Laguna Loire (Dissidia 012) and Feral Chaos (Dissidia 012): Difference between pages

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{{CharacterInfo
{{CharacterInfo
|name=Laguna Loire (ラグナ・レウァール)
|name=Feral Chaos (デスペラードカオス)
|origin=Final Fantasy VIII
|origin=Dissidia 012 [duodecim] Final Fantasy
|weapon=Swords, Daggers, Greatswords, Guns
|weapon=Greatswords, Axes, Grappling Weapons
|armor=Shields, Bangles, Hats, Helms, Clothing, Light Armor, Chestplates
|armor=Gauntlets, Large Shields, Helms, Heavy Armor
|atk=111 (High)
|atk=113 (Highest, +1 in EX Mode)
|def=110 (Low)
|def=114 (Highest, +1 in EX Mode)
|runspeed=9 (Slow)
|runspeed=2.5 (Normal, Fast), 0 (EX Mode, Fastest)
|dash=81 (Below Average)
|dash=77 (Average / Good)
|fall=75 (Above Average)
|fall=67 (Fast)
|fallr=35 (Above Average)
|fallr=16 (Very Fast)
|exclusives=Machine Gun, High-Power Machine Gun, Ragnarok Pistol
|exclusives=Talons of Despair, Aegis of Strife, Calamitous Rage, Deafening Fissure, Endless Oblivion, Eternal Despair, Phantasmal Abyss, Cycle's End
}}
}}


[[Laguna Loire (Dissidia 012)/Combos|'''Combos page''']]
{{ProConTable
|pros=*'''Highest base stats in the game.'''
*'''Outstanding braveries''' with fast startup, low recovery, space control, mid priority, assist combo and wall rush potential.
*'''Destructive HP attacks''' with variable timing, good tracking and range.
* '''EX generation''', many attacks generate a minimum of 60 and up to 96.
* '''Overwhelming EX Burst''' with high priority for all attacks, immunity to EX Break, the ability to bypass EX Burst defense and interrupt any attack.
* '''Fast falling speed''' makes air dodges more difficult to punish.
* '''Simultaneous EX Core and Side by Side {{accsp}} synergy''' with exclusive meter unlock abilities allow Feral Chaos to utilise both [[EX_(Dissidia_012)|'''EX''']] and [[Assist_(Dissidia_012)|'''Assist''']] without the usual restrictions between them.
|cons=* '''High CP cost.''' Feral Chaos cannot equip as many abilities as every other character, notably restricting his available actions and builds.
* '''Large body size''' makes it easier to get hit by attacks, obstructs the player's view in front of Feral Chaos and above him.
* '''No assist''' is a common restriction in community rulesets and tournaments where Feral Chaos is allowed to offset his other strengths.
}}
 
= Overview =
Feral Chaos is a playable character introduced in Dissidia 012, who operates at close and mid range to overwhelm his opponents with some of the strongest attacks in the game. This is unfiltered raw power in terms of application - Speed, range, high priority and wall rush are all in abundance here. From the lightning fast Destroy to the oppressive gap closer Brute Force and the infamous Via Dolorosa HP, Feral Chaos can apply offense which is difficult to contest for a lot of characters. Many braveries have fast startup, low recovery or mid priority that can guard crush with ease, while his strongest HP attacks have long range or high vertical coverage. Combined with their variable timing and duration, Feral Chaos has effective tools for powering through defensive options and discouraging assist interruptions at most common ranges.


[[Lagune Loire (Dissidia 012)/Strategy|'''Strategy page''']]
Feral Chaos is great at leveraging both EX and Assist. Majority of Feral Chaos' attacks can inflict wall rush from a good distance or initiate [[Chase_(Dissidia_012)|'''chase''']] which can combo into assists with relative ease. With the highest base stats in the game, wall rush potential, his above average EX generation and damage multipliers on attacks, the payoff is good in terms of damage, meter gain and meter depletion. Once he has access to a full EX bar, the EX Mode boosts attack, defense and movement speed and the oppressive Regnum Dei EX Burst ensures the opponent does not walk away unscathed whether they land an attack or not.


= Overview =
This level of power does not come without a cost - Capacity points. All of Feral Chaos abilities cost exponentially more, whether they are attacks or basic abilities such as ground evasion and block. In addition to this, Feral Chaos comes with built-in restrictions exclusive to him: Passive bravery reduction, EX gauge lock and Assist gauge lock. Removing any one of these requires 50 CP, more than the Precision Evasion extra ability which is often added on top of everything else. With no natural increase in maximum CP, fitting just the necessities is very taxing and builds often specialise in a specific playstyle or a match-up. The innate gauge locks come with one major advantage however, being able to bypass Side by Side accessory's EX intake restriction when equipped simultaneously. This relegates Feral Chaos' EX gain to EX cores, but is one-of-a-kind asset to him thanks to his powerful HP attacks.
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.


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.  
Feral Chaos' weaknesses are not exclusive to customization either. His huge frame can make it harder to evade homing attacks and see opponents in front of him, especially smaller characters such as {{012ok}} and {{012zid}}. Similiarly, opponents that are above him and out of frame can also cause issues not just with visibility, but also reach. Feral Chaos fights very well in most angles and positions, except in air-to-air situations where the opponent is positioned well above him. While he can anti-air effectively on the ground, his midair attacks are less effective at this, requiring movement to counteract halo camping.


Players are encouraged to actively utilise his repertoire to offset the bravery reduction (if it wasn't disabled) and prevent opponents from exploiting the tendency for attacking - Whiff punishing with an assist is a prominent counterstrategy to Feral Chaos' most used HPs and select few braveries.


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.
In competitive play, Feral Chaos has been '''banned''' for most of the game's lifespan due to his abnormally polarising match-ups. Characters who can safely maneuver around the waves of Via Dolorosa or fight above him, whether it's with good dodge cover, downward attacks, special blocks, homing or lingering projectiles are all capable of subdueing him with adequate player skill. He doesn't suffer from severe disadvantage against anyone, whereas he can obliterate any character who cannot reasonably contest with the aforementioned traits.


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.
The legality of Feral Chaos in competitive play has been a contentious topic over the years. Various character specific restrictions have been discussed and some rulesets allow him to be played with certain limitations, such as no EX or Assist in [[Japan_Ranked_(DDFF)|'''Japan's Ranked ruleset''']]. Even though more counterplay has been exhibited in recent years, Feral Chaos continues to be a polarising, controversial character in the metagame.


= Bravery Attacks =
= Bravery Attacks =


== Ground ==
== Ground ==
<tabber>
<tabber>
|-|Machine Gun=
|-|Snarl=
{| class="wikitable"
{{AbilityInfo
|-
|damage=15, 15 (30)
! Damage multiplier !! Startup frame !! Type !! Priority !! EX Force !! Effects !! CP (Mastered)
|startup=11F
|-
|type=Physical
| 1 x 32 (32) || 31 || Physical || Ranged Low || 3x32 (96) || None || 30 (15)
|priority=Melee Low
|}
|ex=90
''[Mid] Fire machine gun. Move with analog stick while holding button.''
|effect=Chase, Wall Rush
|cp=60 (30)
}}
''[Close] Bite foe twice.''


A fast attack that can be used to quickly poke the opponent or cancel Raid's recovery.


Run'n'Gun, literally. After startup Laguna can move while firing but and slightly track opponent while firing.
|-|Vicious=
{{AbilityInfo
|damage=1 x 11, 19 (30)
|startup=21F
|type=Physical
|priority=Melee Mid
|ex=~90
|effect=Chase, Wall Rush
|cp=60 (30)
}}
''[Mid] Charge and pummel foe.''


It has relatively low range but good EX Force gain, and alot of characters can'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.
This is a mid priority attack that can be used from further away than Snarl to quickly approach an opponent or anti air them. However, the slower startup makes it easier to react to and could lead to a disadvantageous post-dodge situation even if it's not whiff punished.


It's possible to assist convert from aswell, but its finnicky and has very little hitstun to work with.  
Note that Vicious also does not always keep the opponent close to Feral Chaos when using this as part of a [https://glossary.infil.net/?t=Mixup '''mixup'''] near a wall.
|-|Ricochet Shot=
{| class="wikitable" style="width: 45%;"
|-
! Damage multiplier !! Startup frame !! Type !! Priority !! EX Force !! Effects !! CP (Mastered)
|-
|style="width: 20%;"| Main Bullet 35 (35)||rowspan="2"| 37F, 1F after release 54F Half / 70F Full Charge || Physical || Ranged Mid || 60 || None || 30 (15)
|-
| Split bullets 5 each || Physical || Ranged Low || 3 || Chase || 30 (15)
|}
''[Long] Fire shots that break into smaller pieces after hitting stage.''


|-|Spew=
{{AbilityInfo
|damage=5, 15 (20)
|startup=23F (close), 43F (projectile)
|type=Physical (close), Magical (projectile)
|priority=Melee Mid (close), Ranged Low (projectile)
|ex=60
|effect=Chase, Wall Rush
|cp=60 (30)
}}
''[Long] Summon magma at foe's feet.''


Fire a shot that ricochets off the ground and walls.  
A ranged projectile that spawns under the opponent. This is not a commonly used bravery, but it can hit reliably when used against characters who are good at keeping Feral Chaos at a distance, such as {{012emp}} and {{012bez}}. When they are using stationary attacks such as [[The_Emperor_(Dissidia_012)#Flare_(ground)-2|'''Flare''']] or [[Golbez_(Dissidia_012)#Nightglow-2|'''Nightglow''']], Spew is good at catching them, interrupting the attacks altogether.
Your grounded main tool with alot of applications in neutral. A swiss army knife for his mid- to longrange pressure.


The main shot is Mid priority while the ricochet bullet is Low priority.
|-|Erupt=
 
{{AbilityInfo
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.
|damage=2 x 10, 25 (max 45)
 
|startup=19F
Blocking this move can still reflect the ricochet, something to be mindful of. Same happens if it clashes and gets reflected by a move.
|type=Physical
 
|priority=Melee Mid
The chase effect will cancel out if hitting someone with a full charge and only a single split bullet
|ex=0
 
|effect=Chase, Wall Rush
 
|cp=60 (30)
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't overuse it, but do use it as much as you can.
}}
 
''[Rise] High-speed leap. Hold button to keep rising.''
|-|Grenade Bomb=
{| class="wikitable"
|-
! Damage multiplier !! Startup frame !! Type !! Priority !! EX Force !! Effects !! CP (Mastered)
|-
| 15 (15) || 81F / 91F / 99F || Physical || Ranged Low || 0 || None || 30 (15)
|}
''[Long] Throw grenade at foe. Change distance with button presses.''
 
 
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.
 
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't want to commit to an HP/Ricochet prior.
 
Can also be used to add a nice little bit of damage at the end of an assist combo when available.
|-|Pummel (ground)=
{| class="wikitable"
|-
! Damage multiplier !! Startup frame !! Type !! Priority !! EX Force !! Effects !! CP (Mastered)
|-
| 6, 14 (20) || 13F || Physical || Melee Low || 90 || Chase || 30 (15)
|}
''[Close] Strike with machine gun hilt. Low power, quick strike.''
 
 
Close range melee low to round out his all-range playstyle.
 
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.
 
Has some vertical tracking but mostly horizontal move. Ground version makes Laguna go airborne after.
 
 
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.
 
|-|Missile Barrage (ground)=
{| class="wikitable"
|-
! Damage multiplier !! Startup frame !! Type !! Priority !! EX Force !! Effects !! CP (Mastered)
|-
| 4 each, max 6 || 23F || Physical || Ranged Low || 2 (36) || None || 30 (15)
|}
''[Long] Fire multiple missiles. Charge to fire six missiles.''


 
A grounded attack with upward movement. If the bravery button is not held, Feral Chaos will transition into the last spin attack and cut the traversed distance short. Because of the mobility, the mid priority and somewhat wide hitbox, Erupt can be used to call out midair attacks for a stagger and then punished with Destroy.
Laguna pulls out a rocket launcher and fires up to 6 missiles, hold down to fire more.
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.
 
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.
 
 
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.
 
|-|Electro Shield (ground)=
{| class="wikitable"
|-
! Damage multiplier !! Startup frame !! Type !! Priority !! EX Force !! Effects !! CP (Mastered)
|-
| 10 (10) || 37F || Physical || Ranged Mid || 0 || Wall rush || 30 (15)
|}
''[Close] Deploy electromagnetic shield. Can deflect weak attacks.''
 
 
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.
 
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.
 
Due to being a projectile, blocking it makes it act as if reflected, so they can walk through it after. Mid Projectiles also don't get reflected but redirected.
 
If hit by a High priority Melee the shield is destroyed.
 
 
Laguna goes airborne during the ground version which is convenient for positioning right after with backdodge.
Bread and Butter move for keepaway, slowing down approaches and as a mixup tool. Hard to assist punish too, good for assist meter building.


</tabber>
</tabber>
Line 153: Line 111:


<tabber>
<tabber>
|-|Shotgun=
{| class="wikitable"
|-
! Damage multiplier !! Startup frame !! Type !! Priority !! EX Force !! Effects !! CP (Mastered)
|-
| 1 x 6, 1 x 6, 3 x 6 (30) || 21 || Physical || Ranged Low || 2 (36) || Wall Rush || 30 (15)
|-
| Charged Version || 55 || Physical || Ranged Mid || 2 (36) || Wall Rush || 30 (15)
|}
''[Close] Fire shotgun. Charge to change its strength.''


|-|Destroy=
{{AbilityInfo
|damage=4 x 4, 14 (30)
|startup=13F
|type=Physical
|priority=Melee Low
|ex=90
|effect=Chase, Wall Rush
|cp=60 (30)
}}
''[Close] Swipe with claws and tail.''


It's a shotgun! It fires like one! (except when charged)
Very quick swipes with good horizontal and then vertical hitbox around Feral Chaos. A staple bravery with great EX generation, Destroy is commonly used as a poke, whiff punisher and a post-dodge defensive option to clash with low priority dodge punish attempts. Will initiate chase if wall rush doesn't occur immediately, which can be used to combo into {{012aer}} assist.


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't be dodge cancelled while charging.
|-|Brute Force=
{{AbilityInfo
|damage=6, 7, 7, 10 (30)
|startup=21F
|type=Physical
|priority=Melee Mid
|ex=90
|effect=Chase, Wall Rush
|cp=60 (30)
}}
''[Mid] Grab and shred foe.''


Can be shot up to 3 times, helping conversions into assists. The last shot also wallrushes.
One of Feral Chaos' strongest braveries. Brute Force is infamous for it's speed, range and ability to stagger and punish regular blocks on contact. It has great forward movement during startup and tracks the opponents very well at Feral Chaos' altitude or slightly below him.
It'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.


Against standard blocks and low priority melee attacks, Brute Force will complete the folloup animation on contact, hitting the opponent in the process and sending them downwards with great knockback. This often puts the opponent in a wall rush state even at great heights, which can be followed up with [[Chase_(Dissidia_012)#Empty_Chase|'''empty chase''']] and an assist combo. As a result, the reward on hit is often good for Feral Chaos and it can even lead to additional Brute Force pressure at ground level, creating a situation similiar to [[Squall_Leonhart_(Dissidia_012)#Beat_Fang-1|'''Squall's Beat Fang''']] or [https://glossary.infil.net/?t=Okizeme '''okizeme'''] in other fighting games.


Not a very well-rounded tool, but it can have it's use in some matchups. It's very niche properties and slow startup are a crux without shield up though, make sure to use with care.
Overall, Brute Force is a consistent threat in many match-ups. Interrupting from afar is usually not feasible without high priority moves and the range can come off as deceptively long. However, it does not pursue airborne opponents above him very effectively, nor does it protect Feral Chaos immediately when used.


|-|Homing Bazooka=
|-|Splinter=
{{AbilityInfo
{{AbilityInfo
|damage=36
|damage=5 x 4 (20)
|startup=41F
|startup=29F
|type=Physical
|type=Magical
|priority=Ranged Mid
|priority=Ranged Mid
|ex=0
|ex=87
|effect=Wall Rush
|effect=Chase, Wall Rush
|cp=30 (15)
|cp=60 (30)
}}
}}
''[Long] Blast foe with bazooka. Press button to change strength.''
''[Long] Fire multiple shockwaves.''
 
 
Big Missile.Tapping it up to 2 times makes the missile accelerate later and increases its range.


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.
Four long range shockwaves pursue the opponent. Thanks to chase and wall rush, the last hit can be converted into an assist combo. When faced head on or from a diagonal position, Splinter is often very difficult to contest at all. The startup is on the slower side, but it can be challenging to whiff punish with an assist at the end. Be wary of adept Precision Evasion users though, as the invincibility provided by it and Evasion Boost are enough to avoid all four projectiles and line up a punish attempt.


Uniquely, the explosion on contact is the actual Mid Priority projectile, so it goes through other projectiles until it hits something or gets blocked.
|-|Raid=
The explosion hitbox still appears when it hits a wall and knocks away.
 
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.
 
 
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's effective at what it does and shouldn't be used for reckless zoning on a savvy opponent.
 
 
|-|Sticky Bomb=
{{AbilityInfo
{{AbilityInfo
|damage=20 (hits twice if explodes at max range without latching)
|damage=2 x 10, 15 (max 35)
|startup=29F / 42F / 62F (charge), 9F (release)
|startup=19F
|type=Physical
|type=Physical
|priority=Ranged Low (bomb), Unblockable (explosion)
|priority=Melee Mid
|ex=0
|ex=3
|effect=-
|effect=Chase, Wall Rush
|cp=30 (15)
|cp=60 (30)
}}
}}
''[Long] Throw a sticking time bomb at foe. Charge to increase distance.''
''[Dive] High-speed dive. Hold button to keep falling.''
 
 
A bomb that sticks to the opponent on hit and explodes after 186F (roughly 3 seconds).
Fully charged it will blink and can be held a little while after. Charge time affects both the speed and range thrown.
 
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.
 
If the explosion hits at max distance without sticking to something it will also hit twice for double damage.
 
 
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.
 
|-|Pummel (midair)=
{| class="wikitable"
|-
! Damage multiplier !! Startup frame !! Type !! Priority !! EX Force !! Effects !! CP (Mastered)
|-
| 6, 14 (20) || 13 || Physical || Melee Low || 90 || Chase || 30 (15)
|}
''[Close] Strike with machine gun hilt. Low power, quick strike.''
 
 
Close range melee low to round out his all-range playstyle.
 
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.
 
Has some vertical tracking but mostly horizontal move. Ground version makes Laguna go airborne after.
 
 
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.
 
|-|Missile Barrage (midair)=
{| class="wikitable"
|-
! Damage multiplier !! Startup frame !! Type !! Priority !! EX Force !! Effects !! CP (Mastered)
|-
| 4 each, max 6 || 23 || Physical || Ranged Low || 2 (36) || None || 30 (15)
|}
''[Long] Fire multiple missiles. Charge to fire six missiles.''
 
 
Laguna pulls out a rocket launcher and fires up to 6 missiles, hold down to fire more.
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.
 
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.
 
 
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.
 
|-|Electro Shield (midair)=
{| class="wikitable"
|-
! Damage multiplier !! Startup frame !! Type !! Priority !! EX Force !! Effects !! CP (Mastered)
|-
| 10 (10) || 37 || Physical || Ranged Mid || 0 || Wall rush || 30 (15)
|}
''[Close] Deploy electromagnetic shield. Can deflect weak attacks.''
 
 
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.
 
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.
 
Due to being a projectile, blocking it makes it act as if reflected, so they can walk through it after. Mid Projectiles also don't get reflected but redirected.


If hit by a High priority Melee the shield is destroyed.
Raid is the inverse of Erupt in terms of movement, a diving aerial attack with a similiarly wide swipe at the end. If the bravery button is not held, Feral Chaos will transition into the last spin attack and cut the traversed distance short. Likewise, Raid can be used to call out midair attacks for a stagger and then punished with Destroy.
 
 
Laguna goes airborne during the ground version which is convenient for positioning right after with backdodge.
Bread and Butter move for keepaway, slowing down approaches and as a mixup tool. Hard to assist punish too, good for assist meter building.


</tabber>
</tabber>
Line 290: Line 179:


<tabber>
<tabber>
|-|Deus Iratus=
{{AbilityInfo
|damage=2 x 4 (8) + 1 x N
|startup=37F
|type=Physical
|priority=Melee High, Block High (1-37F)
|ex=96
|effect=Wall Rush, Block
|cp=100 (50)
}}
''[Close] Emit shockwave w/roar. Repeatedly press for more hits.''
A stationary close-range multi-hit attack that can wall rush. When additional hits are applied via repeated button presses, it is one of Feral Chaos' strongest HP attacks in terms of bravery damage output. The Block High priority covers Deus Iratus' entire startup animation from all directions, making it good for guarding attacks even after dodging. Because of this, Deus Iratus can function as a substitute for regular ground block and save CP when creating a build.
Deus Iratus can act as a decent mixup after a wall rush, but the long animation and recovery make it dangerous to whiff. Similiar to [[Warrior_of_Light_(Dissidia_012)#Shield_of_Light_(midair)-3|'''Warrior of Light's Shield of Light''']], being mindful of when the opponent is going to strike is paramount to using this attack well.


|-|Ragnarok Buster=
|-|Quo Vadis=
{{AbilityInfo
{{AbilityInfo
|damage=1 x 7 (7)
|damage=3 x 4 (12)
|startup=53F~172F (charge), 3F (release)
|startup=45F
|type=Physical
|type=Physical
|priority=Melee High
|priority=Melee High
|ex=21
|ex=96
|effect=Wall Rush
|effect=Wall Rush
|cp=40 (20)
|cp=100 (50)
}}
}}
''[Mid] Bombard with lasers. Charge to adjust timing.''
''[Mid] Throw super-fast punches. Can combo after wall rush.''
 


A huge laser cannon with big range.
A teleport uppercut followed up by an onslaught of ascending strikes on hit. The grounded wall rush at the end leaves Feral Chaos at fairly high altitude relative to his opponent, but it cannot wall rush if it connects at certain heights above the ground.


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.  
If an opponent assist changes out early after this move connects, it will continue and the tracking is strong enough to pursue and ''pierce through invincibility'' before a dodge is even possible. Furthermore, staggering Feral Chaos with a LV2 Assist Change during Quo Vadis' combo attacks requires guarding an individual teleport attack instead of the explosion that occurs immediately afterwards. This poses a relatively high risk for the opponent to use assist meter to escape with no adjustment on Feral Chaos' part. In addition to that, the initial teleport can evade attacks.


Delaying it to intentionally clash with HPs and assist punish staggers can also be tricky to handle.
Quo Vadis has relatively good range, average startup and low recovery for an HP attack, which make it good for punishing a dodge and can serve as one of his best HPs for counterpoking. Despite that, it does not stand out much compared to Feral Chaos' other HP attacks and as such, is not usually prioritised.


Notable one of the easiest ways to clash with Maelstrom/Holy to protect against them.
|-|Via Dolorosa=
The second projectile comes out 15 frames after button release, or automatically after 218F frames.


A great combo ender after assists too to keep distance and wallrush.
|-|Satellite Laser=
{{AbilityInfo
{{AbilityInfo
|damage=2 x 6 (12)
|damage=10
|startup=83F
|startup=37F
|type=Physical
|type=Physical
|priority=Ranged High
|priority=Melee High (tail), Ranged High (projectile)
|ex=36
|ex=each 60
|effect=Wall Rush
|effect=Wall Rush
|cp=30 (15)
|cp=100 (50)
}}
}}
''[Long] Fire laser from orbiting satellite. Stopped by terrain.''
''[Close] Create 2 fire columns. Charge to delay second column.''


The illustrious HP attack Feral Chaos is known for. The two fire columns are fired at the opponent, both inflicting HP damage. The first fire column will always come out at a fixed speed, but the second one can be delayed up to 218 frames (or roughly 3.6 seconds) by holding the HP attack button. This is a threatening HP for several reasons. Both projectiles travel a long distance, have good tracking and a possess huge vertical hitbox extending well beyond the visuals of this attack. Dodging the first fire column early often causes the second column to hit the opponent during a dodge's recovery, essentially guaranteeing HP damage against most characters who cannot protect themselves reliably after dodging. Precision Evasion is difficult to activate against the first HP wave, reducing the effectiveness of a dodge even further.


Huge startup, infinite vertical range and huge tracking range.
All this makes Via Dolorosa a good attack to use for creating space or otherwise slowing down the pace of a match. Opponents operating at mid to close range must be wary of this move at all times, as defending against it is more reliable at specific positions with certain timings. Because of the vertical reach, aerial opponents must also be at a considerable distance from Feral Chaos to avoid it, limiting their other approaches. However, a blindspot exists behind Feral Chaos so be wary of characters with good air-to-ground attacks or long range projectiles that spawn on the target such as [[Sephiroth_(Dissidia_012)#Shadow_Flare_(midair)-1|'''Sephiroth's Shadow Flare''']].


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.
Via Dolorosa is not unavoidable however. Characters with fast running speed such as {{012ok}} and {{012tid}} can run sideways to effectively avoid both projectiles at mid range, eliminating the risk of getting caught at the end of a dodge. Similiarly, a high priority command block such as [[Jecht_(Dissidia_012)#Jecht_Block_(ground)-0|'''Jecht Block''']] or [[Exdeath_(Dissidia_012)#Omni_Block-0|'''Exdeath's Omni Block''']] can nullify the projectiles and even retaliate if their positioning allows it.


Alot of characters can horizontally dash through it, something to be aware of when throwing it out.
Because Feral Chaos cannot cancel the second projectile, delaying it or using Via Dolorosa altogether at a bad time can risk getting assist punished. If an opponent calls the assist after the second fire column has come out, they can get hit by it, inflict bravery break with the assist and shift the momentum in their favor. This is true of many HPs in general and Feral Chaos is not exempt from it.


Be aware of assist punishes aswell, as calling an assist right before it hits is a guaranteed bravery break for them. A
In stages with low ceiling like M.S. Prima Vista and Pandaemonium - Top Floor, Via Dolorosa will wall rush on hit. This is good for assist combos and facilitating further pressure with another Via Dolorosa.


</tabber>


As a combo ender it does the most damage and will always ground rush them, making it the ideal choice whenever possible.
== Aerial ==


A niche HP but with amazing properties to round out his long range pressure.
<tabber>
|-|Ventus Ire=
{{AbilityInfo
|damage=2 x 6 (12)
|startup=41F
|type=Physical
|priority=Ranged High
|ex=96
|effect=Wall Rush
|cp=100 (50)
}}
''[Close] Flap wings, generating turbulence.''


</tabber>
Feral Chaos' fastest aerial HP attack. While the speed and overall duration is serviceable, it falls behind his other midair HPs due to being outclassed in terms of meter depletion, bravery damage output and general safety. His other HP Flagro Maximus can be used in similiar situations and positions to greater effect as well. However, one standout trait for Ventus Ire is it's capability to automatically track and adjust it's angle which can punish careless dodges.


== Aerial ==
Additionally, Ventus Ire's Ranged High priority will not stagger Feral Chaos if LV2 Assist Change is used and the attack's reach can be used to power through lingering projectiles such as [[Garland_(Dissidia_012)#Cyclone-3|'''Garland's Cyclone''']] and [[The_Emperor_(Dissidia_012)#Flare_(midair)-3|'''The Emperor's Flare''']].


<tabber>
|-|Lux Magnus=
|-|Ragnarok Blade=
{{AbilityInfo
{{AbilityInfo
|damage=-
|damage=1 x N (max 38)
|startup=43F
|startup=51F
|type=-
|type=Magical
|priority=Melee High
|priority=Ranged High
|ex=0
|ex=60
|effect=Wall Rush
|effect=Wall Rush
|cp=30 (15)
|cp=100 (50)
}}
}}
''[Long] Chop with energy blade. Effective against any height.''
''[Long] Fire beams downwards. Can aim with the analog stick.''


Laguna lifts up the Ragnarok and cuts down vertically with a long energy sword. An absolute staple of his punish game. GET EM!
A long range vertical downward beam. The HP button can be held during this move to extend it's duration and increase the amount of bravery damage dealt. Lux Magnus is commonly used above the opponent, whether it's in air-to-ground or air-to-air situations to punish whiffed attacks, occupy space for pressure or otherwise slow down the pace. The variable attack duration and wall rush potential also make Lux Magnus a great move for starting assist combos, or continuing them with {{012aer}} assist.


One of Laguna's fastest  HPs. At a distance, the hitbox appears instantly right above him, and it has amazing horizontal tracking. Due to these properties it's fantastic for punishing other whiffed HPs and moves with high recovery / startup safely out of range.
Feral Chaos has no protection around him beyond the Ranged High projectile, but it is very difficult to punish when used from further distance. The ability to "aim with the analog stick" refers to movement - Feral Chaos can move during this attack to pursue the opponent. This often forces opponents below him to move or dodge repeatedly, further adding to Lux Magnus' relative safety in [https://glossary.infil.net/?t=Neutral|'''the neutral.'''] That being said, assists can still hit Feral Chaos, notably during startup and even active frames if their spawn position allows it. Try to make sure the opponent does not catch onto the timing and that they're not positioned to hit Feral Chaos from the sides or above.


Because it starts right above him, it can also be used to get matchup specific punishes where others can't, or without risking getting punished themselves. Ragnarok Blade has good knockback and thus a fairly big wall rush radius. The knockback angle is based on where Laguna hits from.
Lux Magnus is one of Feral Chaos' stronger HP attacks and is often a staple in many of his builds due to it's ease of use and overall strengths.


No matter where Laguna will always rise a little, making it something to be considered when used in tight spacing or with shield up.
|-|Flagro Maximus=
Charge time 50 frames. Attack comes out 11 frames after button release, or automatically after 76 frames.


|-|Split Laser=
{{AbilityInfo
{{AbilityInfo
|damage=-
|damage=-
|startup=35F~117F (charge), 3F (release)
|startup=49F
|type=-
|type=-
|priority=Ranged High
|priority=Melee High
|ex=60 per hit
|ex=each ~30
|effect=-
|effect=Wall Rush
|cp=40 (20)
|cp=100 (50)
}}
}}
''[Long] Fire high-pressure energy bullet. Hold button to continue fire, release to split laser.''
''[Mid~Long] A massive explosion. Charge to increase range.''


Laguna fires out a particle in front of him, which splits into 3 homing energy orbs on release. The other risky, but still staple HP attack.
A stationary explosive attack with short reach by default. Holding the button increases it's range, wall rush potential and the number of HP hits exponentially, greatly depleting meter on hit with appropriate equipment. Despite the projectile-like appearence, all hitboxes are Melee High priority, which can power through Ranged High attacks or clash with other high priority attacks and blocks.


The lasers all have a minimum travel time, making their initial turn based on distance between the initial shot and opponent. All 3 shots can be hit fairly consistently with assist setups. Homing is based on the opponent's current location with limited turn radius, making this a good dodge punish albeit not so good to chase them with.
Similiar to [[Firion_(Dissidia_012)#Straightarrow_(ground)-3|'''Firion's Straightarrow''']], Flagro Maximus has a maximum charge time and it cannot be held indefinitely. Charging up this attack is great for catching assist whiff punish attempts with [[Abilities_(Dissidia_012)#Support_Abilities-0|'''Auto Assist Lock On''']], but it can also make it much easier for the opponent to anticipate the ideal moment for a counter attack whether they have assist meter or not. Varying the attack timing (charged or uncharged) is important to avoid punishment.


Laguna is stationary for the entire duration of the move, making it easily punished. Be aware of this and your opponents spacing before using it, you can still pop the laser early to try and catch the opponent's assist before it punishes.
Flagro Maximus is one of Feral Chaos' strongest HP attacks and is commonly used for it's reach, relative safety when whiffed and reward on hit. The forward hitbox and lack of bravery damage make it good for post-block counter attacks and bypassing [[EX_(Dissidia_012)#EX_Revenge|'''EX Revenge checkmates.''']]


</tabber>
</tabber>


= EX Mode: Look, the faeries are here! =
= EX Mode: The power of discord reveals the true Chaos! =
Effects:
Effects:
* Regen
* Regen
* Critical Boost
* Critical Boost
* A Faerie's Miracle
* Divine Might
* Brutal


== A Faerie's Miracle ==
== Divine Might ==
''[Always active while in EX Mode] The recovery time after bravery attacks can be cancelled by performing any attack.''
''[Always active while in EX Mode] All movement speeds are greatly increased.''


== EX Burst: Desperado ==
Running speed increases by x1.22, jump height about the same as Kain's.
''A furious bombardment of bullets. Take aim and press R to shoot or hold down the button for rapid fire.''
 
== Brutal ==
''[Always active while in EX Mode] Greatly increases ATK and DEF stats.''
 
ATK +1, DEF +1.
 
== EX Burst: Regnum Dei ==
''An insurmountable force drags foes into a vortex of discord. Press R + square to deal a damaging HP attack. Damage increases with greater bravery.''
 
All of Feral Chaos' attacks become high priority during this EX Burst.


{{burst
{{burst
|damage1=7 x 3, 11 (32)
|damage1=4,5,8,1 (18)
|damage2=1 x 40, 2 x 14 (68) (100 total)
|damage2=9, 2x7 (23 finish) (41 + ?? total)
|type=Physical
|type=Physical
}}
}}
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.
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.


= Combos =
= Combos =


== Solo ==
== Solo ==
Feral Chaos does not have solo combos.


== Assist ==
== Assist ==


= Builds =
= Builds =
Builds here.
Because of the increased CP cost for all of Feral Chaos' abilities, they will also be listed when possible.


<tabber>
<tabber>
|-|Side by Side=
|-|EX=
{{Build
{{Build
|hp=9377
|hp=10299
|cp=450
|cp=495
|brv=956
|brv=917
|atk=180
|atk=183
|def=184
|def=185
|luk=60
|luk=60
|booster=x6.9
|booster=x4.0
|setbonus=Seal of Lufenia
|ast=None
|wpn=Cleaver ([[CP_Glitch_(Dissidia_012)|'''CP Glitch''']])
|hand=Lufenian Dirk ([[CP_Glitch_(Dissidia_012)|'''CP Glitch''']])
|head=Lufenian Headband ([[CP_Glitch_(Dissidia_012)|'''CP Glitch''']])
|armor=Lufenian Vest ([[CP_Glitch_(Dissidia_012)|'''CP Glitch''']])
|acc1={{accbas}} Muscle Belt
|acc2={{accbas}} Pearl Necklace
|acc3={{accboo}} Large Gap in HP
|acc4={{accboo}} Empty Assist Gauge
|acc5={{accboo}} Pre-EX Revenge
|acc6={{accboo}} Pre-Assist
|acc7={{accsp}} Hero's Spirit
|acc8={{accsp}} Hero's Essence
|acc9={{accsp}} Close to You
|acc10={{accsp}} Center of the World
|summon=None
}}
 
{|class="wikitable"
! scope="row" colspan="2" | Bravery attacks
|-
! scope="col" | Ground
! scope="col" | Aerial
|-
|-
|Erupt || Brute Force
|-
|rowspan="2" | Snarl || Destroy
|-
| Raid
|-
! scope="row" colspan="2" | HP attacks
|-
|rowspan="2" | Via Dolorosa || Lux Magnus
|-
| Flagro Maximus
|}
 
{| class="wikitable"
!scope="row" 3 colspan="3" | Basic Abilities
|-
!Actions !! Support !! Extra
|-
|Ground Evasion || Always Target Indicator || Disable EX Gauge Lock
|-
|Midair Evasion || EX Core Lock On || Precision Jump
|-
|Midair Block || rowspan="6" | Assist Lock On || Bravery Regen
|-
|Aerial Recovery || rowspan="5" | EXP to HP
|-
|Recovery Attack
|-
|Controlled Recovery
|-
|Wall Jump
|-
|Free Air Dash
|}
 
A fully dedicated EX build with no assist. The main objective with this build is to reach a full EX meter and leverage EX Mode to offset the natural bravery depletion and secure an advantage or a win with EX Burst if possible.
 
Note that ground block is not listed here - his grounded attacks are used as a form of defense instead.
 
 
|-|Side By Side=
{{Build
|hp=11204
|cp=510
|brv=1075
|atk=182
|def=187
|luk=61
|booster=x1.4
|setbonus=Judgment of Lufenia
|setbonus=Judgment of Lufenia
|ast={{012kuja}} / {{012jec}}
|ast={{012seph}} / {{012aer}}
|wpn=Lufenian Axe ([[CP_Glitch_(Dissidia_012)|'''CP Glitch''']])
|wpn=Lufenian Axe  
|hand=Lufenian Shield
|hand=Chainsaw ([[CP_Glitch_(Dissidia_012)|'''CP Glitch''']])
|head=Lufenian Helm
|head=Lufenian Cap ([[CP_Glitch_(Dissidia_012)|'''CP Glitch''']])
|armor=Auto Crossbow ([[CP_Glitch_(Dissidia_012)|'''CP Glitch''']])
|armor=Lufenian Armor
|acc1={{accbas}} Muscle Belt
|acc1={{accbas}} Sniper Eye
|acc2={{accbas}} Sniper Eye
|acc2={{accbas}} Dismay Shock
|acc3={{accbas}} Battle Hammer
|acc3={{accbas}} Battle Hammer
|acc4={{accboo}} Empty EX Gauge
|acc4={{accboo}} BRV = 0
|acc5={{accboo}} Summon Unused
|acc5={{accsp}} Green Gem
|acc6={{accboo}} Pre-EX Mode
|acc6={{accsp}} Hero's Spirit
|acc7={{accboo}} Pre-EX Revenge
|acc7={{accsp}} Hero's Spirit
|acc8={{accboo}} Grounded
|acc8={{accsp}} Hero's Essence
|acc9={{accboo}} Opponent Summon Unused
|acc9={{accsp}} Miracle Shoes
|acc10={{accsp}} Side By Side
|acc10={{accsp}} Side By Side
|summon=Rubicante
|summon=None
}}
}}


|-|Build #2=
Disable Assist Lock.
Equip Master Guardsman for +1000 HP.
 
|-|build 3=
{{Build
{{Build
|hp=
|hp=
Line 478: Line 475:
= Assist =
= Assist =


== Laguna's assist data ==
Feral Chaos cannot be used as an assist.
{{012Assist
|type1=BRV
|attack1=Machine Gun
|startup1=31F
|position1=Ground
|spawn1=Opponent
|damage1=1 x 31 (31)
|effect1=-
|type2=BRV
|attack2=Shotgun
|startup2=55F
|position2=Air
|spawn2=Opponent
|damage2=1 x 6, 1 x 6, 3 x 6 (30)
|effect2=Wall Rush
|type3=HP
|attack3=Satellite Laser
|startup3=83F
|position3=Ground
|spawn3=Player
|damage3=2 x 8 (16)
|effect3=Wall Rush
|type4=HP
|attack4=Ragnarok Blade
|startup4=43F
|position4=Air
|spawn4=Opponent
|damage4=-
|effect4=Wall Rush
}}


== Assists ==
== Assists ==
 
He works well with most tournament viable assists.
Yuna, Jecht, Aerith.

Revision as of 03:28, 22 April 2024


Info
Name Feral Chaos (デスペラードカオス)
Original game Dissidia 012 [duodecim] Final Fantasy
Base ATK (LV100) 113 (Highest, +1 in EX Mode)
Base DEF (LV100) 114 (Highest, +1 in EX Mode)
Run Speed 2.5 (Normal, Fast), 0 (EX Mode, Fastest)
Dash Speed 77 (Average / Good)
Fall Speed 67 (Fast)
Fall Speed Ratio After Dodge 16 (Very Fast)
Fastest BRV
Fastest HP
1-Hit HP
HP Links
Command Block
Weapon Greatswords, Axes, Grappling Weapons
Armor Gauntlets, Large Shields, Helms, Heavy Armor
Exclusive weapons Talons of Despair, Aegis of Strife, Calamitous Rage, Deafening Fissure, Endless Oblivion, Eternal Despair, Phantasmal Abyss, Cycle's End
Unlock
Alignment
Voice Actor (JP)
Voice Actor (ENG)


Strengths Weaknesses
  • Highest base stats in the game.
  • Outstanding braveries with fast startup, low recovery, space control, mid priority, assist combo and wall rush potential.
  • Destructive HP attacks with variable timing, good tracking and range.
  • EX generation, many attacks generate a minimum of 60 and up to 96.
  • Overwhelming EX Burst with high priority for all attacks, immunity to EX Break, the ability to bypass EX Burst defense and interrupt any attack.
  • Fast falling speed makes air dodges more difficult to punish.
  • Simultaneous EX Core and Side by Side accessory_special.png synergy with exclusive meter unlock abilities allow Feral Chaos to utilise both EX and Assist without the usual restrictions between them.
  • High CP cost. Feral Chaos cannot equip as many abilities as every other character, notably restricting his available actions and builds.
  • Large body size makes it easier to get hit by attacks, obstructs the player's view in front of Feral Chaos and above him.
  • No assist is a common restriction in community rulesets and tournaments where Feral Chaos is allowed to offset his other strengths.


Overview

Feral Chaos is a playable character introduced in Dissidia 012, who operates at close and mid range to overwhelm his opponents with some of the strongest attacks in the game. This is unfiltered raw power in terms of application - Speed, range, high priority and wall rush are all in abundance here. From the lightning fast Destroy to the oppressive gap closer Brute Force and the infamous Via Dolorosa HP, Feral Chaos can apply offense which is difficult to contest for a lot of characters. Many braveries have fast startup, low recovery or mid priority that can guard crush with ease, while his strongest HP attacks have long range or high vertical coverage. Combined with their variable timing and duration, Feral Chaos has effective tools for powering through defensive options and discouraging assist interruptions at most common ranges.

Feral Chaos is great at leveraging both EX and Assist. Majority of Feral Chaos' attacks can inflict wall rush from a good distance or initiate chase which can combo into assists with relative ease. With the highest base stats in the game, wall rush potential, his above average EX generation and damage multipliers on attacks, the payoff is good in terms of damage, meter gain and meter depletion. Once he has access to a full EX bar, the EX Mode boosts attack, defense and movement speed and the oppressive Regnum Dei EX Burst ensures the opponent does not walk away unscathed whether they land an attack or not.

This level of power does not come without a cost - Capacity points. All of Feral Chaos abilities cost exponentially more, whether they are attacks or basic abilities such as ground evasion and block. In addition to this, Feral Chaos comes with built-in restrictions exclusive to him: Passive bravery reduction, EX gauge lock and Assist gauge lock. Removing any one of these requires 50 CP, more than the Precision Evasion extra ability which is often added on top of everything else. With no natural increase in maximum CP, fitting just the necessities is very taxing and builds often specialise in a specific playstyle or a match-up. The innate gauge locks come with one major advantage however, being able to bypass Side by Side accessory's EX intake restriction when equipped simultaneously. This relegates Feral Chaos' EX gain to EX cores, but is one-of-a-kind asset to him thanks to his powerful HP attacks.

Feral Chaos' weaknesses are not exclusive to customization either. His huge frame can make it harder to evade homing attacks and see opponents in front of him, especially smaller characters such as Onion Knight and Zidane. Similiarly, opponents that are above him and out of frame can also cause issues not just with visibility, but also reach. Feral Chaos fights very well in most angles and positions, except in air-to-air situations where the opponent is positioned well above him. While he can anti-air effectively on the ground, his midair attacks are less effective at this, requiring movement to counteract halo camping.

Players are encouraged to actively utilise his repertoire to offset the bravery reduction (if it wasn't disabled) and prevent opponents from exploiting the tendency for attacking - Whiff punishing with an assist is a prominent counterstrategy to Feral Chaos' most used HPs and select few braveries.

In competitive play, Feral Chaos has been banned for most of the game's lifespan due to his abnormally polarising match-ups. Characters who can safely maneuver around the waves of Via Dolorosa or fight above him, whether it's with good dodge cover, downward attacks, special blocks, homing or lingering projectiles are all capable of subdueing him with adequate player skill. He doesn't suffer from severe disadvantage against anyone, whereas he can obliterate any character who cannot reasonably contest with the aforementioned traits.

The legality of Feral Chaos in competitive play has been a contentious topic over the years. Various character specific restrictions have been discussed and some rulesets allow him to be played with certain limitations, such as no EX or Assist in Japan's Ranked ruleset. Even though more counterplay has been exhibited in recent years, Feral Chaos continues to be a polarising, controversial character in the metagame.

Bravery Attacks

Ground

Base Damage 15, 15 (30)
Startup Frame 11F
Damage Type Physical
Priority Melee Low
EX Force 90
Effects Chase, Wall Rush
Cancels
Assist Gain (Hit)
CP (Mastered) 60 (30)
Unlocked at
level
Mastered at
AP


[Close] Bite foe twice.

A fast attack that can be used to quickly poke the opponent or cancel Raid's recovery.

Base Damage 1 x 11, 19 (30)
Startup Frame 21F
Damage Type Physical
Priority Melee Mid
EX Force ~90
Effects Chase, Wall Rush
Cancels
Assist Gain (Hit)
CP (Mastered) 60 (30)
Unlocked at
level
Mastered at
AP


[Mid] Charge and pummel foe.

This is a mid priority attack that can be used from further away than Snarl to quickly approach an opponent or anti air them. However, the slower startup makes it easier to react to and could lead to a disadvantageous post-dodge situation even if it's not whiff punished.

Note that Vicious also does not always keep the opponent close to Feral Chaos when using this as part of a mixup near a wall.

Base Damage 5, 15 (20)
Startup Frame 23F (close), 43F (projectile)
Damage Type Physical (close), Magical (projectile)
Priority Melee Mid (close), Ranged Low (projectile)
EX Force 60
Effects Chase, Wall Rush
Cancels
Assist Gain (Hit)
CP (Mastered) 60 (30)
Unlocked at
level
Mastered at
AP


[Long] Summon magma at foe's feet.

A ranged projectile that spawns under the opponent. This is not a commonly used bravery, but it can hit reliably when used against characters who are good at keeping Feral Chaos at a distance, such as The Emperor and Golbez. When they are using stationary attacks such as Flare or Nightglow, Spew is good at catching them, interrupting the attacks altogether.

Base Damage 2 x 10, 25 (max 45)
Startup Frame 19F
Damage Type Physical
Priority Melee Mid
EX Force 0
Effects Chase, Wall Rush
Cancels
Assist Gain (Hit)
CP (Mastered) 60 (30)
Unlocked at
level
Mastered at
AP


[Rise] High-speed leap. Hold button to keep rising.

A grounded attack with upward movement. If the bravery button is not held, Feral Chaos will transition into the last spin attack and cut the traversed distance short. Because of the mobility, the mid priority and somewhat wide hitbox, Erupt can be used to call out midair attacks for a stagger and then punished with Destroy.

Aerial

Base Damage 4 x 4, 14 (30)
Startup Frame 13F
Damage Type Physical
Priority Melee Low
EX Force 90
Effects Chase, Wall Rush
Cancels
Assist Gain (Hit)
CP (Mastered) 60 (30)
Unlocked at
level
Mastered at
AP


[Close] Swipe with claws and tail.

Very quick swipes with good horizontal and then vertical hitbox around Feral Chaos. A staple bravery with great EX generation, Destroy is commonly used as a poke, whiff punisher and a post-dodge defensive option to clash with low priority dodge punish attempts. Will initiate chase if wall rush doesn't occur immediately, which can be used to combo into Aerith assist.

Base Damage 6, 7, 7, 10 (30)
Startup Frame 21F
Damage Type Physical
Priority Melee Mid
EX Force 90
Effects Chase, Wall Rush
Cancels
Assist Gain (Hit)
CP (Mastered) 60 (30)
Unlocked at
level
Mastered at
AP


[Mid] Grab and shred foe.

One of Feral Chaos' strongest braveries. Brute Force is infamous for it's speed, range and ability to stagger and punish regular blocks on contact. It has great forward movement during startup and tracks the opponents very well at Feral Chaos' altitude or slightly below him.

Against standard blocks and low priority melee attacks, Brute Force will complete the folloup animation on contact, hitting the opponent in the process and sending them downwards with great knockback. This often puts the opponent in a wall rush state even at great heights, which can be followed up with empty chase and an assist combo. As a result, the reward on hit is often good for Feral Chaos and it can even lead to additional Brute Force pressure at ground level, creating a situation similiar to Squall's Beat Fang or okizeme in other fighting games.

Overall, Brute Force is a consistent threat in many match-ups. Interrupting from afar is usually not feasible without high priority moves and the range can come off as deceptively long. However, it does not pursue airborne opponents above him very effectively, nor does it protect Feral Chaos immediately when used.

Base Damage 5 x 4 (20)
Startup Frame 29F
Damage Type Magical
Priority Ranged Mid
EX Force 87
Effects Chase, Wall Rush
Cancels
Assist Gain (Hit)
CP (Mastered) 60 (30)
Unlocked at
level
Mastered at
AP


[Long] Fire multiple shockwaves.

Four long range shockwaves pursue the opponent. Thanks to chase and wall rush, the last hit can be converted into an assist combo. When faced head on or from a diagonal position, Splinter is often very difficult to contest at all. The startup is on the slower side, but it can be challenging to whiff punish with an assist at the end. Be wary of adept Precision Evasion users though, as the invincibility provided by it and Evasion Boost are enough to avoid all four projectiles and line up a punish attempt.

Base Damage 2 x 10, 15 (max 35)
Startup Frame 19F
Damage Type Physical
Priority Melee Mid
EX Force 3
Effects Chase, Wall Rush
Cancels
Assist Gain (Hit)
CP (Mastered) 60 (30)
Unlocked at
level
Mastered at
AP


[Dive] High-speed dive. Hold button to keep falling.

Raid is the inverse of Erupt in terms of movement, a diving aerial attack with a similiarly wide swipe at the end. If the bravery button is not held, Feral Chaos will transition into the last spin attack and cut the traversed distance short. Likewise, Raid can be used to call out midair attacks for a stagger and then punished with Destroy.

HP Attacks

Ground

Base Damage 2 x 4 (8) + 1 x N
Startup Frame 37F
Damage Type Physical
Priority Melee High, Block High (1-37F)
EX Force 96
Effects Wall Rush, Block
Cancels
Assist Gain (Hit)
CP (Mastered) 100 (50)
Unlocked at
level
Mastered at
AP


[Close] Emit shockwave w/roar. Repeatedly press for more hits.

A stationary close-range multi-hit attack that can wall rush. When additional hits are applied via repeated button presses, it is one of Feral Chaos' strongest HP attacks in terms of bravery damage output. The Block High priority covers Deus Iratus' entire startup animation from all directions, making it good for guarding attacks even after dodging. Because of this, Deus Iratus can function as a substitute for regular ground block and save CP when creating a build.

Deus Iratus can act as a decent mixup after a wall rush, but the long animation and recovery make it dangerous to whiff. Similiar to Warrior of Light's Shield of Light, being mindful of when the opponent is going to strike is paramount to using this attack well.

Base Damage 3 x 4 (12)
Startup Frame 45F
Damage Type Physical
Priority Melee High
EX Force 96
Effects Wall Rush
Cancels
Assist Gain (Hit)
CP (Mastered) 100 (50)
Unlocked at
level
Mastered at
AP


[Mid] Throw super-fast punches. Can combo after wall rush.

A teleport uppercut followed up by an onslaught of ascending strikes on hit. The grounded wall rush at the end leaves Feral Chaos at fairly high altitude relative to his opponent, but it cannot wall rush if it connects at certain heights above the ground.

If an opponent assist changes out early after this move connects, it will continue and the tracking is strong enough to pursue and pierce through invincibility before a dodge is even possible. Furthermore, staggering Feral Chaos with a LV2 Assist Change during Quo Vadis' combo attacks requires guarding an individual teleport attack instead of the explosion that occurs immediately afterwards. This poses a relatively high risk for the opponent to use assist meter to escape with no adjustment on Feral Chaos' part. In addition to that, the initial teleport can evade attacks.

Quo Vadis has relatively good range, average startup and low recovery for an HP attack, which make it good for punishing a dodge and can serve as one of his best HPs for counterpoking. Despite that, it does not stand out much compared to Feral Chaos' other HP attacks and as such, is not usually prioritised.

The second projectile comes out 15 frames after button release, or automatically after 218F frames.

Base Damage 10
Startup Frame 37F
Damage Type Physical
Priority Melee High (tail), Ranged High (projectile)
EX Force each 60
Effects Wall Rush
Cancels
Assist Gain (Hit)
CP (Mastered) 100 (50)
Unlocked at
level
Mastered at
AP


[Close] Create 2 fire columns. Charge to delay second column.

The illustrious HP attack Feral Chaos is known for. The two fire columns are fired at the opponent, both inflicting HP damage. The first fire column will always come out at a fixed speed, but the second one can be delayed up to 218 frames (or roughly 3.6 seconds) by holding the HP attack button. This is a threatening HP for several reasons. Both projectiles travel a long distance, have good tracking and a possess huge vertical hitbox extending well beyond the visuals of this attack. Dodging the first fire column early often causes the second column to hit the opponent during a dodge's recovery, essentially guaranteeing HP damage against most characters who cannot protect themselves reliably after dodging. Precision Evasion is difficult to activate against the first HP wave, reducing the effectiveness of a dodge even further.

All this makes Via Dolorosa a good attack to use for creating space or otherwise slowing down the pace of a match. Opponents operating at mid to close range must be wary of this move at all times, as defending against it is more reliable at specific positions with certain timings. Because of the vertical reach, aerial opponents must also be at a considerable distance from Feral Chaos to avoid it, limiting their other approaches. However, a blindspot exists behind Feral Chaos so be wary of characters with good air-to-ground attacks or long range projectiles that spawn on the target such as Sephiroth's Shadow Flare.

Via Dolorosa is not unavoidable however. Characters with fast running speed such as Onion Knight and Tidus can run sideways to effectively avoid both projectiles at mid range, eliminating the risk of getting caught at the end of a dodge. Similiarly, a high priority command block such as Jecht Block or Exdeath's Omni Block can nullify the projectiles and even retaliate if their positioning allows it.

Because Feral Chaos cannot cancel the second projectile, delaying it or using Via Dolorosa altogether at a bad time can risk getting assist punished. If an opponent calls the assist after the second fire column has come out, they can get hit by it, inflict bravery break with the assist and shift the momentum in their favor. This is true of many HPs in general and Feral Chaos is not exempt from it.

In stages with low ceiling like M.S. Prima Vista and Pandaemonium - Top Floor, Via Dolorosa will wall rush on hit. This is good for assist combos and facilitating further pressure with another Via Dolorosa.

Aerial

Base Damage 2 x 6 (12)
Startup Frame 41F
Damage Type Physical
Priority Ranged High
EX Force 96
Effects Wall Rush
Cancels
Assist Gain (Hit)
CP (Mastered) 100 (50)
Unlocked at
level
Mastered at
AP


[Close] Flap wings, generating turbulence.

Feral Chaos' fastest aerial HP attack. While the speed and overall duration is serviceable, it falls behind his other midair HPs due to being outclassed in terms of meter depletion, bravery damage output and general safety. His other HP Flagro Maximus can be used in similiar situations and positions to greater effect as well. However, one standout trait for Ventus Ire is it's capability to automatically track and adjust it's angle which can punish careless dodges.

Additionally, Ventus Ire's Ranged High priority will not stagger Feral Chaos if LV2 Assist Change is used and the attack's reach can be used to power through lingering projectiles such as Garland's Cyclone and The Emperor's Flare.

Base Damage 1 x N (max 38)
Startup Frame 51F
Damage Type Magical
Priority Ranged High
EX Force 60
Effects Wall Rush
Cancels
Assist Gain (Hit)
CP (Mastered) 100 (50)
Unlocked at
level
Mastered at
AP


[Long] Fire beams downwards. Can aim with the analog stick.

A long range vertical downward beam. The HP button can be held during this move to extend it's duration and increase the amount of bravery damage dealt. Lux Magnus is commonly used above the opponent, whether it's in air-to-ground or air-to-air situations to punish whiffed attacks, occupy space for pressure or otherwise slow down the pace. The variable attack duration and wall rush potential also make Lux Magnus a great move for starting assist combos, or continuing them with Aerith assist.

Feral Chaos has no protection around him beyond the Ranged High projectile, but it is very difficult to punish when used from further distance. The ability to "aim with the analog stick" refers to movement - Feral Chaos can move during this attack to pursue the opponent. This often forces opponents below him to move or dodge repeatedly, further adding to Lux Magnus' relative safety in the neutral. That being said, assists can still hit Feral Chaos, notably during startup and even active frames if their spawn position allows it. Try to make sure the opponent does not catch onto the timing and that they're not positioned to hit Feral Chaos from the sides or above.

Lux Magnus is one of Feral Chaos' stronger HP attacks and is often a staple in many of his builds due to it's ease of use and overall strengths.

Charge time 50 frames. Attack comes out 11 frames after button release, or automatically after 76 frames.

Base Damage -
Startup Frame 49F
Damage Type -
Priority Melee High
EX Force each ~30
Effects Wall Rush
Cancels
Assist Gain (Hit)
CP (Mastered) 100 (50)
Unlocked at
level
Mastered at
AP


[Mid~Long] A massive explosion. Charge to increase range.

A stationary explosive attack with short reach by default. Holding the button increases it's range, wall rush potential and the number of HP hits exponentially, greatly depleting meter on hit with appropriate equipment. Despite the projectile-like appearence, all hitboxes are Melee High priority, which can power through Ranged High attacks or clash with other high priority attacks and blocks.

Similiar to Firion's Straightarrow, Flagro Maximus has a maximum charge time and it cannot be held indefinitely. Charging up this attack is great for catching assist whiff punish attempts with Auto Assist Lock On, but it can also make it much easier for the opponent to anticipate the ideal moment for a counter attack whether they have assist meter or not. Varying the attack timing (charged or uncharged) is important to avoid punishment.

Flagro Maximus is one of Feral Chaos' strongest HP attacks and is commonly used for it's reach, relative safety when whiffed and reward on hit. The forward hitbox and lack of bravery damage make it good for post-block counter attacks and bypassing EX Revenge checkmates.

EX Mode: The power of discord reveals the true Chaos!

Effects:

  • Regen
  • Critical Boost
  • Divine Might
  • Brutal

Divine Might

[Always active while in EX Mode] All movement speeds are greatly increased.

Running speed increases by x1.22, jump height about the same as Kain's.

Brutal

[Always active while in EX Mode] Greatly increases ATK and DEF stats.

ATK +1, DEF +1.

EX Burst: Regnum Dei

An insurmountable force drags foes into a vortex of discord. Press R + square to deal a damaging HP attack. Damage increases with greater bravery.

All of Feral Chaos' attacks become high priority during this EX Burst.

Damage multiplier (initial) Damage multiplier (rest) Type
4,5,8,1 (18) 9, 2x7 (23 finish) (41 + ?? total) Physical


Combos

Solo

Feral Chaos does not have solo combos.

Assist

Builds

Because of the increased CP cost for all of Feral Chaos' abilities, they will also be listed when possible.

Stats
HP 10299
CP 495
BRV 917
ATK 183
DEF 185
LUK 60
Max Booster x4.0
Special Effect: Seal of Lufenia
Equipment
Assist None
Weapon ddff-icon-equip-weapon.png Cleaver (CP Glitch)
Hand ddff-icon-equip-hand.png Lufenian Dirk (CP Glitch)
Head ddff-icon-equip-head.png Lufenian Headband (CP Glitch)
Body ddff-icon-equip-body.png Lufenian Vest (CP Glitch)
Accessory 1 accessory_basic.png Muscle Belt
Accessory 2 accessory_basic.png Pearl Necklace
Accessory 3 accessory_booster.png Large Gap in HP
Accessory 4 accessory_booster.png Empty Assist Gauge
Accessory 5 accessory_booster.png Pre-EX Revenge
Accessory 6 accessory_booster.png Pre-Assist
Accessory 7 accessory_special.png Hero's Spirit
Accessory 8 accessory_special.png Hero's Essence
Accessory 9 accessory_special.png Close to You
Accessory 10 accessory_special.png Center of the World
Summon ddff-icon-summonstone.png None
{{{dataBRV}}} {{{dataHP}}}
Bravery attacks
Ground Aerial
HP attacks
Ground Aerial

ddff-icon-equip%20ability.pngindicates a "Gear" extra ability or the use of CP / Equipment glitch. The total CP cost will assume the glitch is done.


Bravery attacks
Ground Aerial
Erupt Brute Force
Snarl Destroy
Raid
HP attacks
Via Dolorosa Lux Magnus
Flagro Maximus
Basic Abilities
Actions Support Extra
Ground Evasion Always Target Indicator Disable EX Gauge Lock
Midair Evasion EX Core Lock On Precision Jump
Midair Block Assist Lock On Bravery Regen
Aerial Recovery EXP to HP
Recovery Attack
Controlled Recovery
Wall Jump
Free Air Dash

A fully dedicated EX build with no assist. The main objective with this build is to reach a full EX meter and leverage EX Mode to offset the natural bravery depletion and secure an advantage or a win with EX Burst if possible.

Note that ground block is not listed here - his grounded attacks are used as a form of defense instead.

Stats
HP 11204
CP 510
BRV 1075
ATK 182
DEF 187
LUK 61
Max Booster x1.4
Special Effect: Judgment of Lufenia
Equipment
Assist Sephiroth / Aerith
Weapon ddff-icon-equip-weapon.png Lufenian Axe
Hand ddff-icon-equip-hand.png Chainsaw (CP Glitch)
Head ddff-icon-equip-head.png Lufenian Cap (CP Glitch)
Body ddff-icon-equip-body.png Lufenian Armor
Accessory 1 accessory_basic.png Sniper Eye
Accessory 2 accessory_basic.png Dismay Shock
Accessory 3 accessory_basic.png Battle Hammer
Accessory 4 accessory_booster.png BRV = 0
Accessory 5 accessory_special.png Green Gem
Accessory 6 accessory_special.png Hero's Spirit
Accessory 7 accessory_special.png Hero's Spirit
Accessory 8 accessory_special.png Hero's Essence
Accessory 9 accessory_special.png Miracle Shoes
Accessory 10 accessory_special.png Side By Side
Summon ddff-icon-summonstone.png None
{{{dataBRV}}} {{{dataHP}}}
Bravery attacks
Ground Aerial
HP attacks
Ground Aerial

ddff-icon-equip%20ability.pngindicates a "Gear" extra ability or the use of CP / Equipment glitch. The total CP cost will assume the glitch is done.


Disable Assist Lock.

Equip Master Guardsman for +1000 HP.

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

ddff-icon-equip%20ability.pngindicates a "Gear" extra ability or the use of CP / Equipment glitch. The total CP cost will assume the glitch is done.

Assist

Feral Chaos cannot be used as an assist.

Assists

He works well with most tournament viable assists.