Firion (Dissidia 012)/Matchups
| General | Starter Guide | Combos | Strategy | Frame Data |
|---|---|---|---|---|
| Matchups | Builds | Match Videos | Gallery | Resources |
Matchups
Warrior of Light
| Warrior of Light
Even
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Intro
About Meter Management Both characters will likely use Side by Side 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. |
Garland
| Garland
Even
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Intro
About Meter Management Firion has a few good ways to use assist gauge.
Please note, that sometimes it may be better to preserve assist gauge instead of using it. This becomes especially important if Garland has full EX gauge. More info in the About EX Revenge Checkmates section.
About EX Revenge Checkmates If Garland has a full EX gauge, assist gauge becomes Firion's lifeline. If possible, avoid using assist until 2 gauges are filled. This gives Firion coverage against EX Revenge if he gets an assist combo, and EX mode combos if he takes damage himself.
If Firion has to spend assist gauge to avoid damage, it has certain ramifications. It means Garland go on the offensive and severely restrict Firion's options. Only Straightarrow can deplete EX gauge instantly if it hits (and EX depletion is in Firion's build). That makes it more predictable as well. Multi Air Slide, (Omni) Ground Dash and Quickmoves allow Firion to run away, but they won't necessarily resolve the situation. Remember that you can block Garland's dash and that banish traps disrupt Garland's combos entirely. There really isn't much that Firion can do to easily escape this situation. Getting a block stagger is risky and makes his situation worse if he misses. Reverse Ground Dash can work if he has it equipped, but certain stages limit its effectiveness. It's one of the safest options for filling assist gauge, although it's a notable trade-off in other situations, since Firion could only ground dash away from Garland. If Firion gets repeatedly hit by Twist Drill with no assist gauge, Garland can use chase HP attacks without consequences until he has assist gauge to finish the match. Retaliating with Recovery Attack or chase bravery is futile with no assist gauge to back up the interaction. Try to avoid this situation at all costs.
After Assist Change... If Garland can still use LV1 Assist Change during the combo, be wary of using Straightarrow filler. Auto Assist Lock On is great for countering assist punish attempts when pressuring from afar, but it ruins Firion's aim if Garland escapes afterwards. That means Garland is free to hit Kuja assist and lock Firion's gauge.
However, Firion can also use his assist gauge to escape combos and lock Garland's assist. Lance Charge > ground Kuja BRV assist + 2x Bardiche is a classic high damaging route for Garland. But he can't do two Bardiches, because Firion can escape with LV1 Assist Change ( This is where assist protection interactions come into play. Let's look at some of the options for Lance Charge > ground Kuja BRV assist. This assumes that Firion escapes after Kuja assist hits.
There are even more options, such as blocking Garland's Twist Drill. But the general idea is hitting Kuja immediately or bypassing Garland's interception. Since Firion also uses Kuja assist in this match-up, Garland can create a similar situation with LV1 Assist Change. If he escapes, he can lock Kuja with Chain Cast, Thundaga or dodge > Flare. Here, 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.
Can Garland use Side by Side Usually no. However, it's a slightly better idea against Firion, since Garland can contest Firion with Tsunami (and Earthquake). One good read can swing the match in his favor, so dodge with caution. If you see Side by Side in the battle briefing, that's your cue that Garland may attempt to use Tsunami more frequently.
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Firion
| Firion
Even
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| This mirror match is 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, but it also stops the other Firion from finishing Straightarrow if they start firing a split second later. It's strong both as a pre-emptive attack and a sort of "pacemaker", but be careful if the opponent has assist gauge; A well placed Kuja assist can divert Firion's aim (with Auto Assist Lock On), or even Bravery Break if the arrow hits at the same time. Having assist gauge is important, but if both Firions don't have it filled, there is room for upsets HPs, Shield Bash counters and daring braveries.
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, it's possible to escape from Double Trouble with LV1 Assist Change and retaliate with Straightarrow. Firion doesn't stay still for long during Double Trouble, 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 though. |
The Emperor
| The Emperor
Even
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| (REVISION COMING SOON)
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
| Onion Knight
Even
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| (REVISION COMING SOON)
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
| Cloud of Darkness
Slightly Firion Favor?
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| (REVISION COMING SOON)
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
| Cecil
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| (REVISION COMING SOON)
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
| Golbez
Slightly Golbez Favor?
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| (REVISION COMING SOON)
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. |
Sephiroth
| Sephiroth
Even
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Intro
After Assist Change... Sephiroth often uses Kuja or Aerith assist. Due to Aerith assist chase setups, Firion is not often in a position to hit Aerith after escaping with Assist Change. Whether it's Kuja or Aerith assist, Magic Arts: Bolt is Firion's go-to option. Look out for Sephiroth's Oblivion though, it has enough vertical tracking to hit Firion if he anticipates Firion will do something.
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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.