDataHP&lt;br /&gt;
|hp1-g=Shield of Light&lt;br /&gt;
|hp2-g=Ultimate Shield&lt;br /&gt;
|hp3-g=Shining Wave&lt;br /&gt;
|hp1-a=Shield of Light&lt;br /&gt;
|hp2-a=&lt;br /&gt;
|hp3-a=Radiant Sword&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This is a general purpose build focused on EX intake and EX depletion. Most competitive builds focus on damage, ex and / or meter depletion, so this is a good build to start with.&lt;br /&gt;
&lt;br /&gt;
Seal of Lufenia set lowers DEF, but Warrior of Light&#039;s high base DEF stat mitigates it. Lufenian Dirk {{equhand}} adds +1 ATK for more damage, which in turn compensates for Heaven&#039;s Cloud&#039;s {{equwpn}} low ATK. Heaven&#039;s Cloud makes grabbing EX Force much easier due to its increased EX intake range.&lt;br /&gt;
&lt;br /&gt;
== Assist ==&lt;br /&gt;
&lt;br /&gt;
Warrior of Light&#039;s assist data.&lt;br /&gt;
&lt;br /&gt;
=== Assist Data ===&lt;br /&gt;
{{012Assist&lt;br /&gt;
|type1=BRV&lt;br /&gt;
|attack1=Sword Thrust&lt;br /&gt;
|startup1=31F&lt;br /&gt;
|position1=Ground&lt;br /&gt;
|spawn1=Opponent&lt;br /&gt;
|damage1=6, 3 x 5, 15 (30)&lt;br /&gt;
|effect1=Wall Rush&lt;br /&gt;
|type2=BRV&lt;br /&gt;
|attack2=Rising Buckler&lt;br /&gt;
|startup2=25F&lt;br /&gt;
|position2=Air&lt;br /&gt;
|spawn2=Opponent&lt;br /&gt;
|damage2=2 x 4, 6, 16 (30)&lt;br /&gt;
|effect2=Wall Rush&lt;br /&gt;
|type3=HP&lt;br /&gt;
|attack3=Shining Wave&lt;br /&gt;
|startup3=53F&lt;br /&gt;
|position3=Ground&lt;br /&gt;
|spawn3=Player&lt;br /&gt;
|damage3=-&lt;br /&gt;
|effect3=Chase&lt;br /&gt;
|type4=HP&lt;br /&gt;
|attack4=Shield of Light&lt;br /&gt;
|startup4=51F&lt;br /&gt;
|position4=Air&lt;br /&gt;
|spawn4=Opponent&lt;br /&gt;
|damage4=-&lt;br /&gt;
|effect4=Block, Wall Rush&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Assist Overview ===&lt;br /&gt;
&lt;br /&gt;
As an assist, Warrior of Light is one of the weaker assists in the game. His braveries do not hold the opponent in place for long and they quickly push them away from the player. The lack of Assist Chase hurts; Warrior of Light struggles to serve the role of setting up HP attacks for the player character. He relies on Wall Rush to achieve this. It is recommended to fight near ground, so that Rising Buckler can at least slam opponents to the floor for easier combos.&lt;br /&gt;
&lt;br /&gt;
Shield of Light can guard attacks, which is worth noting for {{keyword|scrambles|scramble=1}} and checkmate situations. But because it is an HP attack, it is expensive and risky to use.&lt;br /&gt;
&lt;br /&gt;
=== Synergies ===&lt;br /&gt;
Warrior of Light works well with most competitive assists.&lt;br /&gt;
&lt;br /&gt;
;Sephiroth&lt;br /&gt;
:Arguably the most popular synergy in competitive play. He can combo from almost every move and Wall Rush consistently, and set up another {{keyword|HP link|hplink=1}} afterwards. Sephiroth may be a budget Kuja assist, but his multi-hits make it easier to do {{keyword|knockback cancels|knockbackcancel=1}} anywhere. This lets Warrior of Light deal consistent HP damage regardless of his position, while still having access to a consistent {{keyword|whiff punish|whiffpunish=1}} option.&lt;br /&gt;
&lt;br /&gt;
;Aerith&lt;br /&gt;
:Aerith has less bravery damage and worse whiff punish tools in exchange for safer combos and EX intake. Dayflash chase setups take center stage here; They&#039;re useful for getting EX and bypassing LV2 Assist Change staggers. Knockback cancels are still possible with Rune Saber and Bitter End, so technically Warrior of Light does not need Wall Rush for combos either. They are not very easy to do, though. If Warrior of Light does get a Wall Rush, he can use Shield of Light to set up another Aerith assist. A double assist combo can be a lot of damage, particularly with high base bravery.&lt;br /&gt;
&lt;br /&gt;
;Jecht&lt;br /&gt;
:Jecht hits faster than Sephiroth and his air BRV sets up extended ground combos for lots of bravery. Even if Crossover is not equipped, Ascension usually is, which is also a high damaging move. If WoL wants to use assist again for even more bravery after Jecht&#039;s air BRV, Dayflash (ground) {{keyword|empty chase|emptychase=1}} reset makes it possible. This is a competent synergy in its own right, though WoL loses out on consistent {{keyword|midscreen|midscreen=1}} knockback cancels.&lt;br /&gt;
&lt;br /&gt;
= References =&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{navbox012}}&lt;br /&gt;
&lt;br /&gt;
{{roadmap012wol}}&lt;/div&gt;</summary>
		<author><name>Muggshotter</name></author>
	</entry>
	<entry>
		<id>https://dissidia.wiki/index.php?title=Warrior_of_Light_(Dissidia_012)&amp;diff=4790</id>
		<title>Warrior of Light (Dissidia 012)</title>
		<link rel="alternate" type="text/html" href="https://dissidia.wiki/index.php?title=Warrior_of_Light_(Dissidia_012)&amp;diff=4790"/>
		<updated>2026-03-24T20:03:23Z</updated>

		<summary type="html">&lt;p&gt;Muggshotter: /* Combos */ Revised assist section. Added info on assist and synergies. Revised build section.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Dissidia 012 Final Fantasy]]&lt;br /&gt;
{{012CharNavWol}}&lt;br /&gt;
&lt;br /&gt;
{{CharacterInfo&lt;br /&gt;
|portrait=https://resources.dissidia.wiki/ddff/portraits/ddff-port-wol.png&lt;br /&gt;
|name=Warrior of Light&lt;br /&gt;
|origin=Final Fantasy&lt;br /&gt;
|atk=110 (Average)&lt;br /&gt;
|def=113 (Very High, +10 during EX Mode)&lt;br /&gt;
|runspeed=6 (Average / Good)&lt;br /&gt;
|dash=77 (Average / Good)&lt;br /&gt;
|fall=87 (Average)&lt;br /&gt;
|fallr=40 (Average)&lt;br /&gt;
|fastestbrv=13F (Dayflash ground)&lt;br /&gt;
|fastesthp=51F (Shining Wave)&lt;br /&gt;
|1hithp=Yes (Multiple)&lt;br /&gt;
|hplinks=Yes&lt;br /&gt;
|cmdblock=Shield of Light&lt;br /&gt;
|weapon=Axes, Daggers, Greatswords, Katanas, Swords&lt;br /&gt;
|armor=Chestplates, Gauntlets, Heavy Armor, Helms,&amp;lt;br&amp;gt; Large Shields, Light Armor, Shields&lt;br /&gt;
|exclusives=Flame Sword, Braveheart, Barbarian&#039;s Sword&lt;br /&gt;
|unlock=Default&lt;br /&gt;
|alignment=Cosmos&lt;br /&gt;
|vajp=[https://en.wikipedia.org/wiki/Toshihiko_Seki Toshihiko Seki]&lt;br /&gt;
|vaeng=[https://en.wikipedia.org/wiki/Grant_George Grant George]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
= Overview =&lt;br /&gt;
Warrior of Light is a close range fighter who operates as an {{keyword|all-rounder|all-rounder=1}}. He represents a standard-fare fighting style with quick Dayflash {{keyword|pokes|poke=1}}, committal gap closers and midrange projectiles. His standard mobility lets him create offense and defense as needed, and once he gets an opening, his {{keyword|HP links|hplink=1}} can deal good damage. Warrior of Light&#039;s damage output is supported by &#039;&#039;&#039;[[Multiplayer_Build_Guide_(Dissidia_012)#Damage_(high_base_bravery)|high base bravery]]&#039;&#039;&#039; builds, HP wall rush and assist combos. He works well with many assists and his combo routes are consistent in most positions. Thanks to his high coverage with HP links such as Shield Strike / Rising Buckler &amp;gt; Bitter End, Warrior of Light can {{keyword|punish|punish=1}} effectively from most angles.&lt;br /&gt;
&lt;br /&gt;
As an all-rounder, Warrior of Light works with a variety of builds, including &#039;&#039;&#039;[[Multiplayer_Build_Guide_(Dissidia_012)#EX|EX]]&#039;&#039;&#039; and &#039;&#039;&#039;[[Multiplayer_Build_Guide_(Dissidia_012)#Side_by_Side|Side by Side]]&#039;&#039;&#039; {{accsp}}. His standout traits are defensively oriented; He has very high base DEF stat, which is greatly amplified in &#039;&#039;&#039;[[EX_(Dissidia_012)#EX_Mode|EX Mode.]]&#039;&#039;&#039; He also has an advancing frame 1 {{keyword|command block|commandblock=1}} in Shield of Light, which is a 1-hit HP that wall rushes. This is not common in the game. It makes Warrior of Light&#039;s dodges safer and beating low priority attacks with long {{keyword|active|active=1}} frames easier.&lt;br /&gt;
&lt;br /&gt;
Warrior of Light can struggle against lingering projectiles due to risky {{keyword|disjoints|disjoint=1}}. His projectiles are serviceable, but often low reward at a distance. The reliance on HP links makes Warrior of Light susceptible to punishes after LV1 Assist Change. He has safer options at the cost of damage. His air dodge has an average fall speed ratio, so he has to protect himself with Shield of Light occasionally to stay safe. While this is a powerful option, it is also high commitment and vulnerable if it misses.&lt;br /&gt;
&lt;br /&gt;
In competitive play, Warrior of Light has been usually ranked at high tier. His fundamentally good moveset and stats lend to a consistent playstyle that adheres to the {{keyword|metagame|meta=1}}.&lt;br /&gt;
&lt;br /&gt;
{{ProConTable&lt;br /&gt;
|pros=*&#039;&#039;&#039;All-rounder&#039;&#039;&#039; - Average to good stats, HP links and a fundamentally good moveset with an answer to many sitations.&lt;br /&gt;
*&#039;&#039;&#039;User-friendly&#039;&#039;&#039; - Great for beginners and experienced players alike. Good for learning the game and honing fundamentals.&lt;br /&gt;
*&#039;&#039;&#039;Command block&#039;&#039;&#039; - Shield of Light is an advancing single hit HP attack. It blocks instantly throughout its {{keyword|startup|startup=1}}, and works both offensively and defensively after dodges.&lt;br /&gt;
*&#039;&#039;&#039;Ground combat&#039;&#039;&#039; - Projectiles and {{keyword|empty chase|emptychase=1}} assist combo starters allow Warrior of Light to adapt to a match&#039;s pace and improve his combo potential.&lt;br /&gt;
*&#039;&#039;&#039;Build synergy&#039;&#039;&#039; - Works well with all common build styles, including EX, &#039;&#039;&#039;[[Multiplayer_Build_Guide_(Dissidia_012)#Bravery_Boost_on_Dodge|bravery boost on dodge]]&#039;&#039;&#039; and Side by Side {{accsp}}.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;EX generation&#039;&#039;&#039; - Most bravery attacks produce 30 to 90 EX Force. His most common poke Dayflash produces 90 EX, which supports long-term survivability with EX gauge.&lt;br /&gt;
*&#039;&#039;&#039;EX Mode&#039;&#039;&#039; - Boasts highest defense stat, automatically blocks Ranged Low projectiles and increases damage output of melee bravery attacks.&lt;br /&gt;
|cons=&lt;br /&gt;
*&#039;&#039;&#039;Struggles against traps&#039;&#039;&#039; - Despite having projectiles and disjoints, Warrior of Light cannot easily punish characters hiding inside lingering projectiles and traps without resources or considerable risk.&lt;br /&gt;
*&#039;&#039;&#039;Commital vertical attacks&#039;&#039;&#039; - Rising Buckler and Shield Strike braveries are serviceable, but are {{keyword|reactable|reactable=1}} and cannot be {{keyword|cancelled|cancel=1}} early on whiff.&lt;br /&gt;
*&#039;&#039;&#039;4-slot bravery dilemma&#039;&#039;&#039; - Warrior of Light benefits from all of his air braveries, but he cannot equip all of them&lt;br /&gt;
*&#039;&#039;&#039;Floaty air dodge, risky dodge protection&#039;&#039;&#039; - While Shield of Light is great at covering his air dodges, it is also high risk and doesn&#039;t work against high priority attacks. Outside of clashing with Dayflash bravery, air dodges make Warrior of Light vulnerable.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Bravery Attacks =&lt;br /&gt;
== Ground ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Ascension=&lt;br /&gt;
&lt;br /&gt;
{{AbilityInfo2&lt;br /&gt;
|ver1=Normal&lt;br /&gt;
|damage1=&#039;&#039;&#039;40&#039;&#039;&#039; (4, 5, 11, 20)&lt;br /&gt;
|startup1=15F&lt;br /&gt;
|type1=Physical&lt;br /&gt;
|priority1=Melee Low&lt;br /&gt;
|ex1=90&lt;br /&gt;
|effect1=Chase, Wall Rush&lt;br /&gt;
|cancels1=Dodge&lt;br /&gt;
|asthit1=&lt;br /&gt;
|gametext=[Close] Throw shield to &amp;lt;br&amp;gt;hurl opponent upwards.&lt;br /&gt;
|level=19&lt;br /&gt;
|ap=120&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|ver2=EX Mode&lt;br /&gt;
|damage2=&#039;&#039;&#039;54&#039;&#039;&#039; (4 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+5&amp;lt;/span&amp;gt;, 5 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+4&amp;lt;/span&amp;gt;, 11, 20 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+6&amp;lt;/span&amp;gt;)&lt;br /&gt;
|startup2=15F&lt;br /&gt;
|type2=Physical&lt;br /&gt;
|priority2=Melee Low&lt;br /&gt;
|ex2=90&lt;br /&gt;
|effect2=Chase, Wall Rush, &amp;lt;br&amp;gt;Block (Ranged Low)&lt;br /&gt;
|cancels2=Dodge&lt;br /&gt;
|asthit2=&lt;br /&gt;
|image=https://dissidia.wiki/images/2/2c/Brv_wol_ascension.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Ascension is a close-range combo move that&#039;s used in {{keyword|punishes|punish=1}}, ground solo combos and occasional approaches. Two follow-ups can be done with Circle {{pspcir}}, which ends with a rising thrust. A Chase prompt appears afterwards, but if opponent is near ceiling, it will wall rush instead. Ascension is well suited for punishing grounded and airborne opponents. The initial shield is fast at 15 frames, and it {{keyword|anti-airs|anti-air=1}}. It also has decent {{keyword|active|active=1}} frames.&lt;br /&gt;
&lt;br /&gt;
Ascension leads to Rune Saber {{keyword|HP link|hplink=1}} at the end, so Warrior of Light doesn&#039;t rely on assist for HP damage. This is good for damage overall, because Ascension&#039;s base damage is quite high at 40. Warrior of Light can always finish Ascension and then do Rune Saber from below if he deems it appropriate. &lt;br /&gt;
&lt;br /&gt;
This move has average {{keyword|recovery|recovery=1}}, which is enough to put Warrior of Light at risk on {{keyword|whiff|whiff=1}}. Ascension has no other {{keyword|cancel|cancel=1}} options on whiff, so even though it&#039;s a good move, Warrior of Light can lose his &amp;quot;turn&amp;quot; if it misses.&lt;br /&gt;
&lt;br /&gt;
|-|Sword Thrust=&lt;br /&gt;
&lt;br /&gt;
{{AbilityInfo2&lt;br /&gt;
|ver1=Normal&lt;br /&gt;
|damage1=&#039;&#039;&#039;30&#039;&#039;&#039; (6, 3x3, 15)&lt;br /&gt;
|startup1=31F&lt;br /&gt;
|type1=Physical&lt;br /&gt;
|priority1=Melee Mid (1st hit)&amp;lt;br&amp;gt;Melee Low (others)&lt;br /&gt;
|ex1=30&lt;br /&gt;
|effect1=Wall Rush&lt;br /&gt;
|cancels1=Dodge&lt;br /&gt;
|asthit1=&lt;br /&gt;
|gametext=[Mid] Hurl shield and charge. &amp;lt;br&amp;gt;Instantly close in on opponent.&lt;br /&gt;
|level=4&lt;br /&gt;
|ap=90&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|ver2=EX Mode&lt;br /&gt;
|damage2=&#039;&#039;&#039;40&#039;&#039;&#039; (6, 3x3 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+4&amp;lt;/span&amp;gt;, 15 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+6&amp;lt;/span&amp;gt;)&lt;br /&gt;
|startup2=31F&lt;br /&gt;
|type2=Physical&lt;br /&gt;
|priority2=Melee Mid (1st hit)&amp;lt;br&amp;gt;Melee Low (others)&lt;br /&gt;
|ex2=30&lt;br /&gt;
|effect2=Wall Rush&amp;lt;br&amp;gt;Block (Ranged Low)&lt;br /&gt;
|cancels2=Dodge&lt;br /&gt;
|asthit2=&lt;br /&gt;
|image=https://dissidia.wiki/images/7/7f/Brv_wol_sword_thrust.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Sword Thrust is a committal gap closer that moves towards opponent. Warrior of Light throws a shield first, which is melee mid priority. If it hits, a follow-up can be done with Circle {{pspcir}}. The shield can stagger regular blocks, which lets Warrior of Light follow up with the sword. If Sword Thrust hits, Warrior of Light can combo into assist with wall rush. He can also not do the follow-up, and still get assist if wall is not nearby. Because of the mid priority and follow-up potential, Sword Thrust works as a {{keyword|mixup|mixup=1}} against blocks.&lt;br /&gt;
&lt;br /&gt;
Warrior of Light moves forward even if it misses. This can catch ground dodges, but it&#039;s risky and difficult to do consistently. Sword Thrust is {{keyword|reactable|reactable=1}} at 31 frames and it has long {{keyword|recovery|recovery=1}}. Since Warrior of Light commits to the charge even on {{keyword|whiff|whiff=1}}, it takes a while before he can dodge out of it. The move also cannot {{keyword|anti-air|anti-air=1}} opponents, so its uses are more limited compared to Ascension.&lt;br /&gt;
&lt;br /&gt;
|-|Red Fang=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;15&#039;&#039;&#039;&lt;br /&gt;
|startup=41F&lt;br /&gt;
|type=Magical&lt;br /&gt;
|priority=Ranged Low&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=Block &amp;lt;br&amp;gt;(Ranged Low, EX Mode)&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/5/56/Brv_wol_red_fang.jpeg&lt;br /&gt;
|imgpos=58%&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=32&lt;br /&gt;
|ap=90&lt;br /&gt;
|gametext=[Long] Shoot high-speed fireball &amp;lt;br&amp;gt;towards opponent.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Red Fang is a fast single hit projectile. It travels the longest distance out of Warrior of Light&#039;s bravery projectiles, from wall to wall in Order&#039;s Sanctuary. Due to its low priority, short hit stun and low reward on hit, it is not commonly used in competitive play. His other projectiles have more utility in {{keyword|neutral|neutral=1}} and lead to more practical combos on hit.&lt;br /&gt;
&lt;br /&gt;
|-|Blue Fang=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;7&#039;&#039;&#039; each&lt;br /&gt;
|startup=41F&lt;br /&gt;
|type=Magical&lt;br /&gt;
|priority=Ranged Low&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=Block &amp;lt;br&amp;gt;(Ranged Low, EX Mode)&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/9/90/Brv_wol_blue_fang.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=1&lt;br /&gt;
|ap=90&lt;br /&gt;
|gametext=[Long] Chunks of ice slowly &amp;lt;br&amp;gt;descend on opponent.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Blue Fang is a group of midrange projectiles that strike from above. Their travel speed is slow, but they can hit characters hiding behind their projectiles, such as {{012lag}}&#039;s Electro Shield and {{012ulti}}&#039;s charged Knight&#039;s Lance. Each projectile has short {{keyword|hit stun|hitstun=1}}, but they can hit one after another. This is not very consistent for combo purposes, and it can be challenging to {{keyword|convert|conversion=1}} any hits into a combo at all. The multiple hits do make it easier compared to Red Fang, though.&lt;br /&gt;
&lt;br /&gt;
Blue Fang&#039;s main utility is in keeping ranged opponents in check. In terms of midrange presence, Blue Fang is one of the fastest. This is because at certain heights, the projectiles spawn near opponent&#039;s location. And since the projectiles travel at different angles, they can potentially hit behind opponent&#039;s back as well, ignoring block. Due to projectiles&#039; upward spawning position, Blue Fang is not well suited for close-range either offensively or defensively. Blue Fang also has a maximum range for its spawn position. It&#039;s roughly 30-40 % of Order&#039;s Sanctuary&#039;s length horizontally and vertically. The projectiles can cover more distance as they move to make up for this. The projectiles are Ranged Low priority, so they lose to dashes and melee attacks even if they make contact. The bravery damage is low as well.&lt;br /&gt;
&lt;br /&gt;
Overall, Blue Fang has niche utility. It&#039;s not his staple projectile on the ground, but it has some potential in Ultimecia {{keyword|matchup|matchup=1}} on low ceiling stages, such as Pandaemonium - Top Floor.&lt;br /&gt;
&lt;br /&gt;
|-|White Fang=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;6&#039;&#039;&#039; each&lt;br /&gt;
|startup=47F&lt;br /&gt;
|type=Magical&lt;br /&gt;
|priority=Ranged Low&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=Block &amp;lt;br&amp;gt;(Ranged Low, EX Mode)&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/2/2f/Brv_wol_white_fang.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=8&lt;br /&gt;
|ap=90&lt;br /&gt;
|gametext=[Long] Call down lightning bolts &amp;lt;br&amp;gt;that slowly close in on foe.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
White Fang is a group of advancing lightning bolts. It&#039;s Warrior of Light&#039;s go-to projectile on the ground for pressure and assist combo extensions. The Ranged Low priority still loses to dashes, blocks and melee attacks, but it has enough utility to make up for it. Warrior of Light is actionable shortly after casting White Fang. The remaining projectiles stay {{keyword|active|active=1}} even if the first bolt is destroyed. Each bolt also has decent {{keyword|hit stun|hitstun=1}} if they connect. This means, that Warrior of Light can use White Fang to occupy space and cover him while he is approaching. If the opponent gets hit by any bolts, Warrior of Light can follow up with most melee attacks, including Ascension and Dayflash.&lt;br /&gt;
&lt;br /&gt;
White Fang makes Warrior of Light&#039;s approaches safer in {{keyword|neutral|neutral=1}}. The projectiles travel at medium speed, but only remain active for roughly 1.7 seconds. As a result, their maximum uptime and travel distance are shorter compared to other projectiles. White Fang is far more practical in competitive play for offense, though. The projectiles are homing, but they adjust slowly to sharp vertical angles. White Fang works against aerial opponents at a low diagonal angle, but Warrior of Light needs to make sure the opponent won&#039;t dash through and hit him.&lt;br /&gt;
&lt;br /&gt;
|-|Dayflash (Ground)=&lt;br /&gt;
&lt;br /&gt;
{{AbilityInfo2&lt;br /&gt;
|ver1=Normal&lt;br /&gt;
|damage1=&#039;&#039;&#039;22&#039;&#039;&#039; (3, 4, 15)&lt;br /&gt;
|startup1=13F&lt;br /&gt;
|type1=Physical&lt;br /&gt;
|priority1=Melee Low&lt;br /&gt;
|ex1=90&lt;br /&gt;
|effect1=Chase&lt;br /&gt;
|cancels1=Dodge, &amp;lt;br&amp;gt;Block &amp;amp; Attack ({{keyword|Whiff|whiff=1}})&lt;br /&gt;
|asthit1=&lt;br /&gt;
|gametext=[Close] Fast horizontal slice. &amp;lt;br&amp;gt;Low power, quick strike.&lt;br /&gt;
|level=1&lt;br /&gt;
|ap=90&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|ver2=EX Mode&lt;br /&gt;
|damage2=&#039;&#039;&#039;36&#039;&#039;&#039; (3 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+4&amp;lt;/span&amp;gt;, 4 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+4&amp;lt;/span&amp;gt;, 15 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+6&amp;lt;/span&amp;gt;)&lt;br /&gt;
|startup2=13F&lt;br /&gt;
|type2=Physical&lt;br /&gt;
|priority2=Melee Low&lt;br /&gt;
|ex2=90&lt;br /&gt;
|effect2=Chase &amp;lt;br&amp;gt;Block (Ranged Low)&lt;br /&gt;
|cancels2=Dodge, &amp;lt;br&amp;gt;Block &amp;amp; Attack ({{keyword|Whiff|whiff=1}})&lt;br /&gt;
|asthit2=&lt;br /&gt;
|image=https://dissidia.wiki/images/4/43/Brv_wol_dayflash_g.jpeg&lt;br /&gt;
|imgpos=70%&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Dayflash is Warrior of Light&#039;s main {{keyword|poke|poke=1}}. It is fast, generates good 90 EX and works as an assist combo starter. It can be {{keyword|whiffed|whiff=1}} safely to build assist gauge due to its short {{keyword|recovery|recovery=1}} and multiple {{keyword|cancel|cancel=1}} options. Warrior of Light can {{keyword|mixup|mixup=1}} with dodges, blocks or other attacks, including another Dayflash.&lt;br /&gt;
&lt;br /&gt;
On hit, Warrior of Light can perform two follow-up slashes with Circle {{pspcir}} if the first hit connects. This 3-hit combo has a relatively long input window, which makes it good for {{keyword|hit confirming|hitconfirm=1}} assist combos. The last hit leads to Chase. The low {{keyword|knockback|knockback=1}} angle and long chase prompt let Warrior of Light do {{keyword|empty chase|emptychase=1}} to force a grounded wall rush. This is good for getting all EX Force on the field, but also for starting assist combos. And if Warrior of Light already used assist beforehand, he can extend that combo with Dayflash empty chase to use assist again if he has another bar in stock.&lt;br /&gt;
&lt;br /&gt;
When used appropriately, Dayflash can control the pace of a match without high risk. It is a staple move for Warrior of Light in competitive play. Its aerial version is just as important and good in most aspects.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Aerial ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Crossover=&lt;br /&gt;
&lt;br /&gt;
{{AbilityInfo2&lt;br /&gt;
|ver1=Normal&lt;br /&gt;
|damage1=&#039;&#039;&#039;40&#039;&#039;&#039; (5, 5, 10, 20)&lt;br /&gt;
|startup1=23F&lt;br /&gt;
|type1=Physical&lt;br /&gt;
|priority1=Melee Low&lt;br /&gt;
|ex1=90&lt;br /&gt;
|effect1=Chase, Wall Rush&lt;br /&gt;
|cancels1=Dodge&lt;br /&gt;
|asthit1=&lt;br /&gt;
|gametext=[Close] Spinning approach and &amp;lt;br&amp;gt;thrust opponent upwards.&lt;br /&gt;
|level=1&lt;br /&gt;
|ap=120&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|ver2=EX Mode&lt;br /&gt;
|damage2=&#039;&#039;&#039;50&#039;&#039;&#039; (5, 5, 10 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+4&amp;lt;/span&amp;gt;, 20 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+6&amp;lt;/span&amp;gt;)&lt;br /&gt;
|startup2=23F&lt;br /&gt;
|type2=Physical&lt;br /&gt;
|priority2=Melee Low&lt;br /&gt;
|ex2=90&lt;br /&gt;
|effect2=Chase, Wall Rush &amp;lt;br&amp;gt;Block (Ranged Low)&lt;br /&gt;
|cancels2=Dodge&lt;br /&gt;
|asthit2=&lt;br /&gt;
|image=https://dissidia.wiki/images/3/3a/Brv_wol_crossover.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Crossover is Warrior of Light&#039;s advancing bravery with an {{keyword|HP link|hplink=1}}. Similar to Ascension on the ground, Crossover is the highest damaging bravery in the aerial category. Warrior of Light can follow up with an upward thrust by pressing Circle {{pspcir}}, which causes chase. If opponent is near ceiling, it can wall rush instead. The thrust has high upward knockback, which can easily cause wall rush at medium heights. With wall rush, chase can be done at a specific distance from ceiling to make {{keyword|empty chase|emptychase=1}} safe against Recovery Attack. Whether or not chase is done, Warrior of Light needs assist to follow up after wall rush.&lt;br /&gt;
&lt;br /&gt;
Crossover is used for its lateral reach and damage. Since Warrior of Light finishes this move before doing the Rune Saber HP link, it doesn&#039;t lose bravery damage in exchange for HP damage. The {{keyword|startup|startup=1}} is borderline {{keyword|reactable|reactable=1}} though, and Warrior of Light stays in the animation for roughly a second before he can {{keyword|dodge cancel|dc=1}} out of it. That makes it more dangerous to {{keyword|whiff|whiff=1}} in {{keyword|neutral|neutral=1}}. It&#039;s reliable as a post-block punisher and can do even more damage with critical hits.&lt;br /&gt;
&lt;br /&gt;
|-|Rising Buckler=&lt;br /&gt;
&lt;br /&gt;
{{AbilityInfo2&lt;br /&gt;
|ver1=Normal&lt;br /&gt;
|damage1=&#039;&#039;&#039;30&#039;&#039;&#039; (2x4, 6, 16)&lt;br /&gt;
|startup1=25F&lt;br /&gt;
|type1=Physical&lt;br /&gt;
|priority1=Melee Low&lt;br /&gt;
|ex1=30&lt;br /&gt;
|effect1=Wall Rush&lt;br /&gt;
|cancels1=Dodge&lt;br /&gt;
|asthit1=&lt;br /&gt;
|gametext=Upward swing, snagging foe with shield. &amp;lt;br&amp;gt;Useful from below.&lt;br /&gt;
|level=15&lt;br /&gt;
|ap=150&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|ver2=EX Mode&lt;br /&gt;
|damage2=&#039;&#039;&#039;42&#039;&#039;&#039; (2x4 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+6&amp;lt;/span&amp;gt;, 6, 16 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+6&amp;lt;/span&amp;gt;)&lt;br /&gt;
|startup2=25F&lt;br /&gt;
|type2=Physical&lt;br /&gt;
|priority2=Melee Low&lt;br /&gt;
|ex2=30&lt;br /&gt;
|effect2=Wall Rush &amp;lt;br&amp;gt;Block (Ranged Low)&lt;br /&gt;
|cancels2=Dodge&lt;br /&gt;
|asthit2=&lt;br /&gt;
|image=https://dissidia.wiki/images/b/b1/Brv_wol_rising_buckler.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Rising Buckler is a {{keyword|punish|punish=1}} tool against opponents who are above Warrior of Light. Warrior of Light throws a shield to pull opponent in, and knocks them behind him at a downward angle. Rising Buckler has good base damage and it can wall rush, but its main appeal is the vertical reach and Bitter End {{keyword|HP link|hplink=1}}. Rising Buckler has good upward reach with movement and the {{keyword|disjointed|disjoint=1}} shield. Thanks to Bitter End, Warrior of Light gets HP damage off of single mistakes, whether it&#039;s from {{keyword|whiffs|whiff=1}} or block staggers. The upward {{keyword|tracking|tracking=1}} also makes it consistent for follow-ups, namely from Kuja and Sephiroth assists.&lt;br /&gt;
&lt;br /&gt;
Rising Buckler works effectively as a punish move, but it&#039;s not risk-free. It is {{keyword|reactable|reactable=1}} to due to its 25-frame {{keyword|startup|startup=1}} and distinct audio cue. Warrior of Light stays in place for a moment before he is actionable, and won&#039;t track the opponent once the shield is thrown. This is also Warrior of Light&#039;s primary upward attack in the air. That makes Rising Buckler more predictable in the {{keyword|neutral|neutral=1}}, as it has a hard time hitting from other angles. Unlike Crossover, Rising Buckler does not finish the attack before the HP link. That cuts the move&#039;s bravery damage in half, though the HP link brings it almost in line with the BRV finisher.&lt;br /&gt;
&lt;br /&gt;
Warrior of Light can has a functionally similar move for downward angles, Shield Strike. He can use both attacks to have high vertical coverage, but he does not always need both. Rising Buckler specifically can be useful in some air oriented {{keyword|matchups|matchup=1}}, such as {{012seph}} and {{012kuja}}.&lt;br /&gt;
&lt;br /&gt;
|-|Shield Strike=&lt;br /&gt;
&lt;br /&gt;
{{AbilityInfo2&lt;br /&gt;
|ver1=Normal&lt;br /&gt;
|damage1=&#039;&#039;&#039;30&#039;&#039;&#039; (2x4, 6, 16)&lt;br /&gt;
|startup1=25F&lt;br /&gt;
|type1=Physical&lt;br /&gt;
|priority1=Melee Low&lt;br /&gt;
|ex1=30&lt;br /&gt;
|effect1=Wall Rush&lt;br /&gt;
|cancels1=Dodge&lt;br /&gt;
|asthit1=&lt;br /&gt;
|gametext=Downward attack, scooping foe with shield. &amp;lt;br&amp;gt;Useful from above.&lt;br /&gt;
|level=1&lt;br /&gt;
|ap=200&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|ver2=EX Mode&lt;br /&gt;
|damage2=&#039;&#039;&#039;42&#039;&#039;&#039; (2x4 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+6&amp;lt;/span&amp;gt;, 6, 16 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+6&amp;lt;/span&amp;gt;)&lt;br /&gt;
|startup2=25F&lt;br /&gt;
|type2=Physical&lt;br /&gt;
|priority2=Melee Low&lt;br /&gt;
|ex2=30&lt;br /&gt;
|effect2=Wall Rush &amp;lt;br&amp;gt;Block (Ranged Low)&lt;br /&gt;
|cancels2=Dodge&lt;br /&gt;
|asthit2=&lt;br /&gt;
|image=https://dissidia.wiki/images/b/b2/Brv_wol_shield_strike.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Shield Strike is almost identical to Rising Buckler, but with one key difference; It hits below Warrior of Light instead. On hit, Warrior of Light knocks opponent behind him at an upward angle. Just like Rising Buckler, Shield Strike can {{keyword|cancel|cancel=1}} into Bitter End for HP damage. The bravery damage is also the same.&lt;br /&gt;
&lt;br /&gt;
This is a good {{keyword|punish|punish=1}} tool in {{keyword|air-to-ground|air-to-ground=1}} situations and after LV2 Assist Change staggers. As such, Shield Strike has good coverage against many close-range characters who use melee attacks. Since this is Warrior of Light&#039;s primary downward attack, it also makes it more telegraphed. It&#039;s great when used cautiously, but carries a lot of risk if it {{keyword|whiffs|whiff=1}}. Similar to Rising Buckler, Shield Strike has long {{keyword|recovery|recovery=1}} and no {{keyword|tracking|tracking=1}} after the move comes out.&lt;br /&gt;
&lt;br /&gt;
Warrior of Light does not move far if he is not above opponent, but the shield does hit in front of Warrior of Light. That lets him combo into HP after Sephiroth assist, who is one of his strongest assists.&lt;br /&gt;
&lt;br /&gt;
|-|Dayflash (midair)=&lt;br /&gt;
&lt;br /&gt;
{{AbilityInfo2&lt;br /&gt;
|ver1=Normal&lt;br /&gt;
|damage1=&#039;&#039;&#039;22&#039;&#039;&#039; (3, 4, 15)&lt;br /&gt;
|startup1=15F&lt;br /&gt;
|type1=Physical&lt;br /&gt;
|priority1=Melee Low&lt;br /&gt;
|ex1=90&lt;br /&gt;
|effect1=Chase&lt;br /&gt;
|cancels1=Dodge, &amp;lt;br&amp;gt;Block &amp;amp; Attack ({{keyword|Whiff|whiff=1}})&lt;br /&gt;
|asthit1=&lt;br /&gt;
|gametext=[Close] Fast horizontal slice. &amp;lt;br&amp;gt;Low power, quick strike.&lt;br /&gt;
|level=25&lt;br /&gt;
|ap=90&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|ver2=EX Mode&lt;br /&gt;
|damage2=&#039;&#039;&#039;36&#039;&#039;&#039; (3 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+4&amp;lt;/span&amp;gt;, 4 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+4&amp;lt;/span&amp;gt;, 15 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+6&amp;lt;/span&amp;gt;)&lt;br /&gt;
|startup2=15F&lt;br /&gt;
|type2=Physical&lt;br /&gt;
|priority2=Melee Low&lt;br /&gt;
|ex2=90&lt;br /&gt;
|effect2=Chase &amp;lt;br&amp;gt;Block (Ranged Low)&lt;br /&gt;
|cancels2=Dodge, &amp;lt;br&amp;gt;Block &amp;amp; Attack ({{keyword|Whiff|whiff=1}})&lt;br /&gt;
|asthit2=&lt;br /&gt;
|image=https://dissidia.wiki/images/5/5b/Brv_wol_dayflash_a.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Dayflash&#039;s aerial version is essential for Warrior of Light. It&#039;s very similar to ground version in many aspects, including damage, {{keyword|hit confirmable|hitconfirm=1}} follow-ups and safety as a {{keyword|poke|poke=1}}. It&#039;s reliable for starting assist combos and it generates 90 EX when completed. Because fights often happen in the air, Warrior of Light relies on this move a lot to function.&lt;br /&gt;
&lt;br /&gt;
The {{keyword|startup|startup=1}} is slightly slower than ground Dayflash (15 frames instead of 13), but it&#039;s still unreactable. The {{keyword|recovery|recovery=1}} is short as well, which Warrior of Light can use to build assist gauge on whiff. He can also {{keyword|cancel|cancel=1}} Dayflash into other attacks on whiff as a {{keyword|mixup|mixup=1}} against aggressive opponents, such as Shield of Light. The {{keyword|hitbox|hitbox=1}} goes low enough where it can still hit grounded opponents, so Dayflash also works as an {{keyword|air-to-ground|air-to-ground=1}} move.&lt;br /&gt;
&lt;br /&gt;
Most of Warrior of Light&#039;s attacks are slower, telegraphed moves with long recovery and higher damage potential. Aerial Dayflash is the opposite; It&#039;s the only high speed move Warrior of Light can consistently threaten with in close-range. It also lacks any {{keyword|HP links|hplink=1}}, so assist is needed to do HP damage. This is Warrior of Light&#039;s lowest damaging move in comparison to his other moves, but it&#039;s also the safest with least risk. It&#039;s a staple for him in competitive play, and his longevity hinges on how well he can utilize Dayflash.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= HP Attacks =&lt;br /&gt;
&lt;br /&gt;
== Ground ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Shield of Light (ground)=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=-&lt;br /&gt;
|startup=53F (Block from 1F to 53F)&lt;br /&gt;
|type=-&lt;br /&gt;
|priority=Melee High, Block Mid&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=Block, Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/7/77/Hp_wol_shield_of_light_g.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=22&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=[Close] Fire force blast from shield. &amp;lt;br&amp;gt;Hurls foe while blocking.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Shield of Light is Warrior of Light&#039;s signature {{keyword|command block|commandblock=1}}. He moves forward before unleashing a 1-hit force blast that can wall rush. Its blocking duration is very generous, as it blocks instantly from frame 1 until the move does damage. Combined with the forward movement, Shield of Light can call out low priority pokes, such as {{012cod}}&#039;s tentacles.&lt;br /&gt;
&lt;br /&gt;
More importantly, Shield of Light works as an instant defensive option after a ground dodge. If Warrior of Light is about to get hit, he can use this to keep the opponent at bay. Blocks like this work against dashes and low priority attacks alike. This presents a second layer of defense that the opponent has to consider at all times, or they risk taking HP damage just for approaching.  &lt;br /&gt;
&lt;br /&gt;
Shield of Light is a great defensive tool, but it still carries a risk. If it misses, Warrior of Light is left wide open for {{keyword|punishes|punish=1}}. Shield of Light can only block low priority moves. Higher priority moves like HP attacks and {{012squ}}&#039;s Heel Crush will guard crush or stagger Warrior of Light respectively.&lt;br /&gt;
&lt;br /&gt;
Warrior of Light becomes airborne when using this move. He can aim Shield of Light at a diagonal angle against airborne opponents, but he cannot change the direction once he performs it.&lt;br /&gt;
&lt;br /&gt;
|-|Shining Wave=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=-&lt;br /&gt;
|startup=51F&lt;br /&gt;
|type=-&lt;br /&gt;
|priority=Melee High (blade) &amp;lt;br&amp;gt;Ranged High (light pillar)&lt;br /&gt;
|ex=each 60&lt;br /&gt;
|effect=-&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/1/10/Hp_wol_shining_wave.jpeg&lt;br /&gt;
|imgpos=60%&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=1&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=[Mid] Shoot pillars of light. &amp;lt;br&amp;gt;Homes in on opponent.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Shining Wave is a long-range wave attack that deals HP damage on hit. It is sometimes used as a secondary projectile to occupy space, but it also works after staggering with a block. The ranged high priority lets Warrior of Light ignore LV2 Assist Change if the opponent has full assist gauge when staggered. Shining Wave cannot be reflected back at Warrior of Light, but it does lose to high priority melee attacks and {{keyword|command blocks|commandblock=1}} with decent active frames.&lt;br /&gt;
&lt;br /&gt;
The wave projectile travels at a relatively high speed once it&#039;s {{keyword|active|active=1}}. It can {{keyword|track|track=1}} airborne opponents, but it always moves forward at first before it starts realigning. Shining Wave can hit twice if it connects this way, though this can be difficult to aim for in a competitive match. Shining Wave can also combo into assist at a wall, but outside of that, its reward is pretty low on average.&lt;br /&gt;
&lt;br /&gt;
As a wave HP, Shining Wave has a little quirk with its {{keyword|hitbox|hitbox=1}}. It can miss against high speed movement that is passing through the projectile. &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=cDI-tsnyJbM&amp;amp;t=25 Shining Wave misses against high speed movement passing through]&amp;lt;/ref&amp;gt; This is pretty risky to attempt though, so Warrior of Light does not have to worry about it too often.&lt;br /&gt;
&lt;br /&gt;
|-|Ultimate Shield=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;20&#039;&#039;&#039; (4 x 3, 8)&lt;br /&gt;
|startup=41F&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee High&lt;br /&gt;
|ex=30&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/c/c1/Hp_wol_ultimate_shield.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=28&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=[Close] Deft shieldwork. &amp;lt;br&amp;gt;Effective against any height.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Ultimate Shield is a combo attack that wall rushes. This is Warrior of Light&#039;s fastest ground HP attack, though it is still {{keyword|reactable|reactable=1}}. The vertical {{keyword|tracking|tracking=1}} is high during {{keyword|startup|startup=1}}, so it can hit opponents directly above Warrior of Light. That is useful for calling out forward ground dodges, or air dodges that are near Warrior of Light. If the opponent is trying to dodge something else, Ultimate Shield can pull them down for some damage. As the fastest ground HP, it can work as a {{keyword|mixup|mixup=1}} against regular blocks.&lt;br /&gt;
&lt;br /&gt;
Warrior of Light stays in place while his shield goes towards opponent. If the shield misses, Warrior of Light will not continue with a combo. This makes it a bit harder for grounded opponents to counter from a distance. Ultimate Shield can also reflect HP projectiles without moving towards them. The reach is decent, but not enough to punish neutral ground dodges without prior movement. Assists can follow up either with wall rush or {{keyword|knockback cancel|knockbackcancel=1}}.&lt;br /&gt;
&lt;br /&gt;
If White Fang connects, it can activate a &#039;&#039;&#039;[[Glitch_(Dissidia_012)#Hit_Glitch|hit glitch]]&#039;&#039;&#039; for Ultimate Shield if its done at the same time. As Ultimate Shield does not reach far, this can be detrimental if the opponent is not already in close-range. It has long {{keyword|recovery|recovery=1}} when finished, so Warrior of Light should watch out for Assist Changes when using this.&lt;br /&gt;
&lt;br /&gt;
|-|Rune Saber (ground)=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;10&#039;&#039;&#039; (2 x 3, 4) / +Ascension = (50 Total)&lt;br /&gt;
|startup=?&lt;br /&gt;
|type=Magical&lt;br /&gt;
|priority=Melee High (?)&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/d/dc/Hp_wol_rune_saber.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=Branching from Ascension &amp;lt;br&amp;gt;[Combo] Light beam pierces foe.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Rune Saber is the {{keyword|HP link|hplink=1}} from Ascension. It&#039;s a vertical combo attack that ends with a tall pillar of light. Rune Saber is a good HP link for its damage and combo potential. Both Ascension and Rune Saber have good upward {{keyword|knockback|knockback=1}}. That means Rune Saber can wall rush consistently in stages with lower ceilings, such as Sky Fortress Bahamut and Edge of Madness.&lt;br /&gt;
&lt;br /&gt;
The wall rush is great for HP damage and assist combos alike. If Warrior of Light cannot guarantee a ceiling wall rush, multi-hit assists like Sephiroth can also {{keyword|knockback cancel|knockbackcancel=1}} for combos. As a result, Rune Saber is useful as an independent source of HP damage and assist combo starter anywhere.&lt;br /&gt;
&lt;br /&gt;
Rune Saber has a lengthy animation, which normally makes it risky against opponents who escaped with Assist Change. Rune Saber&#039;s last hit has a tall {{keyword|hitbox|hitbox=1}} with long {{keyword|active|active=1}} frames. This provides &#039;&#039;some&#039;&#039; cover for Warrior of Light before he can {{keyword|dodge cancel|dc=1}}, but it&#039;s not entirely safe. Opponents can still try to Assist Change out early and dodge next to Warrior of Light.&lt;br /&gt;
&lt;br /&gt;
If Ascension wall rushes first (such as in &#039;&#039;&#039;[[Pandaemonium_(Dissidia_012)|Pandaemonium]]&#039;&#039;&#039;), Rune Saber cannot hit unless assist connects during wall rush.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Aerial ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Shield of Light (midair)=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=-&lt;br /&gt;
|startup=53F (Block from 1F to 53F)&lt;br /&gt;
|type=-&lt;br /&gt;
|priority=Melee High, Block Mid&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=Block, Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/6/6a/Hp_wol_shield_of_light_a.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=1&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=[Close] Fire force blast from shield. &amp;lt;br&amp;gt;Hurls foe while blocking.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Shield of Light is Warrior of Light&#039;s {{keyword|command block|commandblock=1}}. As an aerial move, Warrior of Light has more opportunities to use it anywhere. This is good, because it is functionally very similar to the ground version. It still blocks low priority attacks instantly on frame 1 until it deals HP damage. As such, its most commonly used for self-defense after air dodging. This can keep opponents guessing, as the instant blocking makes it much harder to react before it&#039;s too late. Warrior of Light also moves toward opponent a short distance as he guards. That can stagger melee low attacks with long {{keyword|active|active=1}} frames, such as {{012clo}}&#039;s Slashing Blow. As a 1-hit HP, Shield of Light can also circumvent EX Revenge {{keyword|checkmates|checkmate=1}} with EX {{keyword|depletion|depletion=1}}.&lt;br /&gt;
&lt;br /&gt;
The force blast has short reach and it doesn&#039;t stay active for long. However, it can wall rush and start assist combos with a good {{keyword|read|read=1}}. It&#039;s not commonly used in assist combos due to its relatively small {{keyword|hitbox|hitbox=1}} and limited vertical {{keyword|tracking|tracking=1}}. Warrior of Light&#039;s combos often lead to the air, and he has stronger options for damage, and situationally safer tools against Assist Change. Regardless, the aerial Shield of Light is a staple for Warrior of Light.&lt;br /&gt;
&lt;br /&gt;
|-|Radiant Sword=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=-&lt;br /&gt;
|startup=77F&lt;br /&gt;
|type=-&lt;br /&gt;
|priority=Ranged High&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/e/eb/Hp_wol_radiant_sword.jpeg&lt;br /&gt;
|imgpos=60%&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=13&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=[Long] Fire blades of light from seal. &amp;lt;br&amp;gt;Blades weakly track foe.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Radiant Sword is a group of long-range homing projectiles. The projectiles spawn as a row in front of Warrior of Light, and once they start moving, they accelerate to very high speed within a couple seconds. While homing, all projectiles attempt to laser focus on a single point at the opponent. This limits Radiant Sword&#039;s ability to occupy space, but its {{keyword|tracking|tracking=1}} and reach are strong enough to force a dodge at most ranges. &lt;br /&gt;
&lt;br /&gt;
The {{keyword|startup|startup=1}} is quite slow, so Warrior of Light cannot use this as a reliable {{keyword|mixup|mixup=1}} against blocks. Radiant Sword is sometimes used as an attempt to threaten the opponent who is already getting an EX core, but it has a pretty low hit rate in {{keyword|neutral|neutral=1}} due to its telegraphed startup and relatively slow speed. Radiant Sword also stops if it hits a solid obstacle, like floor or the crystal in Empyreal Paradox. If Radiant Sword connects though, it can wall rush for an assist combo.&lt;br /&gt;
&lt;br /&gt;
|-|Rune Saber (midair)=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;10&#039;&#039;&#039; (2 x 3, 4) / +Crossover = (50 Tota)&lt;br /&gt;
|startup=??&lt;br /&gt;
|type=Magical&lt;br /&gt;
|priority=Melee High (?)&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/d/dc/Hp_wol_rune_saber.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=Branching from Crossover &amp;lt;br&amp;gt;[Combo] Light beam pierces foe.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Rune Saber is the {{keyword|HP link|hplink=1}} from Crossover. It&#039;s a staple move for Warrior of Light whenever Crossover is equipped. It is functionally identical Rune Saber from Ascension, a multi-hit attack that wall rushes upwards. Though the base damage is low, it&#039;s a consistent, damaging HP link thanks to wall rush and assist. Warrior of Light has some flexibility with this move in assist combos. He can either go for a conventional wall rush combo, or he can call assist such as Sephiroth to {{keyword|knockback cancel|knockbackcancel=1}} the last hit if ceiling is not close.&lt;br /&gt;
&lt;br /&gt;
Rune Saber has a lengthy animation, which normally makes it risky against opponents who escaped with Assist Change. Rune Saber&#039;s last hit has a tall {{keyword|hitbox|hitbox=1}} with long {{keyword|active|active=1}} frames. This provides &#039;&#039;some&#039;&#039; cover for Warrior of Light before he can {{keyword|dodge cancel|dc=1}}, but it&#039;s not entirely safe. Opponents can still try to Assist Change out early and dodge next to Warrior of Light.&lt;br /&gt;
&lt;br /&gt;
If Crossover wall rushes first, Rune Saber cannot hit unless assist connects during wall rush.&lt;br /&gt;
&lt;br /&gt;
|-|Bitter End A=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;15&#039;&#039;&#039; (2 x 6, 3) / +Rising Buckler = (29 Total)&lt;br /&gt;
|startup=??&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee High (?)&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/7/73/Hp_wol_bitter_end.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=Branching from Rising Buckler &amp;lt;br&amp;gt;[Combo] Deft bladework.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Bitter End is another staple {{keyword|HP link|hplink=1}} for Warrior of Light. It&#039;s a stationary combo that has horizontal {{keyword|knockback|knockback=1}} on the last hit. This move lets Warrior of Light capitalize on his {{keyword|whiff punishment|whiffpunish=1}} in a meaningful way, as it deals HP damage without assist. The base damage is slightly higher than Rune Saber, and it has similar combo routes with wall rush and Sephiroth assist {{keyword|knockback cancels|knockbackcancel=1}}. It&#039;s a good assist combo starter and ender for its wall rush and attack length. With high base bravery builds, the animation lasts long enough to get most of the base bravery back after HP if Bitter End is delayed enough.&lt;br /&gt;
&lt;br /&gt;
As a multi-hitting combo attack, Bitter End starts quickly, but takes a couple seconds to finish. It is very unsafe against opponents who escaped with LV1 Assist Change. Warrior of Light cannot {{keyword|cancel|cancel=1}} Bitter End until the last hit comes out. He stays still for the entire animation, and he doesn&#039;t have Rune Saber&#039;s tall {{keyword|hitbox|hitbox=1}} to provide cover either. As such, Bitter End is vulnerable to aerial attacks from above and his back. Warrior of Light will need assist gauge himself if he wants to counter any {{keyword|punish|punish=1}} attempts. If Warrior of Light cannot land this move before opponent gets assist, he can struggle to get any HP damage at all. It&#039;s something he has to work with, as not having access to Bitter End loses him more damage in the long term.&lt;br /&gt;
&lt;br /&gt;
|-|Bitter End B=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;15&#039;&#039;&#039; (2 x 6, 3) / +Shield Strike = (29 Total)&lt;br /&gt;
|startup=??&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee High (?)&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/7/73/Hp_wol_bitter_end.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=Branching from Shield Strike &amp;lt;br&amp;gt;[Combo] Deft bladework.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Bitter End B is identical with Bitter End A.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= EX Mode: Class Change! =&lt;br /&gt;
Effects:&lt;br /&gt;
* Regen&lt;br /&gt;
* Critical Boost&lt;br /&gt;
* Mirror Attack&lt;br /&gt;
* Protect&lt;br /&gt;
* Light&#039;s Blessing&lt;br /&gt;
&lt;br /&gt;
Warrior of Light&#039;s EX Mode has plenty of useful effects. He gets additional hits for his melee braveries, a big damage reduction in +10 base DEF and he block ranged low moves during his own attacks. EX modes are commonly used to secure a win with assist combo, and Warrior of Light is no different. As such, the defensive boosts may not come into play often. It is still a good EX mode overall, though.&lt;br /&gt;
&lt;br /&gt;
== Mirror Attack ==&lt;br /&gt;
&lt;br /&gt;
{{image|https://dissidia.wiki/images/8/8d/Ex_mode_wol_mirror_attack.jpeg}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[Active while attacking]&lt;br /&gt;
A wall of light appears while attacking, repelling weak magical attacks.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Warrior of Light can block attacks with Ranged Low priority during his own attack animations. The blocking effect activates very quickly and lasts for most, if not the whole attack animation. This applies even during a move&#039;s {{keyword|recovery|recovery=1}}.&lt;br /&gt;
&lt;br /&gt;
== Protect ==&lt;br /&gt;
&#039;&#039;[Always active while in EX Mode]&lt;br /&gt;
An aura of light covers the body, raising defense.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Warrior of Light gets +10 DEF for the duration of his EX mode. That is a huge increase, which can greatly reduce bravery damage taken if Warrior of Light is hit during this time.&lt;br /&gt;
&lt;br /&gt;
== Light&#039;s Blessing ==&lt;br /&gt;
{{image|http://dissidia.wiki/images/b/b9/Ex_mode_wol_light_blessing.jpeg}}&lt;br /&gt;
&#039;&#039;[Activates when combo hits] Swords of light appear, dealing additional damage.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Light&#039;s Blessing adds several hits to Warrior of Light&#039;s physical bravery attacks. Each light sword has a base damage of 1. The light swords cause {{keyword|hit stun|hitstun=1}}, but they don&#039;t create more lenient, practical solo combo routes for Warrior of Light.&lt;br /&gt;
&lt;br /&gt;
== EX Burst: Oversoul ==&lt;br /&gt;
{{image|https://dissidia.wiki/images/4/46/Ex_burst_wol.jpeg}}&lt;br /&gt;
&#039;&#039;Sharp, repeated strikes like flashes of light. &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;img&amp;gt;https://resources.dissidia.wiki/ddff/icons/ddff-icon-button-dpadup.png&amp;lt;/img&amp;gt; &amp;lt;img&amp;gt;https://resources.dissidia.wiki/ddff/icons/ddff-icon-button-dpaddown.png&amp;lt;/img&amp;gt; &amp;lt;img&amp;gt;https://resources.dissidia.wiki/ddff/icons/ddff-icon-button-dpadleft.png&amp;lt;/img&amp;gt; &amp;lt;img&amp;gt;https://resources.dissidia.wiki/ddff/icons/ddff-icon-button-dpadright.png&amp;lt;/img&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Each directional button corresponds to one attack.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{burst&lt;br /&gt;
|damage1=5x3 (15)&lt;br /&gt;
|damage2=10x6, 25 (100 total)&lt;br /&gt;
|type=Physical&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Oversoul is a fairly standard EX Burst. The base damage for initial hits isn&#039;t high, but follow-up hits begin almost immediately, leaving less time for the opponent to raise their DEF.&lt;br /&gt;
&lt;br /&gt;
To complete this EX Burst, Warrior of Light must press the correct button shown on screen six times. The button inputs &#039;&#039;always&#039;&#039; require a directional button. Analog stick {{pspana}} will not work regardless of what the character control option is set to. If Warrior of Light does not press the correct button within a short time, or presses a wrong button, he will end EX Burst early. Regardless of how well this EX Burst is done, Warrior of Light always finishes with a slash that has decent 25 base damage.&lt;br /&gt;
&lt;br /&gt;
== Combos ==&lt;br /&gt;
&lt;br /&gt;
=== Solo ===&lt;br /&gt;
&lt;br /&gt;
=== Assist ===&lt;br /&gt;
&lt;br /&gt;
== Builds ==&lt;br /&gt;
&#039;&#039;Main article: &#039;&#039;&#039;[[Warrior_of_Light_(Dissidia_012)/Builds|Warrior of Light (012) Builds]]&#039;&#039;&#039; &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Warrior of Light works with a variety of builds, such as hybrid builds, Bravery Boost on Dodge and Side by Side. Bravery damage builds are not as common due to most of his damage coming from Dayflash and {{keyword|HP links|hplink=1}}. On the other hand, Warrior of Light benefits greatly from having high {{keyword|base bravery|basebrv=1}} for assist combos.&lt;br /&gt;
&lt;br /&gt;
=== Hybrid ===&lt;br /&gt;
&lt;br /&gt;
{{Build&lt;br /&gt;
|hp=11299&lt;br /&gt;
|cp=450&lt;br /&gt;
|brv=996&lt;br /&gt;
|atk=178&lt;br /&gt;
|def=184&lt;br /&gt;
|luk=60&lt;br /&gt;
|booster=&lt;br /&gt;
|setbonus=Seal of Lufenia&lt;br /&gt;
|ast={{012seph}}&lt;br /&gt;
|wpn=Heaven&#039;s Cloud&lt;br /&gt;
|hand=Lufenian Dirk {{equip}}&lt;br /&gt;
|head=Lufenian Headband {{equip}}&lt;br /&gt;
|armor=Lufenian Vest&lt;br /&gt;
|acc1=Muscle Belt {{accbas}}&lt;br /&gt;
|acc2=Dismay Shock {{accbas}}&lt;br /&gt;
|acc3=Battle Hammer {{accbas}}&lt;br /&gt;
|acc4=Summon Unused {{accboo}}&lt;br /&gt;
|acc5=Pre-EX Mode {{accboo}}&lt;br /&gt;
|acc6=Pre-EX Revenge {{accboo}}&lt;br /&gt;
|acc7=Opponent Summon Unused {{accboo}}&lt;br /&gt;
|acc8=White Gem {{accsp}}&lt;br /&gt;
|acc9=Tenacious Attacker {{accsp}}&lt;br /&gt;
|acc10=Glutton {{accsp}}&lt;br /&gt;
|summon=Rubicante&lt;br /&gt;
|dataBRV=&lt;br /&gt;
{{Build-AttackData&lt;br /&gt;
|brv1-g=Dayflash&lt;br /&gt;
|branch-1gbrv=&lt;br /&gt;
|branch-1ghp=&lt;br /&gt;
|brv2-g=Ascension&lt;br /&gt;
|branch-2gbrv=&lt;br /&gt;
|branch-2ghp=Rune Saber&lt;br /&gt;
|brv3-g=White Fang&lt;br /&gt;
|branch-3gbrv=&lt;br /&gt;
|branch-3ghp=&lt;br /&gt;
|brv1-a=Dayflash&lt;br /&gt;
|branch-1abrv=&lt;br /&gt;
|branch-1ahp=&lt;br /&gt;
|brv2-a=Crossover&lt;br /&gt;
|branch-2abrv=&lt;br /&gt;
|branch-2ahp=Rune Saber&lt;br /&gt;
|brv3-a=Shield Strike&lt;br /&gt;
|branch-3abrv=&lt;br /&gt;
|branch-3ahp=Bitter End&lt;br /&gt;
}}&lt;br /&gt;
| dataHP      = &lt;br /&gt;
{{Build-AttackDataHP&lt;br /&gt;
|hp1-g=Shield of Light&lt;br /&gt;
|hp2-g=Ultimate Shield&lt;br /&gt;
|hp3-g=Shining Wave&lt;br /&gt;
|hp1-a=Shield of Light&lt;br /&gt;
|hp2-a=&lt;br /&gt;
|hp3-a=Radiant Sword&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This is a general purpose build focused on EX intake and EX depletion. Most competitive builds focus on damage, ex and / or meter depletion, so this is a good build to start with.&lt;br /&gt;
&lt;br /&gt;
Seal of Lufenia set lowers DEF, but Warrior of Light&#039;s high base DEF stat mitigates it. Lufenian Dirk {{equhand}} adds +1 ATK for more damage, which in turn compensates for Heaven&#039;s Cloud&#039;s {{equwpn}} low ATK. Heaven&#039;s Cloud makes grabbing EX Force much easier due to its increased EX intake range.&lt;br /&gt;
&lt;br /&gt;
== Assist ==&lt;br /&gt;
&lt;br /&gt;
Warrior of Light&#039;s assist data.&lt;br /&gt;
&lt;br /&gt;
=== Assist Data ===&lt;br /&gt;
{{012Assist&lt;br /&gt;
|type1=BRV&lt;br /&gt;
|attack1=Sword Thrust&lt;br /&gt;
|startup1=31F&lt;br /&gt;
|position1=Ground&lt;br /&gt;
|spawn1=Opponent&lt;br /&gt;
|damage1=6, 3 x 5, 15 (30)&lt;br /&gt;
|effect1=Wall Rush&lt;br /&gt;
|type2=BRV&lt;br /&gt;
|attack2=Rising Buckler&lt;br /&gt;
|startup2=25F&lt;br /&gt;
|position2=Air&lt;br /&gt;
|spawn2=Opponent&lt;br /&gt;
|damage2=2 x 4, 6, 16 (30)&lt;br /&gt;
|effect2=Wall Rush&lt;br /&gt;
|type3=HP&lt;br /&gt;
|attack3=Shining Wave&lt;br /&gt;
|startup3=53F&lt;br /&gt;
|position3=Ground&lt;br /&gt;
|spawn3=Player&lt;br /&gt;
|damage3=-&lt;br /&gt;
|effect3=Chase&lt;br /&gt;
|type4=HP&lt;br /&gt;
|attack4=Shield of Light&lt;br /&gt;
|startup4=51F&lt;br /&gt;
|position4=Air&lt;br /&gt;
|spawn4=Opponent&lt;br /&gt;
|damage4=-&lt;br /&gt;
|effect4=Block, Wall Rush&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Assist Overview ===&lt;br /&gt;
&lt;br /&gt;
As an assist, Warrior of Light is one of the weaker assists in the game. His braveries do not hold the opponent in place for long and they quickly push them away from the player. The lack of Assist Chase hurts; Warrior of Light struggles to serve the role of setting up HP attacks for the player character. He relies on Wall Rush to achieve this. It is recommended to fight near ground, so that Rising Buckler can at least slam opponents to the floor for easier combos.&lt;br /&gt;
&lt;br /&gt;
Shield of Light can guard attacks, which is worth noting for {{keyword|scrambles|scramble=1}} and checkmate situations. But because it is an HP attack, it is expensive and risky to use.&lt;br /&gt;
&lt;br /&gt;
=== Synergies ===&lt;br /&gt;
Warrior of Light works well with most competitive assists.&lt;br /&gt;
&lt;br /&gt;
;Sephiroth&lt;br /&gt;
:Arguably the most popular synergy in competitive play. He can combo from almost every move and Wall Rush consistently, and set up another {{keyword|HP link|hplink=1}} afterwards. Sephiroth may be a budget Kuja assist, but his multi-hits make it easier to do {{keyword|knockback cancels|knockbackcancel=1}} anywhere. This lets Warrior of Light deal consistent HP damage regardless of his position, while still having access to a consistent {{keyword|whiff punish|whiffpunish=1}} option.&lt;br /&gt;
&lt;br /&gt;
;Aerith&lt;br /&gt;
:Aerith has less bravery damage and worse whiff punish tools in exchange for safer combos and EX intake. Dayflash chase setups take center stage here; They&#039;re useful for getting EX and bypassing LV2 Assist Change staggers. Knockback cancels are still possible with Rune Saber and Bitter End, so technically Warrior of Light does not need Wall Rush for combos either. They are not very easy to do, though. If Warrior of Light does get a Wall Rush, he can use Shield of Light to set up another Aerith assist. A double assist combo can be a lot of damage, particularly with high base bravery.&lt;br /&gt;
&lt;br /&gt;
;Jecht&lt;br /&gt;
:Jecht hits faster than Sephiroth and his air BRV sets up extended ground combos for lots of bravery. Even if Crossover is not equipped, Ascension usually is, which is also a high damaging move. If WoL wants to use assist again for even more bravery after Jecht&#039;s air BRV, Dayflash (ground) {{keyword|empty chase|emptychase=1}} reset makes it possible. This is a competent synergy in its own right, though WoL loses out on consistent {{keyword|midscreen|midscreen=1}} knockback cancels.&lt;br /&gt;
&lt;br /&gt;
= References =&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{navbox012}}&lt;br /&gt;
&lt;br /&gt;
{{roadmap012wol}}&lt;/div&gt;</summary>
		<author><name>Muggshotter</name></author>
	</entry>
	<entry>
		<id>https://dissidia.wiki/index.php?title=Warrior_of_Light_(Dissidia_012)/Builds&amp;diff=4789</id>
		<title>Warrior of Light (Dissidia 012)/Builds</title>
		<link rel="alternate" type="text/html" href="https://dissidia.wiki/index.php?title=Warrior_of_Light_(Dissidia_012)/Builds&amp;diff=4789"/>
		<updated>2026-03-24T19:01:35Z</updated>

		<summary type="html">&lt;p&gt;Muggshotter: Created page. Added revised hybrid and side by side builds.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Dissidia 012 Final Fantasy]] [[Category:Builds (Dissidia 012)]] [[Category:Warrior of Light (Dissidia 012)]]&lt;br /&gt;
&lt;br /&gt;
== Hybrid ==&lt;br /&gt;
&lt;br /&gt;
{{Build&lt;br /&gt;
|hp=11299&lt;br /&gt;
|cp=450&lt;br /&gt;
|brv=996&lt;br /&gt;
|atk=178&lt;br /&gt;
|def=184&lt;br /&gt;
|luk=60&lt;br /&gt;
|booster=&lt;br /&gt;
|setbonus=Seal of Lufenia&lt;br /&gt;
|ast={{012seph}}&lt;br /&gt;
|wpn=Heaven&#039;s Cloud&lt;br /&gt;
|hand=Lufenian Dirk {{equip}}&lt;br /&gt;
|head=Lufenian Headband {{equip}}&lt;br /&gt;
|armor=Lufenian Vest&lt;br /&gt;
|acc1=Muscle Belt {{accbas}}&lt;br /&gt;
|acc2=Dismay Shock {{accbas}}&lt;br /&gt;
|acc3=Battle Hammer {{accbas}}&lt;br /&gt;
|acc4=Summon Unused {{accboo}}&lt;br /&gt;
|acc5=Pre-EX Mode {{accboo}}&lt;br /&gt;
|acc6=Pre-EX Revenge {{accboo}}&lt;br /&gt;
|acc7=Opponent Summon Unused {{accboo}}&lt;br /&gt;
|acc8=White Gem {{accsp}}&lt;br /&gt;
|acc9=Tenacious Attacker {{accsp}}&lt;br /&gt;
|acc10=Glutton {{accsp}}&lt;br /&gt;
|summon=Rubicante&lt;br /&gt;
|dataBRV=&lt;br /&gt;
{{Build-AttackData&lt;br /&gt;
|brv1-g=Dayflash&lt;br /&gt;
|branch-1gbrv=&lt;br /&gt;
|branch-1ghp=&lt;br /&gt;
|brv2-g=Ascension&lt;br /&gt;
|branch-2gbrv=&lt;br /&gt;
|branch-2ghp=Rune Saber&lt;br /&gt;
|brv3-g=White Fang&lt;br /&gt;
|branch-3gbrv=&lt;br /&gt;
|branch-3ghp=&lt;br /&gt;
|brv1-a=Dayflash&lt;br /&gt;
|branch-1abrv=&lt;br /&gt;
|branch-1ahp=&lt;br /&gt;
|brv2-a=Crossover&lt;br /&gt;
|branch-2abrv=&lt;br /&gt;
|branch-2ahp=Rune Saber&lt;br /&gt;
|brv3-a=Shield Strike&lt;br /&gt;
|branch-3abrv=&lt;br /&gt;
|branch-3ahp=Bitter End&lt;br /&gt;
}}&lt;br /&gt;
| dataHP      = &lt;br /&gt;
{{Build-AttackDataHP&lt;br /&gt;
|hp1-g=Shield of Light&lt;br /&gt;
|hp2-g=Ultimate Shield&lt;br /&gt;
|hp3-g=Shining Wave&lt;br /&gt;
|hp1-a=Shield of Light&lt;br /&gt;
|hp2-a=&lt;br /&gt;
|hp3-a=Radiant Sword&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Build Overview ===&lt;br /&gt;
&lt;br /&gt;
This is a general purpose build focused on EX intake and EX depletion. Most competitive builds focus on damage, ex and / or meter depletion, so this is a good build to start with.&lt;br /&gt;
&lt;br /&gt;
Seal of Lufenia set lowers DEF, but Warrior of Light&#039;s high base DEF stat mitigates it. Lufenian Dirk {{equhand}} adds +1 ATK for more damage, which in turn compensates for Heaven&#039;s Cloud&#039;s {{equwpn}} low ATK. Heaven&#039;s Cloud makes grabbing EX Force much easier due to its increased EX intake range.&lt;br /&gt;
&lt;br /&gt;
=== Basic Abilities ===&lt;br /&gt;
&lt;br /&gt;
{{Build-Ability&lt;br /&gt;
|action=&lt;br /&gt;
{{Build-AbilitySet&lt;br /&gt;
|1=Ground Evasion}}&lt;br /&gt;
{{Build-AbilitySet&lt;br /&gt;
|1=Midair Evasion}}&lt;br /&gt;
{{Build-AbilitySet&lt;br /&gt;
|1=Ground Block}}&lt;br /&gt;
{{Build-AbilitySet&lt;br /&gt;
|1=Midair Block}}&lt;br /&gt;
{{Build-AbilitySet&lt;br /&gt;
|1=Aerial Recovery}}&lt;br /&gt;
{{Build-AbilitySet&lt;br /&gt;
|1=Recovery Attack}}&lt;br /&gt;
{{Build-AbilitySet&lt;br /&gt;
|1=Controlled Recovery}}&lt;br /&gt;
{{Build-AbilitySet&lt;br /&gt;
|1=Wall Jump}}&lt;br /&gt;
{{Build-AbilitySet&lt;br /&gt;
|1=Free Air Dash}}&lt;br /&gt;
{{Build-AbilitySet&lt;br /&gt;
|1=Omni Ground Dash}}&lt;br /&gt;
{{Build-AbilitySet&lt;br /&gt;
|1=Multi Air Slide}}&lt;br /&gt;
{{Build-AbilitySet&lt;br /&gt;
|1=Free Air Dash Boost}}&lt;br /&gt;
{{Build-AbilitySet&lt;br /&gt;
|1=Assist Gauge Up Dash}}&lt;br /&gt;
{{Build-AbilitySet&lt;br /&gt;
|1=Jump Times Boost}}&lt;br /&gt;
{{Build-AbilitySet&lt;br /&gt;
|1=Ground Evasion Boost}}&lt;br /&gt;
{{Build-AbilitySet&lt;br /&gt;
|1=Midair Evasion Boost}}&lt;br /&gt;
{{Build-AbilitySet&lt;br /&gt;
|1=Evasion Boost}}&lt;br /&gt;
{{Build-AbilitySet&lt;br /&gt;
|1=Descent Speed Boost}}&lt;br /&gt;
|support=&lt;br /&gt;
{{Build-AbilitySet&lt;br /&gt;
|1=Always Target Indicator}}&lt;br /&gt;
{{Build-AbilitySet&lt;br /&gt;
|1=EX Core Lock On}}&lt;br /&gt;
{{Build-AbilitySet&lt;br /&gt;
|1=RPG Mode Boost}}&lt;br /&gt;
{{Build-AbilitySet&lt;br /&gt;
|1=Auto Assist Lock On}}&lt;br /&gt;
|extra=&lt;br /&gt;
{{Build-AbilitySet&lt;br /&gt;
|1=Precision Evasion}}&lt;br /&gt;
{{Build-AbilitySet&lt;br /&gt;
|1=Disable Counterattack}}&lt;br /&gt;
{{Build-AbilitySet&lt;br /&gt;
|1=EXP to HP}}&lt;br /&gt;
{{Build-AbilitySet&lt;br /&gt;
|1=Master Guardsman}}&lt;br /&gt;
|cp=450 / 450&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Adjustments ===&lt;br /&gt;
&lt;br /&gt;
All capacity points are used. If you want to make room for something else, try removing the following:&lt;br /&gt;
; Ultimate Shield (+15) &lt;br /&gt;
:HP Attack for calling out dodges and {{keyword|whiffs|whiff=1}} on the ground, but not an absolute must-have.&lt;br /&gt;
;Radiant Sword (+15)&lt;br /&gt;
:HP Attack with low hit rate, often used in slow paced situations when the risk is not high.&lt;br /&gt;
&lt;br /&gt;
{{Build-Substitute&lt;br /&gt;
|datasub=&lt;br /&gt;
{{Build-SubstituteData&lt;br /&gt;
|item=Crossover (BRV) + Rune Saber (HP)&lt;br /&gt;
|substitute=Rising Buckler (BRV) + Bitter End (HP)&lt;br /&gt;
|notes=Rising Buckler lets Warrior of Light challenge airborne opponents even from below.&lt;br /&gt;
}}&lt;br /&gt;
{{Build-SubstituteData&lt;br /&gt;
|item=White Fang (BRV)&lt;br /&gt;
|substitute=Blue Fang (BRV)&lt;br /&gt;
|notes=This is for harassing Ultimecia in low ceiling stages, such as Pandaemonium - Top Floor and Sky Fortress Bahamut. Not very reliable for damage, but it is better than nothing.&lt;br /&gt;
}}&lt;br /&gt;
{{Build-SubstituteData&lt;br /&gt;
|item=Omni Ground Dash&lt;br /&gt;
|substitute=Ground Dash&lt;br /&gt;
|notes=This lets Warrior of Light fill assist gauge when dashing on the ground. Useful when approaching or playing passively.&lt;br /&gt;
}}&lt;br /&gt;
{{Build-SubstituteData&lt;br /&gt;
|item=Dismay Shock {{accbas}}&lt;br /&gt;
|substitute=Aerial {{accboo}} &amp;lt;br&amp;gt;Large Gap in HP {{accboo}} &amp;lt;br&amp;gt;Free Choice&lt;br /&gt;
|notes=Seal of Lufenia special effect already has strong EX depletion. Booster accessories can enhance Muscle Belt&#039;s damage or Battle Hammer&#039;s assist gauge depletion further. Otherwise feel free to pick whatever accessory serves you best.&lt;br /&gt;
}} }}&lt;br /&gt;
&lt;br /&gt;
== Side by Side (High Base BRV) ==&lt;br /&gt;
&lt;br /&gt;
{{Build&lt;br /&gt;
|hp=9683&lt;br /&gt;
|cp=450&lt;br /&gt;
|brv=1623&lt;br /&gt;
|atk=177&lt;br /&gt;
|def=185&lt;br /&gt;
|luk=60&lt;br /&gt;
|booster=&lt;br /&gt;
|setbonus=-&lt;br /&gt;
|ast={{012seph}}&lt;br /&gt;
|wpn=Piggy&#039;s Stick&lt;br /&gt;
|hand=Chainsaw {{equip}}&lt;br /&gt;
|head=Thornlet {{equip}}&lt;br /&gt;
|armor=Maximillian&lt;br /&gt;
|acc1=Bravery Orb {{accbas}}&lt;br /&gt;
|acc2=Dismay Shock {{accbas}}&lt;br /&gt;
|acc3=Battle Hammer {{accbas}}&lt;br /&gt;
|acc4=Empty EX Gauge {{accboo}}&lt;br /&gt;
|acc5=Summon Unused {{accboo}}&lt;br /&gt;
|acc6=Pre-EX Mode {{accboo}}&lt;br /&gt;
|acc7=Pre-EX Revenge {{accboo}}&lt;br /&gt;
|acc8=Back-Breaking Straw {{accsp}}&lt;br /&gt;
|acc9=Together As One {{accsp}}&lt;br /&gt;
|acc10=Side by Side {{accsp}}&lt;br /&gt;
|summon=Rubicante&lt;br /&gt;
|dataBRV=&lt;br /&gt;
{{Build-AttackData&lt;br /&gt;
|brv1-g=Dayflash&lt;br /&gt;
|branch-1gbrv=&lt;br /&gt;
|branch-1ghp=&lt;br /&gt;
|brv2-g=Ascension&lt;br /&gt;
|branch-2gbrv=&lt;br /&gt;
|branch-2ghp=Rune Saber&lt;br /&gt;
|brv3-g=White Fang&lt;br /&gt;
|branch-3gbrv=&lt;br /&gt;
|branch-3ghp=&lt;br /&gt;
|brv1-a=Dayflash&lt;br /&gt;
|branch-1abrv=&lt;br /&gt;
|branch-1ahp=&lt;br /&gt;
|brv2-a=Rising Buckler&lt;br /&gt;
|branch-2abrv=&lt;br /&gt;
|branch-2ahp=Bitter End&lt;br /&gt;
|brv3-a=Shield Strike&lt;br /&gt;
|branch-3abrv=&lt;br /&gt;
|branch-3ahp=Bitter End&lt;br /&gt;
}}&lt;br /&gt;
| dataHP      = &lt;br /&gt;
{{Build-AttackDataHP&lt;br /&gt;
|hp1-g=Shield of Light&lt;br /&gt;
|hp2-g=Ultimate Shield&lt;br /&gt;
|hp3-g=Shining Wave&lt;br /&gt;
|hp1-a=Shield of Light&lt;br /&gt;
|hp2-a=&lt;br /&gt;
|hp3-a=Radiant Sword&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Build Overview ===&lt;br /&gt;
&lt;br /&gt;
This is a Side by Side damage build focused on high HP damage with each {{keyword|HP link|hplink=1}}. The idea is fairly simple: Connect braveries that lead to HP attacks, and use assist to do it again. This lets Warrior of Light end a match in 3-4 combos, which is very powerful. The main downside has to do with Side by Side itself; If Warrior of Light cannot finish a match quickly, he cannot fill EX gauge to compensate.&lt;br /&gt;
&lt;br /&gt;
=== Basic Abilities ===&lt;br /&gt;
&lt;br /&gt;
{{Build-Ability&lt;br /&gt;
|action=&lt;br /&gt;
{{Build-AbilitySet&lt;br /&gt;
|1=Ground Evasion}}&lt;br /&gt;
{{Build-AbilitySet&lt;br /&gt;
|1=Midair Evasion}}&lt;br /&gt;
{{Build-AbilitySet&lt;br /&gt;
|1=Ground Block}}&lt;br /&gt;
{{Build-AbilitySet&lt;br /&gt;
|1=Midair Block}}&lt;br /&gt;
{{Build-AbilitySet&lt;br /&gt;
|1=Aerial Recovery}}&lt;br /&gt;
{{Build-AbilitySet&lt;br /&gt;
|1=Recovery Attack}}&lt;br /&gt;
{{Build-AbilitySet&lt;br /&gt;
|1=Controlled Recovery}}&lt;br /&gt;
{{Build-AbilitySet&lt;br /&gt;
|1=Wall Jump}}&lt;br /&gt;
{{Build-AbilitySet&lt;br /&gt;
|1=Free Air Dash}}&lt;br /&gt;
{{Build-AbilitySet&lt;br /&gt;
|1=Omni Ground Dash}}&lt;br /&gt;
{{Build-AbilitySet&lt;br /&gt;
|1=Free Air Dash Boost}}&lt;br /&gt;
{{Build-AbilitySet&lt;br /&gt;
|1=Assist Gauge Up Dash}}&lt;br /&gt;
{{Build-AbilitySet&lt;br /&gt;
|1=Jump Times Boost +}}&lt;br /&gt;
{{Build-AbilitySet&lt;br /&gt;
|1=Ground Evasion Boost}}&lt;br /&gt;
{{Build-AbilitySet&lt;br /&gt;
|1=Midair Evasion Boost}}&lt;br /&gt;
{{Build-AbilitySet&lt;br /&gt;
|1=Evasion Boost}}&lt;br /&gt;
{{Build-AbilitySet&lt;br /&gt;
|1=Descent Speed Boost}}&lt;br /&gt;
|support=&lt;br /&gt;
{{Build-AbilitySet&lt;br /&gt;
|1=Always Target Indicator}}&lt;br /&gt;
{{Build-AbilitySet&lt;br /&gt;
|1=EX Core Lock On}}&lt;br /&gt;
{{Build-AbilitySet&lt;br /&gt;
|1=RPG Mode Boost}}&lt;br /&gt;
{{Build-AbilitySet&lt;br /&gt;
|1=Auto Assist Lock On}}&lt;br /&gt;
|extra=&lt;br /&gt;
{{Build-AbilitySet&lt;br /&gt;
|1=Precision Evasion}}&lt;br /&gt;
{{Build-AbilitySet&lt;br /&gt;
|1=Disable Counterattack}}&lt;br /&gt;
{{Build-AbilitySet&lt;br /&gt;
|1=EXP to Assist}}&lt;br /&gt;
{{Build-AbilitySet&lt;br /&gt;
|1=Machinery}}&lt;br /&gt;
|cp=450 / 450&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Adjustments ===&lt;br /&gt;
&lt;br /&gt;
All capacity points are used. If you want to make room for something else, try removing the following:&lt;br /&gt;
&lt;br /&gt;
;Radiant Sword (+15)&lt;br /&gt;
:HP Attack with low hit rate, often used in slow paced situations when the risk is not high.&lt;br /&gt;
&lt;br /&gt;
The extra ability Machinery adds +100 {{keyword|base bravery|basebrv=1}}. Try not to remove it unless you want to use capacity points on something else that serves you equally well.&lt;br /&gt;
&lt;br /&gt;
{{Build-Substitute&lt;br /&gt;
|datasub=&lt;br /&gt;
{{Build-SubstituteData&lt;br /&gt;
|item=Dismay Shock {{accbas}}&lt;br /&gt;
|substitute=Aerial {{accboo}} &amp;lt;br&amp;gt;Opponent Empty EX Gauge&lt;br /&gt;
|notes=If the opponent is also using Side by Side, Dismay Shock&#039;s EX depletion is not necessary.&lt;br /&gt;
}}&lt;br /&gt;
{{Build-SubstituteData&lt;br /&gt;
|item=Back-Breaking Straw {{accsp}}&lt;br /&gt;
|substitute=Opponent Summon Unused {{accboo}} &amp;lt;br&amp;gt;HP &amp;lt; 50 % {{accboo}} &amp;lt;br&amp;gt;Free Choice&lt;br /&gt;
|notes=Back-Breaking Straw offsets Thornlet&#039;s {{equhead}} BRV penalties, but they&#039;re not so big to be detrimental in the short term. If you are comfortable with that, this is a free slot for higher boosters or even Badge of Trust {{accsp}} if initial assist gauge is essential.&lt;br /&gt;
}}&lt;br /&gt;
{{Build-SubstituteData&lt;br /&gt;
|item=Together As One {{accsp}}&lt;br /&gt;
|substitute=Blue Gem {{accsp}} &amp;lt;br&amp;gt;Great Gospel {{accsp}}&lt;br /&gt;
|notes=Together As One is acts as a safety net in competitive matches, but it can be exchanged for more base bravery or bravery recovery. Great Gospel&#039;s increased BRV recovery makes it even more reliable to reach base BRV during assist combos, which is technically a damage increase.&lt;br /&gt;
}}  }}&lt;br /&gt;
&lt;br /&gt;
== Old Builds ==&lt;br /&gt;
&lt;br /&gt;
{{spoilerbox&lt;br /&gt;
|title=Old builds&lt;br /&gt;
|data=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Side by Side (High Base BRV)=&lt;br /&gt;
{{Build&lt;br /&gt;
|hp=9844&lt;br /&gt;
|cp=480&lt;br /&gt;
|brv=1553&lt;br /&gt;
|atk=177&lt;br /&gt;
|def=183&lt;br /&gt;
|luk=61&lt;br /&gt;
|booster= x2.7&lt;br /&gt;
|setbonus=Seal of Lufenia&lt;br /&gt;
|ast=Sephiroth&lt;br /&gt;
|wpn=Piggy&#039;s Stick&lt;br /&gt;
|hand=Lufenian Gauntlets&lt;br /&gt;
|head=Lufenian Hairpin {{equip}}&lt;br /&gt;
|armor=Lufenian Jacket {{equip}}&lt;br /&gt;
|acc1={{accbas}} Muscle Belt&lt;br /&gt;
|acc2={{accbas}} Bravery Orb&lt;br /&gt;
|acc3={{accbas}} Battle Hammer&lt;br /&gt;
|acc4={{accboo}} Empty EX Gauge&lt;br /&gt;
|acc5={{accboo}} Pre-EX Mode&lt;br /&gt;
|acc6={{accboo}} Pre-EX Revenge&lt;br /&gt;
|acc7={{accsp}} Blue Gem&lt;br /&gt;
|acc8={{accsp}} Hero&#039;s Essence&lt;br /&gt;
|acc9={{accsp}} Miracle Shoes&lt;br /&gt;
|acc10={{accsp}} Side by Side&lt;br /&gt;
|summon=Rubicante&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+colspan=&amp;quot;3&amp;quot;|Substitutes&lt;br /&gt;
! Equipment !! Replacement !! Notes&lt;br /&gt;
|-&lt;br /&gt;
|{{accsp}} Blue Gem || {{accsp}} Together as One || Seal of Lufenia already depletes a lot of EX with a wall rush assist combo. Together as One can be used for added safety at the beginning of a match.&lt;br /&gt;
|-&lt;br /&gt;
|{{accbas}} Battle Hammer || {{accbas}} Sniper Eye || Damage increase via HP wall rush. Not mandatory, but can help end the fight sooner with increased damage.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Hero&#039;s Essence to fit in Best Dresser, Counterattack and Sneak Attack.&lt;br /&gt;
&lt;br /&gt;
|-|Hybrid (High Base BRV)=&lt;br /&gt;
{{Build&lt;br /&gt;
|hp=9971&lt;br /&gt;
|cp=450&lt;br /&gt;
|brv=1414&lt;br /&gt;
|atk=67&lt;br /&gt;
|def=72&lt;br /&gt;
|luk=60&lt;br /&gt;
|booster= x3.5&lt;br /&gt;
|setbonus=None&lt;br /&gt;
|ast=Sephiroth&lt;br /&gt;
|wpn=Piggy&#039;s Stick&lt;br /&gt;
|hand=Hero&#039;s Shield&lt;br /&gt;
|head=Royal Crown {{equip}}&lt;br /&gt;
|armor=Maximillian&lt;br /&gt;
|acc1={{accbas}} Muscle Belt&lt;br /&gt;
|acc2={{accbas}} Sniper Eye&lt;br /&gt;
|acc3={{accbas}} Dismay Shock&lt;br /&gt;
|acc4={{accbas}} Battle Hammer&lt;br /&gt;
|acc5={{accboo}} Large Gap in HP&lt;br /&gt;
|acc6={{accboo}} Summon Unused&lt;br /&gt;
|acc7={{accboo}} Pre-EX Mode&lt;br /&gt;
|acc8={{accboo}} Pre-EX Revenge&lt;br /&gt;
|acc9={{accsp}} Tenacious Attacker&lt;br /&gt;
|acc10={{accsp}} Glutton&lt;br /&gt;
|summon=Rubicante&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+colspan=&amp;quot;3&amp;quot;|Substitutes&lt;br /&gt;
! Equipment !! Replacement !! Notes&lt;br /&gt;
|-&lt;br /&gt;
|{{accbas}} Battle Hammer || {{accsp}} First to Victory || A good initial start, can substitute other accessories too.&lt;br /&gt;
|-&lt;br /&gt;
|{{accsp}} Tenacious Attacker or {{accsp}} Glutton || {{accsp}} Hero&#039;s Essence || More CP to fit in extra abilities (critical hit rate etc.).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{navbox012}}&lt;/div&gt;</summary>
		<author><name>Muggshotter</name></author>
	</entry>
	<entry>
		<id>https://dissidia.wiki/index.php?title=Equip_Glitch_(Dissidia_012)&amp;diff=4788</id>
		<title>Equip Glitch (Dissidia 012)</title>
		<link rel="alternate" type="text/html" href="https://dissidia.wiki/index.php?title=Equip_Glitch_(Dissidia_012)&amp;diff=4788"/>
		<updated>2026-03-24T13:59:57Z</updated>

		<summary type="html">&lt;p&gt;Muggshotter: Added youtube video.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Dissidia 012 Final Fantasy]]&lt;br /&gt;
Equip Glitch allows a character to wear normally unavailable equipment (weapon, armor) without having the necessary Extra Abilities equipped. For example, Peltast&#039;s Gear allows anyone to equip katanas. Zidane could keep using Piggy&#039;s Stick {{equwpn}}, a katana type weapon even after unequipping Peltast&#039;s Gear.&lt;br /&gt;
&lt;br /&gt;
In practice, this can save up to 40 Capacity Points (10 points per piece of equipment) in any build. Many builds use this glitch for 1-2 items, but some may require it for all equipment.&lt;br /&gt;
&lt;br /&gt;
This is available to any character in the game without third party modifications. Despite its clear advantages, it has not caused major setbacks for competitive balance. As such, this has been deemed legal for tournament play.&lt;br /&gt;
&lt;br /&gt;
== How to Do ==&lt;br /&gt;
Founder: ujhbn&lt;br /&gt;
&lt;br /&gt;
* Unlock the appropriate extra ability from the shop.&lt;br /&gt;
* Unequip all extra abilities for the character&lt;br /&gt;
* Pick only one extra ability e.g. Peltast’s Gear.&lt;br /&gt;
* Equip the item you want, such as Piggy’s Stick for Zidane.&lt;br /&gt;
* Go back to the abiity menu screen. &lt;br /&gt;
* In Extra Abilities section, sort abilities by pressing Triangle {{psptri}}, and choose &amp;quot;Equipped&amp;quot;.&lt;br /&gt;
* Unequip the extra ability.&lt;br /&gt;
&lt;br /&gt;
Repeat the process as necessary. As long as you only have one extra ability equipped, it can be removed without the game asking you to remove related items. Please note, that this must be done for every character and equipment set separately. Furthermore, if you remove equipment from a character later, the glitch must be done again.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;https://www.youtube.com/watch?v=TMERRLj8FPc&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{navbox012}}&lt;/div&gt;</summary>
		<author><name>Muggshotter</name></author>
	</entry>
	<entry>
		<id>https://dissidia.wiki/index.php?title=Zidane_Tribal_(Dissidia_012)&amp;diff=4787</id>
		<title>Zidane Tribal (Dissidia 012)</title>
		<link rel="alternate" type="text/html" href="https://dissidia.wiki/index.php?title=Zidane_Tribal_(Dissidia_012)&amp;diff=4787"/>
		<updated>2026-03-24T13:39:24Z</updated>

		<summary type="html">&lt;p&gt;Muggshotter: /* Builds */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Dissidia 012 Final Fantasy]]&lt;br /&gt;
{{012CharNavZid}}&lt;br /&gt;
&lt;br /&gt;
{{CharacterInfo&lt;br /&gt;
|portrait=https://resources.dissidia.wiki/ddff/portraits/ddff-port-zidane.png&lt;br /&gt;
|name=Zidane Tribal (ジタン・トライバル)&lt;br /&gt;
|origin=Final Fantasy IX&lt;br /&gt;
|atk=108 (Very Low)&lt;br /&gt;
|def=110 (Low)&lt;br /&gt;
|runspeed=4 (Fast)&lt;br /&gt;
|dash=73 (Fast)&lt;br /&gt;
|fall=81 (Average)&lt;br /&gt;
|fallr=18 (Very Fast)&lt;br /&gt;
|fastestbrv=13F (Swift Attack)&lt;br /&gt;
|fastesthp=25F (Free Energy)&lt;br /&gt;
|1hithp=Yes (Free Energy, Tidal Flame projectile)&lt;br /&gt;
|hplinks=Yes&lt;br /&gt;
|cmdblock=No&lt;br /&gt;
|weapon=Daggers, Thrown Weapons, Parrying Weapons,&amp;lt;br&amp;gt; Swords, Poles&lt;br /&gt;
|armor=Bangles, Gauntlets, Hats, Hairpins, Clothing,&amp;lt;br&amp;gt;Light Armor, Headbands, and Chestplates&lt;br /&gt;
|exclusives=Sargatanas, The Tower, Ozma&#039;s Splinter&lt;br /&gt;
|unlock=Default&lt;br /&gt;
|alignment=Cosmos&lt;br /&gt;
|vajp=[https://en.wikipedia.org/wiki/Romi_Park Romi Park]&lt;br /&gt;
|vaeng=[https://en.wikipedia.org/wiki/Bryce_Papenbrook Bryce Papenbrook]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
= Overview =&lt;br /&gt;
&lt;br /&gt;
Zidane is an agile close-range fighter who mainly fights in the air. His main strategy revolves around getting close to the opponent and hitting them with one of his {{keyword|HP links|hplink=1}} for assist combos. Zidane has high mobility with his dash and air jumps, which he can use comfortably to {{keyword|poke|poke=1}} with Swift Attack and Scoop Art. He can also start offense from vertical angles that can be difficult to contest.&lt;br /&gt;
&lt;br /&gt;
What really makes Zidane stand out is his synergy with high base bravery &#039;&#039;&#039;[[Multiplayer_Build_Guide_(Dissidia_012)#Side_by_Side|Side by Side builds]]&#039;&#039;&#039; and {{012aer}} assist; Thanks to his Meo Twister HP link and Shift Break setups, Zidane can quickly build assist gauge with one good read and spend it all on high damaging combos. With two assist gauges and a proper build, Zidane can inflict over 6000 HP damage with a single combo. This is notable, because Zidane can perform this consistently in the air whenever he is near walls or ceilings. This is supported by his above average {{keyword|wall carry|wallcarry=1}} with HP links. Zidane makes his biggest plays in close-range, but he can take his time while on the defensive, and strike back with a clear opening.&lt;br /&gt;
&lt;br /&gt;
Zidane has some drawbacks to offset his safe and explosive gameplan. Low base DEF means &#039;&#039;&#039;[[Multiplayer_Build_Guide_(Dissidia_012)#Damage|damage builds]]&#039;&#039;&#039; destroy his bravery. While his run speed is high, he misses a fast safe poke on the ground. As a result, his ground combat is higher commitment with limited potential; Tidal Flame provides space control and Booster 8 can call out opponents with its Melee Mid priority. Both have relatively long {{keyword|startup|startup=1}}, though. His {{keyword|base damage|basedamage=1}} and base ATK are low, resulting in weak bravery damage. He does not have many reliable attacks for &#039;&#039;&#039;[[Wall_Rush_(Dissidia_012_Final_Fantasy)|Wall Rush]]&#039;&#039;&#039;, which further cuts into his damage. The EX generation is also low for his most important moves, and on hit, he is often out of reach for EX as well. Because of this, Zidane&#039;s assist combos rapidly outpace his EX gain. Both Swift Attack and Tempest go through a lengthy follow-up attack to set up Meo Twister HP links, which is vulnerable to &#039;&#039;&#039;[[Assist_(Dissidia_012)#LV1_Assist_Change|Assist Change]]&#039;&#039;&#039; counters. This problem is more prominent at high level play, though. Since Zidane relies on these attacks, he can sometimes struggle against opponents who often have assist gauge to spare.&lt;br /&gt;
&lt;br /&gt;
Historically Zidane has been consistently ranked at high tier. His gameplan is known to be consistent and effective in tournaments, and his moveset is fairly straightforward for intermediate players to pick up. His effective range is at {{keyword|point blank|pointblank=1}} (Swift Attack) or long-range (Scoop Art, Shift Break), but he has some trouble applying mixups against blocks from a distance. While Zidane can be difficult to {{keyword|whiff punish|whiffpunish=1}}, he can struggle to create offense against characters with strong area denial, such as {{012emp}}. Overall, Zidane is less of an {{keyword|all-rounder|all-rounder=1}} and more like a {{keyword|glass cannon|glasscannon=1}} - He thrives when he succeeds, but suffers greatly if he doesn&#039;t.&lt;br /&gt;
&lt;br /&gt;
{{ProConTable&lt;br /&gt;
|pros=&lt;br /&gt;
|cons=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
= Bravery Attacks =&lt;br /&gt;
&lt;br /&gt;
== Ground ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Rumble Rush=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;30&#039;&#039;&#039; (2, 3, 4, 6, 2 x 3, 9)&lt;br /&gt;
|startup=19F&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee Low&lt;br /&gt;
|ex=90&lt;br /&gt;
|effect=Chase&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/3/3e/Brv_zidane_rumble_rush.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=1&lt;br /&gt;
|ap=170&lt;br /&gt;
|gametext=[Mid] Slice, then kick foe. &amp;lt;br&amp;gt;Approach foe during attack.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[File:Brv_zidane_followup.jpeg|300px|thumb|Zidane follows up with a rising combo attack after Rumble Rush.]]&lt;br /&gt;
&lt;br /&gt;
Rumble Rush is Zidane&#039;s proper BRV-to-HP link on the ground. Its main application is in {{keyword|punishing|punishing=1}} nearby opponents for their mistake. It can also be used to start assist combos, most commonly with the Meo Twister HP link. The base damage is above average for Zidane as well.&lt;br /&gt;
&lt;br /&gt;
Zidane should be careful with Rumble Rush, however; It may have fast startup, but the full animation is much longer. Zidane performs the flurry of hits even when it misses. That makes it vulnerable to {{keyword|whiff punishes|whiffpunish=1}} and blocks. Zidane also does not travel far with Rumble Rush and always becomes airborne at the end. Its tracking is weak as a result.&lt;br /&gt;
&lt;br /&gt;
Overall, Rumble Rush doesn&#039;t serve as a safe {{keyword|poke|poke=1}}. Its long animation makes it risky to use in {{keyword|neutral|neutral=1}}, and the 30 base damage does not ultimately offset the risk. Zidane mostly thrives in the air, so it can be difficult to take advantage of Rumble Rush in competitive play.&lt;br /&gt;
&lt;br /&gt;
|-|Scoop Art (ground)=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=each &#039;&#039;&#039;5&#039;&#039;&#039;&lt;br /&gt;
|startup=37F&lt;br /&gt;
|type=Magical&lt;br /&gt;
|priority=Ranged Low&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=-&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/0/00/Brv_zidane_scoop_art_g.jpeg&lt;br /&gt;
|imgpos=55%&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=27&lt;br /&gt;
|ap=90&lt;br /&gt;
|gametext=[Long] Fire energy projectile. Perform &amp;lt;br&amp;gt;repeatedly to fire multiple shots at once.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Scoop Art is a passive {{keyword|zoning|zoning=1}} tool. It&#039;s commonly used from long distances to look for combo opportunities. Zidane can fire two additional shots by pressing Circle {{pspcir}} each time. Each projectile travels a long distance with adequate vertical {{keyword|tracking|tracking=1}}. The projectiles have decent {{keyword|hit stun|hitstun=1}}, but Zidane often fires two shots to confirm combos with {{keyword|dodge cancel|dc=1}} or assist. Zidane can delay the two additional shots to confirm combos or simply add a little bit more stage presence. And if Zidane needs to dodge away, the short {{keyword|recovery|recovery=1}} helps with that. Zidane must be careful with dodges to not get caught in &#039;&#039;&#039;[[Landing_lag|landing lag]]&#039;&#039;&#039; or opponent&#039;s attacks. Scoop Art makes him airborne, but he is still very close to the ground.&lt;br /&gt;
&lt;br /&gt;
Scoop Art is not explicitly used to keep opponents away. Rather, it&#039;s something Zidane can use in {{keyword|neutral|neutral=1}} if there is downtime. At long distances it functions as a low risk, low reward move. Its bravery damage is low and it does not lead to combos often. All three shots lose to dash and melee attacks because of the Ranged Low priority. Combined with slow speed, Scoop Art is not effective against {{keyword|rushdown|rushdown=1}} either.&lt;br /&gt;
&lt;br /&gt;
The ground version specifically is not used often due to Zidane being stronger in the air. The midair version works similarly and has stronger synergy with Zidane&#039;s attacks.&lt;br /&gt;
&lt;br /&gt;
|-|Booster 8=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;17&#039;&#039;&#039; (3 x 4, 5)&lt;br /&gt;
|startup=31F&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee Mid&lt;br /&gt;
|ex=30&lt;br /&gt;
|effect=-&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/8/8d/Brv_zidane_booster_8.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge, Attack (On Hit)&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=16&lt;br /&gt;
|ap=120&lt;br /&gt;
|gametext=[Mid] Charge at opponent. If it hits, &amp;lt;br&amp;gt;can quickly combo with another attack.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Booster 8 is Zidane&#039;s primary ground bravery. It functions as a gap closer and a combo starter. The melee mid priority wins against blocks, so opponents have to respect it a little. Zidane becomes airborne when using this move. If Booster 8 hits, Zidane can {{keyword|cancel|cancel=1}} the {{keyword|recovery|recovery=1}} into any air attack he has equipped. That means Zidane can combo into HPs or {{keyword|HP links|hplink=1}} pretty reliably. Swift Attack and Free Energy are both consistent follow-ups after Booster 8.&lt;br /&gt;
&lt;br /&gt;
Booster 8 has a few downsides. The startup is slow enough to be reactable. It has very weak vertical {{keyword|tracking|tracking=1}}, and it&#039;s pretty linear once Zidane starts moving. As a result, it cannot catch fast horizontal movement reliably. Since Zidane&#039;s other ground braveries are not particularly strong, Booster 8&#039;s utility as a {{keyword|mixup|mixup=1}} tool suffers as well. If Booster 8 only staggers an opponent (block or clashing with attack), Zidane cannot cancel into air attacks.&lt;br /&gt;
&lt;br /&gt;
If Zidane has full EX gauge, Zidane can {{keyword|kara cancel|karacancel=1}} Booster 8 into EX Mode on hit. This lets him jump and combo into Tempest for more bravery damage.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Aerial ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-|Storm Impulse=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;40&#039;&#039;&#039; (4 x 3, 8, 1 x 5, 15)&lt;br /&gt;
|startup=19F&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee Low&lt;br /&gt;
|ex=90&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/4/47/Brv_zidane_storm_impulse.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=32&lt;br /&gt;
|ap=100&lt;br /&gt;
|gametext=[Mid] Spinning approach. &amp;lt;br&amp;gt;Limited height; fast approach.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Storm Impulse is a secondary bravery that is used as a {{keyword|punish|punish=1}} move. It has the longest lateral range out of Zidane&#039;s aerial melee attacks. It is also one of two Zidane&#039;s braveries that can wall rush. Zidane can even combo into assists with the initial lunge at {{keyword|midscreen|midscreen=1}}.&lt;br /&gt;
&lt;br /&gt;
Despite that, Storm Impulse is not considered a staple move for Zidane in competition. Zidane already gets HP damage from two HP links in the air, and Storm Impulse provides diminishing returns for the risk. Its {{keyword|startup|startup=1}} is fast, but only at {{keyword|point blank range|pointblank=1}}. Storm Impulse becomes much easier to block on reaction if used from further away, because Zidane spins towards opponent even if he misses. That makes it risky to use as a gap closer. Although it has the highest base damage out of Zidane&#039;s braveries, it needs wall rush to truly shine.&lt;br /&gt;
&lt;br /&gt;
Storm Impulse&#039;s lateral range is at odds with its low priority, attack speed and reward on hit. It may work occasionally, but Zidane often prioritizes movement, Swift Attack {{keyword|pokes|poke=1}} and other vertical attacks to compete. They are generally considered safer and more effective.&lt;br /&gt;
&lt;br /&gt;
|-|Vortex=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;35&#039;&#039;&#039; (2 x 3, 9, 1 x 5, 15)&lt;br /&gt;
|startup=23F&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee Low&lt;br /&gt;
|ex=30&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/8/8f/Brv_zidane_vortex.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=8&lt;br /&gt;
|ap=100&lt;br /&gt;
|gametext=Vertical spinning approach. &amp;lt;br&amp;gt;Great for attacking from below.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Vortex is Zidane&#039;s secondary bravery that&#039;s used for {{keyword|whiff punishing|whiffpunish=1}} opponents from below. If Zidane dodges an attack with long {{keyword|recovery|recovery=1}}, he can use Vortex to retaliate from a relatively safe angle. This utility makes it more appealing compared to Storm Impulse, even though its damage and {{keyword|startup|startup=1}} are lower. Zidane can start assist combos with Vortex as well, though wall rush is needed if Zidane completes the attack.&lt;br /&gt;
&lt;br /&gt;
Vortex is the main melee bravery that moves Zidane upwards. That, along with slower startup make it easier for opponents to react to. Zidane can be blocked during the spins, similar to Storm Impulse. It cannot easily hit opponents in front of Zidane either due to the angle. When used sparingly, Vortex provides damage from an otherwise difficult angle. The movement can also be used to fill assist gauge on {{keyword|whiff|whiff=1}} when playing passively. Otherwise it&#039;s a somewhat telegraphed attack with low reward without assist.&lt;br /&gt;
&lt;br /&gt;
|-|Tempest=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;35&#039;&#039;&#039; (2 x 6, 8, 2 x 3, 9)&lt;br /&gt;
|startup=19F&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee Low&lt;br /&gt;
|ex=30&lt;br /&gt;
|effect=Chase&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/c/cf/Brv_zidane_tempest.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=4&lt;br /&gt;
|ap=160&lt;br /&gt;
|gametext=Gracefully toss knife downwards. &amp;lt;br&amp;gt;Useful for attacking from above.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[File:Brv_zidane_followup.jpeg|300px|thumb|Zidane follows up with a rising combo attack after Vortex.]]&lt;br /&gt;
&lt;br /&gt;
|-|Scoop Art (midair)=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=each &#039;&#039;&#039;5&#039;&#039;&#039;&lt;br /&gt;
|startup=37F&lt;br /&gt;
|type=Magical&lt;br /&gt;
|priority=Ranged Low&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=-&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/c/c8/Brv_zidane_scoop_art_a.jpeg&lt;br /&gt;
|imgpos=60%&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=1&lt;br /&gt;
|ap=90&lt;br /&gt;
|gametext=[Long] Fire energy projectile. Perform &amp;lt;br&amp;gt;repeatedly to fire multiple shots at once.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|-|Solution 9=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=each &#039;&#039;&#039;7&#039;&#039;&#039;&lt;br /&gt;
|startup=53F&lt;br /&gt;
|type=Magical&lt;br /&gt;
|priority=Ranged Low&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=-&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/9/94/Brv_zidane_solution_9.jpeg&lt;br /&gt;
|imgpos=40%&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=23&lt;br /&gt;
|ap=100&lt;br /&gt;
|gametext=[Long] Launch multiple energy projectiles. &amp;lt;br&amp;gt;Low accuracy, many projectiles.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|-|Swift Attack=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;20&#039;&#039;&#039; (2, 3, 2 x 3, 9)&lt;br /&gt;
|startup=13F&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee Low&lt;br /&gt;
|ex=90&lt;br /&gt;
|effect=Chase&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/1/1f/Brv_zidane_swift_attack.jpeg&lt;br /&gt;
|imgpos=55%&lt;br /&gt;
|cancels=&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=1&lt;br /&gt;
|ap=100&lt;br /&gt;
|gametext=[Close] Quick slices. &amp;lt;br&amp;gt;Low power, fast launch.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[File:Brv_zidane_followup.jpeg|300px|thumb|Zidane follows up with a rising combo attack after Swift Attack.]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= HP Attacks =&lt;br /&gt;
&lt;br /&gt;
== Ground ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Tidal Flame=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;15&#039;&#039;&#039; (close)&lt;br /&gt;
|startup=49F&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee High (close) &amp;lt;br&amp;gt;Ranged High (projectile)&lt;br /&gt;
|ex=30 + 60&lt;br /&gt;
|effect=-&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/0/01/Hp_zidane_tidal_flame.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=1&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=[Long] Fire low-flying flame projectile &amp;lt;br&amp;gt;that homes in on foe at high speed.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|-|Stellar Circle 5=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;9&#039;&#039;&#039; (1 x 9)&lt;br /&gt;
|startup=43F&lt;br /&gt;
|type=Magical&lt;br /&gt;
|priority=Melee High&lt;br /&gt;
|ex=87&lt;br /&gt;
|effect=Absorb&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/f/f2/Hp_zidane_stellar_circle_5.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=12&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=[Close] Create cyclone. &amp;lt;br&amp;gt;Short range, but offers cover.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|-|Meo Twister A=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;+10&#039;&#039;&#039; (1 x 10)&lt;br /&gt;
|startup=?&lt;br /&gt;
|type=Magical&lt;br /&gt;
|priority=Unblockable (?)&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=-&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/6/60/Hp_zidane_meo_twister.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=-&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=Branching from Rumble Rush. &amp;lt;br&amp;gt;[Combo] Fire laser from blade.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Aerial ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Shift Break=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=each &#039;&#039;&#039;5&#039;&#039;&#039;&lt;br /&gt;
|startup=27F (first thunder) &amp;lt;br&amp;gt;87F (water)&lt;br /&gt;
|type=Magical&lt;br /&gt;
|priority=Ranged High (thunder) &amp;lt;br&amp;gt;Unblockable (water)&lt;br /&gt;
|ex=60 + 9 x N&lt;br /&gt;
|effect=Absorb&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/8/8e/Hp_zidane_shift_break.jpeg&lt;br /&gt;
|imgpos=60%&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=1&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=[Long] Keep foe off balance &amp;lt;br&amp;gt;with water columns and lightning.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|-|Grand Lethal=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;21&#039;&#039;&#039; (7 x 3)&lt;br /&gt;
|startup=53F&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee High&lt;br /&gt;
|ex=27&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/0/0d/Hp_zidane_grand_lethal.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=37&lt;br /&gt;
|ap=150&lt;br /&gt;
|gametext=[Mid] Charge filled with energy. &amp;lt;br&amp;gt;Vertically limited, long duration.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-|Free Energy=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=-&lt;br /&gt;
|startup=25F&lt;br /&gt;
|type=-&lt;br /&gt;
|priority=Ranged High&lt;br /&gt;
|ex=60&lt;br /&gt;
|effect=-&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/c/c9/Hp_zidane_free_energy.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=1&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=[Close] Fire energy wave. &amp;lt;br&amp;gt;Short range, quick execution.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|-|Meo Twister B=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;+10&#039;&#039;&#039; (1 x 10)&lt;br /&gt;
|startup=?&lt;br /&gt;
|type=Magical&lt;br /&gt;
|priority=Unblockable (?)&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=-&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/6/60/Hp_zidane_meo_twister.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=-&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=Branching from Tempest. &amp;lt;br&amp;gt;[Combo] Fire laser from blade.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Identical with Meo Twister A.&lt;br /&gt;
&lt;br /&gt;
|-|Meo Twister C=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;+10&#039;&#039;&#039; (1 x 10)&lt;br /&gt;
|startup=?&lt;br /&gt;
|type=Magical&lt;br /&gt;
|priority=Unblockable (?)&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=-&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/6/60/Hp_zidane_meo_twister.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=-&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=Branching from Swift Attack. &amp;lt;br&amp;gt;[Combo] Fire laser from blade.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Identical with Meo Twister A.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== EX Mode: Trance! ==&lt;br /&gt;
Effects:&lt;br /&gt;
* Regen&lt;br /&gt;
* Critical Boost&lt;br /&gt;
* Aerial Jump&lt;br /&gt;
* Dodge Jump&lt;br /&gt;
&lt;br /&gt;
Zidane&#039;s EX mode enhances his aerial jumps. Aside from the universal benefits, it is not especially effective for Zidane in competitive play for a few reasons: The first is that Zidane&#039;s EX generation is only average and heavily outclassed by his Side by Side {{accsp}} builds. Zidane is often positioned far from EX when using his key moves. His air jumps already work well for him in {{keyword|footsies|footsies=1}}, and he doesn&#039;t explicitly benefit from the partial air jump invincibility. Furthermore, EX modes are often activated to secure an assist combo or a win outright. Air jumps are not frequently relevant in these situations.&lt;br /&gt;
&lt;br /&gt;
As a result, Zidane sees diminishing returns from his EX mode despite its strong universal benefits. It can still cause {{keyword|checkmate|checkmate=1}} scenarios, but Zidane needs to fight long enough to get a full EX gauge, which is antithesis to his usual Side by Side damage builds.&lt;br /&gt;
&lt;br /&gt;
=== Aerial Jump ===&lt;br /&gt;
&#039;&#039;[Always active while in EX Mode] Dormant potential is unlocked, enabling nimble leaps to be performed while in midair.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Air Jump Times +10. Reset jump counts after a dodge.&lt;br /&gt;
&lt;br /&gt;
=== Double Jump ===&lt;br /&gt;
{{image|https://dissidia.wiki/images/1/1b/Ex_mode_zidane_jump.jpeg}}&lt;br /&gt;
&#039;&#039;[Always active while in EX Mode] Grants invincibility for the period between touching the ground and leaping into the air.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Gives invincibility during the &amp;quot;rising curve&amp;quot; of a jump. This does not work with Bravery Boost on Dodge effect as it is not counted as a dodge.&lt;br /&gt;
&lt;br /&gt;
== EX Burst: Reverse Gaia ==&lt;br /&gt;
{{image|https://dissidia.wiki/images/b/bd/Ex_burst_zidane.jpeg}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;A chain of attacks that grows faster with each blow. Repeatedly press circle to increase the number of hits.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{burst&lt;br /&gt;
|damage1=&#039;&#039;&#039;18&#039;&#039;&#039; (3 x 4, 6)&lt;br /&gt;
|damage2=&#039;&#039;&#039;79&#039;&#039;&#039; (3, 3, 2, 3, 2, 3, 2, 3, 2, 3 x 3, 8 x 6) (&#039;&#039;&#039;97&#039;&#039;&#039; total)&lt;br /&gt;
|type=Physical&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Reverse Gaia requires pressing Circle {{pspcir}} repeatedly to fill four sections of a gauge. Zidane will perform a number of attacks during each section. If the gauge is filled when he finishes attacking, the next section will open up. If the gauge is not filled at the end of each &amp;quot;section&amp;quot;, Zidane will transition into the finishing move immediately.&lt;br /&gt;
&lt;br /&gt;
Zidane performs a certain number of attacks during each section: 2, 3, 3 and finally 4. These attacks happen quickly, so there isn&#039;t much time to fill the gauge. A moderate pace for pressing Circle {{pspcir}} is required.&lt;br /&gt;
&lt;br /&gt;
Reverse Gaia ends up being one of the lower damage EX Bursts in the game because of its relatively low base damage and Zidane&#039;s low base ATK stat.&lt;br /&gt;
&lt;br /&gt;
= Combos =&lt;br /&gt;
&lt;br /&gt;
== Solo ==&lt;br /&gt;
&lt;br /&gt;
== Assist ==&lt;br /&gt;
&lt;br /&gt;
= Builds =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main article: &#039;&#039;&#039;[[Zidane_Tribal_(Dissidia_012)/Builds|Zidane (012) Builds]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Zidane is an &#039;&#039;&#039;[[Glossary_(Dissidia_012)#HP_linker|HP linker]]&#039;&#039;&#039; who relies on assist combos for high damage. While his primary damage builds require high base bravery, Zidane is capable of outputting over 6000 HP damage with two assist bars, no wall rush needed. Because of his comparatively weaker EX game, low base damage and lack of consistent wall rush moves, Zidane builds often revolve around Side by Side {{accsp}} and raising base bravery.&lt;br /&gt;
&lt;br /&gt;
== Side by Side (High Base BRV) ==&lt;br /&gt;
&lt;br /&gt;
{{Build&lt;br /&gt;
|hp=8454&lt;br /&gt;
|cp=450&lt;br /&gt;
|brv=1533&lt;br /&gt;
|atk=175&lt;br /&gt;
|def=182&lt;br /&gt;
|luk=60&lt;br /&gt;
|booster=x3.5&lt;br /&gt;
|setbonus=-&lt;br /&gt;
|ast={{012aer}}&lt;br /&gt;
|wpn=Piggy&#039;s Stick {{equip}}&lt;br /&gt;
|hand=Chainsaw&lt;br /&gt;
|head=Royal Crown {{equip}}&lt;br /&gt;
|armor=Auto Crossbow {{equip}}&lt;br /&gt;
|acc1={{accbas}} Bravery Orb&lt;br /&gt;
|acc2={{accbas}} Dismay Shock&lt;br /&gt;
|acc3={{accbas}} Battle Hammer&lt;br /&gt;
|acc4={{accboo}} Empty EX Gauge&lt;br /&gt;
|acc5={{accboo}} Summon Unused&lt;br /&gt;
|acc6={{accboo}} Pre-EX Mode&lt;br /&gt;
|acc7={{accboo}} Pre-EX Revenge&lt;br /&gt;
|acc8={{accsp}} Hero&#039;s Seal&lt;br /&gt;
|acc9={{accsp}} Together As One&lt;br /&gt;
|acc10={{accsp}} Side by Side&lt;br /&gt;
|summon=Rubicante&lt;br /&gt;
|dataBRV=&lt;br /&gt;
{{Build-AttackData&lt;br /&gt;
|brv1-g=Booster 8&lt;br /&gt;
|branch-1gbrv=&lt;br /&gt;
|branch-1ghp=&lt;br /&gt;
|brv2-g=&lt;br /&gt;
|branch-2gbrv=&lt;br /&gt;
|branch-2ghp=&lt;br /&gt;
|brv3-g=&lt;br /&gt;
|branch-3gbrv=&lt;br /&gt;
|branch-3ghp=&lt;br /&gt;
|brv1-a=Swift Attack&lt;br /&gt;
|branch-1abrv=&lt;br /&gt;
|branch-1ahp=Meo Twister C&lt;br /&gt;
|brv2-a=Scoop Art&lt;br /&gt;
|branch-2abrv=&lt;br /&gt;
|branch-2ahp=&lt;br /&gt;
|brv3-a=Tempest&lt;br /&gt;
|branch-3abrv=&lt;br /&gt;
|branch-3ahp=Meo Twister B&lt;br /&gt;
}}&lt;br /&gt;
| dataHP      = &lt;br /&gt;
{{Build-AttackDataHP&lt;br /&gt;
|hp1-g=Tidal Flame&lt;br /&gt;
|hp2-g=&lt;br /&gt;
|hp3-g=&lt;br /&gt;
|hp1-a=Free Energy&lt;br /&gt;
|hp2-a=Grand Lethal&lt;br /&gt;
|hp3-a=Shift Break&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Build Overview ===&lt;br /&gt;
&lt;br /&gt;
A staple damage build for Zidane. Everything revolves around high base bravery and Side by Side {{accsp}}. The goal is simple; Land a hit with Swift Attack &amp;gt; Meo Twister or Shift Break and extend the assist combos as much as possible. Together As One {{accsp}} provides a good amount of assist gauge right from the beginning and Hero&#039;s Seal {{accsp}} increases Zidane&#039;s starting bravery to over 2000. Meter depletion is accounted for with accessories and Bravery Orb {{accbas}} helps Zidane reach base bravery faster during assist combos. Since Zidane relies on base bravery, his damage output is not affected by lack of critical hits or low ATK stat.&lt;br /&gt;
&lt;br /&gt;
Zidane has low max health with this build, so this could be considered a type of &amp;quot;glass cannon&amp;quot; build. However, a single Aerith assist combo can do over 3000 HP damage at base bravery... and even more if Zidane gets the combo extensions with double Aerith and Shift Break.&lt;br /&gt;
&lt;br /&gt;
=== Basic Abilities ===&lt;br /&gt;
&lt;br /&gt;
{{Build-Ability&lt;br /&gt;
|action=&lt;br /&gt;
{{Build-AbilitySet&lt;br /&gt;
|1=Ground Evasion}}&lt;br /&gt;
{{Build-AbilitySet&lt;br /&gt;
|1=Midair Evasion}}&lt;br /&gt;
{{Build-AbilitySet&lt;br /&gt;
|1=Ground Block}}&lt;br /&gt;
{{Build-AbilitySet&lt;br /&gt;
|1=Midair Block}}&lt;br /&gt;
{{Build-AbilitySet&lt;br /&gt;
|1=Aerial Recovery}}&lt;br /&gt;
{{Build-AbilitySet&lt;br /&gt;
|1=Recovery Attack}}&lt;br /&gt;
{{Build-AbilitySet&lt;br /&gt;
|1=Controlled Recovery}}&lt;br /&gt;
{{Build-AbilitySet&lt;br /&gt;
|1=Wall Jump}}&lt;br /&gt;
{{Build-AbilitySet&lt;br /&gt;
|1=Air Dash}}&lt;br /&gt;
{{Build-AbilitySet&lt;br /&gt;
|1=Free Air Dash}}&lt;br /&gt;
{{Build-AbilitySet&lt;br /&gt;
|1=Free Air Dash Boost}}&lt;br /&gt;
{{Build-AbilitySet&lt;br /&gt;
|1=Assist Gauge Up Dash}}&lt;br /&gt;
{{Build-AbilitySet&lt;br /&gt;
|1=Jump Boost++}}&lt;br /&gt;
{{Build-AbilitySet&lt;br /&gt;
|1=Jump Times Boost++}}&lt;br /&gt;
{{Build-AbilitySet&lt;br /&gt;
|1=Ground Evasion Boost}}&lt;br /&gt;
{{Build-AbilitySet&lt;br /&gt;
|1=Midair Evasion Boost}}&lt;br /&gt;
{{Build-AbilitySet&lt;br /&gt;
|1=Evasion Boost}}&lt;br /&gt;
{{Build-AbilitySet&lt;br /&gt;
|1=Descent Speed Boost}}&lt;br /&gt;
|support=&lt;br /&gt;
{{Build-AbilitySet&lt;br /&gt;
|1=Always Target Indicator}}&lt;br /&gt;
{{Build-AbilitySet&lt;br /&gt;
|1=EX Core Lock On}}&lt;br /&gt;
{{Build-AbilitySet&lt;br /&gt;
|1=Assist Lock On}}&lt;br /&gt;
|extra=&lt;br /&gt;
{{Build-AbilitySet&lt;br /&gt;
|1=Precision Jump}}&lt;br /&gt;
{{Build-AbilitySet&lt;br /&gt;
|1=Precision Evasion}}&lt;br /&gt;
{{Build-AbilitySet&lt;br /&gt;
|1=Disable Sneak Attack}}&lt;br /&gt;
{{Build-AbilitySet&lt;br /&gt;
|1=EXP to Assist}}&lt;br /&gt;
{{Build-AbilitySet&lt;br /&gt;
|1=Best Dresser}}&lt;br /&gt;
|cp=425 / 450&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Point Allocation ===&lt;br /&gt;
&lt;br /&gt;
25 points are available. They can be used for Speed Boost+, Ground Dash and Auto Assist Lock On.&lt;br /&gt;
&lt;br /&gt;
=== Substitutes ===&lt;br /&gt;
&lt;br /&gt;
{{Build-Substitute&lt;br /&gt;
|datasub=&lt;br /&gt;
{{Build-SubstituteData&lt;br /&gt;
|item=Summon Unused {{accboo}}&lt;br /&gt;
|substitute=Aerial {{accboo}}&lt;br /&gt;
|notes=A stronger x1.5 booster if ground is not available or deemed necessary.&lt;br /&gt;
}}&lt;br /&gt;
{{Build-SubstituteData&lt;br /&gt;
|item=Tidal Flame&lt;br /&gt;
|substitute=Speed Boost++&lt;br /&gt;
|notes=Speed Boost++ helps Zidane move faster on the ground and in the air. If Tidal Flame is not deemed necessary, this can help in &#039;&#039;&#039;[https://glossary.infil.net/?t=Footsies footsies]&#039;&#039;&#039;.&lt;br /&gt;
}} }}&lt;br /&gt;
&lt;br /&gt;
=== Attacks (Staple) ===&lt;br /&gt;
These attacks are recommended regardless of matchup, stage or player preference. &lt;br /&gt;
&lt;br /&gt;
; Booster 8&lt;br /&gt;
Mid priority gap closer that combos into air moves on hit. Zidane&#039;s ground braveries are notably weaker compared to his air braveries, so there aren&#039;t many must-have braveries on the ground.&lt;br /&gt;
&lt;br /&gt;
;Swift Attack + Meo Twister&lt;br /&gt;
A staple air poke, Zidane&#039;s primary HP link and high damage assist combo starter.&lt;br /&gt;
&lt;br /&gt;
;Tempest + Meo Twister&lt;br /&gt;
Zidane&#039;s downward HP link. High damage assist combo starter, and higher base damage than Swift Attack. Good as an aerial punish move.&lt;br /&gt;
&lt;br /&gt;
=== Attacks (Flexible) ===&lt;br /&gt;
&lt;br /&gt;
These attacks are great to have, but can be swapped or removed depending on matchup, stage or player preference. &lt;br /&gt;
&lt;br /&gt;
;Scoop Art (midair)&lt;br /&gt;
Long range projectile, can convert into an assist combo on reaction if two or more shots connect. Commonly used to build assist gauge, but frequent use makes Zidane vulnerable to dash &amp;gt; poke.&lt;br /&gt;
&lt;br /&gt;
= Assist =&lt;br /&gt;
&lt;br /&gt;
== Zidane&#039;s assist data ==&lt;br /&gt;
&lt;br /&gt;
{{012Assist&lt;br /&gt;
|type1=BRV&lt;br /&gt;
|attack1=Rumble Rush&lt;br /&gt;
|startup1=19F&lt;br /&gt;
|position1=Ground&lt;br /&gt;
|spawn1=Opponent&lt;br /&gt;
|damage1=2, 3, 4, 6, 2 x 3, 9 (30)&lt;br /&gt;
|effect1=Chase&lt;br /&gt;
|type2=BRV&lt;br /&gt;
|attack2=Vortex&lt;br /&gt;
|startup2=23F&lt;br /&gt;
|position2=Air&lt;br /&gt;
|spawn2=Opponent&lt;br /&gt;
|damage2=2 x 3, 9, 1 x 5, 15 (35)&lt;br /&gt;
|effect2=Wall Rush&lt;br /&gt;
|type3=HP&lt;br /&gt;
|attack3=Stellar Circle&lt;br /&gt;
|startup3=43F&lt;br /&gt;
|position3=Ground&lt;br /&gt;
|spawn3=Opponent&lt;br /&gt;
|damage3=1 x 9 (9)&lt;br /&gt;
|effect3=Chase&lt;br /&gt;
|type4=HP&lt;br /&gt;
|attack4=Free Energy&lt;br /&gt;
|startup4=25F&lt;br /&gt;
|position4=Air&lt;br /&gt;
|spawn4=Opponent&lt;br /&gt;
|damage4=-&lt;br /&gt;
|effect4=Chase&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Assists ==&lt;br /&gt;
Zidane does well with Aerith, Kuja and Sephiroth.&lt;br /&gt;
&lt;br /&gt;
= References =&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{navbox012}}&lt;br /&gt;
&lt;br /&gt;
{{roadmap012zid}}&lt;/div&gt;</summary>
		<author><name>Muggshotter</name></author>
	</entry>
	<entry>
		<id>https://dissidia.wiki/index.php?title=Warrior_of_Light_(Dissidia_012)&amp;diff=4786</id>
		<title>Warrior of Light (Dissidia 012)</title>
		<link rel="alternate" type="text/html" href="https://dissidia.wiki/index.php?title=Warrior_of_Light_(Dissidia_012)&amp;diff=4786"/>
		<updated>2026-03-24T13:38:52Z</updated>

		<summary type="html">&lt;p&gt;Muggshotter: /* Builds */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Dissidia 012 Final Fantasy]]&lt;br /&gt;
{{012CharNavWol}}&lt;br /&gt;
&lt;br /&gt;
{{CharacterInfo&lt;br /&gt;
|portrait=https://resources.dissidia.wiki/ddff/portraits/ddff-port-wol.png&lt;br /&gt;
|name=Warrior of Light&lt;br /&gt;
|origin=Final Fantasy&lt;br /&gt;
|atk=110 (Average)&lt;br /&gt;
|def=113 (Very High, +10 during EX Mode)&lt;br /&gt;
|runspeed=6 (Average / Good)&lt;br /&gt;
|dash=77 (Average / Good)&lt;br /&gt;
|fall=87 (Average)&lt;br /&gt;
|fallr=40 (Average)&lt;br /&gt;
|fastestbrv=13F (Dayflash ground)&lt;br /&gt;
|fastesthp=51F (Shining Wave)&lt;br /&gt;
|1hithp=Yes (Multiple)&lt;br /&gt;
|hplinks=Yes&lt;br /&gt;
|cmdblock=Shield of Light&lt;br /&gt;
|weapon=Axes, Daggers, Greatswords, Katanas, Swords&lt;br /&gt;
|armor=Chestplates, Gauntlets, Heavy Armor, Helms,&amp;lt;br&amp;gt; Large Shields, Light Armor, Shields&lt;br /&gt;
|exclusives=Flame Sword, Braveheart, Barbarian&#039;s Sword&lt;br /&gt;
|unlock=Default&lt;br /&gt;
|alignment=Cosmos&lt;br /&gt;
|vajp=[https://en.wikipedia.org/wiki/Toshihiko_Seki Toshihiko Seki]&lt;br /&gt;
|vaeng=[https://en.wikipedia.org/wiki/Grant_George Grant George]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
= Overview =&lt;br /&gt;
Warrior of Light is a close range fighter who operates as an {{keyword|all-rounder|all-rounder=1}}. He represents a standard-fare fighting style with quick Dayflash {{keyword|pokes|poke=1}}, committal gap closers and midrange projectiles. His standard mobility lets him create offense and defense as needed, and once he gets an opening, his {{keyword|HP links|hplink=1}} can deal good damage. Warrior of Light&#039;s damage output is supported by &#039;&#039;&#039;[[Multiplayer_Build_Guide_(Dissidia_012)#Damage_(high_base_bravery)|high base bravery]]&#039;&#039;&#039; builds, HP wall rush and assist combos. He works well with many assists and his combo routes are consistent in most positions. Thanks to his high coverage with HP links such as Shield Strike / Rising Buckler &amp;gt; Bitter End, Warrior of Light can {{keyword|punish|punish=1}} effectively from most angles.&lt;br /&gt;
&lt;br /&gt;
As an all-rounder, Warrior of Light works with a variety of builds, including &#039;&#039;&#039;[[Multiplayer_Build_Guide_(Dissidia_012)#EX|EX]]&#039;&#039;&#039; and &#039;&#039;&#039;[[Multiplayer_Build_Guide_(Dissidia_012)#Side_by_Side|Side by Side]]&#039;&#039;&#039; {{accsp}}. His standout traits are defensively oriented; He has very high base DEF stat, which is greatly amplified in &#039;&#039;&#039;[[EX_(Dissidia_012)#EX_Mode|EX Mode.]]&#039;&#039;&#039; He also has an advancing frame 1 {{keyword|command block|commandblock=1}} in Shield of Light, which is a 1-hit HP that wall rushes. This is not common in the game. It makes Warrior of Light&#039;s dodges safer and beating low priority attacks with long {{keyword|active|active=1}} frames easier.&lt;br /&gt;
&lt;br /&gt;
Warrior of Light can struggle against lingering projectiles due to risky {{keyword|disjoints|disjoint=1}}. His projectiles are serviceable, but often low reward at a distance. The reliance on HP links makes Warrior of Light susceptible to punishes after LV1 Assist Change. He has safer options at the cost of damage. His air dodge has an average fall speed ratio, so he has to protect himself with Shield of Light occasionally to stay safe. While this is a powerful option, it is also high commitment and vulnerable if it misses.&lt;br /&gt;
&lt;br /&gt;
In competitive play, Warrior of Light has been usually ranked at high tier. His fundamentally good moveset and stats lend to a consistent playstyle that adheres to the {{keyword|metagame|meta=1}}.&lt;br /&gt;
&lt;br /&gt;
{{ProConTable&lt;br /&gt;
|pros=*&#039;&#039;&#039;All-rounder&#039;&#039;&#039; - Average to good stats, HP links and a fundamentally good moveset with an answer to many sitations.&lt;br /&gt;
*&#039;&#039;&#039;User-friendly&#039;&#039;&#039; - Great for beginners and experienced players alike. Good for learning the game and honing fundamentals.&lt;br /&gt;
*&#039;&#039;&#039;Command block&#039;&#039;&#039; - Shield of Light is an advancing single hit HP attack. It blocks instantly throughout its {{keyword|startup|startup=1}}, and works both offensively and defensively after dodges.&lt;br /&gt;
*&#039;&#039;&#039;Ground combat&#039;&#039;&#039; - Projectiles and {{keyword|empty chase|emptychase=1}} assist combo starters allow Warrior of Light to adapt to a match&#039;s pace and improve his combo potential.&lt;br /&gt;
*&#039;&#039;&#039;Build synergy&#039;&#039;&#039; - Works well with all common build styles, including EX, &#039;&#039;&#039;[[Multiplayer_Build_Guide_(Dissidia_012)#Bravery_Boost_on_Dodge|bravery boost on dodge]]&#039;&#039;&#039; and Side by Side {{accsp}}.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;EX generation&#039;&#039;&#039; - Most bravery attacks produce 30 to 90 EX Force. His most common poke Dayflash produces 90 EX, which supports long-term survivability with EX gauge.&lt;br /&gt;
*&#039;&#039;&#039;EX Mode&#039;&#039;&#039; - Boasts highest defense stat, automatically blocks Ranged Low projectiles and increases damage output of melee bravery attacks.&lt;br /&gt;
|cons=&lt;br /&gt;
*&#039;&#039;&#039;Struggles against traps&#039;&#039;&#039; - Despite having projectiles and disjoints, Warrior of Light cannot easily punish characters hiding inside lingering projectiles and traps without resources or considerable risk.&lt;br /&gt;
*&#039;&#039;&#039;Commital vertical attacks&#039;&#039;&#039; - Rising Buckler and Shield Strike braveries are serviceable, but are {{keyword|reactable|reactable=1}} and cannot be {{keyword|cancelled|cancel=1}} early on whiff.&lt;br /&gt;
*&#039;&#039;&#039;4-slot bravery dilemma&#039;&#039;&#039; - Warrior of Light benefits from all of his air braveries, but he cannot equip all of them&lt;br /&gt;
*&#039;&#039;&#039;Floaty air dodge, risky dodge protection&#039;&#039;&#039; - While Shield of Light is great at covering his air dodges, it is also high risk and doesn&#039;t work against high priority attacks. Outside of clashing with Dayflash bravery, air dodges make Warrior of Light vulnerable.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Bravery Attacks =&lt;br /&gt;
== Ground ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Ascension=&lt;br /&gt;
&lt;br /&gt;
{{AbilityInfo2&lt;br /&gt;
|ver1=Normal&lt;br /&gt;
|damage1=&#039;&#039;&#039;40&#039;&#039;&#039; (4, 5, 11, 20)&lt;br /&gt;
|startup1=15F&lt;br /&gt;
|type1=Physical&lt;br /&gt;
|priority1=Melee Low&lt;br /&gt;
|ex1=90&lt;br /&gt;
|effect1=Chase, Wall Rush&lt;br /&gt;
|cancels1=Dodge&lt;br /&gt;
|asthit1=&lt;br /&gt;
|gametext=[Close] Throw shield to &amp;lt;br&amp;gt;hurl opponent upwards.&lt;br /&gt;
|level=19&lt;br /&gt;
|ap=120&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|ver2=EX Mode&lt;br /&gt;
|damage2=&#039;&#039;&#039;54&#039;&#039;&#039; (4 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+5&amp;lt;/span&amp;gt;, 5 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+4&amp;lt;/span&amp;gt;, 11, 20 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+6&amp;lt;/span&amp;gt;)&lt;br /&gt;
|startup2=15F&lt;br /&gt;
|type2=Physical&lt;br /&gt;
|priority2=Melee Low&lt;br /&gt;
|ex2=90&lt;br /&gt;
|effect2=Chase, Wall Rush, &amp;lt;br&amp;gt;Block (Ranged Low)&lt;br /&gt;
|cancels2=Dodge&lt;br /&gt;
|asthit2=&lt;br /&gt;
|image=https://dissidia.wiki/images/2/2c/Brv_wol_ascension.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Ascension is a close-range combo move that&#039;s used in {{keyword|punishes|punish=1}}, ground solo combos and occasional approaches. Two follow-ups can be done with Circle {{pspcir}}, which ends with a rising thrust. A Chase prompt appears afterwards, but if opponent is near ceiling, it will wall rush instead. Ascension is well suited for punishing grounded and airborne opponents. The initial shield is fast at 15 frames, and it {{keyword|anti-airs|anti-air=1}}. It also has decent {{keyword|active|active=1}} frames.&lt;br /&gt;
&lt;br /&gt;
Ascension leads to Rune Saber {{keyword|HP link|hplink=1}} at the end, so Warrior of Light doesn&#039;t rely on assist for HP damage. This is good for damage overall, because Ascension&#039;s base damage is quite high at 40. Warrior of Light can always finish Ascension and then do Rune Saber from below if he deems it appropriate. &lt;br /&gt;
&lt;br /&gt;
This move has average {{keyword|recovery|recovery=1}}, which is enough to put Warrior of Light at risk on {{keyword|whiff|whiff=1}}. Ascension has no other {{keyword|cancel|cancel=1}} options on whiff, so even though it&#039;s a good move, Warrior of Light can lose his &amp;quot;turn&amp;quot; if it misses.&lt;br /&gt;
&lt;br /&gt;
|-|Sword Thrust=&lt;br /&gt;
&lt;br /&gt;
{{AbilityInfo2&lt;br /&gt;
|ver1=Normal&lt;br /&gt;
|damage1=&#039;&#039;&#039;30&#039;&#039;&#039; (6, 3x3, 15)&lt;br /&gt;
|startup1=31F&lt;br /&gt;
|type1=Physical&lt;br /&gt;
|priority1=Melee Mid (1st hit)&amp;lt;br&amp;gt;Melee Low (others)&lt;br /&gt;
|ex1=30&lt;br /&gt;
|effect1=Wall Rush&lt;br /&gt;
|cancels1=Dodge&lt;br /&gt;
|asthit1=&lt;br /&gt;
|gametext=[Mid] Hurl shield and charge. &amp;lt;br&amp;gt;Instantly close in on opponent.&lt;br /&gt;
|level=4&lt;br /&gt;
|ap=90&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|ver2=EX Mode&lt;br /&gt;
|damage2=&#039;&#039;&#039;40&#039;&#039;&#039; (6, 3x3 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+4&amp;lt;/span&amp;gt;, 15 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+6&amp;lt;/span&amp;gt;)&lt;br /&gt;
|startup2=31F&lt;br /&gt;
|type2=Physical&lt;br /&gt;
|priority2=Melee Mid (1st hit)&amp;lt;br&amp;gt;Melee Low (others)&lt;br /&gt;
|ex2=30&lt;br /&gt;
|effect2=Wall Rush&amp;lt;br&amp;gt;Block (Ranged Low)&lt;br /&gt;
|cancels2=Dodge&lt;br /&gt;
|asthit2=&lt;br /&gt;
|image=https://dissidia.wiki/images/7/7f/Brv_wol_sword_thrust.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Sword Thrust is a committal gap closer that moves towards opponent. Warrior of Light throws a shield first, which is melee mid priority. If it hits, a follow-up can be done with Circle {{pspcir}}. The shield can stagger regular blocks, which lets Warrior of Light follow up with the sword. If Sword Thrust hits, Warrior of Light can combo into assist with wall rush. He can also not do the follow-up, and still get assist if wall is not nearby. Because of the mid priority and follow-up potential, Sword Thrust works as a {{keyword|mixup|mixup=1}} against blocks.&lt;br /&gt;
&lt;br /&gt;
Warrior of Light moves forward even if it misses. This can catch ground dodges, but it&#039;s risky and difficult to do consistently. Sword Thrust is {{keyword|reactable|reactable=1}} at 31 frames and it has long {{keyword|recovery|recovery=1}}. Since Warrior of Light commits to the charge even on {{keyword|whiff|whiff=1}}, it takes a while before he can dodge out of it. The move also cannot {{keyword|anti-air|anti-air=1}} opponents, so its uses are more limited compared to Ascension.&lt;br /&gt;
&lt;br /&gt;
|-|Red Fang=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;15&#039;&#039;&#039;&lt;br /&gt;
|startup=41F&lt;br /&gt;
|type=Magical&lt;br /&gt;
|priority=Ranged Low&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=Block &amp;lt;br&amp;gt;(Ranged Low, EX Mode)&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/5/56/Brv_wol_red_fang.jpeg&lt;br /&gt;
|imgpos=58%&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=32&lt;br /&gt;
|ap=90&lt;br /&gt;
|gametext=[Long] Shoot high-speed fireball &amp;lt;br&amp;gt;towards opponent.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Red Fang is a fast single hit projectile. It travels the longest distance out of Warrior of Light&#039;s bravery projectiles, from wall to wall in Order&#039;s Sanctuary. Due to its low priority, short hit stun and low reward on hit, it is not commonly used in competitive play. His other projectiles have more utility in {{keyword|neutral|neutral=1}} and lead to more practical combos on hit.&lt;br /&gt;
&lt;br /&gt;
|-|Blue Fang=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;7&#039;&#039;&#039; each&lt;br /&gt;
|startup=41F&lt;br /&gt;
|type=Magical&lt;br /&gt;
|priority=Ranged Low&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=Block &amp;lt;br&amp;gt;(Ranged Low, EX Mode)&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/9/90/Brv_wol_blue_fang.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=1&lt;br /&gt;
|ap=90&lt;br /&gt;
|gametext=[Long] Chunks of ice slowly &amp;lt;br&amp;gt;descend on opponent.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Blue Fang is a group of midrange projectiles that strike from above. Their travel speed is slow, but they can hit characters hiding behind their projectiles, such as {{012lag}}&#039;s Electro Shield and {{012ulti}}&#039;s charged Knight&#039;s Lance. Each projectile has short {{keyword|hit stun|hitstun=1}}, but they can hit one after another. This is not very consistent for combo purposes, and it can be challenging to {{keyword|convert|conversion=1}} any hits into a combo at all. The multiple hits do make it easier compared to Red Fang, though.&lt;br /&gt;
&lt;br /&gt;
Blue Fang&#039;s main utility is in keeping ranged opponents in check. In terms of midrange presence, Blue Fang is one of the fastest. This is because at certain heights, the projectiles spawn near opponent&#039;s location. And since the projectiles travel at different angles, they can potentially hit behind opponent&#039;s back as well, ignoring block. Due to projectiles&#039; upward spawning position, Blue Fang is not well suited for close-range either offensively or defensively. Blue Fang also has a maximum range for its spawn position. It&#039;s roughly 30-40 % of Order&#039;s Sanctuary&#039;s length horizontally and vertically. The projectiles can cover more distance as they move to make up for this. The projectiles are Ranged Low priority, so they lose to dashes and melee attacks even if they make contact. The bravery damage is low as well.&lt;br /&gt;
&lt;br /&gt;
Overall, Blue Fang has niche utility. It&#039;s not his staple projectile on the ground, but it has some potential in Ultimecia {{keyword|matchup|matchup=1}} on low ceiling stages, such as Pandaemonium - Top Floor.&lt;br /&gt;
&lt;br /&gt;
|-|White Fang=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;6&#039;&#039;&#039; each&lt;br /&gt;
|startup=47F&lt;br /&gt;
|type=Magical&lt;br /&gt;
|priority=Ranged Low&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=Block &amp;lt;br&amp;gt;(Ranged Low, EX Mode)&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/2/2f/Brv_wol_white_fang.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=8&lt;br /&gt;
|ap=90&lt;br /&gt;
|gametext=[Long] Call down lightning bolts &amp;lt;br&amp;gt;that slowly close in on foe.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
White Fang is a group of advancing lightning bolts. It&#039;s Warrior of Light&#039;s go-to projectile on the ground for pressure and assist combo extensions. The Ranged Low priority still loses to dashes, blocks and melee attacks, but it has enough utility to make up for it. Warrior of Light is actionable shortly after casting White Fang. The remaining projectiles stay {{keyword|active|active=1}} even if the first bolt is destroyed. Each bolt also has decent {{keyword|hit stun|hitstun=1}} if they connect. This means, that Warrior of Light can use White Fang to occupy space and cover him while he is approaching. If the opponent gets hit by any bolts, Warrior of Light can follow up with most melee attacks, including Ascension and Dayflash.&lt;br /&gt;
&lt;br /&gt;
White Fang makes Warrior of Light&#039;s approaches safer in {{keyword|neutral|neutral=1}}. The projectiles travel at medium speed, but only remain active for roughly 1.7 seconds. As a result, their maximum uptime and travel distance are shorter compared to other projectiles. White Fang is far more practical in competitive play for offense, though. The projectiles are homing, but they adjust slowly to sharp vertical angles. White Fang works against aerial opponents at a low diagonal angle, but Warrior of Light needs to make sure the opponent won&#039;t dash through and hit him.&lt;br /&gt;
&lt;br /&gt;
|-|Dayflash (Ground)=&lt;br /&gt;
&lt;br /&gt;
{{AbilityInfo2&lt;br /&gt;
|ver1=Normal&lt;br /&gt;
|damage1=&#039;&#039;&#039;22&#039;&#039;&#039; (3, 4, 15)&lt;br /&gt;
|startup1=13F&lt;br /&gt;
|type1=Physical&lt;br /&gt;
|priority1=Melee Low&lt;br /&gt;
|ex1=90&lt;br /&gt;
|effect1=Chase&lt;br /&gt;
|cancels1=Dodge, &amp;lt;br&amp;gt;Block &amp;amp; Attack ({{keyword|Whiff|whiff=1}})&lt;br /&gt;
|asthit1=&lt;br /&gt;
|gametext=[Close] Fast horizontal slice. &amp;lt;br&amp;gt;Low power, quick strike.&lt;br /&gt;
|level=1&lt;br /&gt;
|ap=90&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|ver2=EX Mode&lt;br /&gt;
|damage2=&#039;&#039;&#039;36&#039;&#039;&#039; (3 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+4&amp;lt;/span&amp;gt;, 4 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+4&amp;lt;/span&amp;gt;, 15 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+6&amp;lt;/span&amp;gt;)&lt;br /&gt;
|startup2=13F&lt;br /&gt;
|type2=Physical&lt;br /&gt;
|priority2=Melee Low&lt;br /&gt;
|ex2=90&lt;br /&gt;
|effect2=Chase &amp;lt;br&amp;gt;Block (Ranged Low)&lt;br /&gt;
|cancels2=Dodge, &amp;lt;br&amp;gt;Block &amp;amp; Attack ({{keyword|Whiff|whiff=1}})&lt;br /&gt;
|asthit2=&lt;br /&gt;
|image=https://dissidia.wiki/images/4/43/Brv_wol_dayflash_g.jpeg&lt;br /&gt;
|imgpos=70%&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Dayflash is Warrior of Light&#039;s main {{keyword|poke|poke=1}}. It is fast, generates good 90 EX and works as an assist combo starter. It can be {{keyword|whiffed|whiff=1}} safely to build assist gauge due to its short {{keyword|recovery|recovery=1}} and multiple {{keyword|cancel|cancel=1}} options. Warrior of Light can {{keyword|mixup|mixup=1}} with dodges, blocks or other attacks, including another Dayflash.&lt;br /&gt;
&lt;br /&gt;
On hit, Warrior of Light can perform two follow-up slashes with Circle {{pspcir}} if the first hit connects. This 3-hit combo has a relatively long input window, which makes it good for {{keyword|hit confirming|hitconfirm=1}} assist combos. The last hit leads to Chase. The low {{keyword|knockback|knockback=1}} angle and long chase prompt let Warrior of Light do {{keyword|empty chase|emptychase=1}} to force a grounded wall rush. This is good for getting all EX Force on the field, but also for starting assist combos. And if Warrior of Light already used assist beforehand, he can extend that combo with Dayflash empty chase to use assist again if he has another bar in stock.&lt;br /&gt;
&lt;br /&gt;
When used appropriately, Dayflash can control the pace of a match without high risk. It is a staple move for Warrior of Light in competitive play. Its aerial version is just as important and good in most aspects.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Aerial ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Crossover=&lt;br /&gt;
&lt;br /&gt;
{{AbilityInfo2&lt;br /&gt;
|ver1=Normal&lt;br /&gt;
|damage1=&#039;&#039;&#039;40&#039;&#039;&#039; (5, 5, 10, 20)&lt;br /&gt;
|startup1=23F&lt;br /&gt;
|type1=Physical&lt;br /&gt;
|priority1=Melee Low&lt;br /&gt;
|ex1=90&lt;br /&gt;
|effect1=Chase, Wall Rush&lt;br /&gt;
|cancels1=Dodge&lt;br /&gt;
|asthit1=&lt;br /&gt;
|gametext=[Close] Spinning approach and &amp;lt;br&amp;gt;thrust opponent upwards.&lt;br /&gt;
|level=1&lt;br /&gt;
|ap=120&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|ver2=EX Mode&lt;br /&gt;
|damage2=&#039;&#039;&#039;50&#039;&#039;&#039; (5, 5, 10 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+4&amp;lt;/span&amp;gt;, 20 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+6&amp;lt;/span&amp;gt;)&lt;br /&gt;
|startup2=23F&lt;br /&gt;
|type2=Physical&lt;br /&gt;
|priority2=Melee Low&lt;br /&gt;
|ex2=90&lt;br /&gt;
|effect2=Chase, Wall Rush &amp;lt;br&amp;gt;Block (Ranged Low)&lt;br /&gt;
|cancels2=Dodge&lt;br /&gt;
|asthit2=&lt;br /&gt;
|image=https://dissidia.wiki/images/3/3a/Brv_wol_crossover.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Crossover is Warrior of Light&#039;s advancing bravery with an {{keyword|HP link|hplink=1}}. Similar to Ascension on the ground, Crossover is the highest damaging bravery in the aerial category. Warrior of Light can follow up with an upward thrust by pressing Circle {{pspcir}}, which causes chase. If opponent is near ceiling, it can wall rush instead. The thrust has high upward knockback, which can easily cause wall rush at medium heights. With wall rush, chase can be done at a specific distance from ceiling to make {{keyword|empty chase|emptychase=1}} safe against Recovery Attack. Whether or not chase is done, Warrior of Light needs assist to follow up after wall rush.&lt;br /&gt;
&lt;br /&gt;
Crossover is used for its lateral reach and damage. Since Warrior of Light finishes this move before doing the Rune Saber HP link, it doesn&#039;t lose bravery damage in exchange for HP damage. The {{keyword|startup|startup=1}} is borderline {{keyword|reactable|reactable=1}} though, and Warrior of Light stays in the animation for roughly a second before he can {{keyword|dodge cancel|dc=1}} out of it. That makes it more dangerous to {{keyword|whiff|whiff=1}} in {{keyword|neutral|neutral=1}}. It&#039;s reliable as a post-block punisher and can do even more damage with critical hits.&lt;br /&gt;
&lt;br /&gt;
|-|Rising Buckler=&lt;br /&gt;
&lt;br /&gt;
{{AbilityInfo2&lt;br /&gt;
|ver1=Normal&lt;br /&gt;
|damage1=&#039;&#039;&#039;30&#039;&#039;&#039; (2x4, 6, 16)&lt;br /&gt;
|startup1=25F&lt;br /&gt;
|type1=Physical&lt;br /&gt;
|priority1=Melee Low&lt;br /&gt;
|ex1=30&lt;br /&gt;
|effect1=Wall Rush&lt;br /&gt;
|cancels1=Dodge&lt;br /&gt;
|asthit1=&lt;br /&gt;
|gametext=Upward swing, snagging foe with shield. &amp;lt;br&amp;gt;Useful from below.&lt;br /&gt;
|level=15&lt;br /&gt;
|ap=150&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|ver2=EX Mode&lt;br /&gt;
|damage2=&#039;&#039;&#039;42&#039;&#039;&#039; (2x4 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+6&amp;lt;/span&amp;gt;, 6, 16 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+6&amp;lt;/span&amp;gt;)&lt;br /&gt;
|startup2=25F&lt;br /&gt;
|type2=Physical&lt;br /&gt;
|priority2=Melee Low&lt;br /&gt;
|ex2=30&lt;br /&gt;
|effect2=Wall Rush &amp;lt;br&amp;gt;Block (Ranged Low)&lt;br /&gt;
|cancels2=Dodge&lt;br /&gt;
|asthit2=&lt;br /&gt;
|image=https://dissidia.wiki/images/b/b1/Brv_wol_rising_buckler.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Rising Buckler is a {{keyword|punish|punish=1}} tool against opponents who are above Warrior of Light. Warrior of Light throws a shield to pull opponent in, and knocks them behind him at a downward angle. Rising Buckler has good base damage and it can wall rush, but its main appeal is the vertical reach and Bitter End {{keyword|HP link|hplink=1}}. Rising Buckler has good upward reach with movement and the {{keyword|disjointed|disjoint=1}} shield. Thanks to Bitter End, Warrior of Light gets HP damage off of single mistakes, whether it&#039;s from {{keyword|whiffs|whiff=1}} or block staggers. The upward {{keyword|tracking|tracking=1}} also makes it consistent for follow-ups, namely from Kuja and Sephiroth assists.&lt;br /&gt;
&lt;br /&gt;
Rising Buckler works effectively as a punish move, but it&#039;s not risk-free. It is {{keyword|reactable|reactable=1}} to due to its 25-frame {{keyword|startup|startup=1}} and distinct audio cue. Warrior of Light stays in place for a moment before he is actionable, and won&#039;t track the opponent once the shield is thrown. This is also Warrior of Light&#039;s primary upward attack in the air. That makes Rising Buckler more predictable in the {{keyword|neutral|neutral=1}}, as it has a hard time hitting from other angles. Unlike Crossover, Rising Buckler does not finish the attack before the HP link. That cuts the move&#039;s bravery damage in half, though the HP link brings it almost in line with the BRV finisher.&lt;br /&gt;
&lt;br /&gt;
Warrior of Light can has a functionally similar move for downward angles, Shield Strike. He can use both attacks to have high vertical coverage, but he does not always need both. Rising Buckler specifically can be useful in some air oriented {{keyword|matchups|matchup=1}}, such as {{012seph}} and {{012kuja}}.&lt;br /&gt;
&lt;br /&gt;
|-|Shield Strike=&lt;br /&gt;
&lt;br /&gt;
{{AbilityInfo2&lt;br /&gt;
|ver1=Normal&lt;br /&gt;
|damage1=&#039;&#039;&#039;30&#039;&#039;&#039; (2x4, 6, 16)&lt;br /&gt;
|startup1=25F&lt;br /&gt;
|type1=Physical&lt;br /&gt;
|priority1=Melee Low&lt;br /&gt;
|ex1=30&lt;br /&gt;
|effect1=Wall Rush&lt;br /&gt;
|cancels1=Dodge&lt;br /&gt;
|asthit1=&lt;br /&gt;
|gametext=Downward attack, scooping foe with shield. &amp;lt;br&amp;gt;Useful from above.&lt;br /&gt;
|level=1&lt;br /&gt;
|ap=200&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|ver2=EX Mode&lt;br /&gt;
|damage2=&#039;&#039;&#039;42&#039;&#039;&#039; (2x4 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+6&amp;lt;/span&amp;gt;, 6, 16 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+6&amp;lt;/span&amp;gt;)&lt;br /&gt;
|startup2=25F&lt;br /&gt;
|type2=Physical&lt;br /&gt;
|priority2=Melee Low&lt;br /&gt;
|ex2=30&lt;br /&gt;
|effect2=Wall Rush &amp;lt;br&amp;gt;Block (Ranged Low)&lt;br /&gt;
|cancels2=Dodge&lt;br /&gt;
|asthit2=&lt;br /&gt;
|image=https://dissidia.wiki/images/b/b2/Brv_wol_shield_strike.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Shield Strike is almost identical to Rising Buckler, but with one key difference; It hits below Warrior of Light instead. On hit, Warrior of Light knocks opponent behind him at an upward angle. Just like Rising Buckler, Shield Strike can {{keyword|cancel|cancel=1}} into Bitter End for HP damage. The bravery damage is also the same.&lt;br /&gt;
&lt;br /&gt;
This is a good {{keyword|punish|punish=1}} tool in {{keyword|air-to-ground|air-to-ground=1}} situations and after LV2 Assist Change staggers. As such, Shield Strike has good coverage against many close-range characters who use melee attacks. Since this is Warrior of Light&#039;s primary downward attack, it also makes it more telegraphed. It&#039;s great when used cautiously, but carries a lot of risk if it {{keyword|whiffs|whiff=1}}. Similar to Rising Buckler, Shield Strike has long {{keyword|recovery|recovery=1}} and no {{keyword|tracking|tracking=1}} after the move comes out.&lt;br /&gt;
&lt;br /&gt;
Warrior of Light does not move far if he is not above opponent, but the shield does hit in front of Warrior of Light. That lets him combo into HP after Sephiroth assist, who is one of his strongest assists.&lt;br /&gt;
&lt;br /&gt;
|-|Dayflash (midair)=&lt;br /&gt;
&lt;br /&gt;
{{AbilityInfo2&lt;br /&gt;
|ver1=Normal&lt;br /&gt;
|damage1=&#039;&#039;&#039;22&#039;&#039;&#039; (3, 4, 15)&lt;br /&gt;
|startup1=15F&lt;br /&gt;
|type1=Physical&lt;br /&gt;
|priority1=Melee Low&lt;br /&gt;
|ex1=90&lt;br /&gt;
|effect1=Chase&lt;br /&gt;
|cancels1=Dodge, &amp;lt;br&amp;gt;Block &amp;amp; Attack ({{keyword|Whiff|whiff=1}})&lt;br /&gt;
|asthit1=&lt;br /&gt;
|gametext=[Close] Fast horizontal slice. &amp;lt;br&amp;gt;Low power, quick strike.&lt;br /&gt;
|level=25&lt;br /&gt;
|ap=90&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|ver2=EX Mode&lt;br /&gt;
|damage2=&#039;&#039;&#039;36&#039;&#039;&#039; (3 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+4&amp;lt;/span&amp;gt;, 4 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+4&amp;lt;/span&amp;gt;, 15 &amp;lt;span class=&amp;quot;text-color-orange&amp;quot;&amp;gt;+6&amp;lt;/span&amp;gt;)&lt;br /&gt;
|startup2=15F&lt;br /&gt;
|type2=Physical&lt;br /&gt;
|priority2=Melee Low&lt;br /&gt;
|ex2=90&lt;br /&gt;
|effect2=Chase &amp;lt;br&amp;gt;Block (Ranged Low)&lt;br /&gt;
|cancels2=Dodge, &amp;lt;br&amp;gt;Block &amp;amp; Attack ({{keyword|Whiff|whiff=1}})&lt;br /&gt;
|asthit2=&lt;br /&gt;
|image=https://dissidia.wiki/images/5/5b/Brv_wol_dayflash_a.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Dayflash&#039;s aerial version is essential for Warrior of Light. It&#039;s very similar to ground version in many aspects, including damage, {{keyword|hit confirmable|hitconfirm=1}} follow-ups and safety as a {{keyword|poke|poke=1}}. It&#039;s reliable for starting assist combos and it generates 90 EX when completed. Because fights often happen in the air, Warrior of Light relies on this move a lot to function.&lt;br /&gt;
&lt;br /&gt;
The {{keyword|startup|startup=1}} is slightly slower than ground Dayflash (15 frames instead of 13), but it&#039;s still unreactable. The {{keyword|recovery|recovery=1}} is short as well, which Warrior of Light can use to build assist gauge on whiff. He can also {{keyword|cancel|cancel=1}} Dayflash into other attacks on whiff as a {{keyword|mixup|mixup=1}} against aggressive opponents, such as Shield of Light. The {{keyword|hitbox|hitbox=1}} goes low enough where it can still hit grounded opponents, so Dayflash also works as an {{keyword|air-to-ground|air-to-ground=1}} move.&lt;br /&gt;
&lt;br /&gt;
Most of Warrior of Light&#039;s attacks are slower, telegraphed moves with long recovery and higher damage potential. Aerial Dayflash is the opposite; It&#039;s the only high speed move Warrior of Light can consistently threaten with in close-range. It also lacks any {{keyword|HP links|hplink=1}}, so assist is needed to do HP damage. This is Warrior of Light&#039;s lowest damaging move in comparison to his other moves, but it&#039;s also the safest with least risk. It&#039;s a staple for him in competitive play, and his longevity hinges on how well he can utilize Dayflash.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= HP Attacks =&lt;br /&gt;
&lt;br /&gt;
== Ground ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Shield of Light (ground)=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=-&lt;br /&gt;
|startup=53F (Block from 1F to 53F)&lt;br /&gt;
|type=-&lt;br /&gt;
|priority=Melee High, Block Mid&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=Block, Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/7/77/Hp_wol_shield_of_light_g.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=22&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=[Close] Fire force blast from shield. &amp;lt;br&amp;gt;Hurls foe while blocking.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Shield of Light is Warrior of Light&#039;s signature {{keyword|command block|commandblock=1}}. He moves forward before unleashing a 1-hit force blast that can wall rush. Its blocking duration is very generous, as it blocks instantly from frame 1 until the move does damage. Combined with the forward movement, Shield of Light can call out low priority pokes, such as {{012cod}}&#039;s tentacles.&lt;br /&gt;
&lt;br /&gt;
More importantly, Shield of Light works as an instant defensive option after a ground dodge. If Warrior of Light is about to get hit, he can use this to keep the opponent at bay. Blocks like this work against dashes and low priority attacks alike. This presents a second layer of defense that the opponent has to consider at all times, or they risk taking HP damage just for approaching.  &lt;br /&gt;
&lt;br /&gt;
Shield of Light is a great defensive tool, but it still carries a risk. If it misses, Warrior of Light is left wide open for {{keyword|punishes|punish=1}}. Shield of Light can only block low priority moves. Higher priority moves like HP attacks and {{012squ}}&#039;s Heel Crush will guard crush or stagger Warrior of Light respectively.&lt;br /&gt;
&lt;br /&gt;
Warrior of Light becomes airborne when using this move. He can aim Shield of Light at a diagonal angle against airborne opponents, but he cannot change the direction once he performs it.&lt;br /&gt;
&lt;br /&gt;
|-|Shining Wave=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=-&lt;br /&gt;
|startup=51F&lt;br /&gt;
|type=-&lt;br /&gt;
|priority=Melee High (blade) &amp;lt;br&amp;gt;Ranged High (light pillar)&lt;br /&gt;
|ex=each 60&lt;br /&gt;
|effect=-&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/1/10/Hp_wol_shining_wave.jpeg&lt;br /&gt;
|imgpos=60%&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=1&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=[Mid] Shoot pillars of light. &amp;lt;br&amp;gt;Homes in on opponent.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Shining Wave is a long-range wave attack that deals HP damage on hit. It is sometimes used as a secondary projectile to occupy space, but it also works after staggering with a block. The ranged high priority lets Warrior of Light ignore LV2 Assist Change if the opponent has full assist gauge when staggered. Shining Wave cannot be reflected back at Warrior of Light, but it does lose to high priority melee attacks and {{keyword|command blocks|commandblock=1}} with decent active frames.&lt;br /&gt;
&lt;br /&gt;
The wave projectile travels at a relatively high speed once it&#039;s {{keyword|active|active=1}}. It can {{keyword|track|track=1}} airborne opponents, but it always moves forward at first before it starts realigning. Shining Wave can hit twice if it connects this way, though this can be difficult to aim for in a competitive match. Shining Wave can also combo into assist at a wall, but outside of that, its reward is pretty low on average.&lt;br /&gt;
&lt;br /&gt;
As a wave HP, Shining Wave has a little quirk with its {{keyword|hitbox|hitbox=1}}. It can miss against high speed movement that is passing through the projectile. &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=cDI-tsnyJbM&amp;amp;t=25 Shining Wave misses against high speed movement passing through]&amp;lt;/ref&amp;gt; This is pretty risky to attempt though, so Warrior of Light does not have to worry about it too often.&lt;br /&gt;
&lt;br /&gt;
|-|Ultimate Shield=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;20&#039;&#039;&#039; (4 x 3, 8)&lt;br /&gt;
|startup=41F&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee High&lt;br /&gt;
|ex=30&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/c/c1/Hp_wol_ultimate_shield.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=28&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=[Close] Deft shieldwork. &amp;lt;br&amp;gt;Effective against any height.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Ultimate Shield is a combo attack that wall rushes. This is Warrior of Light&#039;s fastest ground HP attack, though it is still {{keyword|reactable|reactable=1}}. The vertical {{keyword|tracking|tracking=1}} is high during {{keyword|startup|startup=1}}, so it can hit opponents directly above Warrior of Light. That is useful for calling out forward ground dodges, or air dodges that are near Warrior of Light. If the opponent is trying to dodge something else, Ultimate Shield can pull them down for some damage. As the fastest ground HP, it can work as a {{keyword|mixup|mixup=1}} against regular blocks.&lt;br /&gt;
&lt;br /&gt;
Warrior of Light stays in place while his shield goes towards opponent. If the shield misses, Warrior of Light will not continue with a combo. This makes it a bit harder for grounded opponents to counter from a distance. Ultimate Shield can also reflect HP projectiles without moving towards them. The reach is decent, but not enough to punish neutral ground dodges without prior movement. Assists can follow up either with wall rush or {{keyword|knockback cancel|knockbackcancel=1}}.&lt;br /&gt;
&lt;br /&gt;
If White Fang connects, it can activate a &#039;&#039;&#039;[[Glitch_(Dissidia_012)#Hit_Glitch|hit glitch]]&#039;&#039;&#039; for Ultimate Shield if its done at the same time. As Ultimate Shield does not reach far, this can be detrimental if the opponent is not already in close-range. It has long {{keyword|recovery|recovery=1}} when finished, so Warrior of Light should watch out for Assist Changes when using this.&lt;br /&gt;
&lt;br /&gt;
|-|Rune Saber (ground)=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;10&#039;&#039;&#039; (2 x 3, 4) / +Ascension = (50 Total)&lt;br /&gt;
|startup=?&lt;br /&gt;
|type=Magical&lt;br /&gt;
|priority=Melee High (?)&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/d/dc/Hp_wol_rune_saber.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=Branching from Ascension &amp;lt;br&amp;gt;[Combo] Light beam pierces foe.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Rune Saber is the {{keyword|HP link|hplink=1}} from Ascension. It&#039;s a vertical combo attack that ends with a tall pillar of light. Rune Saber is a good HP link for its damage and combo potential. Both Ascension and Rune Saber have good upward {{keyword|knockback|knockback=1}}. That means Rune Saber can wall rush consistently in stages with lower ceilings, such as Sky Fortress Bahamut and Edge of Madness.&lt;br /&gt;
&lt;br /&gt;
The wall rush is great for HP damage and assist combos alike. If Warrior of Light cannot guarantee a ceiling wall rush, multi-hit assists like Sephiroth can also {{keyword|knockback cancel|knockbackcancel=1}} for combos. As a result, Rune Saber is useful as an independent source of HP damage and assist combo starter anywhere.&lt;br /&gt;
&lt;br /&gt;
Rune Saber has a lengthy animation, which normally makes it risky against opponents who escaped with Assist Change. Rune Saber&#039;s last hit has a tall {{keyword|hitbox|hitbox=1}} with long {{keyword|active|active=1}} frames. This provides &#039;&#039;some&#039;&#039; cover for Warrior of Light before he can {{keyword|dodge cancel|dc=1}}, but it&#039;s not entirely safe. Opponents can still try to Assist Change out early and dodge next to Warrior of Light.&lt;br /&gt;
&lt;br /&gt;
If Ascension wall rushes first (such as in &#039;&#039;&#039;[[Pandaemonium_(Dissidia_012)|Pandaemonium]]&#039;&#039;&#039;), Rune Saber cannot hit unless assist connects during wall rush.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Aerial ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Shield of Light (midair)=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=-&lt;br /&gt;
|startup=53F (Block from 1F to 53F)&lt;br /&gt;
|type=-&lt;br /&gt;
|priority=Melee High, Block Mid&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=Block, Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/6/6a/Hp_wol_shield_of_light_a.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=1&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=[Close] Fire force blast from shield. &amp;lt;br&amp;gt;Hurls foe while blocking.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Shield of Light is Warrior of Light&#039;s {{keyword|command block|commandblock=1}}. As an aerial move, Warrior of Light has more opportunities to use it anywhere. This is good, because it is functionally very similar to the ground version. It still blocks low priority attacks instantly on frame 1 until it deals HP damage. As such, its most commonly used for self-defense after air dodging. This can keep opponents guessing, as the instant blocking makes it much harder to react before it&#039;s too late. Warrior of Light also moves toward opponent a short distance as he guards. That can stagger melee low attacks with long {{keyword|active|active=1}} frames, such as {{012clo}}&#039;s Slashing Blow. As a 1-hit HP, Shield of Light can also circumvent EX Revenge {{keyword|checkmates|checkmate=1}} with EX {{keyword|depletion|depletion=1}}.&lt;br /&gt;
&lt;br /&gt;
The force blast has short reach and it doesn&#039;t stay active for long. However, it can wall rush and start assist combos with a good {{keyword|read|read=1}}. It&#039;s not commonly used in assist combos due to its relatively small {{keyword|hitbox|hitbox=1}} and limited vertical {{keyword|tracking|tracking=1}}. Warrior of Light&#039;s combos often lead to the air, and he has stronger options for damage, and situationally safer tools against Assist Change. Regardless, the aerial Shield of Light is a staple for Warrior of Light.&lt;br /&gt;
&lt;br /&gt;
|-|Radiant Sword=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=-&lt;br /&gt;
|startup=77F&lt;br /&gt;
|type=-&lt;br /&gt;
|priority=Ranged High&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/e/eb/Hp_wol_radiant_sword.jpeg&lt;br /&gt;
|imgpos=60%&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=13&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=[Long] Fire blades of light from seal. &amp;lt;br&amp;gt;Blades weakly track foe.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Radiant Sword is a group of long-range homing projectiles. The projectiles spawn as a row in front of Warrior of Light, and once they start moving, they accelerate to very high speed within a couple seconds. While homing, all projectiles attempt to laser focus on a single point at the opponent. This limits Radiant Sword&#039;s ability to occupy space, but its {{keyword|tracking|tracking=1}} and reach are strong enough to force a dodge at most ranges. &lt;br /&gt;
&lt;br /&gt;
The {{keyword|startup|startup=1}} is quite slow, so Warrior of Light cannot use this as a reliable {{keyword|mixup|mixup=1}} against blocks. Radiant Sword is sometimes used as an attempt to threaten the opponent who is already getting an EX core, but it has a pretty low hit rate in {{keyword|neutral|neutral=1}} due to its telegraphed startup and relatively slow speed. Radiant Sword also stops if it hits a solid obstacle, like floor or the crystal in Empyreal Paradox. If Radiant Sword connects though, it can wall rush for an assist combo.&lt;br /&gt;
&lt;br /&gt;
|-|Rune Saber (midair)=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;10&#039;&#039;&#039; (2 x 3, 4) / +Crossover = (50 Tota)&lt;br /&gt;
|startup=??&lt;br /&gt;
|type=Magical&lt;br /&gt;
|priority=Melee High (?)&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/d/dc/Hp_wol_rune_saber.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=Branching from Crossover &amp;lt;br&amp;gt;[Combo] Light beam pierces foe.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Rune Saber is the {{keyword|HP link|hplink=1}} from Crossover. It&#039;s a staple move for Warrior of Light whenever Crossover is equipped. It is functionally identical Rune Saber from Ascension, a multi-hit attack that wall rushes upwards. Though the base damage is low, it&#039;s a consistent, damaging HP link thanks to wall rush and assist. Warrior of Light has some flexibility with this move in assist combos. He can either go for a conventional wall rush combo, or he can call assist such as Sephiroth to {{keyword|knockback cancel|knockbackcancel=1}} the last hit if ceiling is not close.&lt;br /&gt;
&lt;br /&gt;
Rune Saber has a lengthy animation, which normally makes it risky against opponents who escaped with Assist Change. Rune Saber&#039;s last hit has a tall {{keyword|hitbox|hitbox=1}} with long {{keyword|active|active=1}} frames. This provides &#039;&#039;some&#039;&#039; cover for Warrior of Light before he can {{keyword|dodge cancel|dc=1}}, but it&#039;s not entirely safe. Opponents can still try to Assist Change out early and dodge next to Warrior of Light.&lt;br /&gt;
&lt;br /&gt;
If Crossover wall rushes first, Rune Saber cannot hit unless assist connects during wall rush.&lt;br /&gt;
&lt;br /&gt;
|-|Bitter End A=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;15&#039;&#039;&#039; (2 x 6, 3) / +Rising Buckler = (29 Total)&lt;br /&gt;
|startup=??&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee High (?)&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/7/73/Hp_wol_bitter_end.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=Branching from Rising Buckler &amp;lt;br&amp;gt;[Combo] Deft bladework.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Bitter End is another staple {{keyword|HP link|hplink=1}} for Warrior of Light. It&#039;s a stationary combo that has horizontal {{keyword|knockback|knockback=1}} on the last hit. This move lets Warrior of Light capitalize on his {{keyword|whiff punishment|whiffpunish=1}} in a meaningful way, as it deals HP damage without assist. The base damage is slightly higher than Rune Saber, and it has similar combo routes with wall rush and Sephiroth assist {{keyword|knockback cancels|knockbackcancel=1}}. It&#039;s a good assist combo starter and ender for its wall rush and attack length. With high base bravery builds, the animation lasts long enough to get most of the base bravery back after HP if Bitter End is delayed enough.&lt;br /&gt;
&lt;br /&gt;
As a multi-hitting combo attack, Bitter End starts quickly, but takes a couple seconds to finish. It is very unsafe against opponents who escaped with LV1 Assist Change. Warrior of Light cannot {{keyword|cancel|cancel=1}} Bitter End until the last hit comes out. He stays still for the entire animation, and he doesn&#039;t have Rune Saber&#039;s tall {{keyword|hitbox|hitbox=1}} to provide cover either. As such, Bitter End is vulnerable to aerial attacks from above and his back. Warrior of Light will need assist gauge himself if he wants to counter any {{keyword|punish|punish=1}} attempts. If Warrior of Light cannot land this move before opponent gets assist, he can struggle to get any HP damage at all. It&#039;s something he has to work with, as not having access to Bitter End loses him more damage in the long term.&lt;br /&gt;
&lt;br /&gt;
|-|Bitter End B=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;15&#039;&#039;&#039; (2 x 6, 3) / +Shield Strike = (29 Total)&lt;br /&gt;
|startup=??&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee High (?)&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/7/73/Hp_wol_bitter_end.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=Branching from Shield Strike &amp;lt;br&amp;gt;[Combo] Deft bladework.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Bitter End B is identical with Bitter End A.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= EX Mode: Class Change! =&lt;br /&gt;
Effects:&lt;br /&gt;
* Regen&lt;br /&gt;
* Critical Boost&lt;br /&gt;
* Mirror Attack&lt;br /&gt;
* Protect&lt;br /&gt;
* Light&#039;s Blessing&lt;br /&gt;
&lt;br /&gt;
Warrior of Light&#039;s EX Mode has plenty of useful effects. He gets additional hits for his melee braveries, a big damage reduction in +10 base DEF and he block ranged low moves during his own attacks. EX modes are commonly used to secure a win with assist combo, and Warrior of Light is no different. As such, the defensive boosts may not come into play often. It is still a good EX mode overall, though.&lt;br /&gt;
&lt;br /&gt;
== Mirror Attack ==&lt;br /&gt;
&lt;br /&gt;
{{image|https://dissidia.wiki/images/8/8d/Ex_mode_wol_mirror_attack.jpeg}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[Active while attacking]&lt;br /&gt;
A wall of light appears while attacking, repelling weak magical attacks.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Warrior of Light can block attacks with Ranged Low priority during his own attack animations. The blocking effect activates very quickly and lasts for most, if not the whole attack animation. This applies even during a move&#039;s {{keyword|recovery|recovery=1}}.&lt;br /&gt;
&lt;br /&gt;
== Protect ==&lt;br /&gt;
&#039;&#039;[Always active while in EX Mode]&lt;br /&gt;
An aura of light covers the body, raising defense.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Warrior of Light gets +10 DEF for the duration of his EX mode. That is a huge increase, which can greatly reduce bravery damage taken if Warrior of Light is hit during this time.&lt;br /&gt;
&lt;br /&gt;
== Light&#039;s Blessing ==&lt;br /&gt;
{{image|http://dissidia.wiki/images/b/b9/Ex_mode_wol_light_blessing.jpeg}}&lt;br /&gt;
&#039;&#039;[Activates when combo hits] Swords of light appear, dealing additional damage.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Light&#039;s Blessing adds several hits to Warrior of Light&#039;s physical bravery attacks. Each light sword has a base damage of 1. The light swords cause {{keyword|hit stun|hitstun=1}}, but they don&#039;t create more lenient, practical solo combo routes for Warrior of Light.&lt;br /&gt;
&lt;br /&gt;
== EX Burst: Oversoul ==&lt;br /&gt;
{{image|https://dissidia.wiki/images/4/46/Ex_burst_wol.jpeg}}&lt;br /&gt;
&#039;&#039;Sharp, repeated strikes like flashes of light. &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;img&amp;gt;https://resources.dissidia.wiki/ddff/icons/ddff-icon-button-dpadup.png&amp;lt;/img&amp;gt; &amp;lt;img&amp;gt;https://resources.dissidia.wiki/ddff/icons/ddff-icon-button-dpaddown.png&amp;lt;/img&amp;gt; &amp;lt;img&amp;gt;https://resources.dissidia.wiki/ddff/icons/ddff-icon-button-dpadleft.png&amp;lt;/img&amp;gt; &amp;lt;img&amp;gt;https://resources.dissidia.wiki/ddff/icons/ddff-icon-button-dpadright.png&amp;lt;/img&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Each directional button corresponds to one attack.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{burst&lt;br /&gt;
|damage1=5x3 (15)&lt;br /&gt;
|damage2=10x6, 25 (100 total)&lt;br /&gt;
|type=Physical&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Oversoul is a fairly standard EX Burst. The base damage for initial hits isn&#039;t high, but follow-up hits begin almost immediately, leaving less time for the opponent to raise their DEF.&lt;br /&gt;
&lt;br /&gt;
To complete this EX Burst, Warrior of Light must press the correct button shown on screen six times. The button inputs &#039;&#039;always&#039;&#039; require a directional button. Analog stick {{pspana}} will not work regardless of what the character control option is set to. If Warrior of Light does not press the correct button within a short time, or presses a wrong button, he will end EX Burst early. Regardless of how well this EX Burst is done, Warrior of Light always finishes with a slash that has decent 25 base damage.&lt;br /&gt;
&lt;br /&gt;
= Combos =&lt;br /&gt;
&lt;br /&gt;
== Solo ==&lt;br /&gt;
&lt;br /&gt;
== Assist ==&lt;br /&gt;
&lt;br /&gt;
== Builds ==&lt;br /&gt;
Builds here.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Side by Side (High Base BRV)=&lt;br /&gt;
{{Build&lt;br /&gt;
|hp=9844&lt;br /&gt;
|cp=480&lt;br /&gt;
|brv=1553&lt;br /&gt;
|atk=177&lt;br /&gt;
|def=183&lt;br /&gt;
|luk=61&lt;br /&gt;
|booster= x2.7&lt;br /&gt;
|setbonus=Seal of Lufenia&lt;br /&gt;
|ast=Sephiroth&lt;br /&gt;
|wpn=Piggy&#039;s Stick&lt;br /&gt;
|hand=Lufenian Gauntlets&lt;br /&gt;
|head=Lufenian Hairpin {{equip}}&lt;br /&gt;
|armor=Lufenian Jacket {{equip}}&lt;br /&gt;
|acc1={{accbas}} Muscle Belt&lt;br /&gt;
|acc2={{accbas}} Bravery Orb&lt;br /&gt;
|acc3={{accbas}} Battle Hammer&lt;br /&gt;
|acc4={{accboo}} Empty EX Gauge&lt;br /&gt;
|acc5={{accboo}} Pre-EX Mode&lt;br /&gt;
|acc6={{accboo}} Pre-EX Revenge&lt;br /&gt;
|acc7={{accsp}} Blue Gem&lt;br /&gt;
|acc8={{accsp}} Hero&#039;s Essence&lt;br /&gt;
|acc9={{accsp}} Miracle Shoes&lt;br /&gt;
|acc10={{accsp}} Side by Side&lt;br /&gt;
|summon=Rubicante&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+colspan=&amp;quot;3&amp;quot;|Substitutes&lt;br /&gt;
! Equipment !! Replacement !! Notes&lt;br /&gt;
|-&lt;br /&gt;
|{{accsp}} Blue Gem || {{accsp}} Together as One || Seal of Lufenia already depletes a lot of EX with a wall rush assist combo. Together as One can be used for added safety at the beginning of a match.&lt;br /&gt;
|-&lt;br /&gt;
|{{accbas}} Battle Hammer || {{accbas}} Sniper Eye || Damage increase via HP wall rush. Not mandatory, but can help end the fight sooner with increased damage.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Hero&#039;s Essence to fit in Best Dresser, Counterattack and Sneak Attack.&lt;br /&gt;
&lt;br /&gt;
|-|Hybrid (High Base BRV)=&lt;br /&gt;
{{Build&lt;br /&gt;
|hp=9971&lt;br /&gt;
|cp=450&lt;br /&gt;
|brv=1414&lt;br /&gt;
|atk=67&lt;br /&gt;
|def=72&lt;br /&gt;
|luk=60&lt;br /&gt;
|booster= x3.5&lt;br /&gt;
|setbonus=None&lt;br /&gt;
|ast=Sephiroth&lt;br /&gt;
|wpn=Piggy&#039;s Stick&lt;br /&gt;
|hand=Hero&#039;s Shield&lt;br /&gt;
|head=Royal Crown {{equip}}&lt;br /&gt;
|armor=Maximillian&lt;br /&gt;
|acc1={{accbas}} Muscle Belt&lt;br /&gt;
|acc2={{accbas}} Sniper Eye&lt;br /&gt;
|acc3={{accbas}} Dismay Shock&lt;br /&gt;
|acc4={{accbas}} Battle Hammer&lt;br /&gt;
|acc5={{accboo}} Large Gap in HP&lt;br /&gt;
|acc6={{accboo}} Summon Unused&lt;br /&gt;
|acc7={{accboo}} Pre-EX Mode&lt;br /&gt;
|acc8={{accboo}} Pre-EX Revenge&lt;br /&gt;
|acc9={{accsp}} Tenacious Attacker&lt;br /&gt;
|acc10={{accsp}} Glutton&lt;br /&gt;
|summon=Rubicante&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+colspan=&amp;quot;3&amp;quot;|Substitutes&lt;br /&gt;
! Equipment !! Replacement !! Notes&lt;br /&gt;
|-&lt;br /&gt;
|{{accbas}} Battle Hammer || {{accsp}} First to Victory || A good initial start, can substitute other accessories too.&lt;br /&gt;
|-&lt;br /&gt;
|{{accsp}} Tenacious Attacker or {{accsp}} Glutton || {{accsp}} Hero&#039;s Essence || More CP to fit in extra abilities (critical hit rate etc.).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Assist ==&lt;br /&gt;
&lt;br /&gt;
Warrior of Light&#039;s assist data.&lt;br /&gt;
&lt;br /&gt;
=== Assist Data ===&lt;br /&gt;
{{012Assist&lt;br /&gt;
|type1=BRV&lt;br /&gt;
|attack1=Sword Thrust&lt;br /&gt;
|startup1=31F&lt;br /&gt;
|position1=Ground&lt;br /&gt;
|spawn1=Opponent&lt;br /&gt;
|damage1=6, 3 x 5, 15 (30)&lt;br /&gt;
|effect1=Wall Rush&lt;br /&gt;
|type2=BRV&lt;br /&gt;
|attack2=Rising Buckler&lt;br /&gt;
|startup2=25F&lt;br /&gt;
|position2=Air&lt;br /&gt;
|spawn2=Opponent&lt;br /&gt;
|damage2=2 x 4, 6, 16 (30)&lt;br /&gt;
|effect2=Wall Rush&lt;br /&gt;
|type3=HP&lt;br /&gt;
|attack3=Shining Wave&lt;br /&gt;
|startup3=53F&lt;br /&gt;
|position3=Ground&lt;br /&gt;
|spawn3=Player&lt;br /&gt;
|damage3=-&lt;br /&gt;
|effect3=Chase&lt;br /&gt;
|type4=HP&lt;br /&gt;
|attack4=Shield of Light&lt;br /&gt;
|startup4=51F&lt;br /&gt;
|position4=Air&lt;br /&gt;
|spawn4=Opponent&lt;br /&gt;
|damage4=-&lt;br /&gt;
|effect4=Block, Wall Rush&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Synergies ===&lt;br /&gt;
Warrior of Light works well with most competitive assists, including Sephiroth, Kuja, Jecht and Aerith.&lt;br /&gt;
&lt;br /&gt;
= References =&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{navbox012}}&lt;br /&gt;
&lt;br /&gt;
{{roadmap012wol}}&lt;/div&gt;</summary>
		<author><name>Muggshotter</name></author>
	</entry>
	<entry>
		<id>https://dissidia.wiki/index.php?title=Ultimecia_(Dissidia_012)&amp;diff=4785</id>
		<title>Ultimecia (Dissidia 012)</title>
		<link rel="alternate" type="text/html" href="https://dissidia.wiki/index.php?title=Ultimecia_(Dissidia_012)&amp;diff=4785"/>
		<updated>2026-03-24T13:38:07Z</updated>

		<summary type="html">&lt;p&gt;Muggshotter: /* Builds */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Dissidia 012 Final Fantasy]]&lt;br /&gt;
{{012CharNavUlti}}&lt;br /&gt;
&lt;br /&gt;
{{CharacterInfo&lt;br /&gt;
|portrait=https://resources.dissidia.wiki/ddff/portraits/ddff-port-ulti.png&lt;br /&gt;
|name=Ultimecia (アルティミシア)&lt;br /&gt;
|origin=Final Fantasy VIII&lt;br /&gt;
|atk=111 (High)&lt;br /&gt;
|def=109 (Lowest)&lt;br /&gt;
|runspeed=13.5 (Very Slow)&lt;br /&gt;
|dash=85 (Slow)&lt;br /&gt;
|fall=115 (Slowest)&lt;br /&gt;
|fallr=42 (Slow)&lt;br /&gt;
|fastestbrv=13F (Knight&#039;s Lance)&lt;br /&gt;
|fastesthp=60F (Apocalypse)&lt;br /&gt;
|1hithp=Yes (Apocalypse, Shockwave Pulsar)&lt;br /&gt;
|hplinks=Yes (Combos only)&lt;br /&gt;
|cmdblock=Yes (Knight&#039;s Lance charged)&lt;br /&gt;
|weapon=Daggers, Rods, Staves,&amp;lt;br&amp;gt;Instruments, Thrown Weapons&lt;br /&gt;
|armor=Bangles, Hats, Hairpins,&amp;lt;br&amp;gt; Clothing, Robes, Headbands&lt;br /&gt;
|exclusives=Valkyrie, Cardinal, Shooting Star&lt;br /&gt;
|unlock=&lt;br /&gt;
|alignment=Chaos&lt;br /&gt;
|vajp=[https://en.wikipedia.org/wiki/Atsuko_Tanaka_(voice_actress) Atsuko Tanaka]&lt;br /&gt;
|vaeng=[https://en.wikipedia.org/wiki/Tasia_Valenza Tasia Valenza]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
= Overview =&lt;br /&gt;
Ultimecia is a defensive air-oriented character, focusing entirely on long to midrange zoning and keepaway. Although most of her moves have slow startup, they are all powerful projectiles that can harass the opponent from almost any spot on the screen. She boasts overall high damage from her projectiles which can quickly add up as stray projectiles hit the opponent or get converted into assist and HPs.&lt;br /&gt;
&lt;br /&gt;
Most powerful she gets in midrange however, where she can set projectiles and pressure the opponents movement around them. And if the opponent gets too close, Knights Lance and Apocalypse make for perfect tools to keep them away.&lt;br /&gt;
Although she doesn&#039;t have natural combos, she can build alot of opportunities to chain together her moves into high damaging sequences. Hitconfirming stray projectile hits, setting Knight&#039;s Arrow to combo into, using Knights Axe for chase setups or using Charged Lance to combo into Apocalpyse make the cornerstones of her gameplan.&lt;br /&gt;
&lt;br /&gt;
With all that power in neutral comes an offset however, as Ultimecia&#039;s poor defense shows once she falls out of favorable positions. A huge dead angle of her moveset from below, poor movement and a lack of fast moves to reliably abare with make poor defensive decisions extremely exploitable. All that paired with a naturally low DEF stat.&lt;br /&gt;
&lt;br /&gt;
Still despite her lacking defense, her neutral, damage and zoning prowess makes her tough to get in on for most of the cast, and every mistake can go heavily punished by her.&lt;br /&gt;
&lt;br /&gt;
{{ProConTable&lt;br /&gt;
|pros= *&#039;&#039;&#039;Fantastic [https://glossary.infil.net/?t=Zoning Zoning]&#039;&#039;&#039; One of the most well equipped Zoners in the game with multiple projectiles to set up and chain together, huge get off me tools to keep the opponent away and stuff approaches and a wide effective range. It&#039;s very hard to find spots where Ultimecia can&#039;t force you to play her game in some way&lt;br /&gt;
*&#039;&#039;&#039;Charged Knight&#039;s Lance&#039;&#039;&#039; deserves an honorable mention. A huge roadblock for most characters to deal with being a High Priority Projectile, capable of staggering HPs and reflecting High Priority Projectiles back as its Highest Priority as it spawns. Charged Lance and how its used can determine everything&lt;br /&gt;
*&#039;&#039;&#039;High Damage&#039;&#039;&#039; Ultimecia has alot of high damage projectiles in her arsenal. Paired with Hells Judgements up to 39 base damage, every major hit can hurt massively&lt;br /&gt;
*&#039;&#039;&#039;Assist Meter&#039;&#039;&#039; generates quickly due to her nature of rotating multiple options in neutral to keep pressuring the opponent&lt;br /&gt;
*&#039;&#039;&#039;Anti-Air&#039;&#039;&#039; Ultimecia deals quickly with opponents right above her. One of the worst spots to be in with her wide array of high reaching projectiles&lt;br /&gt;
|cons= *&#039;&#039;&#039;Defense&#039;&#039;&#039; Ultimecia has terrible post-dodge defensive options once the opponent starts closing in. Her fastest move is a ranged low, has a floaty dodge, low jump height and slow movement. While having fantastic neutral, she is a glasscannon once the opponent finds the right spot&lt;br /&gt;
*&#039;&#039;&#039;A Dead Angle&#039;&#039;&#039; right below her where Ultimecia doesn&#039;t have a single move that can hit the opponent&lt;br /&gt;
*&#039;&#039;&#039;Assist Restrictions&#039;&#039;&#039; Ultimecias moves aren&#039;t very combo friendly for most assists in the game, Kuja being pretty much the only that provides both consistent hitconfirms from key moves while also having an excellent set up into Hell&#039;s Judgement. Not always bad but restricts her assist usage far more than most characters&lt;br /&gt;
*&#039;&#039;&#039;Bravery Boost on Block/Dodge&#039;&#039;&#039; Anti-Zoning builds with these force Ultimecia to make major adjustments in the way she plays neutral to avoid feeding her opponent bravery for free&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
= Bravery Attacks =&lt;br /&gt;
&lt;br /&gt;
All of Ultimecia&#039;s bravery attacks have a ground and an aerial version. Attack data is shared between both versions.&lt;br /&gt;
&lt;br /&gt;
The bravery attacks can also be charged. The first frame number indicates minimum charge time. The second frame number indicates when the hitbox appears after button release.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Knight&#039;s Blade=&lt;br /&gt;
{{AbilityInfo2&lt;br /&gt;
|ver1=Normal&lt;br /&gt;
|ver2=Charged&lt;br /&gt;
|damage1=each (3), max x14&lt;br /&gt;
|startup1=43F&lt;br /&gt;
|type1=Magical&lt;br /&gt;
|priority1=Ranged Low&lt;br /&gt;
|ex1=each 3&lt;br /&gt;
|effect1=-&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|damage2=each (2), max x25&lt;br /&gt;
|startup2=91F&lt;br /&gt;
|type2=Magical&lt;br /&gt;
|priority2=Ranged Mid&lt;br /&gt;
|ex2=each 3&lt;br /&gt;
|effect2=-&lt;br /&gt;
|cancels1=Dodge&lt;br /&gt;
|cancels2=Dodge&lt;br /&gt;
|asthit1=&lt;br /&gt;
|asthit2=&lt;br /&gt;
|gametext=[Long] Fire crimson sword. &amp;lt;br&amp;gt;Change effect by holding &amp;lt;br&amp;gt;or repeatedly pressing button.&lt;br /&gt;
|ap=90&lt;br /&gt;
|level=1, 4 (air)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|-|Knight&#039;s Axe=&lt;br /&gt;
{{AbilityInfo2&lt;br /&gt;
|damage1=each 10 (up to 30)&lt;br /&gt;
|startup1=33F&lt;br /&gt;
|type1=Magical&lt;br /&gt;
|priority1=Ranged Low&lt;br /&gt;
|ex1=each 18&lt;br /&gt;
|effect1=Chase&lt;br /&gt;
|damage2=&#039;&#039;&#039;40&#039;&#039;&#039;&lt;br /&gt;
|startup2=53F, 3F (release)&lt;br /&gt;
|type2=Magical&lt;br /&gt;
|priority2=Ranged High&lt;br /&gt;
|ex2=0&lt;br /&gt;
|effect2=Wall Rush&lt;br /&gt;
|ver1=Normal&lt;br /&gt;
|ver2=Charged&lt;br /&gt;
|cancels1=Dodge&lt;br /&gt;
|cancels2=Dodge&lt;br /&gt;
|gametext=[Long] Create cerulean axe.&amp;lt;br&amp;gt;Good vs. any height, changes w/hold.&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|asthit1=&lt;br /&gt;
|asthit2=&lt;br /&gt;
|ap=90&lt;br /&gt;
|level=1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|-|Knight&#039;s Arrow=&lt;br /&gt;
{{AbilityInfo2&lt;br /&gt;
|damage1=each (7)&lt;br /&gt;
|startup1=41F&lt;br /&gt;
|type1=Magical&lt;br /&gt;
|priority1=Ranged Low&lt;br /&gt;
|ex1=0&lt;br /&gt;
|effect1=-&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|damage2=each (1), then each (7)&lt;br /&gt;
|startup2=57F &amp;gt; 535F&lt;br /&gt;
|type2=Magical&lt;br /&gt;
|priority2=Special &amp;gt; Ranged Low&lt;br /&gt;
|ex2=0&lt;br /&gt;
|effect2=-&lt;br /&gt;
|ver1=Normal&lt;br /&gt;
|ver2=Charged&lt;br /&gt;
|cancels1=Dodge&lt;br /&gt;
|cancels2=Dodge&lt;br /&gt;
|gametext=[Ultra-long] Shoot arrow. &amp;lt;br&amp;gt;Change effect by holding &amp;lt;br&amp;gt;or repeatedly pressing button.&lt;br /&gt;
|asthit1=&lt;br /&gt;
|asthit2=&lt;br /&gt;
|ap=90&lt;br /&gt;
|level=1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|-|Knight&#039;s Lance=&lt;br /&gt;
{{AbilityInfo2&lt;br /&gt;
|damage1=&#039;&#039;&#039;15&#039;&#039;&#039; (5 x 3)&lt;br /&gt;
|startup1=13F&lt;br /&gt;
|type1=Magical&lt;br /&gt;
|priority1=Ranged Low&lt;br /&gt;
|ex1=each 18&lt;br /&gt;
|effect1=Chase&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|damage2=&#039;&#039;&#039;20&#039;&#039;&#039;&lt;br /&gt;
|startup2=33F, 15F (release). &amp;lt;br&amp;gt;11-19F (Block, after release)&lt;br /&gt;
|type2=Magical&lt;br /&gt;
|priority2=Block Highest, &amp;lt;br&amp;gt;Ranged High&lt;br /&gt;
|ex2=18&lt;br /&gt;
|effect2=Wall Rush&lt;br /&gt;
|ver1=Normal&lt;br /&gt;
|ver2=Charged&lt;br /&gt;
|cancels1=Dodge, Attack&lt;br /&gt;
|cancels2=Dodge&lt;br /&gt;
|gametext=[Close] Fire 3 lance projectiles.&amp;lt;br&amp;gt;Change effect by holding button.&lt;br /&gt;
|asthit1=&lt;br /&gt;
|asthit2=&lt;br /&gt;
|ap=110&lt;br /&gt;
|level=22, 32 (air)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Duration of the charged Knight&#039;s Lance is about 5 seconds (306F).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= HP Attacks =&lt;br /&gt;
&lt;br /&gt;
All of Ultimecia&#039;s HP attacks have a ground and an aerial version. Attack data is shared between both versions.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Great Attractor=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=each (2)&lt;br /&gt;
|startup=183F (LV2) / 363F (LV3), 1F (release)&lt;br /&gt;
|type=Magical&lt;br /&gt;
|priority=Melee Mid (charge), Ranged High (release)&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;[Long] High-speed energy ball. Boost size with button hold.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Charging the attack is required to inflict damage. Great Attractor will be considered level 2 when button is released after charging for 187-362 frames, and level 3 when released after charging for 363 frames or more.&lt;br /&gt;
&lt;br /&gt;
Level 3 can also be shot much earlier than intended. Release the button during 183F-186F of the charge for a level 3.&lt;br /&gt;
&lt;br /&gt;
If the button is released during the first four frames of a half charged Great Attractor, it will become fully charged.&lt;br /&gt;
&lt;br /&gt;
|-|Shockwave Pulsar=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=-&lt;br /&gt;
|startup=59F, 7F (release)&lt;br /&gt;
|type=-&lt;br /&gt;
|priority=Ranged High&lt;br /&gt;
|ex=60&lt;br /&gt;
|effect=Absorb&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;[Long] Lob azure projectiles. Boost range with button hold.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-|Apocalypse=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=-&lt;br /&gt;
|startup=59F, 1F (release)&lt;br /&gt;
|type=-&lt;br /&gt;
|priority=Ranged High&lt;br /&gt;
|ex=60&lt;br /&gt;
|effect=-&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;[Long] Magic array pursues foe. Track foe with button hold. On release, fire giant laser.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-|Hell&#039;s Judgement=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=each (3) (min 3 hits, max 13 hits)&lt;br /&gt;
|startup=103F&lt;br /&gt;
|type=Magical&lt;br /&gt;
|priority=Ranged High&lt;br /&gt;
|ex=60 + 3 x N&lt;br /&gt;
|effect=-&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;[Long] Deploy magic array. Press button to steal foe&#039;s bravery.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= EX Mode: Junction Griever! =&lt;br /&gt;
Effects:&lt;br /&gt;
* Regen&lt;br /&gt;
* Critical Boost&lt;br /&gt;
* Time Crush&lt;br /&gt;
&lt;br /&gt;
== Time Crush ==&lt;br /&gt;
&#039;&#039;[Activate with R + Square] Opponent&#039;s movements are completely frozen for a set time. However, this has a long casting time.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Start-up = 4 seconds (240 frames). Trap time = 5,5 (330 frames) after Ultimecia regains movement. Cooldown = ~34F after button release.&lt;br /&gt;
&lt;br /&gt;
== EX Burst: Time Compression ==&lt;br /&gt;
&#039;&#039;A flurry of attacks ending in one crushing blow. Watch your timing and press circle when the cursor is in the frame.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{burst&lt;br /&gt;
|damage1=10&lt;br /&gt;
|damage2=6 x 12, 18 (90) (100 total)&lt;br /&gt;
|type=Physical (initial) Magical (the rest)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
= Combos =&lt;br /&gt;
&lt;br /&gt;
== Solo ==&lt;br /&gt;
&lt;br /&gt;
== Assist ==&lt;br /&gt;
&lt;br /&gt;
= Builds =&lt;br /&gt;
Builds here.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Hybrid=&lt;br /&gt;
{{Build&lt;br /&gt;
|hp=11626&lt;br /&gt;
|cp=450&lt;br /&gt;
|brv=916&lt;br /&gt;
|atk=179&lt;br /&gt;
|def=184&lt;br /&gt;
|luk=60&lt;br /&gt;
|booster=x4.6&lt;br /&gt;
|setbonus=Judgment of Lufenia&lt;br /&gt;
|ast=Kuja&lt;br /&gt;
|wpn=Shooting Star&lt;br /&gt;
|hand=Lufenian Shield {{equip}}&lt;br /&gt;
|head=Lufenian Helm {{equip}}&lt;br /&gt;
|armor=Lufenian Armor {{equip}}&lt;br /&gt;
|acc1={{accbas}} Hyper Ring&lt;br /&gt;
|acc2={{accbas}} Earring&lt;br /&gt;
|acc3={{accbas}} Dismay Shock&lt;br /&gt;
|acc4={{accbas}} Battle Hammer&lt;br /&gt;
|acc5={{accboo}} Summon Unused&lt;br /&gt;
|acc6={{accboo}} Pre-EX Mode&lt;br /&gt;
|acc7={{accboo}} Pre-EX Revenge&lt;br /&gt;
|acc8={{accboo}} Aerial&lt;br /&gt;
|acc9={{accboo}} Opponent Summon Unused&lt;br /&gt;
|acc10={{accsp}} Glutton&lt;br /&gt;
|summon=Rubicante&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Equip Master Guardsman extra ability for +1000 HP.&lt;br /&gt;
&lt;br /&gt;
|-|Build #2=&lt;br /&gt;
{{Build&lt;br /&gt;
|hp=&lt;br /&gt;
|cp=&lt;br /&gt;
|brv=&lt;br /&gt;
|atk=&lt;br /&gt;
|def=&lt;br /&gt;
|luk=&lt;br /&gt;
|booster=&lt;br /&gt;
|setbonus=&lt;br /&gt;
|ast=&lt;br /&gt;
|wpn=&lt;br /&gt;
|hand=&lt;br /&gt;
|head=&lt;br /&gt;
|armor=&lt;br /&gt;
|acc1=&lt;br /&gt;
|acc2=&lt;br /&gt;
|acc3=&lt;br /&gt;
|acc4=&lt;br /&gt;
|acc5=&lt;br /&gt;
|acc6=&lt;br /&gt;
|acc7=&lt;br /&gt;
|acc8=&lt;br /&gt;
|acc9=&lt;br /&gt;
|acc10=&lt;br /&gt;
|summon=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Assist =&lt;br /&gt;
&lt;br /&gt;
== Ultimecia&#039;s assist data ==&lt;br /&gt;
&lt;br /&gt;
{{012Assist&lt;br /&gt;
|type1=BRV&lt;br /&gt;
|attack1=Knight&#039;s Axe&lt;br /&gt;
|startup1=33F&lt;br /&gt;
|position1=Ground&lt;br /&gt;
|spawn1=Opponent&lt;br /&gt;
|damage1=10 x 3 (up to 30)&lt;br /&gt;
|effect1=Chase&lt;br /&gt;
|type2=BRV&lt;br /&gt;
|attack2=Knight&#039;s Axe&lt;br /&gt;
|startup2=53F&lt;br /&gt;
|position2=Air&lt;br /&gt;
|spawn2=Opponent&lt;br /&gt;
|damage2=40&lt;br /&gt;
|effect2=WallRush&lt;br /&gt;
|type3=HP&lt;br /&gt;
|attack3=Hell&#039;s Judgement&lt;br /&gt;
|startup3=103F&lt;br /&gt;
|position3=Ground&lt;br /&gt;
|spawn3=Player&lt;br /&gt;
|damage3=3 x 13 (39)&lt;br /&gt;
|effect3=Chase&lt;br /&gt;
|type4=HP&lt;br /&gt;
|attack4=Apocalypse&lt;br /&gt;
|startup4=59-240F&lt;br /&gt;
|position4=Air&lt;br /&gt;
|spawn4=Player&lt;br /&gt;
|damage4=-&lt;br /&gt;
|effect4=Chase&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Assists ==&lt;br /&gt;
Kuja.&lt;br /&gt;
&lt;br /&gt;
= References =&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{navbox012}}&lt;br /&gt;
&lt;br /&gt;
{{roadmap012ulti}}&lt;/div&gt;</summary>
		<author><name>Muggshotter</name></author>
	</entry>
	<entry>
		<id>https://dissidia.wiki/index.php?title=Tifa_Lockhart_(Dissidia_012)&amp;diff=4784</id>
		<title>Tifa Lockhart (Dissidia 012)</title>
		<link rel="alternate" type="text/html" href="https://dissidia.wiki/index.php?title=Tifa_Lockhart_(Dissidia_012)&amp;diff=4784"/>
		<updated>2026-03-24T13:37:44Z</updated>

		<summary type="html">&lt;p&gt;Muggshotter: /* Builds */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Dissidia 012 Final Fantasy]]&lt;br /&gt;
{{012CharNavTifa}}&lt;br /&gt;
&lt;br /&gt;
{{CharacterInfo&lt;br /&gt;
|portrait=https://resources.dissidia.wiki/ddff/portraits/ddff-port-tifa.png&lt;br /&gt;
|name=Tifa Lockhart (ティファ・ロックハート)&lt;br /&gt;
|origin=Final Fantasy VII&lt;br /&gt;
|atk=108 (Very Low)&lt;br /&gt;
|def=111 (Average)&lt;br /&gt;
|runspeed=4 (Fast)&lt;br /&gt;
|dash=69 (Very Fast)&lt;br /&gt;
|fall=77 (Above Average)&lt;br /&gt;
|fallr=37 (Above Average)&lt;br /&gt;
|fastestbrv=11F (Waterkick, Elbow Smash)&lt;br /&gt;
|fastesthp=33F (Meteor Strike, Meteor Crusher)&lt;br /&gt;
|1hithp=Burning Arrow&lt;br /&gt;
|hplinks=Yes&lt;br /&gt;
|cmdblock=No&lt;br /&gt;
|weapon=Grappling Weapons, Parrying Weapons,&amp;lt;br&amp;gt; Poles, Rods, Staves&lt;br /&gt;
|armor=Bangles, Chestplates, Clothing, Gauntlets,&amp;lt;br&amp;gt; Hairpins, Hats, Light Armor&lt;br /&gt;
|exclusives=Godhand, Premium Heart, Seventh Heaven&lt;br /&gt;
|unlock=Default&lt;br /&gt;
|alignment=Cosmos&lt;br /&gt;
|vajp=[https://en.wikipedia.org/wiki/Ayumi_Ito Ayumi Ito]&lt;br /&gt;
|vaeng=[https://en.wikipedia.org/wiki/Rachael_Leigh_Cook Rachael Leigh Cook]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Tifa is a close range character with fast movement speed and the ability to feint attacks. Ground combat is bolstered by mid priority projectiles and an HP link, while aerial combat is supported by moves with vertical tracking. Decent EX gain and one of the highest damaging EX Bursts in the game the more EX meter she has remaining. Damage potential is high with HP attacks thanks to high base bravery and Aerith assist specifically. Low average bravery damage, limited utility on feints and below average vertical prowess while airborne limit her overall effectiveness, however.&lt;br /&gt;
 &lt;br /&gt;
Tifa is a low tier character.&lt;br /&gt;
&lt;br /&gt;
{{ProConTable&lt;br /&gt;
|pros=&lt;br /&gt;
|cons=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Bravery Attacks ==&lt;br /&gt;
=== Ground ===&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Beat Rush=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;35&#039;&#039;&#039; (8, 11, 16)&lt;br /&gt;
|startup=21F&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee Low&lt;br /&gt;
|ex=90&lt;br /&gt;
|effect=Chase, Feint&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/e/e2/Brv_tifa_beat_rush.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge, Feint (First hit)&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=1&lt;br /&gt;
|ap=80&lt;br /&gt;
|gametext=[Close~Mid] A flurry of punches. &amp;lt;br&amp;gt;Can combo without hitting.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Beat Rush is a 3-hit combo that is used as a grounded {{keyword|punish|punish=1}} tool, a defensive option with its feint and to {{keyword|poke|poke=1}} occasionally. Each hit can be delayed, which can be used to {{keyword|hit confirm|hitconfirm=1}} assist combos. It has good EX generation at 90 EX, and it hits higher than her main ground {{keyword|poke|poke=1}} Waterkick.&lt;br /&gt;
&lt;br /&gt;
Tifa can feint during the {{keyword|startup|startup=1}} by pressing Cross {{pspcro}}, which lets Tifa evade any incoming blows and strike back. This is useful in the context of &#039;&#039;&#039;[[Dodge_(Dissidia_012)#Dodge_punishment|dodge punishment]]&#039;&#039;&#039;, because Beat Rush feint is Tifa&#039;s fastest way to protect herself after a ground dodge. Tifa can go behind opponents with the feint, which also works as an offensive approach.&lt;br /&gt;
&lt;br /&gt;
In terms of damage potential, Beat Rush isn&#039;t quite as potent as Waterkick&#039;s {{keyword|HP link|hplink=1}}. It requires assist for HP damage, and doing so is often more practical with the first two punches. It&#039;s reliable, but the bravery damage is a bit low. Tifa can optimize this by going for a {{keyword|knockback cancel|knockbackcancel=1}} with the third hit. This can be pretty difficult to do, but it is also rewarding due to its high 35 base damage. If Tifa can utilize the evasive feint, she can get a decent amount of bravery this way, especially with Sneak Attack extra ability.&lt;br /&gt;
&lt;br /&gt;
|-|Blizzard=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;10&#039;&#039;&#039;&lt;br /&gt;
|startup=31F&lt;br /&gt;
|type=Magical&lt;br /&gt;
|priority=Ranged Low&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=--&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/e/ef/Brv_tifa_blizzard_g.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=20&lt;br /&gt;
|ap=80&lt;br /&gt;
|gametext=[Long] Fire ice crystals. &amp;lt;br&amp;gt;Slow speed, but long range.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Blizzard is a low priority projectile. Its main applications are building assist gauge on {{keyword|whiff|whiff=1}} and using it as a midrange {{keyword|poke|poke=1}}. The startup is {{keyword|reactable|reactable=1}}, but the projectile moves at a decent speed. Blizzard has fairly good vertical {{keyword|tracking|tracking=1}} while it&#039;s moving, and Tifa can fire it at sharp vertical angles. That lets Tifa poke at opponents who are above her without always committing to Rolling Blaze.&lt;br /&gt;
&lt;br /&gt;
The reward on hit is often negligible due to its low damage, short {{keyword|hit stun|hitstun=1}} and {{keyword|knockback|knockback=1}}, so Tifa won&#039;t benefit much even if it hits. If opponent is against a wall, Kuja assist can {{keyword|convert|conversion=1}} the moment Blizzard hits, though this is situational and difficult to do. The Ranged Low priority means it can lose to dashes and leave Tifa vulnerable afterwards. Therefore it is recommended to be used sparingly to interrupt opponents who aren&#039;t immediately going on the offense. Blizzard&#039;s {{keyword|recovery|recovery=1}} is short enough for Tifa to avoid reactive {{keyword|assist punishes|assistpunish=1}}, though. As a result, Blizzard is a projectile with low risk and low reward when used appropriately.&lt;br /&gt;
&lt;br /&gt;
Tifa is considered airborne when using Blizzard.&lt;br /&gt;
&lt;br /&gt;
|-|Blizzara=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;24&#039;&#039;&#039; (1, 2 x 10, 3)&lt;br /&gt;
|startup=31F&lt;br /&gt;
|type=Magical&lt;br /&gt;
|priority=Ranged Low &amp;lt;br&amp;gt;Ranged Mid (Explosion)&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/b/b9/Brv_tifa_blizzara.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=2&lt;br /&gt;
|ap=80&lt;br /&gt;
|gametext=[Mid] Fire multiple ice crystals. &amp;lt;br&amp;gt;Strike opponent down.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Blizzara is an advancing projectile that wall rushes on the ground. Compared to Blizzard, Blizzara&#039;s maximum distance is shorter and it can only travel at lower diagonal angles at most. It won&#039;t be able to reach aerial opponents as consistently in close-range, but the move is more potent in other aspects. After Blizzara hits, or has traveled its maximum amount of distance, it turns into a lingering Ranged Mid projectile. It can occupy space from midrange and call out {{keyword|whiffs|whiff=1}} from that distance. Blizzara travels fast enough to punish dodges as well with a good {{keyword|read|read=1}}. And because it wall rushes on the ground, it can set up assist combos as well. This is good for Tifa, as she can keep her distance from opponent and create some momentum without committing to close-range {{keyword|mixups|mixup=1}}.&lt;br /&gt;
&lt;br /&gt;
Blizzara remains {{keyword|active|active=1}} while it&#039;s exploding as a mid priority move. It will go through its multi-hits even if it misses. The projectile can hit late and wall rush immediately as a result. This is can be harder for Tifa to react to, but it&#039;s still a good source of HP damage for her with assist.&lt;br /&gt;
&lt;br /&gt;
Some caution is still advised; Blizzara is still Ranged Low priority at first, so it can lose to dashes and melee attacks. Blizzara also has longer {{keyword|recovery|recovery=1}} than Blizzard, which makes Tifa vulnerable to {{keyword|assist punishes|assistpunish=1}} on reaction. Tifa is considered airborne when using Blizzara, so fast air BRV assists can catch her if she is not careful.&lt;br /&gt;
&lt;br /&gt;
|-|Blizzaga=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;30&#039;&#039;&#039; (1, 2 x 10, 9)&lt;br /&gt;
|startup=93F&lt;br /&gt;
|type=Magical&lt;br /&gt;
|priority=Ranged Mid&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/f/f4/Brv_tifa_blizzaga.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=27&lt;br /&gt;
|ap=80&lt;br /&gt;
|gametext=[Long] Drop ice crystals on foe &amp;lt;br&amp;gt;to surprise opponent.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Blizzaga is the slowest Blizzard-type spell for Tifa, but also the most rewarding on hit. It has respectable 30 base damage (same as {{012gar}}&#039;s Bardiche) and wall rushes on the ground. That means assist combos are still possible, much like with Blizzara. It is too slow to be used reliably after blocking a melee attack. However, if the opponent is expecting a different Blizzard spell when a match starts, Tifa can catch them with this as a one-time trick.&lt;br /&gt;
&lt;br /&gt;
There are few key differences compared to Blizzara. It is not used to occupy space in front of Tifa, because it always spawns above the opponent. The spawn has a maximum height limit, but it can catch unaware opponents who may be air dodging towards Tifa. Blizzaga also hits late enough for Tifa to be actionable at the same time, which lets her combo into Waterkick or Meteor Strike if she&#039;s near the opponent. This isn&#039;t as common in the {{keyword|neutral|neutral=1}} as it may sound, but it is one of the only solo combo routes Tifa has. Rolling Blaze can also technically combo after Blizzaga, but it is more reliable when done during assist. &lt;br /&gt;
&lt;br /&gt;
Blizzaga has the longest {{keyword|recovery|recovery=1}} out of all Blizzard spells. That means Tifa is even more vulnerable to {{keyword|assist punishes|assistpunish=1}} on reaction. Tifa is considered airborne when using Blizzaga, so fast air BRV assists can catch her if she is not careful.&lt;br /&gt;
&lt;br /&gt;
|-|Waterkick=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;20&#039;&#039;&#039; (8, 12)&lt;br /&gt;
|startup=11F&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee Low&lt;br /&gt;
|ex=30&lt;br /&gt;
|effect=Wall Rush, Feint&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/0/0d/Brv_tifa_waterkick.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge, Attack (Kick) &amp;lt;br&amp;gt;Feint (Second Hit)&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=1&lt;br /&gt;
|ap=170&lt;br /&gt;
|gametext=[Close] A low-to-high kick combo. &amp;lt;br&amp;gt;Can combo without hitting.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Waterkick is Tifa&#039;s main close-range {{keyword|poke|poke=1}} and {{keyword|punish|punish=1}} tool. It&#039;s very fast at 11 frames and leads to her Somersault {{keyword|HP link|hplink=1}} on hit, which can start {{keyword|assist combos.|assistcombo=1}} It&#039;s an important move in all ground combat scenarios, including punishing ground dodges. Somersault assist combos can do considerable damage anywhere with &#039;&#039;&#039;[[Multiplayer_Build_Guide_(Dissidia_012)#Damage_(high_base_bravery)|high base bravery]]&#039;&#039;&#039;, so Tifa can encourage opponents to become airborne just to avoid it.&lt;br /&gt;
&lt;br /&gt;
Waterkick&#039;s range is short, but it has plenty of {{keyword|active|active=1}} frames. Tifa can use that to {{keyword|option select|optionselect=1}} Somersault by repeatedly pressing Square {{pspsqu}} and then dodging when the first kick is recovering. Tifa can dodge quickly after the first kick, so she won&#039;t get {{keyword|whiff punished|whiffpunish=1}} very easily on reaction.&lt;br /&gt;
&lt;br /&gt;
Feint can be done while Tifa is doing the second hit. If the first hit connected, Tifa can use feint to move behind her opponent and hit them in a different direction instead. This can be useful for switching sides if Tifa has her back against a wall.&lt;br /&gt;
&lt;br /&gt;
If Tifa blocks an airborne opponent and staggers them, Waterkick will usually miss. Tifa can do the second hit even if Waterkick misses, but it needs to wall rush to do meaningful damage with assist. Tifa can only feint the second hit, so it&#039;s done more as a defensive-offensive {{keyword|mixup|mixup=1}}, instead of protecting her after a ground dodge. Regardless, finishing Waterkick once in a while can disorient opponents, and Tifa needs every bit of advantage she can get.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Aerial ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Elbow Smash=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;20&#039;&#039;&#039; (8, 12)&lt;br /&gt;
|startup=11F&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee Low&lt;br /&gt;
|ex=30&lt;br /&gt;
|effect=Wall Rush, Feint (both hits)&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/8/85/Brv_tifa_elbow_smash.jpeg&lt;br /&gt;
|imgpos=60%&lt;br /&gt;
|cancels=Dodge, Attack (Elbow), Feint&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=1&lt;br /&gt;
|ap=80&lt;br /&gt;
|gametext=[Close] Elbow smash combo. &amp;lt;br&amp;gt;Can combo without hitting.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Elbow Smash is Tifa&#039;s main air {{keyword|poke|poke=1}}. It&#039;s a multi-purpose move that can start offense, build assist gauge, {{keyword|whiff punish|whiffpunish=1}} attacks with short {{keyword|recovery|recovery=1}} and fend off nearby opponents. She moves slightly forward with both hits, moreso with the first. Elbow Smash&#039;s fast {{keyword|startup|startup=1}} is unreactable, and it&#039;s her main tool for punishing air dodges after a Free Air Dash. Tifa can also &#039;&#039;&#039;[[Assist_(Dissidia_012)#Assist_Lock|lock]]&#039;&#039;&#039; the opponent&#039;s assist after &#039;&#039;&#039;[[Assist_(Dissidia_012)#Assist_Change|Assist Change]]&#039;&#039;&#039; with this move, while only being briefly vulnerable.&lt;br /&gt;
&lt;br /&gt;
Elbow Smash is one of the primary ways to safely {{keyword|convert|conversion=1}} to HP damage with assist in the air. This can be done with the first hit, but there isn&#039;t much time to react due to short {{keyword|hit stun|hitstun=1}}. The assist combos are great for Tifa, but the low base damage and limited combo routes heavily affect the total damage. Since Tifa is expected to use Elbow Smash often, she can sometimes struggle to establish good momentum even when this move hits. The low damage and melee priority can skew the risk / reward ratio in opponent&#039;s favor, as her other {{keyword|mixups|mixup=1}} are more committal. Other similar pokes such as {{012clo}}&#039;s Double Cut and {{012wol}}&#039;s Dayflash generate 90 EX, in addition to having other useful traits. Elbow Smash only generates 30 EX, and has situational utility for its feint.&lt;br /&gt;
&lt;br /&gt;
Despite Elbow Smash&#039;s lackluster damage, Tifa has to rely on this move. Having a poke with short recovery is essential in competitive play, so it&#039;s very valuable regardless. Just like Waterkick, Tifa can finish Elbow Smash even if it misses. Similarly, it can wall rush for assist combos, though the damage is still not especially high.&lt;br /&gt;
&lt;br /&gt;
Feint can be done while Tifa is doing the second hit. If the first hit connected, Tifa can use feint to move behind her opponent and hit them in a different direction instead. This can be useful for switching sides if Tifa has her back against a wall.&lt;br /&gt;
&lt;br /&gt;
|-|Falcon&#039;s Dive=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;26&#039;&#039;&#039;&lt;br /&gt;
|startup=23F&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee Low&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=Wall Rush, Feint&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/d/d0/Brv_tifa_falcons_dive.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge, Feint&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=8&lt;br /&gt;
|ap=100&lt;br /&gt;
|gametext=[Dive] Descend quickly from above.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Tifa&#039;s divekick acts as a secondary aerial {{keyword|poke|poke=1}} and a {{keyword|punish|punish=1}} move against grounded opponents. It is also her strongest combo move in EX Revenge, and strongest combo {{keyword|filler|filler=1}} during Kuja assist, who is one of her better assists.&lt;br /&gt;
&lt;br /&gt;
Falcon&#039;s Dive has short {{keyword|recovery|recovery=1}}, which can be {{keyword|cancelled|cancel=1}} quickly. It&#039;s fairly safe to throw out, but it can be hard to hit if she&#039;s not above her opponent. Tifa doesn&#039;t move forward much before descending, so she has to make sure she is at a good angle before using Falcon&#039;s Dive. Once it connects, Falcon&#039;s Dive can wall rush in a blink of an eye, and go for an assist combo.&lt;br /&gt;
&lt;br /&gt;
The 26 base damage and wall rush make this one of Tifa&#039;s more damaging air braveries overall. And because Tifa has more use for downward attacks than rising attacks, Falcon&#039;s Dive is also equipped often. It&#039;s a good move for its relative safety, even if it requires wall rush and assist to really shine.&lt;br /&gt;
&lt;br /&gt;
|-|Moonsault Kick=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;40&#039;&#039;&#039; (9, 9, 2 x 3, 16)&lt;br /&gt;
|startup=25F&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee Low&lt;br /&gt;
|ex=90&lt;br /&gt;
|effect=Chase, Feint&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/3/3d/Brv_tifa_moonsault_kick.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge, Feint (both parts)&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=32&lt;br /&gt;
|ap=100&lt;br /&gt;
|gametext=[Mid] Graceful kicks. &amp;lt;br&amp;gt;Can combo without hitting.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Moonsault Kick is an advancing two-stage attack that ends with a quick forward dive. The {{keyword|startup|startup=1}} is slow enough to be {{keyword|reactable|reactable=1}}, but its other strengths can offset this. For one, Tifa can feint instantly (similar to Beat Rush) to protect herself or hit behind blocks. It has the highest base damage out of Tifa&#039;s entire move list, which scales well with critical hits. It can start assist combos reliably without walls and it has decent lateral range as well.&lt;br /&gt;
&lt;br /&gt;
In some ways, Moonsault Kick can be considered an aerial version of Beat Rush in its application. It&#039;s a relatively high damaging bravery with instant feint and good EX generation. It&#039;s more rewarding when used as a {{keyword|punish|punish=1}}, and it supports Tifa&#039;s Elbow Smash as a {{keyword|mixup|mixup=1}} tool. As such, Moonsault Kick is a staple in competitive play.&lt;br /&gt;
&lt;br /&gt;
Tifa has two feints with Moonsault Kick. She can feint before the first part or the second part. Both feints can be done in a row, but the opponent can dodge in between feints if Tifa is slow and / or predictable with this. The main draw with this technique is to get more critical hits from Sneak Attack extra ability. It also works as a callout against opponents who are expecting Tifa to lunge into a block from a distance.&lt;br /&gt;
&lt;br /&gt;
If Tifa uses Moonsault Kick while &#039;&#039;&#039;[[Lock_Off|locked off]]&#039;&#039;&#039;, she can move in any direction she is facing. This is useful for building assist gauge safely in large stages, because Tifa creates distance from opponent, and she cannot be blocked.&lt;br /&gt;
&lt;br /&gt;
Moonsault Kick&#039;s finishing lunge is a multi-hit attack. If Tifa calls assist at a very specific time during this lunge, Moonsault Kick&#039;s {{keyword|knockback|knockback=1}} is negated.&lt;br /&gt;
&lt;br /&gt;
|-|Dolphin Blow=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;29&#039;&#039;&#039; (1 x 5, 24)&lt;br /&gt;
|startup=23F&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee Low&lt;br /&gt;
|ex=30&lt;br /&gt;
|effect=Wall Rush, Feint&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/9/97/Brv_tifa_dolphin_blow.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge, Feint&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=16&lt;br /&gt;
|ap=100&lt;br /&gt;
|gametext=[Rise] Uppercut in the form of a dolphin. &amp;lt;br&amp;gt;Useful from below.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Tifa ascends with a multi-hit uppercut. It may have the same {{keyword|startup|startup=1}} as Falcon&#039;s Dive, but Tifa moves slightly slower during the attack. Dolphin Blow can {{keyword|whiff punish|whiffpunish=1}} opponents who are above Tifa. Similar to Falcon&#039;s Dive, it needs wall rush to deal the most damage with assists. Dolphin Blow has the second highest base damage out of Tifa&#039;s air braveries. So if Tifa gets a ceiling wall rush, Dolphin Blow is Tifa&#039;s go-to assist combo {{keyword|filler|filler=1}} for bravery damage.&lt;br /&gt;
&lt;br /&gt;
Dolphin Blow takes longer to finish than Falcon&#039;s Dive, but it can be {{keyword|cancelled|cancel=1}} very early during its {{keyword|recovery|recovery=1}}. In that sense, it also works as a relatively safe secondary {{keyword|poke|poke=1}} in the {{keyword|neutral|neutral=1}}. What makes this move a bit more situational is the reliance on ceiling wall rushes; Many stages are vertically tall, and Tifa doesn&#039;t get much reward on hit without ceilings. There aren&#039;t many {{keyword|matchups|matchup=1}} where she could use this reliably even when ceiling is available. {{012ulti}} is a good example of this with her charged Knight&#039;s Lance strategies. She may fight at the ceiling, but Tifa cannot use Dolphin Blow to get past Ultimecia&#039;s high priority trap. Dolphin Blow won&#039;t wall rush immediately like Falcon&#039;s Dive, so it won&#039;t necessarily trade in Tifa&#039;s favor either.&lt;br /&gt;
&lt;br /&gt;
As such, Dolphin Blow is usually a secondary consideration for Tifa.&lt;br /&gt;
&lt;br /&gt;
|-|Blizzard=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;10&#039;&#039;&#039;&lt;br /&gt;
|startup=31F&lt;br /&gt;
|type=Magical&lt;br /&gt;
|priority=Ranged Low&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=--&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/1/17/Brv_tifa_blizzard_a.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=1&lt;br /&gt;
|ap=80&lt;br /&gt;
|gametext=[Long] Fire ice crystals. &amp;lt;br&amp;gt;Slow speed, but long range.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Midair Blizzard is very similar to ground Blizzard. Low damage, short {{keyword|hit stun|hitstun=1}} and good vertical {{keyword|tracking|tracking=1}}. The short {{keyword|recovery|recovery=1}} lets Tifa avoid {{keyword|assist punishes|assistpunish=1}} that aren&#039;t predicted as well. Just like ground Blizzard, the midair version can barely combo into Kuja assist if Tifa is sure it will hit against a cornered opponent.&lt;br /&gt;
&lt;br /&gt;
Blizzard&#039;s aerial version is not often prioritized, because it provides very few benefits compared to Tifa&#039;s essential melee moves. However, it still remains a &amp;quot;low risk, low reward&amp;quot; midrange {{keyword|poke|poke=1}} that lets Tifa keep her distance from opponents. Tifa can build assist gauge with Blizzard and occasionally try to interrupt her opponent&#039;s flow. With enough patience, Tifa could potentially invite opponent to approach her.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== HP Attacks ==&lt;br /&gt;
=== Ground ===&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Meteodrive=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;15&#039;&#039;&#039;&lt;br /&gt;
|startup=39F&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee High&lt;br /&gt;
|ex=30&lt;br /&gt;
|effect=Wall Rush, Feint&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/9/9c/Hp_tifa_meteodrive.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge, Feint&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=1&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=[Close] Kick upwards, then strike down. &amp;lt;br&amp;gt;Vertically limited.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Meteodrive is a close-range HP that wall rushes on the ground. The range is short, but it can be used as a block {{keyword|punisher|punish=1}}. The feint covers a decent amount of distance, which can help move behind opponents. Tifa will complete the attack even if it misses, but the animation isn&#039;t the longest out of her ground HPs.&lt;br /&gt;
&lt;br /&gt;
Tifa&#039;s other ground HPs cover more situations while having higher damage potential. As a result, Meteodrive is not often prioritized in competitive play.&lt;br /&gt;
&lt;br /&gt;
|-|Meteor Strike=&lt;br /&gt;
&lt;br /&gt;
{{AbilityInfo3&lt;br /&gt;
|ver1=Normal&lt;br /&gt;
|damage1=&#039;&#039;&#039;17&#039;&#039;&#039; (1 x 2, 15)&lt;br /&gt;
|startup1=33F, {{keyword|Hitbox|hitbox=1}} 7F after release&lt;br /&gt;
|type1=Physical&lt;br /&gt;
|priority1=Melee High&lt;br /&gt;
|ex1=3 per hit&lt;br /&gt;
|effect1=Wall Rush, Feint&lt;br /&gt;
|cancels1=Dodge, Feint&lt;br /&gt;
|asthit1=&lt;br /&gt;
|gametext=[Close~Long] Charge at foe. &amp;lt;br&amp;gt;Hold button to change distance.&lt;br /&gt;
|level=36&lt;br /&gt;
|ap=130&lt;br /&gt;
|cp=&lt;br /&gt;
|ver2=Half Charge&lt;br /&gt;
|damage2=&#039;&#039;&#039;22&#039;&#039;&#039; (1 x 7, 15)&lt;br /&gt;
|startup2=42F, {{keyword|Hitbox|hitbox=1}} 7F after release&lt;br /&gt;
|type2=Physical&lt;br /&gt;
|priority2=Melee High&lt;br /&gt;
|ex2=3 per hit&lt;br /&gt;
|effect2=Wall Rush, Feint&lt;br /&gt;
|cancels2=Dodge, Feint&lt;br /&gt;
|asthit2=&lt;br /&gt;
|ver3=Full Charge&lt;br /&gt;
|damage3=&#039;&#039;&#039;28&#039;&#039;&#039; (1 x 13, 15)&lt;br /&gt;
|startup3=58F, {{keyword|Hitbox|hitbox=1}} 7F after release&lt;br /&gt;
|type3=Physical&lt;br /&gt;
|priority3=Melee High&lt;br /&gt;
|ex3=3 per hit&lt;br /&gt;
|effect3=Wall Rush, Feint&lt;br /&gt;
|cancels3=Dodge, Feint&lt;br /&gt;
|asthit3=&lt;br /&gt;
|image=https://dissidia.wiki/images/1/1f/Hp_tifa_meteor_strike.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Meteor Strike is an advancing combo HP that&#039;s used for high damage potential. It has the highest base damage out of Tifa&#039;s ground HPs and works well as follow-up to Blizzaga or assists. Tifa can charge Meteor Strike by holding Square {{pspsqu}}, which increases bravery damage and travel distance. When charged, Tifa will pursue the opponent on the ground with good {{keyword|tracking|tracking=1}} and long {{keyword|active|active=1}} frames.&lt;br /&gt;
&lt;br /&gt;
Meteor Strike is effective in assist combos, both as a starter and ender. It can wall rush on the ground in most stages, which synergizes very well with high base bravery and Side by Side {{accsp}} builds. If Tifa started a combo with an HP, the charged versions also give more time for base bravery to recover. In those cases, Meteor Strike is good as a general assist combo ender on the ground.&lt;br /&gt;
&lt;br /&gt;
Tifa can use Meteor Strike defensively as well. She takes a low crouching stance during {{keyword|startup|startup=1}}. She can evade some {{keyword|air-to-ground|air-to-ground=1}} attacks this way, and then immediately strike back. Tifa cannot feint during startup, but she can feint while the move is active. After a feint, Tifa can start charging Meteor Strike again. That makes Meteor Strike a relatively safe move to {{keyword|whiff|whiff=1}}, as Tifa can prevent herself from becoming vulnerable right in front of her opponent. Reflecting high priority projectiles is also possible in this manner.&lt;br /&gt;
&lt;br /&gt;
If Meteor Strike connects, but the opponent escapes with Assist Change, Tifa will attempt to move behind opponent and hit them. This is not guaranteed damage against dodges, and Tifa has a relatively low maximum height limit. Blizzaga can cause a &#039;&#039;&#039;[[Glitch_(Dissidia_012)#Hit_Glitch|hit glitch]]&#039;&#039;&#039; for Meteor Strike, which can put unaware opponents into a damaging assist combo.&lt;br /&gt;
&lt;br /&gt;
|-|Burning Arrow=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=-&lt;br /&gt;
|startup=47F&lt;br /&gt;
|type=-&lt;br /&gt;
|priority=Melee High&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=Wall Rush, Feint&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/e/ec/Hp_tifa_burning_arrow.jpeg&lt;br /&gt;
|imgpos=40%&lt;br /&gt;
|cancels=Dodge, Feint&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=4&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=[Mid] Ultra high-speed kick. &amp;lt;br&amp;gt;Extremely quick.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Burning Arrow is Tifa&#039;s only 1-hit HP. Tifa advances forward in a straight line, and the attack is {{keyword|active|active=1}} during its entire movement. Burning Arrow works as a midrange {{keyword|punish|punish=1}} tool, usually against ground dodges. It can reflect high priority projectiles reliably. As a 1-hit HP, it is also important for resolving EX Revenge {{keyword|checkmates|checkmate=1}}.&lt;br /&gt;
&lt;br /&gt;
Most of Tifa&#039;s ground HPs wall rush on the ground, but Burning Arrow wall rushes on walls specifically. That limits her combo routes and the move&#039;s overall power, but it&#039;s still effective with Kuja or Tidus assists. Tifa can feint right before the kick, and then kick afterwards. That can be useful as a reactive emergency brake, in case Tifa did not make a good {{keyword|read|read=1}} on her opponent.&lt;br /&gt;
&lt;br /&gt;
|-|Rolling Blaze=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;7&#039;&#039;&#039; (1 x 7)&lt;br /&gt;
|startup=45F&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee High&lt;br /&gt;
|ex=3 per hit (max 21)&lt;br /&gt;
|effect=Wall Rush, Feint&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/d/d8/Hp_tifa_rolling_blaze_g1.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge, Feint&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=23&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=[Rise] Grab foe and throw to ground. &amp;lt;br&amp;gt;Short horizontal range.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[File:Hp_tifa_rolling_blaze_g2.jpeg|300px|thumb|Rolling Blaze, as seen before it connects.]]&lt;br /&gt;
&lt;br /&gt;
Rolling Blaze is Tifa&#039;s primary {{keyword|anti-air|anti-air=1}} attack. Tifa moves quickly at a diagonal angle while going up, while having a constant high priority {{keyword|hitbox|hitbox=1}}. Tifa uses Rolling Blaze to threaten air space, challenge {{keyword|whiffs|whiff=1}} and punish dodges (&#039;&#039;&#039;[[Dodge_(Dissidia_012)#Ground_Dodge_(Forward)|forward ground dodge]]&#039;&#039;&#039; and air dodges). If it hits, Tifa can wall rush on the ground for big damage with assist. As such, Rolling Blaze is a very important move for Tifa.&lt;br /&gt;
&lt;br /&gt;
Tifa can feint Rolling Blaze during the initial lunge to {{keyword|cancel|cancel=1}} it early. She can follow up with another Rolling Blaze after the feint, which greatly extends Rolling Blaze&#039;s maximum range. This is great for Tifa, as she is only vulnerable for a very brief period during the feint. Punishing her feint requires precise timing, so Tifa can get away with using Rolling Blaze out of respect for the danger she presents.&lt;br /&gt;
&lt;br /&gt;
Rolling Blaze is quite powerful in close-range, but it also has weak lateral range. It cannot reliably hit opponents who move away with directional dashes and backward dodges. Tifa also cannot travel across large stages with Rolling Blaze, so it only has presence in close-range near the ground. If Rolling Blaze clashes with a lower priority move, Tifa staggers the opponent, but won&#039;t drag them down with her. Assists can {{keyword|convert|conversion=1}} off of that, but it impacts her ability to get reward against clashes specifically.&lt;br /&gt;
&lt;br /&gt;
This is considered a staple move for Tifa. It has good {{keyword|neutral|neutral=1}} applications and it yields good reward for Tifa if it connects. Similar to Burning Arrow, Rolling Blaze can also reflect higher priority projectiles.&lt;br /&gt;
&lt;br /&gt;
|-|Somersault=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=- (+Waterkick, 8 Total)&lt;br /&gt;
|startup=?&lt;br /&gt;
|type=-&lt;br /&gt;
|priority=Melee High&lt;br /&gt;
|ex=60 / 90&lt;br /&gt;
|effect=-&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/7/70/Hp_tifa_somersault.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=Branching from Waterkick. &amp;lt;br&amp;gt;[Combo] Kick opponent upwards.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Somersault is Tifa&#039;s only {{keyword|HP link|hplink=1}}, and it&#039;s pretty powerful at that. It has very fast {{keyword|startup|startup=1}} and leads to assist combos anywhere. As an HP link, it also fills assist gauge with Side by Side {{accsp}} and leads to lots of damage with high base bravery builds.&lt;br /&gt;
&lt;br /&gt;
This move is the reason Waterkick is as strong as it is; It encourages opponents to block or give up their grounded position altogether. Even if the opponent escapes with LV1 Assist Change, Tifa cannot be punished afterwards, which is a boon for an HP link. The overall safety and effectiveness of Somersault make it another staple move for Tifa.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Aerial ===&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Rolling Blaze=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;7&#039;&#039;&#039; (1 x 7)&lt;br /&gt;
|startup=45F&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee High&lt;br /&gt;
|ex=3 per hit (max 21)&lt;br /&gt;
|effect=Wall Rush, Feint&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/0/0c/Hp_tifa_rolling_blaze_a1.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=12&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=[Dive] Grab foe and throw to ground. &amp;lt;br&amp;gt;Short horizontal range.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[File:Hp_tifa_rolling_blaze_a2.jpeg|thumb|300px|Rolling Blaze, as seen before it connects.]]&lt;br /&gt;
&lt;br /&gt;
Aerial Rolling Blaze is similar to grounded version in many aspects. The main difference is Tifa moves at a downward angle instead of upward. It&#039;s equally important for Tifa as a threatening {{keyword|air-to-ground|air-to-ground=1}} move and an {{keyword|assist combo|assistcombo=1}} tool. It still wall rushes on the ground, so Tifa can deal great damage with assist. And thanks to the generous {{keyword|active|active=1}} frames, it can threaten space below Tifa as well.&lt;br /&gt;
&lt;br /&gt;
Since Rolling Blaze is used from above, Tifa can damage the opponent even when it clashes with a lower priority move. Feints still increase Rolling Blaze&#039;s range a lot, so it&#039;s effective at controlling space and shutting down opponents frantically {{keyword|whiffing|whiff=1}} and dodging.&lt;br /&gt;
&lt;br /&gt;
The weaknesses are also similar to the ground version. Midair Rolling Blaze has strong downward {{keyword|tracking|tracking=1}}, but weak lateral range. If Tifa staggers an opponent by blocking, she can miss at equal height if she is not in {{keyword|point blank|pointblank=1}} range. Opponents can move away from Tifa with directional dashes and dodges. The lack of upward movement means Tifa cannot catch opponents jumping above her, either. And though Tifa is briefly vulnerable during the feint, she can still be hit out of it.&lt;br /&gt;
&lt;br /&gt;
Rolling Blaze is capable of extraordinary damage output with high base bravery builds and {{012aer}} assist. If Tifa has two assist gauges, she can call Aerith for a second time before following through with another Rolling Blaze. This is one of Tifa&#039;s most rewarding combo routes, though the conditions for it cannot always be met in the air.&lt;br /&gt;
&lt;br /&gt;
|-|Meteor Crusher=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;10&#039;&#039;&#039; (1 x 8, 2)&lt;br /&gt;
|startup=33F &amp;lt;br&amp;gt;32F (half charge) &amp;lt;br&amp;gt;46F (full charge) &amp;lt;br&amp;gt;{{keyword|Hitbox|hitbox=1}} 17F after release&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee High&lt;br /&gt;
|ex=87&lt;br /&gt;
|effect=Feint&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/6/6f/Hp_tifa_meteor_crusher.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge, Feint (During Charge)&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=1&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=[Close~Mid] Unleash a flurry of attacks. &amp;lt;br&amp;gt;Increase charge speed with button hold.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Meteor Crusher is a chargeable HP attack that transitions into a combo on hit. It&#039;s a common block punisher and assist combo ender in the air due to its speed and range when charged. Meteor Crusher is tied for fastest {{keyword|startup|startup=1}} with uncharged Meteor Strike, and the recovery is relatively short for an HP attack. &lt;br /&gt;
&lt;br /&gt;
Tifa can charge Meteor Crusher by holding Square {{pspsqu}}, which has some benefits in the {{keyword|neutral|neutral=1}}. Meteor Crusher gets a considerable range increase with a charge. When Tifa releases the charge, she moves quickly towards opponent before attacking. The charge can be held for a couple seconds after reaching max charge, and Tifa can feint while moving towards opponent. These make {{keyword|raw|raw=1}} Meteor Crusher safer to use, and its effective for punishing air dodges on reaction. If Tifa feints, she cannot charge again and must instead do Meteor Crusher in place.&lt;br /&gt;
&lt;br /&gt;
The initial {{keyword|hitbox|hitbox=1}} is a bit small and the range is very short without a charge. A charged Meteor Crusher does not move Tifa high up if she is far from opponent. And if she chooses to charge, she is vulnerable when moving towards opponent. Meteor Crusher does not have strong downward {{keyword|tracking|tracking=1}}, though it can pick up opponents after clashing with a lower priority move. As a multi-hit, Tifa cannot use this to circumvent EX Revenge {{keyword|checkmates|checkmate=1}}, which is relevant, since air combat is very common. Tifa is vulnerable to attacks after LV1 Assist Change, but her movement and {{keyword|dodge cancel|dc=1}} window make it hard for opponents to {{keyword|punish|punish=1}} her&lt;br /&gt;
&lt;br /&gt;
Overall, Meteor Crusher is an important move for Tifa. It covers angles that aerial Rolling Blaze cannot, while providing some {{keyword|midscreen|midscreen=1}} utility. It&#039;s lower reward due to lack of wall rush, but assists can still combo if opponent is against a wall. &lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== EX Mode: Equipped Premium Heart! ==&lt;br /&gt;
Effects:&lt;br /&gt;
* Regen&lt;br /&gt;
* Critical Boost&lt;br /&gt;
* Premium Heart&lt;br /&gt;
&lt;br /&gt;
=== Premium Heart ===&lt;br /&gt;
&#039;&#039;[Always active while in EX Mode]&lt;br /&gt;
The fuller the EX Gauge, the more damage dealt.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== EX Burst: Final Heaven ===&lt;br /&gt;
{{image|https://dissidia.wiki/images/9/94/Ex_burst_tifa.jpeg}}&lt;br /&gt;
&#039;&#039;A flurry of attacks ending in one ferocious tackle. Watch your timing and stop the reels. The better the combo, the more damage dealt.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! !! Maximum EX !! Minimum EX&lt;br /&gt;
|-&lt;br /&gt;
! &amp;lt;span class=&amp;quot;dotted&amp;quot;&amp;gt;{{#tooltip: Base Damage (Initial) | The attack&#039;s baseline damage value before equipment and stats are considered. }}&amp;lt;/span&amp;gt;&lt;br /&gt;
|15, 25 (&#039;&#039;&#039;40&#039;&#039;&#039;) || 8, 13 (&#039;&#039;&#039;21&#039;&#039;&#039;)&lt;br /&gt;
|-&lt;br /&gt;
! &amp;lt;span class=&amp;quot;dotted&amp;quot;&amp;gt;{{#tooltip: Base Damage (Rest) | The attack&#039;s baseline damage value before equipment and stats are considered. }}&amp;lt;/span&amp;gt;&lt;br /&gt;
| 13 x 7 (&#039;&#039;&#039;91&#039;&#039;&#039;) (131 total) || 7 x 7 (&#039;&#039;&#039;49&#039;&#039;&#039;) (70 total) &lt;br /&gt;
|-&lt;br /&gt;
|Type ||colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | ??&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Final Heaven requires stopping all seven slots on a &amp;quot;Yeah!&amp;quot; symbol for a perfect version. A slot stops when Cross {{pspcro}} is pressed. When all slots have been stopped, Tifa will follow through with seven attacks. The damage for each hit depends on the symbol; Yeah is a full damage attack, hit is a lower damage attack, and miss will do no damage at all. Tifa can do any combination of yeahs, hits and misses.&lt;br /&gt;
&lt;br /&gt;
Contrary to their appearance, the symbols aren&#039;t that random. Several yeah symbols scroll down in one go, so it is possible to react to them and stop the reel there. Once the first yeah has been confirmed, the remaining yeahs can be aligned with a relatively steady rhythm of one button press per ~1-1.5 seconds. Getting this timing may require a bit of practice. Auto EX Command Ω won&#039;t require any player input at all, but costs 20 capacity points.&lt;br /&gt;
&lt;br /&gt;
The base damage scales with remaining EX gauge. More EX means higher damage. As such, Final Heaven is best used as soon as EX mode has been activated. Missing out on bravery critical hits during assist combos may sound bad, but it&#039;s worth noting that Final Heaven with max EX gauge is one of the strongest EX Bursts in the game.&lt;br /&gt;
&lt;br /&gt;
== Unique Mechanics - Feints ==&lt;br /&gt;
&lt;br /&gt;
{{image|https://dissidia.wiki/images/c/c9/Brv_tifa_feint.gif}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tifa can {{keyword|cancel|cancel=1}} most of her attacks into a feint. This is an invincible dash that can go through opponents. Press Cross {{pspcro}} during an attack&#039;s {{keyword|startup|startup=1}} to feint it. For example, Beat Rush &amp;gt; Cross {{pspcro}} &amp;gt; Beat Rush (hits). After feint happens, Tifa can continue with the preceding attack or wait until the feint ends.&lt;br /&gt;
&lt;br /&gt;
{|class=wikitable&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;3&amp;quot; | Attacks with feints&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Attack&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Feint window&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Post-feint action&lt;br /&gt;
|-&lt;br /&gt;
|Beat Rush || Before first hit || Beat Rush&lt;br /&gt;
|-&lt;br /&gt;
|Waterkick || Before second hit || Second bravery hit of Waterkick&lt;br /&gt;
|-&lt;br /&gt;
|Moonsault Kick || Before either hit || First part or second part depending on feint timing&lt;br /&gt;
|-&lt;br /&gt;
|Falcon&#039;s Dive || Before first hit || Falcon&#039;s Dive&lt;br /&gt;
|-&lt;br /&gt;
|Dolphin Blow || Before first hit || Dolphin Blow&lt;br /&gt;
|-&lt;br /&gt;
|Meteodrive || Before first hit || Meteodrive&lt;br /&gt;
|-&lt;br /&gt;
|Meteor Strike || Before / during first hit || Meteor Strike (can be charged)&lt;br /&gt;
|-&lt;br /&gt;
|Burning Arrow || Before first hit || Burning Arrow&lt;br /&gt;
|-&lt;br /&gt;
|Rolling Blaze (both) || During first part || Rolling Blaze &lt;br /&gt;
|-&lt;br /&gt;
|Meteor Crusher || Before attack connects || Meteor Crusher (cannot be charged)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Feints allow Tifa to delay her attack for about one (1) full second before being locked into unactionable {{keyword|recovery frames|recovery=1}}. This can be used to extend an attack&#039;s range and increase ambiguity on the attack timing. Rolling Blaze is notorious for this, but braveries also benefit from the delayed timing. This is because Tifa can wait until opponent&#039;s block won&#039;t guard attacks anymore, and then strike hard.&lt;br /&gt;
&lt;br /&gt;
Tifa will move forward whenever she feints. She will only move behind opponent if she is close enough to them. The direction cannot be altered manually. Tifa cannot {{keyword|mixup|mixup=1}} with a different attack after feinting, either. However, feints are good as a defensive option, since Tifa is invincible during it. This is great for staying safe against dodge punish attempts, and it&#039;s one of the few options in the game with invincibility.&lt;br /&gt;
 &lt;br /&gt;
Tifa can be hit after the feint teleport and during its recovery period, which make her vulnerable to attacks. One way to cover this is to have assist gauge ready for opponent’s interaction. Escaping damage or intercepting the opponent’s approach can work out well, but there will inevitably be a little bit of guessing involved depending on the {{keyword|matchup.|matchup=1}}&lt;br /&gt;
&lt;br /&gt;
Feints are better used sparingly early in the match to see how the opponent reacts to them. Once you get a good idea of how they respond, you can adjust your strategy accordingly.&lt;br /&gt;
&lt;br /&gt;
Common counterstrategies to feints include;&lt;br /&gt;
 &lt;br /&gt;
* Running or jumping out of range&lt;br /&gt;
* Interrupting with fast attacks (e.g. Squall’s Beat Fang, Yuna’s Diamond Dust)&lt;br /&gt;
* Chasing with a homing attack (e.g. Cloud&#039;s Braver, Vaan&#039;s Inferno)&lt;br /&gt;
* Reacting with assist and using it in tandem to pincer her.&lt;br /&gt;
&lt;br /&gt;
== Combos ==&lt;br /&gt;
&lt;br /&gt;
=== Solo ===&lt;br /&gt;
&lt;br /&gt;
=== Assist ===&lt;br /&gt;
All assists use their designated bravery attack unless stated otherwise.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Kuja=&lt;br /&gt;
&lt;br /&gt;
Tifa&#039;s easiest air assist combo enders are Moonsault Kick (bravery damage and EX) and Meteor Crusher (HP). Meteor Crusher has very short range if it&#039;s uncharged, so it is recommended to finish an assist combo by charging Meteor Crusher for roughly 0.6 seconds. This is enough time for the Assist Chase teleport slowdown to end without sacrificing much hit stun in the process.&lt;br /&gt;
&lt;br /&gt;
== Ground ==&lt;br /&gt;
Tifa combos well with wall rush and her damage output increases exponentially with ground wall rushes thanks to Kuja bravery assist&#039;s holding potential.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Starter&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Combo&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Damage&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| EX Force&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Notes&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Video&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|Waterkick &amp;gt; Somersault || -- || 8 + HP || 90 (30, 60) || -- || --&lt;br /&gt;
|-&lt;br /&gt;
|Kuja &amp;gt; AC &amp;gt; Meteor Crusher || &#039;&#039;&#039;68 + HP x2&#039;&#039;&#039; (8, HP, 50, 10) || &#039;&#039;&#039;177&#039;&#039;&#039; (30, 60, 87) || Basic HP link combo that leaves Tifa airborne. Charge Meteor Crusher for roughly 0.6 seconds to increase tracking and hit the opponent consistently. || video&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|Beat Rush (2nd hit) || -- || 19 (8, 11) || ?? || BRV starter, either after approaching or defending with feint after a dodge. || video&lt;br /&gt;
|-&lt;br /&gt;
|Kuja &amp;gt; AC &amp;gt; Meteor Crusher || &#039;&#039;&#039;79&#039;&#039;&#039; (8, 11, 50, 10 + HP) || ?? || -- || video&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|Blizzara || -- || 24 (1, 2 x 10, 3) || 0 || Wall Rush. || --&lt;br /&gt;
|-&lt;br /&gt;
|WR &amp;gt; Kuja &amp;gt; Falcon&#039;s Dive &amp;gt; DC (towards Kuja) &amp;gt; Falcon&#039;s Dive &amp;gt; DC (towards Kuja) &amp;gt; AC &amp;gt; Meteor Crusher || &#039;&#039;&#039;133 + HP &amp;amp; WR&#039;&#039;&#039; (24 + WR, 47, 26 + WR, 26 + WR, 10 + HP) || &#039;&#039;&#039;87&#039;&#039;&#039; (0, 0, 0, 87) || The later Blizzara hits, the more time Tifa has to fit in two Falcon&#039;s Dives during ground Kuja BRV assist. || video&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|Blizzaga || -- || 30 (1, 2 x 10, 9) || 0 || Wall Rush. Blizzaga is Tifa&#039;s highest damaging ground BRV combo starter, but due to it&#039;s slow startup it is difficult to land it in practical situations.&lt;br /&gt;
|-&lt;br /&gt;
|WR &amp;gt; Kuja &amp;gt; DC (up or towards Kuja) &amp;gt; Falcon&#039;s Dive &amp;gt; DC (towards Kuja) &amp;gt; Falcon&#039;s Dive &amp;gt; DC &amp;gt; AC &amp;gt; Meteor Crusher || &#039;&#039;&#039;139&#039;&#039;&#039; (30 + WR, 47, 26 + WR, 26 + WR, 10 + HP) || &#039;&#039;&#039;87&#039;&#039;&#039; (0, 0, 0, 87) || Tifa is actionable before Blizzaga wall rushes with a dodge cancel. Use that to add Falcon&#039;s Dives during the ground Kuja BRV assist.&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|Burning Arrow || -- || 0 + HP WR || 0 || Wall Rush. Dodge punishment combo starter. || --&lt;br /&gt;
|-&lt;br /&gt;
|WR &amp;gt; Kuja &amp;gt; AC &amp;gt; Meteor Crusher || &#039;&#039;&#039;60 + HP x2 &amp;amp; WR&#039;&#039;&#039; (0 + HP WR, 50, 10 + HP) || &#039;&#039;&#039;87&#039;&#039;&#039; (0, 87) || Base bravery HP damage is usually enough for base bravery to mostly recover during Meteor Crusher. || video&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|Rolling Blaze || -- || 1x7 + HP WR ||3 per hit (max 21) || Wall Rush. Works after staggering with a block or anti-airing. || --&lt;br /&gt;
|-&lt;br /&gt;
|WR &amp;gt; Kuja &amp;gt; DC (towards Kuja) &amp;gt; Falcon&#039;s Dive &amp;gt; DC (towards Kuja) &amp;gt; Falcon&#039;s Dive &amp;gt; DC &amp;gt; AC &amp;gt; Meteor Crusher || &#039;&#039;&#039;116&#039;&#039;&#039; (7 + HP WR, 47, 26 + WR, 26 + WR, 10) || &#039;&#039;&#039;108&#039;&#039;&#039; (21, 87) || Wall Rush. Falcon&#039;s Dive is Tifa&#039;s highest damaging assist combo filler, but it can be easy to miss the opponent or dodge cancel the dive slightly late. || video&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Aerial ==&lt;br /&gt;
&lt;br /&gt;
Tifa doesn&#039;t have access strong assist combo fillers and her aerial combo starters aren&#039;t particularly stronger compared to the ground combo starters. She can still get ground Kuja assist with Falcon&#039;s Dive and Rolling Blaze, but they&#039;re not easy to land against airborne opponents. Nevertheless, even though the combo routes are basic, they&#039;re all functional.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Starter&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Combo&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Damage&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| EX Force&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Notes&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Video&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|Elbow Smash (1st hit) || -- || 8 || ?? || Quick air poke combo starter. || --&lt;br /&gt;
|-&lt;br /&gt;
|Kuja &amp;gt; AC &amp;gt; Meteor Crusher || &#039;&#039;&#039;68&#039;&#039;&#039; (8, 50, 10 + HP) || ?? + 87 || Basic. || video&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|Elbow Smash || -- || 20 (8, 12) || 30 || Wall Rush. || --&lt;br /&gt;
|-&lt;br /&gt;
|WR &amp;gt; Kuja &amp;gt; DC (pincer the opponent) &amp;gt; Moonsault Kick (1st part) &amp;gt; DC &amp;gt; AC &amp;gt; Meteor Crusher || &#039;&#039;&#039;98 + HP&#039;&#039;&#039; (8, 12, 50, 9, 9, 10 + HP) || ?? (30, ??, 87) || Wall Rush. Moonsault Kick is an easy filler during Kuja&#039;s air brv assist. Dodge behind the opponent so that Tifa and Kuja are attacking from both sides. || video&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|Moonsault Kick (1st part) || -- || 18 (9, 9) || ?? || Air combo starter. No wall required. Can be used after approaching or doing a feint. || --&lt;br /&gt;
|-&lt;br /&gt;
|Kuja &amp;gt; DC (pincer the opponent) &amp;gt; Moonsault Kick (1st part) &amp;gt; DC &amp;gt; AC &amp;gt; Meteor Crusher || &#039;&#039;&#039;96&#039;&#039;&#039; (9, 9, 50, 9, 9, 10 + HP) || ?? (??, ??, 87) || Moonsault Kick (1st) works as a filler here as well. Just like with the Elbow Smash WR, dodge behind the opponent to attack the opponent from both sides, without pushing them out of Kuja assist. || video&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|Moonsault Kick || -- || 40 (9, 9, 2x3, 16) || 90 || Wall / corner only. High damage combo starter when ground wall rush is not available. || --&lt;br /&gt;
|-&lt;br /&gt;
|Kuja &amp;gt; Empty Chase (Kuja hit) &amp;gt; AC &amp;gt; Meteor Crusher || &#039;&#039;&#039;100 + HP&#039;&#039;&#039; (40, 50, 10 + HP) || &#039;&#039;&#039;177&#039;&#039;&#039; (90, 87) || Wall / corner only. Call Kuja before chase prompt and initiate chase as Kuja hits the opponent. Don&#039;t do anything during chase (also known as [[Chase_(Dissidia_012)#Empty_Chase|&#039;&#039;&#039;empty chase&#039;&#039;&#039;]] and follow up as usual. || video&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|Falcon&#039;s Dive || -- || 26 + WR || 0 || Wall Rush. Commonly used in air-to-ground situations or otherwise fighting an opponent who is below Tifa. Note that wall rush can happen on both floors and walls. If the dodge direction keeps Tifa close and slightly above the opponent, Falcon&#039;s Dive also works after staggering with a [[Blodge|&#039;&#039;&#039;blodge&#039;&#039;&#039;]]. || --&lt;br /&gt;
|-&lt;br /&gt;
|Wall Rush &amp;gt; Kuja &amp;gt; DC (towards Kuja) &amp;gt; Falcon&#039;s Dive &amp;gt; DC (towards Kuja) &amp;gt; Falcon&#039;s Dive &amp;gt; DC &amp;gt; AC &amp;gt; Meteor Crusher || &#039;&#039;&#039;135&#039;&#039;&#039; (26 + WR, 47, 26 + WR, 26 + WR, 10 + HP) || &#039;&#039;&#039;87&#039;&#039;&#039; (0, 0, 0, 87) || Wall Rush. || video&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|Dolphin&#039;s Blow || -- || 29 (1x5, 24) || 30 || Wall Rush. Ceiling only. Dolphin Blow overall speed and vertical tracking are only average, so this won&#039;t be used too often. As a filler, it &#039;&#039;is&#039;&#039; stronger than Falcon&#039;s Dive but only in Dolphin Blow conversions specifically.&lt;br /&gt;
|-&lt;br /&gt;
|WR &amp;gt; Kuja &amp;gt; DC (pincer the opponent) &amp;gt; Dolphin Blow (WR) &amp;gt; DC &amp;gt; AC &amp;gt; Meteor Crusher || &#039;&#039;&#039;118&#039;&#039;&#039; (29 + WR, 50, 29 + WR, 10 + HP) || &#039;&#039;&#039;147&#039;&#039;&#039; (30, 30, 87) || Wall Rush. Ceiling only. Similiar to Moonsault Kick fillers, dodge behind the opponent and attack them from both sides. Dolphin Blow&#039;s recovery can be dodge cancelled early, which makes timing the filler Dolphin Blow much easier.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-|Tidus=&lt;br /&gt;
&lt;br /&gt;
|-|Aerith=&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Builds ==&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-|Side by Side (All-rounder)=&lt;br /&gt;
{{Build&lt;br /&gt;
|hp=10904&lt;br /&gt;
|cp=450&lt;br /&gt;
|brv=1215&lt;br /&gt;
|atk=176&lt;br /&gt;
|def=184&lt;br /&gt;
|luk=61&lt;br /&gt;
|booster=x2.7&lt;br /&gt;
|setbonus=None&lt;br /&gt;
|ast=Kuja&lt;br /&gt;
|wpn=Seventh Heaven&lt;br /&gt;
|hand=Hero&#039;s Shield {{equip}}&lt;br /&gt;
|head=Dueling Mask&lt;br /&gt;
|armor=Heavy Armor {{equip}}&lt;br /&gt;
|acc1={{accbas}} Block Ring&lt;br /&gt;
|acc2={{accbas}} Zephyr Cloak&lt;br /&gt;
|acc3={{accbas}} Dismay Shock&lt;br /&gt;
|acc4={{accbas}} Battle Hammer&lt;br /&gt;
|acc5={{accboo}} Empty EX Gauge&lt;br /&gt;
|acc6={{accboo}} Pre-EX Mode&lt;br /&gt;
|acc7={{accboo}} Pre-EX Revenge&lt;br /&gt;
|acc8={{accsp}} Blue Gem&lt;br /&gt;
|acc9={{accsp}} Miracle Shoes&lt;br /&gt;
|acc10={{accsp}} Side by Side&lt;br /&gt;
|summon=None&lt;br /&gt;
}}&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;display: inline-table; margin-right: 50px;&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;3&amp;quot; | Bravery attacks&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Ground&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Aerial&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|Beat Rush || Moonsault Kick&lt;br /&gt;
|-&lt;br /&gt;
|Waterkick || Falcon&#039;s Dive&lt;br /&gt;
|-&lt;br /&gt;
|Blizzaga || Elbow Smash&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;2&amp;quot; | HP attacks&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Ground&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Aerial&lt;br /&gt;
|-&lt;br /&gt;
|Rolling Blaze || Meteor Crusher&lt;br /&gt;
|-&lt;br /&gt;
|Burning Arrow || Rolling Blaze&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Somersault (from Waterkick)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!scope=&amp;quot;row&amp;quot; 3 colspan=&amp;quot;3&amp;quot; | Basic Abilities&lt;br /&gt;
|-&lt;br /&gt;
!Actions !! Support !! Extra&lt;br /&gt;
|-&lt;br /&gt;
|Ground Evasion || Always Target Indicator || Precision Evasion&lt;br /&gt;
|-&lt;br /&gt;
|Midair Evasion || EX Core Lock On || Counterattack&lt;br /&gt;
|-&lt;br /&gt;
|Ground Block || rowspan=&amp;quot;15&amp;quot;|Assist Lock On || Assist Critical Boost&lt;br /&gt;
|-&lt;br /&gt;
|Midair Block || Disable Sneak Attack&lt;br /&gt;
|-&lt;br /&gt;
|Aerial Recovery || EXP to HP&lt;br /&gt;
|-&lt;br /&gt;
|Recovery Attack || rowspan=&amp;quot;12&amp;quot;|Master Guardsman&lt;br /&gt;
|-&lt;br /&gt;
|Controlled Recovery&lt;br /&gt;
|-&lt;br /&gt;
|Wall Jump&lt;br /&gt;
|-&lt;br /&gt;
|Free Air Dash&lt;br /&gt;
|-&lt;br /&gt;
|Ground Dash&lt;br /&gt;
|-&lt;br /&gt;
|Free Air Dash Boost&lt;br /&gt;
|-&lt;br /&gt;
|Assist Gauge Up Dash&lt;br /&gt;
|-&lt;br /&gt;
|Speed Boost&lt;br /&gt;
|-&lt;br /&gt;
|Jump Times Boost&lt;br /&gt;
|-&lt;br /&gt;
|Ground Evasion Boost&lt;br /&gt;
|-&lt;br /&gt;
|Midair Evasion Boost&lt;br /&gt;
|-&lt;br /&gt;
|Evasion Boost&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{BuildInfo&lt;br /&gt;
|overview=A Side by Side build that doesn&#039;t specialise in damage, but instead focuses on a good balance of offense and defense. Most equipment come with useful effects to help with defense (Hero&#039;s Shield&#039;s Wall Rush HP defense for example), and accessories lean towards meter depletion and bravery boost on block and dodge. Side by Side synergises well with the three boosters for a consistent x2.7 multiplier throughout the match.&lt;br /&gt;
&lt;br /&gt;
Tifa&#039;s bravery damage output is often average if not below average, which is where higher base bravery, her exclusive weapon and Assist Critical Boost come in. Landing any HP attack outside of assist combos will produce a chunk of assist bar which will help Tifa stay competitive with the meter.&lt;br /&gt;
&lt;br /&gt;
Kuja assist combos off of wall rushes, staggers and unfinished bravery sequences (e.g. Elbow Smash 1st hit), which is great for learning and applying basic assist combo theory. Tifa also has access to her highest damaging assist combo filler (2x Falcon&#039;s Dive) if she wall rushes with Falcon&#039;s Dive, Meteor Strike or Rolling Blaze.&lt;br /&gt;
&lt;br /&gt;
Because Side by Side freezes Tifa&#039;s EX gauge, she cannot gain EX at all. Be sure to collect any EX Cores that appear to prevent the opponent from taking advantage of the EX Force that Tifa generates.&lt;br /&gt;
&lt;br /&gt;
|cpuse=This build has no spare Capacity Points. If you wish to use additional points to support your playstyle, you will have to replace an accessory with Hero&#039;s Essence {{accsp}}.&lt;br /&gt;
|substitutes=Substitutes here.&lt;br /&gt;
|atkoverview=&lt;br /&gt;
|staple=&lt;br /&gt;
{{{!}}class{{=}}&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;2&amp;quot; {{!}} Bravery attacks&lt;br /&gt;
{{!}}-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; {{!}} Ground&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; {{!}} Aerial&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}}Beat Rush {{!}}{{!}} Elbow Smash&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}}Waterkick {{!}}{{!}} Falcon&#039;s Dive&lt;br /&gt;
{{!}}-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;2&amp;quot; {{!}} HP attacks&lt;br /&gt;
{{!}}-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; {{!}} Ground&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; {{!}} Aerial&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}}Rolling Blaze {{!}}{{!}} Meteor Crusher&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}}Somersault&amp;lt;br&amp;gt;(from Waterkick) {{!}}{{!}} Rolling Blaze&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}}}&lt;br /&gt;
&#039;&#039;&#039;Waterkick&#039;&#039;&#039;: Poke and an assist combo starter with Somersault HP link.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Beat Rush&#039;&#039;&#039;: Poke and post-dodge defensive option. Can [https://glossary.infil.net/?t=Hit%20Confirm &#039;&#039;&#039;hit confirm&#039;&#039;&#039;] the Kuja assist reliably with the first two hits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Elbow Smash&#039;&#039;&#039;: Aerial close range poke, dodge punisher. An important assist combo starter either with the first hit or after wall rushing. Practice confirming this visually.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Falcon&#039;s Dive&#039;&#039;&#039;: Relatively safe downward (air-to-ground) poke, post-dodge defense with Feint. Assist combo starter with wall rush and for Kuja assist specifically, Tifa&#039;s &#039;&#039;&#039;strongest assist combo filler&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rolling Blaze (ground)&#039;&#039;&#039;: Assist combo starter and an anti-air.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Somersault&#039;&#039;&#039;: HP link from Waterkick. Assist combo starter and increases Waterkick&#039;s overall threat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Meteor Crusher&#039;&#039;&#039;: Air assist combo ender, block punisher and pre-emptive dodge punisher when fully charged. Can combo into Kuja when sending the opponent into a corner (the wall / corner reduces knockback distance).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rolling Blaze (midair)&#039;&#039;&#039;: Air assist combo ender, air-to-ground dodge punisher / clash / space occupation.&lt;br /&gt;
&lt;br /&gt;
|flexible=&lt;br /&gt;
{{{!}}class{{=}}&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;2&amp;quot; {{!}} Bravery attacks&lt;br /&gt;
{{!}}-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; {{!}} Ground&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; {{!}} Aerial&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}}Blizzara {{!}}{{!}} Moonsault Kick&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}}Blizzaga {{!}}{{!}} Dolphin Blow&lt;br /&gt;
{{!}}-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;2&amp;quot; {{!}} HP attacks&lt;br /&gt;
{{!}}-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; {{!}} Ground&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; {{!}} Aerial&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}}Meteor Strike {{!}}{{!}} --&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}}Burning Arrow {{!}}{{!}} --&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blizzara&#039;&#039;&#039;: Ranged low projectile that becomes mid priority when it explodes at max range. It can convert to assist combo on hit after wall rushing. Occupies space in front of Tifa, but be wary of the initial low priority.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blizzaga&#039;&#039;&#039;: Ranged mid projectile, can convert to assist combo on hit after wall rushing. Spawns on top of opponent and has limited vertical reach, but it is mid priority all the way through, staggering regular blocks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Moonsault Kick&#039;&#039;&#039;: Slower close range poke with higher brv damage, post-dodge defense with Feint. Assist combo starter with a chase setup that doesn&#039;t require a wall, making this a good recommendation for &#039;&#039;&#039;Aerith assist specifically&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dolphin Blow&#039;&#039;&#039;: Upward poke that is slightly faster than microdash Elbow Smash. Also works as a post-dodge defense tool with Feint. Assist combo starter with wall rush and it is Tifa&#039;s highest damaging bravery filler during air Kuja assist at the ceiling. Recommended vs. Sephiroth and Cecil.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Meteor Strike&#039;&#039;&#039;: Pseudo-poke with forward movement, slight low-profile, longer active frames and bravery damage than Rolling Blaze when charged. Leads to ground Kuja brv assist combos and of course, let&#039;s Tifa add damage with Falcon&#039;s Dive.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Burning Arrow&#039;&#039;&#039;: Single hit HP. Kuja assist can follow up after a wall rush, which increases Burning Arrow&#039;s damage potential. Because it doesn&#039;t inflict bravery damage, it also avoids EX Revenge counters with EX depletion. Good as a ground dodge punish, ground block punish or as an otherwise hard callout move.&lt;br /&gt;
&lt;br /&gt;
|avoid=&lt;br /&gt;
{{{!}}class{{=}}&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;2&amp;quot; {{!}} Bravery attacks&lt;br /&gt;
{{!}}-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; {{!}} Ground&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; {{!}} Aerial&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}}Blizzard {{!}}{{!}} --&lt;br /&gt;
{{!}}-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;2&amp;quot; {{!}} HP attacks&lt;br /&gt;
{{!}}-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; {{!}} Ground&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; {{!}} Aerial&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}}Meteodrive {{!}}{{!}} --&lt;br /&gt;
{{!}}-&lt;br /&gt;
&lt;br /&gt;
{{!}}}&lt;br /&gt;
&#039;&#039;&#039;Blizzard&#039;&#039;&#039;: Low priority projectile with longest reach out of the Blizzard type spells. With other spells already having higher priority and providing better reward on hit, Blizzard is not recommended for this build. It &#039;&#039;does&#039;&#039; have enough hit stun to combo into Kuja brv assist, but this requires calling him pre-emptively for consistency.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Meteodrive&#039;&#039;&#039;: Low brv damaging HP with wall rush. The wall rush lets Kuja follow up, but otherwise it is not particuarly noteworthy compared to Tifa&#039;s other HP attacks. Meteodrive does have better feint than Meteor Strike and short animation overall, however.&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-|Side by Side (high base BRV)=&lt;br /&gt;
{{Build&lt;br /&gt;
|hp=9683&lt;br /&gt;
|cp=450&lt;br /&gt;
|brv=1623&lt;br /&gt;
|atk=175&lt;br /&gt;
|def=183&lt;br /&gt;
|luk=60&lt;br /&gt;
|booster=x3.5&lt;br /&gt;
|setbonus=None&lt;br /&gt;
|ast=Aerith&lt;br /&gt;
|wpn=Piggy&#039;s Stick {{equip}}&lt;br /&gt;
|hand=Chainsaw {{equip}}&lt;br /&gt;
|head=Thornlet&lt;br /&gt;
|armor=Maximillian {{equip}}&lt;br /&gt;
|acc1={{accbas}} Muscle Belt&lt;br /&gt;
|acc2={{accbas}} Sniper Eye&lt;br /&gt;
|acc3={{accbas}} Bravery Orb&lt;br /&gt;
|acc4={{accbas}} Dismay Shock&lt;br /&gt;
|acc5={{accboo}} Empty EX Gauge&lt;br /&gt;
|acc6={{accboo}} Summon Unused&lt;br /&gt;
|acc7={{accboo}} Pre-EX Mode&lt;br /&gt;
|acc8={{accboo}} Pre-EX Revenge&lt;br /&gt;
|acc9={{accsp}} Back-Breaking Straw&lt;br /&gt;
|acc10={{accsp}} Side by Side&lt;br /&gt;
|summon=Rubicante&lt;br /&gt;
}}&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;display: inline-table; margin-right: 50px;&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;2&amp;quot; | Bravery attacks&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Ground&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Aerial&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|Waterkick || Moonsault Kick&lt;br /&gt;
|-&lt;br /&gt;
|Beat Rush || Elbow Smash&lt;br /&gt;
|-&lt;br /&gt;
|Blizzara || Falcon&#039;s Dive&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;2&amp;quot; | HP attacks&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Ground&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Aerial&lt;br /&gt;
|-&lt;br /&gt;
|Rolling Blaze || Meteor Crusher&lt;br /&gt;
|-&lt;br /&gt;
| Meteor Strike || Rolling Blaze&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Somersault (from Waterkick)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!scope=&amp;quot;row&amp;quot; 3 colspan=&amp;quot;3&amp;quot; | Basic Abilities&lt;br /&gt;
|-&lt;br /&gt;
!Actions !! Support !! Extra&lt;br /&gt;
|-&lt;br /&gt;
|Ground Evasion || Always Target Indicator || Precision Evasion&lt;br /&gt;
|-&lt;br /&gt;
|Midair Evasion || EX Core Lock On || Disable Counterattack&lt;br /&gt;
|-&lt;br /&gt;
|Ground Block || rowspan=&amp;quot;19&amp;quot;|Assist Lock On || EXP to Assist&lt;br /&gt;
|-&lt;br /&gt;
|Midair Block || rowspan=&amp;quot;18&amp;quot;|Best Dresser&lt;br /&gt;
|-&lt;br /&gt;
|Aerial Recovery&lt;br /&gt;
|-&lt;br /&gt;
|Recovery Attack&lt;br /&gt;
|-&lt;br /&gt;
|Controlled Recovery&lt;br /&gt;
|-&lt;br /&gt;
|Wall Jump&lt;br /&gt;
|-&lt;br /&gt;
|Air Dash&lt;br /&gt;
|-&lt;br /&gt;
|Free Air Dash&lt;br /&gt;
|-&lt;br /&gt;
|Ground Dash&lt;br /&gt;
|-&lt;br /&gt;
|Multi Air Slide&lt;br /&gt;
|-&lt;br /&gt;
|Free Air Dash Boost&lt;br /&gt;
|-&lt;br /&gt;
|Assist Gauge Up Dash&lt;br /&gt;
|-&lt;br /&gt;
|Speed Boost&lt;br /&gt;
|-&lt;br /&gt;
|Jump Boost&lt;br /&gt;
|-&lt;br /&gt;
|Jump Times Boost+&lt;br /&gt;
|-&lt;br /&gt;
|Ground Evasion Boost&lt;br /&gt;
|-&lt;br /&gt;
|Midair Evasion Boost&lt;br /&gt;
|-&lt;br /&gt;
|Evasion Boost&lt;br /&gt;
|-&lt;br /&gt;
|Descent Speed Boost&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Build Overview =&lt;br /&gt;
A Side by Side damage build that invests in high base bravery and HP wall rush to increase Tifa&#039;s damage output exponentially with Aerith assist specifically. The idea is simple: Land an HP, combo into [[Aerith_Gainsborough_(Dissidia_012)#Seal_Evil|&#039;&#039;&#039;Aerith&#039;s Seal Evil&#039;&#039;&#039;]] and do another HP late enough for base bravery to fully recover. A single assist combo can do over 3000 HP damage.&lt;br /&gt;
&lt;br /&gt;
In match-ups where Tifa can compete with her Somersault HP link or Rolling Blaze such as {{012clo}} and {{012fir}}, she can output a lot of HP damage without relying on high attack stat or critical hits. Any HP guarantees an Aerith followup (Meteor Crusher only at wall) and bravery hits still work well enough to secure at least one HP attack in an assist combo. Aerith is the only competitive assist that lets Tifa assist combo off of a completed Moonsault Kick without walls.&lt;br /&gt;
&lt;br /&gt;
The infamous double assist combo is also possible and it&#039;s where this build really shines. If Tifa can wall rush again and use another assist meter during the first Seal Evil, she can do Rolling Blaze and call Aerith once more. Needless to say, this increases damage even further.&lt;br /&gt;
&lt;br /&gt;
== Point Allocation ==&lt;br /&gt;
&lt;br /&gt;
15 Capacity Points are available for another ground HP attack, the Auto-Assist Lock On support ability or additional action abilities. Removing Air Dash and Descent Speed Boost frees up another 10 points for a total of 25.&lt;br /&gt;
&lt;br /&gt;
== Substitutes ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+colspan=&amp;quot;3&amp;quot;|Substitutes&lt;br /&gt;
! Equipment !! Replacement !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Muscle Belt {{accbas}} || Zephyr Cloak {{accbas}} / BRV = 0 {{accboo}} / Hero&#039;s Essence {{accsp}} / Great Gospel {{accsp}} / Hero&#039;s Seal {{accsp}}  / Winged Boots {{accsp}} || Muscle Belt isn&#039;t crucial for damage output, so it can be replaced with one of the listed accessories for increased survivability, Capacity Points (extra abilities for increased crit rate, base HP or BRV) or bravery recovery.&lt;br /&gt;
|-&lt;br /&gt;
| Back-Breaking Straw {{accsp}} || Together as One {{accsp}} / accessory of your choice || Back-Breaking Straw negates Thornlet&#039;s bravery boost penalty on dodge and block. The damage output is still high even with the penalties, so if it doesn&#039;t feel deterring, it can be replaced with Together as One for more assist meter at the start which is good for stability. &amp;lt;br&amp;gt;Otherwise this can be exchanged to suit the player preference or match-up.&lt;br /&gt;
|-&lt;br /&gt;
| Muscle Belt {{accbas}} and Summon Unused {{accboo}} || Battle Hammer {{accbas}} and BRV = 0 {{accboo}} || This is for adding assist depletion to the build. Muscle Belt doesn&#039;t benefit from BRV = 0 booster, whereas Battle Hammer does, so the booster is swapped out for something stronger and more consistent.&amp;lt;br&amp;gt;BRV = 0 applies to wall rush damage and meter depletion.&lt;br /&gt;
|-&lt;br /&gt;
|Best Dresser (extra ability) || Master Guardsman (extra ability) || The base bravery (1623) can be reduced by 100 to raise the maximum health above 10,000 instead.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Attacks =&lt;br /&gt;
Tifa has a good selection of viable bravery and HP attacks, with a bit of room to accomodate different circumstances.&lt;br /&gt;
&lt;br /&gt;
== Staple ==&lt;br /&gt;
These attacks are recommended regardless of matchup, stage or player preference.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;2&amp;quot; | Bravery attacks&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Ground&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Aerial&lt;br /&gt;
|-&lt;br /&gt;
|Waterkick || Moonsault Kick&lt;br /&gt;
|-&lt;br /&gt;
|Beat Rush || Elbow Smash&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;2&amp;quot; | HP attacks&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Ground&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Aerial&lt;br /&gt;
|-&lt;br /&gt;
|Rolling Blaze || Meteor Crusher&lt;br /&gt;
|-&lt;br /&gt;
|Somersault&amp;lt;br&amp;gt;(from Waterkick) || Rolling Blaze&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Waterkick&#039;&#039;&#039;: Poke and an assist combo starter with Somersault HP link.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Beat Rush&#039;&#039;&#039;: Poke and post-dodge defensive option. Cannot combo into Aerith, but can synergise with her Planet Protector or even Holy if the situation allows Tifa to initiate chase.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Moonsault Kick&#039;&#039;&#039;: Slower close range poke with higher brv damage, post-dodge defense with Feint. Assist combo starter with a chase setup that doesn&#039;t require a wall, making this a good recommendation for &#039;&#039;&#039;Aerith assist specifically&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Elbow Smash&#039;&#039;&#039;: Aerial close range poke, dodge punisher. Assist combo starter with wall rush.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rolling Blaze (ground)&#039;&#039;&#039;: Assist combo starter, extender and an anti-air.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Somersault&#039;&#039;&#039;: HP link from Waterkick. Assist combo starter and increases Waterkick&#039;s overall threat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Meteor Crusher&#039;&#039;&#039;: Air assist combo ender, block punisher and pre-emptive dodge punisher when fully charged. Can combo into Aerith at wall.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rolling Blaze (midair)&#039;&#039;&#039;: Air assist combo ender, double assist combo extender, air-to-ground dodge punisher / clash / space occupation.&lt;br /&gt;
&lt;br /&gt;
== Flexible ==&lt;br /&gt;
These attacks are great to have, but can be swapped or removed depending on matchup, stage or player preference.&lt;br /&gt;
&lt;br /&gt;
Tifa has good contenders for the remaining BRV (1 ground, 1 midair) and HP slots (2 ground):&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;2&amp;quot; | Bravery attacks&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Ground&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Aerial&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|Blizzara || Falcon&#039;s Dive&lt;br /&gt;
|-&lt;br /&gt;
|Blizzaga || Dolphin Blow&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;2&amp;quot; | HP attacks&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Ground&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Aerial&lt;br /&gt;
|-&lt;br /&gt;
|Meteor Strike || --&lt;br /&gt;
|-&lt;br /&gt;
|Burning Arrow || --&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blizzara&#039;&#039;&#039;: Ranged low projectile that becomes mid priority when it explodes at max range. It can convert to assist combo on hit. Occupies space in front of Tifa, but be wary of the initial low priority.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blizzaga&#039;&#039;&#039;: Ranged mid projectile, can convert to assist combo on hit. Spawns on top of opponent and has limited vertical reach, but it is mid priority all the way through, staggering regular blocks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Falcon&#039;s Dive&#039;&#039;&#039;: Downward (air-to-ground) poke, post-dodge defense with Feint. Assist combo starter with wall &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dolphin Blow&#039;&#039;&#039;: Upward poke that is slightly faster than microdash Elbow Smash. Also works as a post-dodge defense tool with Feint. Assist combo starter with wall rush. Recommended vs. Sephiroth and Cecil.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Meteor Strike&#039;&#039;&#039;: Pseudo-poke with forward movement, slight low-profile, longer active frames and bravery damage than Rolling Blaze.&amp;lt;br&amp;gt;Great to have.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Burning Arrow&#039;&#039;&#039;: Single hit HP. Doesn&#039;t combo into Aerith, but avoids EX Revenge counters with EX depletion.&lt;br /&gt;
&lt;br /&gt;
== Avoid ==&lt;br /&gt;
Generally not recommended due to being outclassed by other attacks or having little to no distinct utility.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;2&amp;quot; | Bravery attacks&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Ground&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Aerial&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|Blizzard || --&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;2&amp;quot; | HP attacks&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Ground&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Aerial&lt;br /&gt;
|-&lt;br /&gt;
| Meteodrive || --&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blizzard&#039;&#039;&#039;: Low priority projectile with longest reach out of the Blizzard type spells. With other spells already having higher priority and providing better reward on hit, Blizzard is not recommended for this build.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Meteodrive&#039;&#039;&#039;: Low brv damaging HP with wall rush. Doesn&#039;t combo into Aerith, but has better feint than Meteor Strike and short animation overall.&lt;br /&gt;
&lt;br /&gt;
|-|BRV Boost on Dodge=&lt;br /&gt;
{{Build&lt;br /&gt;
|hp=9972&lt;br /&gt;
|cp=450&lt;br /&gt;
|brv=997&lt;br /&gt;
|atk=174&lt;br /&gt;
|def=185&lt;br /&gt;
|luk=60&lt;br /&gt;
|booster=x5.5&lt;br /&gt;
|setbonus=Adamant Chains&lt;br /&gt;
|ast=Aerith / Tidus&lt;br /&gt;
|wpn=Adamant Knife {{equip}}&lt;br /&gt;
|hand=Adamant Shield {{equip}}&lt;br /&gt;
|head=Dueling Mask&lt;br /&gt;
|armor=Adamant Vest {{equip}}&lt;br /&gt;
|acc1={{accbas}} Zephyr Cloak&lt;br /&gt;
|acc2={{accbas}} Dismay Shock&lt;br /&gt;
|acc3={{accbas}} Battle Hammer&lt;br /&gt;
|acc4={{accboo}} BRV &amp;gt; Base Value&lt;br /&gt;
|acc5={{accboo}} Summon Unused&lt;br /&gt;
|acc6={{accboo}} Pre-EX Mode&lt;br /&gt;
|acc7={{accboo}} Pre-EX Revenge&lt;br /&gt;
|acc8={{accboo}} Aerial&lt;br /&gt;
|acc9={{accboo}} After 30 Seconds&lt;br /&gt;
|acc10={{accsp}} Tenacious Attacker&lt;br /&gt;
|summon=Rubicante&lt;br /&gt;
}}&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;display: inline-table; margin-right: 50px;&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;2&amp;quot; | Bravery attacks&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Ground&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Aerial&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|Waterkick || Moonsault Kick&lt;br /&gt;
|-&lt;br /&gt;
|Beat Rush || Elbow Smash&lt;br /&gt;
|-&lt;br /&gt;
|Blizzaga || Dolphin Blow&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;2&amp;quot; | HP attacks&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Ground&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Aerial&lt;br /&gt;
|-&lt;br /&gt;
|Rolling Blaze || Meteor Crusher&lt;br /&gt;
|-&lt;br /&gt;
|Meteor Strike || Rolling Blaze&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Somersault (from Waterkick)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!scope=&amp;quot;row&amp;quot; 3 colspan=&amp;quot;3&amp;quot; | Basic Abilities&lt;br /&gt;
|-&lt;br /&gt;
!Actions !! Support !! Extra&lt;br /&gt;
|-&lt;br /&gt;
|Ground Evasion || Always Target Indicator || Precision Evasion&lt;br /&gt;
|-&lt;br /&gt;
|Midair Evasion || EX Core Lock On || Disable Counterattack&lt;br /&gt;
|-&lt;br /&gt;
|Ground Block || rowspan=&amp;quot;17&amp;quot;|Assist Lock On || EXP to HP&lt;br /&gt;
|-&lt;br /&gt;
|Midair Block || rowspan=&amp;quot;16&amp;quot;|Best Dresser&lt;br /&gt;
|-&lt;br /&gt;
|Aerial Recovery&lt;br /&gt;
|-&lt;br /&gt;
|Recovery Attack&lt;br /&gt;
|-&lt;br /&gt;
|Controlled Recovery&lt;br /&gt;
|-&lt;br /&gt;
|Wall Jump&lt;br /&gt;
|-&lt;br /&gt;
|Air Dash&lt;br /&gt;
|-&lt;br /&gt;
|Free Air Dash&lt;br /&gt;
|-&lt;br /&gt;
|Ground Dash&lt;br /&gt;
|-&lt;br /&gt;
|Multi Air Slide&lt;br /&gt;
|-&lt;br /&gt;
|Free Air Dash Boost&lt;br /&gt;
|-&lt;br /&gt;
|Assist Gauge Up Dash&lt;br /&gt;
|-&lt;br /&gt;
|Jump Boost&lt;br /&gt;
|-&lt;br /&gt;
|Jump Times Boost+&lt;br /&gt;
|-&lt;br /&gt;
|Ground Evasion Boost&lt;br /&gt;
|-&lt;br /&gt;
|Midair Evasion Boost&lt;br /&gt;
|-&lt;br /&gt;
|Evasion Boost&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A build that provides bravery every time an attack is evaded with a [[Dodge_(Dissidia_012)|&#039;&#039;&#039;dodge&#039;&#039;&#039;]]. This style of build is often reserved for specific match-ups where a character may struggle to land hits and are dealing with projectiles often. Against {{012seph}} this is good for discouraging Shadow Flare use. {{012emp}} and {{012ulti}} also create situations with projectiles frequently, but all three are difficult match-ups for Tifa even with this build. Landing an HP is challenging and often carries a lot of risk, so having more bravery can justify taking the plunge.&lt;br /&gt;
&lt;br /&gt;
The boosters don&#039;t depend on the opponent as much (no summon unused for example), but are weaker than a fully optimized set with boosters reliant on the other player&#039;s build. At maximum booster multiplier, a single dodge generates 146 bravery.&lt;br /&gt;
&lt;br /&gt;
25 Capacity Points are available for Auto Assist Lock On support ability, another ground HP attack, additional basic actions or extra abilities.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+colspan=&amp;quot;3&amp;quot;|Substitutes&lt;br /&gt;
! Equipment !! Replacement !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| {{accboo}} After 30 Seconds || {{accboo}} Opponent Summon Unused || 1.2 booster to 1.3 booster, a slight increase. The opponent does not have to equip a summon, so if they don&#039;t have a summon for the fight, this booster is useless.&lt;br /&gt;
|-&lt;br /&gt;
|{{accbas}} Dismay Shock || {{accboo}} Opponent Empty EX Gauge || If the opponent has Side by Side {{accsp}} equipped, this is another good 1.3 booster with consistent uptime.&lt;br /&gt;
|-&lt;br /&gt;
|{{accsp}} Tenacious Attacker || Free choice || --&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Assist ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Tifa&#039;s Assist Data ===&lt;br /&gt;
&lt;br /&gt;
{{012Assist&lt;br /&gt;
|type1=BRV&lt;br /&gt;
|attack1=Beat Rush&lt;br /&gt;
|startup1=21F&lt;br /&gt;
|position1=Ground&lt;br /&gt;
|spawn1=Opponent&lt;br /&gt;
|damage1=8, 11, 16 (35)&lt;br /&gt;
|effect1=Chase&lt;br /&gt;
|type2=BRV&lt;br /&gt;
|attack2=Falcon&#039;s Dive&lt;br /&gt;
|startup2=23F&lt;br /&gt;
|position2=Air&lt;br /&gt;
|spawn2=Opponent&lt;br /&gt;
|damage2=26&lt;br /&gt;
|effect2=Wall Rush&lt;br /&gt;
|type3=HP&lt;br /&gt;
|attack3=Meteodrive&lt;br /&gt;
|startup3=39F&lt;br /&gt;
|position3=Ground&lt;br /&gt;
|spawn3=Opponent&lt;br /&gt;
|damage3=15&lt;br /&gt;
|effect3=Wall Rush&lt;br /&gt;
|type4=HP&lt;br /&gt;
|attack4=Rolling Blaze&lt;br /&gt;
|startup4=45F&lt;br /&gt;
|position4=Air&lt;br /&gt;
|spawn4=Opponent&lt;br /&gt;
|damage4=1 x 7&lt;br /&gt;
|effect4=Wall Rush&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Synergies ===&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Kuja=&lt;br /&gt;
Poke and wall rush conversions, high brv damage, high risk of being locked when used.&lt;br /&gt;
&lt;br /&gt;
|-|Tidus=&lt;br /&gt;
Poke and wall rush conversions, lower damage, but faster startup and shorter animation on air BRV assist, making Tidus safer to use even if the opponent escapes it with LV1 Assist Change.&lt;br /&gt;
&lt;br /&gt;
|-|Aerith=&lt;br /&gt;
If you don&#039;t need Kuja or Tidus for whiff punishments or conversions, Aerith can boost your damage near the ground with triple HP combos or reliably set up HP damage off of Moonsault Kick&#039;s chase. Recommended for Side by Side and / or high base bravery builds.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{navbox012}}&lt;br /&gt;
&lt;br /&gt;
{{roadmap012tifa}}&lt;/div&gt;</summary>
		<author><name>Muggshotter</name></author>
	</entry>
	<entry>
		<id>https://dissidia.wiki/index.php?title=The_Emperor_(Dissidia_012)&amp;diff=4783</id>
		<title>The Emperor (Dissidia 012)</title>
		<link rel="alternate" type="text/html" href="https://dissidia.wiki/index.php?title=The_Emperor_(Dissidia_012)&amp;diff=4783"/>
		<updated>2026-03-24T13:35:54Z</updated>

		<summary type="html">&lt;p&gt;Muggshotter: /* Builds */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Dissidia 012 Final Fantasy]]&lt;br /&gt;
{{012CharNavEmp}}&lt;br /&gt;
&lt;br /&gt;
{{CharacterInfo&lt;br /&gt;
|portrait=https://resources.dissidia.wiki/ddff/portraits/ddff-port-empy.png&lt;br /&gt;
|name=The Emperor (皇帝)&lt;br /&gt;
|origin=Final Fantasy II&lt;br /&gt;
|atk=110 (Average)&lt;br /&gt;
|def=112 (High)&lt;br /&gt;
|runspeed=8 (Below Average)&lt;br /&gt;
|dash=81 (Below Average)&lt;br /&gt;
|fall=97 (Slow)&lt;br /&gt;
|fallr=44 (Slow)&lt;br /&gt;
|fastestbrv=21F (Bombard)&lt;br /&gt;
|fastesthp=35F (Flare, Ground)&lt;br /&gt;
|1hithp=Yes (Flare, Dreary Cell)&lt;br /&gt;
|hplinks=Yes (Combos only)&lt;br /&gt;
|cmdblock=Yes (Magic Block)&lt;br /&gt;
|weapon=Daggers, Poles, Rods, Staves&lt;br /&gt;
|armor=Bangles, Clothing, Hairpins, Hats, Headbands, Robes&lt;br /&gt;
|exclusives=Diamond Mace, Demon&#039;s Rod, Mateus&#039;s Malice&lt;br /&gt;
|unlock=&lt;br /&gt;
|alignment=Chaos&lt;br /&gt;
|vajp=[https://en.wikipedia.org/wiki/Kenyu_Horiuchi Kenyu Horiuchi]&lt;br /&gt;
|vaeng=[https://en.wikipedia.org/wiki/Christopher_Corey_Smith Christopher Corey Smith]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
= Overview =&lt;br /&gt;
Emperor Mateus is a &#039;&#039;&#039;trap-laying powerhouse&#039;&#039;&#039; with loads of trap-style moves to pollute the stage, multiple uninteractable spells that force movement up close, high damage and low risk zoning.&lt;br /&gt;
&lt;br /&gt;
Emperor is hard to catch in neutral due to his wide array of traps that stay out when he gets hit, fast and low full recovery moves for defensive mixups, and Starfall allowing for faster dodge chains. His gameplan focuses around Starfall no matter how effective it is in the matchup, setting up for the opponent to have to stop it in some way and punishing their approach.&lt;br /&gt;
&lt;br /&gt;
Uniquely, Emperor can utilize trade punishes the most out of any character, able to throw Flare and Dreary Cell into attacks to punish them even if he gets hit back. He&#039;s able to enforce trades that allow him to deplete his opponent&#039;s resources while building up his own at the same time.&lt;br /&gt;
&lt;br /&gt;
Using traps to restrict the opponent&#039;s options so they have to take greater risks or push for very precise positioning is the whole point of his gameplan. He also possesses a very high skill and damage ceiling if you&#039;re able to successfully weave confirms into his fairly free-form neutral state.&lt;br /&gt;
&lt;br /&gt;
{{ProConTable&lt;br /&gt;
|pros=&lt;br /&gt;
* &#039;&#039;&#039;Traps and Area-Denial&#039;&#039;&#039;: Mateus specializes in traps that fill space and deny the opponents options, creating tricky setups to create chain reactions for reward and trade into their moves&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Unique Win Condition&#039;&#039;&#039;: Starfall gives him a unique win condition in the form of a move that is unavoidable once it started, but takes time to be charged. This gives him a tool to force approaches and force them to interact with his traps in some way to stop it or have meter to assist change/EX Revenge out&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Defensive mixups&#039;&#039;&#039;: Low full recovery on most of his moves, projectiles staying while getting hit and low dodge recovery gives Mateus plenty of options after any move to keep the opponent guessing on how to approach him&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Assist Gain&#039;&#039;&#039;: Low recovery moves, rotating them and repeated Starfall lets Mateus quickly build assist meter while setting up his gameplan, often staying afloat in the meter economy&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;High Damage Punishes&#039;&#039;&#039;: Huge upsides of combining Thunder Crest, Mines and Dynamite. Mateus can deal loads of bravery damage any time an opponent gets hit by Thunder Crest or Dynamite, and with assist into ground rush it can double the damage. A break from 2000 bravery is possible with Thunder Crest&lt;br /&gt;
&lt;br /&gt;
|cons=&lt;br /&gt;
* &#039;&#039;&#039;Lack of Air Melee Abare&#039;&#039;&#039;: Mateus lacking any Melee move in the air is a huge downside in situations where there are no traps around to cover him up. Although emergency Mine and Dreary Cell can still trade with certain moves, its unreliable and a hole in his gameplan that he needs to be careful about.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Polarizing matchups&#039;&#039;&#039;: Both a good and a bad thing. With all his upsides, Mateus lacks severely in rushdown, giving him the most polarizing matchup spread in the entire game. Some characters are outright denied with the right conditions and some give him absolute hell without tricky setups and clever use of assist. Any character that can play around Starfall and traps requires a different approach to beat&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Polarizing stage strengths&#039;&#039;&#039;: Stages change Mateus gameplan harder than most other characters, requiring him to sometimes learn new effective strategies for some of the more unorthodox / smaller stages&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
= Bravery Moves =&lt;br /&gt;
&lt;br /&gt;
== Ground ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Bombard=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=5, 5 x 3 (20)&lt;br /&gt;
|startup=21F&lt;br /&gt;
|type=Physical &amp;gt; Magical&lt;br /&gt;
|priority=Melee High&lt;br /&gt;
|ex=84&lt;br /&gt;
|effect=Chase&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;[Close] Sweep with staff. Extra explosion damage on hit.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A 21F Melee High?? What a bargain!&lt;br /&gt;
&lt;br /&gt;
Very low range and awkward hitbox that follows exactly the staff motion, active longer to the right of Mateus.&lt;br /&gt;
&lt;br /&gt;
Amazing move to reflect Blue Flare back first and foremost, but also amazing as a close range poke and counterpoke against sweeping lower priority attacks in grounded footsies. While its very safe by itself already with low dodge and full recovery, using it without traps around or just to whiff something can get risky.&lt;br /&gt;
&lt;br /&gt;
The move sends them away and straight up, and has so much hitstun that a ton of assists can confirm off of it easily. Also it&#039;s a nice filler ender after TC if possible since it gives a good position and EX Force.&lt;br /&gt;
&lt;br /&gt;
It can be comboed into the vacuum of Mines and Dreary Cell with specific positioning aswell, making it useful for some setups to trick the opponent even more.&lt;br /&gt;
&lt;br /&gt;
|-|Landmine=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=each (35)&lt;br /&gt;
|startup=29F&lt;br /&gt;
|type=Magical&lt;br /&gt;
|priority=Ranged Low&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=Absorb&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;[Close] Lay mine. Multiples OK; they will persist a long time.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Exactly what it says, throws out landmines that spread out like bombs. &#039;&#039;&#039;Can have up to 8 grounded Mines out at a time.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Great non-committal, fast projectile to just litter the ground with and to stop movement aside from dashing. Also has a slight vacuum to them against opponents in hitstun, but due to position doesn&#039;t come into play too often.&lt;br /&gt;
&lt;br /&gt;
With Vacuum from Dreary Cell and Mine around, you can combo into assists. Be careful as they can mess up ground rush assists into Thunder Crest should the opponent land directly into them without activating Crest first. In that case, landing them into Flare can be a backup.&lt;br /&gt;
&lt;br /&gt;
They explode after a set amount of time on their own, causing the hitbox to activate that way aswell.&lt;br /&gt;
&lt;br /&gt;
|-|Light Crest (ground)=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=each (7)&lt;br /&gt;
|startup=37F&lt;br /&gt;
|type=Magical&lt;br /&gt;
|priority=Ranged Low&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=-&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;[Mid] Draw vertical light sigil. Fires when foe enters range; large vertical range.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Mateus draws a Light Crest that points upwards. &#039;&#039;&#039;Can have only 1 grounded Light Crest out at a time.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The sigil spawns slightly above the ground which makes it not hit standing characters immediately as it spawns. If the opponent gets above it, 5 projectiles fire at them that additonally bounce off of walls/projectiles and slightly home in. The firing angle can also tend to cross up blocks, which isn&#039;t reliable but happens more often than not.&lt;br /&gt;
&lt;br /&gt;
Low hitstun makes it hard to use effectively, but excels at keeping opponents out the air above you in pair with Flare and Dreary Cell. If a Mine or Dreary Cell vacuum is near you can combo off of it with assists or set up for trap chains. &lt;br /&gt;
&lt;br /&gt;
The move unlike most of his other moves has fairly high full recovery. Best used in conjunction with other traps around. The additional pressure keeps aerial characters busy enough while Mateus creates more dangerous setups.&lt;br /&gt;
&lt;br /&gt;
|-|Dynamite (ground)=&lt;br /&gt;
&lt;br /&gt;
{{AbilityInfo3&lt;br /&gt;
|ver1=Level 1&lt;br /&gt;
|damage1=&#039;&#039;&#039;30&#039;&#039;&#039; (1 x 5, 25)&lt;br /&gt;
|startup1=43F&lt;br /&gt;
|type1=Magical&lt;br /&gt;
|priority1=Ranged Low &amp;lt;br&amp;gt;(Special when sticked)&lt;br /&gt;
|ex1=60+&lt;br /&gt;
|effect1=Absorb, Wall Rush&lt;br /&gt;
|cancels1=Dodge&lt;br /&gt;
|asthit1=&lt;br /&gt;
|gametext=[Long] Emit bomb from staff&amp;lt;br&amp;gt;that lands and draws in foe.&lt;br /&gt;
|level=9&lt;br /&gt;
|ap=100&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|ver2=Level 2&lt;br /&gt;
|damage2=&#039;&#039;&#039;40&#039;&#039;&#039; (1 x 7, 33)&lt;br /&gt;
|startup2=80F (charge) &amp;lt;br&amp;gt;3F (hitbox after shot)&lt;br /&gt;
|type2=Magical&lt;br /&gt;
|priority2=Ranged Mid &amp;lt;br&amp;gt;(Special when sticked)&lt;br /&gt;
|ex2=60+&lt;br /&gt;
|effect2=Absorb, Wall Rush&lt;br /&gt;
|cancels2=Dodge&lt;br /&gt;
|asthit2=&lt;br /&gt;
|ver3=Level 3&lt;br /&gt;
|damage3=&#039;&#039;&#039;50&#039;&#039;&#039; (1 x 10, 40)&lt;br /&gt;
|startup3=120F (charge) &amp;lt;br&amp;gt;3F (hitbox after shot)&lt;br /&gt;
|type3=Magical&lt;br /&gt;
|priority3=Ranged High &amp;lt;br&amp;gt;(Special when sticked)&lt;br /&gt;
|ex3=each hit (3)&lt;br /&gt;
|effect3=Absorb, Wall Rush&lt;br /&gt;
|cancels3=Dodge&lt;br /&gt;
|asthit3=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Quite literally the same move as the aerial version, but with the key factor that it puts Emperor airborne. Hugely relevant for assist punishes on it since it triggers air versions, aswell as being able to avoid jumping for Pre-Jump booster.&lt;br /&gt;
&lt;br /&gt;
Also uniquely, this can be used unlike the aerial version to place a Dynamite directly in your face, which can be useful for certain setups or against certain characters. Aerial Dynamite can&#039;t shoot straight down, so this covers a niche angle if needed in a pinch.&lt;br /&gt;
&lt;br /&gt;
|-|Thunder Crest=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=2 x 17, 6 (40)&lt;br /&gt;
|startup=35F&lt;br /&gt;
|type=Magical&lt;br /&gt;
|priority=Unblockable&lt;br /&gt;
|ex=60&lt;br /&gt;
|effect=Absorb&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;[Mid] Draw sigil on the ground. Paralyzes foe when in range.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
THE trap of all time. &#039;&#039;&#039;Can have only 1 idle Thunder Crest out at a time.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Draws a sigil that travels forward on the ground for a little, bounces off of walls and outright stops at edges. Mateus can turn and place the crest into any direction with [[Lock_Off|&#039;&#039;&#039;lock off&#039;&#039;&#039;]],  if it&#039;s set on neutral circle input.&lt;br /&gt;
&lt;br /&gt;
It has a slight upward hitbox and the sigil itself is very accurate to its hitbox, just clipping into it is enough to activate it. When active it slightly draws in characters and assists. It can activate as soon as it&#039;s visible right infront of Mateus.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The crest staying out when Mateus is hit makes it extremely annoying for trades since its Unblockable and ignores every other priority. Its able to be used as an intentional trade into BRVs, or HPs like Lord of Arms for a guaranteed break, making footsies against him risky to approach.&lt;br /&gt;
&lt;br /&gt;
The damage is amazing already and with Mine skyrockets his damage potential, making any TC hit potentially deadly especially with assist. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Aerial ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Mine=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=each (35)&lt;br /&gt;
|startup=23F&lt;br /&gt;
|type=Magical&lt;br /&gt;
|priority=Ranged Low&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=Absorb&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;[Close] Drop mine. Multiples OK; they will persist a long time.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Landmine but in the air and with a different spread! More Mines! &#039;&#039;&#039;Can have up to 8 air Mines out at a time&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Just like Landmine, non-commmital, fast, and litters the air space with small bombs. Same hitstun as grounded, but the position makes them nicely to stop movement other than dashing. Very low full recovery just like Landmine makes this move hard to truly punish for the opponent.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
They also explode after a set time, have a vacuum when opponent is in hitstun and can be used that way for setups into trap chains or for assist conversions off of other traps. Great to have out either way as a filler and to build assist.&lt;br /&gt;
&lt;br /&gt;
|-|Light Crest (midair)=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=each (7)&lt;br /&gt;
|startup=37F&lt;br /&gt;
|type=Magical&lt;br /&gt;
|priority=Ranged Low&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=-&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;[Mid] Draw horizontal light sigil. Fires when foe enters range; faces opponent&#039;s direction.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Light Crest but horizontal as it says. &#039;&#039;&#039;Can only have 1 air Light Crest out at a time&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It has a huge vertical activation range and tracks the opponent 360° around. As soon as the opponent gets close it fires 5 projectiles at them just like grounded Light Crest and with the same hitstun/homing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Due to the massive vertical activation it is easily disarmed this way, making it best used to stop vertical approaches before they happen or to stop long setup moves like Exdeath&#039;s Black Hole. On its own the hitstun isn&#039;t very scary, but paired with potential vacuum from other traps or hitting a wall it can chain into much more and confirm into assist. Also because of it&#039;s nature of activation it can be quite potent to fish for [[Assist_(Dissidia_012)#Assist_Charge|&#039;&#039;&#039;Assist Charge&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
|-|Dynamite (midair)=&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Version !! Damage multiplier !! Startup frame !! Type !! Priority !! EX Force !! Effects !! CP (Mastered)&lt;br /&gt;
|-&lt;br /&gt;
| LV1 || 1 x 5, 25 (30) || 43F || Magical || Ranged Low (Special when sticked on surface) || 60+ || Absorb, Wall Rush || 30 (15)&lt;br /&gt;
|-&lt;br /&gt;
| LV2 || 1 x 7, 33 (40) || 80F (charge), 3F (hitbox after shot) || Magical || Ranged Mid (Special when sticked on surface) || 60+ || Absorb, Wall Rush || -&lt;br /&gt;
|-&lt;br /&gt;
| LV3 || 1 x 10, 40 (50) || 120F (charge), 3F (hitbox after shot) || Magical || Ranged High (Special when sticked on surface) || each hit 3 || Absorb, Wall Rush || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{AbilityInfo3&lt;br /&gt;
|ver1=Level 1&lt;br /&gt;
|damage1=&#039;&#039;&#039;30&#039;&#039;&#039; (1 x 5, 25)&lt;br /&gt;
|startup1=43F&lt;br /&gt;
|type1=Magical&lt;br /&gt;
|priority1=Ranged Low (Special when sticked on surface)&lt;br /&gt;
|ex1=60+&lt;br /&gt;
|effect1=Absorb, Wall Rush&lt;br /&gt;
|cancels1=Dodge&lt;br /&gt;
|asthit1=&lt;br /&gt;
|gametext=[Long] Emit bomb from staff&amp;lt;br&amp;gt;that lands and draws in foe.&lt;br /&gt;
|level=Level 32&lt;br /&gt;
|ap=100&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|ver2=Level 2&lt;br /&gt;
|damage2=&#039;&#039;&#039;40&#039;&#039;&#039; (1 x 7, 33)&lt;br /&gt;
|startup2=80F (charge) &amp;lt;br&amp;gt;3F (hitbox after shot)&lt;br /&gt;
|type2=Magical&lt;br /&gt;
|priority2=Ranged Mid (Special when sticked on surface)&lt;br /&gt;
|ex2=60+&lt;br /&gt;
|effect2=Absorb, Wall Rush&lt;br /&gt;
|cancels2=Dodge&lt;br /&gt;
|asthit2=&lt;br /&gt;
|ver3=Level 3&lt;br /&gt;
|damage3=&#039;&#039;&#039;50&#039;&#039;&#039; (1 x 10, 40)&lt;br /&gt;
|startup3=120F (charge) &amp;lt;br&amp;gt;3F (hitbox after shot)&lt;br /&gt;
|type3=Magical&lt;br /&gt;
|priority3=Ranged High (Special when sticked on surface)&lt;br /&gt;
|ex3=each hit (3)&lt;br /&gt;
|effect3=Absorb, Wall Rush&lt;br /&gt;
|cancels3=Dodge&lt;br /&gt;
|asthit3=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Charges a ball that tracks the opponent while aiming, and can be manually adjusted a little into any direction. Can&#039;t shoot directly up or down, only at about 45 degrees max.&lt;br /&gt;
&lt;br /&gt;
Has 3 charge levels that change priority, damage, max range, strength of vacuum, and the time it lasts after it hit a surface. As it sticks to a surface it vacuums in and explodes after a set time, which does 80% of its damage and knocks back into a wallrush.&lt;br /&gt;
&lt;br /&gt;
It becomes Special Priority as it sticks, making it &#039;&#039;&#039;dashable and clashable&#039;&#039;&#039; but &#039;&#039;&#039;unblockable&#039;&#039;&#039;. However when clashing, it triggers an explosion which has to be clashed through as well. Moves with little active frames or projectiles that clash with it can fail to protect the opponent and result in the opponent getting hit by the explosion anyway.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The hitstun as it lands as a ball is great for assist conversions, and if it hits at max charge combos into the vacuum of the sticking ball by itself if hitting a character grounded/at a wall.&lt;br /&gt;
&lt;br /&gt;
Since the knockback always knocks them away from Mateus, it can be controlled into the needed wall/groundrush direction or knocking the opponent into Flare, Mines or Thunder Crest.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= HP Attacks =&lt;br /&gt;
&lt;br /&gt;
== Ground ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Starfall (ground)=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=each (3)&lt;br /&gt;
|startup=521F&lt;br /&gt;
|type=Magical&lt;br /&gt;
|priority=Unblockable&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=Absorb, Wall Rush, Block Low (Ranged)&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;[Long] Call down giant meteor. Long cast. Aim with analog stick.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Your win condition and the reason they should be scared of you with its own utility over the air version&lt;br /&gt;
&lt;br /&gt;
Functionally its identical to Air Starfall, but it&#039;s much more effective to use over Thunder Crest due to its innate spacing, shutting down a ton of moves that could stop Emperor from casting.&lt;br /&gt;
&lt;br /&gt;
Due to slightly popping up off the ground, it can also be used to avoid using ground jump which is relevant for Pre-Jump{{accboo}} in builds. Additionally that slight pop up can be used to dodge certain grounded moves on the fly, like Tifa&#039;s Waterkick.&lt;br /&gt;
&lt;br /&gt;
Grounded Starfall will likely mostly be used for Thunder Crest setups and to get quick access to low-to-the-ground air HPs with good spacing to threaten grounded characters. &lt;br /&gt;
&lt;br /&gt;
|-|Flare (ground)=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=-&lt;br /&gt;
|startup=35F&lt;br /&gt;
|type=-&lt;br /&gt;
|priority=Ranged High&lt;br /&gt;
|ex=60&lt;br /&gt;
|effect=-&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;[Mid] Gather globe of blue light that slowly homes in on opponent.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Commonly known as Blue Flare. Mateus throws out a blue Flare ball that slowly homes in. &#039;&#039;&#039;Throwing out a Blue Flare will despawn all the ones currently belonging to your side.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A matchup defining tool, hard to deal with for characters that have risky or no ways to reflect it and leaving them open for Mateus to punish them. Functionally a stop sign to approaching opponents, leaving them to deal with it somehow. Although it can be punished, it requires often either a good read or reaction, leaving him to play mindgames with it aswell.&lt;br /&gt;
&lt;br /&gt;
The Flare itself has little hitstun and doesn&#039;t lead to much, but the homing makes it good for annoying the opponent and scare them from approaching recklessly. It can take out assists, shield from most moves, and to sneak in a hit on committal moves. &lt;br /&gt;
&lt;br /&gt;
If the opponent keeps reflecting them they can be reflected back with &#039;&#039;&#039;Bombard&#039;&#039;&#039; for as many times as they last. Mateus only means to reflecting it being grounded needs to be accounted for in his strategy, as it can backfire without cover up.&lt;br /&gt;
&lt;br /&gt;
If the opponent decides to reflect it, throwing out another or setting up more important traps buys time and builds assist, while keeping them busy with dealing with Flare. Overall an amazing trap just to have some passive pressure flying around.&lt;br /&gt;
&lt;br /&gt;
|-|Dreary Cell (ground)=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=-&lt;br /&gt;
|startup=69F (total), 43F (activation)&lt;br /&gt;
|type=Magical&lt;br /&gt;
|priority=Unblockable&lt;br /&gt;
|ex=36/54/72&lt;br /&gt;
|effect=Absorb&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;[Close] Set discreet light trap. Detonates when foe approaches.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Grounded Cell. Mateus places a cell, a sigil flashing afterwards before it remains as a spark. &#039;&#039;&#039;Can only have 3 Cells out at a time.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The sigil that flashes as its placed indicates its activation range, requiring the opponent to touch it in order for Dreary Cell to activate and turn into unblockable bombs that pop up and vacuum in. Dreary Cell by itself vacuums in opponents in hitstun even when not activated, and has stronger vacuum than Mine, making it able to be used to drag opponents into Flares or more Mines.&lt;br /&gt;
&lt;br /&gt;
Setting them up wisely and spaced well can limit your opponent immensely as it outright punishes alot of moves and assists on hit when Mateus is caught inside. Take care of moves that avoid the sigil however, as the characters hurtbox has to touch it to activate the trap.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Aerial ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Starfall (midair)=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=each (3)&lt;br /&gt;
|startup=521F&lt;br /&gt;
|type=Magical&lt;br /&gt;
|priority=Unblockable&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=Absorb, Wall Rush, Block Low (Ranged)&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;[Long] Call down giant meteor. Long cast. Aim with analog stick.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Your win condition and the reason they should be scared of you....but in the air!&lt;br /&gt;
&lt;br /&gt;
Mateus starts casting, and after 8.6 secs (521F), 3 small meteors and a giant meteors starts coming down on the opponent.&lt;br /&gt;
&lt;br /&gt;
Without full casting it&#039;s already useful as it has a constant Magic Shield while casting, its great for assist building, dodge chains are slightly faster by casting and dodge cancelling, and pops Mateus up slightly for positioning. During casting can float around at a set speed, letting Mateus position more precisely and avoid certain moves that follow and home in.&lt;br /&gt;
&lt;br /&gt;
Once its done casting, it&#039;s &#039;&#039;&#039;completely unblockable&#039;&#039;&#039; and stays out even if Mateus gets hit. 3 small meteors start coming down to lock them down, and a giant meteor afterwards that deals some damage and the HP hit. Always knocks them down to the ground regardless of distance.&lt;br /&gt;
Important to note is that it also tracks assists with assist lock on, and after it did will instantly switch target to the opponent.&lt;br /&gt;
&lt;br /&gt;
The frame advantage Emperor gets once it hits is insane compared to most moves in the game, letting him charge half a Starfall while its still active up to the groundrush. Using it paired with already set traps and assist can be hard to deal with for certain characters and practically guarantee either another or a punish should they be forced to play risky into traps.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
By far the most important move he has. Getting an idea how to checkmate with it, when to go for it and when to fake out into block or dodge is key to his playstyle and completes his pressure. Make your opponent scared with this and force them to engage and take risks, Mateus traps will do the rest.&lt;br /&gt;
&lt;br /&gt;
|-|Flare (midair)=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=-&lt;br /&gt;
|startup=35F&lt;br /&gt;
|type=-&lt;br /&gt;
|priority=Ranged High&lt;br /&gt;
|ex=60&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;[Mid] Gather globe of red light that awaits remote detonation.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Commonly known as Red Flare. Mateus throws out a Flare ball, but instead only homes in for a short time before it stops in place and stays out. &#039;&#039;&#039;Can only have 1 out at a time.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Unlike Blue Flare it&#039;s a more defensive trap, staying out to hide behind as a shield, for tricky setups with Mines and Dreary Cell vacuum, and stop reckless dashing in the air. Just like Blue Flare, as soon as it spawns it will come out regardless if Mateus was hit.&lt;br /&gt;
&lt;br /&gt;
Red Flare instead causes a wallrush straight down when it hits for huge damage and assist conversions. Good to keep in mind to maximize damage from Thunder Crest confirms.&lt;br /&gt;
&lt;br /&gt;
Mateus can also use it to create some nasty oki setups if he has enough time that can be tricky to deal with.&lt;br /&gt;
&lt;br /&gt;
|-|Dreary Cell (midair)=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=-&lt;br /&gt;
|startup=69F (total), 43F (activation)&lt;br /&gt;
|type=Magical&lt;br /&gt;
|priority=Unblockable&lt;br /&gt;
|ex=36/54/72&lt;br /&gt;
|effect=Absorb&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;[Close] Set discreet light trap. Detonates when foe approaches.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Air Cell. Mateus places a cell, a sigil flashing afterwards before it remains as a spark. &#039;&#039;&#039;Can only have 3 Cells out at a time.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The sigil that flashes as its placed indicates its activation range, requiring the opponent to touch it in order for Dreary Cell to activate and turn into unblockable bombs that pop up and vacuum in.&lt;br /&gt;
Dreary Cell by itself vacuums in opponents in hitstun even when not activated, and has stronger vacuum than Mine, making it able to be used to drag opponents into Flares or more Mines.&lt;br /&gt;
&lt;br /&gt;
Setting them up wisely and spaced well can limit your opponent immensely as it outright punishes alot of moves and assists on hit when Mateus is caught inside. Take care of moves that avoid the sigil however, as the characters hurtbox has to touch it to activate the trap.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= EX Mode: Power of Hellfire! =&lt;br /&gt;
Effects:&lt;br /&gt;
* Regen&lt;br /&gt;
* Critical Boost&lt;br /&gt;
* Blood Magic&lt;br /&gt;
&lt;br /&gt;
== Blood Magic ==&lt;br /&gt;
&#039;&#039;[Activates when HP attack hits] Absorbs HP equivalent to damage dealt.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A seemingly unfitting EX Mode but with an evil twist. Blood Magic heals back all HP dealt.&lt;br /&gt;
&lt;br /&gt;
Having EX is already good, but with his high damage and ability to stack high amounts of bravery, Emperor can make comebacks through the Blood Magic perk and heal back loads of damage with a guaranteed assist conversion. Health is a resource for Emperor, and being able to heal alot of it back quickly can change the round entirely.&lt;br /&gt;
&lt;br /&gt;
While the guaranteed finish and assist drain from EX Mode is appreciated too, healing back 5000 through a single Thunder Crest confirm is very satisfying.&lt;br /&gt;
&lt;br /&gt;
== EX Burst: Absolute Dominion ==&lt;br /&gt;
&#039;&#039;An attack that takes over the opponent&#039;s mind. Absorbs HP damage dealt. Enter the commands that display on screen.&lt;br /&gt;
&lt;br /&gt;
{{burst&lt;br /&gt;
|damage1=6, 13 (19)&lt;br /&gt;
|damage2=16x4, 17 (100 total)&lt;br /&gt;
|type=Magical&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
= Combos =&lt;br /&gt;
&lt;br /&gt;
== Solo ==&lt;br /&gt;
&lt;br /&gt;
== Assist ==&lt;br /&gt;
&lt;br /&gt;
= Builds =&lt;br /&gt;
Builds here.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Side by Side=&lt;br /&gt;
{{Build&lt;br /&gt;
|hp=10172&lt;br /&gt;
|cp=450&lt;br /&gt;
|brv=1157&lt;br /&gt;
|atk=177&lt;br /&gt;
|def=186&lt;br /&gt;
|luk=61&lt;br /&gt;
|booster=&lt;br /&gt;
|setbonus=Succubus&#039; Soul&lt;br /&gt;
|ast={{012yuna}}&lt;br /&gt;
|wpn=Blood Sword {{equip}}&lt;br /&gt;
|hand=Sanguine Shield {{equip}}&lt;br /&gt;
|head=Blood Helm {{equip}}&lt;br /&gt;
|armor=Blood Armor {{equip}}&lt;br /&gt;
|acc1={{accbas}} Earring&lt;br /&gt;
|acc2={{accbas}} Bravery Orb&lt;br /&gt;
|acc3={{accbas}} Dismay Shock&lt;br /&gt;
|acc4={{accbas}} Battle Hammer&lt;br /&gt;
|acc5={{accbas}} A Comrade&#039;s Vow&lt;br /&gt;
|acc6={{accboo}} Empty EX Gauge&lt;br /&gt;
|acc7={{accboo}} Pre-EX Mode&lt;br /&gt;
|acc8={{accsp}} Blue Gem&lt;br /&gt;
|acc9={{accsp}} Miracle Shoes&lt;br /&gt;
|acc10={{accsp}} Side by Side&lt;br /&gt;
|summon=Rubicante&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Equip Master Protector extra ability.&lt;br /&gt;
&lt;br /&gt;
|-|Damage Build with Earthbreaker=&lt;br /&gt;
{{Build&lt;br /&gt;
|hp=9644&lt;br /&gt;
|cp=420&lt;br /&gt;
|brv=1095&lt;br /&gt;
|atk=180&lt;br /&gt;
|def=183&lt;br /&gt;
|luk=60&lt;br /&gt;
|booster=6.4x&lt;br /&gt;
|setbonus=Seal of Lufenia &lt;br /&gt;
|ast={{012yuna}},{{012gil}},{{012cec}}&lt;br /&gt;
|wpn=Earthbreaker {{equip}}&lt;br /&gt;
|hand=Lufenian Dirk {{equip}}&lt;br /&gt;
|head=Lufenian Hairpin {{equip}}&lt;br /&gt;
|armor=Lufenian Jacket&lt;br /&gt;
|acc1={{accbas}} Earring&lt;br /&gt;
|acc2={{accbas}} Hyper Ring&lt;br /&gt;
|acc3={{accbas}} Power Ring&lt;br /&gt;
|acc4={{accboo}} Grounded&lt;br /&gt;
|acc5={{accboo}} (etc) Summon Unused&lt;br /&gt;
|acc6={{accboo}} Pre-EX Mode&lt;br /&gt;
|acc7={{accboo}} Pre-EX Revenge&lt;br /&gt;
|acc8={{accboo}} Pre-Jump&lt;br /&gt;
|acc9={{accboo}} (Opp) Summon Unused&lt;br /&gt;
|acc10={{accsp}} Glutton&lt;br /&gt;
|summon=Rubicante&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Equip Best Dresser Extra Ability for +100 {{keyword|base BRV|basebrv=1}}.&lt;br /&gt;
&lt;br /&gt;
Damage build focused on maximizing damage from TC, Dynamite and assist confirms into ground wall rush. It also makes random Mine and Dynamite tags hurt way harder. And it still keeps EX open as a resource with Glutton {{accsp}} to win the endgame&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!scope=&amp;quot;row&amp;quot; 3 colspan=&amp;quot;4&amp;quot; | Basic Abilities&lt;br /&gt;
|-&lt;br /&gt;
!Actions !! Support !! colspan=&amp;quot;2&amp;quot;|Extra&lt;br /&gt;
|-&lt;br /&gt;
|Ground Evasion || Always Target Indicator || Precision Evasion&lt;br /&gt;
|-&lt;br /&gt;
|Midair Evasion || EX Core Lock On || Best Dresser&lt;br /&gt;
|-&lt;br /&gt;
|Ground Block || rowspan=&amp;quot;16&amp;quot;|Auto Assist Lock On&lt;br /&gt;
|-&lt;br /&gt;
|Midair Block || &lt;br /&gt;
|-&lt;br /&gt;
|Aerial Recovery ||&lt;br /&gt;
|-&lt;br /&gt;
|Recovery Attack&lt;br /&gt;
|-&lt;br /&gt;
|Controlled Recovery&lt;br /&gt;
|-&lt;br /&gt;
|Wall Jump&lt;br /&gt;
|-&lt;br /&gt;
|Free Air Dash&lt;br /&gt;
|-&lt;br /&gt;
|Ground Dash&lt;br /&gt;
|-&lt;br /&gt;
|Free Air Dash Boost&lt;br /&gt;
|-&lt;br /&gt;
|Assist Gauge Up Dash&lt;br /&gt;
|-&lt;br /&gt;
|Speed Boost++&lt;br /&gt;
|-&lt;br /&gt;
|Jump Boost++&lt;br /&gt;
|-&lt;br /&gt;
|Ground Evasion Boost&lt;br /&gt;
|-&lt;br /&gt;
|Midair Evasion Boost&lt;br /&gt;
|-&lt;br /&gt;
|Evasion Boost&lt;br /&gt;
|-&lt;br /&gt;
|Descent Speed Boost&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Build Overview =&lt;br /&gt;
&lt;br /&gt;
== Point Allocation ==&lt;br /&gt;
30 Capacity Points are available to put into either Disable Counterattack, Jump Boosts, Gamblers Spirit or other preferences like Multi Air Slide.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pre-Jump requires to have no Jump Times Boosts&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Substitutes ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+colspan=&amp;quot;3&amp;quot;|Substitutes&lt;br /&gt;
! Equipment !! Replacement !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Pre-Jump{{accboo}} ||&lt;br /&gt;
* After 30 Seconds{{accboo}}&lt;br /&gt;
* Hero&#039;s Essence{{accsp}}&lt;br /&gt;
|| A more stable alternative since Pre-Jump can be finnicky to play around for a 5.5x max booster instead of 6.4x. Otherwise if more Jumps are preferred, Hero&#039;s Essence can also be substituted in to get the CP&lt;br /&gt;
|-&lt;br /&gt;
| Grounded{{accboo}} ||&lt;br /&gt;
* Aerial{{accboo}}&lt;br /&gt;
* Large Gap in HP{{accboo}}&lt;br /&gt;
|| If air play is favored in the matchup, Aerial can keep the boost up consistently. Large Gap in HP can be triggered very easily through an early lead on either side, making it an alternative to push advantage or for comeback potential.&lt;br /&gt;
|-&lt;br /&gt;
| Power Ring{{accbas}} ||&lt;br /&gt;
* Dismay Shock{{accbas}}&lt;br /&gt;
* Battle Hammer{{accbas}}&lt;br /&gt;
* Bravery Orb{{accbas}}&lt;br /&gt;
|| If depletion is wanted, Power Ring is easy to replace for minimal damage loss. Higher bravery recovery through Bravery Orb can help with reducing the risk of post-HP hit situations where sitting at 0 bravery for too long might risk a bravery break too easily.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Attacks =&lt;br /&gt;
&lt;br /&gt;
== Staple ==&lt;br /&gt;
These attacks are recommended regardless of matchup, stage or player preference.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!scope=&amp;quot;row&amp;quot; 3 colspan=&amp;quot;3&amp;quot; | Basic Abilities&lt;br /&gt;
|-&lt;br /&gt;
!Actions !! Support !! Extra&lt;br /&gt;
|-&lt;br /&gt;
| || ||&lt;br /&gt;
|}&lt;br /&gt;
== Flexible ==&lt;br /&gt;
These attacks are great to have, but can be swapped or removed depending on matchup, stage or player preference.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!scope=&amp;quot;row&amp;quot; 3 colspan=&amp;quot;3&amp;quot; | Basic Abilities&lt;br /&gt;
|-&lt;br /&gt;
!Actions !! Support !! Extra&lt;br /&gt;
|-&lt;br /&gt;
| || ||&lt;br /&gt;
|}&lt;br /&gt;
== Avoid ==&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Assist =&lt;br /&gt;
&lt;br /&gt;
== The Emperor&#039;s assist data ==&lt;br /&gt;
&lt;br /&gt;
{{012Assist&lt;br /&gt;
|type1=BRV&lt;br /&gt;
|attack1=Thunder Crest&lt;br /&gt;
|startup1=35F&lt;br /&gt;
|position1=Ground&lt;br /&gt;
|spawn1=Player&lt;br /&gt;
|damage1=2 x 17, 6 (40)&lt;br /&gt;
|effect1=Absorb&lt;br /&gt;
|type2=BRV&lt;br /&gt;
|attack2=Mine&lt;br /&gt;
|startup2=23F&lt;br /&gt;
|position2=Air&lt;br /&gt;
|spawn2=Opponent&lt;br /&gt;
|damage2=35 each (up to 70)&lt;br /&gt;
|effect2=Chase, Absorb&lt;br /&gt;
|type3=HP&lt;br /&gt;
|attack3=Flare&lt;br /&gt;
|startup3=35F&lt;br /&gt;
|position3=Ground&lt;br /&gt;
|spawn3=Player&lt;br /&gt;
|damage3=-&lt;br /&gt;
|effect3=-&lt;br /&gt;
|type4=HP&lt;br /&gt;
|attack4=Flare&lt;br /&gt;
|startup4=37F&lt;br /&gt;
|position4=Air&lt;br /&gt;
|spawn4=Opponent&lt;br /&gt;
|damage4=-&lt;br /&gt;
|effect4=Wall Rush&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Assists ==&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Yuna=&lt;br /&gt;
One of the strongest assists and most reliable for Mateus to have in every way. Air BRV converts reliably off of Thunder Crest, Bombard, and in setups; stabilizing them. She is also one of the safest on assist change, fantastic to keep the meter advantage.&lt;br /&gt;
&lt;br /&gt;
She has great whiff punish BRVs for Mateus to use. Air BRV is fast and has huge range, Ground BRV less reliable but giving a wallrush to confirm off of with Dynamite even from far away. Air HP is also fast and safe on lvl2 assist change, and Ground HP while not as fast is huge and great to throw into scramble situations or to punish risky moves into Starfall.&lt;br /&gt;
&lt;br /&gt;
One of her biggest upsides however is the reliable spacing she gives when comboing off of Thunder Crest. Her air BRV is one of the most reliable groundrushes to space around and get the optimal distance for Thunder Crest followups, letting him double his BRV damage output easily.&lt;br /&gt;
&lt;br /&gt;
Yuna does have some disadvantages to substitute her for other assists though. She can&#039;t reflect Blue Flare with her HP assist, a bit lacking in range, and sometimes unable to punish attacks with projectile shielding.. Her wallrush range is on the shorter side too, along with her short attack duration sometimes making converting off her in air neutral quite difficult. Her Ground BRV being generally a poor combo assist can also be unfortunate in most stages.&lt;br /&gt;
&lt;br /&gt;
Despite being so good, other assists can do better and similar jobs in some cases to maybe consider changing around for certain matchups. Still, Yuna is likely the assist Mateus will learn to love the most.&lt;br /&gt;
&lt;br /&gt;
|-|Gilgamesh=&lt;br /&gt;
Lovably calling him &amp;quot;Melee Yuna&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Gilgamesh gives similar benefits to Yuna for Mateus. Air BRV is slower than Kuja for whiff punishes but with more range, and converts reliably off of Thunder Crest, Bombard, but on the less reliable side with vacuum setups. He has more groundrush range than Yuna and lasts just as long so setups barely have to be adjusted. His Ground BRV has larger wallrush range too and can be hit into with Flare to try and salvage should he not get a wallrush.&lt;br /&gt;
&lt;br /&gt;
His HPs are great too. Air HP is a fast, melee HP for whiff punish, and has the benefit of reflecting Blue Flare back while punishing HPs Yuna struggles with in reflect scenarios. Ground HP is on the slower side again but spawns far away, also has a deceptively big hitbox that can end up killing scrambles in grounded footsies.&lt;br /&gt;
&lt;br /&gt;
He has the same downsides as Yuna with no assist chase and relying on mid-range wall rush, trades safety on assist change for way more range and Melee HPs, but keeps the amazing combo friendliness that Mateus loves to make stray hits hurt.&lt;br /&gt;
&lt;br /&gt;
|-|Jecht=&lt;br /&gt;
A top tier assist for a reason in 012.&lt;br /&gt;
&lt;br /&gt;
Jecht has both fast air and ground BRVs for whiff punishes and gives plenty of time to line up setups to pick up from. His ground assist can be difficult to combo off of for Mateus from large ranges, requiring him to be fairly close. More importantly, it lets Mateus combo off of stray groundrush hits from Red Flare and Dynamite on reaction, which can be a huge gamechanger in certain matchups.&lt;br /&gt;
&lt;br /&gt;
His HPs are both on the slower side making them harder to use for punishes, but can still solve some scramble situations. They are huge, move forward fast and cover some nasty angles paired with traps.&lt;br /&gt;
&lt;br /&gt;
Most important however, is that Jecht holds the opponent so long he enables a &#039;&#039;&#039;pseudo-infinite with Starfall&#039;&#039;&#039; and [[Assist_(Dissidia_012)#Side_by_Side|&#039;&#039;&#039;Side by Side&#039;&#039;&#039;]] {{accsp}}, by comboing off of the Starfall groundrush with Ground/Air BRV and charging another Starfall during that window. It&#039;s a pseudo-loop that few characters can truly escape from, especially on larger stages, making it a powerful win condition. Especially when it&#039;s possible to be set up from Thunder Crest and Dynamite hits even.&lt;br /&gt;
&lt;br /&gt;
He&#039;s not without downsides however, as aside from the usual downsides of melee assist hits against Lvl2 Assist Change, Mateus has a hard time covering his assist if they Lvl1 Assist Change out aswell making him easily and safely locked by alot of characters.&lt;br /&gt;
&lt;br /&gt;
He trades some range issues and consistent setup spacing for a powerful wincon for Mateus, effectively changing the threat level of Starfall going off immensely. &#039;&#039;&#039;Paired with Assist Depletion and [[Assist_(Dissidia_012)#Side_by_Side|&#039;&#039;&#039;Side by Side&#039;&#039;&#039;]] {{accsp}}&#039;&#039;&#039;, Jecht is the one to let Mateus kill someone in possibly a single Starfall.&lt;br /&gt;
&lt;br /&gt;
|-|Tidus=&lt;br /&gt;
Another fantastic whiff punish assist. Notable for his BRVs&#039; unique utilities on Emperor.&lt;br /&gt;
&lt;br /&gt;
Hop Step, the fastest Air melee BRV assist for reaction whiff punishes into assist chase that Mateus can combo from with a delayed assist chase into Flare or Mine. Likely the reason you ever want to consider him as Mateus. &lt;br /&gt;
&lt;br /&gt;
Ground BRV re-ground rushing allows for consistent conversions off Red Flare on stages with flat ground into Thunder Crest and more.&lt;br /&gt;
&lt;br /&gt;
Air HP Slice n Dice can also be great for pinning down an opponent, with its strong tracking helping consistency even when hitting Emperor&#039;s traps. Ground HP Spiral Cut can punish some moves, but very few and the least notable trait when most other assists can do the same and some more.&lt;br /&gt;
&lt;br /&gt;
Mateus might want to consider Tidus assist if he needs a reliable air reaction whiff punish from anywhere. Having no height requirement like Yuna, Gilgamesh and Cecil and more safety than Jecht puts him above them in that regard.&lt;br /&gt;
&lt;br /&gt;
|-|Cecil=&lt;br /&gt;
A helpful assist when someone with insane range is needed.&lt;br /&gt;
&lt;br /&gt;
Air BRV has huge range to use for both unique whiff punishes and conversions from weird hits where even Gilgamesh might not reach anymore. It also gives him a groundrush to work with and works perfectly fine from his important hits as it should optimally. Ground BRV is a niche punish mostly to be avoided being used unless Mateus is in range to confirm off of the wallrush.&lt;br /&gt;
&lt;br /&gt;
Air HP can be very annoying for the opponent if put into a bad situation by traps, aswell as catch floaty dodges when anticipated. And it gives a groundrush too to get possibly a nice damaging combo off of.&lt;br /&gt;
Ground HP is once again a niche punish, although a fine one at that and can catch ground dodges if anticipated too, more to be avoided like the Ground BRV.&lt;br /&gt;
&lt;br /&gt;
His huge Air BRV and HP range makes him wanted if ever for Mateus, as he can uniquely punish and deal with moves that can otherwise completely shut him down with how safe they are. Not the first choice, but not to be forgotten when he might be really useful.&lt;br /&gt;
&lt;br /&gt;
|-|Kuja=&lt;br /&gt;
Top Tier assist of 012, reliable when you need him.&lt;br /&gt;
&lt;br /&gt;
Not the most optimal of combo conversions, but once more a great whiff punish Air BRV and a decent ground BRV for catching dodges, and both having assist chase with loads of hitstun to work with, meaning he is the most reliable if Mateus wants the assist chase. His Air BRV in particular is of interest for him because it moves forward and up so much it largely ignores reflected Blue Flares, and his BRVs have a great homing so that the vacuum of DC can easily pull them in during if near.&lt;br /&gt;
&lt;br /&gt;
His HPs are notable for him the most, Air HP giving one more thing to throw into scramble situations with his traps and Ground HP as a possible dodge punish, whiff punish and conversion from Red Flare if its worth the cost.&lt;br /&gt;
&lt;br /&gt;
An overall top assist with few notable traits for Mateus, but nonetheless a solid choice to have.&lt;br /&gt;
&lt;br /&gt;
|-|Sephiroth=&lt;br /&gt;
A niche matchup specific assist.&lt;br /&gt;
&lt;br /&gt;
His range is what should interest Mateus as his Air and Ground BRV are both good whiff punishes and can poke through certain moves, and lead both into assist chase that he needs to manually delay to combo off of.&lt;br /&gt;
&lt;br /&gt;
Air HP is even more of a niche punish and scramble glue, having great homing and covering a huge space which can be hard to avoid with traps all around. Ground HP is much the same and the least notable for Mateus.&lt;br /&gt;
&lt;br /&gt;
Worth considering to solve matchup woes that can come up while still being perfectly usable in all the ways needed.&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= References =&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{navbox012}}&lt;br /&gt;
&lt;br /&gt;
{{roadmap012emp}}&lt;/div&gt;</summary>
		<author><name>Muggshotter</name></author>
	</entry>
	<entry>
		<id>https://dissidia.wiki/index.php?title=Terra_Branford_(Dissidia_012)&amp;diff=4782</id>
		<title>Terra Branford (Dissidia 012)</title>
		<link rel="alternate" type="text/html" href="https://dissidia.wiki/index.php?title=Terra_Branford_(Dissidia_012)&amp;diff=4782"/>
		<updated>2026-03-24T13:33:37Z</updated>

		<summary type="html">&lt;p&gt;Muggshotter: /* Builds */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Dissidia 012 Final Fantasy]]&lt;br /&gt;
&lt;br /&gt;
{{012CharNavTer}}&lt;br /&gt;
&lt;br /&gt;
{{CharacterInfo&lt;br /&gt;
|portrait=https://resources.dissidia.wiki/ddff/portraits/ddff-port-terra.png&lt;br /&gt;
|name=Terra Branford (ティナ・ブランフォード)&lt;br /&gt;
|origin=Final Fantasy VI&lt;br /&gt;
|atk= 111 (High)&lt;br /&gt;
|def= 110 (Low)&lt;br /&gt;
|runspeed=10.5 (Very Slow)&lt;br /&gt;
|dash=81 (Below Average)&lt;br /&gt;
|fall=85 (Average)&lt;br /&gt;
|fallr=43 (Slow)&lt;br /&gt;
|fastestbrv=17F (Blizzard Combo)&lt;br /&gt;
|fastesthp=43F (Tornado)&lt;br /&gt;
|1hithp=Yes (Multiple)&lt;br /&gt;
|hplinks=Yes&lt;br /&gt;
|cmdblock=No&lt;br /&gt;
|weapon=Daggers, Instruments, Rods, Staves&lt;br /&gt;
|armor=Bangles, Clothing, Hairpins, Hats,&amp;lt;br&amp;gt;Headbands, Ribbons, Robes&lt;br /&gt;
|exclusives=Chain Flail, Morning Star, Maduin&#039;s Horn&lt;br /&gt;
|unlock=&lt;br /&gt;
|alignment=Chaos (012) &amp;lt;br&amp;gt;Cosmos (&#039;&#039;&#039;[[Glossary_(Dissidia_012)#013|013]]&#039;&#039;&#039;)&lt;br /&gt;
|vajp=[https://en.wikipedia.org/wiki/Yukari_Fukui Yukari Fukui]&lt;br /&gt;
|vaeng=Natalie Lander&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
Terra is a defensive spell caster who fights with projectiles from longer distances. &lt;br /&gt;
Her main strategy involves sniping with Thundara, charging Meltdown to harass opponents, and casting Holy Combo. If the opponent gets too close, Terra can {{keyword|poke|poke=1}} with Blizzard Combo to keep them out. Terra is also an effective user of Reverse Free Air Dash, as it creates distance for using magic and fills Assist gauge more safely.&lt;br /&gt;
&lt;br /&gt;
Terra can do HP damage in {{keyword|neutral|neutral=1}} via Meltdown, {{keyword|HP links|hplink=1}} or various &#039;&#039;&#039;[[Glitch_(Dissidia_012)#Hit_Glitch|hit glitch]]&#039;&#039;&#039; setups from her other moves. She benefits a lot from &#039;&#039;&#039;[[Multiplayer_Build_Guide_(Dissidia_012)#Side_by_Side|Side by Side and high base bravery builds]]&#039;&#039;&#039; as a result. Terra struggles to fill EX gauge, but her EX Mode is one of the strongest in the game; Chainspell duplicates all projectiles for stronger space control and damage output. Terra is also one of the few characters who can safely {{keyword|Empty Chase|emptychase=1}} anywhere without getting punished by Recovery Attacks, due to Thundara’s generous {{keyword|hit stun|hitstun=1}}.&lt;br /&gt;
&lt;br /&gt;
Terra has glaring weaknesses mostly due to her defense; The most notable issue is being weak against aggressive opponents. Most attacks are telegraphed, slow to come out and Ranged Low priority, which lose to Free Air Dash. Terra’s close-range poke Blizzard Combo is slower and less rewarding on average. Other options involve mixing up timing with Meltdown and blocks, which are also risky. Furthermore, Terra’s air dodges leave her stationary for longer than most characters, which make her vulnerable to attacks. Combined with below average mobility and low &#039;&#039;&#039;[[Statistic_(Dissidia_012)#Attack_(ATK)_and_Defense_(DEF)|base DEF]]&#039;&#039;&#039;, Terra takes big risks to compete and suffers a lot if she fails.&lt;br /&gt;
&lt;br /&gt;
Over the years Terra has been considered one of the weakest characters in the game. Her defense suffers against {{keyword|rushdown|rushdown=1}}, but getting momentum with assist can offset some of her shortcomings. Her long-range abilities make it easier to fight {{012ulti}}, who is challenging for many close-range characters. Terra presents an uphill battle for aspiring competitors, but provides a distinct play style that only few characters have.&lt;br /&gt;
&lt;br /&gt;
{{ProConTable&lt;br /&gt;
|pros=&lt;br /&gt;
* &#039;&#039;&#039;Range&#039;&#039;&#039; – Terra can attack from long distances with Thundara, Meteor, Holy Combo and Meltdown. They complement each other and lead to assist combos on hit.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Damage&#039;&#039;&#039; – Synergy with high base BRV builds and various hit glitch setups into Ultima allow Terra to do plenty of HP damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;EX Mode&#039;&#039;&#039; – One of the strongest EX Modes in the game. Chainspell duplicates projectiles, which occupy more space and further increase Terra’s damage output. Holy (Combo) also becomes much faster, which also helps with space control.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Safe Empty Chase&#039;&#039;&#039; – Thundara is one of the few moves in the game that allow Chase without getting punished by Recovery Attacks anywhere. Effective for getting EX and denying opponent’s current position.&lt;br /&gt;
|cons=&lt;br /&gt;
* &#039;&#039;&#039;Defense&#039;&#039;&#039; – Terra can struggle to keep opponents away due to below average close-range moves and long-range moves that are slow and low priority. Air dodging is riskier due to slow fall speed and low defense stat increases bravery damage Terra takes.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Risky Zoning&#039;&#039;&#039; – Terra relies on telegraphed projectiles that have long startup. They often lose to Free Air Dash, and leave Terra vulnerable to assist attacks as well.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Reversing momentum&#039;&#039;&#039; – By the same token, Terra has to take big risks with blocks and other moves to make comebacks.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;EX Generation&#039;&#039;&#039; – Most of her key moves produce little to no EX Force, which limits her EX intake to EX Cores and Fire on the ground.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Bravery Attacks ==&lt;br /&gt;
&lt;br /&gt;
Blizzard Combo and Holy Combo have separate damage multipliers when used during EX mode. These values are outlined after the regular damage multipliers and highlighted in bold.&lt;br /&gt;
&lt;br /&gt;
=== Ground ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Blizzard Combo (ground)=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=4, 3, 3, 10 (20) / &#039;&#039;&#039;4, 3, 3, 14, 2 x 3 (30)&#039;&#039;&#039;&lt;br /&gt;
|startup=17F&lt;br /&gt;
|type=Magical&lt;br /&gt;
|priority=Melee Low&lt;br /&gt;
|ex=30&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/5/51/Brv_terra_blizzard_combo_g.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=&lt;br /&gt;
|ap=&lt;br /&gt;
|gametext=[Close] Shoot ice shards. &amp;lt;br&amp;gt;Change combo with analog stick.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This attack has an upward version. Base damage is the same. It can only wall rush on the side and not at the ceiling.&lt;br /&gt;
&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=4, 6, 10 (20) / &#039;&#039;&#039;4, 6, 14, 2 x 3 (30)&#039;&#039;&#039;&lt;br /&gt;
|startup=17F&lt;br /&gt;
|type=Magical&lt;br /&gt;
|priority=Melee Low&lt;br /&gt;
|ex=30&lt;br /&gt;
|cp=-&lt;br /&gt;
|image=https://dissidia.wiki/images/c/c6/Brv_terra_blizzard_combo_a_up.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|-|Blizzara (ground)=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=20, 5 x 3 (35)&lt;br /&gt;
|startup=27F&lt;br /&gt;
|type=Magical&lt;br /&gt;
|priority=Ranged Low&lt;br /&gt;
|ex=30&lt;br /&gt;
|effect=Magic Block, Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/5/5d/Brv_terra_blizzara_g.jpeg&lt;br /&gt;
|imgpos=50%&lt;br /&gt;
|cancels=&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=&lt;br /&gt;
|ap=&lt;br /&gt;
|gametext=[Mid] Fire large ice block. &amp;lt;br&amp;gt;On hit, add ice shard attack.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|-|Fire=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=40&lt;br /&gt;
|startup=25F&lt;br /&gt;
|type=Magical&lt;br /&gt;
|priority=Ranged Low, Unblockable (explosion)&lt;br /&gt;
|ex=60&lt;br /&gt;
|effect=Chase&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/8/8e/Brv_terra_fire.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=&lt;br /&gt;
|ap=&lt;br /&gt;
|gametext=[Mid] Shoot low fireballs &amp;lt;br&amp;gt;that home in on foe and explode.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[File:Brv_terra_fire_2.jpeg|thumb|300px|]]&lt;br /&gt;
&lt;br /&gt;
|-|Graviga=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=2 x N, 40 (40+)&lt;br /&gt;
|startup=183F&lt;br /&gt;
|type=Magical&lt;br /&gt;
|priority=Unblockable&lt;br /&gt;
|ex=each 6&lt;br /&gt;
|effect=Absorb, Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/3/3a/Brv_terra_graviga.jpeg&lt;br /&gt;
|imgpos=60%&lt;br /&gt;
|cancels=&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=&lt;br /&gt;
|ap=&lt;br /&gt;
|gametext=[Long] Drop gravity sphere. &amp;lt;br&amp;gt;Can aim with the analog stick.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|-|Meteor=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=each (15)&lt;br /&gt;
|startup=65F (3rd), 133F (7th)&lt;br /&gt;
|type=Magical&lt;br /&gt;
|priority=Ranged Low&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=-&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/e/e3/Brv_terra_meteor.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=&lt;br /&gt;
|ap=&lt;br /&gt;
|gametext=[Long] Rain down fire on foe. &amp;lt;br&amp;gt;Powerful, not very accurate.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Contains 7 hits. The 3rd and 7th hits always spawn right above the opponent&#039;s head. Others spawn randomly.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Aerial ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-|Blizzard Combo (midair)=&lt;br /&gt;
&lt;br /&gt;
{{AbilityInfo2&lt;br /&gt;
|ver1=Normal&lt;br /&gt;
|damage1=&#039;&#039;&#039;20&#039;&#039;&#039; (4, 3, 3, 10) &amp;lt;br&amp;gt;&#039;&#039;&#039;20&#039;&#039;&#039; (Upward. 4, 6, 10)&lt;br /&gt;
|startup1=17F&lt;br /&gt;
|type1=Magical&lt;br /&gt;
|priority1=Melee Low&lt;br /&gt;
|ex1=30&lt;br /&gt;
|effect1=Wall Rush&lt;br /&gt;
|cancels1=Dodge&lt;br /&gt;
|asthit1=&lt;br /&gt;
|gametext=[Close] Shoot ice shards. &amp;lt;br&amp;gt;Change combo with analog stick.&lt;br /&gt;
|level=&lt;br /&gt;
|ap=&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|ver2=EX Mode&lt;br /&gt;
|damage2=&#039;&#039;&#039;30&#039;&#039;&#039; (4, 3, 3, 14, 2 x 3) &amp;lt;br&amp;gt;&#039;&#039;&#039;30&#039;&#039;&#039; (Upward. 4, 6, 14, 2 x 3)&lt;br /&gt;
|startup2=17F&lt;br /&gt;
|type2=Magical&lt;br /&gt;
|priority2=Melee Low&lt;br /&gt;
|ex2=30&lt;br /&gt;
|effect2=Wall Rush (Side only)&lt;br /&gt;
|cancels2=Dodge&lt;br /&gt;
|asthit2=&lt;br /&gt;
|image=https://dissidia.wiki/images/6/64/Brv_terra_blizzard_combo_a.jpeg&lt;br /&gt;
|imgpos=40%&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
* Press Circle {{pspcir}} once for two follow-up hits. Aim the analog stick {{pspana}} up to send the opponent flying upwards. &lt;br /&gt;
&lt;br /&gt;
Blizzard Combo is a close-range {{keyword|poke|poke=1}} and one of Terra&#039;s most important moves. It&#039;s a fast close-range {{keyword|keepout|keepout=1}} tool with melee priority. Terra can use this defensively to {{keyword|whiff punish|whiffpunish=1}}, interrupt approaches and dashes. The first hit can combo into assists for HP damage. As such, Blizzard Combo represents a threat in close-range, where Terra is not usually at her strongest.&lt;br /&gt;
&lt;br /&gt;
Blizzard Combo has the fastest {{keyword|startup|startup=1}} out of Terra&#039;s moves at 17 frames, so she won&#039;t always get blocked on reaction. The relatively short animation and {{keyword|dodge cancel|dc=1}} window makes Blizzard Combo decent for filling assist gauge on {{keyword|whiff|whiff=1}} occasionally. Terra needs to be wary of dodge punish attempts that may follow, however.&lt;br /&gt;
&lt;br /&gt;
This is an important move for Terra, but it&#039;s not without flaws. Blizzard Combo may be fast, but it&#039;s on the slower end compared to similar pokes like {{012clo}}&#039;s Double Cut (13F) or {{012squ}}&#039;s Beat Fang (15F). Terra can only combo into assists with the first hit which has a short window, or wall rush which isn&#039;t consistent in most positions. The base damage for first hit is one of the lowest in the game, which limits Blizzard Combo&#039;s damage potential. This is a reliable move for generating EX Force, but 30 EX is pretty low for a poke. The knockback is relatively weak for creating space, which is what Terra usually aims for. Furthermore, this is Terra&#039;s only melee low priority move. That means Terra has to take risks with delayed timing and HPs, or risk getting staggered from blocks.&lt;br /&gt;
&lt;br /&gt;
|-|Blizzara (midair)=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=20, 5 x 3 (35)&lt;br /&gt;
|startup=27F&lt;br /&gt;
|type=Magical&lt;br /&gt;
|priority=Ranged Low&lt;br /&gt;
|ex=30&lt;br /&gt;
|effect=Magic Block, Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|gametext=[Mid] Fire large ice block. &amp;lt;br&amp;gt;On hit, add ice shard attack.&lt;br /&gt;
|image=https://dissidia.wiki/images/f/f7/Brv_terra_blizzara_a.jpeg&lt;br /&gt;
|imgpos=50%&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=&lt;br /&gt;
|ap=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|-|Holy Combo=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=each (6), 7 x 4  (34+) / &#039;&#039;&#039;7 x 9 (69+)&#039;&#039;&#039;&lt;br /&gt;
|startup=37F / 13F (EX mode)&lt;br /&gt;
|type=Magical&lt;br /&gt;
|priority=Ranged Low (Holy), Mid (Flare)&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=-&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|gametext=[Long] Shoot light projectiles. &amp;lt;br&amp;gt;If Holy hits, follow with Flare.&lt;br /&gt;
|image=https://dissidia.wiki/images/0/0d/Brv_terra_holy_combo_1.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=&lt;br /&gt;
|ap=&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[File:Brv_terra_holy_combo_2.jpeg|thumb|300px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-|Thundara=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=each (4)&lt;br /&gt;
|startup=19F&lt;br /&gt;
|type=Magical&lt;br /&gt;
|priority=Ranged Low&lt;br /&gt;
|ex=each 9&lt;br /&gt;
|effect=Chase&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|gametext=[Long] Surround foe with contracting ring of lightning.&lt;br /&gt;
|image=&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=&lt;br /&gt;
|ap=&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-|Holy=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=each (6)&lt;br /&gt;
|startup=37F / 13F (EX mode)&lt;br /&gt;
|type=Magical&lt;br /&gt;
|priority=Ranged Low&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=Chase&lt;br /&gt;
|cp=-&lt;br /&gt;
|gametext=[Long] Shoot light projectiles. &amp;lt;br&amp;gt;Normal speed, strong homing.&lt;br /&gt;
|image=&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=&lt;br /&gt;
|ap=&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== HP Attacks ==&lt;br /&gt;
&lt;br /&gt;
=== Ground ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Flood=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=-&lt;br /&gt;
|startup=71F&lt;br /&gt;
|type=-&lt;br /&gt;
|priority=Unblockable&lt;br /&gt;
|ex=60&lt;br /&gt;
|effect=-&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|gametext=[Long] Generate three water pillars &amp;lt;br&amp;gt;at opponent&#039;s position&lt;br /&gt;
|image=https://dissidia.wiki/images/3/33/Hp_terra_flood.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|level=&lt;br /&gt;
|ap=&lt;br /&gt;
|cancels=&lt;br /&gt;
|asthit=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Flood is a secondary ground HP for Terra. Its main application is interrupting attacks with long {{keyword|startup|startup=1}} (e.g. {{012clo}} Meteorain, {{012gar}} Cyclone etc.) or punishing air dodges with short movement. Terra conjures two water pillars at opponent&#039;s position, which explode in rapid succession. These pillars are true unblockable priority, so they cannot be reflected or blocked.&lt;br /&gt;
As such, Flood encourages opponents to move. The second pillar spawns at opponent&#039;s position once it goes off, so it can catch &#039;&#039;&#039;[[Landing_lag|landing lag]]&#039;&#039;&#039; if opponent dodges near the ground. Flood knocks straight up on hit with a lot of {{keyword|hit stun|hitstun=1}}, which can start assist combos.&lt;br /&gt;
&lt;br /&gt;
Flood is not often used due to its slow speed and low coverage against movement or {{keyword|halo camping|halocamp=1}}. Terra is vulnerable to attacks while casting and the pillars can be dodged consistently with Evasion Boost.&lt;br /&gt;
&lt;br /&gt;
In EX Mode, Terra casts Flood two times, for a total of 6 water pillars. This can be harder to dodge, as the pillars cover more space.&lt;br /&gt;
&lt;br /&gt;
|-|Tornado (ground)=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=1 x 10 (10)&lt;br /&gt;
|startup=43F&lt;br /&gt;
|type=Magical&lt;br /&gt;
|priority=Melee High&lt;br /&gt;
|ex=30&lt;br /&gt;
|effect=Absorb, Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/b/b2/Hp_terra_tornado_g.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|level=&lt;br /&gt;
|ap=&lt;br /&gt;
|cancels=&lt;br /&gt;
|asthit=&lt;br /&gt;
|gametext=[Close] Summon tornado around self. &amp;lt;br&amp;gt;Can be moved.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|-|Firaga=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;20&#039;&#039;&#039; (EX mode only)&lt;br /&gt;
|startup=?&lt;br /&gt;
|type=-&lt;br /&gt;
|priority=?&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/f/ff/Hp_terra_firaga.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|level=&lt;br /&gt;
|ap=&lt;br /&gt;
|cancels=&lt;br /&gt;
|asthit=&lt;br /&gt;
|gametext=Branching from Fire. &amp;lt;br&amp;gt;[Combo] Ignite explosions on foe.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Aerial ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Tornado (midair)=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;10&#039;&#039;&#039; (1 x 10)&lt;br /&gt;
|startup=43F&lt;br /&gt;
|type=Magical&lt;br /&gt;
|priority=Melee High&lt;br /&gt;
|ex=30&lt;br /&gt;
|effect=Absorb, Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|gametext=[Close] Summon tornado around self. &amp;lt;br&amp;gt;Can be moved.&lt;br /&gt;
|image=https://dissidia.wiki/images/9/91/Hp_terra_tornado_a.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|level=&lt;br /&gt;
|ap=&lt;br /&gt;
|cancels=&lt;br /&gt;
|asthit=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-|Meltdown=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=-&lt;br /&gt;
|startup=55F (LV1) / 91F (LV2) / 145F (LV3)&lt;br /&gt;
|type=-&lt;br /&gt;
|priority=Ranged High&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|gametext=[Long] Shoot fireball at foe. &amp;lt;br&amp;gt;Charge to change its strength.&lt;br /&gt;
|image=&lt;br /&gt;
|imgpos=&lt;br /&gt;
|level=&lt;br /&gt;
|ap=&lt;br /&gt;
|cancels=&lt;br /&gt;
|asthit=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
* LV1 Meltdown travels a short distance quickly, and explodes&lt;br /&gt;
* LV2 Meltdown appears in front of Terra, and then starts slowly accelerating towards opponent.&lt;br /&gt;
* LV3 Meltdown travels a short distance quickly, and then starts slowly accelerating towards opponent.&lt;br /&gt;
&lt;br /&gt;
Meltdown is Terra&#039;s only 1-hit HP attack in the air and one of her main self-defense tools. It is used to occupy space and threaten air dodges. Meltdown is a key move for pressuring opponents, as long as Terra can cast it safely.&lt;br /&gt;
&lt;br /&gt;
Meltdown has two versions: Uncharged and charged. Uncharged Meltdown is a close-range fire blast, which is useful after block staggers or as a {{keyword|mixup|mixup=1}} to her charged versions. Uncharged Meltdown travels very quickly once fired, and it has limited maximum distance. If opponent is expecting a charged version, uncharged Meltdown can catch them. Both versions can wall rush.&lt;br /&gt;
&lt;br /&gt;
Meltdown&#039;s charged versions are done by holding Square {{pspsqu}}. LV2 must be released before 145 frames and LV3 happens at max charge. This is a large homing fireball with long {{keyword|active|active=1}} duration and maximum travel distance. Both versions, especially LV3 can be used to harass opponents from afar and force them to approach Terra. Since charged Meltdown stays active for a while, Terra can act alongside the projectile. This can provide a lot of screen presence and force close-range characters into making a mistake, such as dodging into Terra&#039;s next move. Charged Meltdown can also hit off-camera from behind, as it bounces off of solid ground and walls.&lt;br /&gt;
&lt;br /&gt;
This move has long {{keyword|startup|startup=1}} and {{keyword|recovery|recovery=1}}. Terra&#039;s reliance on Meltdown makes her more vulnerable to {{keyword|whiff punishes|whiffpunish=1}} and {{keyword|assist punishes|assistpunish=1}} whenever it misses. Furthermore, opponents can use assist in close-range to take HP damage from Meltdown and then &#039;&#039;&#039;[[Bravery_(Dissidia_012)#Bravery_Break|Bravery Break]]&#039;&#039;&#039; Terra. Due to Ranged High priority, charged Meltdowns can be reflected back by high priority attacks, such as {{012clo}}&#039;s Braver, {{012squ}}&#039;s Blasting Zone and {{012jec}} Block. Charged Meltdown will also vanish if Terra gets hit, so it cannot protect her in those cases. Charged Meltdown also has medium max speed, so opponents can attempt to &#039;&#039;&#039;[[Blodge|blodge]]&#039;&#039;&#039; it, or activate Precision Evasion against it.&lt;br /&gt;
&lt;br /&gt;
|-|Ultima=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;7&#039;&#039;&#039; (1 x 7)&lt;br /&gt;
|startup=?&lt;br /&gt;
|type=Magical&lt;br /&gt;
|priority=Unblockable&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=Absorb, Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|gametext=Branching from Holy Combo. &amp;lt;br&amp;gt;[Combo] Cast the ultimate spell.&lt;br /&gt;
|image=https://dissidia.wiki/images/f/f9/Hp_terra_ultima.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|level=&lt;br /&gt;
|ap=&lt;br /&gt;
|cancels=&lt;br /&gt;
|asthit=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== EX Mode: Trance! ==&lt;br /&gt;
Effects:&lt;br /&gt;
* Regen&lt;br /&gt;
* Critical Boost&lt;br /&gt;
* Glide&lt;br /&gt;
* Chainspell&lt;br /&gt;
&lt;br /&gt;
=== Glide ===&lt;br /&gt;
&#039;&#039;[Activate by holding X in midair]] Uses the esper power hidden within to move freely through the air.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Chainspell ===&lt;br /&gt;
&#039;&#039;[Cast, then press circle or square to activate]&lt;br /&gt;
Embraces the spirit of a magus to raise magical poower and cast the same spell again.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== EX Burst: Riot Blade ===&lt;br /&gt;
&#039;&#039;Power is focused in both hands and fired as countless blades. Repeatedly press left and circle to raise the gauges on the left and righht.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{burst&lt;br /&gt;
|damage1=10x3 (30)&lt;br /&gt;
|damage2=14x5 (70) (100 total)&lt;br /&gt;
|type=Magical&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Combos ==&lt;br /&gt;
&lt;br /&gt;
=== Solo ===&lt;br /&gt;
&lt;br /&gt;
=== Assist ===&lt;br /&gt;
&lt;br /&gt;
== Builds ==&lt;br /&gt;
Builds here.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|High Initial EX=&lt;br /&gt;
{{Build&lt;br /&gt;
|hp=9971&lt;br /&gt;
|cp=450&lt;br /&gt;
|brv=1075 (1827 with Hero&#039;s Seal)&lt;br /&gt;
|atk=177&lt;br /&gt;
|def=182&lt;br /&gt;
|luk=60&lt;br /&gt;
|booster=x1.5&lt;br /&gt;
|setbonus=Seal of Lufenia&lt;br /&gt;
|ast={{012jec}} / {{012aer}}&lt;br /&gt;
|wpn=Zwill Crossblade&lt;br /&gt;
|hand=Lufenian Bangle&lt;br /&gt;
|head=Lufenian Hairpin&lt;br /&gt;
|armor=Lufenian Jacket&lt;br /&gt;
|acc1={{accbas}} Hyper Ring&lt;br /&gt;
|acc2={{accbas}} Earring&lt;br /&gt;
|acc3={{accboo}} Large Gap in HP&lt;br /&gt;
|acc4={{accsp}} Cyan Drop&lt;br /&gt;
|acc5={{accsp}} Cyan Drop&lt;br /&gt;
|acc6={{accsp}} Cyan Drop&lt;br /&gt;
|acc7={{accsp}} Red Gem&lt;br /&gt;
|acc8={{accsp}} Cyan Gem&lt;br /&gt;
|acc9={{accsp}} First to Victory&lt;br /&gt;
|acc10={{accsp}} Hero&#039;s Seal&lt;br /&gt;
|summon=Rubicante&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+colspan=&amp;quot;3&amp;quot;|Substitutes&lt;br /&gt;
! Equipment !! Replacement !! Notes&lt;br /&gt;
|-&lt;br /&gt;
|{{accsp}} Red Gem || Free choice  || While Red Gem&#039;s +5% damage increase works for this build, it can be swapped out for whatever the player may want in a match-up or a stage.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This build has Terra start the fight at 90 % EX bar filled. Terra&#039;s EX generation is one of her weaker aspects, so this is a good way to guarantee access to her powerful EX Mode with just a few successful interactions. Meteor &amp;gt; Fire &amp;gt; Chase is enough to fill the EX meter on hit. A single EX Core also fills the rest of the EX meter if Terra does not generate enough EX Force before then.&lt;br /&gt;
&lt;br /&gt;
Extra abilities First Strike, EX Critical Boost and Precision Evasion are recommended for this build.&lt;br /&gt;
&lt;br /&gt;
== Combo ==&lt;br /&gt;
Once Terra confirms an assist combo with Jecht (or Aerith), the goal is to inflict enough damage to bravery break, reset to base bravery and wall rush for extra damage. Prepare an EX Mode Meltdown which casts two HP projectiles instead of one. As long as one Meltdown connects, Terra can chain Holy Combo into Ultima which is plenty of damage as it is, but the second Meltdown will reset base bravery recovery on hit.&lt;br /&gt;
&lt;br /&gt;
After using Holy Combo, be sure to delay the first Ultima to unlock your assist bar and catch the opponent&#039;s dodge. Without [[Dodge_(Dissidia_012)#Evasion_Boost|&#039;&#039;&#039;Evasion Boost&#039;&#039;&#039;]] and [[Dodge_(Dissidia_012)#Precision_Evasion|&#039;&#039;&#039;Precision Evasion&#039;&#039;&#039;]], Ultima is basically guaranteed and can lead to another wall rush assist combo if Terra has more assist meter to spend. Depending on the circumstances and the opponent&#039;s build, this can outright finish the opponent.&lt;br /&gt;
&lt;br /&gt;
If the opponent is at the wall, it is possible to throw a quick Meltdown during Jecht assist before using Holy Combo.&lt;br /&gt;
&lt;br /&gt;
|-|Side by Side=&lt;br /&gt;
{{Build&lt;br /&gt;
|hp=9683&lt;br /&gt;
|cp=450&lt;br /&gt;
|brv=1284&lt;br /&gt;
|atk=178&lt;br /&gt;
|def=183&lt;br /&gt;
|luk=60&lt;br /&gt;
|booster=x4.6&lt;br /&gt;
|setbonus=Judgment of Lufenia&lt;br /&gt;
|ast={{012jec}} / {{012aer}} / {{012seph}}&lt;br /&gt;
|wpn=Lufenian Claw {{equip}}&lt;br /&gt;
|hand=Lufenian Shield {{equip}}&lt;br /&gt;
|head=Thornlet&lt;br /&gt;
|armor=Lufenian Armor {{equip}}&lt;br /&gt;
|acc1={{accbas}} Protect Stud&lt;br /&gt;
|acc2={{accbas}} Dismay Shock&lt;br /&gt;
|acc3={{accbas}} Battle Hammer&lt;br /&gt;
|acc4={{accboo}} Empty EX Gauge&lt;br /&gt;
|acc5={{accboo}} Summon Unused&lt;br /&gt;
|acc6={{accboo}} Pre-EX Mode&lt;br /&gt;
|acc7={{accboo}} Pre-EX Revenge&lt;br /&gt;
|acc8={{accboo}} Opponent Summon Unused&lt;br /&gt;
|acc9={{accsp}} Together As One&lt;br /&gt;
|acc10={{accsp}} Side By Side&lt;br /&gt;
|summon=Rubicante&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Assist ==&lt;br /&gt;
&lt;br /&gt;
=== Terra&#039;s Assist Data ===&lt;br /&gt;
&lt;br /&gt;
{{012Assist&lt;br /&gt;
|type1=BRV&lt;br /&gt;
|attack1=Graviga&lt;br /&gt;
|startup1=183F&lt;br /&gt;
|position1=Ground&lt;br /&gt;
|spawn1=Player&lt;br /&gt;
|damage1=2 x N, 40 (40+)&lt;br /&gt;
|effect1=Wall Rush&lt;br /&gt;
|type2=BRV&lt;br /&gt;
|attack2=Blizzara&lt;br /&gt;
|startup2=27F&lt;br /&gt;
|position2=Air&lt;br /&gt;
|spawn2=Opponent&lt;br /&gt;
|damage2=20, 5 x 3 (35)&lt;br /&gt;
|effect2=Wall Rush&lt;br /&gt;
|type3=HP&lt;br /&gt;
|attack3=Flood&lt;br /&gt;
|startup3=71F&lt;br /&gt;
|position3=Ground&lt;br /&gt;
|spawn3=Player&lt;br /&gt;
|damage3=-&lt;br /&gt;
|effect3=Chase&lt;br /&gt;
|type4=HP&lt;br /&gt;
|attack4=Meltdown&lt;br /&gt;
|startup4=145F&lt;br /&gt;
|position4=Air&lt;br /&gt;
|spawn4=Player&lt;br /&gt;
|damage4=-&lt;br /&gt;
|effect4=Wall Rush&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Synergies ===&lt;br /&gt;
Terra works well with Aerith, Kuja and Jecht.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Jecht=&lt;br /&gt;
&lt;br /&gt;
|-|Aerith=&lt;br /&gt;
&lt;br /&gt;
|-|Kuja=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{navbox012}}&lt;br /&gt;
&lt;br /&gt;
{{roadmap012ter}}&lt;/div&gt;</summary>
		<author><name>Muggshotter</name></author>
	</entry>
	<entry>
		<id>https://dissidia.wiki/index.php?title=Squall_Leonhart_(Dissidia_012)&amp;diff=4781</id>
		<title>Squall Leonhart (Dissidia 012)</title>
		<link rel="alternate" type="text/html" href="https://dissidia.wiki/index.php?title=Squall_Leonhart_(Dissidia_012)&amp;diff=4781"/>
		<updated>2026-03-24T13:32:51Z</updated>

		<summary type="html">&lt;p&gt;Muggshotter: /* Builds */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Dissidia 012 Final Fantasy]]&lt;br /&gt;
{{012CharNavSqu}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CharacterInfo&lt;br /&gt;
|portrait=https://resources.dissidia.wiki/ddff/portraits/ddff-port-squall.png&lt;br /&gt;
|name=Squall Leonhart (スコール・レオンハート)&lt;br /&gt;
|origin=Final Fantasy VIII&lt;br /&gt;
&lt;br /&gt;
|atk=109 (Low)&lt;br /&gt;
|def=111 (Average)&lt;br /&gt;
|runspeed=5 (Above Average)&lt;br /&gt;
|dash=77 (Average / Good)&lt;br /&gt;
|fall=81 (Average)&lt;br /&gt;
|fallr=38 (Average)&lt;br /&gt;
|fastestbrv=13F (Upper Blues, Solid Barrel)&lt;br /&gt;
|fastesthp=41F (Blasting Zone)&lt;br /&gt;
|1hithp=Yes (Multiple)&lt;br /&gt;
|hplinks=Yes (Combos only)&lt;br /&gt;
|cmdblock=No&lt;br /&gt;
|weapon=Daggers &amp;lt;br&amp;gt;Guns &amp;lt;br&amp;gt;Katanas &amp;lt;br&amp;gt;Swords&lt;br /&gt;
|armor=Bangles &amp;lt;br&amp;gt;Chestplates &amp;lt;br&amp;gt;Clothing &amp;lt;br&amp;gt;Hats &amp;lt;br&amp;gt;Helms &amp;lt;br&amp;gt;Large Shields &amp;lt;br&amp;gt;Light Armor &amp;lt;br&amp;gt;Shields&lt;br /&gt;
|exclusives=Revolver, Twin Lance, Punishment, Lionheart&lt;br /&gt;
|unlock=&lt;br /&gt;
|alignment=Cosmos&lt;br /&gt;
|vajp=[https://en.wikipedia.org/wiki/Hideo_Ishikawa Hideo Ishikawa]&lt;br /&gt;
|vaeng=[https://en.wikipedia.org/wiki/Doug_Erholtz Doug Erholtz]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
Squall is a close-range {{keyword|all-rounder|all-rounder=1}}, who takes advantage of his mobility and various {{keyword|pokes|poke=1}} to succeed.&lt;br /&gt;
&lt;br /&gt;
Let&#039;s start on the ground: Solid Barrel and Upper Blues are fast pokes with low {{keyword|recovery|recovery=1}}, which are great for filling assist gauge and starting offense. Thunder Barret pulls opponents in for a combo, and Blasting Zone&#039;s strong {{keyword|tracking|tracking=1}} and tall {{keyword|hitbox|hitbox=1}} punish careless dodges. In the air, Heel Crush and Aerial Circle go through low priority magic. Fire Barret supplements Squall&#039;s offense. And lastly, Beat Fang is a textbook example of a strong poke; A 15-frame move with notable tracking, low recovery and plenty of combo potential.&lt;br /&gt;
&lt;br /&gt;
Squall works well with system mechanics, so &#039;&#039;&#039;[[Multiplayer_Build_Guide_(Dissidia_012)#Hybrid|hybrid builds]]&#039;&#039;&#039; are commonly used. His delayable combo attacks are great for various assists. Ground combos with Revolver Drive generate lots of EX as well. Squall is one of the strongest users of &#039;&#039;&#039;[[Multiplayer_Build_Guide_(Dissidia_012)#Depletion|meter depletion builds]]&#039;&#039;&#039; with {{012yuna}} assist, as well. Even &#039;&#039;&#039;[[Multiplayer_Build_Guide_(Dissidia_012)#Side_by_Side|Side by Side builds]]&#039;&#039;&#039; aren&#039;t wasted on him since his HP attacks (Blasting Zone, Aerial Circle) work well enough in {{keyword|neutral|neutral=1}}. &#039;&#039;&#039;[[Assist_(Dissidia_012)#LV2_Assist_Change|LV2 Assist Change]]&#039;&#039;&#039; counters with Aerial Circle are also reliable...&lt;br /&gt;
&lt;br /&gt;
Squall has a few issues though; He has low EX gain without EX Cores and ground combos. He struggles to hit fast fallers who air dodge (e.g. {{012pri}}). Most of his moves miss against high speed characters, such as {{012ok}} and {{012tid}}. This is a problem, because Squall relies on dodges to stay safe, but they leave him open to attacks with little recourse. &#039;&#039;&#039;[[Multiplayer_Build_Guide_(Dissidia_012)#Adamant_Chains|Adamant Chains build]]&#039;&#039;&#039; helps, but cuts into his damage and meter depletion. Furthermore, Squall&#039;s air assist combo routes are limited and cannot always capitalize on &#039;&#039;&#039;[[Bravery_(Dissidia_012)#Bravery_Break|Bravery Breaks]]&#039;&#039;&#039; because of this. He cannot easily punish blocks or {{keyword|whiffs|whiff=1}} outside Beat Fang&#039;s range, either.&lt;br /&gt;
&lt;br /&gt;
In competitive play, Squall has a long history of being high tier. He has a low skill floor and reliable tools for many situations. This makes him a good recommendation for new and experienced players alike, even if some characters can run circles around him.&lt;br /&gt;
&lt;br /&gt;
{{ProConTable&lt;br /&gt;
|pros=*&#039;&#039;&#039;Flexible, straightforward moveset&#039;&#039;&#039; helps Squall onboard new and experienced players to compete.&lt;br /&gt;
*&#039;&#039;&#039;Defensive punishment&#039;&#039;&#039; is relatively easy and effective thanks to Beat Fang, Blasting Zone and Aerial Circle.&lt;br /&gt;
*&#039;&#039;&#039;Combo potential&#039;&#039;&#039; 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.&lt;br /&gt;
*&#039;&#039;&#039;Assist synergy&#039;&#039;&#039; is strong and diverse thanks to multi-part attacks and wall rush.&lt;br /&gt;
*&#039;&#039;&#039;EX Mode&#039;&#039;&#039; increases Squall&#039;s gunblade&#039;s range and damage exponentially.&lt;br /&gt;
*&#039;&#039;&#039;Meter depletion&#039;&#039;&#039;, particularly with Yuna assist is among the strongest in the game.&lt;br /&gt;
*&#039;&#039;&#039;Versatile builds&#039;&#039;&#039; can support Squall with a variety of different playstyles and matchups.&lt;br /&gt;
|cons=*&#039;&#039;&#039;Average post-dodge defense&#039;&#039;&#039;. To cover for his floaty air dodges, Squall has to clash with Beat Fang or compromise reward on hit with Adamant Chains build.&lt;br /&gt;
*&#039;&#039;&#039;Lackluster EX generation in the air&#039;&#039;&#039; can lead Squall to rely on EX Cores to keep up with EX gauge.&lt;br /&gt;
*&#039;&#039;&#039;Prone to {{keyword|whiffing|whiff=1}} against fast movement&#039;&#039;&#039; - Squall takes bigger risks against fast fallers (Tidus, Prishe) and fast runners (Onion Knight, Tifa).&lt;br /&gt;
*&#039;&#039;&#039;Below average air combo extensions&#039;&#039;&#039;. With limited ways to extend aerial assist combos without wall rush, Squall&#039;s bravery damage output can suffer in air-centric fights.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Bravery Attacks ==&lt;br /&gt;
During EX Mode, damage multipliers inside brackets [ ] hit twice instead of once.&lt;br /&gt;
&lt;br /&gt;
=== Ground ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Upper Blues=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=[3, 3, 5],9 (20) [31]&lt;br /&gt;
|startup=13F&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee Low&lt;br /&gt;
|ex=30&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/b/bd/Brv_squall_upper_blues.jpeg&lt;br /&gt;
|imgpos=46%&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=1&lt;br /&gt;
|ap=100&lt;br /&gt;
|gametext=[Close] Leap into the air. &amp;lt;br&amp;gt;Quick launch, easy wall rush.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
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&#039;s not his strongest anti-air attack, it can still serve as one against opponents who are barely hovering off the ground.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
A good bravery to have in most match-ups and builds.&lt;br /&gt;
&lt;br /&gt;
|-|Solid Barrel=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=[5, 6, 8, 10, 5, 5, 16] (55) (110)&lt;br /&gt;
|startup=13F&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee Low&lt;br /&gt;
|ex=90&lt;br /&gt;
|effect=Chase&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/c/c8/Brv_squall_solid_barrel.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=3&lt;br /&gt;
|ap=100&lt;br /&gt;
|gametext=[Close] Repeated slashes. &amp;lt;br&amp;gt;Short range; quick and powerful.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;golden combo&amp;quot; that capitalises on landing lag.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Due to Solid Barrel&#039;s short range, it is not often used to punish whiffs or poke moving opponents. Dashing helps in applying Solid Barrel in it&#039;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.&lt;br /&gt;
&lt;br /&gt;
|-|Blizzard Barret=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=10 (10)&lt;br /&gt;
|startup=33F&lt;br /&gt;
|type=Magical&lt;br /&gt;
|priority=Ranged Low&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=-&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/a/ad/Brv_squall_blizzard_barret.jpeg&lt;br /&gt;
|imgpos=55%&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=1&lt;br /&gt;
|ap=90&lt;br /&gt;
|gametext=[Long] Fire one ice bullet. &amp;lt;br&amp;gt;Long range, strong homing.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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&#039;s other ground braveries are more competitive compared to Blizzard Barret, so it is often neglected altogether.&lt;br /&gt;
&lt;br /&gt;
|-|Thunder Barret=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=each (3)&lt;br /&gt;
|startup=33F (furthest bolt appears first)&lt;br /&gt;
|type=Magical&lt;br /&gt;
|priority=Ranged Low&lt;br /&gt;
|ex=each 9&lt;br /&gt;
|effect=&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/8/88/Brv_squall_thunder_barret.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge, Attack (Hit)&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=9&lt;br /&gt;
|ap=90&lt;br /&gt;
|gametext=[Mid] Lightning that draws foes. &amp;lt;br&amp;gt;Good start for combos.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A signature Squall combo starter. Four vertical lightning bolts are cast in front of Squall. Thunder Barret works 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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&#039;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.&lt;br /&gt;
&lt;br /&gt;
|-|Fusillade=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=6, 6, 6, 6 each 6 (24+)&lt;br /&gt;
|startup=33F&lt;br /&gt;
|type=Magical&lt;br /&gt;
|priority=Ranged Low &amp;lt;br&amp;gt;Ranged Mid (thunder)&lt;br /&gt;
|ex=60~90&lt;br /&gt;
|effect=Chase&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/7/7b/Brv_squall_fusillade.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=20&lt;br /&gt;
|ap=100&lt;br /&gt;
|gametext=[Mid] Magic barrage. &amp;lt;br&amp;gt;Can combo without hitting.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Due to functional overlap with Solid Barrel with few standout traits elsewhere, Fusillade is not often prioritized in competitive play.&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Aerial ===&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Heel Crush=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=20 (20)&lt;br /&gt;
|startup=41F&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee Mid&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=Block Low (Ranged), Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/b/b9/Brv_squall_heel_crush.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=1&lt;br /&gt;
|ap=100&lt;br /&gt;
|gametext=[Mid] Unleash heel drop. &amp;lt;br&amp;gt;Slow start, fast movement.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
An advancing mid priority attack. Squall can block Ranged Low priority attacks during the startup animation, such as {{012lig}}&#039;s Thunder or {{012yuna}}&#039;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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
|-|Beat Fang=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=[3, 5], 7, [2 x 6, 13] (40) [73]&lt;br /&gt;
|startup=15F&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee Low&lt;br /&gt;
|ex=30&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/b/b8/Brv_squall_beat_fang.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=1&lt;br /&gt;
|ap=100&lt;br /&gt;
|gametext=[Close] Float, then strike down foe. &amp;lt;br&amp;gt;Short reach, but fast.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The defacto Squall bravery. Press Circle {{pspcir}} 4 times in total to complete the attack. A poke, a great whiff punisher, a flexible combo starter with an occasional guard cross-up. Beat Fang shares many characteristics with Squall&#039;s ground braveries, such as it&#039;s speed, multi-hit attacks with lenient input window and combo potential. Because this is Squall&#039;s only quick melee bravery, it is at the heart of his aerial combat.&lt;br /&gt;
&lt;br /&gt;
Beat Fang has a lot of utility. Its fast startup and early dodge cancel window make it great for building assist gauge 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.&lt;br /&gt;
&lt;br /&gt;
Once Beat Fang connects, the second upward slash can evade incoming attacks, namely {{012emp}}&#039;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 [https://glossary.infil.net/?t=Okizeme &#039;&#039;&#039;okizeme&#039;&#039;&#039;] 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.&lt;br /&gt;
&lt;br /&gt;
There are a few things Squall players should be wary of. For one, Squall can only cancel Beat Fang&#039;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 miss against dashes, air dodges with fast fall speed and fast runners on the ground such as {{012tid}} and {{012tifa}}. And if Squall commits to the finishing series of blows, he can be easily staggered with a LV2 Assist Change for a punish. Considering 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 &amp;quot;all or nothing&amp;quot; fashion, the damage increase from critical hits can fluctuate greatly.&lt;br /&gt;
&lt;br /&gt;
Regardless, Beat Fang is one of Squall&#039;s most important and effective moves. Anything Solid Barrel and Upper Blues could achieve is relegated to it in the air. Much of Squall&#039;s success hinges on how he well he uses Beat Fang.&lt;br /&gt;
&lt;br /&gt;
|-|Mystic Flurry=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=each 1 x 8, 7 (15)&lt;br /&gt;
|startup=33F&lt;br /&gt;
|type=Magical&lt;br /&gt;
|priority=Ranged Low&lt;br /&gt;
|ex=each 30&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/3/3f/Brv_squall_mystic_flurry.jpeg&lt;br /&gt;
|imgpos=65%&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=6&lt;br /&gt;
|ap=90&lt;br /&gt;
|gametext=[Mid] Magic barrage. &amp;lt;br&amp;gt;Can combo without hitting.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
All that creates complications for punishes and combos alike, but Squall&#039;s safety is also at risk - He is completely stationary for Mystic Flurry&#039;s duration whether he fires all projectiles or not. Dodge cancelling the recovery is the same speed as Mystic Flurry&#039;s natural recovery, further cementing Squall&#039;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.&lt;br /&gt;
&lt;br /&gt;
Mystic Flurry&#039;s projectiles stay on the field even if Squall gets hit. This isn&#039;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&#039;s inconsistent behavior and required spacing, this can be difficult to perform or justify.&lt;br /&gt;
&lt;br /&gt;
|-|Fire Barret=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=each (5)&lt;br /&gt;
|startup=33F&lt;br /&gt;
|type=Magical&lt;br /&gt;
|priority=Ranged Low&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=-&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/d/dc/Brv_squall_fire_barret.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=25&lt;br /&gt;
|ap=90&lt;br /&gt;
|gametext=[Long] Launch multiple fireballs. &amp;lt;br&amp;gt;Normal speed, strong homing.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Fire Barret is a staple air bravery for Squall due to its 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&#039;s usage could be likened to a conventional projectile in a traditional 2D fighting game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== HP Attacks ==&lt;br /&gt;
=== Ground ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Fated Circle=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=-&lt;br /&gt;
|startup=43F&lt;br /&gt;
|type=-&lt;br /&gt;
|priority=Ranged High&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=Block Low (Ranged) &amp;lt;br&amp;gt;Wall Rush, Absorb&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/4/49/Hp_squall_fated_circle.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=1&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=[Close] Surround self with explosions. &amp;lt;br&amp;gt;Block foe&#039;s spells.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
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&#039;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&#039;s own hitbox which won&#039;t necessarily hit often due to surrounding Squall. But they do contribute to the overall active duration when an opponent can be damaged.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Squall&#039;s grounded HP attacks are great for the most part and that may be Fated Circle&#039;s greatest shortcoming. While great in it&#039;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&#039;s repertoire really well.&lt;br /&gt;
&lt;br /&gt;
|-|Revolver Drive=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=1 x N (max 50)&lt;br /&gt;
|startup=43F&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee High&lt;br /&gt;
|ex=each 3&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/9/92/Hp_squall_revolver_drive.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=36&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=[Mid] Rage-filled charge. &amp;lt;br&amp;gt;Can aim with the analog stick.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
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&#039;s duration, or Squall will transition to the ending of the move immediately upon button release and inflict HP damage.&lt;br /&gt;
&lt;br /&gt;
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&#039;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.&lt;br /&gt;
&lt;br /&gt;
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 {{accsp}} 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_(Dissidia_012)|&#039;&#039;&#039;Lunar Subterrane&#039;&#039;&#039;]].&lt;br /&gt;
&lt;br /&gt;
While Revolver Drive performs well once it hits, using it by itself in [https://glossary.infil.net/?t=Neutral &#039;&#039;&#039;neutral&#039;&#039;&#039;] 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.&lt;br /&gt;
&lt;br /&gt;
Even though Revolver Drive can be stopped at almost any time, it does have a maximum duration. Opponents can stay airborne &#039;&#039;and&#039;&#039; 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 {{012emp}}&#039;s Thunder Crest and {{012exd}}&#039;s Black Hole can pierce through Revolver Drive. This is on par with how the [[Attack_Priority_(Dissidia_012)|&#039;&#039;&#039;attack priority&#039;&#039;&#039;]] system behaves, but Revolver Drive suffers from it more on average compared to other attacks.&lt;br /&gt;
&lt;br /&gt;
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&#039;s movement speed &#039;&#039;&#039;increases drastically&#039;&#039;&#039;. 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.&lt;br /&gt;
&lt;br /&gt;
If a [[Bravery_(Dissidia_012)#Bravery_Break|&#039;&#039;&#039;bravery break&#039;&#039;&#039;]] is inflicted during Revolver Drive, releasing the HP button causes the HP damage to be inflicted immediately before the additional bravery is added.&lt;br /&gt;
&lt;br /&gt;
|-|Blasting Zone=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=6, 1 x 4 (10)&lt;br /&gt;
|startup=41F&lt;br /&gt;
|type=Magical&lt;br /&gt;
|priority=Melee High&lt;br /&gt;
|ex=90&lt;br /&gt;
|effect=-&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/2/24/Hp_squall_blasting_zone.jpeg&lt;br /&gt;
|imgpos=40%&lt;br /&gt;
|cancels=&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=16&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=[Mid] Chop with massive blade of light &amp;lt;br&amp;gt;that flies forward.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
One of Squall&#039;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.&lt;br /&gt;
&lt;br /&gt;
Blasting Zone&#039;s range cannot be understated. It is long and tall enough to hit airborne characters outside of Thunder Barret&#039;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&#039;s very fast.&lt;br /&gt;
&lt;br /&gt;
The recovery is quite short for a move as potent as this. It&#039;s vulnerable to &#039;&#039;&#039;[[Abilities_(Dissidia_012)|Omni Ground Dash]]&#039;&#039;&#039; and &#039;&#039;&#039;[[Dodge_(Dissidia_012)#Air_Dodge|air dodge]]&#039;&#039;&#039; invincibility, but it&#039;s borderline unpunishable without them or assist.&lt;br /&gt;
&lt;br /&gt;
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 {{012emp}} and reflect lingering high priority projectiles like {{012vaan}}&#039;s Windburst.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
|-|Rough Divide=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=-&lt;br /&gt;
|startup=59F&lt;br /&gt;
|type=-&lt;br /&gt;
|priority=Melee High&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/e/ef/Hp_squall_rough_divide_g.jpeg&lt;br /&gt;
|imgpos=70%&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=1&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=[Long] Leap into a charge. &amp;lt;br&amp;gt;Slow start, but very fast charge.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
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, its midair version is often used instead.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Aerial ===&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Aerial Circle=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=-&lt;br /&gt;
|startup=43F&lt;br /&gt;
|type=-&lt;br /&gt;
|priority=Ranged High&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=Block Low (Ranged) &amp;lt;br&amp;gt;Wall Rush, Absorb&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/8/89/Hp_squall_aerial_circle.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=1&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=[Close] Surround self with explosions. &amp;lt;br&amp;gt;Blocks foe&#039;s spells.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Midair variant of Fated Circle, Aerial Circle is Squall&#039;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&#039;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.&lt;br /&gt;
&lt;br /&gt;
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&#039;s range, letting Squall inflict HP damage consistently after [[Blodge|&#039;&#039;&#039;blodging&#039;&#039;&#039;]] or using LV2 Assist Change.&lt;br /&gt;
&lt;br /&gt;
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 {{012yuna}} 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.&lt;br /&gt;
&lt;br /&gt;
One thing to look out for when using Aerial Circle in the neutral is the opponent&#039;s assist - If they call an assist right before Aerial Circle hits, Squall will be hit during the recovery and suffer a bravery break. &lt;br /&gt;
&lt;br /&gt;
|-|Rough Divide=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=-&lt;br /&gt;
|startup=59F&lt;br /&gt;
|type=-&lt;br /&gt;
|priority=Melee High&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/a/ae/Hp_squall_rough_divide_a.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=31&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=[Long] Leap into a charge. &amp;lt;br&amp;gt;Slow start, but very fast charge.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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&#039;t particularly large. If the opponent is positioned in the middle of Rough Divide&#039;s maximum distance, using assist to interrupt it is often ill-advised. It is Melee High priority however, so high priority blocks such as {{012exd}}&#039;s Omni Block and {{012jec}}&#039;s Jecht Block can stagger Squall.&lt;br /&gt;
&lt;br /&gt;
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&#039;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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== EX Mode: Lionheart equipped! ==&lt;br /&gt;
Effects:&lt;br /&gt;
* Regen&lt;br /&gt;
* Critical Boost&lt;br /&gt;
* Lionheart (RANGE)&lt;br /&gt;
* Lionheart (HIT)&lt;br /&gt;
&lt;br /&gt;
Squall&#039;s EX Mode increases his bravery damage output with critical hits and additional gunblade hits. His melee braveries also get a range increase, which can help with whiff punishment and combos. Squall&#039;s EX Burst is on the weaker side, but his combo braveries can quickly decimate opponent&#039;s bravery. Therefore setting up an assist combo with an EX mode bravery can be good for comebacks and bravery breaks in general.&lt;br /&gt;
&lt;br /&gt;
=== Lionheart (RANGE) ===&lt;br /&gt;
&#039;&#039;[Always active while in EX Mode] Transfers the heart of a lion to the weapon, increasing it&#039;s range.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
During EX Mode, Squall has longer range on his gunblade. This can help connect the &amp;quot;Golden Combo&amp;quot; more consistently.&lt;br /&gt;
&lt;br /&gt;
=== Lionheart (HIT) ===&lt;br /&gt;
{{image|https://dissidia.wiki/images/e/e8/Ex_mode_squall.jpeg}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[Always active while in EX Mode] Pushes the weapon&#039;s specs to the limit, increasing the force of each blast.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Upper Blues, Solid Barrel and Beat Fang get double hits for most of their hits. That means their base damage go up considerably, of which Solid Barrel benefits the most (2x increase). These extra hits can also become critical hits, which can boost Squall&#039;s bravery damage exponentially.&lt;br /&gt;
&lt;br /&gt;
=== EX Burst: Renzokuken ===&lt;br /&gt;
{{image|https://dissidia.wiki/images/2/21/Ex_burst_squall.jpeg}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;A flurry of attacks ending in one shattering blow. Watch your timing and press R {{pspr}} when the cursor is in the frame.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{burst&lt;br /&gt;
|damage1=2,2 (4)&lt;br /&gt;
|damage2=9x7, 13, 20 (96) (100 total)&lt;br /&gt;
|type=Physical&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Renzokuken requires pressing R {{pspr}} eight times in a row, whenever a cursor is in the &amp;quot;Trigger&amp;quot; frame. The timing for a successful input is relatively generous, and every subsequent input comes at a consistent speed. That means once Squall gets the timing for the first couple triggers, the rest can be done with the exact same timing.&lt;br /&gt;
&lt;br /&gt;
Regardless of player input, Squall will follow through with the entire EX Burst sequence. If Squall misses a trigger, he will simply do less damage for that hit.&lt;br /&gt;
&lt;br /&gt;
== Combos ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main article: &#039;&#039;&#039;[[Squall_Leonhart_(Dissidia_012)/Combos|Squall (Combos)]]&#039;&#039;&#039; &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Solo ===&lt;br /&gt;
&lt;br /&gt;
Squall can do various combos alone. Almost anything works after Thunder Barret, while landing lag opens up even more elaborate and rewarding combo routes.&lt;br /&gt;
&lt;br /&gt;
{{Combo-012&lt;br /&gt;
| data      = &lt;br /&gt;
{{Combo-012Data&lt;br /&gt;
|combo=&#039;&#039;&#039;Thunder Barret&#039;&#039;&#039; &amp;gt; Solid Barrel&lt;br /&gt;
|condition=Punish Starter&lt;br /&gt;
|requirement=Ground&lt;br /&gt;
|purpose=BRV Damage&lt;br /&gt;
|damage=67&lt;br /&gt;
|damagehits=12 &amp;gt; 55&lt;br /&gt;
|ex=126&lt;br /&gt;
|exhits=36 &amp;gt; 90&lt;br /&gt;
|meteropp=100&lt;br /&gt;
|video=https://www.youtube.com/watch?v=G51x2dmDRgU&amp;amp;t=11&lt;br /&gt;
|notes=A staple combo and great for beginners. Solid Barrel can be pressed repeatedly after Thunder Barret, and it will generate a good amount of EX. It knocks the opponent far away, which lets Squall get some of the EX Force he generated. This also sets up various other combos, so it&#039;s a good idea to get comfortable with this.&lt;br /&gt;
}}&lt;br /&gt;
{{Combo-012Data&lt;br /&gt;
|combo=&#039;&#039;&#039;Thunder Barret&#039;&#039;&#039; &amp;gt; Blasting Zone&lt;br /&gt;
|condition=Punish Starter&lt;br /&gt;
|requirement=Ground&lt;br /&gt;
|purpose=HP Combo, EX Force&lt;br /&gt;
|damage=16 + HP&lt;br /&gt;
|damagehits=6 &amp;gt; 10 + HP&lt;br /&gt;
|ex=108&lt;br /&gt;
|exhits=18 &amp;gt; 90&lt;br /&gt;
|meteropp=24&lt;br /&gt;
|video=https://www.youtube.com/watch?v=G51x2dmDRgU&amp;amp;t=106&lt;br /&gt;
|notes=This HP combo (barely) has the most lenient timing. It is Squall&#039;s second highest option for EX and it still allows assist combos as well. Since Blasting Zone is Squall&#039;s fastest HP on the ground, players can attempt to repeatedly press Blasting Zone to increase their success rate. The closer Thunder Barret hits, the easier the HP timing can become.&lt;br /&gt;
}}&lt;br /&gt;
{{Combo-012Data&lt;br /&gt;
|combo=&#039;&#039;&#039;Solid Barrel (3 hits)&#039;&#039;&#039; &amp;gt; {{clr|dc=1}} &amp;gt; {{clr|ll=1}} &amp;gt; Upper Blues (2 hits) &amp;gt; {{clr|dc=1}} &amp;gt; {{clr|ll=1}} &amp;gt; Beat Fang&lt;br /&gt;
|condition=Poke Starter&lt;br /&gt;
|requirement=Ground, Landing Lag&lt;br /&gt;
|purpose=BRV Damage, Assist Gauge&lt;br /&gt;
|damage=65 + WR&lt;br /&gt;
|damagehits=19 &amp;gt; 6 &amp;gt; 40 + WR&lt;br /&gt;
|ex=66&lt;br /&gt;
|exhits=18 &amp;gt; 18 &amp;gt; 30&lt;br /&gt;
|meteropp=117&lt;br /&gt;
|video=https://www.youtube.com/watch?v=G51x2dmDRgU&amp;amp;t=212&lt;br /&gt;
|notes=This has been historically known as a &amp;quot;Golden Combo&amp;quot; in an English speaking community. A combination of three braveries make this a rewarding combo for bravery, and especially assist gauge. Since Squall exits an attack state with the two dodges, both Upper Blues and Beat Fang also get a fresh move bonus for filling assist gauge.&lt;br /&gt;
&lt;br /&gt;
Try to delay Solid Barrel&#039;s hits as much as possible to maximize landing lag chance. After Solid Barrel (3), dodge (backstep) and attack as soon as possible. Remember to delay Upper Blues second hit as well. The opponent can technically dodge all landing lag here, but it requires very precise timing. That means this combo is more practical against human players specifically.&lt;br /&gt;
&lt;br /&gt;
Squall can also perform this with 2 hits from Solid Barrel, if opponent misses their air dodge. Same thing with 4 hits from Solid Barrel; Squall&#039;s back must be against a wall. That reduces dodge distance enough for the combo to work. Even unequipping Ground Evasion Boost basic ability is not enough, so this kind of positioning makes the combo more situational.&lt;br /&gt;
&lt;br /&gt;
This combo works on Shantotto as well, despite her small size. And of course, EX Mode amplifies the damage output a lot with critical hits and increased base damage.&lt;br /&gt;
}}&lt;br /&gt;
{{Combo-012Data&lt;br /&gt;
|combo=&#039;&#039;&#039;Heel Crush&#039;&#039;&#039; &amp;gt; Heel Crush &amp;gt; Heel Crush &amp;gt; Aerial Circle&lt;br /&gt;
|condition=EX Revenge, Midair&lt;br /&gt;
|requirement=Full EX Gauge&lt;br /&gt;
|purpose=Bravery into HP Damage&lt;br /&gt;
|damage=60 + HP &amp;amp; WR&lt;br /&gt;
|damagehits=20 + WR &amp;gt; 20 + WR &amp;gt; 20 + WR &amp;gt; HP + WR&lt;br /&gt;
|ex=0&lt;br /&gt;
|exhits=0 &amp;gt; 0 &amp;gt; 0 &amp;gt; 0&lt;br /&gt;
|meteropp=90&lt;br /&gt;
|video=https://www.youtube.com/watch?v=G51x2dmDRgU&amp;amp;t=375&lt;br /&gt;
|notes=A staple combo that works pretty much anywhere. This can do more damage with Wall Rushes if opponent is near ground. This is a pretty lenient combo to perform, as Heel Crush and Aerial Circle can be pressed repeatedly with little concern for timing.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Assist (Kuja) ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main article: &#039;&#039;&#039;[[Squall_Leonhart_(Dissidia_012)/Combos#Assist_(Kuja)|Squall Combos (Kuja Assist)]]&#039;&#039;&#039; &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Combo-012&lt;br /&gt;
| data      = &lt;br /&gt;
{{Combo-012Data&lt;br /&gt;
|combo=&#039;&#039;&#039;Solid Barrel (4 hits)&#039;&#039;&#039; &amp;gt; {{clr|astbrv=1}} &amp;gt; {{clr|ac=1}} &amp;gt; Aerial Circle&lt;br /&gt;
|condition={{keyword|Poke|poke=1}} Starter&lt;br /&gt;
|requirement=Ground&lt;br /&gt;
|purpose={{keyword|Midscreen|midscreen=1}} BRV to HP&lt;br /&gt;
|damage=79 + HP &amp;amp; WR&lt;br /&gt;
|damagehits=5, 6, 8, 10 &amp;gt; 50 AST &amp;gt; HP + WR&lt;br /&gt;
|ex=24&lt;br /&gt;
|exhits=24 &amp;gt; 0&lt;br /&gt;
|meteropp=118&lt;br /&gt;
|video=https://www.youtube.com/watch?v=UKixw8LkJM0&amp;amp;t=20&lt;br /&gt;
|notes=Ground combo, no wall needed. Squall has plenty of time to confirm an assist combo here. The fourth hit is the last part before the opponent is sent away, so assist should be called by then. If Squall is having trouble calling assist, try holding Circle {{pspcir}} on the fourth hit and then pressing L {{pspl}}.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This combo can be done after Thunder Barret as well.&lt;br /&gt;
}}&lt;br /&gt;
{{Combo-012Data&lt;br /&gt;
|combo=&#039;&#039;&#039;Beat Fang&#039;&#039;&#039; &amp;gt; {{clr|wr=1}} &amp;gt; {{clr|astbrv=1}} &amp;gt; {{clr|ac=1}} &amp;gt; Aerial Circle&lt;br /&gt;
|condition=Poke Starter&lt;br /&gt;
|requirement=Air, Wall Rush (Ground)&lt;br /&gt;
|purpose=BRV to HP Damage&lt;br /&gt;
|damage=86 + HP &amp;amp; WR&lt;br /&gt;
|damagehits=40 + WR &amp;gt; 46 AST &amp;gt; HP &amp;amp; WR&lt;br /&gt;
|ex=30&lt;br /&gt;
|exhits=30 &amp;gt; 0&lt;br /&gt;
|meteropp=148&lt;br /&gt;
|video=https://www.youtube.com/watch?v=UKixw8LkJM0&amp;amp;t=49&lt;br /&gt;
|notes=A standard Wall Rush combo. Call assist as soon as Wall Rush happens, then teleport a moment after the Assist Chase {{pspcro}} prompt shows up, so Aerial Circle does not miss. Note, that Beat Fang will not Wall Rush from all heights, so it&#039;s not guaranteed everywhere.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; If Squall cannot Wall Rush, assist can still be called after Beat Fang&#039;s third hit. Kuja assist will do his air attack instead, but HP damage is still possible afterwards.&lt;br /&gt;
}}&lt;br /&gt;
{{Combo-012Data&lt;br /&gt;
|combo=&#039;&#039;&#039;Fated Circle&#039;&#039;&#039; &amp;gt; {{clr|wr=1}} &amp;gt; {{clr|astbrv=1}} &amp;gt; {{clr|ac=1}} &amp;gt; Beat Fang&lt;br /&gt;
|condition=HP Starter&lt;br /&gt;
|requirement=Ground, Wall Rush&lt;br /&gt;
|purpose=HP into BRV Damage&lt;br /&gt;
|damage=90 + HP &amp;amp; WR&lt;br /&gt;
|damagehits=HP + WR &amp;gt; 50 AST &amp;gt; 40 + WR&lt;br /&gt;
|ex=30&lt;br /&gt;
|exhits=0 &amp;gt; 30&lt;br /&gt;
|meteropp=138&lt;br /&gt;
|video=https://www.youtube.com/watch?v=UKixw8LkJM0&amp;amp;t=72&lt;br /&gt;
|notes=HP Attack Wall Rush combo. Call assist after Wall Rush happens, then follow up with Beat Fang. Two reasons for this; Squall&#039;s {{keyword|base bravery|basebrv=1}} does not recover fast enough for another HP to do as much damage. Also, the critical hit rate increases momentarily after HP damage. It may not raise Squall&#039;s bravery by much, but the opponent&#039;s bravery may drop a lot more instead. This is a common theme when comboing with Kuja assist, so brace yourself for it.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Other HP attacks that Wall Rush also work here. Revolver Drive, Rough Divide and Aerial Circle are all OK.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
If Squall&#039;s build has increased Bravery recovery, this issue of lower damage for second HP can be solved. Royal Crown {{equhead}} or Bravery Orb {{accbas}} are a good starting point for builds.&lt;br /&gt;
}}&lt;br /&gt;
{{Combo-012Data&lt;br /&gt;
|combo=&#039;&#039;&#039;Beat Fang&#039;&#039;&#039; &amp;gt; {{clr|wr=1}} &amp;gt; {{clr|astbrv=1}} &amp;gt; {{clr|dc=1}} &amp;gt; Aerial Circle &amp;gt; {{clr|wr=1}} &amp;gt; {{clr|dc=1}} &amp;gt; {{clr|ac=1}} &amp;gt; Beat Fang&lt;br /&gt;
|condition=Poke Starter&lt;br /&gt;
|requirement=Air, Wall Rush (Ground)&lt;br /&gt;
|purpose=HP Damage &amp;amp; Critical Hits&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#008000;&amp;quot;&amp;gt;&#039;&#039;&#039;Staple Combo!&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|damage=124 + HP &amp;amp; WR&lt;br /&gt;
|damagehits=40 + WR &amp;gt; 44 AST + HP &amp;amp; WR&amp;gt; 40 + WR&lt;br /&gt;
|ex=60&lt;br /&gt;
|exhits=30 &amp;gt; 0 &amp;gt; 30&lt;br /&gt;
|meteropp=225&lt;br /&gt;
|video=https://www.youtube.com/watch?v=UKixw8LkJM0&amp;amp;t=112&lt;br /&gt;
|notes=Beat Fang with Aerial Circle {{keyword|filler|filler=1}}. Press Aerial Circle as Kuja pulls the opponent to himself. The goal here is to knock the opponent towards ground with Aerial Circle and then quickly follow up with Beat Fang for critical hits. Again, the critical hit rate goes up momentarily after connecting an HP attack, which improves Beat Fang&#039;s damage.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Squall must be at certain height to ensure Aerial Circle pushes the opponent downwards. Upper Blues is a good reference point for this. If Squall gets a ground Wall Rush from higher up in the air, he may have to measure the distance manually to do this combo. Being too high can pull opponent out of Kuja assist due to Aerial Circle&#039;s absorb effect. Conversely, being too low can push the opponent away with no guarantee for finishing the combo. Squall&#039;s position makes a big difference here. He can also push the opponent diagonally down, and Kuja may still be able to finish his attack. This does mean that Kuja may do slightly less damage, or that Squall may even lose HP Wall Rush damage entirely.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Squall can also do Fire Barret into Beat Fang (no dodge cancel) after Assist Chase. This depends more on the Assist Chase timing, but try not to teleport too late so the fireballs can hit. And even then, Beat Fang might barely miss if the angle is a little off. Please see the linked video for an example.&lt;br /&gt;
}}&lt;br /&gt;
{{Combo-012Data&lt;br /&gt;
|combo=&#039;&#039;&#039;Blasting Zone&#039;&#039;&#039; &amp;gt; {{clr|astbrv=1}} &amp;gt; {{clr|dc=1}} (↑) &amp;gt; {{clr|ac=1}} &amp;gt; Beat Fang&lt;br /&gt;
|condition=HP Starter&lt;br /&gt;
|requirement=Ground (Squall)&lt;br /&gt;
|purpose=HP &amp;amp; BRV Damage&lt;br /&gt;
|damage=96 + HP &amp;amp; WR&lt;br /&gt;
|damagehits=10 + HP &amp;gt; 46 AST &amp;gt; 40 + WR&lt;br /&gt;
|ex=120&lt;br /&gt;
|exhits=90 &amp;gt; 30&lt;br /&gt;
|meteropp=144&lt;br /&gt;
|video=https://www.youtube.com/watch?v=UKixw8LkJM0&amp;amp;t=240&lt;br /&gt;
|notes=Blasting Zone combo, no wall needed. Call Kuja assist a moment after HP damage is dealt. The opponent will gradually slow down while flying in the air, which makes it possible for Kuja assist to combo.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This is mostly to add bravery damage and EX depletion from assist. If Squall needs the damage for Bravery Break, a well placed Blasting Zone can turn the match in his favor. Be sure to dodge forward after Blasting Zone to get some of the EX Force floating around.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
= Builds =&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Hybrid=&lt;br /&gt;
{{Build&lt;br /&gt;
|hp=10299&lt;br /&gt;
|cp=450&lt;br /&gt;
|brv=996&lt;br /&gt;
|atk=177&lt;br /&gt;
|def=185&lt;br /&gt;
|luk=--&lt;br /&gt;
|booster=x3.5&lt;br /&gt;
|setbonus=Judgment of Lufenia&lt;br /&gt;
|ast=Kuja&lt;br /&gt;
|wpn=Lionheart&lt;br /&gt;
|hand=Lufenian Shield&lt;br /&gt;
|head=Lufenian Helm&lt;br /&gt;
|armor=Lufenian Armor {{equip}}&lt;br /&gt;
|acc1={{accbas}} Hyper Ring&lt;br /&gt;
|acc2={{accbas}} Zephyr Cloak&lt;br /&gt;
|acc3={{accbas}} Dismay Shock&lt;br /&gt;
|acc4={{accboo}} Large Gap in HP&lt;br /&gt;
|acc5={{accboo}} Summon Unused&lt;br /&gt;
|acc6={{accboo}} Pre-EX Mode&lt;br /&gt;
|acc7={{accboo}} Pre-EX Revenge&lt;br /&gt;
|acc8={{accsp}} Tenacious Attacker&lt;br /&gt;
|acc9={{accsp}} Glutton&lt;br /&gt;
|acc10={{accsp}} First to Victory&lt;br /&gt;
|summon=Rubicante&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A general all-rounder build.&lt;br /&gt;
&lt;br /&gt;
|-|Adamant Chains=&lt;br /&gt;
{{Build&lt;br /&gt;
|hp=9972&lt;br /&gt;
|cp=450&lt;br /&gt;
|brv=877 (1052 with First to Victory)&lt;br /&gt;
|atk=178&lt;br /&gt;
|def=185&lt;br /&gt;
|luk=--&lt;br /&gt;
|booster=x3.5&lt;br /&gt;
|setbonus=Adamant Chains&lt;br /&gt;
|ast=Kuja&lt;br /&gt;
|wpn=Earthbreaker {{equip}}&lt;br /&gt;
|hand=Adamant Shield&lt;br /&gt;
|head=Adamant Helm&lt;br /&gt;
|armor=Adamant Vest&lt;br /&gt;
|acc1={{accbas}} Muscle Belt&lt;br /&gt;
|acc2={{accbas}} Dismay Shock&lt;br /&gt;
|acc3={{accbas}} Battle Hammer&lt;br /&gt;
|acc4={{accboo}} Summon Unused&lt;br /&gt;
|acc5={{accboo}} Pre-EX Mode&lt;br /&gt;
|acc6={{accboo}}Pre-EX Revenge&lt;br /&gt;
|acc7={{accboo}} Aerial&lt;br /&gt;
|acc8={{accsp}} Tenacious Attacker&lt;br /&gt;
|acc9={{accsp}} First to Victory&lt;br /&gt;
|acc10={{accsp}} Back-Breaking Straw&lt;br /&gt;
|summon=Rubicante&lt;br /&gt;
}}&lt;br /&gt;
Weapon can be changed according to match-up or player preference.&lt;br /&gt;
&lt;br /&gt;
This set primarily takes advantage of the added air dodge distance that the set bonus provides. Squall&#039;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.&lt;br /&gt;
&lt;br /&gt;
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&#039;s Essence for more CP, Winged Boots for banish traps, Glutton for characters with strong EX generation (e.g. Lightning, Shantotto).&lt;br /&gt;
&lt;br /&gt;
|-|EX Core=&lt;br /&gt;
{{Build&lt;br /&gt;
|hp=10299&lt;br /&gt;
|cp=450&lt;br /&gt;
|brv=996&lt;br /&gt;
|atk=177&lt;br /&gt;
|def=185&lt;br /&gt;
|luk=--&lt;br /&gt;
|booster=x5.3&lt;br /&gt;
|setbonus=Soul of Yamato&lt;br /&gt;
|ast=Kuja&lt;br /&gt;
|wpn=Lionheart&lt;br /&gt;
|hand=Genji Shield&lt;br /&gt;
|head=Genji Helm&lt;br /&gt;
|armor=Genji Armor {{equip}}&lt;br /&gt;
|acc1={{accbas}} Sniper Eye&lt;br /&gt;
|acc2={{accbas}} Dragonfly Orb&lt;br /&gt;
|acc3={{accbas}} Battle Hammer&lt;br /&gt;
|acc4={{accboo}} EX Core Present&lt;br /&gt;
|acc5={{accboo}} Summon Unused&lt;br /&gt;
|acc6={{accboo}} Pre-EX Mode&lt;br /&gt;
|acc7={{accboo}} Pre-EX Revenge&lt;br /&gt;
|acc8={{accboo}} Aerial&lt;br /&gt;
|acc9={{accsp}} Tenacious Attacker&lt;br /&gt;
|acc10={{accsp}} First to Victory&lt;br /&gt;
|summon=Rubicante&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Enhanced EX intake through EX cores.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
|-|Side by Side=&lt;br /&gt;
{{Build&lt;br /&gt;
|hp=9971&lt;br /&gt;
|cp=450&lt;br /&gt;
|brv=1453 (2179 with Hero&#039;s Seal)&lt;br /&gt;
|atk=176&lt;br /&gt;
|def=182&lt;br /&gt;
|luk=--&lt;br /&gt;
|booster=x3.8&lt;br /&gt;
|setbonus=None&lt;br /&gt;
|ast=Kuja&lt;br /&gt;
|wpn=Piggy&#039;s Stick&lt;br /&gt;
|hand=Hero&#039;s Shield&lt;br /&gt;
|head=Royal Crown {{equip}}&lt;br /&gt;
|armor=Maximillian {{equip}}&lt;br /&gt;
|acc1={{accbas}} Sniper Eye&lt;br /&gt;
|acc2={{accbas}} Dismay Shock&lt;br /&gt;
|acc3={{accbas}} Battle Hammer&lt;br /&gt;
|acc4={{accboo}} BRV = 0&lt;br /&gt;
|acc5={{accboo}} Empty EX Gauge&lt;br /&gt;
|acc6={{accboo}} Pre-EX Mode&lt;br /&gt;
|acc7={{accboo}} Pre-EX Revenge&lt;br /&gt;
|acc8={{accsp}} Hero&#039;s Seal&lt;br /&gt;
|acc9={{accsp}} Together as One&lt;br /&gt;
|acc10={{accsp}} Side by Side&lt;br /&gt;
|summon=Rubicante&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Substitutes:&lt;br /&gt;
* Basic - Hyper Ring, Muscle Belt, Bravery Orb&lt;br /&gt;
* Booster - Large Gap in HP, Summon Unused, Grounded, Aerial, Assist&lt;br /&gt;
* Special - Blue Gem, Growth Egg, Great Gospel, Winged Boots, Hero&#039;s Essence, Badge of Trust.&lt;br /&gt;
&lt;br /&gt;
|-|Meter Depletion=&lt;br /&gt;
{{Build&lt;br /&gt;
|hp=10298&lt;br /&gt;
|cp=450&lt;br /&gt;
|brv=996&lt;br /&gt;
|atk=179&lt;br /&gt;
|def=182&lt;br /&gt;
|luk=--&lt;br /&gt;
|booster=x6.9&lt;br /&gt;
|setbonus=Seal of Lufenia&lt;br /&gt;
|ast=Yuna&lt;br /&gt;
|wpn=Lufenian Lance {{equip}}&lt;br /&gt;
|hand=Lufenian Dirk {{equip}}&lt;br /&gt;
|head=Lufenian Headband {{equip}}&lt;br /&gt;
|armor=Maximillian {{equip}}&lt;br /&gt;
|acc1={{accbas}} Dismay Shock&lt;br /&gt;
|acc2={{accbas}} Battle Hammer&lt;br /&gt;
|acc3={{accboo}} BRV = 0&lt;br /&gt;
|acc4={{accboo}} Assist&lt;br /&gt;
|acc5={{accboo}} Summon Unused&lt;br /&gt;
|acc6={{accboo}} Pre-EX Mode&lt;br /&gt;
|acc7={{accboo}} Pre-EX Revenge&lt;br /&gt;
|acc8={{accboo}} Aerial&lt;br /&gt;
|acc9=Free choice&lt;br /&gt;
|acc10=Free choice&lt;br /&gt;
|summon=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Yuna&#039;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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Assists =&lt;br /&gt;
&lt;br /&gt;
== Squall&#039;s assist data ==&lt;br /&gt;
&lt;br /&gt;
{{012Assist&lt;br /&gt;
|type1=BRV&lt;br /&gt;
|attack1=Solid Barrel&lt;br /&gt;
|startup1=13F&lt;br /&gt;
|position1=Ground&lt;br /&gt;
|spawn1=Opponent&lt;br /&gt;
|damage1=5, 6, 8, 10, 5, 5, 16 (55)&lt;br /&gt;
|effect1=Chase&lt;br /&gt;
|type2=BRV&lt;br /&gt;
|attack2=Heel Crush&lt;br /&gt;
|startup2=41F&lt;br /&gt;
|position2=Air&lt;br /&gt;
|spawn2=Opponent&lt;br /&gt;
|damage2=20&lt;br /&gt;
|effect2=Wall Rush, Block (Ranged Low)&lt;br /&gt;
|type3=HP&lt;br /&gt;
|attack3=Blasting Zone&lt;br /&gt;
|startup3=41F&lt;br /&gt;
|position3=Ground&lt;br /&gt;
|spawn3=Opponent&lt;br /&gt;
|damage3=6, 1 x 4, (10)&lt;br /&gt;
|effect3=Chase&lt;br /&gt;
|type4=HP&lt;br /&gt;
|attack4=Aerial Circle&lt;br /&gt;
|startup4=43F&lt;br /&gt;
|position4=Air&lt;br /&gt;
|spawn4=Opponent&lt;br /&gt;
|damage4=-&lt;br /&gt;
|effect4=Wall Rush, Absorb, Block (Ranged Low)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Heel Crush being Squall&#039;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&#039;t activate [[Abilities_(Dissidia_012)#Extra_Abilities-0|&#039;&#039;&#039;Precision Evasion&#039;&#039;&#039;]].&lt;br /&gt;
&lt;br /&gt;
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_(Dissidia_012)|&#039;&#039;&#039;chase&#039;&#039;&#039;]]. Outside of these contexts, Squall assist provides diminishing returns compared to the more powerful assists like {{012kuja}}, {{012jec}} and {{012aer}}.&lt;br /&gt;
&lt;br /&gt;
== Assists ==&lt;br /&gt;
&lt;br /&gt;
All meta assists can work, with Kuja being the strongest. Because of Squall&#039;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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Kuja=&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
This assist also has safety against LV2 Change thanks to the Flare Star HP&#039;s Ranged High priority, which works well off of Beat Fang and Upper Blues.&lt;br /&gt;
&lt;br /&gt;
|-|Yuna=&lt;br /&gt;
Strongest meter depletion anywhere on the stage with air BRV assist. By timing Aerial Circle to hit simultaneously with Yuna air BRV&#039;s third hit, the knockback will be cancelled briefly by the assist and enable the HP to hit multiple times, applying depletion each time. &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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...&lt;br /&gt;
&lt;br /&gt;
|-|Jecht=&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
|-|Tidus=&lt;br /&gt;
Fast air bravery assist for whiff punishes and low damage output, slower ground bravery assist for trades and higher damage via Thunder Barret.&lt;br /&gt;
&lt;br /&gt;
A serviceable assist, but he doesn&#039;t provide Squall any distinct advantages beyond air assist start-up and it&#039;s relative safety.&lt;br /&gt;
&lt;br /&gt;
|-|Sephiroth=&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Sephiroth also stays on the field for a fairly long time, so protecting him can result in diminishing returns.&lt;br /&gt;
&lt;br /&gt;
|-|Aerith=&lt;br /&gt;
Squall&#039;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.&lt;br /&gt;
&lt;br /&gt;
All ground conversions are compromised due to Aerith&#039;s Cure not having any hitstun. Coupled with the weakest meter depletion overall, Aerith assist can be difficult to justify for Squall specifically.&lt;br /&gt;
&lt;br /&gt;
A viable assist, but arguably one of the weaker meta options for Squall.&lt;br /&gt;
&lt;br /&gt;
|-|The Emperor=&lt;br /&gt;
Niche, empowered ground play and very damaging mines through Beat Fang wall rushes. With Squall&#039;s liberal combo sequences on the ground, he can also combo into the Thunder Crest assist with ease.&lt;br /&gt;
&lt;br /&gt;
LV2 Assist Change does not stagger The Emperor and the opponent&#039;s assist will be locked upon use thanks to the trap&#039;s Unblockable priority. Thunder Crest&#039;s holding potential allows an HP of your choice and of course, you can cover yourself by being inside the trap itself.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Other wall rush conversions and whiff punishment are weakened or compromised, but this assist is definitely not without merit!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-|Onion Knight=&lt;br /&gt;
A serviceable assist. Similiar to The Emperor, grounded wall rushes provide utility in the form of Blizzard&#039;s Ranged Low priority and holding potential. Turbo-Hit does not require a wall for an HP, but converting off of an opponent&#039;s whiffed attack can be difficult if you&#039;re far away. Blizzard can also intercept attacks from further away, which may prove to be helpful during grounded interactions.&lt;br /&gt;
&lt;br /&gt;
|-|Gilgamesh=&lt;br /&gt;
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&#039;re going for extended combos.&lt;br /&gt;
&lt;br /&gt;
|-|Cecil=&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
Outside of this combo-centric appeal, Cecil does not provide any distinct advantages over other assists.&lt;br /&gt;
&lt;br /&gt;
|-|Terra=&lt;br /&gt;
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&#039;s possible to combo into Fusillade twice in a row for a minimum of 60 base damage multiplier and 120 ex!&lt;br /&gt;
&lt;br /&gt;
Graviga could act as an instigator due to it&#039;s tracking, but do note it can still be dodged and that Terra is vulnerable while casting.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= References =&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{navbox012}}&lt;br /&gt;
&lt;br /&gt;
{{roadmap012squ}}&lt;/div&gt;</summary>
		<author><name>Muggshotter</name></author>
	</entry>
	<entry>
		<id>https://dissidia.wiki/index.php?title=Shantotto_(Dissidia_012)&amp;diff=4780</id>
		<title>Shantotto (Dissidia 012)</title>
		<link rel="alternate" type="text/html" href="https://dissidia.wiki/index.php?title=Shantotto_(Dissidia_012)&amp;diff=4780"/>
		<updated>2026-03-24T13:32:18Z</updated>

		<summary type="html">&lt;p&gt;Muggshotter: /* Builds */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Dissidia 012 Final Fantasy]]&lt;br /&gt;
{{012CharNavShan}}&lt;br /&gt;
&lt;br /&gt;
{{CharacterInfo&lt;br /&gt;
|portrait=https://resources.dissidia.wiki/ddff/portraits/ddff-port-totto.png&lt;br /&gt;
|name=Shantotto &amp;lt;br&amp;gt;(シャントット)&lt;br /&gt;
|origin=Final Fantasy XI&lt;br /&gt;
|atk=112 (Very High)&lt;br /&gt;
|def=109 (Lowest)&lt;br /&gt;
|runspeed=6 (Average / Good)&lt;br /&gt;
|dash=77 (Average / Good)&lt;br /&gt;
|fall=97 (Slow)&lt;br /&gt;
|fallr=43 (Slow)&lt;br /&gt;
|fastestbrv=13F (Stun)&lt;br /&gt;
|fastesthp=49F &amp;lt;br&amp;gt;(Spirit Magic: Earth / Spirit Magic: Air)&lt;br /&gt;
|1hithp=No&lt;br /&gt;
|hplinks=Yes (Combos only)&lt;br /&gt;
|cmdblock=No&lt;br /&gt;
|weapon=Poles &amp;lt;br&amp;gt;Rods &amp;lt;br&amp;gt;Staves&lt;br /&gt;
|armor=Bangles &amp;lt;br&amp;gt;Clothing &amp;lt;br&amp;gt;Hairpins &amp;lt;br&amp;gt;Hats &amp;lt;br&amp;gt;Headbands &amp;lt;br&amp;gt;Ribbons &amp;lt;br&amp;gt;Robes &lt;br /&gt;
|exclusives=Jupiter&#039;s Staff &amp;lt;br&amp;gt;Laevateinn &amp;lt;br&amp;gt;Claustrum&lt;br /&gt;
|unlock=&lt;br /&gt;
|alignment=Cosmos&lt;br /&gt;
|vajp=[https://en.wikipedia.org/wiki/Megumi_Hayashibara Megumi Hayashibara]&lt;br /&gt;
|vaeng=[https://en.wikipedia.org/wiki/Candi_Milo Candi Milo]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
= Overview =&lt;br /&gt;
&lt;br /&gt;
{{ProConTable&lt;br /&gt;
|pros=&lt;br /&gt;
* &#039;&#039;&#039;Excellent conversion ability&#039;&#039;&#039;: Shantotto is able to turn almost any hit into HP damage with some execution, and further extend reliably with assists.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;High EX Force generation&#039;&#039;&#039;: All of Shantotto&#039;s HPs and Retribution build a high amount of EX Force, that further escalates with well executed combos.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Can deny HP attack usage&#039;&#039;&#039;: An opponent being poisoned by Bio means they&#039;ll be instantly broken if they hit Shantotto with an HP attack. When not near loss, this can be used to effectively lock the opponent out of using them for a period of time.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Good whiff punish game&#039;&#039;&#039;: Good mobility and startup on Stun to combo into HPs. A couple unconventional tools can make it scary to recklessly whiff attacks against her.&lt;br /&gt;
&lt;br /&gt;
|cons=&lt;br /&gt;
* &#039;&#039;&#039;No wall rush HP&#039;&#039;&#039;: A lack of wall rush on any of Shantotto&#039;s HP attacks significantly cuts into the potential combo damage and how much she gets out of the high base brave sets she usually runs.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Extreme Glutton vulnerability&#039;&#039;&#039;: Because all of the HP attacks Shantotto uses hit from a medium distance, the opponent will get priority when absorbing EX from her majority of the time, greatly reducing EX intake without build investment.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Assist punish vulnerability&#039;&#039;&#039;: Because Retribution doesn&#039;t cover Shantotto&#039;s sides well, and every single one of her other attacks is Ranged, in practice almost every single attack Shantotto can use is vulnerable to raw assist.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;No fast midair melee attack&#039;&#039;&#039;: This makes her both vulnerable to a large amount of attacks and pressure after a dodge&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Huge recovery&#039;&#039;&#039;: In general the end lag on Shantotto&#039;s attacks is above average relative to the rest of the cast, this is especially bad on most of her HP Attacks.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
= Bravery Attacks =&lt;br /&gt;
&lt;br /&gt;
Most of Shantotto&#039;s bravery attacks have a ground and an aerial version. A Couple Attacks is only available on the ground and Retribution is only available midair.&lt;br /&gt;
&lt;br /&gt;
== Ground ==&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|A Couple Attacks=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|image=https://dissidia.wiki/images/e/ef/Brv_shantotto_a_couple_attacks.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|damage=7, 7, 16 (30)&lt;br /&gt;
|startup=19F&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee Low&lt;br /&gt;
|ex=30&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|astatk=&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=&lt;br /&gt;
|ap=100&lt;br /&gt;
|gametext=[Close] Triple two-handed strike with scepter, &amp;lt;br&amp;gt;sending foe flying.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|-|Stun=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|image=https://dissidia.wiki/images/c/c2/Brv_shantotto_stun_g.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|damage=-&lt;br /&gt;
|startup=13F&lt;br /&gt;
|type=-&lt;br /&gt;
|priority=Ranged Low&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=-&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|cancels=Dodge, Attack (Hit)&lt;br /&gt;
|astatk=&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=&lt;br /&gt;
|ap=80&lt;br /&gt;
|gametext=[Special] Cancel foe&#039;s attack. No attack strength, &amp;lt;br&amp;gt;but instant. Different attack frees foe.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|-|Bind=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|image=https://dissidia.wiki/images/e/ef/Brv_shantotto_bind_g.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|damage=-&lt;br /&gt;
|startup=65F&lt;br /&gt;
|type=&lt;br /&gt;
|priority=Ranged Low&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=-&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|cancels=&lt;br /&gt;
|astatk=&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=&lt;br /&gt;
|ap=80&lt;br /&gt;
|gametext=[Special] Make opponent unable to move. &amp;lt;br&amp;gt;Foe is freed when hit by another attack.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-|Bio=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|image=https://dissidia.wiki/images/4/45/Brv_shantotto_bio_g.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|damage=4 x 11 (44)&lt;br /&gt;
|startup=33F&lt;br /&gt;
|type=Magical&lt;br /&gt;
|priority=Ranged Low&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=-&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|cancels=&lt;br /&gt;
|astatk=&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=&lt;br /&gt;
|ap=80&lt;br /&gt;
|gametext=[Long] Darkness eats away at opponent&#039;s body, &amp;lt;br&amp;gt;continuously stealing bravery for a set period.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Aerial ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Retribution=&lt;br /&gt;
&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|image=https://dissidia.wiki/images/1/1f/Brv_shantotto_retribution2.jpeg&lt;br /&gt;
|imgpos=50%&lt;br /&gt;
|damage=15, 15 (30)&lt;br /&gt;
|startup=41F&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee Mid&lt;br /&gt;
|ex=90&lt;br /&gt;
|effect=Chase&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|astatk=&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=&lt;br /&gt;
|ap=100&lt;br /&gt;
|gametext=[Mid] Spinning two-handed blow, &amp;lt;br&amp;gt;hurling opponent forward.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-|Stun=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|image=https://dissidia.wiki/images/f/fe/Brv_shantotto_stun_a.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|damage=-&lt;br /&gt;
|startup=13F&lt;br /&gt;
|type=-&lt;br /&gt;
|priority=Ranged Low&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=-&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|cancels=Dodge, Attack (Hit)&lt;br /&gt;
|astatk=&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=&lt;br /&gt;
|ap=&lt;br /&gt;
|gametext=[Special] Cancel foe&#039;s attack. No attack strength, &amp;lt;br&amp;gt;but instant. Different attack frees foe.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|-|Bind=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|image=https://dissidia.wiki/images/b/b9/Brv_shantotto_bind_a.jpeg&lt;br /&gt;
|imgpos=60%&lt;br /&gt;
|damage=-&lt;br /&gt;
|startup=65F&lt;br /&gt;
|type=&lt;br /&gt;
|priority=Ranged Low&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=-&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|cancels=&lt;br /&gt;
|astatk=&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=&lt;br /&gt;
|ap=80&lt;br /&gt;
|gametext=[Special] Make opponent unable to move. &amp;lt;br&amp;gt;Foe is freed when hit by another attack.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|-|Bio=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|image=https://dissidia.wiki/images/2/26/Brv_shantotto_bio_a.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|damage=4 x 11 (44)&lt;br /&gt;
|startup=33F&lt;br /&gt;
|type=Magical&lt;br /&gt;
|priority=Ranged Low&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=-&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|cancels=&lt;br /&gt;
|astatk=&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=&lt;br /&gt;
|ap=80&lt;br /&gt;
|gametext=[Long] Darkness eats away at opponent&#039;s body, &amp;lt;br&amp;gt;continuously stealing bravery for a set period.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= HP Attacks =&lt;br /&gt;
&lt;br /&gt;
Shantotto&#039;s HP attacks become stronger with higher bravery. The Spirit Magic HP attacks have three tiers. Higher tier spells have bigger {{keyword|hitboxes|hitbox=1}} and deal more bravery damage.&lt;br /&gt;
&lt;br /&gt;
;Example with Spirit Magic Earth&lt;br /&gt;
* Tier 1 HP (Stone): 0-1999 BRV&lt;br /&gt;
* Tier 2 HP (Stonega): 2000-3999 BRV&lt;br /&gt;
* Tier 3 HP (Quake): 4000 BRV, or higher&lt;br /&gt;
&lt;br /&gt;
So if Shantotto has 2000 BRV, Spirit Magic: Earth will result in Stonega.&lt;br /&gt;
&lt;br /&gt;
== Ground ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Spirit Magic: Earth=&lt;br /&gt;
&lt;br /&gt;
{{AbilityInfo3&lt;br /&gt;
|image=https://dissidia.wiki/images/7/7a/Hp_shantotto_earth_lv1.jpeg&lt;br /&gt;
|ver1=Stone&lt;br /&gt;
|damage1=&#039;&#039;&#039;16&#039;&#039;&#039; (8, 8)&lt;br /&gt;
|startup1=49F&lt;br /&gt;
|type1=Magical&lt;br /&gt;
|priority1=Ranged Mid&lt;br /&gt;
|ex1=&#039;&#039;&#039;24~36&#039;&#039;&#039; (Chain hit)&amp;lt;br&amp;gt; &#039;&#039;&#039;60&#039;&#039;&#039; (HP hit)&lt;br /&gt;
|effect1=-&lt;br /&gt;
|cancels1=Dodge&lt;br /&gt;
|asthit1=&lt;br /&gt;
|gametext=[Long] Send boulders flying. &amp;lt;br&amp;gt;Strength depends on bravery.&lt;br /&gt;
|level=1&lt;br /&gt;
|ap=110&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|ver2=Stonega&lt;br /&gt;
|damage2=&#039;&#039;&#039;25&#039;&#039;&#039; (5x5)&lt;br /&gt;
|startup2=49F&lt;br /&gt;
|type2=Magical&lt;br /&gt;
|priority2=Ranged High&lt;br /&gt;
|ex2=&#039;&#039;&#039;24~36&#039;&#039;&#039; (Chain hit)&amp;lt;br&amp;gt; &#039;&#039;&#039;60&#039;&#039;&#039; (HP hit)&lt;br /&gt;
|effect2=-&lt;br /&gt;
|cancels2=Dodge&lt;br /&gt;
|asthit2=&lt;br /&gt;
|ver3=Quake&lt;br /&gt;
|damage3=&#039;&#039;&#039;30&#039;&#039;&#039; (6x5)&lt;br /&gt;
|startup3=49F&lt;br /&gt;
|type3=Magical&lt;br /&gt;
|priority3=Ranged High&lt;br /&gt;
|ex3=&#039;&#039;&#039;24~36&#039;&#039;&#039; (Chain hit)&amp;lt;br&amp;gt; &#039;&#039;&#039;60&#039;&#039;&#039; (HP hit)&lt;br /&gt;
|effect3=-&lt;br /&gt;
|cancels3=Dodge&lt;br /&gt;
|asthit3=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[File:Hp_shantotto_earth_lv2.jpeg|thumb|300px|Stonega]]&lt;br /&gt;
&lt;br /&gt;
[[File:Hp_shantotto_earth_lv3.jpeg|thumb|300px|Quake]]&lt;br /&gt;
&lt;br /&gt;
|-|Spirit Magic: Fire=&lt;br /&gt;
&lt;br /&gt;
{{AbilityInfo3&lt;br /&gt;
|image=https://dissidia.wiki/images/f/f4/Hp_shantotto_fire_lv1.jpeg&lt;br /&gt;
|ver1=Fire&lt;br /&gt;
|damage1=&#039;&#039;&#039;12&#039;&#039;&#039; (3 x 4)&lt;br /&gt;
|startup1=57F&lt;br /&gt;
|type1=Magical&lt;br /&gt;
|priority1=Ranged Mid&lt;br /&gt;
|ex1=&#039;&#039;&#039;24~36&#039;&#039;&#039; (Chain hit) &amp;lt;br&amp;gt;&#039;&#039;&#039;60&#039;&#039;&#039; (HP hit)&lt;br /&gt;
|effect1=-&lt;br /&gt;
|cancels1=Dodge&lt;br /&gt;
|asthit1=&lt;br /&gt;
|gametext=[Long] Shoot forth flame sphere. &amp;lt;br&amp;gt;Strength depends on bravery.&lt;br /&gt;
|level=1&lt;br /&gt;
|ap=120&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|ver2=Firaga&lt;br /&gt;
|damage2=&#039;&#039;&#039;18&#039;&#039;&#039; (3 x 6)&lt;br /&gt;
|startup2=57F&lt;br /&gt;
|type2=Magical&lt;br /&gt;
|priority2=Ranged High&lt;br /&gt;
|ex2=&#039;&#039;&#039;24~36&#039;&#039;&#039; (Chain hit) &amp;lt;br&amp;gt;&#039;&#039;&#039;60&#039;&#039;&#039; (HP hit)&lt;br /&gt;
|effect2=-&lt;br /&gt;
|cancels2=Dodge&lt;br /&gt;
|asthit2=&lt;br /&gt;
|ver3=Flare&lt;br /&gt;
|damage3=&#039;&#039;&#039;24&#039;&#039;&#039; (3 x 8)&lt;br /&gt;
|startup3=61F&lt;br /&gt;
|type3=Magical&lt;br /&gt;
|priority3=Ranged High&lt;br /&gt;
|ex3=&#039;&#039;&#039;24~36&#039;&#039;&#039; (Chain hit) &amp;lt;br&amp;gt;&#039;&#039;&#039;60&#039;&#039;&#039; (HP hit)&lt;br /&gt;
|effect3=-&lt;br /&gt;
|cancels3=Dodge&lt;br /&gt;
|asthit3=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[File:Hp_shantotto_fire_lv2.jpeg|thumb|300px|Firaga]]&lt;br /&gt;
&lt;br /&gt;
[[File:Hp_shantotto_fire_lv3.jpeg|thumb|300px|Flare]]&lt;br /&gt;
&lt;br /&gt;
|-|Spirit Magic: Thunder=&lt;br /&gt;
&lt;br /&gt;
{{AbilityInfo3&lt;br /&gt;
|image=https://dissidia.wiki/images/4/4a/Hp_shantotto_thunder_lv1.jpeg&lt;br /&gt;
|ver1=Thunder&lt;br /&gt;
|damage1=&#039;&#039;&#039;12&#039;&#039;&#039; (3 x 4)&lt;br /&gt;
|startup1=67F&lt;br /&gt;
|type1=Magical&lt;br /&gt;
|priority1=Ranged Mid&lt;br /&gt;
|ex1=&#039;&#039;&#039;24~36&#039;&#039;&#039; (Chain hit)&amp;lt;br&amp;gt; &#039;&#039;&#039;60&#039;&#039;&#039; (HP hit)&lt;br /&gt;
|effect1=-&lt;br /&gt;
|cancels1=Dodge&lt;br /&gt;
|asthit1=&lt;br /&gt;
|gametext=[Mid] Call down lightning on foe. &amp;lt;br&amp;gt;Strength depends on bravery.&lt;br /&gt;
|level=1&lt;br /&gt;
|ap=130&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|ver2=Thundaga&lt;br /&gt;
|damage2=&#039;&#039;&#039;16&#039;&#039;&#039; (4 x 4)&lt;br /&gt;
|startup2=71F&lt;br /&gt;
|type2=Magical&lt;br /&gt;
|priority2=Ranged High&lt;br /&gt;
|ex2=&#039;&#039;&#039;24~36&#039;&#039;&#039; (Chain hit)&amp;lt;br&amp;gt; &#039;&#039;&#039;60&#039;&#039;&#039; (HP hit)&lt;br /&gt;
|effect2=-&lt;br /&gt;
|cancels2=Dodge&lt;br /&gt;
|asthit2=&lt;br /&gt;
|ver3=Burst&lt;br /&gt;
|damage3=&#039;&#039;&#039;20&#039;&#039;&#039; (4 x 5)&lt;br /&gt;
|startup3=71F&lt;br /&gt;
|type3=Magical&lt;br /&gt;
|priority3=Ranged High&lt;br /&gt;
|ex3=&#039;&#039;&#039;24~36&#039;&#039;&#039; (Chain hit)&amp;lt;br&amp;gt; &#039;&#039;&#039;60&#039;&#039;&#039; (HP hit)&lt;br /&gt;
|effect3=-&lt;br /&gt;
|cancels3=Dodge&lt;br /&gt;
|asthit3=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[File:Hp_shantotto_thunder_lv2.jpeg|thumb|300px|Thundaga]]&lt;br /&gt;
&lt;br /&gt;
[[File:Hp_shantotto_thunder_lv3.jpeg|thumb|300px|Burst]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Aerial ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Spirit Magic: Water=&lt;br /&gt;
&lt;br /&gt;
{{AbilityInfo3&lt;br /&gt;
|image=https://dissidia.wiki/images/7/74/Hp_shantotto_water_lv1.jpeg&lt;br /&gt;
|ver1=Water&lt;br /&gt;
|damage1=&#039;&#039;&#039;12&#039;&#039;&#039; (3 x 4)&lt;br /&gt;
|startup1=59F&lt;br /&gt;
|type1=Magical&lt;br /&gt;
|priority1=Ranged Mid&lt;br /&gt;
|ex1=&#039;&#039;&#039;24~36&#039;&#039;&#039; (Chain hit) &amp;lt;br&amp;gt;&#039;&#039;&#039;60&#039;&#039;&#039; (HP hit)&lt;br /&gt;
|effect1=-&lt;br /&gt;
|cancels1=Dodge&lt;br /&gt;
|asthit1=&lt;br /&gt;
|gametext=[Long] Engulf opponent in water. &amp;lt;br&amp;gt;Strength depends on bravery.&lt;br /&gt;
|level=1&lt;br /&gt;
|ap=140&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|ver2=Waterga&lt;br /&gt;
|damage2=&#039;&#039;&#039;16&#039;&#039;&#039; (4 x 4)&lt;br /&gt;
|startup2=59F&lt;br /&gt;
|type2=Magical&lt;br /&gt;
|priority2=Ranged High&lt;br /&gt;
|ex2=&#039;&#039;&#039;24~36&#039;&#039;&#039; (Chain hit) &amp;lt;br&amp;gt;&#039;&#039;&#039;60&#039;&#039;&#039; (HP hit)&lt;br /&gt;
|effect2=-&lt;br /&gt;
|cancels2=Dodge&lt;br /&gt;
|asthit2=&lt;br /&gt;
|ver3=Flood&lt;br /&gt;
|damage3=&#039;&#039;&#039;20&#039;&#039;&#039; (5 x 4)&lt;br /&gt;
|startup3=59F&lt;br /&gt;
|type3=Magical&lt;br /&gt;
|priority3=Ranged High&lt;br /&gt;
|ex3=&#039;&#039;&#039;24~36&#039;&#039;&#039; (Chain hit) &amp;lt;br&amp;gt;&#039;&#039;&#039;60&#039;&#039;&#039; (HP hit)&lt;br /&gt;
|effect3=-&lt;br /&gt;
|cancels3=Dodge&lt;br /&gt;
|asthit3=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[File:Hp_shantotto_water_lv2.jpeg|thumb|Waterga]]&lt;br /&gt;
&lt;br /&gt;
[[File:Hp_shantotto_water_lv3.jpeg|thumb|Flood]]&lt;br /&gt;
&lt;br /&gt;
|-|Spirit Magic: Air=&lt;br /&gt;
&lt;br /&gt;
{{AbilityInfo3&lt;br /&gt;
|image=https://dissidia.wiki/images/6/6e/Hp_shantotto_air_lv1.jpeg&lt;br /&gt;
|ver1=Aero&lt;br /&gt;
|damage1=&#039;&#039;&#039;10&#039;&#039;&#039; (2 x 5)&lt;br /&gt;
|startup1=49F&lt;br /&gt;
|type1=Magical&lt;br /&gt;
|priority1=Ranged Mid&lt;br /&gt;
|ex1=&#039;&#039;&#039;24~36&#039;&#039;&#039; (Chain hit) &amp;lt;br&amp;gt;&#039;&#039;&#039;60&#039;&#039;&#039; (HP hit)&lt;br /&gt;
|effect1=-&lt;br /&gt;
|cancels1=Dodge&lt;br /&gt;
|asthit1=&lt;br /&gt;
|gametext=[Long] Batter foe w/violent winds. &amp;lt;br&amp;gt;Strength depends on bravery.&lt;br /&gt;
|level=1&lt;br /&gt;
|ap=150&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|ver2=Aeroga&lt;br /&gt;
|damage2=&#039;&#039;&#039;14&#039;&#039;&#039; (2 x 7)&lt;br /&gt;
|startup2=49F&lt;br /&gt;
|type2=Magical&lt;br /&gt;
|priority2=Ranged High&lt;br /&gt;
|ex2=&#039;&#039;&#039;24~36&#039;&#039;&#039; (Chain hit) &amp;lt;br&amp;gt;&#039;&#039;&#039;60&#039;&#039;&#039; (HP hit)&lt;br /&gt;
|effect2=-&lt;br /&gt;
|cancels2=Dodge&lt;br /&gt;
|asthit2=&lt;br /&gt;
|ver3=Tornado&lt;br /&gt;
|damage3=&#039;&#039;&#039;18&#039;&#039;&#039; (3 x 6)&lt;br /&gt;
|startup3=49F&lt;br /&gt;
|type3=Magical&lt;br /&gt;
|priority3=Ranged High&lt;br /&gt;
|ex3=&#039;&#039;&#039;24~36&#039;&#039;&#039; (Chain hit) &amp;lt;br&amp;gt;&#039;&#039;&#039;60&#039;&#039;&#039; (HP hit)&lt;br /&gt;
|effect3=-&lt;br /&gt;
|cancels3=Dodge&lt;br /&gt;
|asthit3=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[File:Hp_shantotto_air_lv2.jpeg|thumb|Aeroga]]&lt;br /&gt;
&lt;br /&gt;
[[File:Hp_shantotto_air_lv3.jpeg|thumb|Tornado]]&lt;br /&gt;
&lt;br /&gt;
|-|Spirit Magic: Ice=&lt;br /&gt;
&lt;br /&gt;
{{AbilityInfo3&lt;br /&gt;
|image=https://dissidia.wiki/images/6/6e/Hp_shantotto_ice_lv1.jpeg&lt;br /&gt;
|ver1=Blizzard&lt;br /&gt;
|damage1=&#039;&#039;&#039;10&#039;&#039;&#039; (2 x 5)&lt;br /&gt;
|startup1=69F&lt;br /&gt;
|type1=Magical&lt;br /&gt;
|priority1=Ranged Mid&lt;br /&gt;
|ex1=&#039;&#039;&#039;24~36&#039;&#039;&#039; (Chain hit) &amp;lt;br&amp;gt; &#039;&#039;&#039;60&#039;&#039;&#039; (HP hit)&lt;br /&gt;
|effect1=-&lt;br /&gt;
|cancels1=Dodge&lt;br /&gt;
|asthit1=&lt;br /&gt;
|gametext=[Long] Hurl ice shards forwards. &amp;lt;br&amp;gt;Strength depends on bravery.&lt;br /&gt;
|level=1&lt;br /&gt;
|ap=160&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|ver2=Blizzaga&lt;br /&gt;
|damage2=&#039;&#039;&#039;15&#039;&#039;&#039; (3 x 5)&lt;br /&gt;
|startup2=69F&lt;br /&gt;
|type2=Magical&lt;br /&gt;
|priority2=Ranged High&lt;br /&gt;
|ex2=&#039;&#039;&#039;24~36&#039;&#039;&#039; (Chain hit) &amp;lt;br&amp;gt; &#039;&#039;&#039;60&#039;&#039;&#039; (HP hit)&lt;br /&gt;
|effect2=-&lt;br /&gt;
|cancels2=Dodge&lt;br /&gt;
|asthit2=&lt;br /&gt;
|ver3=Freeze&lt;br /&gt;
|damage3=&#039;&#039;&#039;20&#039;&#039;&#039; (5 x 4)&lt;br /&gt;
|startup3=69F&lt;br /&gt;
|type3=Magical&lt;br /&gt;
|priority3=Ranged High&lt;br /&gt;
|ex3=&#039;&#039;&#039;24~36&#039;&#039;&#039; (Chain hit) &amp;lt;br&amp;gt; &#039;&#039;&#039;60&#039;&#039;&#039; (HP hit)&lt;br /&gt;
|effect3=-&lt;br /&gt;
|cancels3=Dodge&lt;br /&gt;
|asthit3=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[File:Hp_shantotto_ice_lv2.jpeg|thumb|Blizzaga]]&lt;br /&gt;
&lt;br /&gt;
[[File:Hp_shantotto_ice_lv3.jpeg|thumb|Freeze]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= EX Mode: Two-Hour Ability! =&lt;br /&gt;
Effects:&lt;br /&gt;
* Regen&lt;br /&gt;
* Critical Boost&lt;br /&gt;
* Manafont&lt;br /&gt;
&lt;br /&gt;
== Manafont ==&lt;br /&gt;
&#039;&#039;[Always active while in EX Mode] Bravery is instantly replenished after landing a successful HP attack.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== EX Burst: Play Rough ==&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://dissidia.wiki/images/1/10/Ex_burst_shantotto.jpeg&amp;quot; style=&amp;quot;object-fit: none; object-position: 0% 0%; border:3px solid RGB(105,86,160);&amp;quot;&amp;gt;&amp;lt;/img&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;A flurry of attacks leading to a blast of terribly strong magic. Select spells from the menu. Fire-Water-Thunder-Earth-Wind-Ice order deals maximal damage.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{burst&lt;br /&gt;
|damage1=4, 3, 3, 10 (20)&lt;br /&gt;
|damage2=10 x 6, 20 (80) (100 total)&lt;br /&gt;
|type=Physical (first three hits), Magical (the rest)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Play Rough requires inputting a series of spells via a separate menu that only appears during this EX Burst.&lt;br /&gt;
&lt;br /&gt;
The correct order of the spells is: Flare &amp;gt; Flood &amp;gt; Burst &amp;gt; Quake &amp;gt; Tornado &amp;gt; Freeze.&lt;br /&gt;
&lt;br /&gt;
The spells are listed vertically from top to bottom and the correct order is &#039;&#039;always&#039;&#039; available. The challenge here is finding Flare quickly; Its position is always shuffled, so it could be in the middle of the menu or at the top. Once you find Flare, the remaining sequence of inputs is always the same. Spell &amp;gt; down &amp;gt; spell &amp;gt; down etc. A down input will move the cursor to the top if it&#039;s at the bottom of the menu, so there&#039;s no need to worry about moving it to one side of the menu through quick button presses.&lt;br /&gt;
&lt;br /&gt;
Each spell must be pressed twice with cross ({{pspcro}}), first to highlight it and then to cast it. Players have roughly 5 seconds to complete this entire sequence; The camera will rotate around Shantotto and her opponent for one full rotation, and then zoom in on Shantotto at the end. &#039;&#039;&#039;[[Abilities_(Dissidia_012)#Support_Abilities-0|Auto EX Command Ω]]&#039;&#039;&#039; trivialises this process, as one would expect.&lt;br /&gt;
&lt;br /&gt;
This EX Burst has good damage output, if not above average. It doesn&#039;t scale with health like &#039;&#039;&#039;[[Cloud_Strife_(Dissidia_012)#EX_Burst:_Omnislash|Cloud]]&#039;&#039;&#039; or &#039;&#039;&#039;[[Tidus_(Dissidia_012)#EX_Burst:_Blitz_Ace|Tidus]]&#039;&#039;&#039;, but is far from the weakest burst in the game.&lt;br /&gt;
&lt;br /&gt;
= Combos =&lt;br /&gt;
&lt;br /&gt;
== Solo ==&lt;br /&gt;
&lt;br /&gt;
== Assist ==&lt;br /&gt;
&lt;br /&gt;
= Builds =&lt;br /&gt;
Builds here.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Hybrid=&lt;br /&gt;
{{Build&lt;br /&gt;
|hp=10478&lt;br /&gt;
|cp=450&lt;br /&gt;
|brv=1444&lt;br /&gt;
|atk=179&lt;br /&gt;
|def=181&lt;br /&gt;
|luk=61&lt;br /&gt;
|booster=x1.8&lt;br /&gt;
|setbonus=None&lt;br /&gt;
|ast={{012yuna}}&lt;br /&gt;
|wpn=Heaven&#039;s Cloud {{equip}}&lt;br /&gt;
|hand=Hero&#039;s Shield {{equip}}&lt;br /&gt;
|head=Thornlet&lt;br /&gt;
|armor=Maximillian {{equip}}&lt;br /&gt;
|acc1={{accbas}} Dismay Shock&lt;br /&gt;
|acc2={{accbas}} Battle Hammer&lt;br /&gt;
|acc3={{accboo}} BRV = 0&lt;br /&gt;
|acc4={{accboo}} Summon Unused&lt;br /&gt;
|acc5={{accsp}} Blue Gem&lt;br /&gt;
|acc6={{accsp}} Tenacious Attacker&lt;br /&gt;
|acc7={{accsp}} Glutton&lt;br /&gt;
|acc8={{accsp}} First to Victory&lt;br /&gt;
|acc9={{accsp}} Hero&#039;s Seal&lt;br /&gt;
|acc10={{accsp}} Miracle Shoes&lt;br /&gt;
|summon=Rubicante&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Equip Best Dresser extra ability for +100 base bravery.&lt;br /&gt;
&lt;br /&gt;
|-|Build #2=&lt;br /&gt;
{{Build&lt;br /&gt;
|hp=&lt;br /&gt;
|cp=&lt;br /&gt;
|brv=&lt;br /&gt;
|atk=&lt;br /&gt;
|def=&lt;br /&gt;
|luk=&lt;br /&gt;
|booster=&lt;br /&gt;
|setbonus=&lt;br /&gt;
|ast=&lt;br /&gt;
|wpn=&lt;br /&gt;
|hand=&lt;br /&gt;
|head=&lt;br /&gt;
|armor=&lt;br /&gt;
|acc1=&lt;br /&gt;
|acc2=&lt;br /&gt;
|acc3=&lt;br /&gt;
|acc4=&lt;br /&gt;
|acc5=&lt;br /&gt;
|acc6=&lt;br /&gt;
|acc7=&lt;br /&gt;
|acc8=&lt;br /&gt;
|acc9=&lt;br /&gt;
|acc10=&lt;br /&gt;
|summon=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Assist =&lt;br /&gt;
&lt;br /&gt;
== Shantotto&#039;s assist data ==&lt;br /&gt;
&lt;br /&gt;
{{012Assist&lt;br /&gt;
|type1=BRV&lt;br /&gt;
|attack1=Bind&lt;br /&gt;
|startup1=65F&lt;br /&gt;
|position1=Ground&lt;br /&gt;
|spawn1=Opponent&lt;br /&gt;
|damage1=-&lt;br /&gt;
|effect1=-&lt;br /&gt;
|type2=BRV&lt;br /&gt;
|attack2=Bio&lt;br /&gt;
|startup2=33F&lt;br /&gt;
|position2=Air&lt;br /&gt;
|spawn2=Opponent&lt;br /&gt;
|damage2=4 x 11 (44)&lt;br /&gt;
|effect2=-&lt;br /&gt;
|type3=HP&lt;br /&gt;
|attack3=Spirit Magic: Earth&lt;br /&gt;
|startup3=49F&lt;br /&gt;
|position3=Ground&lt;br /&gt;
|spawn3=Opponent&lt;br /&gt;
|damage3=5 x 5 (25)&lt;br /&gt;
|effect3=Chase&lt;br /&gt;
|type4=HP&lt;br /&gt;
|attack4=Spirit Magic: Ice&lt;br /&gt;
|startup4=69F&lt;br /&gt;
|position4=Air&lt;br /&gt;
|spawn4=Opponent&lt;br /&gt;
|damage4=3 x 5 (15)&lt;br /&gt;
|effect4=Chase&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Assists ==&lt;br /&gt;
Shantotto works well with Kuja, Yuna and Jecht assists.&lt;br /&gt;
&lt;br /&gt;
= References =&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{navbox012}}&lt;br /&gt;
&lt;br /&gt;
{{roadmap012shan}}&lt;/div&gt;</summary>
		<author><name>Muggshotter</name></author>
	</entry>
	<entry>
		<id>https://dissidia.wiki/index.php?title=Sephiroth_(Dissidia_012)&amp;diff=4779</id>
		<title>Sephiroth (Dissidia 012)</title>
		<link rel="alternate" type="text/html" href="https://dissidia.wiki/index.php?title=Sephiroth_(Dissidia_012)&amp;diff=4779"/>
		<updated>2026-03-24T13:32:01Z</updated>

		<summary type="html">&lt;p&gt;Muggshotter: /* Builds */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Dissidia 012 Final Fantasy]]&lt;br /&gt;
{{012CharNavSeph}}&lt;br /&gt;
&lt;br /&gt;
{{CharacterInfo&lt;br /&gt;
|portrait=https://resources.dissidia.wiki/ddff/portraits/ddff-port-sephi.png&lt;br /&gt;
|name=Sephiroth (セフィロス)&lt;br /&gt;
|origin=Final Fantasy VII&lt;br /&gt;
&lt;br /&gt;
|atk=111 (High)&lt;br /&gt;
|def=111 (Average)&lt;br /&gt;
|runspeed=9 (Slow)&lt;br /&gt;
|dash=81 (Below Average)&lt;br /&gt;
|fall=85 (Average)&lt;br /&gt;
|fallr=41 (Below Average)&lt;br /&gt;
|fastestbrv=15F (Transience)&lt;br /&gt;
|fastesthp=43F (Octaslash, Heaven&#039;s Light)&lt;br /&gt;
|1hithp=Yes (Multiple)&lt;br /&gt;
|hplinks=Yes (Combos only)&lt;br /&gt;
|cmdblock=Yes (Scintilla)&lt;br /&gt;
|weapon=Greatswords, Katanas&lt;br /&gt;
|armor=Chestplates, Gauntlets, Heavy Armor,&amp;lt;br&amp;gt;Helms, Light Armor, Shields&lt;br /&gt;
|exclusives=Masamune Blade, Masamune, One-Winged Angel&lt;br /&gt;
|unlock=&lt;br /&gt;
|alignment=Chaos&lt;br /&gt;
|vajp=[https://en.wikipedia.org/wiki/Toshiyuki_Morikawa Toshiyuki Morikawa]&lt;br /&gt;
|vaeng=[https://en.wikipedia.org/wiki/George_Newbern George Newbern]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
Sephiroth is a defensive air fighter who can fight close and from afar. His main strategy revolves around {{keyword|zoning|zoning=1}} with Shadow Flare, with the goal of forcing mistakes. {{keyword|Dodge cancelling|dc=1}} lets Sephiroth cast Shadow Flares quickly, which makes it hard for his opponents to move. This encourages them to approach, and in turn, lets Sephiroth utilize his other moves.&lt;br /&gt;
&lt;br /&gt;
Sephiroth is versatile; He synergizes well with system mechanics and thrives when the opponent has to approach him. Shadow Flare pressures both melee fighters and spell casters, and it also fills assist gauge at a steady pace. Sudden Cruelty complements the projectiles in close-range with a {{keyword|disjointed|disjoint=1}} {{keyword|hitbox|hitbox=1}} and high potential for damage and EX. His combos are well-rounded due to his assist synergy ({{012kuja}} &amp;amp; {{012aer}}). Sephiroth works with many builds, with &#039;&#039;&#039;[[Multiplayer_Build_Guide_(Dissidia_012)#Damage|bravery damage]]&#039;&#039;&#039; and &#039;&#039;&#039;[[Multiplayer_Build_Guide_(Dissidia_012)#EX|EX]]&#039;&#039;&#039; being his bread-and-butter. His defensive options after air dodging are also powerful; Heaven&#039;s Light and Hell&#039;s Gate are evasive, vertical HP attacks. Scintilla blocks attacks instantly on frame 1, staggering dashes and low priority melee attacks. And if Sephiroth needs to escape with &#039;&#039;&#039;[[Assist_(Dissidia_012)#LV2_Assist_Change|LV2 Assist Change]]&#039;&#039;&#039;, Heaven&#039;s Light also guarantees HP damage for him.&lt;br /&gt;
&lt;br /&gt;
Sephiroth is not without weaknesses, though. &#039;&#039;&#039;[[Multiplayer_Build_Guide_(Dissidia_012)#Bravery_Boost_on_Dodge|Bravery Boost on Dodge builds]]&#039;&#039;&#039; discourage repeated Shadow Flare use. Many of his attacks are telegraphed (HPs, Oblivion) or linear (Godspeed, Sudden Cruelty). Sephiroth has braveries with fast {{keyword|startup|startup=1}} speed, but he takes longer to recover from them on average. His mobility is below average. Although Sephiroth can defend after dodging, he still takes a risk on picking the right move. Sephiroth also needs to watch out for vertical tracking, &#039;&#039;&#039;[[Dodge_(Dissidia_012)#Precision_Evasion|Precision Evasion]]&#039;&#039;&#039; and {{keyword|command blocks|commandblock=1}}, so he doesn&#039;t overextend himself.&lt;br /&gt;
&lt;br /&gt;
In competitive play, Sephiroth has been consistently ranked at high tier. He is great for new and experienced players alike thanks to his low skill floor and reliable air combat. He can be particularly challenging to beat at low and intermediate levels of play. His action-heavy play style helps him more than it hurts him, but players should be careful not to fall victim to their own habits. A strong character all around.&lt;br /&gt;
&lt;br /&gt;
{{ProConTable&lt;br /&gt;
|pros=*&#039;&#039;&#039;Zoning&#039;&#039;&#039;. Shadow Flare can pressure the opponent and dictate the pace of a match.&lt;br /&gt;
*&#039;&#039;&#039;Aerial combat&#039;&#039;&#039; lets Sephiroth fight comfortably without ground, or relying on it.&lt;br /&gt;
*&#039;&#039;&#039;Strong damage output&#039;&#039;&#039; with high attack stat, {{keyword|base damage|basedamage=1}} and HP wall rushes. Sephiroth can shred bravery with a single assist combo.&lt;br /&gt;
*&#039;&#039;&#039;Meter generation&#039;&#039;&#039;, Sephiroth builds both EX and Assist meter reliably.&lt;br /&gt;
*&#039;&#039;&#039;Builds&#039;&#039;&#039; provide ample room to optimize and adjust Sephiroth&#039;s strengths.&lt;br /&gt;
*&#039;&#039;&#039;Flexible [[Dodge_(Dissidia_012)#Defense_-_How_to_do_it|post-dodge defense]]&#039;&#039;&#039; with three midair HPs providing evasion or instant guard.&lt;br /&gt;
*&#039;&#039;&#039;EX Mode&#039;&#039;&#039; amplifies Sephiroth&#039;s damage and unlocks Heartless Angel, which drops opponent&#039;s bravery to 1.&lt;br /&gt;
*&#039;&#039;&#039;Easy and reliable&#039;&#039;&#039; at all levels of play.&lt;br /&gt;
|cons=*&#039;&#039;&#039;Anti-Zoning&#039;&#039;&#039;. &#039;&#039;&#039;[[Customisation_Guide_for_Online_Battles_(Dissidia_012)#Bravery_Boost_on_Block_/_Dodge|Bravery Boost on Dodge]]&#039;&#039;&#039; and long range counters such as {{012fir}}&#039;s Shield Bash and {{012exd}}&#039;s block followups can limit the effectiveness of Sephiroth&#039;s zoning.&lt;br /&gt;
*&#039;&#039;&#039;Linearity&#039;&#039;&#039;. Many of Sephiroth&#039;s attacks are either telegraphed or have average to poor tracking.&lt;br /&gt;
*&#039;&#039;&#039;No quick air pokes&#039;&#039;&#039;. Sephiroth has attacks with early dodge cancel recovery and fast startup, but not both on a single move. The only exception is Transience which is only on ground.&lt;br /&gt;
*&#039;&#039;&#039;Mobility&#039;&#039;&#039; is slightly worse on average overall, encouraging actions instead of less committal movement to remain competitive.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Bravery Attacks ==&lt;br /&gt;
&lt;br /&gt;
Some of Sephiroth&#039;s melee bravery attacks require two bravery inputs to complete them. The second input is a finisher which can be done early. Delaying this button press until all preceding hits have connected maximizes the damage dealt. This is what attack descriptions refer to when they say &amp;quot;delay combo to boost hit times.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== Ground ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Reaper=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;45&#039;&#039;&#039; (2, 1 x 5, 10 &amp;gt; 2, 1 x 6, 10 &amp;gt; 3, 1 x 5, 2)&lt;br /&gt;
|startup=21F&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee Low&lt;br /&gt;
|ex=93&lt;br /&gt;
|effect=Chase&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/8/8f/Brv_sephiroth_reaper.jpeg&lt;br /&gt;
|imgpos=55%&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=1&lt;br /&gt;
|ap=100&lt;br /&gt;
|gametext=[Close] Katana slash. &amp;lt;br&amp;gt;Delay combo to boost hit times.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Reaper is a three-stage combo attack, and Sephiroth&#039;s high damaging ground {{keyword|punish|punish=1}} move. It starts up quickly and has decent {{keyword|active|active=1}} frames on the first part, but Sephiroth can only transition into the two follow-ups on hit. Sephiroth transitions into the next follow-up whenever Circle {{pspcir}} is pressed. Pressing the button early reduces the number of hits and thus, the damage dealt. To ensure Sephiroth gets the maximum number of hits, it&#039;s recommended to press Circle {{pspcir}} after a barrage of hits ends. The input window for a maximum delay is not very long, but can be done consistently with a bit of practice.&lt;br /&gt;
&lt;br /&gt;
Reaper leads to assist combos when stopped at the second part. Sephiroth can also use walls to reduce Reaper&#039;s knockback when finished for an assist combo. Although Reaper is fairly fast, Sephiroth has to {{keyword|dodge cancel|dc=1}} it to make it safer on {{keyword|whiff|whiff=1}}. Sephiroth is stationary during this move, but the {{keyword|hitbox|hitbox=1}} reaches its maximum range quickly once active.&lt;br /&gt;
&lt;br /&gt;
In practice, Reaper is a serviceable close-range punish move with decent reward, and it may work occasionally as an offensive {{keyword|poke|poke=1}}. Sephiroth fights in the air most of the time, so Reaper may not see much use purely for that reason.&lt;br /&gt;
&lt;br /&gt;
|-|Fervent Blow=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;35&#039;&#039;&#039; (5, 4 x 5 &amp;gt; 1 x 3, 7)&lt;br /&gt;
|startup=27F&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee Low, Ranged Low&lt;br /&gt;
|ex=30&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/f/ff/Brv_sephiroth_fervent_blow.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=32&lt;br /&gt;
|ap=100&lt;br /&gt;
|gametext=[Long] Shockwaves from sword. &amp;lt;br&amp;gt;Delay combo to boost hit times.&lt;br /&gt;
}}&lt;br /&gt;
A linear stream of projectiles. Fervent Blow can be used sparingly as a mid-range {{keyword|whiff punish|whiffpunish=1}} tool, whether its reactively or as a callout. Its {{keyword|active|active=1}} duration covers attacks that have gaps between their hits, such as {{012pri}}&#039;s Raging Fists. Fervent Blow can start an assist combo with the projectiles or after confirming a wall rush, which is good for a {{keyword|punish|punish=1}} move.&lt;br /&gt;
&lt;br /&gt;
However, Sephiroth may not get many opportunities to capitalize on this move because he fights in the air often. Also, Fervent Blow&#039;s long {{keyword|recovery|recovery=1}}, Ranged Low priority and lack of tracking make it vulnerable to sideways movement, Ground Dash and Free Air Dash. Only the close-range sword swing has melee priority, but it has a tendency to cross-up when blocked very close. If the opponent faces &#039;&#039;away&#039;&#039; from Sephiroth and blocks it, Sephiroth can get staggered from it. Due to the nature of lock on, this is not easily replicated in an online match. That means Sephiroth could potentially use Fervent Blow as a {{keyword|mixup|mixup=1}} against guarding opponents.&lt;br /&gt;
&lt;br /&gt;
Generally speaking, Fervent Blow is not known to be very effective as a {{keyword|poke|poke=1}} or as a close-range attack. Sephiroth has a functionally similar move in the air, which is Godspeed. It may see more use just because of its nature as an aerial attack.&lt;br /&gt;
&lt;br /&gt;
|-|Shadow Flare (ground)=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=each (3)&lt;br /&gt;
|startup=45F&lt;br /&gt;
|type=Magical&lt;br /&gt;
|priority=Ranged Low&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=-&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/9/92/Brv_sephiroth_shadow_flare_g.jpeg&lt;br /&gt;
|imgpos=45%&lt;br /&gt;
|cancels=Dodge, Block, Attack&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=1&lt;br /&gt;
|ap=80&lt;br /&gt;
|gametext=[Long] Generate 4 spheres of darkness &amp;lt;br&amp;gt;surrounding opponent.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Shadow Flare is one of Sephiroth&#039;s character-defining braveries for its {{keyword|zoning|zoning=1}} capabilities. However, its grounded version is flawed in a few ways the aerial version is not; This version leaves Sephiroth airborne, so it cannot be repeated ad nauseam to harass opponents and build assist gauge. That creates a niche for the Pre-Jump booster {{accboo}} (x1.5 multiplier), because Sephiroth can safely leave the ground without deactivating it.&lt;br /&gt;
&lt;br /&gt;
Grounded Shadow Flare shares many of its traits with the midair variant, including the early {{keyword|cancel|cancel=1}} window for various actions. A ground Shadow Flare can be cancelled into an aerial Shadow Flare, while aerial Shadow Flare cannot be cancelled into itself. It&#039;s a small footnote in Sephiroth&#039;s overall strategy, but worth noting regardless.&lt;br /&gt;
&lt;br /&gt;
Overall, this version of Shadow Flare is not used often, but it&#039;s great for builds with a Pre-Jump booster {{accboo}}.&lt;br /&gt;
&lt;br /&gt;
|-|Transience=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;20&#039;&#039;&#039; (1 x 7, 13)&lt;br /&gt;
|startup=15F&lt;br /&gt;
|type=Physical (1st hit) &amp;lt;br&amp;gt;Magical (other hits)&lt;br /&gt;
|priority=Melee Low&lt;br /&gt;
|ex=30&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/1/12/Brv_sephiroth_transience.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge (hit / whiff) &amp;lt;br&amp;gt;Block &amp;amp; Attack (whiff only)&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=8&lt;br /&gt;
|ap=80&lt;br /&gt;
|gametext=[Close] Quick upward sword slash. &amp;lt;br&amp;gt;Short reach, but fast.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Transience acts as a close-range {{keyword|poke|poke=1}} for Sephiroth. It has the hallmarks of a conventional, effective poke in Dissidia 012; Fast startup, decent base damage and short recovery that can be {{keyword|cancelled|cancel=1}} quickly. This is great for Sephiroth in theory, because these kinds of moves form the basis for offense and defense alike, including filling assist gauge safely.&lt;br /&gt;
&lt;br /&gt;
However, Sephiroth&#039;s air-centric gameplay means that Transience is often unavailable. His other moves usually work better just outside Transience&#039;s range, so Sephiroth may struggle to find opportunities to use Transience specifically. Transience also has low reward on hit, but it can be converted into an {{keyword|assist combo|assistcombo=1}} if it wall rushes. It has decent knockback, so it could theoretically work as a physical keepout move.&lt;br /&gt;
&lt;br /&gt;
If Sephiroth is on the ground, Transience can be {{keyword|whiffed|whiff=1}} repeatedly to build assist gauge faster. Sephiroth doesn&#039;t have two fast pokes he can quickly rotate to keep &#039;&#039;&#039;[[Assist_Gauge_Charge#Assist_Gauge_Charge_(Attack)|assist gain]]&#039;&#039;&#039; fresh, but having one move for this purpose is better than nothing.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Aerial ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-|Sudden Cruelty=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;40&#039;&#039;&#039; (2 x 8, 9, 4, 1 x 5, 6)&lt;br /&gt;
|startup=17F&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee Low&lt;br /&gt;
|ex=87&lt;br /&gt;
|effect=Chase&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/d/d2/Brv_sephiroth_sudden_cruelty.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=1&lt;br /&gt;
|ap=100&lt;br /&gt;
|gametext=[Mid] Nigh-instant slices. &amp;lt;br&amp;gt;Delay combo to boost hit times.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Sudden Cruelty is a two-stage combo attack, and Sephiroth&#039;s high damaging aerial {{keyword|punish|punish=1}} move. It&#039;s similar to Reaper in a few ways, including the delayable follow-up and the {{keyword|disjointed|disjoint=1}} {{keyword|hitbox|hitbox=1}} quickly extending to its max reach. This is Sephiroth&#039;s go-to offensive {{keyword|poke|poke=1}} in close-range, and it&#039;s good for starting assist combos and racking up damage during them. He can even poke through high priority projectiles, given the right positioning. If the opponent gets hit by Shadow Flare, Sudden Cruelty is a consistent way to convert that into a combo in close-range.&lt;br /&gt;
&lt;br /&gt;
The startup is fast enough to be unreactable, but Sephiroth remains stationary for a moment before he can {{keyword|dodge cancel|dc=1}} the move. The hitbox also stays active during this time, which can make it difficult to punish him without moving into it and using a {{keyword|command block|commandblock=1}}. This is generally good for Sephiroth, since command blocks are not very common in the roster. But it also has a weakness, which is the tracking; Sephiroth does not move much towards the opponent during {{keyword|start-up|startup=1}}, and completely stops when the move is out. As a result, Sudden Cruelty is not very consistent at catching evasive movement, namely Ground Dashes. But if opponents attack or dodge into Sephiroth with no coverage, Sudden Cruelty can punish them for doing so.&lt;br /&gt;
&lt;br /&gt;
|-|Godspeed=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;35&#039;&#039;&#039; (5, 4 x 5, 1, 2, 7)&lt;br /&gt;
|startup=23F&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee Low, Ranged Low&lt;br /&gt;
|ex=33&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/a/a2/Brv_sephiroth_godspeed.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=16&lt;br /&gt;
|ap=100&lt;br /&gt;
|gametext=[Long] Shockwaves from sword. &amp;lt;br&amp;gt;Delay combo to boost hit times.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A linear stream of projectiles. To maximize damage, Sephiroth can delay the follow-up by pressing Circle {{pspcir}} after all projectiles have connected. Just like Fervent Blow, Godspeed can be used as a mid-range {{keyword|whiff punish|whiffpunish=1}} tool, whether its reactively or as a callout. This works because of Godspeed&#039;s startup speed and {{keyword|active|active=1}} frames. It can contest moves with gaps in them, such as {{012tifa}}&#039;s feints, but this must be done from a distance. Once Godspeed hits, Sephiroth can wall rush on the ground and start an assist combo.&lt;br /&gt;
&lt;br /&gt;
Godspeed is also linear like Fervent Blow. When Sephiroth performs this move, it has no horizontal or vertical tracking whatsoever. The projectiles will continue to go in a straight line whether they hit or miss. That makes Sephiroth vulnerable to {{keyword|assist punishes|assistpunish=1}}, but this is not a huge concern when Sephiroth often builds assist gauge reliably with Shadow Flare. Furthermore, Godspeed competes with Oblivion for the third bravery slot, which boils down to the {{keyword|matchup|matchup=1}} and player preference. Oblivion has better vertical range and lower damage, whereas Godspeed has better lateral range and more damage.&lt;br /&gt;
&lt;br /&gt;
The close-range sword swing is melee priority, while the projectiles are ranged low priority. These can be dashed through and it cannot be cancelled early, so it&#039;s not as effective for zoning as Shadow Flare is. However, if the projectiles hit from a distance on a grounded opponent, Sephiroth can attempt to combo with &#039;&#039;&#039;[[Landing_lag|landing lag]]&#039;&#039;&#039; by {{keyword|dodge cancelling|dc=1}} into Sudden Cruelty. The dodge cancel timing is much later into the animation on hit though, which can make it difficult to use without practice.&lt;br /&gt;
&lt;br /&gt;
|-|Oblivion=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=&#039;&#039;&#039;25&#039;&#039;&#039; (6, 1 x 9, 10)&lt;br /&gt;
|startup=27F&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee Low&lt;br /&gt;
|ex=30&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/4/46/Brv_sephiroth_oblivion.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=4&lt;br /&gt;
|ap=100&lt;br /&gt;
|gametext=[Mid] Light-speed movement &amp;lt;br&amp;gt;continuously damaging foe.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Sephiroth passes through the opponent and inflicts a series of blows afterwards. This move wall rushes the opponent downwards, which is good for assist combos on the ground, but the reward on hit isn&#039;t outstanding otherwise. Oblivion is Sephiroth&#039;s melee bravery with longest vertical reach, as it moves him closer to the opponent during its startup. This is good for punishing careless opponents below or above Sephiroth, and poorly placed assists, but it is reactable otherwise. &lt;br /&gt;
&lt;br /&gt;
If the opponent gets hit by Shadow Flare, Oblivion has an easier time following up compared to other braveries. In that sense, Oblivion supports Sephiroth&#039;s gameplan, but it doesn&#039;t serve as the endpoint. When used appropriately, Sephiroth can get more damage in situations that required a bigger risk or where he could&#039;ve missed the extra damage entirely. Due to its slow {{keyword|start-up|startup=1}} and average reward without wall rush, it is not well suited for starting offense. The audio cue is somewhat subtle, but the move can be easier to see if Oblivion is done from a distance due to its movement. If Sephiroth is already at equal height when using Oblivion, he won&#039;t move nearly as much during startup.&lt;br /&gt;
&lt;br /&gt;
If Sephiroth is &#039;&#039;&#039;[[Lock_off|locked off]]&#039;&#039;&#039; and Oblivion is set to Circle {{pspcir}}, he can use Oblivion to move in any direction he faces. This can be done to build assist gauge more safely.&lt;br /&gt;
&lt;br /&gt;
|-|Shadow Flare (midair)=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=each (3)&lt;br /&gt;
|startup=45F&lt;br /&gt;
|type=Magical&lt;br /&gt;
|priority=Ranged Low&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=-&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/6/67/Brv_sephiroth_shadow_flare_a.jpeg&lt;br /&gt;
|imgpos=45%&lt;br /&gt;
|cancels=Dodge, Block, Attack&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=24&lt;br /&gt;
|ap=80&lt;br /&gt;
|gametext=[Long] Generate 4 spheres of darkness&amp;lt;br&amp;gt;surrounding opponent.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Sephiroth&#039;s character-defining projectile. Shadow Flare comprises of four long-range projectiles that surround the opponent and then hit at the center. It has good reach, it can be quickly {{keyword|cancelled|cancel=1}} into other actions and it can even start combos. This move is at the core of Sephiroth&#039;s {{keyword|zoning|zoning=1}}, where it represents a threat and encourages the opponent to approach and stop it. Sephiroth has excellent HP attacks and whiff punish tools to work with afterwards, which round out his core defensive strategy.&lt;br /&gt;
&lt;br /&gt;
Because of Shadow Flare&#039;s short recovery and cancel options, Sephiroth can repeatedly use this move to quickly harass opponents from a distance. It can be effectively used to hinder characters who need time to set up their gameplan, like {{012kef}} and {{012ulti}}. As an attack, Shadow Flare also builds assist gauge faster. If the opponent cannot respond to Shadow Flare on a moment&#039;s notice, it can overwhelm them in no time. The projectiles have a bit of tracking before they start closing on the opponent, so poorly timed dodges can create more trouble for them instead. Each projectile&#039;s damage is low and the {{keyword|hit stun|hitstun=1}} is short, but it&#039;s just enough for Sephiroth to follow up on a combo if he knows Shadow Flare will hit. That makes Shadow Flare a relatively dangerous move to get hit by, as the situation can escalate depending on Sephiroth&#039;s positioning.&lt;br /&gt;
&lt;br /&gt;
Shadow Flare has a few weaknesses. For one, it is a &#039;&#039;&#039;[[Attack_Priority_(Dissidia_012)#Low|Ranged Low]]&#039;&#039;&#039; priority move, which means opponents can dash through it. Even though the projectiles have tracking, it stops once the projectiles become {{keyword|active|active=1}}. The travel speed during its active period is not instant either, so opponents can move vertically with jumps and fall speed to avoid it. Furthermore, Shadow Flare does not protect Sephiroth&#039;s body, so it is not well suited for close-range keepout. And lastly, Shadow Flare is a telegraphed projectile, which makes certain counter moves ({{012fir}}&#039;s Shield Bash, {{012exd}}&#039;s Omni Block) easier to use against Sephiroth. Bravery Boost on Dodge builds can greatly impact Shadow Flare&#039;s effectiveness, as using it frequently gives the opponent bravery without risk.&lt;br /&gt;
&lt;br /&gt;
Overall, Shadow Flare is a staple move for Sephiroth that synergizes well with his other moves and the game&#039;s mechanics in general.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== HP Attacks ==&lt;br /&gt;
&lt;br /&gt;
=== Ground ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Black Materia=&lt;br /&gt;
&lt;br /&gt;
{{AbilityInfo3&lt;br /&gt;
|ver1=Level 1&lt;br /&gt;
|damage1=-&lt;br /&gt;
|startup1=63F&lt;br /&gt;
|type1=-&lt;br /&gt;
|priority1=Ranged High&lt;br /&gt;
|ex1=0&lt;br /&gt;
|effect1=-&lt;br /&gt;
|cancels1=Dodge&lt;br /&gt;
|asthit1=&lt;br /&gt;
|gametext=[Long] Summon meteors. &amp;lt;br&amp;gt;Hold button to increase size.&lt;br /&gt;
|level=28&lt;br /&gt;
|ap=150&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|ver2=Level 2&lt;br /&gt;
|damage2=-&lt;br /&gt;
|startup2=90F (Min. charge) &amp;lt;br&amp;gt;101F (Release)&lt;br /&gt;
|type2=-&lt;br /&gt;
|priority2=Ranged High&lt;br /&gt;
|ex2=0&lt;br /&gt;
|effect2=-&lt;br /&gt;
|cancels2=Dodge&lt;br /&gt;
|asthit2=&lt;br /&gt;
|ver3=Level 3&lt;br /&gt;
|damage3=3 x N&lt;br /&gt;
|startup3=178F (Min. charge) &amp;lt;br&amp;gt;201F (Release)&lt;br /&gt;
|type3=Magical&lt;br /&gt;
|priority3=Ranged High&lt;br /&gt;
|ex3=6&lt;br /&gt;
|effect3=Wall Rush, Absorb&lt;br /&gt;
|cancels3=Dodge&lt;br /&gt;
|asthit3=&lt;br /&gt;
|image=https://dissidia.wiki/images/9/9e/Hp_sephiroth_black_materia_lv1.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[File:Hp_sephiroth_black_materia_lv2.jpeg|thumb|300px|Black Materia level 2.]]&lt;br /&gt;
&lt;br /&gt;
[[File:Hp_sephiroth_black_materia_lv3.jpeg|thumb|300px|Black Materia level 3.]]&lt;br /&gt;
&lt;br /&gt;
Black Materia is a projectile that can be charged to increase some of its properties. At level 1, Black Materia is a small sized meteor that comes down at a diagonal angle from above Sephiroth. Level 2 is similar, except much larger. Level 3 comes straight down from above the opponent, and it is the only one to deal bravery damage and wall rush. Sephiroth can also move while the LV3 meteor is falling down, which let&#039;s Sephiroth reposition closer to the opponent. LV3 can even enable a solo follow-up with Reaper or Octaslash, though this is impractical and it has no consistent setups for it without EX Revenge.&lt;br /&gt;
&lt;br /&gt;
This is not a move that is commonly used in competitive play. Aside from the slow {{keyword|start-up|startup=1}}, Sephiroth is completely stationary when using Black Materia. He has no innate protection around him during this move either; The angle at which projectiles come from leave him open to dashes and interruptions at close range or long range. If the opponent is above Sephiroth, the LV1 / LV2 meteors can protect him the moment it is fired. The long startup for any version of Black Materia provides diminishing returns at best for the risk Sephiroth takes. If he is at a long distance, he can try to charge this move to temporarily stall the next interaction. Lower levels of Black Materia do not occupy much space for long, and even the max charged version has a height limit on its spawn position.&lt;br /&gt;
&lt;br /&gt;
Overall, Black Materia is a move that can be easily avoided, interrupted and does not provide notable benefits to Sephiroth&#039;s {{keyword|neutral|neutral=1}} game. Sephiroth&#039;s playstyle revoles more around air combat, so Black Materia can be difficult to justify for that alone.&lt;br /&gt;
&lt;br /&gt;
|-|Octaslash (ground)=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=2 x 6, 4 (16)&lt;br /&gt;
|startup=43F&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee High&lt;br /&gt;
|ex=21&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/6/64/Hp_sephiroth_octaslash_g.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=1&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=[Mid] 8 violent slicing attacks. &amp;lt;br&amp;gt;Strike foe with long reach.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
An advancing multi-hit combo. Octaslash works as a callout tool against grounded {{keyword|whiffs|whiff=1}} and dodges. It has decent horizontal coverage and plenty of lateral tracking compared to his other melee HP Scintilla. Octaslash occupies space for a good moment, which can make it effective in enclosed spaces, such as corners or stages like &#039;&#039;&#039;[[Pandaemonium_(Dissidia_012)|Pandaemonium]]&#039;&#039;&#039;. It has weak vertical tracking though, so opponents who dodge above Sephiroth can avoid it easily. Sephiroth follows through the whole animation even if it misses, which makes it riskier to use Octaslash in the {{keyword|neutral|neutral=1}}.&lt;br /&gt;
&lt;br /&gt;
Octaslash is Sephiroth&#039;s highest damaging HP attack in terms of bravery damage. It can start assist combos with a wall rush, so Sephiroth gets good reward for using this move well. Sephiroth will be considered airborne after Octaslash ends.&lt;br /&gt;
&lt;br /&gt;
|-|Scintilla (ground)=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=4, 1 x 6 (10)&lt;br /&gt;
|startup=45F, 1F-42F (block)&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Block Mid, Melee High&lt;br /&gt;
|ex=30&lt;br /&gt;
|effect=Wall Rush, Block&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/b/b9/Hp_sephiroth_scintilla_g.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=1&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=[Block] Defends, then attacks. &amp;lt;br&amp;gt;Attack even if block fails.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Scintilla is a {{keyword|command block|commandblock=1}}, that guards instantly and then attacks afterwards. It&#039;s a strong move due to its defensive applications, but high risk for Sephiroth if it doesn&#039;t stagger the opponent. Sephiroth moves forward a little bit with the first hit. Scintilla is best used after a ground dodge to protect Sephiroth from incoming attacks (or dashes), but it can also be used aggressively with a good read. It doesn&#039;t have high {{keyword|knockback|knockback=1}}, but it can wall rush and lead to an assist combo afterwards.&lt;br /&gt;
&lt;br /&gt;
Sephiroth can block &#039;&#039;&#039;[[Attack_Priority_(Dissidia_012)#Low|low priority]]&#039;&#039;&#039; attacks and dashes with Scintilla. If Scintilla blocks a mid priority attack, Sephiroth will be staggered.&lt;br /&gt;
&lt;br /&gt;
Scintilla&#039;s aerial version is used more often in competitive play, which works like the ground version. Sephiroth will be considered airborne after Scintilla ends.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Aerial ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Hell&#039;s Gate=&lt;br /&gt;
[[File:Hp_sephiroth_hells_gate_release.jpeg|thumb|300px|Hell&#039;s Gate (no hold)]]&lt;br /&gt;
&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=2 x N&lt;br /&gt;
|startup=55F&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee High&lt;br /&gt;
|ex=60 + 3 x N&lt;br /&gt;
|effect=-&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/7/79/Hp_sephiroth_hells_gate_hold.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=1&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=[Dive] Freefall lunge. Hold button to keep falling. &amp;lt;br&amp;gt;Aim with the analog stick.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[File:Hp_sephiroth_hells_gate_land.jpeg|thumb|300px|Hell&#039;s Gate (hold, when landing)]]&lt;br /&gt;
&lt;br /&gt;
Hell&#039;s Gate is a flexible diving attack that Sephiroth can use to threaten space on the ground, defend after air dodging, or to finish assist combos.&lt;br /&gt;
&lt;br /&gt;
By default, Sephiroth will stop and do 1 HP hit. If Square {{pspsqu}} is held, Hell&#039;s Gate turns into a diving multi-hit attack that drags the opponent down. If Square {{pspsqu}} is released at any point, Sephiroth will transition into the single hit HP hit that he would do by just pressing the button. If the button is held and Sephiroth lands on the ground, he will finish the move and cause earth to shatter around him which also have an HP {{keyword|hitbox|hitbox=1}}.&lt;br /&gt;
&lt;br /&gt;
Hell&#039;s Gate is a good secondary HP for Sephiroth. It has some evasion to it thanks to the ascension on start-up, but he can also move manually during the entire attack, including its start-up. This works well as a defensive post-dodge action against some attacks. Sephiroth can convert any version of Hell&#039;s Gate into an assist combo, and he can even extend it further with {{012aer}} assist.&lt;br /&gt;
&lt;br /&gt;
A held Hell&#039;s Gate can also be an infinite combo in Phantom Train by moving Sephiroth towards one of the windows while hitting the opponent.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Further reading: &#039;&#039;&#039;[[Sephiroth_(Dissidia_012)/Combos#Infinite_Hell&#039;s_Gate|Hell&#039;s Gate Infinite Combo]]&#039;&#039;&#039; &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-|Octaslash (midair)=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=2 x 6, 4 (16)&lt;br /&gt;
|startup=43F&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee High&lt;br /&gt;
|ex=21&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/6/6d/Hp_sephiroth_octaslash_a.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=12&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=[Mid] 8 violent slicing attacks. &amp;lt;br&amp;gt;Strike foe with long reach.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Octaslash&#039;s aerial version functions similarly to its ground version, lateral tracking, multi-hits and all. What makes it less appealing here is due to Sephiroth&#039;s other aerial HPs having more utility in combos and in the {{keyword|neutral|neutral=1}}. Even so, Octaslash is one of Sephiroth&#039;s strongest assist combo enders in terms of bravery damage.&lt;br /&gt;
&lt;br /&gt;
|-|Scintilla (midair)=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=4, 1 x 6 (10)&lt;br /&gt;
|startup=45F, 1F-42F (block)&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Block Mid, Melee High&lt;br /&gt;
|ex=30&lt;br /&gt;
|effect=Wall Rush, Block&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/d/d3/Hp_sephiroth_scintilla_a.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=20&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=[Block] Defends, then attacks. &amp;lt;br&amp;gt;Attack even if block fails.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Scintilla&#039;s aerial version works like the grounded version. Short forward movement, it guards and it wall rushes. But because it can be done in the air, it serves an important role in Sephiroth&#039;s defense; As a frame 1 {{keyword|command block|commandblock=1}}, Scintilla can stop many dodge punish attempts dead in their tracks, especially Free Air Dash. Since Evasion Boost doubles the invincibility for all dodges, Sephiroth can block with Scintilla without any gaps between it and the dodge. This is powerful against close-range characters who rely on &#039;&#039;&#039;[[Attack_Priority_(Dissidia_012)#Low|melee low]]&#039;&#039;&#039; moves, but if it&#039;s avoided, Sephiroth is left wide open. Sephiroth always completes this attack even if it misses, so careful usage of Scintilla is advised.&lt;br /&gt;
&lt;br /&gt;
This is a staple move for Sephiroth, as it supports his defensive gameplay. It deals less bravery damage compared to Octaslash, but its value as a defensive move is worth the inclusion.&lt;br /&gt;
&lt;br /&gt;
|-|Heaven&#039;s Light=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=-&lt;br /&gt;
|startup=43F&lt;br /&gt;
|type=-&lt;br /&gt;
|priority=Melee High&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/a/a3/Hp_sephiroth_heavens_light.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=36&lt;br /&gt;
|ap=130&lt;br /&gt;
|gametext=Powerful rising lunge. &amp;lt;br&amp;gt;Effective when below foe.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Heaven&#039;s Light is an evasive 1-hit HP attack with good knockback for ceiling wall rushes. Sephiroth will attempt to position below the opponent and then quickly move upwards with a rising slash. This is a good move for {{keyword|punishes|punish=1}}, ending assist combos, protecting Sephiroth after air dodging or simply calling out {{keyword|whiffs.|whiff=1}} The downward movement is strong enough to make many attacks miss, but this should not be confused with invincibility. Sephiroth can still be hit out of Heaven&#039;s Light&#039;s {{keyword|start-up|startup=1}}, but it usually requires a move with good tracking. If Heaven&#039;s Light is done near the ground, Sephiroth cannot take advantage of its movement as much, and he has a hard time hitting a grounded opponent.&lt;br /&gt;
&lt;br /&gt;
Heaven&#039;s Light&#039;s effective range is quite good. It can be used reliably after a LV2 Assist Change stagger to secure HP damage. It&#039;s also difficult to punish because of its relatively long travel distance and short recovery for an HP. Assists can still punish Sephiroth, but not many characters have reliable {{keyword|anti-air|anti-air=1}} moves they could use for this purpose. Sephiroth can make Heaven&#039;s Light safer by making sure the opponent is not positioned at the end of the rising lunge.&lt;br /&gt;
&lt;br /&gt;
This is a staple move for Sephiroth. It has good range, utility as a defensive move, and the wall rush damage complements his damage output well. As a wall rush move, it is also good for HP damage and meter depletion.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== EX Mode: Reunion! ==&lt;br /&gt;
Effects:&lt;br /&gt;
* Regen&lt;br /&gt;
* Critical Boost&lt;br /&gt;
* Glide&lt;br /&gt;
* Heartless Angel&lt;br /&gt;
&lt;br /&gt;
Sephiroth has a good EX mode, with Heartless Angel being the notable threat. If Sephiroth has full assist and EX gauges, he can create huge momentum with a single assist combo and EX mode activation. His bravery damage output is already good, so he naturally benefits from the critical hits and any Heartless Angel setups he can pull off.&lt;br /&gt;
&lt;br /&gt;
=== Glide ===&lt;br /&gt;
{{image|https://dissidia.wiki/images/0/0e/Ex_mode_sephiroth_glide.jpeg}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[Activate by holding Cross in midair.] Draws spiritual energy within to move freely through the air.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Heartless Angel ===&lt;br /&gt;
{{image|https://dissidia.wiki/images/5/5a/Ex_mode_sephiroth_heartless.jpeg}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[Activate with R + Square]&lt;br /&gt;
Bravery cannot be gained, but opponent&#039;s bravery falls to 1.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Charge time = 5 seconds (297 frames).&lt;br /&gt;
* Early release cooldown time = 40 frames (roughly 0.6 seconds).&lt;br /&gt;
&lt;br /&gt;
Sephiroth charges up an unblockable attack that reduces opponent&#039;s bravery to 1. This puts the opponent at great risk of being &#039;&#039;&#039;[[Bravery_(Dissidia_012)#Bravery_Break|broken]]&#039;&#039;&#039;. Assists can follow up after Heartless Angel, which usually guarantees a bravery break. Its main downside is the long charge time, but assists that {{keyword|hold|hold=1}} for a long time such as {{012jec}} and {{012kuja}} can get around this. Even if Sephiroth does not have time to fully charge Heartless Angel, using it can encourage his opponent to approach in case he actually casts it.&lt;br /&gt;
&lt;br /&gt;
If the opponent&#039;s bravery is already at 1, it won&#039;t be reduced further.&lt;br /&gt;
&lt;br /&gt;
=== EX Burst: Super Nova ===&lt;br /&gt;
&lt;br /&gt;
{{image|https://dissidia.wiki/images/7/74/Ex_burst_sephiroth.jpeg}}&lt;br /&gt;
&#039;&#039;A blast of such despair that it can send destruction even into other dimensions. Repeatedly press Circle to raise the gauge.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{burst&lt;br /&gt;
|damage1=5 x 5 (25)&lt;br /&gt;
|damage2=5 x 6, 9 x 5 (75) (100 total)&lt;br /&gt;
|type=Physical&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Super Nova requires filling a gauge by repeatedly pressing Circle {{pspcir}}. Once the gauge is filled, Sephiroth follows through with the complete attack. Fairly simple execution and one of the higher damaging EX Bursts in the game.&lt;br /&gt;
&lt;br /&gt;
== Combos ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main article: &#039;&#039;&#039;[[Sephiroth_(Dissidia_012)/Combos|Sephiroth (Combos)]]&#039;&#039;&#039; &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Sephiroth has a plethora of solo combos, most of which revolve around Shadow Flare. He works well with assists both in close-range and in midrange, and he even has an infinite in Phantom Train. &amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=doDji0EBSjI&amp;amp;t=72 Sephiroth Hell&#039;s Gate infinite in Phantom Train&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Solo ===&lt;br /&gt;
&lt;br /&gt;
{{Combo-012&lt;br /&gt;
| data      = &lt;br /&gt;
{{Combo-012Data&lt;br /&gt;
|combo=&#039;&#039;&#039; Shadow Flare&#039;&#039;&#039;  &amp;gt; {{clr|dc=1}} &amp;gt; Sudden Cruelty&lt;br /&gt;
|condition=Projectile starter&lt;br /&gt;
|requirement=Airborne, below opponent&lt;br /&gt;
|characters=&lt;br /&gt;
|damagehits=3~12 &amp;gt; 40&lt;br /&gt;
|damage=43~52&lt;br /&gt;
|exhits=0 &amp;gt; 87&lt;br /&gt;
|ex=87&lt;br /&gt;
|meteropp=78&lt;br /&gt;
|video=https://www.youtube.com/watch?v=doDji0EBSjI&amp;amp;t=10s&lt;br /&gt;
|notes=&lt;br /&gt;
}}&lt;br /&gt;
{{Combo-012Data&lt;br /&gt;
|combo=&#039;&#039;&#039; Shadow Flare&#039;&#039;&#039;  &amp;gt; {{clr|dc=1}} &amp;gt; Oblivion&lt;br /&gt;
|condition=Projectile starter&lt;br /&gt;
|requirement=Airborne, below or above opponent&lt;br /&gt;
|characters=&lt;br /&gt;
|damagehits=3~12 &amp;gt; 25&lt;br /&gt;
|damage=~28~37 + WR&lt;br /&gt;
|exhits=0 &amp;gt; 30&lt;br /&gt;
|ex=30&lt;br /&gt;
|meteropp=55&lt;br /&gt;
|video=https://www.youtube.com/watch?v=doDji0EBSjI&amp;amp;t=17s&lt;br /&gt;
|notes=If Sephiroth is close to opponent, but doesn&#039;t want to risk dropping dodge cancel &amp;gt; Sudden Cruelty, he can cancel Shadow Flare into Oblivion instead. Can start assist combos near ground.&lt;br /&gt;
}}&lt;br /&gt;
{{Combo-012Data&lt;br /&gt;
|combo=&#039;&#039;&#039; Shadow Flare&#039;&#039;&#039;  &amp;gt; Heaven&#039;s Light&lt;br /&gt;
|condition=Projectile starter, HP combo&lt;br /&gt;
|requirement=&lt;br /&gt;
|characters=&lt;br /&gt;
|damagehits=3~12 &amp;gt; HP&lt;br /&gt;
|damage=3~12 + HP WR&lt;br /&gt;
|exhits=0 &amp;gt; 0&lt;br /&gt;
|ex=0&lt;br /&gt;
|meteropp=18 (all projectiles)&lt;br /&gt;
|video=https://www.youtube.com/watch?v=doDji0EBSjI&amp;amp;t=38s&lt;br /&gt;
|notes=This is one of the more consistent combos for Sephiroth, especially after assist. It can work even when Sephiroth is above the opponent thanks to Heaven&#039;s Light&#039;s automatic movement.&lt;br /&gt;
&lt;br /&gt;
Cancel Shadow Flare into Heaven&#039;s Light, a dodge cancel is not necessary.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== EX Revenge ===&lt;br /&gt;
&lt;br /&gt;
{{Combo-012&lt;br /&gt;
| data      = &lt;br /&gt;
{{Combo-012Data&lt;br /&gt;
|combo=&#039;&#039;&#039;Shadow Flare&#039;&#039;&#039; (x5) &amp;gt; Heaven&#039;s Light&lt;br /&gt;
|condition=EX Revenge, midair&lt;br /&gt;
|requirement=Full EX gauge&lt;br /&gt;
|characters=&lt;br /&gt;
|damagehits=3~12 x5 &amp;gt; HP + WR&lt;br /&gt;
|damage=~54 + HP WR&lt;br /&gt;
|exhits=0 &amp;gt; 0&lt;br /&gt;
|ex=0&lt;br /&gt;
|meteropp=81&lt;br /&gt;
|video=https://www.youtube.com/watch?v=doDji0EBSjI&amp;amp;t=129s&lt;br /&gt;
|notes=A staple for Sephiroth. Repeatedly press Shadow Flare until five of them have been cast, and then finish with Heaven&#039;s Light. Works anywhere, as long as opponent is within range for Shadow Flare.&lt;br /&gt;
&lt;br /&gt;
If Sephiroth doesn&#039;t start casting Shadow Flare immediately, or his cancel timing is slightly off, the fifth Shadow Flare may miss some of its projectiles. The damage loss is usually negligible, but worth noting. If the opponent is at a ceiling, that can guarantee all five Shadow Flares don&#039;t miss.&lt;br /&gt;
}}}}&lt;br /&gt;
&lt;br /&gt;
=== Assist (Kuja) ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main article: &#039;&#039;&#039;[[Sephiroth_(Dissidia_012)/Combos#Assist_Combos_(Kuja)|Sephiroth Combos (Kuja Assist)]]&#039;&#039;&#039; &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Combo-012&lt;br /&gt;
| data      = &lt;br /&gt;
{{Combo-012Data&lt;br /&gt;
|combo=&#039;&#039;&#039;Sudden Cruelty (1st part)&#039;&#039;&#039; &amp;gt; {{clr|astbrv=1}} &amp;gt; {{clr|ac=1}} &amp;gt; Heaven&#039;s Light&lt;br /&gt;
|condition=Air poke starter&lt;br /&gt;
|requirement=Works anywhere&lt;br /&gt;
|characters=&lt;br /&gt;
|damagehits=25 &amp;gt; 50 (Assist) &amp;gt; HP + WR&lt;br /&gt;
|damage=75 + HP WR&lt;br /&gt;
|exhits=27 &amp;gt; 0&lt;br /&gt;
|ex=27&lt;br /&gt;
|meteropp=112&lt;br /&gt;
|video=https://www.youtube.com/watch?v=wGNqtkWnLgE&amp;amp;t=13s&lt;br /&gt;
|notes=A basic assist combo that can wall rush near the ceiling. Heaven&#039;s Light is a low-execution combo ender that works consistently. Sephiroth can add more damage during Kuja assist, but new players don&#039;t need to worry about that.&lt;br /&gt;
}}&lt;br /&gt;
{{Combo-012Data&lt;br /&gt;
|combo=&#039;&#039;&#039;Reaper (2 hits)&#039;&#039;&#039; &amp;gt; {{clr|astbrv=1}} &amp;gt; {{clr|ac=1}} &amp;gt; Shadow Flare &amp;gt; Heaven&#039;s Light&lt;br /&gt;
|condition=Ground poke / punish starter&lt;br /&gt;
|requirement=Works anywhere.&lt;br /&gt;
|characters=&lt;br /&gt;
|damagehits=35 &amp;gt; 50 (Assist) &amp;gt; 3~12 &amp;gt; HP + WR&lt;br /&gt;
|damage=88-97 + HP &amp;amp; WR&lt;br /&gt;
|exhits=33 &amp;gt; 0 &amp;gt; 0&lt;br /&gt;
|ex=33&lt;br /&gt;
|meteropp=132&lt;br /&gt;
|video=https://www.youtube.com/watch?v=wGNqtkWnLgE&amp;amp;t=23s&lt;br /&gt;
|notes=Basic combo off of Sephiroth&#039;s ground bravery. Delay the second part to increase Sephiroth&#039;s damage, then call the assist. The Shadow Flare extension is extra damage, but not essential for new players.&lt;br /&gt;
}}&lt;br /&gt;
{{Combo-012Data&lt;br /&gt;
|combo=&#039;&#039;&#039;Oblivion&#039;&#039;&#039; &amp;gt; {{clr|wr=1}} &amp;gt; {{clr|astbrv=1}} &amp;gt; Free Air Dash &amp;gt; Sudden Cruelty (1) &amp;gt; {{clr|dc=1}} &amp;gt; {{clr|ac=1}} &amp;gt; Scintilla&lt;br /&gt;
|condition=Air punish starter&lt;br /&gt;
|requirement=Near ground&lt;br /&gt;
|characters=&lt;br /&gt;
|damagehits=25 + WR &amp;gt; 47 (Assist) &amp;gt; 25 &amp;gt; 10 + HP WR&lt;br /&gt;
|damage=107 + HP &amp;amp; WR&lt;br /&gt;
|exhits=30 &amp;gt; 27 &amp;gt; 30&lt;br /&gt;
|ex=87&lt;br /&gt;
|meteropp=156&lt;br /&gt;
|video=https://www.youtube.com/watch?v=wGNqtkWnLgE&amp;amp;t=45s&lt;br /&gt;
|notes=Oblivion may have a telegraphed animation, but it leads to a good assist combo with a ground wall rush. Plenty of time to fit in a Sudden Cruelty (1) before dodge cancelling into another follow-up with assist chase. The combo works without it too, but obviously deals less damage.&lt;br /&gt;
}}&lt;br /&gt;
{{Combo-012Data&lt;br /&gt;
|combo=&#039;&#039;&#039;Octaslash&#039;&#039;&#039; &amp;gt; {{clr|wr=1}} &amp;gt; {{clr|astbrv=1}} &amp;gt; {{clr|ac=1}} &amp;gt; Octaslash&lt;br /&gt;
|condition=Air HP starter, Wall Rush&lt;br /&gt;
|requirement=&lt;br /&gt;
|characters=&lt;br /&gt;
|damagehits=16 + HP WR &amp;gt; 50 (Assist) &amp;gt; 16 + HP WR&lt;br /&gt;
|damage=82 + HP WR (x2)&lt;br /&gt;
|exhits=21 &amp;gt; 21&lt;br /&gt;
|ex=42&lt;br /&gt;
|meteropp=120&lt;br /&gt;
|video=https://www.youtube.com/watch?v=wGNqtkWnLgE&amp;amp;t=296s&lt;br /&gt;
|notes=Basic wall rush combo with only 1 HP move. Octaslash holds long enough for base BRV to recover, while dealing more damage than Scintilla.&lt;br /&gt;
}}&lt;br /&gt;
{{Combo-012Data&lt;br /&gt;
|combo=&#039;&#039;&#039; Heaven&#039;s Light&#039;&#039;&#039; &amp;gt; {{clr|wr=1}} &amp;gt; {{clr|astbrv=1}} &amp;gt; {{clr|ac=1}} &amp;gt; Shadow Flare &amp;gt; Heaven&#039;s Light&lt;br /&gt;
|condition=Midair HP starter, Wall Rush&lt;br /&gt;
|requirement=Near wall / ceiling&lt;br /&gt;
|characters=&lt;br /&gt;
|damagehits=HP + WR &amp;gt; 50 (Assist) &amp;gt; 3~12 &amp;gt; HP + WR&lt;br /&gt;
|damage=53-62 + HP WR (x2)&lt;br /&gt;
|exhits=0 &amp;gt; 0 &amp;gt; 0&lt;br /&gt;
|ex=0&lt;br /&gt;
|meteropp=93&lt;br /&gt;
|video=https://www.youtube.com/watch?v=wGNqtkWnLgE&amp;amp;t=81s&lt;br /&gt;
|notes=No EX with this combo, but Heaven&#039;s Light can evade moves, so it&#039;s good to have a combo ready. Shadow Flare adds damage, but all projectiles hit consistently if the opponent is at the ceiling. Not necessary when learning the game at first, but will be used for more damage later on.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Builds ==&lt;br /&gt;
Builds here.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Hybrid (Seal of Lufenia)=&lt;br /&gt;
{{Build&lt;br /&gt;
|hp=9644&lt;br /&gt;
|cp=450&lt;br /&gt;
|brv=1175&lt;br /&gt;
|atk=180&lt;br /&gt;
|def=182&lt;br /&gt;
|luk=60&lt;br /&gt;
|booster=x3.5&lt;br /&gt;
|setbonus=Seal of Lufenia&lt;br /&gt;
|ast=Kuja&lt;br /&gt;
|wpn=One-Winged Angel&lt;br /&gt;
|hand=Lufenian Dirk {{equip}}&lt;br /&gt;
|head=Lufenian Hairpin {{equip}}&lt;br /&gt;
|armor=Lufenian Vest&lt;br /&gt;
|acc1={{accbas}} Hyper Ring&lt;br /&gt;
|acc2={{accbas}} Muscle Belt&lt;br /&gt;
|acc3={{accbas}} Sniper Eye&lt;br /&gt;
|acc4={{accbas}} Battle Hammer&lt;br /&gt;
|acc5={{accboo}} Summon Unused&lt;br /&gt;
|acc6={{accboo}} Pre-EX Mode&lt;br /&gt;
|acc7={{accboo}} Aerial&lt;br /&gt;
|acc8={{accboo}} Opponent Summon Unused&lt;br /&gt;
|acc9={{accsp}} Tenacious Attacker&lt;br /&gt;
|acc10={{accsp}} Glutton&lt;br /&gt;
|summon=Rubicante&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Equip the Best Dresser extra ability.&lt;br /&gt;
&lt;br /&gt;
|-|Build #2=&lt;br /&gt;
{{Build&lt;br /&gt;
|hp=&lt;br /&gt;
|cp=&lt;br /&gt;
|brv=&lt;br /&gt;
|atk=&lt;br /&gt;
|def=&lt;br /&gt;
|luk=&lt;br /&gt;
|booster=&lt;br /&gt;
|setbonus=&lt;br /&gt;
|ast=&lt;br /&gt;
|wpn=&lt;br /&gt;
|hand=&lt;br /&gt;
|head=&lt;br /&gt;
|armor=&lt;br /&gt;
|acc1=&lt;br /&gt;
|acc2=&lt;br /&gt;
|acc3=&lt;br /&gt;
|acc4=&lt;br /&gt;
|acc5=&lt;br /&gt;
|acc6=&lt;br /&gt;
|acc7=&lt;br /&gt;
|acc8=&lt;br /&gt;
|acc9=&lt;br /&gt;
|acc10=&lt;br /&gt;
|summon=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Assist ==&lt;br /&gt;
&lt;br /&gt;
=== Sephiroth&#039;s assist data ===&lt;br /&gt;
&lt;br /&gt;
{{012Assist&lt;br /&gt;
|type1=BRV&lt;br /&gt;
|attack1=Reaper&lt;br /&gt;
|startup1=21F&lt;br /&gt;
|position1=Ground&lt;br /&gt;
|spawn1=Opponent&lt;br /&gt;
|damage1=2, 1 x 5, 10, 2, 1 x 6, 10, 3, 1 x 5, 2 (45)&lt;br /&gt;
|effect1=Chase&lt;br /&gt;
|type2=BRV&lt;br /&gt;
|attack2=Sudden Cruelty&lt;br /&gt;
|startup2=17F&lt;br /&gt;
|position2=Air&lt;br /&gt;
|spawn2=Opponent&lt;br /&gt;
|damage2=2 x 8, 9, 4, 1 x 5, 6 (40)&lt;br /&gt;
|effect2=Chase&lt;br /&gt;
|type3=HP&lt;br /&gt;
|attack3=Octaslash&lt;br /&gt;
|startup3=43F&lt;br /&gt;
|position3=Ground&lt;br /&gt;
|spawn3=Opponent&lt;br /&gt;
|damage3=2 x 6, 4 (16)&lt;br /&gt;
|effect3=Wall Rush&lt;br /&gt;
|type4=HP&lt;br /&gt;
|attack4=Hell&#039;s Gate&lt;br /&gt;
|startup4=55F&lt;br /&gt;
|position4=Air&lt;br /&gt;
|spawn4=Opponent&lt;br /&gt;
|damage4=2 x N&lt;br /&gt;
|effect4=Chase&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Synergies ===&lt;br /&gt;
Sephiroth works well with most tournament viable assists.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{navbox012}}&lt;br /&gt;
&lt;br /&gt;
{{roadmap012seph}}&lt;/div&gt;</summary>
		<author><name>Muggshotter</name></author>
	</entry>
	<entry>
		<id>https://dissidia.wiki/index.php?title=Prishe_(Dissidia_012)&amp;diff=4778</id>
		<title>Prishe (Dissidia 012)</title>
		<link rel="alternate" type="text/html" href="https://dissidia.wiki/index.php?title=Prishe_(Dissidia_012)&amp;diff=4778"/>
		<updated>2026-03-24T13:31:45Z</updated>

		<summary type="html">&lt;p&gt;Muggshotter: /* Builds */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Dissidia 012 Final Fantasy]]&lt;br /&gt;
{{012CharNavPri}}&lt;br /&gt;
&lt;br /&gt;
{{CharacterInfo&lt;br /&gt;
|portrait=https://resources.dissidia.wiki/ddff/portraits/ddff-port-prishe.png&lt;br /&gt;
|name=Prishe (プリッシュ)&lt;br /&gt;
|origin=Final Fantasy XI&lt;br /&gt;
|atk=109 (Low)&lt;br /&gt;
|def=110 (Low)&lt;br /&gt;
|runspeed=5 (Normal, Above Average), 2 (EX Mode, Fast)&lt;br /&gt;
|dash=73 (Normal, Fast), 69 (EX Mode, Very Fast)&lt;br /&gt;
|fall=75 (Normal, Above Average), 71 (EX Mode, Fast)&lt;br /&gt;
|fallr=21 (Normal, Very Fast), 14 (EX Mode, Very Fast)&lt;br /&gt;
|fastestbrv=11F (Combo One)&lt;br /&gt;
|fastesthp=43F (Asuran Fists, Auroral Uppercut)&lt;br /&gt;
|1hithp=Yes (Nullifying Dropkick, Banishga max range)&lt;br /&gt;
|hplinks=No&lt;br /&gt;
|cmdblock=No&lt;br /&gt;
|weapon=Thrown Weapons, Grappling Weapons, Instruments,&amp;lt;br&amp;gt; Poles, Parrying Weapons&lt;br /&gt;
|armor=Bangles, Gauntlets, Hats, Hairpins, Headbands,&amp;lt;br&amp;gt; Clothing, Light Armor, Chestplates&lt;br /&gt;
|exclusives=Koenigs Knuckles, Spharai, Glanzfaust&lt;br /&gt;
|unlock=&lt;br /&gt;
|alignment=Cosmos&lt;br /&gt;
|vajp=[https://en.wikipedia.org/wiki/Aya_Hirano Aya Hirano]&lt;br /&gt;
|vaeng=[https://en.wikipedia.org/wiki/Julie_Nathanson Julie Nathanson]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
= Overview =&lt;br /&gt;
Prishe is a fast close-range fighter with a variety of melee braveries that can chain into each other. When certain braveries are equipped, they create a &amp;quot;Skillchain&amp;quot; reaction for extra bravery damage.&lt;br /&gt;
&lt;br /&gt;
Prishe is known for her risk-averse defensive play in close quarters. Raging Fists and One-Inch Punch are the standouts here: Fast startup, short recovery and rewarding on hit. Threaten the opponent with delayable advancing strikes, charge One-Inch Punch to crush blocks and dodge out of the way if they miss. Her air dodges are difficult to punish due to her fast fall speed. Also, Prishe&#039;s dash speed is among the fastest, which helps her chase down opponents and EX Cores when necessary. Fast, safe and hard to hit, Prishe is a textbook example of effective &amp;quot;hit and run&amp;quot; in Dissidia 012. Patience is rewarded greatly, as Prishe is very capable of playing the war of attrition.&lt;br /&gt;
&lt;br /&gt;
Prishe’s builds usually focus on EX and bravery damage. Adamant Chains accentuates her safe air dodges even further. Side by Side {{accsp}} is not recommended due to her average HP attacks and lack of solo HP combos.&lt;br /&gt;
&lt;br /&gt;
Her weaknesses are more nuanced; While braveries are difficult to punish, she cannot cancel them into blocks or other attacks. This limits her maximum potential for defensive {{keyword|mind games|mindgame=1}}, though it’s already effective. Most of her attacks have lackluster vertical tracking and suffer against long active disjoints (e.g. {{012emp}} Thunder Crest, {{012seph}} Godspeed). Her 1-hit HPs are also situational in EX Revenge checkmate situations. And lastly, Prishe suffers from a bravery slot dilemma similar to Vaan due to the abundance of viable combo chains.&lt;br /&gt;
&lt;br /&gt;
In competitive play, Prishe has been frequently ranked as one of the strongest characters in the game. Her strategy is consistent and relatively easy to execute in most {{keyword|matchups|matchup=1}}, making her a notable choice for {{keyword|blind picks|blindpick=1}}. She provides steady gameplay to aspiring competitors even if she is not at clear advantage.&lt;br /&gt;
&lt;br /&gt;
{{ProConTable&lt;br /&gt;
|pros=&lt;br /&gt;
* &#039;&#039;&#039;Mobility&#039;&#039;&#039; - High dash speed makes Prishe strong in offense and EX Core races. She falls fast after air dodges, which makes it much safer to dodge on average.&lt;br /&gt;
* &#039;&#039;&#039;{{keyword|Turtling|turtling=1}}&#039;&#039;&#039; - Prishe has fast braveries with short {{keyword|recovery|recovery=1}} and strong {{keyword|mixup|mixup=1}} potential thanks to fully charged high priority One Inch Punch. Prishe can fight with little risk, which makes her difficult to hit.&lt;br /&gt;
* &#039;&#039;&#039;Safe and Reliable&#039;&#039;&#039; - Prishe&#039;s defense and synergy with {{012aer}} assist lets her play the long game with EX gauge and bravery stacking.&lt;br /&gt;
* &#039;&#039;&#039;High Bravery Damage&#039;&#039;&#039; - Despite low base ATK, charged One Inch Punch and EX Mode combos hurt, particularly if Prishe gets a guard break.&lt;br /&gt;
&lt;br /&gt;
|cons=&lt;br /&gt;
* &#039;&#039;&#039;Mediocre HP attacks&#039;&#039;&#039; - Compared to her braveries, HP attacks have poor tracking and coverage.&lt;br /&gt;
* &#039;&#039;&#039;Low Base DEF&#039;&#039;&#039; - If Prishe gets hit, it will hurt a lot&lt;br /&gt;
* &#039;&#039;&#039;Three Slot Dilemma&#039;&#039;&#039; - Her competitive loadouts are strong, but she cannot have full coverage with them.&lt;br /&gt;
* &#039;&#039;&#039;EX Revenge Checkmates&#039;&#039;&#039; - Prishe&#039;s 1-hit HP attacks are situational at best (Nullifying Dropkick on ground, max range Banishga midair), so she relies on movement and assist to resolve these situations.&lt;br /&gt;
* &#039;&#039;&#039;Relies on {{keyword|Dodge Cancels|dc=1}}&#039;&#039;&#039; - More of a weakness at high level, but this limits her maximum mixup potential and punishes relentless {{keyword|whiffs|whiff=1}} in EX Core races.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
= Bravery Attacks =&lt;br /&gt;
&lt;br /&gt;
Many of Prishe&#039;s bravery attacks can be chained into a separate, equippable bravery followup. The starting bravery is noted as &amp;quot;(One)&amp;quot; and the followup is noted as &amp;quot;(Two)&amp;quot; in the game.&lt;br /&gt;
&lt;br /&gt;
The list of followups remain the same for every bravery attack starter and thus, will be listed separately.&lt;br /&gt;
&lt;br /&gt;
== Ground ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Combo (One)=&lt;br /&gt;
Can be chained into another bravery.&lt;br /&gt;
&lt;br /&gt;
If your attack starts with Combo, the finisher will yield about 10 % more EX force.&lt;br /&gt;
&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|image=https://dissidia.wiki/images/4/42/Brv_prishe_combo_1.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|damage=2, 2, 4 (8)&lt;br /&gt;
|startup=11F&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee Low&lt;br /&gt;
|ex=39 (One)&lt;br /&gt;
|effect=-&lt;br /&gt;
|cp=20 (10)&lt;br /&gt;
|cancels=&lt;br /&gt;
|astatk=&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=&lt;br /&gt;
|ap=&lt;br /&gt;
|gametext=[Close] Quick three-punch combo. Generates extra EX Force. Can combo without hitting.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-|Howling Fist (One)=&lt;br /&gt;
Can be chained into another bravery.&lt;br /&gt;
&lt;br /&gt;
{{AbilityInfo2&lt;br /&gt;
|ver1=Normal&lt;br /&gt;
|damage1=&#039;&#039;&#039;10&#039;&#039;&#039; (1 x 3, 7)&lt;br /&gt;
|startup1=17F&lt;br /&gt;
|type1=Physical&lt;br /&gt;
|priority1=Melee Low&lt;br /&gt;
|ex1=15&lt;br /&gt;
|effect1=-&lt;br /&gt;
|cancels1=Dodge&lt;br /&gt;
|asthit1=&lt;br /&gt;
|gametext=[Mid] Charge at opponent with fists. &amp;lt;br&amp;gt;Charge to increase its strength.&lt;br /&gt;
|level=25&lt;br /&gt;
|ap=150&lt;br /&gt;
|cp=20 (10)&lt;br /&gt;
|ver2=Charged&lt;br /&gt;
|damage2=&#039;&#039;&#039;20&#039;&#039;&#039; (1 x 13, 7)&lt;br /&gt;
|startup2=32F (charge), 2F (release)&lt;br /&gt;
|type2=Physical&lt;br /&gt;
|priority2=Melee Mid&lt;br /&gt;
|ex2=15&lt;br /&gt;
|effect2=-&lt;br /&gt;
|cancels2=Dodge&lt;br /&gt;
|asthit2=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|-|Dragon Kick (One)=&lt;br /&gt;
&lt;br /&gt;
{{AbilityInfo2&lt;br /&gt;
|ver1=Normal&lt;br /&gt;
|damage1=&#039;&#039;&#039;15&#039;&#039;&#039;&lt;br /&gt;
|startup1=17F&lt;br /&gt;
|type1=Physical&lt;br /&gt;
|priority1=Melee Low&lt;br /&gt;
|ex1=15&lt;br /&gt;
|effect1=-&lt;br /&gt;
|cancels1=Dodge&lt;br /&gt;
|asthit1=&lt;br /&gt;
|gametext=[Mid] Use a leg sweep. &amp;lt;br&amp;gt;Charge for additional hit.&lt;br /&gt;
|level=19&lt;br /&gt;
|ap=150&lt;br /&gt;
|cp=20 (10)&lt;br /&gt;
|ver2=Charged&lt;br /&gt;
|damage2=&#039;&#039;&#039;25&#039;&#039;&#039; (15, 10)&lt;br /&gt;
|startup2=26F (charge), 10F (release)&lt;br /&gt;
|type2=Physical&lt;br /&gt;
|priority2=Melee Low (kick), Ranged Mid (projectile)&lt;br /&gt;
|ex2=15&lt;br /&gt;
|effect2=-&lt;br /&gt;
|cancels2=Dodge&lt;br /&gt;
|asthit2=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|-|Shoulder Tackle (One)=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=12&lt;br /&gt;
|startup=45F&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee Low&lt;br /&gt;
|ex=15 (One)&lt;br /&gt;
|effect=Dodge&lt;br /&gt;
|cp=20 (10)&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;[Dodge] Backflip then charge at foe. Evade foe&#039;s attack on start.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-|Banish=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=10&lt;br /&gt;
|startup=31F&lt;br /&gt;
|type=Magical&lt;br /&gt;
|priority=Ranged Low&lt;br /&gt;
|ex=15&lt;br /&gt;
|effect=-&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;[Long] Fire high-speed pearls of light at opponent.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Aerial ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-|Backhand Blow (One)=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=18&lt;br /&gt;
|startup=29F&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee High&lt;br /&gt;
|ex=15 (One)&lt;br /&gt;
|effect=-&lt;br /&gt;
|cp=20 (10)&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;[Close] Strike down with a backhand blow. Useful for attacking from above.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-|Spinning Attack (One)=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=1 x 4, 11 (15)&lt;br /&gt;
|startup=23F&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee Low&lt;br /&gt;
|ex=15 (One)&lt;br /&gt;
|effect=Absorb&lt;br /&gt;
|cp=20 (10)&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;[Close] Lunge upwards with fists. Great for attacking from below.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-|Raging Fists (One)=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=2 x 4, 7 (15)&lt;br /&gt;
|startup=13F&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee Low&lt;br /&gt;
|ex=15 (One)&lt;br /&gt;
|effect=-&lt;br /&gt;
|cp=20 (10)&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;[Close] Five-punch combo. Can combo without hitting.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-|One Inch Punch (One)=&lt;br /&gt;
&lt;br /&gt;
{{AbilityInfo2&lt;br /&gt;
|ver1=Normal&lt;br /&gt;
|damage1=&#039;&#039;&#039;7&#039;&#039;&#039; (2, 1 x 3, 2)&lt;br /&gt;
|startup1=13F&lt;br /&gt;
|type1=Physical&lt;br /&gt;
|priority1=Melee Low&lt;br /&gt;
|ex1=15&lt;br /&gt;
|effect1=-&lt;br /&gt;
|cancels1=Dodge&lt;br /&gt;
|asthit1=&lt;br /&gt;
|gametext=[Close] Pummel energy shards into foe. &amp;lt;br&amp;gt;Charge to increase strength.&lt;br /&gt;
|level=33&lt;br /&gt;
|ap=150&lt;br /&gt;
|cp=20 (10)&lt;br /&gt;
|ver2=Charged&lt;br /&gt;
|damage2=&#039;&#039;&#039;35&#039;&#039;&#039; (2 x 14, 7)&lt;br /&gt;
|startup2=32F (charge), 4F (release)&lt;br /&gt;
|type2=Physical&lt;br /&gt;
|priority2=Melee High&lt;br /&gt;
|ex2=15&lt;br /&gt;
|effect2=-&lt;br /&gt;
|cancels2=Dodge&lt;br /&gt;
|asthit2=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|-|Holy=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=10&lt;br /&gt;
|startup=19F&lt;br /&gt;
|type=Magical&lt;br /&gt;
|priority=Ranged Low&lt;br /&gt;
|ex=15&lt;br /&gt;
|effect=-&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;[Long] Fire pearls of light. Slow speed, strong homing.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Followups ==&lt;br /&gt;
&lt;br /&gt;
Attack data is mostly shared with (One) versions, but (Two) followups generate a different amount of EX and can also wall rush or initiate chase. These braveries also cost less CP to equip.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Combo (Two)=&lt;br /&gt;
&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=2, 2, 4 (8)&lt;br /&gt;
|startup=11F&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee Low&lt;br /&gt;
|ex=75 (Two)&lt;br /&gt;
|effect=Chase&lt;br /&gt;
|cp=10 (5)&lt;br /&gt;
|level=1&lt;br /&gt;
|ap=150&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;Branching from _ (One) [Combo] Three-punch combo.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-|Howling Fists (Two)=&lt;br /&gt;
&lt;br /&gt;
When (Two) is used as a finisher, the required charge time is considerably shorter.&lt;br /&gt;
&lt;br /&gt;
{{AbilityInfo2&lt;br /&gt;
|ver1=Normal&lt;br /&gt;
|damage1=&#039;&#039;&#039;10&#039;&#039;&#039; (1 x 3, 7)&lt;br /&gt;
|startup1=17F&lt;br /&gt;
|type1=Physical&lt;br /&gt;
|priority1=Melee Low&lt;br /&gt;
|ex1=60&lt;br /&gt;
|effect1=Chase&lt;br /&gt;
|cancels1=Dodge&lt;br /&gt;
|asthit1=&lt;br /&gt;
|gametext=Branching from _ (One) &amp;lt;br&amp;gt;[Combo] Charge foe with fists.&lt;br /&gt;
|level=19&lt;br /&gt;
|ap=150&lt;br /&gt;
|cp=10 (5)&lt;br /&gt;
|ver2=Charged&lt;br /&gt;
|damage2=&#039;&#039;&#039;20&#039;&#039;&#039; (1 x 13, 7)&lt;br /&gt;
|startup2=32F (charge), 2F (release)&lt;br /&gt;
|type2=Physical&lt;br /&gt;
|priority2=Melee Mid&lt;br /&gt;
|ex2=0&lt;br /&gt;
|effect2=Wall Rush&lt;br /&gt;
|cancels2=Dodge&lt;br /&gt;
|asthit2=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|-|Dragon Kick (Two)=&lt;br /&gt;
&lt;br /&gt;
{{AbilityInfo2&lt;br /&gt;
|ver1=Normal&lt;br /&gt;
|damage1=&#039;&#039;&#039;15&#039;&#039;&#039;&lt;br /&gt;
|startup1=17F&lt;br /&gt;
|type1=Physical&lt;br /&gt;
|priority1=Melee Low&lt;br /&gt;
|ex1=60&lt;br /&gt;
|effect1=Chase&lt;br /&gt;
|cancels1=Dodge&lt;br /&gt;
|asthit1=&lt;br /&gt;
|gametext=Branching from _ (One) &amp;lt;br&amp;gt;[Combo] Use a leg sweep.&lt;br /&gt;
|level=25&lt;br /&gt;
|ap=150&lt;br /&gt;
|cp=10 (5)&lt;br /&gt;
|ver2=Charged&lt;br /&gt;
|damage2=&#039;&#039;&#039;25&#039;&#039;&#039; (15, 10)&lt;br /&gt;
|startup2=26F (charge), 10F (release)&lt;br /&gt;
|type2=Physical&lt;br /&gt;
|priority2=Melee Low (kick), Ranged Mid (projectile)&lt;br /&gt;
|ex2=75&lt;br /&gt;
|effect2=Chase&lt;br /&gt;
|cancels2=Dodge&lt;br /&gt;
|asthit2=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|-|Shoulder Tackle (Two)=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=12&lt;br /&gt;
|startup=45F&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee Low&lt;br /&gt;
|ex=0 (Two)&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=10 (5)&lt;br /&gt;
|level=29&lt;br /&gt;
|ap=150&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;Branching from _ (One) [Combo] Attack with body slam.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-|Backhand Blow (Two)=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=18&lt;br /&gt;
|startup=29F&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee High&lt;br /&gt;
|ex=0 (Two)&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=10 (5)&lt;br /&gt;
|level=4&lt;br /&gt;
|ap=150&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;Branching from _ (One) [Combo] Strike w/backhand blow.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-|Spinning Attack (Two)=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=1 x 4, 11 (15)&lt;br /&gt;
|startup=23F&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee Low&lt;br /&gt;
|ex=0 (Two)&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=10 (5)&lt;br /&gt;
|ap=150&lt;br /&gt;
|level=1&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;Branching from _ (One) [Combo] Upward lunge attack.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-|Raging Fists (Two)=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=2 x 4, 7 (15)&lt;br /&gt;
|startup=13F&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee Low&lt;br /&gt;
|ex=72 (Two)&lt;br /&gt;
|effect=Chase&lt;br /&gt;
|cp=10 (5)&lt;br /&gt;
|ap=150&lt;br /&gt;
|level=22&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;Branching from _ (One) [Combo] Five-punch combo.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-|One Inch Punch (Two)=&lt;br /&gt;
&lt;br /&gt;
When used as a (Two) finisher, the required charge time is considerably shorter. The exact timing is undocumented.&lt;br /&gt;
&lt;br /&gt;
{{AbilityInfo2&lt;br /&gt;
|ver1=Normal&lt;br /&gt;
|damage1=&#039;&#039;&#039;7&#039;&#039;&#039; (2, 1 x 3, 2)&lt;br /&gt;
|startup1=13F&lt;br /&gt;
|type1=Physical&lt;br /&gt;
|priority1=Melee Low&lt;br /&gt;
|ex1=0&lt;br /&gt;
|effect1=Wall Rush&lt;br /&gt;
|cancels1=Dodge&lt;br /&gt;
|asthit1=&lt;br /&gt;
|gametext=Branching from _ (One) &amp;lt;br&amp;gt;[Combo] Beat w/energy shards.&lt;br /&gt;
|level=33&lt;br /&gt;
|ap=150&lt;br /&gt;
|cp=10 (5)&lt;br /&gt;
|ver2=Charged&lt;br /&gt;
|damage2=&#039;&#039;&#039;35&#039;&#039;&#039; (2 x 14, 7)&lt;br /&gt;
|startup2=32F (charge), 4F (release)&lt;br /&gt;
|type2=Physical&lt;br /&gt;
|priority2=Melee High&lt;br /&gt;
|ex2=0&lt;br /&gt;
|effect2=Wall Rush&lt;br /&gt;
|cancels2=Dodge&lt;br /&gt;
|asthit2=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= HP Attacks =&lt;br /&gt;
&lt;br /&gt;
== Ground ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Asuran Fists=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=3 x 7 (21)&lt;br /&gt;
|startup=43F&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee High&lt;br /&gt;
|ex=15&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;[Close] Quickly charge and pummel foe. Good vs any height.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-|Nullifying Dropkick=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=-&lt;br /&gt;
|startup=49F&lt;br /&gt;
|type=-&lt;br /&gt;
|priority=Melee High&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=40 (20)&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;[Mid] Hit foe with charging dropkick. Slow start, good range.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Aerial ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Auroral Uppercut=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=2 x 5 (10)&lt;br /&gt;
|startup=43F&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee High&lt;br /&gt;
|ex=15&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;[Rise] Quick upward punch. Great for attacking from below.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-|Banishga=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=2 x 5 (10)&lt;br /&gt;
|startup=47F&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Ranged High&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=40 (20)&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;[Mid] Emit shockwave of light. Effective horizontal attack.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= EX Mode: Two-Hour Ability! =&lt;br /&gt;
Effects:&lt;br /&gt;
* Regen&lt;br /&gt;
* Critical Boost&lt;br /&gt;
* Hundred Fists&lt;br /&gt;
&lt;br /&gt;
== Hundred Fists ==&lt;br /&gt;
&#039;&#039;[Always active while in EX Mode] Chains up to three weapon skills and increases movement speed.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== EX Burst: The Five Lights ==&lt;br /&gt;
&#039;&#039;Throws a glowing shard of Magicite at an opponent. Enter the commands shown in clockwise fashion to increase the number of blows dealt.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{burst&lt;br /&gt;
|damage1=3 x 5, 5 (20)&lt;br /&gt;
|damage2=12 x 5, 20 (80) (100 total)&lt;br /&gt;
|type=??&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
= Unique Mechanics: Skillchain =&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Damage multiplier !! Type !! EX Force&lt;br /&gt;
|-&lt;br /&gt;
|5 || Physical || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When certain bravery attacks are chained together, Prishe will activate a Skillchain. This is a burst of energy that deals additional bravery damage, which occurs alongside Prishe&#039;s current attack. When a Skillchain is activated, its name will also be displayed at the top of the screen, much like HP attacks and &#039;&#039;&#039;[[EX_(Dissidia_012)#EX_Mode|EX Mode]]&#039;&#039;&#039; activations.&lt;br /&gt;
&lt;br /&gt;
Skillchains only activate with physical bravery attack chains. Banish, Holy and HP attacks will not activate a Skillchain.&lt;br /&gt;
&lt;br /&gt;
The following table lists all viable combinations for a Skillchain.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Skillchain !! Starter !! Finisher&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Compression&#039;&#039;&#039; || Howling Fist || One Inch Punch&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Detonation&#039;&#039;&#039; || Combo&amp;lt;br&amp;gt;Howling Fist &amp;lt;br&amp;gt;One Inch Punch &amp;lt;br&amp;gt;Raging Fists &amp;lt;br&amp;gt;Shoulder Tackle &amp;lt;br&amp;gt;Spinning Attack || Backhand Blow&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fusion&#039;&#039;&#039; || Spinning Attack || Combo &amp;lt;br&amp;gt;Howling Fist &amp;lt;br&amp;gt;Raging Fists &amp;lt;br&amp;gt;Shoulder Tackle &amp;lt;br&amp;gt;Spinning Attack&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gravitation&#039;&#039;&#039; || Backhand Blow || One Inch Punch&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Impaction&#039;&#039;&#039; || Shoulder Tackle || Combo &amp;lt;br&amp;gt;Howling Fist &amp;lt;br&amp;gt;Raging Fists &amp;lt;br&amp;gt;Shoulder Tackle &amp;lt;br&amp;gt;Spinning Attack&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Liquefaction&#039;&#039;&#039; || Combo &amp;lt;br&amp;gt;Howling Fist &amp;lt;br&amp;gt;Raging Fists || Spinning Attack&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Reverberation&#039;&#039;&#039; || Howling Fist || Shoulder Tackle&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Transfixion&#039;&#039;&#039; || One Inch Punch || Howling Fist&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Backhand Blow finishers are great for setting up {{012kuja}} assist combos and the Skillchain activates off of her most practical starters. That makes Detonation one of the more practical Skillchains. Howling Fist finisher provides a bit more flexibility in setting up aerial assist combos (Chase or Wall Rush) at the cost of bravery damage or EX Force depending on its charge level.&lt;br /&gt;
&lt;br /&gt;
Skillchains are often Prishe&#039;s 3rd best choices for follow-up; They are good on select high bravery damage focused sets, but are otherwise outclassed in reward or utility by Prishe&#039;s other follow-ups. Prishe can only assign one bravery attack chain per bravery slot, which restricts the viability of Skillchains overall. However, the input timing for connecting charged attacks during Skillchains is more generous compared to more optimal follow-ups. This is not due to the Skillchain system specifically, but the synergy between bravery attacks in a chain (frame data and hit stun).&lt;br /&gt;
&lt;br /&gt;
= Combos =&lt;br /&gt;
&lt;br /&gt;
== Solo ==&lt;br /&gt;
&lt;br /&gt;
== Assist ==&lt;br /&gt;
&lt;br /&gt;
= Builds =&lt;br /&gt;
Builds here.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Adamant Chains=&lt;br /&gt;
{{Build&lt;br /&gt;
|hp=9972&lt;br /&gt;
|cp=450&lt;br /&gt;
|brv=917&lt;br /&gt;
|atk=178&lt;br /&gt;
|def=183&lt;br /&gt;
|luk=60&lt;br /&gt;
|booster=x1.3&lt;br /&gt;
|setbonus=Adamant Chains&lt;br /&gt;
|ast={{012aer}}&lt;br /&gt;
|wpn=Cleaver&lt;br /&gt;
|hand=Adamant Shield {{equip}}&lt;br /&gt;
|head=Adamant Helm {{equip}}&lt;br /&gt;
|armor=Adamant Vest&lt;br /&gt;
|acc1={{accbas}} Hyper Ring&lt;br /&gt;
|acc2={{accbas}} Muscle Belt&lt;br /&gt;
|acc3={{accbas}} Dismay Shock&lt;br /&gt;
|acc4={{accbas}} Battle Hammer&lt;br /&gt;
|acc5={{accboo}} Summon Unused&lt;br /&gt;
|acc6={{accsp}} White Drop&lt;br /&gt;
|acc7={{accsp}} White Drop&lt;br /&gt;
|acc8={{accsp}} White Drop&lt;br /&gt;
|acc9={{accsp}} White Gem&lt;br /&gt;
|acc10={{accsp}} Glutton&lt;br /&gt;
|summon=Rubicante&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damage, ex absorption and adamant chains for safer air dodges.&lt;br /&gt;
&lt;br /&gt;
|-|Build #2=&lt;br /&gt;
{{Build&lt;br /&gt;
|hp=&lt;br /&gt;
|cp=&lt;br /&gt;
|brv=&lt;br /&gt;
|atk=&lt;br /&gt;
|def=&lt;br /&gt;
|luk=&lt;br /&gt;
|booster=&lt;br /&gt;
|setbonus=&lt;br /&gt;
|ast=&lt;br /&gt;
|wpn=&lt;br /&gt;
|hand=&lt;br /&gt;
|head=&lt;br /&gt;
|armor=&lt;br /&gt;
|acc1=&lt;br /&gt;
|acc2=&lt;br /&gt;
|acc3=&lt;br /&gt;
|acc4=&lt;br /&gt;
|acc5=&lt;br /&gt;
|acc6=&lt;br /&gt;
|acc7=&lt;br /&gt;
|acc8=&lt;br /&gt;
|acc9=&lt;br /&gt;
|acc10=&lt;br /&gt;
|summon=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Assist =&lt;br /&gt;
&lt;br /&gt;
== Prishe Assist Data ==&lt;br /&gt;
&lt;br /&gt;
{{012Assist&lt;br /&gt;
|type1=BRV&lt;br /&gt;
|attack1=Howling Fists&lt;br /&gt;
|startup1=17F&lt;br /&gt;
|position1=Ground&lt;br /&gt;
|spawn1=Opponent&lt;br /&gt;
|damage1=1 x 3, 7, 2 x 4, 7 (25)&lt;br /&gt;
|effect1=Chase&lt;br /&gt;
|type2=BRV&lt;br /&gt;
|attack2=Backhand Blow&lt;br /&gt;
|startup2=29F&lt;br /&gt;
|position2=Air&lt;br /&gt;
|spawn2=Opponent&lt;br /&gt;
|damage2=18, 12 (30)&lt;br /&gt;
|effect2=Wall Rush&lt;br /&gt;
|type3=HP&lt;br /&gt;
|attack3=Nullifying Dropkick&lt;br /&gt;
|startup3=49F&lt;br /&gt;
|position3=Ground&lt;br /&gt;
|spawn3=Opponent&lt;br /&gt;
|damage3=-&lt;br /&gt;
|effect3=Wall Rush&lt;br /&gt;
|type4=HP&lt;br /&gt;
|attack4=Auroral Uppercut&lt;br /&gt;
|startup4=43F&lt;br /&gt;
|position4=Air&lt;br /&gt;
|spawn4=Opponent&lt;br /&gt;
|damage4=2 x 5 (10)&lt;br /&gt;
|effect4=Wall Rush&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Prishe Assist Overview ==&lt;br /&gt;
&lt;br /&gt;
Prishe is one of the weaker assists in the game with couple notable strengths and plenty of weaknesses to offset them. She can provide practical combos off of ground wall rushes and represent a &#039;&#039;&#039;[[Attack_Priority_(Dissidia_012)|Melee High]]&#039;&#039;&#039; priority hitbox in Backhand Blow. However, her short combo time, reliance on wall rush and slow startup on her air bravery limit Prishe&#039;s viability overall.&lt;br /&gt;
&lt;br /&gt;
=== Howling Fist ===&lt;br /&gt;
&#039;&#039;&#039;Combo:&#039;&#039;&#039; Howling Fist (One) &amp;gt; Raging Fists (Two)&lt;br /&gt;
&lt;br /&gt;
Prishe works best off of ground wall rushes with this move. Prishe won&#039;t charge Howling Fist which makes this a relatively fast assist on startup. The Raging Fists ender has decent hold, but moves the opponent quickly in one direction. The Assist Chase ender is what ties everything together and &#039;&#039;&#039;[[Glossary_(Dissidia_012)#HP_linker|HP linkers]]&#039;&#039;&#039; who can wall rush on the floor like {{012clo}} and {{012jec}} have no problem following up.&lt;br /&gt;
&lt;br /&gt;
The total bravery damage is rather low, but it is better than nothing.&lt;br /&gt;
&lt;br /&gt;
=== Backhand Blow ===&lt;br /&gt;
&#039;&#039;&#039;Combo:&#039;&#039;&#039; Backhand Blow (One) &amp;gt; Shoulder Tackle (Two)&lt;br /&gt;
&lt;br /&gt;
Backhand Blow is quite slow on startup to be used reliably as a midair assist combo starter, but Prishe can still pick up opponents off of regular wall rushes. Its quick wall rush finisher makes follow-ups difficult if not impractical though. Being the only 1-bar Melee High air BRV assist in the game offers the unique utility of setting up checkmate situations where other assists cannot, such as against &#039;&#039;&#039;[[Jecht_(Dissidia_012)#Jecht_Block_(midair)-2|Jecht Block]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Aerial bravery assists are most commonly used in whiff punishes and combos alike, so Backhand Blow being the way it is leaves a lot to be desired.&lt;br /&gt;
&lt;br /&gt;
=== Nullifying Dropkick ===&lt;br /&gt;
&lt;br /&gt;
Nullifying Dropkick is slow on startup, but it can be used sparingly as a hard callout tool against grounded opponents thanks to its active frames and lateral reach. Because it is a single hit HP, it can quickly end a match if the opponent is not prepared for it.&lt;br /&gt;
&lt;br /&gt;
== Assists ==&lt;br /&gt;
&lt;br /&gt;
Prishe works well with Kuja and Aerith assists.&lt;br /&gt;
&lt;br /&gt;
= References =&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{navbox012}}&lt;br /&gt;
&lt;br /&gt;
{{roadmap012pri}}&lt;/div&gt;</summary>
		<author><name>Muggshotter</name></author>
	</entry>
	<entry>
		<id>https://dissidia.wiki/index.php?title=Onion_Knight_(Dissidia_012)&amp;diff=4777</id>
		<title>Onion Knight (Dissidia 012)</title>
		<link rel="alternate" type="text/html" href="https://dissidia.wiki/index.php?title=Onion_Knight_(Dissidia_012)&amp;diff=4777"/>
		<updated>2026-03-24T13:31:23Z</updated>

		<summary type="html">&lt;p&gt;Muggshotter: /* Combos */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Dissidia 012 Final Fantasy]]&lt;br /&gt;
{{012CharNavOk}}&lt;br /&gt;
&lt;br /&gt;
{{CharacterInfo&lt;br /&gt;
|portrait=https://resources.dissidia.wiki/ddff/portraits/ddff-port-ok.png&lt;br /&gt;
|name=Onion Knight (オニオンナイト)&lt;br /&gt;
|origin=Final Fantasy III&lt;br /&gt;
|atk=107 (Lowest)&lt;br /&gt;
|def=111 (Average)&lt;br /&gt;
|runspeed=2.5 (Fast)&lt;br /&gt;
|dash=69 (Very Fast)&lt;br /&gt;
|fall=85 (Average)&lt;br /&gt;
|fallr=14 (Very Fast)&lt;br /&gt;
|fastestbrv=11F (Multi-Hit)&lt;br /&gt;
|fastesthp=41F (Blade Torrent, Windshear)&lt;br /&gt;
|1hithp=Yes (Firaga)&lt;br /&gt;
|hplinks=Yes&lt;br /&gt;
|cmdblock=No&lt;br /&gt;
|weapon=Daggers, Parrying Weapons, Rods,&amp;lt;br&amp;gt;Staves, Swords, Thrown Weapons&lt;br /&gt;
|armor=Bangles, Chestplates, Clothing, Gauntlets,&amp;lt;br&amp;gt;Hats, Hairpins, Headbands, Light Armor&lt;br /&gt;
|exclusives=Tyrfing, Royal Sword, Onion Sword&lt;br /&gt;
|unlock=Default&lt;br /&gt;
|alignment=Cosmos&lt;br /&gt;
|vajp=[https://en.wikipedia.org/wiki/Jun_Fukuyama Jun Fukyama]&lt;br /&gt;
|vaeng=Aaron Spann&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
= Overview =&lt;br /&gt;
Onion Knight is a close-range character with great movement, fast melee bravery attacks and a few ranged attacks to punish careless defensive play. One of his character defining traits is the abundance of HP links - All of Onion Knight&#039;s bravery attacks can branch out into an HP attack. With lightning fast melee braveries, this makes HP damage output consistent and enables burst damage with [[Customisation_Guide_for_Online_Battles_(Dissidia_012)#Damage_(high_base_bravery)|&#039;&#039;&#039;high base bravery builds&#039;&#039;&#039;]], whenever assist is available.&lt;br /&gt;
&lt;br /&gt;
Onion Knight is an agile character all around, with some of the fastest dash &#039;&#039;and&#039;&#039; run speeds in the game. It&#039;s a great asset when playing either offensively or defensively. He can pursue retreating characters such as {{012kef}} and [[Dodge_(Dissidia_012)#Dodge_punishment|&#039;&#039;&#039;punish them for air dodging&#039;&#039;&#039;]]. [[EX_(Dissidia_012)#EX_Core|&#039;&#039;&#039;EX Cores&#039;&#039;&#039;]] are no problem either, which Onion Knight can consistently hunt down to deny valuable EX for his opponent. High calibre running speed also helps Onion Knight avoid attacks by simply running, which can complicate matters even for characters with good tracking such as {{012fir}} and {{012squ}}. To top it all off, his fall speed ratio after a dodge makes him difficult to hit after an air dodge.&lt;br /&gt;
&lt;br /&gt;
Both EX and Assist build styles work well, with assist pulling ahead in overall consistency and damage output thanks to high base bravery and Side by Side. EX generation, while good, often falls behind in comparison to HP damage as it is backloaded into HP attacks and magic bravery enders. On the flipside, his above average base defense at 111 also lets him invest into base bravery and HP with less risk.&lt;br /&gt;
&lt;br /&gt;
These are all great qualities, but they&#039;re not without caveats. While Onion Knight&#039;s melee braveries are unreactable on startup and stay active for a good moment, they make him vulnerable to whiff punishes, moreso against attacks with higher priority or tracking. His ranged projectiles are too slow for occupying space and are better suited as punishers instead. Generating assist meter safely with whiffs is also difficult due to prolonged attacks or telegraphed low priority projectiles. And with his stationary attack motions and only fast Melee High attack being on the ground, Onion Knight struggles against lingering high priority projectiles and traps. Characters like {{012ulti}} and {{012emp}} can consistently skew Onion Knight&#039;s risk-reward ratio in their favor, as he has very few ways to bypass such projectiles safely once they&#039;re out.&lt;br /&gt;
&lt;br /&gt;
Historically Onion Knight has been ranked as high tier or mid tier in competitive play. His straightforward gameplan, ease of use and consistency make him a comfortable pick at many levels of play. Meter generation is largely geared towards [[Dash_feint|&#039;&#039;&#039;spot dashing&#039;&#039;&#039;]], HP hits and EX Cores, but sustaining resources is much easier. While he performs a lot better with assist, investing into EX is still a viable strategy if it&#039;s required. Although his utility and gameplay diversity fall a bit short, Onion Knight is more than capable of standing toe to toe with much of the cast, such as {{012wol}}, {{012bez}} and {{012zid}}.&lt;br /&gt;
&lt;br /&gt;
{{ProConTable&lt;br /&gt;
|pros=*&#039;&#039;&#039;Threatening close-range combat&#039;&#039;&#039; - All braveries, including his lightning fast melee bravery attacks can be linked into an HP attack for consistent damage output.&lt;br /&gt;
*[[Assist_(Dissidia_012)#Side_by_Side|&#039;&#039;&#039;Side by Side&#039;&#039;&#039;]] {{accsp}} - As a dedicated HP linker, Onion Knight benefits greatly from the accessory&#039;s assist meter gain and increases consistency for high base bravery damage builds.&lt;br /&gt;
*&#039;&#039;&#039;Movement&#039;&#039;&#039; - Fast running speed, very high dash speed and quick to fall after an air dodge allow Onion Knight to approach, punish dodges, grab EX Cores and evade attacks with relative ease.&lt;br /&gt;
*&#039;&#039;&#039;Whiff punishment&#039;&#039;&#039; - All bravery attacks are suitable for punishing missed attacks at different ranges.&lt;br /&gt;
*&#039;&#039;&#039;Relatively safe HP links&#039;&#039;&#039; - Even when escaped with [[Assist_(Dissidia_012)#Assist_Change|&#039;&#039;&#039;Assist Change&#039;&#039;&#039;]] with Precision Evasion ability equipped, Onion Knight can be difficult to punish.&lt;br /&gt;
*&#039;&#039;&#039;Safe assist gauge decay reset&#039;&#039;&#039; - With Strength Booster and Magic Booster braveries, Onion Knight can sustain assist meter without putting himself at great risk.&lt;br /&gt;
*&#039;&#039;&#039;EX Mode bravery damage&#039;&#039;&#039; - Damage multipliers are greatly increased across the board, allowing Onion Knight to shred through bravery.&lt;br /&gt;
|cons=*&#039;&#039;&#039;High commitment whiffs&#039;&#039;&#039; - Whiffed melee braveries have high duration and thus make Onion Knight vulnerable to whiff punishment&lt;br /&gt;
*&#039;&#039;&#039;Assist meter generation on whiff&#039;&#039;&#039; - Outside of the Side by Side influx, [[Abilities_(Dissidia_012)#Extra_Abilities-0|&#039;&#039;&#039;EXP to Assist&#039;&#039;&#039;]] and EXP accessories, Onion Knight can struggle to build assist meter with whiffs and dashes to offset setbacks in meter economy.&lt;br /&gt;
*&#039;&#039;&#039;Ranged combat&#039;&#039;&#039; - Ranged Low braveries and Ranged High HP attacks are ill-fit for occupying screen safely, on top of being vulnerable to whiff punishment from assists.&lt;br /&gt;
*&#039;&#039;&#039;Lacks utility against traps&#039;&#039;&#039; - Because the only fast Melee HP is ground exclusive and air HP projectiles are slow to start, lingering projectiles and traps such as {{012gar}}&#039;s Cyclone and {{012emp}}&#039;s Flare and Thunder Crest can prove very difficult for Onion Knight to break through without risk.&lt;br /&gt;
*&#039;&#039;&#039;Relatively low bravery damage output&#039;&#039;&#039; - While EX Mode increases damage multipliers, lowest base attack stat and reliance on HP links often compromise Onion Knight&#039;s bravery damage potential throughout the match.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
= Bravery Attacks =&lt;br /&gt;
&lt;br /&gt;
== Ground ==&lt;br /&gt;
&lt;br /&gt;
Most bravery attacks have separate, higher damage multipliers during EX mode. These multipliers are highlighted in bold. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-|Multi-Hit=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=1 x 7, 2 (9+) / &#039;&#039;&#039;1 x 15, 2 (17+)&#039;&#039;&#039;&lt;br /&gt;
|startup=11F&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee Low&lt;br /&gt;
|ex=21&lt;br /&gt;
|effect=-&lt;br /&gt;
|cp=20 (10)&lt;br /&gt;
|image=https://dissidia.wiki/images/6/62/Brv_onion_knight_multi_hit.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=&lt;br /&gt;
|ap=&lt;br /&gt;
|gametext=[Close] Launch flurry of slashes. &amp;lt;br&amp;gt;Weak, but quick to execute.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[File:Brv_onion_knight_multi_hit_EX.jpeg|thumb|300px|EX Mode Multi-Hit]]&lt;br /&gt;
&lt;br /&gt;
|-|Extra Slice=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=3 x 7, 10 (+31) / &#039;&#039;&#039;5 x 3 (59+)&#039;&#039;&#039;&lt;br /&gt;
|startup=??&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee Low&lt;br /&gt;
|ex=21&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=10 (5)&lt;br /&gt;
|image=https://dissidia.wiki/images/5/5a/Brv_onion_knight_extra_slice.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=&lt;br /&gt;
|ap=&lt;br /&gt;
|gametext=Branching from Multi-Hit. &amp;lt;br&amp;gt;[Combo] Additional slice.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[File:Brv_onion_knight_extra_slice_EX.jpeg|300px|thumb|EX Mode Extra Slice adds more hits.]]&lt;br /&gt;
&lt;br /&gt;
|-|Blizzard=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=4 x 3 (12+) / &#039;&#039;&#039;5 x 3 (15+)&#039;&#039;&#039;&lt;br /&gt;
|startup=35F&lt;br /&gt;
|type=Magical&lt;br /&gt;
|priority=Ranged Low&lt;br /&gt;
|ex=12&lt;br /&gt;
|effect=-&lt;br /&gt;
|cp=20 (10)&lt;br /&gt;
|image=https://dissidia.wiki/images/f/f8/Brv_onion_knight_blizzard.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=&lt;br /&gt;
|ap=&lt;br /&gt;
|gametext=[Long] Shoot frost projectiles. &amp;lt;br&amp;gt;Limited height, but high speed.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[File:Brv_onion_knight_blizzard_EX.jpeg|300px|thumb|EX Mode Blizzard has even longer max reach.]]&lt;br /&gt;
&lt;br /&gt;
|-|Blizzaga=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=7, 7, 18 (+32) / &#039;&#039;&#039;10 x 4, 18 (+58)&#039;&#039;&#039;&lt;br /&gt;
|startup=??&lt;br /&gt;
|type=Magical&lt;br /&gt;
|priority=Ranged Low&lt;br /&gt;
|ex=78&lt;br /&gt;
|effect=Chase&lt;br /&gt;
|cp=10 (5)&lt;br /&gt;
|image=https://dissidia.wiki/images/7/71/Brv_onion_knight_blizzaga.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=&lt;br /&gt;
|ap=&lt;br /&gt;
|gametext=Branching from Blizzard. &amp;lt;br&amp;gt;[Combo] Drop ice shards.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[File:Brv_onion_knight_blizzaga_EX.jpeg|300px|thumb|EX Mode Blizzaga.]]&lt;br /&gt;
&lt;br /&gt;
|-|Strength Booster (ground)=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=-&lt;br /&gt;
|startup=40F (casting)&lt;br /&gt;
|type=-&lt;br /&gt;
|priority=-&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=Physical DMG +10 %, Physical DEF +10 %, Crit Rate +5 %&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/8/87/Brv_onion_knight_strength_booster_g.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge, Block, Attack (after 20F)&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=&lt;br /&gt;
|ap=&lt;br /&gt;
|gametext=Boosts stats temporarily. Physical attack, &amp;lt;br&amp;gt;damage, and critical attack rate increased.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Effect lasts for 10 seconds (600F).&lt;br /&gt;
&lt;br /&gt;
|-|Magic Booster (ground)=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=-&lt;br /&gt;
|startup=40F (casting)&lt;br /&gt;
|type=-&lt;br /&gt;
|priority=-&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=Magical DMG +10 %, Magical DEF +10 %, Crit Rate +5 %&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/1/14/Brv_onion_knight_magic_booster_g.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge, Block, Attack (after 20F)&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=&lt;br /&gt;
|ap=&lt;br /&gt;
|gametext=Boosts stats temporarily. Magic attack, &amp;lt;br&amp;gt;defense, and critical attack rate increased.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Effect lasts for 10 seconds (600F).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Aerial ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-|Turbo-Hit=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=1 x 7, 2 (9+) / &#039;&#039;&#039;1 x 15, 2 (17+)&#039;&#039;&#039;&lt;br /&gt;
|startup=13F / &#039;&#039;&#039;11F&#039;&#039;&#039; (EX Mode)&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee Low&lt;br /&gt;
|ex=21&lt;br /&gt;
|effect=-&lt;br /&gt;
|cp=20 (10)&lt;br /&gt;
|image=https://dissidia.wiki/images/b/bb/Brv_onion_knight_turbo_hit.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=&lt;br /&gt;
|ap=&lt;br /&gt;
|gametext=[Close] High-speed slash. Weak, &amp;lt;br&amp;gt;but effective against any height.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[File:Brv_onion_knight_turbo_hit_EX.jpeg|300px|thumb|EX Mode Turbo-Hit]]&lt;br /&gt;
&lt;br /&gt;
|-|Extra Lunge=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=3 x 7, 10 (+31) / &#039;&#039;&#039;3 x 15, 14 (+59)&#039;&#039;&#039;&lt;br /&gt;
|startup=??&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee Low&lt;br /&gt;
|ex=21&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=10 (5)&lt;br /&gt;
|image=https://dissidia.wiki/images/0/0b/Brv_onion_knight_extra_lunge.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=&lt;br /&gt;
|ap=&lt;br /&gt;
|gametext=Branching from Turbo-Hit. &amp;lt;br&amp;gt;[Combo] Additional lunges.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[File:Brv_onion_knight_extra_lunge_EX.jpeg|300px|thumb|EX Mode Extra Lunge adds more hits.]]&lt;br /&gt;
&lt;br /&gt;
|-|Thunder=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=each (3) / each &#039;&#039;&#039;(4)&#039;&#039;&#039;&lt;br /&gt;
|startup=31F&lt;br /&gt;
|type=Magical&lt;br /&gt;
|priority=Ranged Low&lt;br /&gt;
|ex=each 3&lt;br /&gt;
|effect=-&lt;br /&gt;
|cp=20 (10)&lt;br /&gt;
|image=https://dissidia.wiki/images/c/c9/Brv_onion_knight_thunder.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=&lt;br /&gt;
|ap=&lt;br /&gt;
|gametext=[Long] Trio of thunder balls that curve &amp;lt;br&amp;gt;to track foe. Effective against any height.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[File:Brv_onion_knight_thunder_EX.jpeg|300px|thumb|EX Mode Thunder]]&lt;br /&gt;
&lt;br /&gt;
|-|Thundaga=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=13, 18 (+31) / &#039;&#039;&#039;11x2, 17x2 (+56)&#039;&#039;&#039;&lt;br /&gt;
|startup=??&lt;br /&gt;
|type=Magical&lt;br /&gt;
|priority=??&lt;br /&gt;
|ex=78&lt;br /&gt;
|effect=Chase&lt;br /&gt;
|cp=10 (5)&lt;br /&gt;
|image=https://dissidia.wiki/images/4/45/Brv_onion_knight_thundaga.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=&lt;br /&gt;
|ap=&lt;br /&gt;
|gametext=Branching from Thunder. &amp;lt;br&amp;gt;[Combo] Fire two lightning bolts.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[File:Brv_onion_knight_thundaga_EX.jpeg|300px|thumb|EX Mode Thundaga]]&lt;br /&gt;
&lt;br /&gt;
|-|Strength Booster (midair)=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=-&lt;br /&gt;
|startup=40F (casting)&lt;br /&gt;
|type=-&lt;br /&gt;
|priority=-&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=Physical DMG +10 %, Physical DEF +10 %, Crit Rate +5 %&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/c/c2/Brv_onion_knight_strength_booster_a.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge, Block, Attack (after 20F)&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=&lt;br /&gt;
|ap=&lt;br /&gt;
|gametext=Boosts stats temporarily. Physical attack, &amp;lt;br&amp;gt;damage, and critical attack rate increased.&lt;br /&gt;
}}&lt;br /&gt;
Effect lasts for 10 seconds (600F).&lt;br /&gt;
&lt;br /&gt;
|-|Magic Booster (midair)=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=-&lt;br /&gt;
|startup=40F (casting)&lt;br /&gt;
|type=-&lt;br /&gt;
|priority=-&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=Magical DMG +10 %, Magical DEF +10 %, Crit Rate +5 %&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/f/fb/Brv_onion_knight_magic_booster_a.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge, Block, Attack (after 20F)&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=&lt;br /&gt;
|ap=&lt;br /&gt;
|gametext=Boosts stats temporarily. Magic attack, &amp;lt;br&amp;gt;defense, and critical attack rate increased.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Attack / dodge / block cancelable at 20F. Effect lasts for 10 seconds (600F).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= HP Attacks =&lt;br /&gt;
&lt;br /&gt;
== Ground ==&lt;br /&gt;
&lt;br /&gt;
Most HP attacks have separate, higher damage multipliers during EX mode. These multipliers are highlighted in bold.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Blade Torrent=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=1x15 (15) / &#039;&#039;&#039;1x31 (31)&#039;&#039;&#039;&lt;br /&gt;
|startup=41F / &#039;&#039;&#039;39F (EX mode)&#039;&#039;&#039;&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee High&lt;br /&gt;
|ex=45&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/c/ce/Hp_onion_knight_blade_torrent.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=&lt;br /&gt;
|ap=&lt;br /&gt;
|gametext=[Close] Ultra high-speed slice. &amp;lt;br&amp;gt;Can be done in midair.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[File:Hp_onion_knight_blade_torrent_EX.jpeg|300px|thumb|EX Mode Blade Torrent adds more hits.]]&lt;br /&gt;
&lt;br /&gt;
|-|Firaga=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=--&lt;br /&gt;
|startup=43F&lt;br /&gt;
|type=--&lt;br /&gt;
|priority=Ranged High&lt;br /&gt;
|ex=60&lt;br /&gt;
|effect=--&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/8/8f/Hp_onion_knight_firaga.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=&lt;br /&gt;
|ap=&lt;br /&gt;
|gametext=[Long] Launch fireballs. &amp;lt;br&amp;gt;Wide-range explosion on impact.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[File:Hp_onion_knight_firaga_EX.jpeg|300px|thumb|EX Mode Firaga is comprised of three projectiles.]]&lt;br /&gt;
&lt;br /&gt;
|-|Swordshower=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=1x15 (+15) / &#039;&#039;&#039;1x31 (+31)&#039;&#039;&#039;&lt;br /&gt;
|startup=??&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=??&lt;br /&gt;
|ex=45&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/7/76/Hp_onion_knight_swordshower.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=&lt;br /&gt;
|ap=&lt;br /&gt;
|gametext=Branching from Multi-Hit. &amp;lt;br&amp;gt;[Combo] Rain blades of light.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[File:Hp_onion_knight_swordshower_EX.jpeg|300px|thumb|EX Mode Swordshower adds hits.]]&lt;br /&gt;
&lt;br /&gt;
|-|Quake=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=2x7 (+14) / &#039;&#039;&#039;4x7 (+28)&#039;&#039;&#039;&lt;br /&gt;
|startup=??&lt;br /&gt;
|type=Magical&lt;br /&gt;
|priority=??&lt;br /&gt;
|ex=81&lt;br /&gt;
|effect=--&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/4/4a/Brv_onion_knight_quake.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=&lt;br /&gt;
|ap=&lt;br /&gt;
|gametext=Branching from Blizzard. &amp;lt;br&amp;gt;[Combo] Cause earthquake.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[File:Hp_onion_knight_quake_EX.jpeg|300px|thumb|EX Mode Quake adds more hits.]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Aerial ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Wind Shear=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=1x15 (15) / &#039;&#039;&#039;1x31 (31)&#039;&#039;&#039;&lt;br /&gt;
|startup=41F&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee High&lt;br /&gt;
|ex=45&lt;br /&gt;
|effect=Absorb, Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/b/b0/Hp_onion_knight_wind_shear.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=&lt;br /&gt;
|ap=&lt;br /&gt;
|gametext=[Close] Spin at high speed. &amp;lt;br&amp;gt;Move with the analog stick.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[File:Hp_onion_knight_wind_shear_EX.jpeg|300px|thumb|EX Mode Wind Shear]]&lt;br /&gt;
&lt;br /&gt;
|-|Comet=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=1x15 (15) / &#039;&#039;&#039;1x31 (31)&#039;&#039;&#039;&lt;br /&gt;
|startup=81F&lt;br /&gt;
|type=Magical&lt;br /&gt;
|priority=Ranged High&lt;br /&gt;
|ex=105&lt;br /&gt;
|effect=--&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/f/fe/Hp_onion_knight_comet.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=&lt;br /&gt;
|ap=&lt;br /&gt;
|gametext=[Long] Fire off tiny meteors. &amp;lt;br&amp;gt;Aim with the analog stick.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[File:Hp_onion_knight_comet_EX.jpeg|300px|thumb|EX Mode Comet]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-|Guiding Swipe=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=1x15 (+15) / &#039;&#039;&#039;1x31 (+31)&#039;&#039;&#039;&lt;br /&gt;
|startup=??&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=??&lt;br /&gt;
|ex=45&lt;br /&gt;
|effect=&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/9/99/Hp_onion_knight_guiding_swipe.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=&lt;br /&gt;
|ap=&lt;br /&gt;
|gametext=Branching from Turbo-Hit. &amp;lt;br&amp;gt;[Combo] Fire speedy light blades.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[File:Hp_onion_knight_guiding_swipe_EX.jpeg|300px|thumb|EX Mode Guiding Swipe adds more hits.]]&lt;br /&gt;
&lt;br /&gt;
|-|Flare=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=1x12 (+12) / &#039;&#039;&#039;2x12 (+24)&#039;&#039;&#039;&lt;br /&gt;
|startup=??&lt;br /&gt;
|type=Magical&lt;br /&gt;
|priority=??&lt;br /&gt;
|ex=96&lt;br /&gt;
|effect=--&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|image=https://dissidia.wiki/images/6/6e/HP_onion_knight_flare.jpeg&lt;br /&gt;
|imgpos=&lt;br /&gt;
|cancels=Dodge&lt;br /&gt;
|asthit=&lt;br /&gt;
|level=&lt;br /&gt;
|ap=&lt;br /&gt;
|gametext=Branching from Thunder. &amp;lt;br&amp;gt;[Combo] Create huge explosions.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[File:Hp_onion_knight_ex_flare.jpeg|300px|thumb|EX Mode Flare]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= EX Mode: Job Change! =&lt;br /&gt;
Effects:&lt;br /&gt;
* Regen&lt;br /&gt;
* Critical Boost&lt;br /&gt;
* Dual Wield&lt;br /&gt;
* Sage&#039;s Wisdom&lt;br /&gt;
&lt;br /&gt;
== Dual Wield ==&lt;br /&gt;
&#039;&#039;[Job changes to Ninja when performing a physical attack.] Attacks move faster than the eye can see to snatch a greater amount of bravery.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Sage&#039;s Wisdom ==&lt;br /&gt;
&#039;&#039;[Job changes to Sage when performing a magic attack] Releases sealed mystic power, making spells stronger.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== EX Burst: Ninjutsu ==&lt;br /&gt;
{{image|https://dissidia.wiki/images/1/10/Ex_burst_onion_knight_NINJA.jpeg}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Throw the ninja&#039;s strongest weapon - the shuriken. Find and select &amp;quot;Shuriken&amp;quot; from the menu that displays.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{burst&lt;br /&gt;
|damage1=10, 10 (20)&lt;br /&gt;
|damage2=5x12, 20 (100 total)&lt;br /&gt;
|type=Physical&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== EX Burst: Spellbook ==&lt;br /&gt;
&#039;&#039;Cast the sage&#039;s strongest spell - Holy. Find and select &amp;quot;Holy&amp;quot; from the menu that displays.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
{{burst&lt;br /&gt;
|damage1=10, 10 (20)&lt;br /&gt;
|damage2=60, 20 (100 total)&lt;br /&gt;
|type=Magical&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Combos ==&lt;br /&gt;
&lt;br /&gt;
=== Solo ===&lt;br /&gt;
&lt;br /&gt;
=== Assist ===&lt;br /&gt;
&lt;br /&gt;
== Builds ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Side by Side=&lt;br /&gt;
{{Build&lt;br /&gt;
|hp=10478&lt;br /&gt;
|cp=480&lt;br /&gt;
|brv=1683&lt;br /&gt;
|atk=173&lt;br /&gt;
|def=183&lt;br /&gt;
|luk=61&lt;br /&gt;
|booster=&lt;br /&gt;
|setbonus=None&lt;br /&gt;
|ast={{012seph}}&lt;br /&gt;
|wpn=Piggy&#039;s Stick {{equip}}&lt;br /&gt;
|hand=Aegis Shield {{equip}}&lt;br /&gt;
|head=Thornlet&lt;br /&gt;
|armor=Maximillian&lt;br /&gt;
|acc1={{accbas}} Dismay Shock&lt;br /&gt;
|acc2={{accbas}} Battle Hammer&lt;br /&gt;
|acc3={{accboo}} BRV = 0&lt;br /&gt;
|acc4={{accsp}} Blue Gem&lt;br /&gt;
|acc5={{accsp}} Hero&#039;s Essence&lt;br /&gt;
|acc6={{accsp}} First to Victory&lt;br /&gt;
|acc7={{accsp}} Hero&#039;s Seal&lt;br /&gt;
|acc8={{accsp}} Miracle Shoes&lt;br /&gt;
|acc9={{accsp}} Together as One&lt;br /&gt;
|acc10={{accsp}} Side by Side&lt;br /&gt;
|summon=Rubicante&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Equip Best Dresser extra ability.&lt;br /&gt;
&lt;br /&gt;
|-|EX Core=&lt;br /&gt;
{{Build&lt;br /&gt;
|hp=10299&lt;br /&gt;
|cp=450&lt;br /&gt;
|brv=1096&lt;br /&gt;
|atk=175&lt;br /&gt;
|def=185&lt;br /&gt;
|luk=63&lt;br /&gt;
|booster=x13.4&lt;br /&gt;
|setbonus=Soul of Yamato&lt;br /&gt;
|ast={{012seph}}&lt;br /&gt;
|wpn=Onion Sword&lt;br /&gt;
|hand=Genji Shield {{equip}}&lt;br /&gt;
|head=Genji Helm {{equip}}&lt;br /&gt;
|armor=Genji Armor {{equip}}&lt;br /&gt;
|acc1={{accbas}} Dragonfly Orb&lt;br /&gt;
|acc2={{accbas}} Dismay Shock&lt;br /&gt;
|acc3={{accboo}} Large Gap in HP&lt;br /&gt;
|acc4={{accboo}} BRV &amp;gt; Base Value&lt;br /&gt;
|acc5={{accboo}} EX Core Present&lt;br /&gt;
|acc6={{accboo}} Summon Unused&lt;br /&gt;
|acc7={{accboo}} Pre-EX Mode&lt;br /&gt;
|acc8={{accboo}} Pre-EX Revenge&lt;br /&gt;
|acc9={{accboo}} Aerial&lt;br /&gt;
|acc10={{accboo}} Opponent Summon Unused&lt;br /&gt;
|summon=Rubicante&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Equip Master Protector extra ability for higher {{keyword|base BRV|basebrv=1}}.&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Assist ==&lt;br /&gt;
&lt;br /&gt;
=== Onion Knight Assist Data ===&lt;br /&gt;
&lt;br /&gt;
{{012Assist&lt;br /&gt;
|type1=BRV&lt;br /&gt;
|attack1=Blizzard&lt;br /&gt;
|startup1=35F&lt;br /&gt;
|position1=Ground&lt;br /&gt;
|spawn1=Opponent&lt;br /&gt;
|damage1=4 x 3, 7, 7, 18 (44)&lt;br /&gt;
|effect1=Chase&lt;br /&gt;
|type2=BRV&lt;br /&gt;
|attack2=Turbo-Hit&lt;br /&gt;
|startup2=13F&lt;br /&gt;
|position2=Air&lt;br /&gt;
|spawn2=Opponent&lt;br /&gt;
|damage2=1 x 7, 2, 3 x 7, 10 (40)&lt;br /&gt;
|effect2=Wall Rush&lt;br /&gt;
|type3=HP&lt;br /&gt;
|attack3=Blade Torrent&lt;br /&gt;
|startup3=41F&lt;br /&gt;
|position3=Ground&lt;br /&gt;
|spawn3=Opponent&lt;br /&gt;
|damage3=1 x 15&lt;br /&gt;
|effect3=Wall Rush&lt;br /&gt;
|type4=HP&lt;br /&gt;
|attack4=Comet&lt;br /&gt;
|startup4=81F&lt;br /&gt;
|position4=Air&lt;br /&gt;
|spawn4=Opponent&lt;br /&gt;
|damage4=1 x 15&lt;br /&gt;
|effect4=Chase&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Onion Knight Assist Overview ===&lt;br /&gt;
&lt;br /&gt;
Onion is one of the stronger assists in competitive play. He is not strictly stronger than Kuja or Jecht assist, but his utility in other areas stand out.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blizzard&#039;&#039;&#039; is a ranged priority combo attack that won&#039;t get staggered from LV2 Assist Change. It&#039;s good for ground wall rush combos and interrupting grounded opponents from a distance. The slow {{keyword|startup|startup=1}} makes it very difficult to use as a dodge punisher though.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Turbo-Hit&#039;&#039;&#039; is a fast melee priority combo attack, which pushes opponents towards a wall. It holds opponents long enough for combo fillers at ceilings and corners. This move can also be used in Chase {{keyword|conversions|conversion=1}}; Connect the first part, then chase and have Onion Knight pursue the opponent for a follow-up. The main issue here is the reliance on wall rush. Onion Knight depends on reaching the wall once he is following the opponent, but his wall rush knockback is not very strong. And of course, if Onion Knight misses this move, he is very vulnerable to getting Assist Locked.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blade Torrent&#039;&#039;&#039; is one of the few ground HP assists that can cover all four major ground dodge angles somewhat reliably. It can be used to close out matches with a proper {{keyword|read|read=1}}.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comet&#039;&#039;&#039; is quite good for {{keyword|checkmates|checkmates=1}}. It has long duration, long range, high hit count and Ranged priority, which is immune to LV2 Assist Change staggers. Onion Knight will also move towards opponent, which is good for setting up checkmates with Chase. &lt;br /&gt;
&lt;br /&gt;
=== Synergies ===&lt;br /&gt;
Onion Knight works well with most tournament viable assists.&lt;br /&gt;
&lt;br /&gt;
= References =&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{navbox012}}&lt;br /&gt;
&lt;br /&gt;
{{roadmap012ok}}&lt;/div&gt;</summary>
		<author><name>Muggshotter</name></author>
	</entry>
	<entry>
		<id>https://dissidia.wiki/index.php?title=Lightning_(Dissidia_012)&amp;diff=4776</id>
		<title>Lightning (Dissidia 012)</title>
		<link rel="alternate" type="text/html" href="https://dissidia.wiki/index.php?title=Lightning_(Dissidia_012)&amp;diff=4776"/>
		<updated>2026-03-24T13:31:00Z</updated>

		<summary type="html">&lt;p&gt;Muggshotter: /* Builds */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Dissidia 012 Final Fantasy]]&lt;br /&gt;
{{012CharNavLig}}&lt;br /&gt;
&lt;br /&gt;
{{CharacterInfo&lt;br /&gt;
|portrait=https://resources.dissidia.wiki/ddff/portraits/ddff-port-light.png&lt;br /&gt;
|name=Lightning (ライトニング)&lt;br /&gt;
|origin=Final Fantasy XIII&lt;br /&gt;
|atk=109 (Low / +1 in Commando, Average)&lt;br /&gt;
|def=111 (Average)&lt;br /&gt;
|runspeed=6 (Average / Good)&lt;br /&gt;
|dash=73 (Fast)&lt;br /&gt;
|fall=75 (Above Average)&lt;br /&gt;
|fallr=28 (Above Average)&lt;br /&gt;
|fastestbrv=13F (Thunder)&lt;br /&gt;
|fastesthp=47F (Lightning Strike, Crushing Blow)&lt;br /&gt;
|1hithp=Yes (Crushing Blow, Razor Gale)&lt;br /&gt;
|hplinks=Yes&lt;br /&gt;
|cmdblock=No&lt;br /&gt;
|weapon=Swords, Daggers, Greatswords, Katanas, Guns, Parrying Weapons&lt;br /&gt;
|armor=Shields, Bangles, Gauntlets, Hats, Helms, Headbands,&amp;lt;br&amp;gt; Ribbons, Clothing, Light Armor, Chestplates&lt;br /&gt;
|exclusives=Blazefire Saber, Axis Blade, Flamberge, Enkindler,&amp;lt;br&amp;gt; Omega Weapon, Barrage Blade, Zantetsuken, Odin Blade&lt;br /&gt;
|unlock=Default&lt;br /&gt;
|alignment=Cosmos&lt;br /&gt;
|vajp=[https://en.wikipedia.org/wiki/Maaya_Sakamoto Maaya Sakamoto]&lt;br /&gt;
|vaeng=[https://en.wikipedia.org/wiki/Ali_Hillis Ali Hillis]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
= Overview =&lt;br /&gt;
&lt;br /&gt;
Lightning is the protagonist of Final Fantasy XIII. In Dissidia 012 she utilises her unique Paradigm Shift to adapt to a variety of different situations. Commando for close / mid range fighting, Ravager for zoning, poking and rushdown (Thunder) and Medic for generating bravery.&lt;br /&gt;
&lt;br /&gt;
While she has some standout tools, her true potential lies in her well rounded kit and being able to cover alot of fundamental aspects in the game.&lt;br /&gt;
&lt;br /&gt;
{{ProConTable&lt;br /&gt;
|pros=&lt;br /&gt;
* &#039;&#039;&#039;Easy, versatile gameplay&#039;&#039;&#039;: She has good pokes, good zoning tools, good rushdown and mixups on dodge / block. Lightning has a bit of everything to cover a lot of common options and matchups.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Powerful meter economy&#039;&#039;&#039;: Lightning&#039;s EX gain synergises perfectly with her kit. All of her common confirms, assist combos and advanced combos lead into decent to high EX Force generation. On top of that, she has good dash speed and zoning to win EX Core races frequently. Thunder, along with other attacks also makes her assist gain above average. Lightning is one of the few characters who can reliably fill the EX gauge twice in a (long-winded) single match.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Aggressive zoning&#039;&#039;&#039;: Many tools to keep away, send projectiles after the opponent, or punish setups from midrange, Light makes it difficult for some characters to start effective offense while being able to start her own with it&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Great combo potential&#039;&#039;&#039;: A lot of moves have high hitstun, lead into chase or cause wall rush, enabling Lightning to confirm most hits into assists and occasionally HPs. With the right hit she can land some impressively long combos too.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Fantastic EX usage&#039;&#039;&#039;: Good combos out of EX Revenge, good EX Mode, and Omega Weapon as a bravery break kill confirm makes Lightning one of the more potent users of EX gauge.&lt;br /&gt;
&lt;br /&gt;
|cons=&lt;br /&gt;
* &#039;&#039;&#039;Low damage&#039;&#039;&#039;: Even with her most optimal combos, Lightning has a hard time pumping out high damage numbers consistently.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Weak to Glutton&#039;&#039;&#039;: Glutton {{accsp}} paired with boosted EX intake range can take away much of her EX if she doesn&#039;t invest in EX intake range herself.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Watera can work against her&#039;&#039;&#039;: While good, Watera can frequently ruin combos if reflected or not paid attention to.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
= Bravery Attacks =&lt;br /&gt;
&lt;br /&gt;
== Ground  ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-| Commando=&lt;br /&gt;
{{#tag:tabber&lt;br /&gt;
|Launch=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=12, 10, 18 (40)&lt;br /&gt;
|startup=23F&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee Low&lt;br /&gt;
|ex=30&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=20 (10)&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;[Close] Sword slash sending foe flying vertically upward.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Your fastest grounded move but still reactable. It has decent tracking and range, so it&#039;s great for a quick whiff punish or punishing back / side dodges when playing on the ground.&lt;br /&gt;
&lt;br /&gt;
Primarily though, you will use this for following up assist combos into Flourish of Steel as your most damaging HP combo ender in terms of bravery damage.&lt;br /&gt;
&lt;br /&gt;
{{!}}-{{!}}Blitz=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=2 x 7, 4, 17 (35)&lt;br /&gt;
|startup=29F&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee Mid&lt;br /&gt;
|ex=30&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=20 (10)&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;[Mid] Spinning slash and gun shot. Boost hit times when close.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Very active, huge and far going spinning slash. Due to it&#039;s active frames and Melee Mid priority it can be used to bash through attacks like Squall Thunder Barret, and comboed off of with assist from both the first hit and the wallrush. Lightning can convert into a combo on guard break with assist or a very late guard break, though the wall rush shot won&#039;t come out when it does and it has to be dodge cancelled.&lt;br /&gt;
&lt;br /&gt;
Though it has fairly long recovery, it can be hard to punish so often times you could end up safe to dodge cancel out and return to neutral. Use with caution.&lt;br /&gt;
&lt;br /&gt;
{{!}}-{{!}}Ruinga=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=10, 15 (25)&lt;br /&gt;
|startup=37F&lt;br /&gt;
|type=Magical&lt;br /&gt;
|priority=Ranged Low (orb), Ranged Mid (explosion)&lt;br /&gt;
|ex=30&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=20 (10)&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;[Mid] Shoot forth pearls of light. Deal damage on hit and explosion.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A long range orb with limited vertical tracking that upon hit wall rushes. The somewhat more useful version of Ruin, it can be used for long range whiff punishes into assist to combo off of, but you might rarely get the chance for that. Still an option that can be considered every now and then.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|-|Ravager=&lt;br /&gt;
&lt;br /&gt;
{{#tag:tabber|Thundaga=&lt;br /&gt;
The first bolt appears at 27 frames. After that, bolts appear every 8 frames and stay on field for 12 frames. The last bolt appears at ~4 seconds (235F) for a total of 27 bolts.&lt;br /&gt;
&lt;br /&gt;
Lightning regains control at about 100F and can dodge cancel at about 56F.&lt;br /&gt;
&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=each (10)&lt;br /&gt;
|startup=27F&lt;br /&gt;
|type=Magical&lt;br /&gt;
|priority=Ranged Low&lt;br /&gt;
|ex=each 21&lt;br /&gt;
|effect=Chase&lt;br /&gt;
|cp=20 (10)&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;[Close] Call down lightning bolts. Long duration, keeps foe at bay.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Calls down lightning bolts in a small area around her. All Ranged Low priority, but because they spawn frequently and stay if she gets hit, most characters can&#039;t punish her staying within them. This gives Lightning time to breathe and generate bravery in Medic role, cast another Ravager spell or build assist meter with other attacks.&lt;br /&gt;
&lt;br /&gt;
The bolts have enough hit stun to follow up with an assist during chase, but it is difficult to confirm it in the moment; The chase prompt comes out as soon as a bolt hits.&lt;br /&gt;
&lt;br /&gt;
{{!}}-{{!}}Fire=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=each 4 (up to 12)&lt;br /&gt;
|startup=25F, 11F, 11F&lt;br /&gt;
|type=Magical&lt;br /&gt;
|priority=Ranged Low&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=-&lt;br /&gt;
|cp=20 (10)&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;[Long] Flame projectile. Eventual speed increase.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Lightning spawns up to 3 small projectiles in front of her, which after a short time go after the opponent at decent speed. Has very generous hit stun so if it does hit, it&#039;s easy to follow up. When used in conjunction with Thundaga and / or Watera, they can halt approaches and put the opponent on the defensive for a moment.&lt;br /&gt;
&lt;br /&gt;
Commonly sees use in some advanced ground combos, such as after wall rushing with Aerith on the ground. Similiarly, Jecht assist gives enough time and distance to set up Fire and combo afterwards. Fire &amp;gt; Launch is a nice extension when it&#039;s available.&lt;br /&gt;
&lt;br /&gt;
{{!}}-{{!}}Aerora=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=1 x 5, 6 (11)&lt;br /&gt;
|startup=43F&lt;br /&gt;
|type=Magical&lt;br /&gt;
|priority=Ranged Low&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=-&lt;br /&gt;
|cp=20 (10)&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;[Mid] Launch wind projectiles. Paralyzes foe with multiple hits.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Launches a small projectile with slow vertical tracking at them. It&#039;s not a strong projectile in neutral, but can [https://dissidia.wiki/Glitch_(Dissidia_012)#Hit_Glitch &#039;&#039;&#039;hit glitch&#039;&#039;&#039;] into Lightning Strike. However, it is harder to land than some of the more practical link glitch combos.&lt;br /&gt;
&lt;br /&gt;
{{!}}-{{!}}Army of One (ground)=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=3 x 6, 12 (30)&lt;br /&gt;
|startup=43F&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee Mid&lt;br /&gt;
|ex=120&lt;br /&gt;
|effect=Chase&lt;br /&gt;
|cp=20 (10)&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;[Close] Barrage of attacks. Generates extra EX Force.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A tracking dash attack that leads into [[Chase_(Dissidia_012)|&#039;&#039;&#039;Chase&#039;&#039;&#039;]] on hit. The range is much longer than you&#039;d expect and it can dodge punish consistently upclose. A good mixup to call out block and dodge, even if the animation is on the slower side. On hit it builds an insane amount of EX and with Chase combos even more, making this a rewarding tool when it connects.&lt;br /&gt;
&lt;br /&gt;
The ground version sees less use due to Lightning having other moves on the ground that cover similiar situations.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Aerial ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-| Commando=&lt;br /&gt;
{{#tag:tabber&lt;br /&gt;
|Blaze Rush=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=7 x 3, 14 (35)&lt;br /&gt;
|startup=29F&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Ranged Low&lt;br /&gt;
|ex=30&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=20 (10)&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;[Mid] Gun shot &amp;amp; charge slash. Effective against any height.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{!}}-{{!}}Smite=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=12, 10, 18 (40)&lt;br /&gt;
|startup=23F&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee Low&lt;br /&gt;
|ex=30&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=20 (10)&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;[Close] Sword slash knocking foe downwards.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{!}}-{{!}}Ruin=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=each (10)&lt;br /&gt;
|startup=33F&lt;br /&gt;
|type=Magical&lt;br /&gt;
|priority=Ranged Low&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=Chase&lt;br /&gt;
|cp=20 (10)&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;[Long] Shoot forth pearls of light. Can aim with the analog stick.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A long range projectile that can be done up to 3 times, all hits leading to Chase. Not the greatest move to use due to being outclassed in utility by Blizzara / Watera often, but it&#039;s faster than Blizzara and can be used for a rare long range whiff punish.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-| Ravager=&lt;br /&gt;
{{#tag:tabber&lt;br /&gt;
|Thunder=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=2, 3, 5 (10)&lt;br /&gt;
|startup=13F&lt;br /&gt;
|type=Magical&lt;br /&gt;
|priority=Ranged Low&lt;br /&gt;
|ex=90&lt;br /&gt;
|effect=Chase&lt;br /&gt;
|cp=20 (10)&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;[Close] Call down lightning bolts. Short range, quick execution.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A character defining move. Lightning&#039;s fastest move and an incredibly oppressive tool. Deceptive range, anti airs, very fast and spammable due to having low recovery and confirmable followup opportunities. Due to it&#039;s insanely low recovery you can use this to cancel it into a neutral state and keep using it in rhythm to build assist meter quickly.&lt;br /&gt;
&lt;br /&gt;
Because of the Ranged Low priority, Lightning can use this move without the fear of getting blocked. Even when the opponent can act immediately after a successful block, the low recovery on Thunder means many characters will struggle to retaliate consistently. This means that guarding against this move does not guarantee your turn. The low recovery time of Thunder also enables Lightning to block, dodge or do it again. Players looking to counterattack may have to guess correctly again to put her at a disadvantage.&lt;br /&gt;
&lt;br /&gt;
The Ranged Low priority does mean however, that melee priority attacks can attack through Thunder. Dashes and attacks with magic block property such as [[Squall_Leonhart_(Dissidia_012)|&#039;&#039;&#039;Squall&#039;s&#039;&#039;&#039;]] Heel Crush can also power through this move. This risk may not be in player&#039;s favor, but they can be used to call out Lightning&#039;s timing on using it.&lt;br /&gt;
&lt;br /&gt;
The low damage output on Thunder itself means Lightning has to land this attack multiple times before it begins to amount to anything noteworthy. However, bypassing LV2 Assist Change is possible before or after the third hit depending on the assist which can shift the momentum in Lightning&#039;s favor.&lt;br /&gt;
&lt;br /&gt;
Thunder also generates 90 EX Force when completed, which is on par with other quick, high EX Force generating attacks.&lt;br /&gt;
&lt;br /&gt;
This is a move that excels at multiple aspects of competitive gameplay. Ease of use, meter management and favorable risk / reward ratio...&lt;br /&gt;
&lt;br /&gt;
All that is to say, yes - Thunder is really good.&lt;br /&gt;
&lt;br /&gt;
{{!}}-{{!}}Blizzara=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=2, 10 (12)&lt;br /&gt;
|startup=63F&lt;br /&gt;
|type=Magical&lt;br /&gt;
|priority=Ranged Low&lt;br /&gt;
|ex=60&lt;br /&gt;
|effect=Absorb&lt;br /&gt;
|cp=20 (10)&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;[Mid] Launch shards of ice after drawing in foe.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Lightning&#039;s anti-zoning tool. Extremely slow for a bravery and just as punishable on reaction, but works well when used to counter setups of other characters.&lt;br /&gt;
&lt;br /&gt;
As soon as the ice spawns at around half of its startup, it has a strong vacuum effect around it to draw in even from slightly out of its range. As it can be dashed through it works well in tandem with Watera to stay safe.&lt;br /&gt;
&lt;br /&gt;
Lightning can start moving again at around the same time it hits, and with its long floaty hit stun makes her able to combo off of it solo when close, or with any common assist.&lt;br /&gt;
&lt;br /&gt;
{{!}}-{{!}}Watera=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=15&lt;br /&gt;
|startup=43F&lt;br /&gt;
|type=Magical&lt;br /&gt;
|priority=Ranged Mid&lt;br /&gt;
|ex=90&lt;br /&gt;
|effect=-&lt;br /&gt;
|cp=20 (10)&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;[Long] Launch waterballs. Slowly tracks opponent.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A staple projectile. Stays out incredibly long, but also very slow. The slow speed makes it great for occupying space.&lt;br /&gt;
&lt;br /&gt;
Since it has to be reflected to disarm it, characters without a fast, safe mid / high priority have limited strategies to utilise against it. And if they do block it, Lightning can punish the stagger with HPs, or just throw out another Watera and reflect back the other with Army of One.&lt;br /&gt;
&lt;br /&gt;
Watera stays out even if she gets hit, so it can intercept low priority combos / assist calls when nearby. The EX Force generation is great, and it has ample hit stun for solo or assist combos. Assists are more practical regardless of positioning, solo combos often require being near / above the opponent or actively moving towards them as Watera makes contact.&lt;br /&gt;
&lt;br /&gt;
Certain assists can [https://glossary.infil.net/?t=Whiff%20Punish &#039;&#039;&#039;whiff punish&#039;&#039;&#039;] it consistently when timed well, although its a tricky timing that requires the assist to attack after the ball has launched. &lt;br /&gt;
&lt;br /&gt;
A strong tool in many ways.&lt;br /&gt;
&lt;br /&gt;
{{!}}-{{!}}Army of One (midair)=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=3 x 6, 12 (30)&lt;br /&gt;
|startup=43F&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee Mid&lt;br /&gt;
|ex=120&lt;br /&gt;
|effect=Chase&lt;br /&gt;
|cp=20 (10)&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;[Close] Barrage of attacks. Generates extra EX Force.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Air version of an already good attack.&lt;br /&gt;
&lt;br /&gt;
This version becomes even more useful than the grounded due to it&#039;s good vertical tracking chasing down, reflecting Watera with it, and using it in tandem with Thunder for amazing block / dodge mixup to keep the opponent guessing at all times.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Medic ==&lt;br /&gt;
&lt;br /&gt;
Medic has two bravery attacks, both of which have a ground and an aerial version. These are passive, non-attacking abilities that exclusively generate bravery for Lightning when used.&lt;br /&gt;
&lt;br /&gt;
As using either Cure or Cura leaves Lightning vulnerable to damage, some common strategies include mitigating losses from EX core races (too far to get the core first), provoking an approach in a stalemate situation or stacking bravery in between interactions at a safe distance.&lt;br /&gt;
&lt;br /&gt;
Not equipping a bravery in Medic role removes it altogether from the Paradigm Shift rotation. This streamlines the process of changing between her other two roles, which brings a certain level of comfort to the execution. Ultimately it&#039;s a matter of player&#039;s preference and skill. Medic braveries are not a high priority for learning the basics with Lightning, but can provide further optimization for dedicated players.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-|Cure=&lt;br /&gt;
At level 100, Lightning gains 138 total bravery (6 + 13 + 20 + 26 + 33 + 40). The process takes about 3 seconds (~180F).&lt;br /&gt;
&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=1 to 6 % of raw BRV (21 %)&lt;br /&gt;
|startup=~33F&lt;br /&gt;
|type=Magical&lt;br /&gt;
|priority=-&lt;br /&gt;
|ex=-&lt;br /&gt;
|effect=-&lt;br /&gt;
|cp=20 (10)&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;Increase bravery. Continue combo for boost.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Generate bravery with a passive animation. No specific input timing required to complete this move. The ending lag of Cure isn&#039;t too long, although the total animation takes a few seconds to finish. When used sparingly in between projectiles and during lost EX core situations, this is a nice way to regain lost bravery or further stack it.&lt;br /&gt;
&lt;br /&gt;
|-|Cura=&lt;br /&gt;
At level 100, Lightning gains 165 total bravery (6 + 6 + 153). The process takes about 2.5 seconds (~160F).&lt;br /&gt;
&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=1, 1, 23 % of raw BRV (25 %)&lt;br /&gt;
|startup=~55F&lt;br /&gt;
|type=Magical&lt;br /&gt;
|priority=-&lt;br /&gt;
|ex=-&lt;br /&gt;
|effect=-&lt;br /&gt;
|cp=20 (10)&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;Increase bravery. Successful combo provides greater boost.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Same as Cure except it starts up slower, is faster to complete by 20F and generates more bravery, while needing more precision to finish. You can&#039;t mash it and have to time two more inputs after. Failing either input leaves you with even less bravery than with Cure, so the risk / reward ratio goes up noticeably.&lt;br /&gt;
&lt;br /&gt;
If your timing is consistent, it &#039;&#039;is&#039;&#039; the better choice out of the two Medic braveries.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= HP Attacks =&lt;br /&gt;
&lt;br /&gt;
== Ground ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Lightning Strike=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=each (7)&lt;br /&gt;
|startup=47F&lt;br /&gt;
|type=Magical&lt;br /&gt;
|priority=Ranged High&lt;br /&gt;
|ex=60 + 12 x N&lt;br /&gt;
|effect=-&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;[Close] Call down lightning bolts. Great against flank attacks.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-|Razor Gale=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=10&lt;br /&gt;
|startup=59F&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee High (blade), Ranged High (projectile)&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;[Long] Shockwave from sword. Slow speed, strong homing.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-|Flourish of Steel=&lt;br /&gt;
Commando only.&lt;br /&gt;
&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=3, 3, 4 (10) / +Launch = (32)&lt;br /&gt;
|startup=?&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee High&lt;br /&gt;
|ex=90&lt;br /&gt;
|effect=-&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;Branching from Launch [Combo] Swing large sword.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Aerial ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Crushing Blow=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=-&lt;br /&gt;
|startup=47F&lt;br /&gt;
|type=-&lt;br /&gt;
|priority=Melee High&lt;br /&gt;
|ex=60&lt;br /&gt;
|effect=-&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;[Mid] Slashing charge sending foe flying upward.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-|Thunderfall=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=1 x 8 (blade), 2 x 6 (thunder) (8 + 12)&lt;br /&gt;
|startup=55F&lt;br /&gt;
|type=Physical (blade) / Magical (thunder)&lt;br /&gt;
|priority=Melee High (blade) / Ranged High (thunder) / Block (Ranged Low)&lt;br /&gt;
|ex=18&lt;br /&gt;
|effect=Wall Rush, Magic Block&lt;br /&gt;
|cp=40 (20)&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;[Long] Drop lightning on foe. Can hit with spinning sword.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The magic block occurs at the end of the attack when the blades are spinning above Lightning&#039;s head. [https://www.youtube.com/watch?v=IiNVG2fjpzo &#039;&#039;&#039;(Video)&#039;&#039;&#039;]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= EX Mode: Omega Weapon equipped! =&lt;br /&gt;
Effects:&lt;br /&gt;
* Regen&lt;br /&gt;
* Critical Boost&lt;br /&gt;
* Omega Weapon&lt;br /&gt;
* Grav-con Unit&lt;br /&gt;
&lt;br /&gt;
== Omega Weapon ==&lt;br /&gt;
&#039;&#039;[Activates with bravery attack] Instantly causes a Bravery Break if an opponent is near Break status.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
An attack will break if the opponent is under 30 % of their base bravery (200 BRV at level 100). Very potent for increasing damage with an EX Burst.&lt;br /&gt;
&lt;br /&gt;
== Grav-con Unit ==&lt;br /&gt;
&#039;&#039;[Always active while in EX Mode] The Grav-con Unit activates to automatically avoid Wall Rush damage.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== EX Burst: Gestalt Drive ===&lt;br /&gt;
&#039;&#039;A chain of attacks imbued with the powers of Odin. Enter the commands as shown on the screen to initiate an attack.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Even if your movement controls are set to utilise directional buttons, the directional commands must be done with an analog stick.&lt;br /&gt;
&lt;br /&gt;
Remember that Lightning has +1 ATK while in Commando role. This applies to her EX Burst as well.&lt;br /&gt;
&lt;br /&gt;
{{burst&lt;br /&gt;
|damage1=12, 4 x 5 (32)&lt;br /&gt;
|damage2=13 x 4, 4 x 5 (72) (104 total)&lt;br /&gt;
|type=Physical (except Lightning Strike &amp;amp; Thunderfall)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
= Lightning&#039;s mechanic (Paradigm Shift) =&lt;br /&gt;
Lightning has three different sets of bravery attacks through the Commando, Ravager and Medic roles. Press L + R ({{pspl}} + {{pspr}}) to change to a different role.&lt;br /&gt;
&lt;br /&gt;
Default rotation for roles is: Commando &amp;gt; Ravager &amp;gt; Medic&lt;br /&gt;
&lt;br /&gt;
If Reverse Paradigm extra ability is used, the rotation becomes: Ravager &amp;gt; Commando &amp;gt; Medic&lt;br /&gt;
&lt;br /&gt;
If no attacks under a specific role are equipped such as Medic, the role will not be available in battle. This can serve as convenience to a player who wishes to streamline paradigm shift rotations.&lt;br /&gt;
&lt;br /&gt;
The Commando role has a passive +1 ATK stat boost when using it in battle, which is often used to increase EX Burst damage.&lt;br /&gt;
&lt;br /&gt;
= Combos =&lt;br /&gt;
&lt;br /&gt;
== Solo ==&lt;br /&gt;
&lt;br /&gt;
Ravager braveries enable several solo combos for Lightning.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; sortable&lt;br /&gt;
! scope=col | Combo &lt;br /&gt;
! scope=col | Approximate damage (multipliers)&lt;br /&gt;
! scope=col | Approximate EX Force&lt;br /&gt;
! scope=col | Notes &lt;br /&gt;
! scope=col class=unsortable | Video&lt;br /&gt;
|-&lt;br /&gt;
| Blaze Rush (1st part) &amp;gt; DC &amp;gt; LL &amp;gt; Smite || &#039;&#039;&#039;61 + WR&#039;&#039;&#039; (7x3, 12, 10, 18 + WR) || &#039;&#039;&#039;30+&#039;&#039;&#039; || - || video&lt;br /&gt;
|-&lt;br /&gt;
| Fire (set) &amp;gt; Fire (hit) &amp;gt; Anything || 4~12 + followup || 0 + followup || Commonly used during assist combos or from afar in the neutral, each projectile has enough hit stun to combo into other attacks if Lightning is able to act before they connect. || video&lt;br /&gt;
|-&lt;br /&gt;
| Fire (set all 3) &amp;gt; Fire 1 &amp;amp; 2 (hit) &amp;gt; Crushing Blow &amp;gt; Fire 3 (hit) &amp;gt; Blaze Rush (1st part)  &amp;gt; DC &amp;gt; LL &amp;gt; Smite || &#039;&#039;&#039;73 + WR&#039;&#039;&#039; (4, 4, --, 4, 7x3, 12, 10, 18 +WR) || &#039;&#039;&#039;90+&#039;&#039;&#039; (0, 0, 60, 0, ??, 30) || Opponent must be grounded or near ground to enable Blaze Rush&#039;s landing lag followup. || video&lt;br /&gt;
|-&lt;br /&gt;
| Aerora &amp;gt; Lightning Strike || &#039;&#039;&#039;18+&#039;&#039;&#039; (11, 7 for each bolt) || &#039;&#039;&#039;72+&#039;&#039;&#039; (0, 60+12xN || Works consistently against grounded opponents. May be used after staggering with a block. || video&lt;br /&gt;
|-&lt;br /&gt;
| Watera &amp;gt; Smite / Thunder / Army of One / Thunderfall || &#039;&#039;&#039;15 + 10~40+WR&#039;&#039;&#039; (15, 40 / 10 / 30 / 12 + WR) || &#039;&#039;&#039;90+&#039;&#039;&#039; (90 + 30 / 90 / 120 / 18) || Similiar to Fire, Watera causes enough hit stun to enable followups if it connects after Lightning is capable of moving again. The upward knockback mostly limits combo opportunities to attacking after dashing closer, but Thunderfall works well as an HP followup from further distance. || video&lt;br /&gt;
|-&lt;br /&gt;
|Army of One &amp;gt; DC &amp;gt; Thunder || &#039;&#039;&#039;40&#039;&#039;&#039; (3x6, 12, 2, 3, 5) || &#039;&#039;&#039;210&#039;&#039;&#039; (120, 90) || Requires Adamant Chains equipment&#039;s [[Special_Effects_(Dissidia_012)#Adamant_Chains|&#039;&#039;&#039;special effect&#039;&#039;&#039;]] to work without walls. Near walls, ceiling and corners the knockback distance is reduced enough for regular air dodge distance to suffice. Exceptionally high EX Force generation. || video&lt;br /&gt;
|-&lt;br /&gt;
|Blizzara &amp;gt; Army of One (DC) &amp;gt; Thunder || &#039;&#039;&#039;52&#039;&#039;&#039; (2, 10, 3x6, 12, 2, 3, 5) || &#039;&#039;&#039;270&#039;&#039;&#039; (60, 120, 90) || Blizzara can also combo into other attacks which results in one of the highest EX generating solo combos in the game. Just like Watera, the later Blizzara hits, the easier it becomes to connect with. Army of One &amp;gt; Thunder still requires Adamant Chains if done without a wall. || video&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Assist ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Kuja=&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; sortable&lt;br /&gt;
! scope=col | Combo &lt;br /&gt;
! scope=col | Approximate damage (multipliers)&lt;br /&gt;
! scope=col | Approximate EX Force&lt;br /&gt;
! scope=col | Notes &lt;br /&gt;
! scope=col class=unsortable | Video&lt;br /&gt;
|-&lt;br /&gt;
| Thunder (2 hits) &amp;gt; Kuja &amp;gt; AC &amp;gt; Thunderfall || &#039;&#039;&#039;67+WR&#039;&#039;&#039; (2, 3, 50, 2x6 + WR) || 18+ (??, 18) || Basic, but reliable Ravager conversion. || video&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-|Aerith=&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; sortable&lt;br /&gt;
! scope=col | Combo &lt;br /&gt;
! scope=col | Approximate damage (multipliers)&lt;br /&gt;
! scope=col | Approximate EX Force&lt;br /&gt;
! scope=col | Notes &lt;br /&gt;
! scope=col class=unsortable | Video&lt;br /&gt;
|-&lt;br /&gt;
| Thunder &amp;gt; Aerith &amp;gt; Chase &amp;gt; Chase HP (dodged) &amp;gt; Aerith (hit) &amp;gt; Thunderfall || &#039;&#039;&#039;28 + WR&#039;&#039;&#039; (10, 18 + WR) || ?? || Basic Aerith Seal Evil setup that cannot be staggered with LV2 Assist Change. || video&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Builds =&lt;br /&gt;
Builds here.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Adamant Chains + EX=&lt;br /&gt;
{{Build&lt;br /&gt;
|hp=10972&lt;br /&gt;
|cp=450&lt;br /&gt;
|brv=957&lt;br /&gt;
|atk=177&lt;br /&gt;
|def=185&lt;br /&gt;
|luk=60&lt;br /&gt;
|booster=x1.4&lt;br /&gt;
|setbonus=Adamant Chains&lt;br /&gt;
|ast={{012aer}}&lt;br /&gt;
|wpn=Zantetsuken&lt;br /&gt;
|hand=Adamant Shield&lt;br /&gt;
|head=Adamant Helm&lt;br /&gt;
|armor=Adamant Vest&lt;br /&gt;
|acc1={{accbas}} Dismay Shock&lt;br /&gt;
|acc2={{accbas}} Battle Hammer&lt;br /&gt;
|acc3={{accboo}} BRV = 0&lt;br /&gt;
|acc4={{accsp}} White Drop&lt;br /&gt;
|acc5={{accsp}} White Drop&lt;br /&gt;
|acc6={{accsp}} White Drop&lt;br /&gt;
|acc7={{accsp}} White Gem&lt;br /&gt;
|acc8={{accsp}} Tenacious Attacker&lt;br /&gt;
|acc9={{accsp}} Glutton&lt;br /&gt;
|acc10={{accsp}} Great Gospel&lt;br /&gt;
|summon=Rubicante / None&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Equip Master Guardsman for +1000 HP.&lt;br /&gt;
&lt;br /&gt;
|-|Hybrid=&lt;br /&gt;
{{Build&lt;br /&gt;
|hp=9971&lt;br /&gt;
|cp=480&lt;br /&gt;
|brv=1414&lt;br /&gt;
|atk=176&lt;br /&gt;
|def=183&lt;br /&gt;
|luk=60&lt;br /&gt;
|booster=x3.5&lt;br /&gt;
|setbonus=None&lt;br /&gt;
|ast={{012tid}} / Player Choice&lt;br /&gt;
|wpn=Piggy&#039;s Stick&lt;br /&gt;
|hand=Hero&#039;s Shield&lt;br /&gt;
|head=Royal Crown {{equip}}&lt;br /&gt;
|armor=Maximillian {{equip}}&lt;br /&gt;
|acc1={{accbas}} Hyper Ring&lt;br /&gt;
|acc2={{accbas}} Dismay Shock&lt;br /&gt;
|acc3={{accbas}} Battle Hammer&lt;br /&gt;
|acc4={{accboo}} Large Gap in HP&lt;br /&gt;
|acc5={{accboo}} Summon Unused&lt;br /&gt;
|acc6={{accboo}} Pre-EX Mode&lt;br /&gt;
|acc7={{accboo}} Pre-EX Revenge&lt;br /&gt;
|acc8={{accsp}} Hero&#039;s Essence&lt;br /&gt;
|acc9={{accsp}} Tenacious Attacker&lt;br /&gt;
|acc10={{accsp}} Glutton&lt;br /&gt;
|summon=Rubicante&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A hybrid build with high base bravery.&lt;br /&gt;
&lt;br /&gt;
Equip Best Dresser extra ability for +100 base bravery.&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Assist =&lt;br /&gt;
&lt;br /&gt;
== Lightning&#039;s assist data ==&lt;br /&gt;
&lt;br /&gt;
{{012Assist&lt;br /&gt;
|type1=BRV&lt;br /&gt;
|attack1=Aerora&lt;br /&gt;
|startup1=43F&lt;br /&gt;
|position1=Ground&lt;br /&gt;
|spawn1=Opponent&lt;br /&gt;
|damage1=1 x 5, 6 (11)&lt;br /&gt;
|effect1=-&lt;br /&gt;
|type2=BRV&lt;br /&gt;
|attack2=Smite&lt;br /&gt;
|startup2=23F&lt;br /&gt;
|position2=Air&lt;br /&gt;
|spawn2=Opponent&lt;br /&gt;
|damage2=12, 10, 18 (40)&lt;br /&gt;
|effect2=Wall Rush&lt;br /&gt;
|type3=HP&lt;br /&gt;
|attack3=Lightning Strike&lt;br /&gt;
|startup3=47F&lt;br /&gt;
|position3=Ground&lt;br /&gt;
|spawn3=Opponent&lt;br /&gt;
|damage3=each (7)&lt;br /&gt;
|effect3=Chase&lt;br /&gt;
|type4=HP&lt;br /&gt;
|attack4=Thunderfall&lt;br /&gt;
|startup4=55F&lt;br /&gt;
|position4=Air&lt;br /&gt;
|spawn4=Opponent&lt;br /&gt;
|damage4=1 x 8, 2 x 6 (8 / 12)&lt;br /&gt;
|effect4=Block, Wall Rush&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Assists ==&lt;br /&gt;
Lightning works well with most tournament viable assists.&lt;br /&gt;
&lt;br /&gt;
= References =&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{navbox012}}&lt;br /&gt;
&lt;br /&gt;
{{roadmap012lig}}&lt;/div&gt;</summary>
		<author><name>Muggshotter</name></author>
	</entry>
	<entry>
		<id>https://dissidia.wiki/index.php?title=Laguna_Loire_(Dissidia_012)&amp;diff=4775</id>
		<title>Laguna Loire (Dissidia 012)</title>
		<link rel="alternate" type="text/html" href="https://dissidia.wiki/index.php?title=Laguna_Loire_(Dissidia_012)&amp;diff=4775"/>
		<updated>2026-03-24T13:30:40Z</updated>

		<summary type="html">&lt;p&gt;Muggshotter: /* Builds */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Dissidia 012 Final Fantasy]]&lt;br /&gt;
{{012CharNavLag}}&lt;br /&gt;
&lt;br /&gt;
{{CharacterInfo&lt;br /&gt;
|portrait=https://resources.dissidia.wiki/ddff/portraits/ddff-port-laguna.png&lt;br /&gt;
|name=Laguna Loire (ラグナ・レウァール)&lt;br /&gt;
|origin=Final Fantasy VIII&lt;br /&gt;
&lt;br /&gt;
|atk=111 (High)&lt;br /&gt;
|def=110 (Low)&lt;br /&gt;
|runspeed=9 (Slow)&lt;br /&gt;
|dash=81 (Below Average)&lt;br /&gt;
|fall=75 (Above Average)&lt;br /&gt;
|fallr=35 (Above Average)&lt;br /&gt;
|fastestbrv=13F (Pummel)&lt;br /&gt;
|fastesthp=~38F (Split Laser)&lt;br /&gt;
|1hithp=Yes (Ragnarok Blade, Split Laser)&lt;br /&gt;
|hplinks=Yes (Combos only)&lt;br /&gt;
|cmdblock=No&lt;br /&gt;
|weapon=Daggers &amp;lt;br&amp;gt;Greatswords &amp;lt;br&amp;gt;Guns &amp;lt;br&amp;gt;Swords&lt;br /&gt;
|armor=Bangles &amp;lt;br&amp;gt;Chestplates &amp;lt;br&amp;gt;Clothing &amp;lt;br&amp;gt; Hats &amp;lt;br&amp;gt;Helms &amp;lt;br&amp;gt;Light Armor &amp;lt;br&amp;gt;Shields&lt;br /&gt;
|exclusives=Machine Gun, High-Power Machine Gun,&amp;lt;br&amp;gt;Ragnarok Pistol&lt;br /&gt;
|unlock=Default&lt;br /&gt;
|alignment=Cosmos&lt;br /&gt;
|vajp=[https://en.wikipedia.org/wiki/Hiroaki_Hirata Hiroaki Hirata]&lt;br /&gt;
|vaeng=Armando Valdes-Kennedy&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
= Overview =&lt;br /&gt;
Laguna is a midrange zoner with a balance between keepaway and rushdown tools. His strengths lie in his wide range of pokes to chip away at the opponents bravery and unique move properties, which allow him to have some unconventional strategies to play around his opponent.&lt;br /&gt;
&lt;br /&gt;
His variety of ranges to work at gives Laguna the potential to always be able to threaten with something, wether its long range with Homing Bazooka, midrange with Ricochet Shot, or close range with Pummel and Electroshield. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
However his biggest weakness lies in his long recovery on alot of key moves, making him easy to whiff punish on a mistake. Mixing up your options to throw off the opponent constantly is key to staying on defense with him, and watching the opponents resources to decide risk-reward accordingly.&lt;br /&gt;
&lt;br /&gt;
If you like midrange play, poking away and cashing out huge with the right hit, and playing keepaway neutral, Laguna is your Man with the Machine Gun.&lt;br /&gt;
&lt;br /&gt;
= Bravery Attacks =&lt;br /&gt;
&lt;br /&gt;
== Ground ==&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Machine Gun=&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Damage multiplier !! Startup frame !! Type !! Priority !! EX Force !! Effects !! CP (Mastered)&lt;br /&gt;
|-&lt;br /&gt;
| 1 x 32 (32) || 31 || Physical || Ranged Low || 3x32 (96) || None || 30 (15)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;[Mid] Fire machine gun. Move with analog stick while holding button.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Run&#039;n&#039;Gun, literally. After startup Laguna can move while firing but and slightly track opponent while firing.&lt;br /&gt;
&lt;br /&gt;
It has relatively low range but good EX Force gain, and alot of characters can&#039;t swing right through it if they come at you headfirst. Combined with Electroshield you can punish ground dash attempts or force the opponent away into a more favorable position for you to Ricochet Shot from.&lt;br /&gt;
&lt;br /&gt;
It&#039;s possible to assist convert from aswell, but its finnicky and has very little hitstun to work with. &lt;br /&gt;
|-|Ricochet Shot=&lt;br /&gt;
&lt;br /&gt;
{{AbilityInfo2&lt;br /&gt;
|ver1=Main Bullet&lt;br /&gt;
|damage1=&#039;&#039;&#039;35&#039;&#039;&#039;&lt;br /&gt;
|startup1=37F, 1F after release&amp;lt;br&amp;gt;54F Half / 70F (Full Charge)&lt;br /&gt;
|type1=Physical&lt;br /&gt;
|priority1=Ranged Mid&lt;br /&gt;
|ex1=60&lt;br /&gt;
|effect1=-&lt;br /&gt;
|cancels1=Dodge&lt;br /&gt;
|asthit1=&lt;br /&gt;
|gametext=[Long] Fire shots that break into &amp;lt;br&amp;gt;smaller pieces after hitting stage.&lt;br /&gt;
|level=4&lt;br /&gt;
|ap=90&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|ver2=Split Bullet&lt;br /&gt;
|damage2=5 each&lt;br /&gt;
|startup2=??&lt;br /&gt;
|type2=Physical&lt;br /&gt;
|priority2=Ranged Low&lt;br /&gt;
|ex2=3?&lt;br /&gt;
|effect2=Chase&lt;br /&gt;
|cancels2=Dodge&lt;br /&gt;
|asthit2=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Fire a shot that ricochets off the ground and walls. &lt;br /&gt;
Your grounded main tool with alot of applications in neutral. A swiss army knife for his mid- to longrange pressure.&lt;br /&gt;
&lt;br /&gt;
The main shot is Mid priority while the ricochet bullet is Low priority.&lt;br /&gt;
&lt;br /&gt;
The move can be charged for more ricochet bullets while all hit seperately. Half Charge is 3 split shots, Full Charge 5. Only the main shot tracks the opponent after ricocheting, making it excellent for dodge punish, shooting past projectiles or behind them, and firing right above him.&lt;br /&gt;
&lt;br /&gt;
Blocking this move can still reflect the ricochet, something to be mindful of. Same happens if it clashes and gets reflected by a move.&lt;br /&gt;
&lt;br /&gt;
The chase effect will cancel out if hitting someone with a full charge and only a single split bullet&lt;br /&gt;
&lt;br /&gt;
Solid move, a staple of grounded zoning, keepaway and mixups to pressure the opponent. Paired with Electroshield can be hard to contest and punish for the opponent. Don&#039;t overuse it, but do use it as much as you can.&lt;br /&gt;
&lt;br /&gt;
|-|Grenade Bomb=&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Damage multiplier !! Startup frame !! Type !! Priority !! EX Force !! Effects !! CP (Mastered)&lt;br /&gt;
|-&lt;br /&gt;
| 15 (15) || 81F / 91F / 99F || Physical || Ranged Low || 0 || None || 30 (15)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;[Long] Throw grenade at foe. Change distance with button presses.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
  &lt;br /&gt;
Probably the lowest recovery move he has. Slow to come out but can be cancelled into block/dodge very quickly after the throw for mixups. Low recovery also makes it less committal to build assist meter with.&lt;br /&gt;
&lt;br /&gt;
It can intercept moves with long startup aswell to force them to engage you, and you can combo off of it if you assume its gonna hit, or hitconfirm with an assist if you don&#039;t want to commit to an HP/Ricochet prior.&lt;br /&gt;
&lt;br /&gt;
Can also be used to add a nice little bit of damage at the end of an assist combo when available.&lt;br /&gt;
|-|Pummel (ground)=&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Damage multiplier !! Startup frame !! Type !! Priority !! EX Force !! Effects !! CP (Mastered)&lt;br /&gt;
|-&lt;br /&gt;
| 6, 14 (20) || 13F || Physical || Melee Low || 90 || Chase || 30 (15)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;[Close] Strike with machine gun hilt. Low power, quick strike.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Close range melee low to round out his all-range playstyle. &lt;br /&gt;
&lt;br /&gt;
Makes for a fast poke, as defense after dodges, great EX Force gain and decently low recovery after. Can be cancelled into itself faster than into block or dodge.&lt;br /&gt;
&lt;br /&gt;
Has some vertical tracking but mostly horizontal move. Ground version makes Laguna go airborne after.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A staple move in his moveset to have since it rounds out his close range game and helps out in a pinch. Few assist can combo off of it, but its still an important part of his moveset in many matchups. Learn to love this move.&lt;br /&gt;
&lt;br /&gt;
|-|Missile Barrage (ground)=&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Damage multiplier !! Startup frame !! Type !! Priority !! EX Force !! Effects !! CP (Mastered)&lt;br /&gt;
|-&lt;br /&gt;
| 4 each, max 6 || 23F || Physical || Ranged Low || 2 (36) || None || 30 (15)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;[Long] Fire multiple missiles. Charge to fire six missiles.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Laguna pulls out a rocket launcher and fires up to 6 missiles, hold down to fire more.&lt;br /&gt;
The missiles themselves are very small, fire one after another and have terrible tracking. While they do home in on the opponent, they first stray off in different directions and have an awkward turn radius.&lt;br /&gt;
&lt;br /&gt;
Can be dashed through and blocked aswell, making them not very useful to stop setups or threaten dashes. Although they do halt and limit movement due to the scattered tracking. Low hitstun with low damage however makes it hard to convert into more.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Likely his worst move and far too niche for how good some of the rest of his moves are. There might be some scenarios worth trying it out, but a ranged low property and horrible homing make it hard to consistently capitalize on.&lt;br /&gt;
&lt;br /&gt;
|-|Electro Shield (ground)=&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Damage multiplier !! Startup frame !! Type !! Priority !! EX Force !! Effects !! CP (Mastered)&lt;br /&gt;
|-&lt;br /&gt;
| 10 (10) || 37F || Physical || Ranged Mid || 0 || Wall rush || 30 (15)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;[Close] Deploy electromagnetic shield. Can deflect weak attacks.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Throws out a shield infront of Laguna that stays out for a while as a lingering Mid priority projectile. On contact launches them away and wallrushes.&lt;br /&gt;
&lt;br /&gt;
Laguna can be barely fully covered when staying right inside, very consistent on the ground. Some moves may still hit him due to hitboxes however. Space accordingly for the matchup.&lt;br /&gt;
&lt;br /&gt;
Due to being a projectile, blocking it makes it act as if reflected, so they can walk through it after. Mid Projectiles also don&#039;t get reflected but redirected. &lt;br /&gt;
&lt;br /&gt;
If hit by a High priority Melee the shield is destroyed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Laguna goes airborne during the ground version which is convenient for positioning right after with backdodge.&lt;br /&gt;
Bread and Butter move for keepaway, slowing down approaches and as a mixup tool. Hard to assist punish too, good for assist meter building.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Aerial ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Shotgun=&lt;br /&gt;
&lt;br /&gt;
{{AbilityInfo2&lt;br /&gt;
|ver1=Normal&lt;br /&gt;
|damage1=&#039;&#039;&#039;30&#039;&#039;&#039; (1 x 6, 1 x 6, 3 x 6)&lt;br /&gt;
|startup1=21F&lt;br /&gt;
|type1=Physical&lt;br /&gt;
|priority1=Ranged Low&lt;br /&gt;
|ex1=Max 36&lt;br /&gt;
|effect1=Wall Rush&lt;br /&gt;
|cancels1=Dodge&lt;br /&gt;
|asthit1=&lt;br /&gt;
|gametext=[Close] Fire shotgun. &amp;lt;br&amp;gt;Charge to change its strength.&lt;br /&gt;
|level=1&lt;br /&gt;
|ap=90&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|ver2=Charged&lt;br /&gt;
|damage2=&#039;&#039;&#039;30&#039;&#039;&#039; (1 x 6, 1 x 6, 3 x 6)&lt;br /&gt;
|startup2=55F&lt;br /&gt;
|type2=Physical&lt;br /&gt;
|priority2=Ranged Mid&lt;br /&gt;
|ex2=Max 36&lt;br /&gt;
|effect2=Wall Rush&lt;br /&gt;
|cancels2=Dodge&lt;br /&gt;
|asthit2=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
It&#039;s a shotgun! It fires like one! (except when charged)&lt;br /&gt;
&lt;br /&gt;
Takes 55F to be charged and turned into a ranged mid priority. Slow and ranged low otherwise, but it has good range and can be dodge cancelled fairly early. Can&#039;t be dodge cancelled while charging.&lt;br /&gt;
&lt;br /&gt;
Can be shot up to 3 times, helping conversions into assists. The last shot also wallrushes.&lt;br /&gt;
It&#039;s tracking is limited as it only follows the opponent around you with limited vertical tracking. After the first shot it will also not track aswell anymore.&lt;br /&gt;
&lt;br /&gt;
Not a very well-rounded tool, but it can have it&#039;s use in some matchups. It&#039;s very niche properties and slow startup are a crux without shield up though, make sure to use with care.&lt;br /&gt;
&lt;br /&gt;
|-|Homing Bazooka=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=36&lt;br /&gt;
|startup=41F&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Ranged Mid&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;[Long] Blast foe with bazooka. Press button to change strength.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Big Missile.Tapping it up to 2 times makes the missile accelerate later and increases its range.&lt;br /&gt;
&lt;br /&gt;
it has amazing tracking horizontally up until the initial shot and can be aimed slightly away from the opponent. The missile starts homing in with a huge turn radius once it accelerates.&lt;br /&gt;
&lt;br /&gt;
Uniquely, the explosion on contact is the actual Mid Priority projectile, so it goes through other projectiles until it hits something or gets blocked.&lt;br /&gt;
The explosion hitbox still appears when it hits a wall and knocks away.&lt;br /&gt;
&lt;br /&gt;
The knockback is directly related to the angle its hitting from. If it hits them from behind, it will always send them straight towards you. Crucial to know for wallrush confirms.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Great anti-zoning tool and to disrupt the opponents own neutral setups. However it is fairly easy to get a hang for an assist punish on it, so use carefully considered and with meter behind it. Despite its risk, it&#039;s effective at what it does and shouldn&#039;t be used for reckless zoning on a savvy opponent.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-|Sticky Bomb=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=20 (hits twice if explodes at max range without latching)&lt;br /&gt;
|startup=29F / 42F / 62F (charge), 9F (release)&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Ranged Low (bomb), Unblockable (explosion)&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=-&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;[Long] Throw a sticking time bomb at foe. Charge to increase distance.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A bomb that sticks to the opponent on hit and explodes after 186F (roughly 3 seconds).&lt;br /&gt;
Fully charged it will blink and can be held a little while after. Charge time affects both the speed and range thrown. &lt;br /&gt;
&lt;br /&gt;
The thrown bomb is a ranged low, but the explosion triggered after max distance and after sticking time is unblockable and can be converted off of with a variety of assists. &lt;br /&gt;
&lt;br /&gt;
If the explosion hits at max distance without sticking to something it will also hit twice for double damage.&lt;br /&gt;
&lt;br /&gt;
The sticking time can be used effectively for mindgames and it also makes for a somewhat fast and safe horizontal midrange check against neutral setups. Overall a fantastic tool to round out midrange presence in the air.&lt;br /&gt;
&lt;br /&gt;
|-|Pummel (midair)=&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Damage multiplier !! Startup frame !! Type !! Priority !! EX Force !! Effects !! CP (Mastered)&lt;br /&gt;
|-&lt;br /&gt;
| 6, 14 (20) || 13 || Physical || Melee Low || 90 || Chase || 30 (15)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;[Close] Strike with machine gun hilt. Low power, quick strike.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Close range melee low to round out his all-range playstyle. &lt;br /&gt;
&lt;br /&gt;
Makes for a fast poke, as defense after dodges, great EX Force gain and decently low recovery after. Can be cancelled into itself faster than into block or dodge.&lt;br /&gt;
&lt;br /&gt;
Has some vertical tracking but mostly horizontal move. Ground version makes Laguna go airborne after.&lt;br /&gt;
&lt;br /&gt;
A staple move in his moveset to have since it rounds out his close range game and helps out in a pinch. Few assist can combo off of it, but its still an important part of his moveset in many matchups. Learn to love this move.&lt;br /&gt;
&lt;br /&gt;
|-|Missile Barrage (midair)=&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Damage multiplier !! Startup frame !! Type !! Priority !! EX Force !! Effects !! CP (Mastered)&lt;br /&gt;
|-&lt;br /&gt;
| 4 each, max 6 || 23 || Physical || Ranged Low || 2 (36) || None || 30 (15)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;[Long] Fire multiple missiles. Charge to fire six missiles.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Laguna pulls out a rocket launcher and fires up to 6 missiles, hold down to fire more.&lt;br /&gt;
The missiles themselves are very small, fire one after another and have terrible tracking. While they do home in on the opponent, they first stray off in different directions and have an awkward turn radius.&lt;br /&gt;
&lt;br /&gt;
Can be dashed through and blocked aswell, making them not very useful to stop setups or threaten dashes. Although they do halt and limit movement due to the scattered tracking. Low hitstun with low damage however makes it hard to convert into more.&lt;br /&gt;
&lt;br /&gt;
Likely his worst move and far too niche for how good some of the rest of his moves are. There might be some scenarios worth trying it out, but a ranged low property and horrible homing make it hard to consistently capitalize on.&lt;br /&gt;
&lt;br /&gt;
|-|Electro Shield (midair)=&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Damage multiplier !! Startup frame !! Type !! Priority !! EX Force !! Effects !! CP (Mastered)&lt;br /&gt;
|-&lt;br /&gt;
| 10 (10) || 37 || Physical || Ranged Mid || 0 || Wall rush || 30 (15)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;[Close] Deploy electromagnetic shield. Can deflect weak attacks.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Throws out a shield infront of Laguna that stays out for a while as a lingering Mid priority projectile. On contact launches them away and wallrushes.&lt;br /&gt;
&lt;br /&gt;
Laguna can be barely fully covered when staying right inside, very consistent on the ground. Some moves may still hit him due to hitboxes however. Space accordingly for the matchup.&lt;br /&gt;
&lt;br /&gt;
Due to being a projectile, blocking it makes it act as if reflected, so they can walk through it after. Mid Projectiles also don&#039;t get reflected but redirected. &lt;br /&gt;
&lt;br /&gt;
If hit by a High priority Melee the shield is destroyed.&lt;br /&gt;
&lt;br /&gt;
Laguna goes airborne during the ground version which is convenient for positioning right after with backdodge.&lt;br /&gt;
Bread and Butter move for keepaway, slowing down approaches and as a mixup tool. Hard to assist punish too, good for assist meter building.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= HP Attacks =&lt;br /&gt;
&lt;br /&gt;
== Ground ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-|Ragnarok Buster=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=1 x 7 (7)&lt;br /&gt;
|startup=53F~172F (charge), 3F (release)&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Melee High&lt;br /&gt;
|ex=21&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=40 (20)&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;[Mid] Bombard with lasers. Charge to adjust timing.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A huge laser cannon with big range.&lt;br /&gt;
&lt;br /&gt;
A great HP to intercept committal moves in midrange. Can be delayed to throw off punish attempts aswell and mix up characters with fast fall speed. &lt;br /&gt;
&lt;br /&gt;
Delaying it to intentionally clash with HPs and assist punish staggers can also be tricky to handle.&lt;br /&gt;
&lt;br /&gt;
Notable one of the easiest ways to clash with Maelstrom/Holy to protect against them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A great combo ender after assists too to keep distance and wallrush. &lt;br /&gt;
&lt;br /&gt;
|-|Satellite Laser=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=2 x 6 (12)&lt;br /&gt;
|startup=83F&lt;br /&gt;
|type=Physical&lt;br /&gt;
|priority=Ranged High&lt;br /&gt;
|ex=36&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;[Long] Fire laser from orbiting satellite. Stopped by terrain.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Huge startup, infinite vertical range and huge tracking range.&lt;br /&gt;
&lt;br /&gt;
As a raw HP can be thrown out as a read to directly punish slow startup moves in return. It has huge horizontal tracking and the infinite vertical range makes it able to catch them from any height.&lt;br /&gt;
&lt;br /&gt;
Alot of characters can horizontally dash through it, something to be aware of when throwing it out.&lt;br /&gt;
&lt;br /&gt;
Be aware of assist punishes aswell, as calling an assist right before it hits is a guaranteed bravery break for them. A&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As a combo ender it does the most damage and will always ground rush them, making it the ideal choice whenever possible.&lt;br /&gt;
&lt;br /&gt;
A niche HP but with amazing properties to round out his long range pressure.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Aerial ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Ragnarok Blade=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=-&lt;br /&gt;
|startup=43F&lt;br /&gt;
|type=-&lt;br /&gt;
|priority=Melee High&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;[Long] Chop with energy blade. Effective against any height.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
An absolute staple of Laguna&#039;s midrange presence. Although on the riskier side, it is a rather fast HP, has huge range up and horizontally, fantastic tracking and huge wallrush range.&lt;br /&gt;
&lt;br /&gt;
Where the move really shines is in his assist change and punish game, allowing Laguna to punish alot of slower moves on reaction with it and really put down neutral pressure in midrange.&lt;br /&gt;
&lt;br /&gt;
The knockback angle is decided based directly on where Laguna hits from, which can be amazing to control wallrush angle whenever possible and hitconfirm with assists.&lt;br /&gt;
&lt;br /&gt;
One of the drawbacks however is that its one of the easier assist punishes, and timing an assist punish while getting hit for a guaranteed break is very easy to land. Making note of the opponents resources before considering recommended.&lt;br /&gt;
|-|Split Laser=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=-&lt;br /&gt;
|startup=35F~117F (charge), 3F (release)&lt;br /&gt;
|type=-&lt;br /&gt;
|priority=Ranged High&lt;br /&gt;
|ex=60 per hit&lt;br /&gt;
|effect=-&lt;br /&gt;
|cp=40 (20)&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;[Long] Fire high-pressure energy bullet. Hold button to continue fire, release to split laser.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Laguna shoots an energy ball that splits into projectiles after detonating.&lt;br /&gt;
&lt;br /&gt;
It&#039;s his fastest HP at 35F, suprisingly fast for an HP. Although it is easily assist punished on reaction, it should not be dismissed in neutral as it covers an angle right below Laguna and gives him ways to punish slower setup moves. He can also assist confirm off of this move, making it a fantastic HP poke to throw out in moderation.&lt;br /&gt;
&lt;br /&gt;
The move also has fantastic use in assist change punishes, allowing Laguna to punish alot of long HPs like Quick Hit with assist change.&lt;br /&gt;
&lt;br /&gt;
Notable the move also has top tier EX Force generation and multihit, and with the right spacing setup is able to hit 2-3 times for massive depletion or EX Force generation&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= EX Mode: Look, the faeries are here! =&lt;br /&gt;
Effects:&lt;br /&gt;
* Regen&lt;br /&gt;
* Critical Boost&lt;br /&gt;
* A Faerie&#039;s Miracle&lt;br /&gt;
&lt;br /&gt;
== A Faerie&#039;s Miracle ==&lt;br /&gt;
&#039;&#039;[Always active while in EX Mode] The recovery time after bravery attacks can be cancelled by performing any attack.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== EX Burst: Desperado ==&lt;br /&gt;
&#039;&#039;A furious bombardment of bullets. Take aim and press R to shoot or hold down the button for rapid fire.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{burst&lt;br /&gt;
|damage1=7 x 3, 11 (32)&lt;br /&gt;
|damage2=1 x 40, 2 x 14 (68) (100 total)&lt;br /&gt;
|type=Physical&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A shooting exercise minigame, hold down the R button to fire. Every hit you will drift off of them based on the center. The best way to deal with it is to stick to the edges and fire away. Land 40 hits to fill the gauge and unleash THE GREATEST ATTACK EVER.&lt;br /&gt;
&lt;br /&gt;
This is actually a notable EX Burst. While the max damage with 100 is average as usual, the 32 base at the start before defense multiplier is the second highest in the game, tied with Lightning. Extremely useful for bravery breaks and subsequently tacking on extra damage.&lt;br /&gt;
&lt;br /&gt;
= Combos =&lt;br /&gt;
&lt;br /&gt;
== Solo ==&lt;br /&gt;
&lt;br /&gt;
== Assist ==&lt;br /&gt;
&lt;br /&gt;
= Builds =&lt;br /&gt;
Builds here.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Side by Side=&lt;br /&gt;
{{Build&lt;br /&gt;
|hp=9377&lt;br /&gt;
|cp=450&lt;br /&gt;
|brv=956&lt;br /&gt;
|atk=180&lt;br /&gt;
|def=184&lt;br /&gt;
|luk=60&lt;br /&gt;
|booster=x6.9&lt;br /&gt;
|setbonus=Judgment of Lufenia&lt;br /&gt;
|ast={{012kuja}} / {{012jec}}&lt;br /&gt;
|wpn=Lufenian Axe {{equip}}&lt;br /&gt;
|hand=Lufenian Shield&lt;br /&gt;
|head=Lufenian Helm&lt;br /&gt;
|armor=Auto Crossbow {{equip}}&lt;br /&gt;
|acc1={{accbas}} Muscle Belt&lt;br /&gt;
|acc2={{accbas}} Sniper Eye&lt;br /&gt;
|acc3={{accbas}} Battle Hammer&lt;br /&gt;
|acc4={{accboo}} Empty EX Gauge&lt;br /&gt;
|acc5={{accboo}} Summon Unused&lt;br /&gt;
|acc6={{accboo}} Pre-EX Mode&lt;br /&gt;
|acc7={{accboo}} Pre-EX Revenge&lt;br /&gt;
|acc8={{accboo}} Grounded&lt;br /&gt;
|acc9={{accboo}} Opponent Summon Unused&lt;br /&gt;
|acc10={{accsp}} Side By Side&lt;br /&gt;
|summon=Rubicante&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|-|Build #2=&lt;br /&gt;
{{Build&lt;br /&gt;
|hp=&lt;br /&gt;
|cp=&lt;br /&gt;
|brv=&lt;br /&gt;
|atk=&lt;br /&gt;
|def=&lt;br /&gt;
|luk=&lt;br /&gt;
|booster=&lt;br /&gt;
|setbonus=&lt;br /&gt;
|ast=&lt;br /&gt;
|wpn=&lt;br /&gt;
|hand=&lt;br /&gt;
|head=&lt;br /&gt;
|armor=&lt;br /&gt;
|acc1=&lt;br /&gt;
|acc2=&lt;br /&gt;
|acc3=&lt;br /&gt;
|acc4=&lt;br /&gt;
|acc5=&lt;br /&gt;
|acc6=&lt;br /&gt;
|acc7=&lt;br /&gt;
|acc8=&lt;br /&gt;
|acc9=&lt;br /&gt;
|acc10=&lt;br /&gt;
|summon=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Assist =&lt;br /&gt;
&lt;br /&gt;
== Laguna&#039;s assist data ==&lt;br /&gt;
{{012Assist&lt;br /&gt;
|type1=BRV&lt;br /&gt;
|attack1=Machine Gun&lt;br /&gt;
|startup1=31F&lt;br /&gt;
|position1=Ground&lt;br /&gt;
|spawn1=Opponent&lt;br /&gt;
|damage1=1 x 31 (31)&lt;br /&gt;
|effect1=-&lt;br /&gt;
|type2=BRV&lt;br /&gt;
|attack2=Shotgun&lt;br /&gt;
|startup2=55F&lt;br /&gt;
|position2=Air&lt;br /&gt;
|spawn2=Opponent&lt;br /&gt;
|damage2=1 x 6, 1 x 6, 3 x 6 (30)&lt;br /&gt;
|effect2=Wall Rush&lt;br /&gt;
|type3=HP&lt;br /&gt;
|attack3=Satellite Laser&lt;br /&gt;
|startup3=83F&lt;br /&gt;
|position3=Ground&lt;br /&gt;
|spawn3=Player&lt;br /&gt;
|damage3=2 x 8 (16)&lt;br /&gt;
|effect3=Wall Rush&lt;br /&gt;
|type4=HP&lt;br /&gt;
|attack4=Ragnarok Blade&lt;br /&gt;
|startup4=43F&lt;br /&gt;
|position4=Air&lt;br /&gt;
|spawn4=Opponent&lt;br /&gt;
|damage4=-&lt;br /&gt;
|effect4=Wall Rush&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Assists ==&lt;br /&gt;
&lt;br /&gt;
Yuna, Jecht, Aerith.&lt;br /&gt;
&lt;br /&gt;
= References =&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{navbox012}}&lt;br /&gt;
&lt;br /&gt;
{{roadmap012lag}}&lt;/div&gt;</summary>
		<author><name>Muggshotter</name></author>
	</entry>
	<entry>
		<id>https://dissidia.wiki/index.php?title=Kuja_(Dissidia_012)&amp;diff=4774</id>
		<title>Kuja (Dissidia 012)</title>
		<link rel="alternate" type="text/html" href="https://dissidia.wiki/index.php?title=Kuja_(Dissidia_012)&amp;diff=4774"/>
		<updated>2026-03-24T13:30:22Z</updated>

		<summary type="html">&lt;p&gt;Muggshotter: /* Builds */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Dissidia 012 Final Fantasy]]&lt;br /&gt;
{{012CharNavKuja}}&lt;br /&gt;
&lt;br /&gt;
{{CharacterInfo&lt;br /&gt;
|portrait=https://resources.dissidia.wiki/ddff/portraits/ddff-port-kuja.png&lt;br /&gt;
|name=Kuja (クジャ)&lt;br /&gt;
|origin=Final Fantasy IX&lt;br /&gt;
|atk=109 (Low)&lt;br /&gt;
|def=111 (Average)&lt;br /&gt;
|runspeed=7 (Average)&lt;br /&gt;
|dash=77 (Average / Good)&lt;br /&gt;
|fall=89 (Below Average)&lt;br /&gt;
|fallr=41 (Below Average)&lt;br /&gt;
|fastestbrv=15F (Burst Energy)&lt;br /&gt;
|fastesthp=33F (Force Symphony)&lt;br /&gt;
|1hithp=Yes (Force Symphony)&lt;br /&gt;
|hplinks=&lt;br /&gt;
|cmdblock=No&lt;br /&gt;
|weapon=Daggers, Rods, Staves, Poles&lt;br /&gt;
|armor=Bangles, Hats, Hairpins, Clothing,&amp;lt;br&amp;gt; Robes, Headbands, Chestplates&lt;br /&gt;
|exclusives=Punisher, Whale Whisker, Terra&#039;s Legacy&lt;br /&gt;
|unlock=&lt;br /&gt;
|alignment=Chaos&lt;br /&gt;
|vajp=[https://en.wikipedia.org/wiki/Akira_Ishida Akira Ishida]&lt;br /&gt;
|vaeng=[https://en.wikipedia.org/wiki/JD_Cullum JD Cullum]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
= Overview =&lt;br /&gt;
&lt;br /&gt;
{{ProConTable&lt;br /&gt;
|pros=&lt;br /&gt;
|cons=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
= Bravery Attacks =&lt;br /&gt;
&lt;br /&gt;
All of Kuja&#039;s bravery attacks have a ground an aerial version. Attack data is shared between both versions. Barring Remote Flare and Ring Holy, Kuja&#039;s bravery attacks have different followups depending on how close he is to his opponent.&lt;br /&gt;
&lt;br /&gt;
With Burst Energy (far), Snatch Blow, Strike Energy (close) and Snatch Shot (close), the number of hits listed is the one players commonly get when they have a good positioning and timing. It is possible to get less or more hits depending on position. When the opponent is cornered, it is possible to get as many as 16 hits. It is unclear if and what the maximum limit of hits is.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Burst Energy=&lt;br /&gt;
&lt;br /&gt;
{{AbilityInfo2&lt;br /&gt;
|ver1=Close&lt;br /&gt;
|damage1=&#039;&#039;&#039;50&#039;&#039;&#039; (15, 5 x 4, 15)&lt;br /&gt;
|startup1=15F&lt;br /&gt;
|type1=Magical&lt;br /&gt;
|priority1=Ranged Low&lt;br /&gt;
|ex1=36&lt;br /&gt;
|effect1=Wall Rush&lt;br /&gt;
|cancels1=Dodge&lt;br /&gt;
|asthit1=&lt;br /&gt;
|gametext=[Close] Start attack with Flare. &amp;lt;br&amp;gt;Distance from foe alters combo.&lt;br /&gt;
|level=&lt;br /&gt;
|ap=&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|ver2=Far&lt;br /&gt;
|damage2=&#039;&#039;&#039;35&#039;&#039;&#039; (15, 1 x 10, 10)&lt;br /&gt;
|startup2=15F&lt;br /&gt;
|type2=Magical&lt;br /&gt;
|priority2=Ranged Low (start), Melee Low (followup?)&lt;br /&gt;
|ex2=~90&lt;br /&gt;
|effect2=Chase&lt;br /&gt;
|cancels2=Dodge&lt;br /&gt;
|asthit2=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|-|Snatch Blow=&lt;br /&gt;
&lt;br /&gt;
{{AbilityInfo2&lt;br /&gt;
|ver1=Close&lt;br /&gt;
|damage1=&#039;&#039;&#039;32&#039;&#039;&#039; (8, 1 x 4, 2 x 4, 12)&lt;br /&gt;
|startup1=35F&lt;br /&gt;
|type1=Magical&lt;br /&gt;
|priority1=Melee Low (start), Ranged Low (follow-up?)&lt;br /&gt;
|ex1=36&lt;br /&gt;
|effect1=Wall Rush&lt;br /&gt;
|cancels1=Dodge&lt;br /&gt;
|asthit1=&lt;br /&gt;
|gametext=[Mid] Launch attack with Holy. &amp;lt;br&amp;gt;Distance from foe alters combo.&lt;br /&gt;
|level=&lt;br /&gt;
|ap=&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|ver2=Far&lt;br /&gt;
|damage2=&#039;&#039;&#039;47&#039;&#039;&#039; (8, 1 x 4, 2 x 10, 15)&lt;br /&gt;
|startup2=35F&lt;br /&gt;
|type2=Magical&lt;br /&gt;
|priority2=Melee Low&lt;br /&gt;
|ex2=~90&lt;br /&gt;
|effect2=Chase&lt;br /&gt;
|cancels2=Dodge&lt;br /&gt;
|asthit2=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|-|Ring Holy=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=each 5&lt;br /&gt;
|startup=33F&lt;br /&gt;
|type=Magical&lt;br /&gt;
|priority=Ranged Low&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=-&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;[Long] Fire off 3 homing spells. Can aim with the analog stick.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-|Strike Energy=&lt;br /&gt;
&lt;br /&gt;
{{AbilityInfo2&lt;br /&gt;
|ver1=Close&lt;br /&gt;
|damage1=&#039;&#039;&#039;50&#039;&#039;&#039; (4 x 4, 2 x 7, 20)&lt;br /&gt;
|startup1=17F&lt;br /&gt;
|type1=Magical&lt;br /&gt;
|priority1=Melee Low&lt;br /&gt;
|ex1=~90&lt;br /&gt;
|effect1=Chase&lt;br /&gt;
|cancels1=Dodge&lt;br /&gt;
|asthit1=&lt;br /&gt;
|gametext=[Close] Launch attack from Holy. &amp;lt;br&amp;gt;Distance from foe alters combo.&lt;br /&gt;
|level=&lt;br /&gt;
|ap=&lt;br /&gt;
|cp=&lt;br /&gt;
|ver2=Far&lt;br /&gt;
|damage2=&#039;&#039;&#039;35&#039;&#039;&#039; (4 x 4, 1 x 7, 13)&lt;br /&gt;
|startup2=17F&lt;br /&gt;
|type2=Magical&lt;br /&gt;
|priority2=Melee Low (start), Ranged Low (follow-up?)&lt;br /&gt;
|ex2=30&lt;br /&gt;
|effect2=Wall Rush&lt;br /&gt;
|cancels2=Dodge&lt;br /&gt;
|asthit2=&lt;br /&gt;
|image=&lt;br /&gt;
|imgpos=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|-|Snatch Shot=&lt;br /&gt;
&lt;br /&gt;
{{AbilityInfo2&lt;br /&gt;
|ver1=Close&lt;br /&gt;
|damage1=&#039;&#039;&#039;35&#039;&#039;&#039; (7, 8, 1 x 7, 13)&lt;br /&gt;
|startup1=31F&lt;br /&gt;
|type1=Magical&lt;br /&gt;
|priority1=Ranged Low&lt;br /&gt;
|ex1=~90&lt;br /&gt;
|effect1=Chase&lt;br /&gt;
|cancels1=Dodge&lt;br /&gt;
|asthit1=&lt;br /&gt;
|gametext=[Mid] Launch attack with Flare. &amp;lt;br&amp;gt;Distance from foe alters combo.&lt;br /&gt;
|level=&lt;br /&gt;
|ap=&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|ver2=Far&lt;br /&gt;
|damage2=&#039;&#039;&#039;50&#039;&#039;&#039; (7, 8, 9, 11, 15)&lt;br /&gt;
|startup2=31F&lt;br /&gt;
|type2=Magical&lt;br /&gt;
|priority2=Ranged Low&lt;br /&gt;
|ex2=30&lt;br /&gt;
|effect2=Wall Rush&lt;br /&gt;
|cancels2=Dodge&lt;br /&gt;
|asthit2=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|-|Remote Flare=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=each 5&lt;br /&gt;
|startup=63F&lt;br /&gt;
|type=Magical&lt;br /&gt;
|priority=Special&lt;br /&gt;
|ex=0&lt;br /&gt;
|effect=Wall Rush, Absorb&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
|gametext=[Long] Surround foe w/blasts. &amp;lt;br&amp;gt;Can aim with the analog stick.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= HP Attacks =&lt;br /&gt;
&lt;br /&gt;
All of Kuja&#039;s HP attacks have a ground and an aerial version, except Force Symphony. Force Symphony is only available while midair.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Flare Star=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=10, 1 x 5 (15)&lt;br /&gt;
|startup=39F&lt;br /&gt;
|type=Magical&lt;br /&gt;
|priority=Ranged High&lt;br /&gt;
|ex=30&lt;br /&gt;
|effect=Wall Rush&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;[Close] Set off 2 large blasts. Can aim with the analog stick.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-|Seraphic Star=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=1 x 9 (9)&lt;br /&gt;
|startup=49F&lt;br /&gt;
|type=Magical&lt;br /&gt;
|priority=Ranged High&lt;br /&gt;
|ex=87&lt;br /&gt;
|effect=Absorb&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;[Mid] Toss spell causing massive explosion of energy.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-|Ultima=&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=1 x 23 (23)&lt;br /&gt;
|startup=33F&lt;br /&gt;
|type=Magical&lt;br /&gt;
|priority=Ranged High&lt;br /&gt;
|ex=30&lt;br /&gt;
|effect=-&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;[Long] Rain down countless magic projectiles. Can aim with the analog stick.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-|Force Symphony=&lt;br /&gt;
Midair only.&lt;br /&gt;
&lt;br /&gt;
After the first orb, one orb appears every 0.5 seconds for a maximum of 6 orbs.&lt;br /&gt;
&lt;br /&gt;
{{AbilityInfo&lt;br /&gt;
|damage=-&lt;br /&gt;
|startup=33F&lt;br /&gt;
|type=Magical&lt;br /&gt;
|priority=Ranged High&lt;br /&gt;
|ex=30&lt;br /&gt;
|effect=-&lt;br /&gt;
|cp=30 (15)&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;[Long] Rain down magic on foe. Hold button for continued fire. Can aim with the analog stick.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= EX Mode: Trance! =&lt;br /&gt;
Effects:&lt;br /&gt;
* Regen&lt;br /&gt;
* Critical Boost&lt;br /&gt;
* Hyper Glide&lt;br /&gt;
* Auto Magic&lt;br /&gt;
&lt;br /&gt;
== Hyper Glide ==&lt;br /&gt;
&#039;&#039;[Activate by holding x in midair] Maintains altitude longer than the normal Glide.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Auto Magic ==&lt;br /&gt;
&#039;&#039;[Always active while in EX Mode] Casts Holy and Flare while jumping, falling, touching down, or gliding.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|EX Mode Auto Magic&lt;br /&gt;
|-&lt;br /&gt;
! Attack !! Damage multiplier !! Type !! Priority&lt;br /&gt;
|-&lt;br /&gt;
|Holy while jumping / falling (light orbs spin around Kuja) || 1 || Magical || Melee Low&lt;br /&gt;
|-&lt;br /&gt;
| Holy while gliding (light orbs spin in front of Kuja) || 1 || Magical || Melee Low&lt;br /&gt;
|- &lt;br /&gt;
| Flare while air jump (dark red orbs) || 1 || Magical || Ranged Low&lt;br /&gt;
|-&lt;br /&gt;
| Flare at touchdown (explosion) || 3 || Magical || Ranged Low&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== EX Burst: Final Requiem ==&lt;br /&gt;
&#039;&#039;A chain of attacks that grows stronger with each blow. Repeatedly press circle to increase the strength of each hit.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{burst&lt;br /&gt;
|damage1=1 x 5, 2 (7)&lt;br /&gt;
|damage2=3 x 16, 2 x 5, 5 x 7 (93) (100 total)&lt;br /&gt;
|type=Magical&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
= Combos =&lt;br /&gt;
&lt;br /&gt;
== Solo ==&lt;br /&gt;
&lt;br /&gt;
== Assist ==&lt;br /&gt;
&lt;br /&gt;
= Builds =&lt;br /&gt;
Builds here.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|EX=&lt;br /&gt;
{{Build&lt;br /&gt;
|hp=10626&lt;br /&gt;
|cp=450&lt;br /&gt;
|brv=877&lt;br /&gt;
|atk=178&lt;br /&gt;
|def=184&lt;br /&gt;
|luk=60&lt;br /&gt;
|booster=&lt;br /&gt;
|setbonus=Seal of Lufenia&lt;br /&gt;
|ast={{012zid}}&lt;br /&gt;
|wpn=Terra&#039;s Legacy&lt;br /&gt;
|hand=Lufenian Dirk {{equip}}&lt;br /&gt;
|head=Lufenian Headband&lt;br /&gt;
|armor=Lufenian Vest {{equip}}&lt;br /&gt;
|acc1={{accbas}} Hyper Ring&lt;br /&gt;
|acc2={{accbas}} Earring&lt;br /&gt;
|acc3={{accbas}} Battle Hammer&lt;br /&gt;
|acc4={{accboo}} Summon Unused&lt;br /&gt;
|acc5={{accboo}} Pre-EX Revenge&lt;br /&gt;
|acc6={{accsp}} White Drop&lt;br /&gt;
|acc7={{accsp}} White Drop&lt;br /&gt;
|acc8={{accsp}} White Drop&lt;br /&gt;
|acc9={{accsp}} White Gem&lt;br /&gt;
|acc10={{accsp}} Glutton&lt;br /&gt;
|summon=Rubicante&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|-|Build #2=&lt;br /&gt;
{{Build&lt;br /&gt;
|hp=&lt;br /&gt;
|cp=&lt;br /&gt;
|brv=&lt;br /&gt;
|atk=&lt;br /&gt;
|def=&lt;br /&gt;
|luk=&lt;br /&gt;
|booster=&lt;br /&gt;
|setbonus=&lt;br /&gt;
|ast=&lt;br /&gt;
|wpn=&lt;br /&gt;
|hand=&lt;br /&gt;
|head=&lt;br /&gt;
|armor=&lt;br /&gt;
|acc1=&lt;br /&gt;
|acc2=&lt;br /&gt;
|acc3=&lt;br /&gt;
|acc4=&lt;br /&gt;
|acc5=&lt;br /&gt;
|acc6=&lt;br /&gt;
|acc7=&lt;br /&gt;
|acc8=&lt;br /&gt;
|acc9=&lt;br /&gt;
|acc10=&lt;br /&gt;
|summon=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Assist =&lt;br /&gt;
&lt;br /&gt;
== Kuja Assist Data ==&lt;br /&gt;
&lt;br /&gt;
{{012Assist&lt;br /&gt;
|type1=BRV&lt;br /&gt;
|attack1=Snatch Blow&lt;br /&gt;
|startup1=35F&lt;br /&gt;
|position1=Ground&lt;br /&gt;
|spawn1=Opponent&lt;br /&gt;
|damage1=8, 1 x 4, 2 x 10, 15 (47)&lt;br /&gt;
|effect1=Chase&lt;br /&gt;
|type2=BRV&lt;br /&gt;
|attack2=Strike Energy&lt;br /&gt;
|startup2=17F&lt;br /&gt;
|position2=Air&lt;br /&gt;
|spawn2=Opponent&lt;br /&gt;
|damage2=4 x 4, 2 x 7, 20 (50)&lt;br /&gt;
|effect2=Chase&lt;br /&gt;
|type3=HP&lt;br /&gt;
|attack3=Flare Star&lt;br /&gt;
|startup3=39F&lt;br /&gt;
|position3=Ground&lt;br /&gt;
|spawn3=Opponent&lt;br /&gt;
|damage3=10, 1 x 5 (15)&lt;br /&gt;
|effect3=Wall Rush&lt;br /&gt;
|type4=HP&lt;br /&gt;
|attack4=Force Symphony&lt;br /&gt;
|startup4=33F&lt;br /&gt;
|position4=Air&lt;br /&gt;
|spawn4=Opponent&lt;br /&gt;
|damage4=-&lt;br /&gt;
|effect4=Chase&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Kuja Assist Overview ==&lt;br /&gt;
&lt;br /&gt;
Kuja is one of the best assists in the game and has remained consistent throughout the competitive lifespan of the game. His braveries work reliably in combos and his HPs provide utility in scrambles and against LV2 Assist Change. Because his braveries hold well and have good hit stun with &#039;&#039;&#039;[[Assist_(Dissidia_012)#Assist_Chase|Assist Chase]]&#039;&#039;&#039; enders, he synergizes well with most characters on a fundamental level. The base damage on braveries is great, which also applies to EX gauge depletion on hit and he can whiff punish aerial attacks effectively.&lt;br /&gt;
&lt;br /&gt;
Kuja has flaws with safety on hit against both Assist Change levels; He relies on melee priority attacks which lose to LV2 Change, and his animations have average-to-long duration, which make him vulnerable to Assist Lock attempts. These are not unique weaknesses when compared to other assists, but players must contend with them regardless. The upward knockback on his moves limits grounded combos and setup opportunities, so players looking to optimize them won&#039;t always find Kuja their best choice. For {{012kef}} and {{012ulti}} Kuja is one of, if not the only viable assists in competitive play.&lt;br /&gt;
&lt;br /&gt;
Generally speaking Kuja works with so many characters that he can be used as a starting point for learning the assist system.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Further reading:&#039;&#039; &#039;&#039;&#039;[[Tier_List_(Assist)#Kuja|Kuja overview in assist tier list]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Snatch Blow ===&lt;br /&gt;
Snatch Blow is a multi-hit combo that holds the opponent in place and sends them upwards at the end. The duration on hit is pretty long, which is great for adding damage with filler hits. {{012gar}}&#039;s Bardiche, {{012clo}}&#039;s Firaga and single hit wall rush HPs such as {{012fir}}&#039;s Straightarrow and {{012squ}}&#039;s Aerial Circle are all well known examples that greatly increase their total damage output. The startup on it is rather slow at 35 frames, so Kuja must be called early during the wall rush to hit it. Because of this, Snatch Blow also doesn&#039;t work effectively as a whiff punisher, but it does have a hitbox on the returning blow which can hit behind the opponent&#039;s back. If that connects, the rest of the attack plays out as normal. Neutral dodging against Snatch Blow early on the ground can guarantee a combo this way.&lt;br /&gt;
&lt;br /&gt;
Snatch Blow&#039;s reach is longer on average, but so is the total duration. Kuja remains somewhat stationary while inflicting damage, so it is important to find ways to protect him in case the opponent escapes with LV1 Assist Change. Sometimes this means sacrificing filler hits or delaying them to cover opponent&#039;s actions. The damage potential and Kuja&#039;s overall reliability make him worth protecting though.&lt;br /&gt;
&lt;br /&gt;
=== Strike Energy ===&lt;br /&gt;
Strike Energy is the tried and true aerial multi-hit bravery with upward Assist Chase finisher. It is fast, has a little bit of vertical tracking and solid lateral reach. This is a reliable whiff punisher and a combo extender for wall rush and many moves in the game. The window for fillers is not as large as with Snatch Blow, but they are commonly utilized for additional damage. The generous hit stun at the end makes setting up projectile or HP follow-ups more practical, and leaves at better frame advantage if both players&#039; assists trade hits on primary characters. The base damage is great at 50 as well.&lt;br /&gt;
&lt;br /&gt;
Something worth noting is that Strike Energy&#039;s hitbox does not hit very low. This can be detrimental to conversions with a move like Vaan&#039;s on-hand &#039;&#039;&#039;[[Vaan_(Dissidia_012)#Greatsword-0|Greatsword]]&#039;&#039;&#039; (1st hit). In addition, if Strike Energy only hits at the very tip, Kuja may not do the follow-up. This is more of a problem with the way assist attacks work than anything else, and it&#039;s not a severe issue with Kuja, but it&#039;s good to be aware of.&lt;br /&gt;
&lt;br /&gt;
Strike Energy is part of why Kuja assist works so well. Aerial combat is very common in Dissidia 012, and conversions and whiff punishes happen frequently in that space. Kuja is good in both areas.&lt;br /&gt;
&lt;br /&gt;
=== Flare Star ===&lt;br /&gt;
Flare Star is Kuja&#039;s grounded HP attack. The bravery damage is low and the high knockback without Assist Chase leaves less room for combos. Its main utility lies in the Ranged High priority, functioning as a safe assist combo starter against LV2 Assist Change. It is only slightly slower than Snatch Blow, but the overall duration is a bit shorter by comparison. The high priority can also be difficult for the opponent to contest when used as a ground dodge punish. Well worth using in situations where both players are stuck with two full assist bars, especially at killing bravery.&lt;br /&gt;
&lt;br /&gt;
=== Force Symphony ===&lt;br /&gt;
Force Symphony is a Ranged High HP which has Kuja firing projectiles from above in a straight line downwards. It can be used situationally as a checkmate in Chase sequences, but it is also great at disengaging the opponent during a scramble situation. The first projectile tends to miss its target on the spot, but Kuja will continue to move towards it while firing off more projectiles at a steady rate. Each projectile is a single-hit HP with small area-of-effect, Assist Chase and somewhat low hit stun, which leaves less time for conversions. It is worth noting that sometimes Kuja may not follow through with all projectiles before leaving.&lt;br /&gt;
&lt;br /&gt;
Overall, Kuja assist has power and flexibility in areas where assists need it most. Conversions, punishment, interruptions and occasional safety against LV2 Assist Change. His strengths are enough to outweigh his (general) weaknesses in the long run and he remains a competitive assist in tournaments and casual play alike.&lt;br /&gt;
&lt;br /&gt;
== Synergies ==&lt;br /&gt;
Kuja works well Aerith, Kefka and Zidane assist.&lt;br /&gt;
&lt;br /&gt;
= References =&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{navbox012}}&lt;br /&gt;
&lt;br /&gt;
{{roadmap012kuja}}&lt;/div&gt;</summary>
		<author><name>Muggshotter</name></author>
	</entry>
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