Firion (Dissidia 012)/Matchups

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Firion
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Matchups

Warrior of Light

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Warrior of Light

Even
[Character Page] [Match Videos] [Recommended Build: Side by Side + High Base BRV]

Intro
Firion has stronger zoning tools, so it's recommended to take advantage of them. Start by defending and firing Straightarrows. This will show how Warrior of Light (WoL) reacts. If WoL evades Straightarrows consistently, he will eventually want to approach. Form your strategies around Straightarrow first, then focus on what WoL does in close-range. Both WoL and Firion can use Side by Side builds effectively thanks to HP links, Shield of Light (WoL) and Straightarrow (Firion), so a single hit can build a lot of momentum.
Neutral
First, let's cover long-range. If WoL starts using projectiles, use Straightarrow to pierce through them. Don't forget about Shield Bash! WoL's BRV projectiles Red Fang, Blue Fang and White Fang all activate Shield Bash's long-range counter, which is difficult to evade and leads to assist combos. WoL often uses White Fang to cover his approach, so Firion can counter it with Shield Bash or power through with Rope Knife or Lord of Arms with a good read. Against White Fang, Firion will want to be closer to WoL so Shield Bash counter activates before WoL gets started on his offense.
It is important to establish space control early. Straightarrow is great for keeping WoL in check. It can stop WoL from using Shining Wave, Radiant Sword, Shield Strike and Crossover recklessly. This reduces WoL's moves a lot; He can whiff Dayflash to fill assist gauge, but Firion can slow him down with Straightarrows. Firion doesn't need to hit WoL during Dayflash, but it's something WoL has to watch out for. When used from midrange, Straightarrow is quite difficult to react to when fired. This puts pressure on WoL to dodge at the right time, so try to hold Straightarrow for a moment to see if WoL dodges early, then release if he does. If done properly, Firion hits WoL who is stationary at the end of his air dodge. Otherwise WoL can use dashes and quickmoves to evade Straightarrow with little risk.
Defense
Let's talk about close-range now. Firion controls space with Rope Knife, and pokes with Swordslash to fill assist gauge and measure WoL's reactions. The idea is to see if WoL reacts to Rope Knife, or takes action on his own. Rope Knife can hit from midrange, but WoL has a few answers to it; On the ground, he can try to react with block or Shield of Light. In the air he can also dodge and use Shield Strike, so be careful if WoL is approaching from above. If WoL is on the ground, forward dodge into Shield Strike isn't as reliable. It's slower and more prone to clashing with Rope Knife. Don't rely on the ↓ + ddff-icon-button-circle.png lance follow-up against air dodges though, WoL can interrupt it with Shield Strike or wait before taking his turn.
The threat of Rope Knife HP links and overall speed of the move means WoL has an incentive to look out for it. However, WoL cannot rely on blocking Rope Knife to do damage. If WoL uses Shield of Light or blocks early, Firion can respond with Rope Knife HP links that do a lot of damage. That means WoL has to take risks in close range, where most of Firion's moves can reach.
If WoL gets too close, use Swordslash to push him away. Use other ground braveries if Firion gets a bigger opening for a counterattack. If Firion has to dodge on the ground, remember that Shield Bash acts as the last line of defense. It's good against Dayflash, Ascension, Crossover and Shield Strike. Also, WoL doesn't use Sword Thrust often, but it's a grounded Melee Mid priority gap closer. It breaks through Shield Bash and Rope Knife. Be careful he doesn't catch Firion off-guard.
As for aerial approaches, watch out for Shield Strike when WoL is above Firion. Shield Strike and Free Air Dash > Dayflash are the most common moves WoL will try to use. Firion can anti-air with Lord of Arms as a high commitment, high reward move. If it is set to Square ddff-icon-button-square.png, it can also avoid camera cross-ups, making it more reliable to use. Most of Firion's attacks miss at sharp vertical angles, so don't rely too much on Lord of Arms. If it misses, Firion becomes vulnerable to assist attacks or worse, Shield Strike HP links. Move around with (Omni) Ground Dash to avoid getting blindsided.
If Firion is knocked into the air, try to get to the ground as soon as possible. WoL can dash through Magic Arts and Straightarrow may become more predictable when Wol doesn't have to worry about other midrange moves. Basic abilities Multi Air Slide and Descent Speed Boost can help here, as well as Quickmoves.
Offense
Firion is not an offensive powerhouse, but he can use Ground Dash to get close and gamble with Swordslash, Rope Knife or Lord of Arms. This is risky to do without assist gauge though, so exercise caution when going in. Straightarrow mixups still apply if Firion has established he can threaten with other moves. If WoL wants to dodge Swordslash or Rope Knife, Straightarrow or Lord of Arms can catch him.
Firion often has to contend with halo camping. If WoL is doing this with Dayflash, Firion may have to follow him into the air with Free Air Dash eventually. Magic Arts are slow and low reward on hit, but safe to use if WoL is not dashing towards Firion. Otherwise it's a matter of using Straightarrow, or getting close to block bravery attacks or use Swordslash. This is not where Firion thrives, and without an EX build, he cannot play the long game with EX Cores either. WoL may be tempted to halo camp until he has 2 assist gauges, after which he gets diminishing returns from it. Be ready to strike after that.

About Meter Management

Both characters will likely use Side by Side accessory_special.png to leverage assist meter more consistently. The damage output from assist combos and high base bravery builds is enough to swing the match in one's favor. One assist combo can do 3000+ HP damage, which Firion cannot afford to lose more than 2-3 times. Therefore it's recommended to escape with Assist Change at least once if Firion gets hit.

Side by Side fills assist gauge even when it is locked. So even if Firion needs to avoid damage with Assist Change, he is not forced on his back foot so to speak. If WoL has assist available, be careful he doesn't call assist to coincide with a Straightarrow hit; This will do HP damage to WoL, but his assist (usually Sephiroth) will Bravery Break Firion afterwards.

Firion and WoL are vulnerable to attacks after LV1 Assist Change; Firion can escape from WoL's Bitter End and use Straightarrow to get HP damage and assist meter. Conversely, WoL can escape from Firion's Double Trouble and use Shield Strike / Crossover. The good thing about that is if Firion hits first, WoL will lose this sequence of Assist Changes in the end. For example: Rope Knife > Double Trouble > WoL escapes (Assist Locked) > Shield Strike into Bitter End > Firion escapes (Assist Locked) > Straightarrow.

Neither character gets consistent HP damage from LV2 Assist Change staggers in most situations. However, with Firion's Double Trouble, WoL can attempt to use LV2 Change early to block Double Trouble late. This gives him more time to dash and line up Shield Strike. Something to keep in mind.


About Wall Rush

Firion's usual combo starters guarantee HP Wall Rush consistently in most stages, whereas WoL's does not. WoL's HP links featuring Bitter End send forward, and its knockback is not especially long.

His Rune Saber HP links are a different story however; WoL can extend a Rune Saber combo with Sephiroth assist, follow up with Crossover and have a realistic chance at reaching ceiling on Order's Sanctuary. Low ceiling stages such as Pandaemonium - Top Floor and M. S. Prima Vista make this even easier, so try to avoid getting hit by Ascension on the ground and Crossover in the air. It is recommended to avoid the ceiling for long periods of time; WoL can dodge punish Firion's air dodges with Free Air Dash > Dayflash and challenge his zoning with Rising Buckler or even Crossover.



Warrior of Light
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Garland
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This is a matchup where Firion can pressure with Straightarrow from a distance (medium - long range). Straightarrow forces Garland to dash or approach out right to stop Firion. Straightarrow also gets through Garland's Cyclone, so he cannot use it as a defensive barrier for long.

As such, Garland will likely approach Firion to create a situation. Be careful he doesn't break through with Lance Charge; Its Melee Mid priority beats Lance Combo, Rope Knife and Shield Bash, and it leads to an assist combo. Firion has to be more cautious about his whiffs at midrange, but a single combo can build a lot of momentum.

That being said, exercise caution when using Double Trouble. If Garland has assist available, he can escape from Double Trouble with Assist Change and get a combo out of it. Garland's Thundaga can combo near walls, but Chain Cast also leads to a midscreen combo that gives him 180+ EX. This is not ideal for late-game due to his potent EX Revenge combos. Firion can use Kuja assist to interrupt Chain Cast as it comes out, but this requires having assist gauge already when using Double Trouble.

If the neutral is going slow at midrange, Firion can use Magic Arts: Fire for a couple things. Given enough time and proper positioning, it can stop Garland from punishing Firion. And of course, if it's reflected, Firion can use it for a Shield Bash counter later.

Garland can also use Tsunami as a hard callout tool against most moves and dodges on the ground. This puts Firion in the air, where Garland can try to dodge punish with Twist Drill and push for even more advantage. This is not a good position to be in, so it's recommended to use Multi Air Slide and Descent Speed Boost to get to ground as soon as possible. Once again, Kuja assist can interrupt Tsunami if Firion cannot avoid it in time. This situation can escalate if Garland escapes with LV1 Assist Change; He can lock Firion's assist with Chain Cast, Thundaga, Flare or dodge > Blaze. In this instance, Firion can use Straightarrow to force HP damage, or a dodge mixup at minimum. This is generally low risk for Firion even if Straightarrow barely misses.

Firion has the necessary tools to win this matchup, but Garland can challenge him head-on with good timing. Good use of your patterns, the stage and distance between Firion and Garland will be key to victory.

Firion

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This mirror match is mostly about using Swordslash to build assist, firing Straightarrows and punishing with your own assist just right without getting Assist Locked. Straightarrow can catch air dodges and late Straightarrow counter attempts. Straightarrow is also vulnerable to assist punishes, so a well placed Kuja assist can occasionally discourage repeated Straightarrow use.

If you are far away, Magic Arts: Fire can be used to bait the opponent into using Shield Bash. And if that happens, Straightarrow can hit through the long range Shield Bash counter before it can hit you.

If you get hit by an HP link while having assist gauge, you can escape from Double Trouble with LV1 Assist Change and use Straightarrow to do some HP damage. Firion doesn't stay still for long, so there isn't a huge opening without risking a deflected Straightarrow. Side by Side fills assist gauge even when assist gauge is locked, which mitigates the cost. Just be careful the opponent won't call their own assist and bravery break you right before Straightarrow connects.

The Emperor
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The Emperor relies on Starfall pressure and people running into his traps, so countering both is important here. Firion has adequate tools to at least prevent worst case scenarios. Against Thunder Crest and Dreary Cell (ground), Firion can use Rope Knife and Reel Axe as disjoints to poke through them. Straightarrow can force a dodge and punish The Emperor's air dodges. It can also hit through traps, so it's a good move for keeping The Emperor on his back foot.

Shield Bash counters Landmine and Mine, so if The Emperor uses them without support from Thunder Crest, use it to pressure for HP damage.

Whenever Firion is not actively engaging with The Emperor, it is recommended to build assist gauge with Swordslash and Ground Dash / Free Air Dash (with Assist Gauge Up Dash ability). This is to make Starfall counterplay safer to do. If The Emperor attempts to create distance by going high above, it is crucial to not leave him alone. He will most likely start casting Starfall, which gives him a strong win condition in large stages due to looping it with Jecht assist. Because Starfall blocks Ranged Low attacks during the casting animation, Firion cannot use Magic Arts to interrupt The Emperor. This is further compounded if The Emperor is casting Starfall inside his traps, so Swordslash is not always an option either. Therefore Firion must use an HP to stop Starfall. Straightarrow is the safer option here with Auto Assist Lock On and delayable timing. Do note, that by the time The Emperor casts Starfall, he can probably call assist to interrupt Straightarrow. If The Emperor calls assist right before Straightarrow hits, he gets a bravery break. If you choose to fire Straightarrow at maximum delay, this may become easier for The Emperor to anticipate.

If The Emperor tries to approach Firion and use Flare, Firion can use an HP attack in response. It is not recommended to just reflect Flare, as Firion's HP attacks have long recovery. The best HP attack depends on the stage and the angle Firion is in, but Lord of Arms and Weaponsmaster have some lateral reach.

Firion is not expected to trade with traps or stray projectiles often, but his attacks are also somewhat telegraphed if used in response to The Emperor. If The Emperor manages to avoid most Straightarrows, Side by Side builds may not always pull ahead. This means Firion may have more time to build assist gauge without landing HP attacks. EX cores can provide long term benefits with the EX gauge, especially if Firion can take advantage of his Blood Weapon perk in EX mode. This strategy may have more potential in large stages, but The Emperor can also pressure with Starfall if Firion goes for EX cores.

Onion Knight

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Onion Knight is an agile character with fast melee braveries, but much slower projectile moves. Firion can Shield Bash the projectiles (Blizzard, Thunder) on reaction and the long-range counter will do the rest. Onion Knight will want to avoid this until he has assist gauge, so Firion should not rely on this strategy for damage. A fast ground HP assist (e.g. Kuja) can power through Shield Bash and its counters, so playing neutral can become harder if Onion Knight has assist available.

Pressuring Onion Knight can be tricky, largely due to his mobility. He can evade Straightarrows by just moving sideways. Firion's dodge punishment in the air is also quite limited due to his air moveset, and the fact that Onion Knight falls fast after an air dodge. Even so, it is important to at least represent some pressure early to set the tone for the match. Jump high enough to use Straightarrow and Magic Arts, but stay close to ground if possible. Onion Knight may use Strength Booster / Magic Booster to delay assist gauge decay, but he can act quickly afterwards. This is not necessarily a consistent source of damage either, but it's a good idea to see if the Onion Knight player has any tendencies with using Booster move(s).

Eventually Onion Knight has to approach, whether he is camping for EX cores or not. That's when Firion will get a chance to make his biggest plays. Onion Knight's Multi-Hit and Turbo-Hit are his staples for close-range combat and HP damage. But they also leave him briefly vulnerable at the end of recovery. Their range is short, so being able to outspace Onion Knight with a ground dash (e.g. Omni Ground Dash) can lead to big reward with a Rope Knife whiff punish. Onion Knight's mixups involve delayed attack timing (air jumps) and possibly raw HP attacks. Most of them have enough speed and lateral reach to catch Firion blocking. Dodging can also backfire on Firion if he is too far to interrupt Onion Knight's HP after a dodge. However, if Onion Knight is trying to dodge punish Firion on the ground with Free Air Dash > melee BRV, Shield Bash is still a good option.

Overall, Firion may struggle to have presence at a distance in this matchup. This is especially true in the air. Therefore it is recommended to play this matchup in a small stage with low ceiling, such as Pandaemonium or M. S. Prima Vista. Onion Knight is another Side by Side user, so momentum can swing greatly in both directions at the tip of a hat.

Cloud of Darkness

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This is a matchup where Firion can counter Cloud of Darkness' (CoD) moves with his own attacks. Since CoD's attacks have long uptime and / or relatively long recovery, Firion can power through them with Straightarrow, Reel Axe or even Lord of Arms. Reel Axe can stop CoD's bravery attacks, particularly if it commits to a followup. Alternatively, Firion can attempt to dodge punish afterwards with Straightarrow, Lord of Arms or Straightarrow. Just be careful not to get pushed back first in case CoD is close. If Firion is out of CoD's immediate range, most of Firion's HP attacks come out fast enough to hit CoD during an HP attack. Straightarrow is once again a reliable option here.

CoD has to whiff at least occasionally to build assist gauge. Firion can try to use this to his advantage. Since CoD often fights at midrange, it can reflect Fire back at Firion without actually hitting him. This can be a good opportunity to counter the reflected fire with Shield Bash. Firion should be aware of CoD's Wrath Particle Beam though; If it counters a low priority projectile, it spawns an HP projectile at Firion's location. Firion should dodge the beam whenever possible, because it can lead to an assist combo on hit. If CoD counters a projectile in this way, Firion can assist punish during Wrath's recovery. It's a situation that resolves quickly, so there isn't much time to do other things, aside from getting hit.

Overall, Firion does not have a lot of trouble fighting in this matchup.

Cecil Harvey
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Firion has some notable advantages against Cecil. Shield Bash works against Cecil's ranged bravery attacks, which are all reactable. This shuts down much of Cecil's zoning game, aside from occasional Dark Flame and assist call from long range. Cecil also struggles to fill assist gauge as quickly as Firion, or do it safely with attacks. That means Firion has high potential to establish a lead in wide, flat stages such as Order's Sanctuary and Pandaemonium - Top Floor.

Dark Knight Cecil primarily works with Valiant Blow, Shadow Bringer, Dark Flame and occasional Shadow Lance. These can realistically become a threat in dodge punish situations, but otherwise Firion can comfortably move around with Omni Ground Dash. Firion can look for whiff punishes (Rope Knife) or apply a dodge punish mixup (HPs, dash > Rope Knife) if Cecil attacks first. Dark Knight Cecil's braveries don't have high reward on hit without assist, except Dark Cannon, which is reactable at 41 frames.

Paladin Cecil has poor tracking on the ground, so his approaches are limited to the air. Just like in Dark Knight form, Paladin Cecil needs to get close to hit Firion. Cecil can call out blocks and dodges with Paladin Force or Radiant Wings, but all of them can be assist punished during recovery. If Firion is close enough, he can also whiff punish with Rope Knife. Cecil's Sacred Cross can hit from above, but if Firion used Rope Knife or Lance Combo beforehand, he can cover himself with the Lance Followup. It is recommended to move away from Cecil, as it makes it harder for him to apply mixups.

In small stages, Dark Knight Cecil can use Side by Side builds more effectively. This increases his damage potential, but it won't necessarily make his neutral much stronger overall.

Golbez

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Firion has to be careful in this matchup, as Golbez has a competent midrange game and explosive damage output with Side by Side. Golbez's Nightglow can stop Swordslash, Rope Knife and Lance Combo in their tracks if they're close to Golbez. His Glare Hand and Rising Wave can interrupt Firion's Straightarrow, so it's recommended to pick a high angle relative to Golbez, or fire Straightarrows from long range just to be safe.

Both Firion and Golbez are known to be proficient ground fighters, but Firion may not always have to luxury of controlling the pace here. If Golbez has a good read on Firion's attack timing, he can shut down many of Firion's options as they come up. Firion does not have exceptional tools for point blank range, so it's important to understand what he can do in midrange. Glare Hand's wave projectile is Ranged Low, so using Shield Bash can put some pressure on Golbez. Glare Wave projectile is unblockable, but it cannot catch Firion if he dashes towards Golbez right when it is cast within range. If Firion gets close enough for Golbez to dodge, Rope Knife is one of his better moves for a dodge punish. Golbez often protects himself with Nightglow after a ground dodge, but it only becomes active after 15 frames. That's where Rope Knife's long reach and active frames can shine.

If all else fails, Firion can try halo camping for assist gauge before approaching. This is more practical in large stages such as Crystal World and Order's Sanctuary, but doesn't necessarily serve as an endpoint for Firion's strategy; Golbez with 2 assist gauges has to lose an interaction twice in a row to take guaranteed HP damage.

Kain Highwind
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Bartz

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Exdeath

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Gilgamesh
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Terra Branford

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Kefka Palazzo

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Cloud Strife

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Sephiroth

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Tifa Lockhart
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Squall Leonhart

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Ultimecia

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Laguna Loire
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Zidane Tribal

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Kuja

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Tidus

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Jecht

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Yuna
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Shantotto

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Prishe
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Vaan
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Gabranth

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Lightning
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Feral Chaos
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Chaos

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