Squall Leonhart (Dissidia 012) and Cecil Harvey (Dissidia 012): Difference between pages

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{{012CharNav
{{012CharNav
|icon=https://resources.dissidia.wiki/ddff/chara-icon/ddff-icon-squall.png
|icon=https://resources.dissidia.wiki/ddff/chara-icon/ddff-icon-cecil.png
|matchups=Matchups
|matchups=Matchups
|resources=Resources
|resources=Resources
|starter=Starter Guide
|starter=Starter Guide
|strategy=[[Squall_Leonhart_(Dissidia_012)/Strategy|'''Strategy''']]
|strategy=[[Cecil_Harvey_(Dissidia_012)/Strategy|'''Strategy''']]
}}
}}


{{CharacterInfo
{{CharacterInfo
|name=Squall Leonhart (スコール・レオンハート)
|name=Cecil Harvey (セシル・ハーヴィ)
|origin=Final Fantasy VIII
|origin=Final Fantasy IV
|weapon=Swords, Daggers, Katanas, Guns
|weapon=Axes, Greatswords, Swords
|armor=Shields, Bangles, Hats, Helms, Clothing,<br>Light Armor, Large Shields, and Chestplates
|armor=Gauntlets, Heavy Armor, Helms, Light Armor, Shields
|atk=109 (Low)
|atk=109 (Low / +2 as Dark Knight, High)
|def=111 (Average)
|def=111 (Average / +2 as Paladin, Very High)
|runspeed=5 (Above Average)
|runspeed= 9 (Dark Knight, Slow) <br>5 (Paladin, Above Average)
|dash=77 (Average / Good)
|dash=81 (Dark Knight, Below Average)<br>77 (Paladin, Average / Good)
|fall=81 (Average)
|fall=81 (Dark Knight, Average) <br>89 (Paladin, Below Average)
|fallr=38 (Average)
|fallr=39 (Dark Knight, Average) <br>40 (Paladin, Average)
|exclusives=Revolver, Twin Lance, Punishment, Lionheart
|exclusives=Dark Sword, Mythgraven Blade, Lustrous Sword<br>Lightbringer, Cimmerian Edge
 
}}
}}


{{ProConTable
{{ProConTable
|pros=*'''Flexible, straightforward moveset''' helps Squall onboard new and experienced players to compete.
 
*'''Defensive punishment''' is relatively easy and effective thanks to Beat Fang, Blasting Zone and Aerial Circle.
|pros=
*'''Combo potential''' is great, particularly close to the ground. A variety of solo combos and assist conversions are available and he can combo into HPs reliably on the ground as well.
 
*'''Assist synergy'''. Squall is great at using several assists to convert to HP damage thanks to multi-part attacks and wall rush capabilities.
|cons=
*'''EX Mode''' increases Squall's gunblade's range and damage exponentially.
 
*'''Meter depletion''', particularly with Yuna assist is among the strongest in the game.
*'''Versatile builds''' can support Squall with a variety of different playstyles and matchups.
|cons=*'''Average post-dodge defense'''. Beat Fang clashes being his primary defensive tool to cover for his floaty air dodges make Squall more vulnerable to [[Dodge_(Dissidia_012)#Dodge_punishment|'''dodge punishes''']].
*'''Lackluster EX generation in the air''' can lead Squall to rely on EX Cores to stay competitive with EX meter.
*'''Prone to whiffing against fast characters'''. Dodge punishing fast fallers such as {{012tid}} and {{012pri}} and hitting fast runners such as {{012ok}} can put Squall at great risk for engaging first.
*'''Below average air combo extensions'''. With limited ways to extend aerial assist combos without wall rush, Squall's bravery damage output can suffer in air-centric fights.
}}
}}


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


On the ground, he can hit people outside of their effective range to lead into combos, easily anti-air and catch their dodges as well as play the conventional close range interactions. Air combat is handled with good usage of air movement, single hit HPs and the infamous Beat Fang. Building assist meter is consistent, with fast bravery whiffs and retaliatory HPs when using Side by Side. EX generation is weak in the air, but finishing ground attacks and investing into EX Core absorption with his exclusive weapon can make up the difference. Due to his holding potential, Squall can work with a variety of assists, though HP follow-ups may suffer depending on position and assist choice.
Cecil Harvey is a close / mid-range character who functions with two different movesets - Dark Knight and Paladin. Due to the risky nature of changing jobs and their distinct strengths, it is often recommended to focus on one job over the other. Cecil can whiff punish effectively from a variety of angles, has decent assist synergy and bravery damage output.  
 
However he struggles to generate assist meter on whiff due to long start-ups, animation length and late cancel opportunities. EX generation is good for Paladin, but weaker in Dark Knight. With less than ideal speed and tracking, limited effective angles, difficulties staying safe and keeping up in meter economy, Cecil often takes relatively high risks for a lower return.
 
His arguably safer repertoire is restricted to ground (Dark Knight), which also does not often force his opponents to play into his strengths.


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


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


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


== Ground (Dark Knight) ==
<tabber>
<tabber>
|-|Upper Blues=
|-|Valiant Blow=
{{AbilityInfo
{{AbilityInfo
|damage=[3, 3, 5],9 (20) [31]
|damage=10, 10, 20 (40)
|startup=13F
|startup=15F
|type=Physical
|type=Physical
|priority=Melee Low
|priority=Melee Low
|ex=30
|ex=30
|effect=Wall Rush
|effect=Wall rush
|cp=30 (15)
|cp=20 (10)
}}
}}
''[Close] Leap into the air. Quick launch, easy wall rush.''
''[Close] Jab foe with blade. Can send foe flying.''


A quick forward slash with combo potential. Upper Blues is commonly used as a poke, whiff punisher, in combos and to fill assist meter faster with dodge cancels. Due to the forward movement, it is more reliable in catching moving opponents than his other ground braveries. And while it's not his strongest anti-air attack, it can still serve as one against opponents who are barely hovering off the ground.
|-|Dark Cannon=
{{AbilityInfo
|damage=1 x 4, 2 x 4, 3 (15)
|startup=41F
|type=Magical
|priority=Ranged Low (forward), Ranged Mid (backward)
|ex=each 3
|effect=Block (Ranged Low)
|cp=20 (10)
}}
''[Long] Draw foe with projectile. Good start for other combos.''


On hit, Upper Blues can reliably wall rush on the floor for pressure or assist combos. Delaying the second hit allows comboing into Beat Fang with a dodge cancel for a higher damaging combo with more assist meter gain.
|-|Shadow Lance=
{{AbilityInfo
|damage=8, 7 x 6 (50)
|startup=35F
|type=Physical
|priority=Melee High (close), Ranged Low (far)
|ex=~20
|effect=Wall rush
|cp=20 (10)
}}
''[Mid] Throw weapon. Major damage if lands near opponent.''


</tabber>


A good bravery to have in most match-ups and builds.
=== Ground (Paladin) ===
 
<tabber>
|-|Solid Barrel=
|-|Slash=
{{AbilityInfo
{{AbilityInfo
|damage=[5, 6, 8, 10, 5, 5, 16] (55) (110)
|damage=10, 10 (20)
|startup=13F
|startup=23F
|type=Physical
|type=Physical
|priority=Melee Low
|priority=Melee Low
|ex=90
|ex=90
|effect=Chase
|effect=Chase
|cp=30 (15)
|cp=20 (10)
}}
}}
''[Close] Repeated slashes. Short range; quick and powerful.''
''[Close] Hit foe upwards. Slow, but very accurate strike.''


Another fast bravery with shorter reach than Upper Blues, but better EX generation. Much like Upper Blues, this can be dodge cancelled quickly to generate assist meter and cancelling the third hit even enables the well known "golden combo" that capitalises on landing lag.
|-|Lightning Rise=
{{AbilityInfo
|damage=3, 3, 5, 4, 4, 11 (30)
|startup=43F
|type=Physical
|priority=Melee Mid (first half), Melee Low (second half)
|ex=90
|effect=Chase, Block (Ranged Low)
|cp=20 (10)
}}
''[Mid] Charge, then leap. Good start for midair attacks.''


The knockback on the last hit does not lend well to assist combos, but because each attack can be pressed within a generous input window, assist conversions can be confirmed reliably.
Contrary to what the description says in the game, it is ''not'' a good start for midair attacks. The slow startup time makes it impractical against vigilant players and chase limits viable assist combo conversions.


Due to Solid Barrel's short range, it is not often used to punish whiffs or poke moving opponents. Dashing helps in applying Solid Barrel in it's effective range, but it works more consistently as a block punisher against grounded opponents and as a combo starter / extender after Thunder Barret. Having higher damage and EX Force output than Upper Blues, along with good frame data are enough to justify this attack as a staple for Squall.
|-|Dark Step=
 
|-|Blizzard Barret=
{{AbilityInfo
{{AbilityInfo
|damage=10 (10)
|damage=5, 10, 1 x 2, 10 (27)
|startup=33F
|startup=23F
|type=Magical
|type=Physical
|priority=Ranged Low
|priority=Melee Low
|ex=0
|ex=90
|effect=-
|effect=Chase, job change
|cp=30 (15)
|cp=20 (10)
}}
}}
''[Long] Fire one ice bullet. Long range, strong homing.''
''[Close] Change job to Dark Knight during combo.''


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


Overall though, Blizzard Barret is rarely prioritized in competitive play. Outside of the homing and hit stun, it is an underwhelming low priority projectile with unfavorable risk / reward ratio. Squall's other ground braveries are more competitive compared to Blizzard Barret, so it is often neglected altogether.
=== Aerial (Dark Knight) ===
 
<tabber>
|-|Thunder Barret=
|-|Gravity Ball=
{{AbilityInfo
{{AbilityInfo
|damage=each (3)
|damage=7, 2 x 4 (15)
|startup=33F (furthest bolt appears first)
|startup=37F
|type=Magical
|type=Magical
|priority=Ranged Low
|priority=Ranged Low
|ex=each 9
|ex=0
|effect=
|effect=Wall Rush
|cp=30 (15)
|cp=20 (10)
}}
}}
''[Mid] Lightning that draws foes. Good start for combos''
''[Mid] Fire off gravity ball. Good start for ground attacks.''
 
A signature Squall combo starter. Four vertical lightning bolts are cast in front of Squall, which can act as a longer range disjointed poke, anti-air, dodge punisher and as a combo starter. Squall can cancel the recovery on whiff into attacks, dodges and blocks. But on hit this can be cancelled much earlier to perform solo combos, including his staple HP attacks.
 
Thunder Barret is a great move for Squall in most match-ups as it can control a decent amount of space with good reward on hit.
 
It is not without weaknesses however. The Ranged Low priority and the relatively slow startup make it easier for the opponent to react and power through bolts with a dash or an attack, creating an opening for hitting Squall when he is vulnerable. Furthermore, the lightning bolts do not have enough tracking to hit high speed lateral movement. Even though Thunder Barret's recovery can be cancelled into other actions, Squall is completely stationary and has no protection beyond the active lightning bolts. As such, using this move predictably can quickly backfire against vigilant opponents.


|-|Fusillade=
|-|Nightfall=
{{AbilityInfo
{{AbilityInfo
|damage=6, 6, 6, 6 each 6 (24+)
|damage=1 each, 24 (25+)
|startup=33F
|startup=37F
|type=Magical
|type=Physical
|priority=Ranged Low, Mid (only thunder)
|priority=Melee Low (falling), Ranged Mid (landing)
|ex=60~90
|ex=60+
|effect=Chase
|effect=Chase
|cp=30 (15)
|cp=20 (10)
}}
}}
''[Mid] Magic barrage. Can combo without hitting.''
''[Close] High-speed dive. Useful for quick descents.''
 
A combination of magic projectiles with good EX generation. The startup, low priority and lack of dodge cancel windows do not lend to fighting at a range. However, the first two projectiles can be reasonably safe to throw out at a distance and they can be confirmed into an assist combo on hit. Each projectile can be input with a bit of delay to help with this. In addition, the mid priority thunder bolt can be used as an effective -albeit predictable- method to force a dodge from the opponent. Depending on the opponent, punishing a dodge or what comes after it is possible with an assist, creating a more favorable situation for Squall if he performs this move uninterrupted.
 
Fusillade can also work in situations where Solid Barrel would normally be used. That is, after staggering with a block or starting a combo with Thunder Barret. Much like Solid Barrel, the holding potential is great for assist conversions and the EX generation can be exceeded depending on the assist.


Due to functional overlap with Solid Barrel with few standout traits elsewhere, Fusillade is not often prioritized in competitive play.
Dark Knight attacks do not produce much EX force, but comboing into Nightfall can provide 60+ EX if the descent has room to travel.
</tabber>


== Aerial ==
|-|Paladin Arts=
<tabber>
|-|Heel Crush=
{{AbilityInfo
{{AbilityInfo
|damage=20 (20)
|damage=7, 2 x 4, 3 x 5 (30)
|startup=41F
|startup=37F
|type=Physical
|type=Magical
|priority=Melee Mid
|priority=Ranged Low
|ex=0
|ex=0
|effect=Block Low (Ranged), Wall Rush
|effect=Job change
|cp=30 (15)
|cp=20 (10)
}}
}}
''[Mid] Unleash heel drop. Slow start, fast movement.''
''[Mid] Change job to Paladin during combo.''


An advancing mid priority attack. Squall can block Ranged Low priority attacks during the startup animation such as {{012lig}}'s Thunder or {{012yuna}}'s Heavenly Strike. Heel Crush works as a callout against these kinds of attacks and because of the mid priority, it will also stagger opponents looking to block Beat Fang. This move can be dodge cancelled somewhat early during the recovery animation, but the lengthy startup gives the opponent time to prepare for a counter attack.
Paladin Arts lets you transition to Paladin job, but all projectiles are Ranged Low priority. While the Paladin projectile (Searchlight) comes out faster with this attack, Cecil can be hit out of this move that leaves him stationary and vulnerable for a long time. Use from afar or during assist combos. Both projectiles can combo into air attacks on hit.


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


|-|Beat Fang=
== Aerial (Paladin) ==
<tabber>
|-|Radiant Wings=
{{AbilityInfo
{{AbilityInfo
|damage=[3, 5], 7, [2 x 6, 13] (40) [73]
|damage=3, 3, 7, 6, 6, 6, 9 (40)
|startup=15F
|startup=19F
|type=Physical
|type=Physical
|priority=Melee Low
|priority=Melee Low
|ex=30
|ex=30
|effect=Wall Rush
|effect=Wall rush
|cp=30 (15)
|cp=20 (10)
}}
}}
''[Close] Float, then strike down foe. Short reach, but fast.''


The defacto Squall bravery. A poke, a great whiff punisher, a flexible combo starter with an occasional guard crossup. Beat Fang shares many characteristics with his ground braveries, such as it's speed, multi-hit attacks with lenient input window and combo potential. But because this is Squall's only quick melee bravery, it is at the heart of his aerial combat.
|-|Sacred Cross=
 
Beat Fang has a lot of utility. It's fast startup and early dodge cancel window make it great for building assist meter on whiff. The homing movement during startup lets him punish missed attacks with ease. It even has a hitbox that can  hit behind a blocking opponent in close range seemingly at random, ignoring the guard attempt altogether.
 
Once Beat Fang connects, the second upward slash can evade incoming attacks, namely {{012emp}}'s Dreary Cell or assists that were called in an attempt to interrupt Beat Fang. Wall rushing near the ground not only enables a variety of assist followups, but also allows Squall to impose defensive decision making on the opponent and potentially repeat the situation, akin to the [https://glossary.infil.net/?t=Okizeme '''okizeme'''] concept in other fighting games. Because of the way camera works, the knocked down opponent may also have to deal with crossed up directional attack inputs 1-2 times depending on how Squall moves afterwards, further confusing his prey.
 
There are a few things Squall players should be wary of, however. For one, Squall can only cancel Beat Fang's recovery into an air dodge which reduces ambiguity for the opponent. Despite the tracking during startup, Beat Fang has no hitbox below Squall. This means it can and will miss against dashes, air dodges with fast fall speed and fast runners on the ground such as {{012tid}} and {{012tifa}}. And if Squall commits to the finishing series of blows, he can be easily staggered with a LV2 Assist Change for a punish. Given how much Squall relies on this move, these factors can greatly reduce his hit rate and bravery damage output. Since critical hits are not distributed in a binary "all or nothing" fashion, the damage increase from critical hits can fluctuate greatly.
 
Regardless, Beat Fang is one of Squall's most important and effective moves. Anything Solid Barrel and Upper Blues could achieve is relegated to it in the air and much of his success hinges on how he can leverage Beat Fang to his advantage.
 
|-|Mystic Flurry=
{{AbilityInfo
{{AbilityInfo
|damage=each 1 x 8, 7 (15)
|damage=3 x 5, 5, 10 (30)
|startup=33F
|startup=21F
|type=Magical
|type=Physical
|priority=Ranged Low
|priority=Melee Low
|ex=each 30
|ex=90
|effect=Wall Rush
|effect=Chase
|cp=30 (15)
|cp=20 (10)
}}
}}
''[Mid] Magic barrage. Can combo without hitting.''
A barrage of multi hitting low priority projectiles that stay in place after traversing a short distance. Mystic Flurry is not commonly prioritized in competitive play.
On paper, it has good potential for damage and generating EX Force. However, each projectile is fired somewhat erratically in front of Squall and they do not combo into each other consistently at the end of their duration. Because of this, the projectiles are often positioned unfavorably and not necessarily right in front of Squall. And if one projectile wall rushes on the ground, the remaining projectiles cannot inflict damage without assist.


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


Mystic Flurry's projectiles stay on the field even if Squall gets hit. This isn't often useful, but any projectile that does connect on the opponent causes downward knockback on their last hit, which can wall rush. That can be used to combo into assists or reassess the situation, but setting up Mystic Flurry can be just as worthwhile for daring players - Squall can pick up opponents stuck in a barrage of hits with Beat Fang or Aerial Circle, but due to Mystic Flurry's inconsistent behavior and required spacing, this can be difficult to perform or justify.
|-|Searchlight=
 
|-|Fire Barret=
{{AbilityInfo
{{AbilityInfo
|damage=each (5)
|damage=3 x 5 (15)
|startup=33F
|startup=95F
|type=Magical
|type=Magical
|priority=Ranged Low
|priority=Ranged Low
|ex=0
|ex=0
|effect=-
|effect=-
|cp=30 (15)
|cp=20 (10)
}}
}}
''[Long] Launch multiple fireballs. Normal speed, strong homing.''
Three homing fireballs pursue the opponent for a period of time. Fire Barret is often used in conjunction with Beat Fang to build assist meter more efficiently in the air. The range is good for occupying space and creating a potential combo conversion later. Each projectile inflicts a decent amount of hit stun which is difficult to spontaneously react to, but it does allow Squall to combo into other attacks if the player has a good read on the situation. And even if Fire Barret is used up close, the recovery can be cancelled into an attack -usually Beat Fang- for additional damage on hit.
Squall remains stationary for a moment after firing and cannot dodge cancel until the split projectiles begin pursuing in earnest. This can make Squall vulnerable to whiff punishes with an assist when done with a precise timing even if he has Auto Assist Lock On extra ability equipped.
Fire Barret is a staple air bravery for Squall due to it's consistency and relatively low commitment in many situations. It complements his ability to interact in close and mid ranges and can provide opportunities for additional damage from time to time. In a way, it's usage could be likened to a conventional projectile in a traditional 2D fighting game.
</tabber>
</tabber>


= HP Attacks =
= HP Attacks =
== Ground ==
== Ground ==
<tabber>
|-|Soul Eater=
{{AbilityInfo
|damage=4, 2 x 5, 6 (20)
|startup=39F
|type=Physical
|priority=Melee High
|ex=30
|effect=Wall rush
|cp=30 (15)
}}
''[Close] Stab fore and devour his soul. Limited height, quick strike.''


<tabber>
|-|Dark Flame=
|-|Fated Circle=
{{AbilityInfo
{{AbilityInfo
|damage=-
|damage=-
|startup=43F
|startup=53F
|type=-
|type=-
|priority=Ranged High
|priority=Ranged High
|ex=0
|ex=0
|effect=Block Low (Ranged), wall rush, absorb
|effect=Wall rush
|cp=30 (15)
|cp=30 (15)
}}
}}
''[Close] Surround self with explosions. Block foe's spells.''
''[Long] Summon dark fire. Slow speed, strong homing.''
 
A circular explosion surrounds Squall, pulling in nearby opponents and blowing them away. Fated Circle is a good secondary ground HP for Squall thanks to it's utility. The Ranged High priority cannot be staggered with blocks or LV2 Assist Change. It can wall rush for additional HP damage, bypass EX Revenge checkmates thanks to the lack of bravery damage, it can even block Ranged Low attacks similiar to Heel Crush! The animation is fairly quick with a slightly above average recovery for an HP, making it harder to whiff punish after escaping with an assist change. The absorb effect works well against guarding opponents from a short distance. Each explosion has it's own hitbox which won't necessarily hit often due to surrounding Squall. But they do contribute to the overall active duration when an opponent can be damaged.
 
If Fated Circle hits a grounded opponent, the knockback often causes a wall rush even on the floor which can be used to follow up with an assist. Your mileage may vary depending on positioning and assist, however.


Squall's grounded HP attacks are great for the most part and that may be Fated Circle's greatest shortcoming. While great in it's own right, two of his other HPs are often stronger or more applicable in practical situations. In any build that has 3 grounded HP attacks however, Fated Circle rounds out Squall's repertoire really well.
Dark Flame is reactable, but stays on the field for a few seconds and has decent tracking throughout the active period.


|-|Revolver Drive=
|-|Shadow Bringer=
{{AbilityInfo
{{AbilityInfo
|damage=1 x N (max 50)
|damage=10, 10 (20)
|startup=43F
|startup=13F
|type=Physical
|type=Physical
|priority=Melee High
|priority=Melee High
|ex=each 3
|ex=30
|effect=Wall rush
|effect=Wall rush, Dark Knight BRV damage +3%, Paladin BRV damage -3%
|cp=30 (15)
|cp=30 (15)
}}
}}
''[Mid] Rage-filled charge. Can aim with the analog stick.''
''[Ultra-close] Dark sword slash. Dark Knight BRV damage +3%, Paladin BRV damage -3%.''


Squall starts revolver driving. A staple HP, this is an advancing multi hitting attack that can be freely steered with no regard for lock on. The HP attack button must be held to extend this attack's duration, or Squall will transition to the ending of the move immediately upon button release and inflict HP damage.
Equipping Shadow Bringer will lock you out equipping the aerial Luminous Shard HP for the Paladin job.
</tabber>


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


If done against a ledge, Squall will simply remain stationary while continuing to inflict bravery damage. This is far from ideal against characters who have Glutton {{accsp}} equipped as both characters remain close to the generated EX Force, but it is a good alternative for racking up damage in stages like [[Lunar_Subterrane_(Dissidia_012)|'''Lunar Subterrane''']].
<tabber>
 
|-|Saint's Fall=
While Revolver Drive performs well once it hits, using it by itself in [https://glossary.infil.net/?t=Neutral '''neutral'''] situations is less effective overall. Aside from the startup and lack of absorb effect, Revolver Drive has little anti air capability despite having a hitbox above him. It can only move along solid surface and the traversal speed is only good, if not average. Sharp turns will greatly slow down momentum and it takes a good second to reach top speed again.
 
Even though Revolver Drive can be stopped at almost any time, it does have a maximum duration. Opponents can stay airborne ''and'' close to Squall, preparing for a counter attack once Squall stops moving. This is where players must remain wary of their timing and releasing earlier than what the opponent anticipates can go a long way in avoiding punishment. Furthermore, moves with unblockable priority such as {{012emp}}'s Thunder Crest and {{012exd}}'s Black Hole can pierce through Revolver Drive. This is on par with how the [[Attack_Priority_(Dissidia_012)|'''attack priority''']] system behaves, but Revolver Drive suffers from it more on average compared to other attacks.
 
Revolver Drive also exhibits notably altered behavior during assist call / change slowdowns - Whenever an assist is called or when assist change is used, Revolver Drive's movement speed '''increases drastically'''. This can help Squall close a distance for a surprise attack or create distance while the opponent is escaping from it. Steering is also influenced by this and could be used to convert into an assist without a wall by moving past the opponent and letting the assist pick up from that spot.
 
If a [[Bravery_(Dissidia_012)#Bravery_Break|'''bravery break''']] is inflicted during Revolver Drive, releasing the HP button causes the HP damage to be inflicted immediately before the additional bravery is added.
 
|-|Blasting Zone=
{{AbilityInfo
{{AbilityInfo
|damage=6, 1 x 4 (10)
|damage=1 x 3, 2, 1 x 2, 3 (10)
|startup=41F
|startup=53F
|type=Magical
|type=Physical
|priority=Melee High
|priority=Melee High
|ex=90
|ex=30
|effect=-
|effect=Wall rush
|cp=30 (15)
|cp=30 (15)
}}
}}
''[Mid] Chop with massive blade of light that flies forward.''
''[Mid] Focus light and charge. From afar, good vs. any height.''


One of Squall's strongest and fastest HP attacks. Great reach and horizontal tracking make Blasting Zone effective for controlling space against dodges and missed attacks. Assists can follow up on hit without a wall and good EX Force output ensure consistent reward.
|-|Paladin Force=
 
Blasting Zone's range cannot be understated. It is long and tall enough to hit airborne characters outside of Thunder Barret's reach. What really complements it is the tracking - Blasting Zone will home in the opponent right until the blade is slammed to the ground and it's very fast.
 
The recovery is quite short for a move as potent as this. It's vulnerable to [[Abilities_(Dissidia_012)|'''Omni Ground Dash''']] and [[Dodge_(Dissidia_012)#Air_Dodge|'''air dodge''']] invincibility, but it's borderline unpunishable without them or assist.
 
Whenever a player thinks an opponent will dodge, Blasting Zone is fantastic and easy to use to capitalise on that opportunity. The hitboxes are active from the 41 frame startup until the HP damage portion. That can be used to disrupt opponents inside traps such as {{012emp}} and reflect lingering high priority projectiles like {{012vaan}}'s Windburst.
 
Overall, Blasting Zone is a staple in competitive Squall gameplay. It can be used effectively with ease to retaliate and chip away health. Great for calling out predictable behavior.
 
|-|Rough Divide=
{{AbilityInfo
{{AbilityInfo
|damage=-
|damage=2 x 5, 5 (15)
|startup=59F
|startup=43F
|type=-
|type=Both
|priority=Melee High
|priority=Ranged High (first hit), Melee High (other hits)
|ex=0
|ex=30
|effect=Wall rush
|effect=Wall rush
|cp=30 (15)
|cp=30 (15)
}}
}}
''[Long] Leap into a charge. Slow start, but very fast charge.''
''[Close] Holy sword magic. Effective against any height.''
 
A long distance aerial charging attack. While good for whiff punishing long recovery attacks from a great distance, Rough Divide is usually outclassed by his other ground HP attacks. As such, it's midair version is often used instead.


</tabber>
Using Paladin Force right after connecting with Searchlight activates the homing followup attacks even if Paladin Force would've otherwise missed.


== Aerial ==
|-|Luminous Shard=
<tabber>
|-|Aerial Circle=
{{AbilityInfo
{{AbilityInfo
|damage=-
|damage=-
|startup=43F
|startup=63F
|type=-
|type=-
|priority=Ranged High
|priority=Ranged High
|ex=0
|ex=60
|effect=Block Low (Ranged), wall rush, absorb
|effect=Paladin BRV damage +3%, Dark Knight BRV damage -3%
|cp=30 (15)
|cp=30 (15)
}}
}}
''[Close] Surround self with explosions. Blocks foe's spells.''
''[Long] Shoot light projectiles. Paladin BRV damage +3%. Dark Knight BRV damage -3%.''


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


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


A notable strength that Aerial Circle has is meter depletion. Due to the active frames provided by the surrounding explosions, Aerial Circle can hit multiple times with the help of {{012yuna}} assist, which requires no wall. The additional hits inflict no HP damage, but meter depletion will activate for each successful hit. This is more difficult to replicate with other assists or Fated Circle, as they require wall rush to go along with the subsequent hits.
= EX Mode: Job Augment! =


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


|-|Rough Divide=
* Regen
{{AbilityInfo
* Critical Boost
|damage=-
* Proteus
|startup=59F
* Inner Strength
|type=-
|priority=Melee High
|ex=0
|effect=Wall rush
|cp=30 (15)
}}
''[Long] Leap into a charge. Slow start, but very fast charge.''


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


Rough Divide can be used as a long range whiff punisher (after LV1 Assist Change or otherwise) or to pre-emptively call out dodges and Fire Barret hits from a distance. It can also wall rush, though the knockback isn't particularly large. If the opponent is positioned in the middle of Rough Divide's maximum distance, using assist to interrupt it is often ill-advised. It is Melee High priority however, so high priority blocks such as {{012exd}}'s Omni Block and {{012jec}}'s Jecht Block can stagger Squall.
''[Activate with R + Square] Bridles light and darkness to instantly change jobs without attacking.''


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


</tabber>
''[Always active while in EX Mode] Each attack is 1.5 times as powerful.''


= EX Mode: Lionheart equipped! =
=== EX Burst: Face Shift ===
Effects:
* Regen
* Critical Boost
* Lionheart (RANGE)
* Lionheart (HIT)


== Lionheart (RANGE) ==
''A chain of attacks combining the power of light and darkness. Enter the commands that appear on both sides of the screen at the same time.''
''[Always active while in EX Mode] Transfers the heart of a lion to the weapon, increasing it's range.''


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


== Lionheart (HIT) ==
|damage1=6, 9 (15, DK)
''[Always active while in EX Mode] Pushes the weapon's specs to the limit, increasing the force of each blast.''


Certain hits during bravery attacks are repeated for extra damage. Check the damage multipliers in the attack info for more.
|damage2=15 (PA), 25 (DK), 7 x 2 (DK), 30 (PA) (99 total)


== EX Burst: Renzokuken ==
|type=Both
''A flurry of attacks ending in one shattering blow. Watch your timing and press R when the cursor is in the frame.''


{{burst
|damage1=2,2 (4)
|damage2=9x7, 13, 20 (96) (100 total)
|type=Physical
}}
}}
= About the Job System =
Cecil has two jobs, but only has access to one of them at a time. To change jobs, use an attack that transitions into the other job. Dark Step or Paladin Arts braveries can only be done Dark Knight and Paladin jobs respectively. HP attacks on the other hand are always available and change Cecil's job depending on if he's grounded or not. Ground HP attacks change to a Dark Knight job, while midair HP attacks change to a Paladin job.
Jobs can be changed freely outside of attack animations during EX mode by pressing R+Square. This means that outside of EX mode, Cecil often makes himself vulnerable in order to change movesets, making this adjustment rather risky for Cecil at times. Not only that, equipping Shadow Bringer or Luminous Shard HP attack locks Cecil out of equipping the other HP, further incentivising dedicated Dark Knight or Paladin playstyle.
Cecil ALWAYS starts a fight in Dark Knight form, meaning Paladin-focused players will have to perform an HP attack as soon as the match starts, or bide their time in Dark Knight form until they have an opportunity to change forms without being punished.


= Combos =
= Combos =
Line 380: Line 343:
== Solo ==
== Solo ==


Squall has several solo combos on the ground and is one of the best characters at taking advantage of landing lag.
=== Dark Knight ===
 
Dark Cannon is Cecil's only grounded solo combo starter. It cannot combo into Dark Flame or another Dark Cannon.
 
The projectiles travel in a forward-back motion, but the damage output fluctuates a lot with range. Once the projectiles have reached their max range, their damage multiplier (1x4) will become stronger (2x4, 3) and return to Cecil. This latter portion of the attack is often more practical, but because the projectiles don't have excessive hitboxes or much vertical tracaking, Dark Cannon will realistically land at least '''four hits''' (2x3, 3) on it's way back. Please keep this in mind when referencing damage tables for combos involving Dark Cannon.


DC = Dodge cancel
Paladin Arts is Dark Knight Cecil's solo air combo starter that involves his Paladin bravery Searchlight. The combo structure is identical with Searchlight starters, but it can also be looped into itself during EX Mode.
<br>LL = Landing lag


{| class="wikitable sortable"
{|class="wikitable sortable"
! scope=col | Combo
! scope=col | Damage
! scope=col | EX Force
! scope=col | Notes
! scope=col | Video
|-
|Dark Cannon > Valiant Blow || '''49+ WR''' (2x3, 3, 10, 10, 20) || '''42+''' 3, 3, 3, 3, 30 || Basic bravery combo with high damaging wall rush ender. || video
|-
|-
! scope=col | Combo
|Dark Cannon > Shadow Lance || '''59+ WR''' (2x3, 3, 8, 7x6 + WR) ||| '''32''' (3, 3, 3, 3, ~20) || Basic bravery combo with an even more damaging wall rush ender. || video
! scope=col | Approximate damage (multipliers)
! scope=col | Approximate EX Force
! scope=col | Notes
! scope=col class=unsortable | Video
|-
|-
|Solid Barrel (3 hits) > DC > LL > Upper Blues (2 hits, delay the 2nd hit) > DC > LL > Beat Fang || '''65 + WR''' (5, 6, 8, 3, 3, 40 + WR) || ?? || The notorious "golden combo". Highest assist gain. Solid Barrel DC into Upper Blues is particularly difficult to time. The landing lag link is prone to escape outside of EX Mode (1-2 frame timing), but if the opponent's dodge timing is off at any point, the combo becomes far more consistent.<br>Solid Barrel's 2nd and 4th hits can be more reliable, but will require having back against the wall. || video
|Dark Cannon > Soul Eater || '''32 + HP WR''' (2x3, 3, 4, 2x5, 6 + HP WR) || '''42''' (3, 3, 3, 3, 30) || Basic HP combo with wall rush potential. Not prioritized unless Cecil doesn't have Shadow Bringer, which outclasses Soul Eater in a couple areas.
|-
|-
|Beat Fang (1st hit) > DC > LL > Beat Fang (1st hit) > repeat || 6+ (3, 3, 3...) || ?? || Infinite combo. Reliant on landing lag and difficult to time, but it is inescapable if the opponent cannot use assist or EX. Can be easier during EX Mode due to the added hit. On average this is a very low damaging infinite, but even with one repetition the added assist generation on attack is a great asset to Squall. This can be used to the player's advantage in tournaments where infinites are banned. || video
|Dark Cannon > Shadow Bringer || '''32 + HP WR''' (2x3, 3, 10, 10 + HP WR) || '''42''' (3, 3, 3, 3, 30) || Basic HP combo with better wall rush potential. Shadow Bringer has better frame data and superior knockback for wall rush, outperforming Soul Eater. || video
|-
|-
|Mystic Flurry > DC > Beat Fang / Aerial Circle || ?? || ?? || Very inconsistent due to Mystic Flurry's projectile positioning and reliance on connecting another attack during one of the projectiles. || video
|Paladin Arts > Radiant Wings || '''70''' (7, 2x4, 3x5, 3, 3, 7, 6, 6, 6, 9 + WR) || '''30''' (0, 30) || High damage bravery ender. || video
|-
|-
|Fire Barret > Beat Fang || '''45~55 +WR (5~15, 40 + WR) || ?? || A single Fire Barret projectile has enough hit stun to combo into Beat Fang or even Aerial Circle if it hit moments after firing it. Can be difficult to visually confirm in the heat of the moment. || video
|Paladin Arts > Radiant Cross || '''60''' (7, 2x4, 3x5, 3x5, 5, 10) || '''90''' (0, 90) || Sacrifice bravery damage to generate more EX Force. || video
|-
|Paladin Arts > Saint's Fall || '''40 + HP WR''' (7, 2x4, 3x5, 1x3, 2, 1x2, 3 + HP WR) || '''30''' (0, 30) || Solo HP combo with a ground wall rush. Similiar to Soul Eater, Saint's Fall is typically outclassed by other HPs in damage, range or utility, so it's not often prioritized. || video
|-
|Paladin Arts > Paladin Force || '''45 + HP WR''' (7, 2x4, 3x5, 2x5, 5) || '''30''' (0, 30) || Solo HP combo that also wall rushes on the ground. Good for ground assist combos. Paladin Force has slightly higher bravery damage output compared to Saint's Fall, but it also has better vertical tracking in close range, making this combo easier to land. || video
|-
|Paladin Arts > DC > Job Change > Paladin Arts > DC > Job Change > Paladin Arts > Paladin Force || '''105 + HP WR''' (7, 2x4, 3x5, 7, 2x4, 3x5, 7, 2x4, 3x5, 2x5, 5) || '''30''' (0, 0, 0, 30) || EX Mode only. High damaging loop, but more reliable to set up with Aerith assist on the ground. <ref group="notes">Paladin Arts loop: This is one of Cecil's hardest solo combo routes, but also one of the most rewarding for him. Cecil can change jobs freely during EX Mode, which lets him combo into Dark Knight braveries without doing an HP first. <br>The goal is to stay at the opponent's height and at close range. Position Cecil just far enough so that he isn't touching them. The Dark Knight projectile will lift the opponent upwards, so you will have to dodge cancel slightly upwards at least once. More testing is required, but this is a proven concept for Cecil's combos.</ref>
|}
|}


=== Thunder Barret ===
=== Notes ===
<references group="notes" />
 
=== Paladin ===


Squall's Thunder Barret inherently allows cancelling into another attack and causes enough hitstun to even chain into HP attacks with precise timing. In short, Thunder Barret can combo into any grounded attack except Rough Divide.
Cecil's combo game expands considerably with Slash and Searchlight, moreso the latter. While Slash provides a few self-sufficient solo combos for just the Paladin job, Searchlight also supports Dark Knight followups in and out of EX mode.


Each Thunder Barret bolt has a damage multiplier of 3 and further bolts can miss if performed close to the opponent. Therefore, the overall damage and meter generation depend largely on the initial distance and followup(s).
Similiar to Dark Cannon, Searchlight allows Cecil to combo into other Paladin bravery and HP attacks. Searchlight does not have to hit with all of the projectiles to combo or do a [[Glitch_(Dissidia_012)#Hit_Glitch|'''hit glitch''']] with Paladin Force, so the damage will vary if less projectiles hit.


Note that the bolts do not hit at once - Each bolt hits consecutively, with the furthest bolt hitting first and the closest bolt hitting last. That means Thunder Barret inflicts more hit stun when used from longer range. This is important for comboing into Revolver Drive, Squall's most rewarding link.
Because these combos don't rely on ground, players may find more opportunities to use them.


{| class="wikitable sortable"
{|class="wikitable sortable"
! scope=col | Combo
! scope=col | Damage
! scope=col | EX Force
! scope=col | Notes
! scope=col | Video
|-
|-
! scope=col | Combo
| Slash > Free Air Dash > Radiant Wings || '''60 + WR''' (10, 10, 3, 3, 7, 6, 6, 6, 9 + WR) || '''120''' 90, 30 || Ground combo into a wall rush. Cancel Slash's recovery into Free Air Dash and close the gap to follow up with Radiant Wings. || video
! scope=col | Approximate damage (multipliers)
! scope=col | Approximate EX Force
! scope=col | Notes
! scope=col class=unsortable | Video
|-
|-
|Thunder Barret > Solid Barrel || '''58~67''' (3~12, 55) || 99~126 (9~36, 90) || Easy to do, high EX gain. || video
|Slash > Free Air Dash > Sacred Cross || '''50''' (10, 10, 3x5, 5, 10) || '''180''' (90, 90) || Ground combo with higher EX generation. || video
|-
|-
|Thunder Barret > Upper Blues || '''23~32 + WR''' (3~12, 20 +  WR) || 39~66 (9~36, 30) || Wall rush and dodge cancel Beat Fang help facilitate ground assist followups. || video
|Slash > Paladin Force || '''35 + HP WR''' (10, 10, 2x5, 5) || '''30''' (0, 30) || Wall / corner only. Ground combo into HP wall rush. Cancel Slash's recovery into Paladin Force instead of Free Air Dash.
|-
|-
|Thunder Barret > Blizzard Barret || '''13~22''' (3~12, 10) || 9~36 (9~36, 0) || No known utility to prioritise this over other followups. || video
|Searchlight > Radiant Wings || '''55 + WR''' (3x5, 3, 3, 7, 6, 6, 6, 9 + WR) || '''30''' (0, 30) || Highest damaging bravery followup, moreso if it wall rushes. Good for setting up ground assist combos. || video
|-
|-
|Thunder Barret > Fusillade || 33~42+ || 69~96+ || Not often prioritised due to other braveries, but this cannot be staggered by LV2 Assist Change. Can be used in conjunction with assists with downward knockback for added EX Force. || video
|Searchlight > Sacred Cross || '''45''' (3x5, 3x5, 5, 10) || '''90''' (0, 90) || Less bravery damage, but more EX Force. Combos into {{012aer}} assist with a chase setup. || video
|-
|-
|Thunder Barret > Fated Circle || '''3~12 + HP WR''' || 9~36 || Same timing requirement as Revolver Drive, does not inflict additional bravery damage or generate EX. Similiar to Fusillade, LV2 Assist Change cannot stagger Squall. Overall the weakest HP option of the three in terms of reward, but can still wall rush. || video
|Searchlight > Saint's Fall || '''25 + HP WR''' (3x5, 1x3, 2, 1x2, 3 + HP WR) || '''30''' (0, 30) || Solo HP combo with a ground wall rush. Similiar to Soul Eater, Saint's Fall is typically outclassed by other HPs in damage, range or utility, so it's not often prioritized. || video
|-
|-
|Thunder Barret > Blasting Zone || '''13~22''' (3~12, 10) || 99~126 (9~36, 90) || Easiest HP attack timing due to faster start-up. Good EX gain and can still combo into air assists. || video
|Searchlight > Paladin Force || '''30 + HP WR''' (3x5, 2x5, 5) || '''30 (0, 30)''' || Solo HP combo that also wall rushes on the ground. Good for ground assist combos. <br>Paladin Force has slightly higher bravery damage output compared to Saint's Fall, but it also has far superior tracking after Searchlight connects. Naturally, the bravery damage is slightly reduced if Cecil has to close the distance with the attack first.
|-
|-
|Thunder Barret > Revolver Drive || '''4~86 + HP WR''' (3~12, 1xN, max 50) || 12~186 || Highest EX gain, great wall rush potential and stage position manipulation. One of Squall's strongest solo combos. Repeatedly pressing Revolver Drive will not register a held input once the HP attack begins, which can cause issues when practicing the timing. || video
|Searchlight > DC > Job Change > Paladin Arts > Paladin Force || '''60 + HP WR''' (3x5, 7, 2x4, 3x5, 2x5, 5) || '''30''' (0, 0, 30) || EX Mode only. Must be done at close range (but not at point blank) and Cecil must be at roughly the same height with the opponent. Adjust Cecil's positioning with the dodge cancel movement to meet those requirements. <br>This is one of Cecil's hardest solo combo routes, but also one of the most rewarding for him. It is possible to loop Paladin Arts a couple times this way as well. <ref group="notes">Cecil can change jobs freely during EX Mode, which lets him combo into Dark Knight braveries without doing an HP first. Start with Searchlight in Paladin, dodge cancel, then press R + square right before Cecil can attack out of a dodge. Finally, follow up immediately with Paladin Arts in Dark Knight.</ref> || video
|-
|Thunder Barret > Solid Barrel (3 hits) > DC > LL > Upper Blues (2 hits, delay the 2nd hit) > DC > LL > Beat Fang || '''68~77 + WR''' (3xN, 5, 6, 8, 3, 3, 40 + WR) || ?? || The most extensive solo ground combo. Comboing into Solid Barrel also enables the golden combo, increasing bravery damage and assist meter gain even further. || video
|}
|}
=== Notes ===
<references group="notes" />


== Assist ==
== Assist ==


* AC = Assist Chase
=== Dark Knight ===
* DC = Dodge Cancel
Cecil can convert off of wall rush, first part of a bravery attack or by initiating chase. Dark Knight primarily converts off of the first two, while Paladin can also convert off of chase.
* LL = Landing Lag
* WR = [[Wall_Rush_(Dissidia_012_Final_Fantasy)|'''Wall Rush''']]
Note that Dark Flame can wall rush in stages with low ceiling such Pandaemonium - Top Floor and M.S. Prima Vista!
<tabber>
|-|Jecht=
* Valiant Blow (1st part) - Jecht - Dark Cannon - Valiant Blow / Shadow Lance / Shadow Bringer / Soul Eater
* Shadow Lance / HP (wall rush) - Jecht - Dark Cannon - Valiant Blow / Shadow Lance / Shadow Bringer / Soul Eater
* Shadow Lance / HP (wall rush) - Jecht - Paladin Arts - Radiant Wings / Sacred Cross / Paladin Force
* Gravity Ball (wall rush) - Jecht - dodge cancel forward - Paladin Arts - dodge cancel - Paladin Force
* Gravity Ball (wall rush) - Jecht - ground dash - Dark Flame
* Paladin Arts (dark sphere) - Jecht - Dark Cannon - Valiant Blow / Shadow Lance / Shadow Bringer / Soul Eater
 
|-|Yuna=
 
The same principles apply as with Jecht assist, except ground wall rush off of Gravity Ball requires a wall for follow-ups. Yuna holds for a shorter amount of time as well.
 
* Valiant Blow (1st part) - Yuna - Dark Cannon - BRV / HP
* Shadow Lance / HP (wall rush) - ground dash if at a distance - Dark Cannon - BRV / HP
* Valiant Blow / HP (wall rush) - ground dash if at a distance - jump - Paladin Arts - dodge cancel - BRV / HP
 
|-|Sephiroth=


Any attack that can be chained from Thunder Barret adds 3~12 extra damage and 9~36 EX Force depending on how many bolts hit.
Due to the assist's knockback, ending combos in Paladin Force is often most reliable. Shadow Bringer can help in safely transitioning back to Dark Knight, however.
* Valiant Blow 2nd part + Assist call upon inputting 2nd part - assist teleport - Paladin Force
* Valiant Blow 2nd part + Assist call upon inputting 2nd part - lock off - assist teleport - turn around to face opponent - Paladin Arts - BRV / HP
* Shadow Bringer - Assist call after second hit of Shadow Bringer - assist teleport - Paladin Force
* Valiant Blow / Shadow Lance / HP (wall rush) - Sephiroth - Paladin Force


</tabber>
=== Paladin ===
<tabber>
<tabber>
|-|Kuja=
|-|Aerith=
Chase sequences allow Cecil to trap the opponent inside Aerith's Seal Evil or brute force an HP attack via chase. What Cecil loses in EX depletion on assist hit, he makes up for it with opportunities to set up solo combos and accumulate bravery or inflict HP damage.
 
Any grounded wall rush Aerith combo can be followed up with a Searchlight solo combo or an HP attack. This creates '''a lot''' of variance, but they all do the same things as they normally would - The Slash solo combo adds bravery damage or EX depending on the ender (Radiant Wings or Sacred Cross respectively), but landing an HP is also an option with Paladin Force or even Shadow Bringer.
 
Note, that if an opponent does not evade a chase HP attack during an Aerith setup, they can get wall rushed when close to a wall or a corner. This will net Cecil HP damage on ''top'' of the assist combo.


== Ground ==
== Ground ==


{| class="wikitable sortable"
Slash solo combos also serve as assist combo starters for Aerith, so the damage and EX gain differ with the starter. Slash > Free Air Dash > Radiant Wings is more damage, while Slash > Free Air Dash > Sacred Cross is more EX.
! scope="col"| Starter
 
! scope="col"| Combo
{|class="wikitable sortable"
! scope="col"| Damage
! scope=col|Starter
! scope="col"| EX Force
! scope=col|Combo
! scope="col"| Notes
! scope=col|Damage
! scope="col"| Video
! scope=col|EX Force
|-
! scope=col|Notes
|rowspan="3"|Solid Barrel (4th hit) || -- || 29 (5, 6, 8, 10) || 24 (6, 6, 6, 6) || -- || --
! scope=col|Video
|-
|Kuja > AC > Aerial Circle ||  '''79 + HP''' (29 + 50, HP) || '''24''' || Basic. HP ender.|| video
|-
|Kuja > AC > Beat Fang || '''119''' (29, 50, 40) || '''54''' (29, 30) || Basic. BRV ender. || video
|-
|rowspan="2"|Solid Barrel (last hit) || -- || 55 (5, 6, 8, 10, 5, 5, 16) || 90 || Knockback cancel or wall. <ref group="footnotes">'''Solid Barrel (last hit):''' Call Kuja as you press the last part of Solid Barrel. The assist should hit the opponent as Squall blows the opponent away. It's still technically more damage even with an early timing where the last hit misses.</ref>|| --
|-
|Solid Barrel 4th > Call Kuja > Solid Barrel (last) > Kuja (hit) > Aerial Circle || '''105 + HP''' (55, 50, HP) || '''90''' (90, 0) || -- || video
|-
|rowspan="4"|Upper Blues (3rd hit) || -- || 11 (3, 3, 5) || 24 (9, 9, 6) || -- || --
|-
|Kuja > DC > AC > Aerial Circle || '''61 + HP''' (11, 50, HP) || '''24''' || Basic. || video
|-
|-
|Kuja > DC > AC > Beat Fang || '''101''' (11, 50, 40) || '''54''' (24, 30) || Basic. || video
|rowspan="2"|Lightning Rise || -- || 30 (3, 3, 5, 4, 4, 11) || 90 || Not often used due to Lightning Rise's shortcomings, but Cecil can follow up after setting up Aerith assist with a chase HP. || --
|-
|-
|Kuja > DC (back) Fire Barret > DC > AC > Beat Fang (1st hit) > DC > Fire (hit) > Beat Fang || '''109''' (11, 50, 3, 5, 40) || '''63''' (24, 9, 30) || Advanced. Fire Barret tracking is finicky, but adds a bit of extra damage. || video
|Aerith > Chase > Chase HP > opp dodged > Searclight > Paladin Force || '''60 + HP WR''' (30 > 3x5 > 2x5, 5) || '''135''' (90, 15 chase, 30) || Chase setup. Call Aerith before the chase prompt appears, then proceed to enforce an HP attack on the opponent. || video
|-
|-
|rowspan="2"|Upper Blues || -- || 20 + WR || 30 || Wall Rush || --
|rowspan="2"|Slash > Free Air Dash > Radiant Wings || -- || 60 (10, 10, 3, 3, 7, 6, 6, 6, 9 + WR) || '''120''' (90, 30) || Higher damaging starter combo. || --
|-
|-
|Kuja > DC > Aerial Circle (+WR) > AC > Beat Fang || '''107 + HP & WR''' (20 + WR, 47 + HP (WR) 40)  || '''60''' (30, 30) || Staple. Aerial Circle enables crits during brv recovery for Beat Fang, increasing damage output. Use the HP from far enough to knock towards floor again. <ref group="footnotes">'''Upper Blues WR > Kuja > Aerial Circle:''' You have to dodge upwards a little bit to not pull the opponent out of Kuja assist, and to not push the opponent away from floor with the HP. This idea of hovering over the opponent applies to a Beat Fang Kuja combo as well.</ref> || video
|Aerith > WR > Searchlight (right before landing) > Land > Searchlight (hit) > Slash > Free Air Dash > Radiant Wings || '''135 + WR''' (3x5 > 10, 10 > 40 + WR) || '''240''' (120, 0, 90, 30) || Bravery damage. || video
|-
|-
|rowspan="2"|Blasting Zone || -- || 10 || 90 || -- || --
|rowspan="3"|Slash > Free Air Dash > Sacred Cross || -- || 50 (10, 10, 3x5, 5, 10) || 180 (90, 90) || No wall rush, Sacred Cross ender prioritizes EX Force generation. || --
|-
|-
|Kuja > AC > Beat Fang || '''100 + HP''' (10 + HP, 50, 40) || '''120''' || Call assist when opponent's knockback is slowing down. || video
|Aerith > Chase > Chase HP > opp dodged > Searchlight > Sacred Cross || '''95''' (50 > 3x5 > 3x5, 5, 10) || '''285''' (180, 15 chase, 0, 90) || EX focused combo with no HP at the end. || video
|-
|-
|rowspan="2"|Fated Circle || -- || 0 || 0 || Wall Rush || --
|Aerith > Chase > Chase HP > opp dodged > Searchlight > Paladin Force || '''80 + HP'''(50 > 3x5 > 2x5, 5) || '''225''' (180, 15 chase, 30) || HP ender sacrifices brv damage and EX. || video
|-
|-
|WR > Kuja > Beat Fang || '''87 + HP & WR''' (0 + HP WR, 47, 40 + WR) || '''30''' (0, 30) || Against a grounded opponent, Fated Circle can wall rush on the floor without the extra damage for a combo. || video
|rowspan="2"|Dark Step || -- || 27 (5, 10, 1x2, 10) || 90 || Chase setup. Call Aerith before Cecil becomes grounded, then initiate chase. || --
|-
|-
|rowspan="2"| Fusillade || -- || 30+ (6,6,6,6 each 6) || 60~90 || Dodge cancel for an assist combo. || video
|Aerith > Land > Chase > Chase HP > opp dodged > Searchlight > Paladin Force || '''57''' (27, 3x5 > 2x5, 5 + HP WR) || '''135''' (90, 15 chase, 0, 30) || -- || video
|-
|DC > Kuja > Aerial Circle || '''80+''' (30+, 50, HP) || '''60~90''' || -- || video
|-
|rowspan="2"|Revolver Drive || -- || 1xN (max 50) || each 3 (max 150) || Wall Rush || --
|-
|WR > Kuja > Beat Fang || '''91~140 + HP WR''' (1~50, 50, 40) || '''31~80''' (1~50, 30) || Basic. || video
|}
|}


== Aerial ==
== Aerial ==


{| class="wikitable sortable"
{|class="wikitable sortable"
! scope="col"| Starter
! scope=col|Starter
! scope="col"| Combo
! scope=col|Combo
! scope="col"| Damage
! scope=col|Damage
! scope="col"| EX Force
! scope=col|EX Force
! scope="col"| Notes
! scope=col|Notes
! scope="col"| Video
! scope=col|Video
|-
| rowspan="4"|Sacred Cross || -- || 30 (3x5, 5, 10) || 90 || Air combo starter. Doesn't require a wall and Sacred Cross is one of Cecil's better aerial moves, which will see use often. || --
|-
|Aerith > Chase > Chase HP > Opp dodged > Aerith (hit) > Searchlight > Paladin Force || '''60 + HP WR''' (3x5, 5, 10 > 3x5 > 2x5, 5 + HP WR) || '''135''' (90, 15 chase, 30) || Air chase setup into a solo HP combo. Aerith must be called quickly after Sacred Cross' last hit, because of the early chase prompt. || video
|-
|-
|rowspan="2"|Beat Fang || -- || 27 (3, 5, 7, 2x6) || 30 || No wall. Call Kuja during last part.<ref group="footnotes">'''Beat Fang > Kuja:''' Similiar to Solid Barrel knockback cancel, call Kuja as you input the last part of Beat Fang. Kuja will pick up the opponent. If that's too difficult, Kuja can also combo off of Beat Fang's third hit for less damage.</ref> || --
|Aerith > Chase > Chase HP > Opp dodged > Aerith (hit) > Searchlight > Sacred Cross || '''75''' (3x5, 5, 10 > 3x5 > 3x5, 5, 10) || '''195''' (90, 15 chase, 90) || Air chase setup into solo BRV combo. Ending the combo with Sacred Cross generates a lot more EX Force. || video
|-
|-
|Kuja > AC > Aerial Circle || '''77''' (27, 50, HP) || 30 (30, 0) || -- || video
|Aerith > [[Chase_(Dissidia_012)#Empty_Chase|'''Empty Chase''']] > WR (ground) > Aerith (hit) > Jump > Searchlight > Land > Slash > Free Air Dash > Sacred Cross || '''95''' (3x5, 5, 10 > 3x5 > 10, 10 > 3x5, 5, 10) || '''270''' (90, 0, 90, 90) || Air-to-ground assist combo with a solo combo ender. This one has highest EX gain. Must be near ground for empty chase to cause wall rush. Delay the chase a little bit to force the grounded wall rush from higher altitude. || video
|-
|-
|rowspan="2"|Beat Fang || -- || 40 (3, 5, 7, 2x6) || 30 || Wall Rush. || --
|rowspan="3"|Radiant Wings || -- || 40 + WR (3, 3, 7, 6, 6, 6, 9 + WR) || 30 || Wall Rush. Aerith is too slow to convert off of Radiant Wings' first part unless done pre-emptively as a punish. || --
|-
|-
|WR > Kuja > DC > Aerial Circle > DC > AC > Beat Fang || '''127 + HP & WR''' (40 + WR, 47, HP + WR, 40 + WR) || '''60''' (30, 0, 30) || Same idea as with Upper Blues > Aerial Circle. HP during assist for extra crits. || video
|Aerith > WR > Searchlight > Paladin Force || '''65 + HP WR''' (40 + WR > 3x5 > 2x5, 5 + HP WR) || '''60''' (30, 0, 30) || Wall Rush, basic assist combo into HP. Call Aerith after last hit, but before wall rush happens. || video
|-
|-
|rowspan="2"|Aerial Circle || -- || HP + WR || 0 || Wall Rush. || --
|Aerith > WR > Searchlight (right before landing) > Land > Slash > Free Air Dash > Radiant Wings || '''115 + WR''' (40 + WR > 3x5 > 10, 10 > 40 + WR) || '''150''' (30, 0, 90, 30) || Wall Rush. Slash combo that prioritises bravery damage. || video
|-
|-
|WR > Kuja > AC > Beat Fang || '''90 + HP WR''' (HP+ WR, 50, 40) || '''30''' (0, 30) || Basic. || video
|}
|}


 
|-|Tidus=
==Notes==
* Searchlight - Tidus (air) - BRV / HP
<references group="footnotes" />
* Radiant Wings (1st part) - Tidus (air) - BRV / HP
* Radiant Wings (wall rush) - Tidus (ground) - dodge cancel - Searchlight - land on ground and approach - Slash - Free Air Dash cancel and dash for a split second - Radiant Wings or Sacred Cross
* Sacred Cross (near wall) - Assist call - empty chase - BRV / Paladin Force
* Sacred Cross (above opponent on the ground) - empty chase - Tidus (ground) - Free Air Dash - Searchlight - land on ground and approach
* Slash - Free Air Dash cancel and dash for a split second - Radiant Wings or Sacred Cross
* Dark Step (1st part) - Tidus - BRV / HP


|-|Yuna=
|-|Yuna=
* Searchlight - Yuna (air) - Free Air Dash if at a distance - BRV / HP


* Solid Barrel (4th hit) > Yuna > DC (neutral) > Thunder Barret > Solid Barrel (damage) / Revolver Drive (EX)
* Radiant Wings (1st part) - Yuna (air) - BRV / HP
* Upper Blues (3rd hit) > Yuna > DC > Aerial Circle when second assist hit connects
* Upper Blues (3rd hit) > Yuna > DC > Thunder Barret > BRV / HP
* Upper Blues or Beat Fang (wall rush) > Yuna > WR > Thunder Barret / Rough Divide (depending on distance)
* Beat Fang (3 hits) > Yuna > DC > Aerial Circle when second assist hit connects
* Yuna > DC > Thunder Barret > BRV / HP (requires ground)
* Blasting Zone > Yuna > Ground Dash > Thunder Barret > BRV / HP <ref group="notesyuna">'''Blasting Zone:''' Call Yuna as late as possible. She doesn't have much horizontal reach. Easier at a wall.</ref>
* Fated Circle > WR > Yuna > Thunder Barret > BRV / HP
 
==Notes==
<references group="notesyuna" />
 
|-|Jecht=
 
* Solid Barrel (4th hit) > Jecht > Thunder Barret > DC > move backwards > Thunder Barret > BRV / HP
* Upper Blues (3rd hit) > Jecht > DC > Thunder Barret > BRV / HP
* Upper Blues or Beat Fang (wall rush) > DC > Jecht > Thunder Barret > BRV / HP
* Beat Fang (3 hits) > DC > Thunder Barret > BRV / HP (requires ground)
* Beat Fang (3 hits) > Jecht > DC (diagonally forward) > Rough Divide
* Blasting Zone > Jecht > Ground Dash > Thunder Barret > BRV / HP <ref group="notes">Similiar to Kuja assist, call Jecht when the opponent's momentum has slowed down. Without wall, only the second kick will hit and follow through with the air combo.</ref>
* Fated Circle (floor WR) > Jecht > Ground Dash > Thunder Barret > BRV / HP
* Aerial Circle / Rough Divide (WR) > Jecht > Thunder Barret > BRV / HP
 
==Notes==
<references group="notes" />
 
|-|Tidus=
* Solid Barrel (4th hit) > Tidus >  Beat Fang / Aerial Circle
* Upper Blues (3rd hit) > Tidus > Beat Fang / Aerial Circle
* Upper Blues / Beat Fang (WR) > Tidus > DC > Thunder Barret > BRV / HP
* Beat Fang (3 hits) > Tidus > DC > Aerial Circle
* Blasting Zone > Tidus <ref group="notestidus"> Much like Yuna assist, timing must be delayed more than usual to make up for short reach.</ref>
* Fated Circle (floor WR) > Tidus > Ground Dash x2 > Upper Blues (delayed 2nd hit) > DC > LL > Beat Fang
 
== Notes ==
<references group="notestidus" />
 
|-|Sephiroth=
 
* Solid Barrel (4th hit) > Sephiroth > DC (forward) > Rough Divide
* Solid Barrel (4th hit) > Sephiroth > DC (forward) > Beat Fang (1st hit) > DC > teleport > Beat Fang
* Upper Blues (3rd hit) > Sephiroth > DC (diagonally forward) > Rough Divide <ref group="notessephi">'''Upper Blues (3rd hit):'''Do Rough Divide when Sephiroth transitions to second part of his attack.</ref>
* Upper Blues / Beat Fang (WR) > Sephiroth > DC > Aerial Circle > AC > Beat Fang <ref group="notessephi">Same idea as with Kuja ground assist. HP during the assist and leverage the increased critical hit rate afterwards with Beat Fang.</ref>
* Upper Blues / Beat Fang (WR) > Sephiroth > DC > Heel Crush > teleport > Beat Fang / Aerial Circle
* Beat Fang (3 hits) > Sephiroth > DC (diagonally forward) > Rough Divide
* Beat Fang (3 hits) > Sephiroth > DC > Aerial Circle (during assist)
* Blasting Zone > Sephiroth > Beat Fang
* Fated Circle (floor WR) > Sephiroth > AC > Beat Fang
 
== Notes ==
<references group="notessephi" />
 
|-|Onion Knight=
* Solid Barrel (4th hit) > Onion Knight > DC (forward) > Rough Divide
* Solid Barrel (4th hit) > Onion Knight > DC (neutral) > Thunder Barret > DC (neutral) > Blasting Zone
* Upper Blues (3rd hit) > Onion Knight > DC > Rough Divide
* Upper Blues / Beat Fang (WR) > Onion Knight > DC > Aerial Circle > WR > DC > AC > Beat Fang <ref group="notesok">Same as with Kuja and Sephiroth assist. Wall rush with Aerial Circle during the assist. </ref>
* Beat Fang (3 hits) > Onion Knight > DC > Rough Divide
* Blasting Zone > Onion Knight > DC (forward) > Free Air Dash > BRV / HP if wall rushed. <ref group="notesok">Requires later timing than other listed assists, therefore margin for error is small.</ref >
* Fated Circle (floor WR) > Onion Knight > AC > Beat Fang
 
== Notes ==
<references group="notesok" />
 
|-|The Emperor=
* Solid Barrel (4th hit) > The Emperor > Solid Barrel (last hit) > The Emperor (hit) > Thunder Barret > BRV / HP
* Upper Blues > The Emperor (call during 1st hit) - Upper Blues wall rush > The Emperor (trap) HIT > DC > Heel Crush > DC > Thunder Barret > BRV / HP
* Upper Blues > The Emperor (call during 2nd hit, continue after slowdown ends) > Upper Blues wall rush > The Emperor (Mine) HIT > DC > AC > Beat Fang
* Beat Fang (WR) > Beat Fang WR > The Emperor > AC > Beat Fang <ref group="notesemp">call The Emperor just as wall rush happens</ref>
* Beat Fang (3 hits)
* Blasting Zone
* Fated Circle (floor WR)
 
== Notes ==
<references group="notesemp" />
 
|-|Terra=
* Solid Barrel (4th hit) > Terra > Solid Barrel last hit > chase > chase HP > opponent dodges and does chase BRV > Terra HIT > (If you dodged chase BRV): Thunder Barret - BRV / HP]. (If hit by chase BRV): Recovery attack Rough Divide
* Solid Barrel (4th hit) > Terra > Solid Barrel last hit > chase > chase HP > opponent dodges and does chase HP > player dodge HP* > Terra HIT > Thunder Barret > BRV / HP
* You will want to evade chase HP, as the movement can make Terra's Graviga miss.
* Upper Blues (3rd hit) > Terra > DC > Aerial Circle / Rough Divide (requires wall rush, HP depending on distance)
* Upper Blues / Beat Fang (WR)
* Beat Fang (3 hits) > Terra > DC > Aerial Circle / Rough Divide (requires wall rush, HP depending on distance)
* Fusillade > Fusillade (1st hit) > Terra > delay all Fusillade hits and finish > Terra HIT - BRV / HP <ref group="notesterra">If you have second assist bar, you can follow up "Terra HIT" with: Thunder Barret > before Thunder hits, call Terra > Fusillade no delayed hits > Terra HIT > BRV / HP</ref>
 
== Notes ==
<references group="notesterra" />


* Radiant Wings (right before wall rush) - Yuna (air) - BRV / HP. Being closer to ground makes Yuna more likely to connect.


* Sacred Cross (near wall) - Assist call - empty chase - BRV / Paladin Force


* Dark Step (1st part, near wall) - Yuna (air) - BRV / HP


* Paladin Force (after BRV damage, but before HP hit) - Yuna (air) - Sacred Cross (if far from ground) / Paladin Force (if close to ground)


</tabber>
</tabber>
Line 621: Line 543:
= Builds =
= Builds =
<tabber>
<tabber>
|-|Hybrid=
|-|Side by Side (Dark Knight)=
{{Build
{{Build
|hp=10299
|hp=9883
|cp=450
|cp=450
|brv=996
|brv=1623
|atk=177
|def=185
|luk=--
|booster=x3.5
|setbonus=Judgment of Lufenia
|ast=Kuja
|wpn=Lionheart
|hand=Lufenian Shield
|head=Lufenian Helm
|armor=Lufenian Armor ([[CP_Glitch_(Dissidia_012)|'''CP Glitch''']])
|acc1={{accbas}} Hyper Ring
|acc2={{accbas}} Zephyr Cloak
|acc3={{accbas}} Dismay Shock
|acc4={{accboo}} Large Gap in HP
|acc5={{accboo}} Summon Unused
|acc6={{accboo}} Pre-EX Mode
|acc7={{accboo}} Pre-EX Revenge
|acc8={{accsp}} Tenacious Attacker
|acc9={{accsp}} Glutton
|acc10={{accsp}} First to Victory
|summon=Rubicante
}}
 
 
A general all-rounder build.
 
|-|Adamant Chains=
{{Build
|hp=9972
|cp=450
|brv=877 (1052 with First to Victory)
|atk=178
|def=185
|luk=--
|booster=x3.5
|setbonus=Adamant Chains
|ast=Kuja
|wpn=Earthbreaker ([[CP_Glitch_(Dissidia_012)|'''CP Glitch''']])
|hand=Adamant Shield
|head=Adamant Helm
|armor=Adamant Vest
|acc1={{accbas}} Muscle Belt
|acc2={{accbas}} Dismay Shock
|acc3={{accbas}} Battle Hammer
|acc4={{accboo}} Summon Unused
|acc5={{accboo}} Pre-EX Mode
|acc6={{accboo}}Pre-EX Revenge
|acc7={{accboo}} Aerial
|acc8={{accsp}} Tenacious Attacker
|acc9={{accsp}} First to Victory
|acc10={{accsp}} Back-Breaking Straw
|summon=Rubicante
}}
Weapon can be changed according to match-up or player preference.
 
This set primarily takes advantage of the added air dodge distance that the set bonus provides. Squall's air dodges leave him vulnerable with no strong options to cover them, so the additional dodge distance helps him stay safe and whiff punish.
 
Against Onion Knight, Jecht or Cloud, you may need to adjust the accessories to suit Side by Side special accessory for assist meter. Tenacious Attacker is not a necessity, but good to have. Hero's Essence for more CP, Winged Boots for banish traps, Glutton for characters with strong EX generation (e.g. Lightning, Shantotto).
 
|-|EX Core=
{{Build
|hp=10299
|cp=450
|brv=996
|atk=177
|def=185
|luk=--
|booster=x5.3
|setbonus=Soul of Yamato
|ast=Kuja
|wpn=Lionheart
|hand=Genji Shield
|head=Genji Helm
|armor=Genji Armor ([[CP_Glitch_(Dissidia_012)|'''CP Glitch''']])
|acc1={{accbas}} Sniper Eye
|acc2={{accbas}} Dragonfly Orb
|acc3={{accbas}} Battle Hammer
|acc4={{accboo}} EX Core Present
|acc5={{accboo}} Summon Unused
|acc6={{accboo}} Pre-EX Mode
|acc7={{accboo}} Pre-EX Revenge
|acc8={{accboo}} Aerial
|acc9={{accsp}} Tenacious Attacker
|acc10={{accsp}} First to Victory
|summon=Rubicante
}}
 
Enhanced EX intake through EX cores.
 
Substitutes: Sniper Eye, Dragonfly Orb, Aerial and special accessories can be substituted according to player preference. First to Victory can be replaced with Dismay Shock. Previously mentioned substitutes are decent picks, such as Muscle Belt. With EX cores being your primary source for the meter, Together as One and Platinum Hourglass are not completely unviable.
 
|-|Side by Side=
{{Build
|hp=9971
|cp=450
|brv=1453 (2179 with Hero's Seal)
|atk=176
|atk=176
|def=182
|def=182
|luk=--
|luk=61
|booster=x3.8
|booster=x3.8
|setbonus=None
|setbonus=None
|ast=Kuja
|ast=Jecht / Sephiroth / Yuna
|wpn=Piggy's Stick
|wpn=Piggy's Stick
|hand=Hero's Shield
|hand=Chainsaw
|head=Royal Crown ([[CP_Glitch_(Dissidia_012)|'''CP Glitch''']])
|head=Thornlet
|armor=Maximillian ([[CP_Glitch_(Dissidia_012)|'''CP Glitch''']])
|armor=Maximillian
|acc1={{accbas}} Sniper Eye
|acc1={{accbas}} Sniper Eye
|acc2={{accbas}} Dismay Shock
|acc2={{accbas}} Dismay Shock
Line 738: Line 564:
|acc5={{accboo}} Empty EX Gauge
|acc5={{accboo}} Empty EX Gauge
|acc6={{accboo}} Pre-EX Mode
|acc6={{accboo}} Pre-EX Mode
|acc7={{accboo}} Pre-EX Revenge
|acc7={{accboo}} Pre-EX Revenge
|acc8={{accsp}} Hero's Seal
|acc8={{accsp}} Blue Gem
|acc9={{accsp}} Together as One
|acc9={{accsp}} Miracle Shoes
|acc10={{accsp}} Side by Side
|acc10={{accsp}} Side by Side
|summon=Rubicante
|summon=Rubicante
}}
}}
Use the [[CP_Glitch_(Dissidia_012)|CP glitch]] with Equip Machines and Bard's Gear.


Recommended for small stages or even / favorable match-ups. With Together as One, Squall can whiff twice and already have one assist bar ready. Every time you stagger the opponent with LV2 Assist Change and hit them with Aerial Circle, you are also couple whiffs away from an assist bar. Meter lead can be easy to maintain to an extent.
Blue Gem and Miracle Shoes can be substituted with Together as One, Hero's Seal or Back-Breaking Straw (to offset Thornlet penalties).


Substitutes:
Boosters "Grounded" and "BRV = 0" can enhance HP wall rush damage with a higher multiplier at the cost of lower base bravery.
* Basic - Hyper Ring, Muscle Belt, Bravery Orb
* Booster - Large Gap in HP, Summon Unused, Grounded, Aerial, Assist
* Special - Blue Gem, Growth Egg, Great Gospel, Winged Boots, Hero's Essence, Badge of Trust.


|-|Meter Depletion=
|-|Hybrid (Paladin)=
{{Build
{{Build
|hp=10298
|hp=10299
|cp=450
|cp=450
|brv=996
|brv=956 (1147 with First to Victory)
|atk=179
|atk=178
|def=182
|def=183
|luk=--
|luk=60
|booster=x6.9
|booster=x3.0
|setbonus=Seal of Lufenia
|setbonus=Judgment of Lufenia
|ast=Yuna
|ast=Kuja / Aerith
|wpn=Lufenian Lance ([[CP_Glitch_(Dissidia_012)|'''CP Glitch''']])
|wpn=Cleaver
|hand=Lufenian Dirk ([[CP_Glitch_(Dissidia_012)|'''CP Glitch''']])
|hand=Lufenian Shield
|head=Lufenian Headband ([[CP_Glitch_(Dissidia_012)|'''CP Glitch''']])
|head=Lufenian Helm
|armor=Maximillian ([[CP_Glitch_(Dissidia_012)|'''CP Glitch''']])
|armor=Lufenian Armor
|acc1={{accbas}} Dismay Shock
|acc1={{accbas}} Hyper Ring
|acc2={{accbas}} Battle Hammer
|acc2={{accbas}} Muscle Belt
|acc3={{accboo}} BRV = 0
|acc3={{accbas}} Dismay Shock
|acc4={{accboo}} Assist
|acc4={{accboo}} Summon Unused
|acc5={{accboo}} Summon Unused
|acc5={{accboo}} Pre-EX Mode
|acc6={{accboo}} Pre-EX Mode
|acc6={{accboo}} Pre-EX Revenge
|acc7={{accboo}} Pre-EX Revenge
|acc7={{accboo}} Opponent Summon Unused
|acc8={{accboo}} Aerial
|acc8={{accsp}} White Gem
|acc9=Free choice
|acc9={{accsp}} Tenacious Attacker
|acc10=Free choice
|acc10={{accsp}} First to Victory
|summon=
|summon=Rubicante
}}
}}
Use the [[CP_Glitch_(Dissidia_012)|CP glitch]] with Ranger's Gear.


"Muscle Belt" basic accessory and "Opponent Summon Unused" booster can be substituted with what the player wants more.


Yuna's air bravery assist with Aerial Circle for maximum effect. Press Aerial Circle as the second brv hit lands to ensure a maximum amount of hits from Aerial Circle. Even though no additional damage occurs (aside from wall rush), each HP hit depletes meter.
Tenacious Attacker is not essential if Aerith assist is used. Hero's Essence can be used for additional Extra Abilities (critical hit rate). Winged Boots is good for banish trap stages.
 
</tabber>
</tabber>


= Assists =
== Assists ==
 
Cecil's assist data
== Squall's assist data ==


{{012Assist
{{012Assist
|type1=BRV
|type1=BRV
|attack1=Solid Barrel
|attack1=Shadow Lance
|startup1=13F
|startup1=35F
|position1=Ground
|position1=Ground
|spawn1=Opponent
|spawn1=Opponent
|damage1=5, 6, 8, 10, 5, 5, 16 (55)
|damage1=8, 7 x 6 (up to 50)
|effect1=Chase
|effect1=Wall Rush
|type2=BRV
|type2=BRV
|attack2=Heel Crush
|attack2=Radiant Wings
|startup2=41F
|startup2=19F
|position2=Air
|position2=Air
|spawn2=Opponent
|spawn2=Opponent
|damage2=20
|damage2=3, 3, 7, 6, 6, 9
|effect2=Wall Rush, Block (Ranged Low)
|effect2=Wall Rush
|type3=HP
|type3=HP
|attack3=Blasting Zone
|attack3=Soul Eater
|startup3=41F
|startup3=39F
|position3=Ground
|position3=Ground
|spawn3=Opponent
|spawn3=Opponent
|damage3=6, 1 x 4, (10)
|damage3=4, 2 x 5, 6 (20)
|effect3=Chase
|effect3=Wall Rush
|type4=HP
|type4=HP
|attack4=Aerial Circle
|attack4=Saint's Fall
|startup4=43F
|startup4=53F
|position4=Air
|position4=Air
|spawn4=Opponent
|spawn4=Opponent
|damage4=-
|damage4=1 x 3, 2, 1 x 2, 3 (10)
|effect4=Wall Rush, Absorb, Block (Ranged Low)
|effect4=Wall Rush
}}
}}


As an assist, Squall has niche strengths in exchange for overall viability in most practical situations. Solid Barrel is a fast grounded combo with Assist Chase at the end, but the range is short so it must be timed late into a grounded wall rush.
=== Dark Knight Assists ===
 
Heel Crush being Squall's air bravery assist hurts his viability a lot. It is not good at whiff punishing or providing the player character with easy or consistent followups, which are all important aspects for a typical assist to succeed. If an opponent opts to dodge the mid priority attack however, it can provide a dodge punish opportunity if it doesn't activate [[Abilities_(Dissidia_012)#Extra_Abilities-0|'''Precision Evasion''']].
 
The Blasting Zone HP is good for interruptions with an Assist Chase at the end for easier followups. Aerial Circle can become inescapable during [[Chase_(Dissidia_012)|'''chase''']]. Outside of these contexts, Squall assist provides diminishing returns compared to the more powerful assists like {{012kuja}}, {{012jec}} and {{012aer}}.
 
== Assists ==
 
All meta assists can work, with Kuja being the strongest. Because of Squall's holding potential, conversion ability during a combo and wall rush potential on Upper Blues and Beat Fang, he synergises with a myriad of assists.
 
<tabber>
<tabber>
|-|Kuja=
High damage and reliable conversions, but also quite vulnerable if the opponent escapes with Assist Change. Converts off of wall rushes and bravery attacks with ease. When using air BRV assist, delaying the teleport for a moment before using Aerial Circle will make it much more reliable.
This assist also has safety against LV2 Change thanks to the Flare Star HP's Ranged High priority, which works well off of Beat Fang and Upper Blues.
|-|Yuna=
Strongest meter depletion anywhere on the stage with air BRV assist. By timing Aerial Circle to hit simultaneously with Yuna air BRV's third hit, the knockback will be cancelled briefly by the assist and enable the HP to hit multiple times, applying depletion each time.
Other assist moves have far more limited application and diminishing returns on investment. Ranged Low priority on air BRV assist means LV2 Assist Change will not stagger Yuna, making this very applicable.
Be careful however - If the opponent Assist Changes after Yuna has connected the second hit, you will not be able to protect her during Aerial Circle...
|-|Jecht=
|-|Jecht=
A good all-rounder assist. Fast start-up can convert off of any (traded) hit with relative ease and holding potential ensures an HP at varying positions.
Fast whiff punishes, converts off of Cecil's key moves and wall rush, sets up solo combos and lets him transition into Dark Knight from Paladin on hit as part of a combo.
 
Both bravery assists allow Thunder Barret follow-ups as long as ground is available. This means an abundance of Revolver Drive enders for a lot of EX, but it also means you may have to protect Jecht sometimes to avoid being locked out of using him.
 
|-|Tidus=
Fast air bravery assist for whiff punishes and low damage output, slower ground bravery assist for trades and higher damage via Thunder Barret.
 
A serviceable assist, but he doesn't provide Squall any distinct advantages beyond air assist start-up and it's relative safety.


|-|Sephiroth=
|-|Sephiroth=
Faster ground BRV assist than Kuja with similiar holding potential for Aerial Circle or Thunder Barret. However, the knockback on both BRV assists restricts combo structure. Not a terrible assist, but practical follow-ups often commit to all BRV or an early HP.
Whiff punishes and more notably, easy knockback cancels. With assist meter, Cecil won't have to rely on wall rushes for assist conversions.


Sephiroth also stays on the field for a fairly long time, so protecting him can result in diminishing returns.
|-|Yuna=
Ranged Low priority that isn't staggered by LV2 Assist Change, converts off of key moves, wall rush and often works within Cecil's effective range in smaller stages.
</tabber>


=== Paladin Assists ===
<tabber>
|-|Aerith=
|-|Aerith=
Squall's holding potential lets him convert to the relatively slow Seal Evil attack even without ground. With wall rush on the ground however, Squall can generate some of the spent assist meter back thanks to Ground Dash + Assist Gauge Up Dash abilities while the opponent is stuck in Seal Evil.
Lets Cecil combo Sacred Cross into an HP by initiating a chase at the cost of no EX depletion on hit. As such, can set up solo combos anywhere. Combos safely into Luminous Shard without being staggered by LV2 Assist Change.


All ground conversions are compromised due to Aerith's Cure not having any hitstun. Coupled with the weakest meter depletion overall, Aerith assist can be difficult to justify for Squall specifically.
|-|Tidus=
Fastest whiff punisher in the air with less air combo potential, but ground assist can wall rush on the ground for extended solo combos.


A viable assist, but arguably one of the weaker meta options for Squall.
|-|Yuna=
 
Air conversions have restrictions, but doesn't stagger from LV2 Assist Change. Works well when playing near the ground.
|-|The Emperor=
Niche, empowered ground play and very damaging mines through Beat Fang wall rushes. With Squall's liberal combo sequences on the ground, he can also combo into the Thunder Crest assist with ease.
 
LV2 Assist Change does not stagger The Emperor and the opponent's assist will be locked upon use thanks to the trap's Unblockable priority. Thunder Crest's holding potential allows an HP of your choice and of course, you can cover yourself by being inside the trap itself.
 
In addition, if The Emperor is called just as the Beat Fang wall rushes, the Ranged Low air BRV assist Mine can connect for a lot of bravery damage.
 
Other wall rush conversions and whiff punishment are weakened or compromised, but this assist is definitely not without merit!
 
 
|-|Onion Knight=
A serviceable assist. Similiar to The Emperor, grounded wall rushes provide utility in the form of Blizzard's Ranged Low priority and holding potential. Turbo-Hit does not require a wall for an HP, but converting off of an opponent's whiffed attack can be difficult if you're far away. Blizzard can also intercept attacks from further away, which may prove to be helpful during grounded interactions.
 
|-|Gilgamesh=
Functionally similiar to Yuna assist. Longer range compared to Yuna, but no Ranged Low priority, meaning he will lose to LV2 Assist Change. Does exhibit highest raw bravery damage with Excalibur however, worth considering if you're going for extended combos.
 
|-|Cecil=
Cecil assist can be likened to a slower version of Yuna / Gilgamesh assist with middle-of-the-pack damage and longer holding potential. If you have ground available, Cecil works off of most combo starters just fine.
 
Outside of this combo-centric appeal, Cecil does not provide any distinct advantages over other assists.
 
|-|Terra=
Limited air conversions and punish opportunities, but more extravagant ground combos with Graviga assist and Fusillade. As Fusillade is not an essential move for Squall, this is something of a flamboyant combination. With two assist bars, it's possible to combo into Fusillade twice in a row for a minimum of 60 base damage multiplier and 120 ex!
 
Graviga could act as an instigator due to it's tracking, but do note it can still be dodged and that Terra is vulnerable while casting.


</tabber>
</tabber>

Revision as of 13:26, 13 May 2024


Starter Guide Strategy
Matchups Resources



Info
Name Cecil Harvey (セシル・ハーヴィ)
Original game Final Fantasy IV
Base ATK (LV100) 109 (Low / +2 as Dark Knight, High)
Base DEF (LV100) 111 (Average / +2 as Paladin, Very High)
Run Speed 9 (Dark Knight, Slow)
5 (Paladin, Above Average)
Dash Speed 81 (Dark Knight, Below Average)
77 (Paladin, Average / Good)
Fall Speed 81 (Dark Knight, Average)
89 (Paladin, Below Average)
Fall Speed Ratio After Dodge 39 (Dark Knight, Average)
40 (Paladin, Average)
Fastest BRV
Fastest HP
1-Hit HP
HP Links
Command Block
Weapon Axes, Greatswords, Swords
Armor Gauntlets, Heavy Armor, Helms, Light Armor, Shields
Exclusive weapons Dark Sword, Mythgraven Blade, Lustrous Sword
Lightbringer, Cimmerian Edge
Unlock
Alignment
Voice Actor (JP)
Voice Actor (ENG)


Strengths Weaknesses


Overview

Cecil Harvey is a close / mid-range character who functions with two different movesets - Dark Knight and Paladin. Due to the risky nature of changing jobs and their distinct strengths, it is often recommended to focus on one job over the other. Cecil can whiff punish effectively from a variety of angles, has decent assist synergy and bravery damage output.

However he struggles to generate assist meter on whiff due to long start-ups, animation length and late cancel opportunities. EX generation is good for Paladin, but weaker in Dark Knight. With less than ideal speed and tracking, limited effective angles, difficulties staying safe and keeping up in meter economy, Cecil often takes relatively high risks for a lower return.

His arguably safer repertoire is restricted to ground (Dark Knight), which also does not often force his opponents to play into his strengths.

Cecil has been primarily a bottom tier character, with some hope for low tier status. Temper your expectations and you may discover a fun character for yourself.

Build styles:

  • Side by Side (Dark Knight)
  • EX (Paladin)

Bravery Attacks

Ground (Dark Knight)

Base Damage 10, 10, 20 (40)
Startup Frame 15F
Damage Type Physical
Priority Melee Low
EX Force 30
Effects Wall rush
Cancels
Assist Gain (Hit)
CP (Mastered) 20 (10)
Unlocked at
level
Mastered at
AP


[Close] Jab foe with blade. Can send foe flying.

Base Damage 1 x 4, 2 x 4, 3 (15)
Startup Frame 41F
Damage Type Magical
Priority Ranged Low (forward), Ranged Mid (backward)
EX Force each 3
Effects Block (Ranged Low)
Cancels
Assist Gain (Hit)
CP (Mastered) 20 (10)
Unlocked at
level
Mastered at
AP


[Long] Draw foe with projectile. Good start for other combos.

Base Damage 8, 7 x 6 (50)
Startup Frame 35F
Damage Type Physical
Priority Melee High (close), Ranged Low (far)
EX Force ~20
Effects Wall rush
Cancels
Assist Gain (Hit)
CP (Mastered) 20 (10)
Unlocked at
level
Mastered at
AP


[Mid] Throw weapon. Major damage if lands near opponent.

Ground (Paladin)

Base Damage 10, 10 (20)
Startup Frame 23F
Damage Type Physical
Priority Melee Low
EX Force 90
Effects Chase
Cancels
Assist Gain (Hit)
CP (Mastered) 20 (10)
Unlocked at
level
Mastered at
AP


[Close] Hit foe upwards. Slow, but very accurate strike.

Base Damage 3, 3, 5, 4, 4, 11 (30)
Startup Frame 43F
Damage Type Physical
Priority Melee Mid (first half), Melee Low (second half)
EX Force 90
Effects Chase, Block (Ranged Low)
Cancels
Assist Gain (Hit)
CP (Mastered) 20 (10)
Unlocked at
level
Mastered at
AP


[Mid] Charge, then leap. Good start for midair attacks.

Contrary to what the description says in the game, it is not a good start for midair attacks. The slow startup time makes it impractical against vigilant players and chase limits viable assist combo conversions.

Base Damage 5, 10, 1 x 2, 10 (27)
Startup Frame 23F
Damage Type Physical
Priority Melee Low
EX Force 90
Effects Chase, job change
Cancels
Assist Gain (Hit)
CP (Mastered) 20 (10)
Unlocked at
level
Mastered at
AP


[Close] Change job to Dark Knight during combo.

Aerial (Dark Knight)

Base Damage 7, 2 x 4 (15)
Startup Frame 37F
Damage Type Magical
Priority Ranged Low
EX Force 0
Effects Wall Rush
Cancels
Assist Gain (Hit)
CP (Mastered) 20 (10)
Unlocked at
level
Mastered at
AP


[Mid] Fire off gravity ball. Good start for ground attacks.

Base Damage 1 each, 24 (25+)
Startup Frame 37F
Damage Type Physical
Priority Melee Low (falling), Ranged Mid (landing)
EX Force 60+
Effects Chase
Cancels
Assist Gain (Hit)
CP (Mastered) 20 (10)
Unlocked at
level
Mastered at
AP


[Close] High-speed dive. Useful for quick descents.

Dark Knight attacks do not produce much EX force, but comboing into Nightfall can provide 60+ EX if the descent has room to travel.

Base Damage 7, 2 x 4, 3 x 5 (30)
Startup Frame 37F
Damage Type Magical
Priority Ranged Low
EX Force 0
Effects Job change
Cancels
Assist Gain (Hit)
CP (Mastered) 20 (10)
Unlocked at
level
Mastered at
AP


[Mid] Change job to Paladin during combo.

Paladin Arts lets you transition to Paladin job, but all projectiles are Ranged Low priority. While the Paladin projectile (Searchlight) comes out faster with this attack, Cecil can be hit out of this move that leaves him stationary and vulnerable for a long time. Use from afar or during assist combos. Both projectiles can combo into air attacks on hit.

Aerial (Paladin)

Base Damage 3, 3, 7, 6, 6, 6, 9 (40)
Startup Frame 19F
Damage Type Physical
Priority Melee Low
EX Force 30
Effects Wall rush
Cancels
Assist Gain (Hit)
CP (Mastered) 20 (10)
Unlocked at
level
Mastered at
AP

Base Damage 3 x 5, 5, 10 (30)
Startup Frame 21F
Damage Type Physical
Priority Melee Low
EX Force 90
Effects Chase
Cancels
Assist Gain (Hit)
CP (Mastered) 20 (10)
Unlocked at
level
Mastered at
AP

Base Damage 3 x 5 (15)
Startup Frame 95F
Damage Type Magical
Priority Ranged Low
EX Force 0
Effects -
Cancels
Assist Gain (Hit)
CP (Mastered) 20 (10)
Unlocked at
level
Mastered at
AP

HP Attacks

Ground

Base Damage 4, 2 x 5, 6 (20)
Startup Frame 39F
Damage Type Physical
Priority Melee High
EX Force 30
Effects Wall rush
Cancels
Assist Gain (Hit)
CP (Mastered) 30 (15)
Unlocked at
level
Mastered at
AP


[Close] Stab fore and devour his soul. Limited height, quick strike.

Base Damage -
Startup Frame 53F
Damage Type -
Priority Ranged High
EX Force 0
Effects Wall rush
Cancels
Assist Gain (Hit)
CP (Mastered) 30 (15)
Unlocked at
level
Mastered at
AP


[Long] Summon dark fire. Slow speed, strong homing.

Dark Flame is reactable, but stays on the field for a few seconds and has decent tracking throughout the active period.

Base Damage 10, 10 (20)
Startup Frame 13F
Damage Type Physical
Priority Melee High
EX Force 30
Effects Wall rush, Dark Knight BRV damage +3%, Paladin BRV damage -3%
Cancels
Assist Gain (Hit)
CP (Mastered) 30 (15)
Unlocked at
level
Mastered at
AP


[Ultra-close] Dark sword slash. Dark Knight BRV damage +3%, Paladin BRV damage -3%.

Equipping Shadow Bringer will lock you out equipping the aerial Luminous Shard HP for the Paladin job.

Aerial

Base Damage 1 x 3, 2, 1 x 2, 3 (10)
Startup Frame 53F
Damage Type Physical
Priority Melee High
EX Force 30
Effects Wall rush
Cancels
Assist Gain (Hit)
CP (Mastered) 30 (15)
Unlocked at
level
Mastered at
AP


[Mid] Focus light and charge. From afar, good vs. any height.

Base Damage 2 x 5, 5 (15)
Startup Frame 43F
Damage Type Both
Priority Ranged High (first hit), Melee High (other hits)
EX Force 30
Effects Wall rush
Cancels
Assist Gain (Hit)
CP (Mastered) 30 (15)
Unlocked at
level
Mastered at
AP


[Close] Holy sword magic. Effective against any height.

Using Paladin Force right after connecting with Searchlight activates the homing followup attacks even if Paladin Force would've otherwise missed.

Base Damage -
Startup Frame 63F
Damage Type -
Priority Ranged High
EX Force 60
Effects Paladin BRV damage +3%, Dark Knight BRV damage -3%
Cancels
Assist Gain (Hit)
CP (Mastered) 30 (15)
Unlocked at
level
Mastered at
AP


[Long] Shoot light projectiles. Paladin BRV damage +3%. Dark Knight BRV damage -3%.

Equipping Luminous Shard will lock you out equipping the grounded Shadow Bringer HP for the Dark Knight job.

EX Mode: Job Augment!

Effects:

  • Regen
  • Critical Boost
  • Proteus
  • Inner Strength

Proteus

[Activate with R + Square] Bridles light and darkness to instantly change jobs without attacking.

Inner Strength

[Always active while in EX Mode] Each attack is 1.5 times as powerful.

EX Burst: Face Shift

A chain of attacks combining the power of light and darkness. Enter the commands that appear on both sides of the screen at the same time.

Damage multiplier (initial) Damage multiplier (rest) Type
6, 9 (15, DK) 15 (PA), 25 (DK), 7 x 2 (DK), 30 (PA) (99 total) Both


About the Job System

Cecil has two jobs, but only has access to one of them at a time. To change jobs, use an attack that transitions into the other job. Dark Step or Paladin Arts braveries can only be done Dark Knight and Paladin jobs respectively. HP attacks on the other hand are always available and change Cecil's job depending on if he's grounded or not. Ground HP attacks change to a Dark Knight job, while midair HP attacks change to a Paladin job.

Jobs can be changed freely outside of attack animations during EX mode by pressing R+Square. This means that outside of EX mode, Cecil often makes himself vulnerable in order to change movesets, making this adjustment rather risky for Cecil at times. Not only that, equipping Shadow Bringer or Luminous Shard HP attack locks Cecil out of equipping the other HP, further incentivising dedicated Dark Knight or Paladin playstyle.

Cecil ALWAYS starts a fight in Dark Knight form, meaning Paladin-focused players will have to perform an HP attack as soon as the match starts, or bide their time in Dark Knight form until they have an opportunity to change forms without being punished.

Combos

Solo

Dark Knight

Dark Cannon is Cecil's only grounded solo combo starter. It cannot combo into Dark Flame or another Dark Cannon.

The projectiles travel in a forward-back motion, but the damage output fluctuates a lot with range. Once the projectiles have reached their max range, their damage multiplier (1x4) will become stronger (2x4, 3) and return to Cecil. This latter portion of the attack is often more practical, but because the projectiles don't have excessive hitboxes or much vertical tracaking, Dark Cannon will realistically land at least four hits (2x3, 3) on it's way back. Please keep this in mind when referencing damage tables for combos involving Dark Cannon.

Paladin Arts is Dark Knight Cecil's solo air combo starter that involves his Paladin bravery Searchlight. The combo structure is identical with Searchlight starters, but it can also be looped into itself during EX Mode.

Combo Damage EX Force Notes Video
Dark Cannon > Valiant Blow 49+ WR (2x3, 3, 10, 10, 20) 42+ 3, 3, 3, 3, 30 Basic bravery combo with high damaging wall rush ender. video
Dark Cannon > Shadow Lance 59+ WR (2x3, 3, 8, 7x6 + WR) 32 (3, 3, 3, 3, ~20) Basic bravery combo with an even more damaging wall rush ender. video
Dark Cannon > Soul Eater 32 + HP WR (2x3, 3, 4, 2x5, 6 + HP WR) 42 (3, 3, 3, 3, 30) Basic HP combo with wall rush potential. Not prioritized unless Cecil doesn't have Shadow Bringer, which outclasses Soul Eater in a couple areas.
Dark Cannon > Shadow Bringer 32 + HP WR (2x3, 3, 10, 10 + HP WR) 42 (3, 3, 3, 3, 30) Basic HP combo with better wall rush potential. Shadow Bringer has better frame data and superior knockback for wall rush, outperforming Soul Eater. video
Paladin Arts > Radiant Wings 70 (7, 2x4, 3x5, 3, 3, 7, 6, 6, 6, 9 + WR) 30 (0, 30) High damage bravery ender. video
Paladin Arts > Radiant Cross 60 (7, 2x4, 3x5, 3x5, 5, 10) 90 (0, 90) Sacrifice bravery damage to generate more EX Force. video
Paladin Arts > Saint's Fall 40 + HP WR (7, 2x4, 3x5, 1x3, 2, 1x2, 3 + HP WR) 30 (0, 30) Solo HP combo with a ground wall rush. Similiar to Soul Eater, Saint's Fall is typically outclassed by other HPs in damage, range or utility, so it's not often prioritized. video
Paladin Arts > Paladin Force 45 + HP WR (7, 2x4, 3x5, 2x5, 5) 30 (0, 30) Solo HP combo that also wall rushes on the ground. Good for ground assist combos. Paladin Force has slightly higher bravery damage output compared to Saint's Fall, but it also has better vertical tracking in close range, making this combo easier to land. video
Paladin Arts > DC > Job Change > Paladin Arts > DC > Job Change > Paladin Arts > Paladin Force 105 + HP WR (7, 2x4, 3x5, 7, 2x4, 3x5, 7, 2x4, 3x5, 2x5, 5) 30 (0, 0, 0, 30) EX Mode only. High damaging loop, but more reliable to set up with Aerith assist on the ground. [notes 1]

Notes

  1. Paladin Arts loop: This is one of Cecil's hardest solo combo routes, but also one of the most rewarding for him. Cecil can change jobs freely during EX Mode, which lets him combo into Dark Knight braveries without doing an HP first.
    The goal is to stay at the opponent's height and at close range. Position Cecil just far enough so that he isn't touching them. The Dark Knight projectile will lift the opponent upwards, so you will have to dodge cancel slightly upwards at least once. More testing is required, but this is a proven concept for Cecil's combos.

Paladin

Cecil's combo game expands considerably with Slash and Searchlight, moreso the latter. While Slash provides a few self-sufficient solo combos for just the Paladin job, Searchlight also supports Dark Knight followups in and out of EX mode.

Similiar to Dark Cannon, Searchlight allows Cecil to combo into other Paladin bravery and HP attacks. Searchlight does not have to hit with all of the projectiles to combo or do a hit glitch with Paladin Force, so the damage will vary if less projectiles hit.

Because these combos don't rely on ground, players may find more opportunities to use them.

Combo Damage EX Force Notes Video
Slash > Free Air Dash > Radiant Wings 60 + WR (10, 10, 3, 3, 7, 6, 6, 6, 9 + WR) 120 90, 30 Ground combo into a wall rush. Cancel Slash's recovery into Free Air Dash and close the gap to follow up with Radiant Wings. video
Slash > Free Air Dash > Sacred Cross 50 (10, 10, 3x5, 5, 10) 180 (90, 90) Ground combo with higher EX generation. video
Slash > Paladin Force 35 + HP WR (10, 10, 2x5, 5) 30 (0, 30) Wall / corner only. Ground combo into HP wall rush. Cancel Slash's recovery into Paladin Force instead of Free Air Dash.
Searchlight > Radiant Wings 55 + WR (3x5, 3, 3, 7, 6, 6, 6, 9 + WR) 30 (0, 30) Highest damaging bravery followup, moreso if it wall rushes. Good for setting up ground assist combos. video
Searchlight > Sacred Cross 45 (3x5, 3x5, 5, 10) 90 (0, 90) Less bravery damage, but more EX Force. Combos into Aerith assist with a chase setup. video
Searchlight > Saint's Fall 25 + HP WR (3x5, 1x3, 2, 1x2, 3 + HP WR) 30 (0, 30) Solo HP combo with a ground wall rush. Similiar to Soul Eater, Saint's Fall is typically outclassed by other HPs in damage, range or utility, so it's not often prioritized. video
Searchlight > Paladin Force 30 + HP WR (3x5, 2x5, 5) 30 (0, 30) Solo HP combo that also wall rushes on the ground. Good for ground assist combos.
Paladin Force has slightly higher bravery damage output compared to Saint's Fall, but it also has far superior tracking after Searchlight connects. Naturally, the bravery damage is slightly reduced if Cecil has to close the distance with the attack first.
Searchlight > DC > Job Change > Paladin Arts > Paladin Force 60 + HP WR (3x5, 7, 2x4, 3x5, 2x5, 5) 30 (0, 0, 30) EX Mode only. Must be done at close range (but not at point blank) and Cecil must be at roughly the same height with the opponent. Adjust Cecil's positioning with the dodge cancel movement to meet those requirements.
This is one of Cecil's hardest solo combo routes, but also one of the most rewarding for him. It is possible to loop Paladin Arts a couple times this way as well. [notes 1]
video

Notes

  1. Cecil can change jobs freely during EX Mode, which lets him combo into Dark Knight braveries without doing an HP first. Start with Searchlight in Paladin, dodge cancel, then press R + square right before Cecil can attack out of a dodge. Finally, follow up immediately with Paladin Arts in Dark Knight.

Assist

Dark Knight

Cecil can convert off of wall rush, first part of a bravery attack or by initiating chase. Dark Knight primarily converts off of the first two, while Paladin can also convert off of chase.


Note that Dark Flame can wall rush in stages with low ceiling such Pandaemonium - Top Floor and M.S. Prima Vista!

* Valiant Blow (1st part) - Jecht - Dark Cannon - Valiant Blow / Shadow Lance / Shadow Bringer / Soul Eater

  • Shadow Lance / HP (wall rush) - Jecht - Dark Cannon - Valiant Blow / Shadow Lance / Shadow Bringer / Soul Eater
  • Shadow Lance / HP (wall rush) - Jecht - Paladin Arts - Radiant Wings / Sacred Cross / Paladin Force
  • Gravity Ball (wall rush) - Jecht - dodge cancel forward - Paladin Arts - dodge cancel - Paladin Force
  • Gravity Ball (wall rush) - Jecht - ground dash - Dark Flame
  • Paladin Arts (dark sphere) - Jecht - Dark Cannon - Valiant Blow / Shadow Lance / Shadow Bringer / Soul Eater

The same principles apply as with Jecht assist, except ground wall rush off of Gravity Ball requires a wall for follow-ups. Yuna holds for a shorter amount of time as well.

  • Valiant Blow (1st part) - Yuna - Dark Cannon - BRV / HP
  • Shadow Lance / HP (wall rush) - ground dash if at a distance - Dark Cannon - BRV / HP
  • Valiant Blow / HP (wall rush) - ground dash if at a distance - jump - Paladin Arts - dodge cancel - BRV / HP

Due to the assist's knockback, ending combos in Paladin Force is often most reliable. Shadow Bringer can help in safely transitioning back to Dark Knight, however.

  • Valiant Blow 2nd part + Assist call upon inputting 2nd part - assist teleport - Paladin Force
  • Valiant Blow 2nd part + Assist call upon inputting 2nd part - lock off - assist teleport - turn around to face opponent - Paladin Arts - BRV / HP
  • Shadow Bringer - Assist call after second hit of Shadow Bringer - assist teleport - Paladin Force
  • Valiant Blow / Shadow Lance / HP (wall rush) - Sephiroth - Paladin Force

Paladin

Chase sequences allow Cecil to trap the opponent inside Aerith's Seal Evil or brute force an HP attack via chase. What Cecil loses in EX depletion on assist hit, he makes up for it with opportunities to set up solo combos and accumulate bravery or inflict HP damage.

Any grounded wall rush Aerith combo can be followed up with a Searchlight solo combo or an HP attack. This creates a lot of variance, but they all do the same things as they normally would - The Slash solo combo adds bravery damage or EX depending on the ender (Radiant Wings or Sacred Cross respectively), but landing an HP is also an option with Paladin Force or even Shadow Bringer.

Note, that if an opponent does not evade a chase HP attack during an Aerith setup, they can get wall rushed when close to a wall or a corner. This will net Cecil HP damage on top of the assist combo.

Ground

Slash solo combos also serve as assist combo starters for Aerith, so the damage and EX gain differ with the starter. Slash > Free Air Dash > Radiant Wings is more damage, while Slash > Free Air Dash > Sacred Cross is more EX.

Starter Combo Damage EX Force Notes Video
Lightning Rise -- 30 (3, 3, 5, 4, 4, 11) 90 Not often used due to Lightning Rise's shortcomings, but Cecil can follow up after setting up Aerith assist with a chase HP. --
Aerith > Chase > Chase HP > opp dodged > Searclight > Paladin Force 60 + HP WR (30 > 3x5 > 2x5, 5) 135 (90, 15 chase, 30) Chase setup. Call Aerith before the chase prompt appears, then proceed to enforce an HP attack on the opponent. video
Slash > Free Air Dash > Radiant Wings -- 60 (10, 10, 3, 3, 7, 6, 6, 6, 9 + WR) 120 (90, 30) Higher damaging starter combo. --
Aerith > WR > Searchlight (right before landing) > Land > Searchlight (hit) > Slash > Free Air Dash > Radiant Wings 135 + WR (3x5 > 10, 10 > 40 + WR) 240 (120, 0, 90, 30) Bravery damage. video
Slash > Free Air Dash > Sacred Cross -- 50 (10, 10, 3x5, 5, 10) 180 (90, 90) No wall rush, Sacred Cross ender prioritizes EX Force generation. --
Aerith > Chase > Chase HP > opp dodged > Searchlight > Sacred Cross 95 (50 > 3x5 > 3x5, 5, 10) 285 (180, 15 chase, 0, 90) EX focused combo with no HP at the end. video
Aerith > Chase > Chase HP > opp dodged > Searchlight > Paladin Force 80 + HP(50 > 3x5 > 2x5, 5) 225 (180, 15 chase, 30) HP ender sacrifices brv damage and EX. video
Dark Step -- 27 (5, 10, 1x2, 10) 90 Chase setup. Call Aerith before Cecil becomes grounded, then initiate chase. --
Aerith > Land > Chase > Chase HP > opp dodged > Searchlight > Paladin Force 57 (27, 3x5 > 2x5, 5 + HP WR) 135 (90, 15 chase, 0, 30) -- video

Aerial

Starter Combo Damage EX Force Notes Video
Sacred Cross -- 30 (3x5, 5, 10) 90 Air combo starter. Doesn't require a wall and Sacred Cross is one of Cecil's better aerial moves, which will see use often. --
Aerith > Chase > Chase HP > Opp dodged > Aerith (hit) > Searchlight > Paladin Force 60 + HP WR (3x5, 5, 10 > 3x5 > 2x5, 5 + HP WR) 135 (90, 15 chase, 30) Air chase setup into a solo HP combo. Aerith must be called quickly after Sacred Cross' last hit, because of the early chase prompt. video
Aerith > Chase > Chase HP > Opp dodged > Aerith (hit) > Searchlight > Sacred Cross 75 (3x5, 5, 10 > 3x5 > 3x5, 5, 10) 195 (90, 15 chase, 90) Air chase setup into solo BRV combo. Ending the combo with Sacred Cross generates a lot more EX Force. video
Aerith > Empty Chase > WR (ground) > Aerith (hit) > Jump > Searchlight > Land > Slash > Free Air Dash > Sacred Cross 95 (3x5, 5, 10 > 3x5 > 10, 10 > 3x5, 5, 10) 270 (90, 0, 90, 90) Air-to-ground assist combo with a solo combo ender. This one has highest EX gain. Must be near ground for empty chase to cause wall rush. Delay the chase a little bit to force the grounded wall rush from higher altitude. video
Radiant Wings -- 40 + WR (3, 3, 7, 6, 6, 6, 9 + WR) 30 Wall Rush. Aerith is too slow to convert off of Radiant Wings' first part unless done pre-emptively as a punish. --
Aerith > WR > Searchlight > Paladin Force 65 + HP WR (40 + WR > 3x5 > 2x5, 5 + HP WR) 60 (30, 0, 30) Wall Rush, basic assist combo into HP. Call Aerith after last hit, but before wall rush happens. video
Aerith > WR > Searchlight (right before landing) > Land > Slash > Free Air Dash > Radiant Wings 115 + WR (40 + WR > 3x5 > 10, 10 > 40 + WR) 150 (30, 0, 90, 30) Wall Rush. Slash combo that prioritises bravery damage. video

* Searchlight - Tidus (air) - BRV / HP

  • Radiant Wings (1st part) - Tidus (air) - BRV / HP
  • Radiant Wings (wall rush) - Tidus (ground) - dodge cancel - Searchlight - land on ground and approach - Slash - Free Air Dash cancel and dash for a split second - Radiant Wings or Sacred Cross
  • Sacred Cross (near wall) - Assist call - empty chase - BRV / Paladin Force
  • Sacred Cross (above opponent on the ground) - empty chase - Tidus (ground) - Free Air Dash - Searchlight - land on ground and approach
  • Slash - Free Air Dash cancel and dash for a split second - Radiant Wings or Sacred Cross
  • Dark Step (1st part) - Tidus - BRV / HP

* Searchlight - Yuna (air) - Free Air Dash if at a distance - BRV / HP

  • Radiant Wings (1st part) - Yuna (air) - BRV / HP
  • Radiant Wings (right before wall rush) - Yuna (air) - BRV / HP. Being closer to ground makes Yuna more likely to connect.
  • Sacred Cross (near wall) - Assist call - empty chase - BRV / Paladin Force
  • Dark Step (1st part, near wall) - Yuna (air) - BRV / HP
  • Paladin Force (after BRV damage, but before HP hit) - Yuna (air) - Sacred Cross (if far from ground) / Paladin Force (if close to ground)

Builds

Stats
HP 9883
CP 450
BRV 1623
ATK 176
DEF 182
LUK 61
Max Booster x3.8
Special Effect: None
Equipment
Assist Jecht / Sephiroth / Yuna
Weapon ddff-icon-equip-weapon.png Piggy's Stick
Hand ddff-icon-equip-hand.png Chainsaw
Head ddff-icon-equip-head.png Thornlet
Body ddff-icon-equip-body.png Maximillian
Accessory 1 accessory_basic.png Sniper Eye
Accessory 2 accessory_basic.png Dismay Shock
Accessory 3 accessory_basic.png Battle Hammer
Accessory 4 accessory_booster.png BRV = 0
Accessory 5 accessory_booster.png Empty EX Gauge
Accessory 6 accessory_booster.png Pre-EX Mode
Accessory 7 accessory_booster.png Pre-EX Revenge
Accessory 8 accessory_special.png Blue Gem
Accessory 9 accessory_special.png Miracle Shoes
Accessory 10 accessory_special.png Side by Side
Summon ddff-icon-summonstone.png Rubicante
{{{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.


Use the CP glitch with Equip Machines and Bard's Gear.

Blue Gem and Miracle Shoes can be substituted with Together as One, Hero's Seal or Back-Breaking Straw (to offset Thornlet penalties).

Boosters "Grounded" and "BRV = 0" can enhance HP wall rush damage with a higher multiplier at the cost of lower base bravery.

Stats
HP 10299
CP 450
BRV 956 (1147 with First to Victory)
ATK 178
DEF 183
LUK 60
Max Booster x3.0
Special Effect: Judgment of Lufenia
Equipment
Assist Kuja / Aerith
Weapon ddff-icon-equip-weapon.png Cleaver
Hand ddff-icon-equip-hand.png Lufenian Shield
Head ddff-icon-equip-head.png Lufenian Helm
Body ddff-icon-equip-body.png Lufenian Armor
Accessory 1 accessory_basic.png Hyper Ring
Accessory 2 accessory_basic.png Muscle Belt
Accessory 3 accessory_basic.png Dismay Shock
Accessory 4 accessory_booster.png Summon Unused
Accessory 5 accessory_booster.png Pre-EX Mode
Accessory 6 accessory_booster.png Pre-EX Revenge
Accessory 7 accessory_booster.png Opponent Summon Unused
Accessory 8 accessory_special.png White Gem
Accessory 9 accessory_special.png Tenacious Attacker
Accessory 10 accessory_special.png First to Victory
Summon ddff-icon-summonstone.png Rubicante
{{{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.


Use the CP glitch with Ranger's Gear.

"Muscle Belt" basic accessory and "Opponent Summon Unused" booster can be substituted with what the player wants more.

Tenacious Attacker is not essential if Aerith assist is used. Hero's Essence can be used for additional Extra Abilities (critical hit rate). Winged Boots is good for banish trap stages.

Assists

Cecil's assist data

Type Attack Startup Position Spawn Damage multiplier Effects
BRV Shadow Lance 35F Ground Opponent 8, 7 x 6 (up to 50) Wall Rush
BRV Radiant Wings 19F Air Opponent 3, 3, 7, 6, 6, 9 Wall Rush
HP Soul Eater 39F Ground Opponent 4, 2 x 5, 6 (20) Wall Rush
HP Saint's Fall 53F Air Opponent 1 x 3, 2, 1 x 2, 3 (10) Wall Rush


Dark Knight Assists

Fast whiff punishes, converts off of Cecil's key moves and wall rush, sets up solo combos and lets him transition into Dark Knight from Paladin on hit as part of a combo.

Whiff punishes and more notably, easy knockback cancels. With assist meter, Cecil won't have to rely on wall rushes for assist conversions.

Ranged Low priority that isn't staggered by LV2 Assist Change, converts off of key moves, wall rush and often works within Cecil's effective range in smaller stages.

Paladin Assists

Lets Cecil combo Sacred Cross into an HP by initiating a chase at the cost of no EX depletion on hit. As such, can set up solo combos anywhere. Combos safely into Luminous Shard without being staggered by LV2 Assist Change.

Fastest whiff punisher in the air with less air combo potential, but ground assist can wall rush on the ground for extended solo combos.

Air conversions have restrictions, but doesn't stagger from LV2 Assist Change. Works well when playing near the ground.