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| [[Category:Dissidia 012 Final Fantasy]] | | [[Category:Dissidia 012 Final Fantasy Strategy]] |
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| {{012CharNav | | {{012CharNav |
| |icon=https://resources.dissidia.wiki/ddff/chara-icon/ddff-icon-cecil.png | | |icon=https://resources.dissidia.wiki/ddff/chara-icon/ddff-icon-tifa.png |
| |general=[[Cecil_Harvey_(Dissidia_012)|'''General''']] | | |general=[[Tifa_Lockhart_(Dissidia_012)|'''General''']] |
| |matchups=Matchups | | |matchups=Matchups |
| |resources=Resources | | |resources=Resources |
| |starter=Starter Guide | | |starter=Starter Guide |
| |strategy=[[Cecil_Harvey_(Dissidia_012)/Strategy|'''Strategy''']] | | |strategy=[[Tifa_Lockhart_(Dissidia_012)/Strategy|'''Strategy''']] |
| }}
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| {{CharacterInfo
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| |name=Cecil Harvey (セシル・ハーヴィ)
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| |origin=Final Fantasy IV
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| |weapon=Axes, Greatswords, Swords
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| |armor=Gauntlets, Heavy Armor, Helms, Light Armor, Shields
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| |atk=109 (Low / +2 as Dark Knight, High)
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| |def=111 (Average / +2 as Paladin, Very High)
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| |runspeed= 9 (Dark Knight, Slow) <br>5 (Paladin, Above Average)
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| |dash=81 (Dark Knight, Below Average)<br>77 (Paladin, Average / Good)
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| |fall=81 (Dark Knight, Average) <br>89 (Paladin, Below Average)
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| |fallr=39 (Dark Knight, Average) <br>40 (Paladin, Average)
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| |exclusives=Dark Sword, Mythgraven Blade, Lustrous Sword<br>Lightbringer, Cimmerian Edge
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| }}
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| {{ProConTable
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| |pros=
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| |cons=
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| }}
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| = Overview =
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| 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.
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| 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.
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| His arguably safer repertoire is restricted to ground (Dark Knight), which also does not often force his opponents to play into his strengths.
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| 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.
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| Build styles:
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| * Side by Side (Dark Knight)
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| * EX (Paladin)
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| = Bravery Attacks =
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| == Ground (Dark Knight) ==
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| <tabber>
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| |-|Valiant Blow=
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| {{AbilityInfo
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| |damage=10, 10, 20 (40)
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| |startup=15F
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| |type=Physical
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| |priority=Melee Low
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| |ex=30
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| |effect=Wall rush
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| |cp=20 (10)
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| }}
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| ''[Close] Jab foe with blade. Can send foe flying.''
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| |-|Dark Cannon=
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| {{AbilityInfo
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| |damage=1 x 4, 2 x 4, 3 (15)
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| |startup=41F
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| |type=Magical
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| |priority=Ranged Low (forward), Ranged Mid (backward)
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| |ex=each 3
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| |effect=Block (Ranged Low)
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| |cp=20 (10)
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| }}
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| ''[Long] Draw foe with projectile. Good start for other combos.''
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| |-|Shadow Lance=
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| {{AbilityInfo
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| |damage=8, 7 x 6 (50)
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| |startup=35F
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| |type=Physical
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| |priority=Melee High (close), Ranged Low (far)
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| |ex=~20
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| |effect=Wall rush
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| |cp=20 (10)
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| }}
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| ''[Mid] Throw weapon. Major damage if lands near opponent.''
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| </tabber>
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| === Ground (Paladin) ===
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| <tabber>
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| |-|Slash=
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| {{AbilityInfo
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| |damage=10, 10 (20)
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| |startup=23F
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| |type=Physical
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| |priority=Melee Low
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| |ex=90
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| |effect=Chase
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| |cp=20 (10)
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| }}
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| ''[Close] Hit foe upwards. Slow, but very accurate strike.''
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| |-|Lightning Rise=
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| {{AbilityInfo
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| |damage=3, 3, 5, 4, 4, 11 (30)
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| |startup=43F
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| |type=Physical
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| |priority=Melee Mid (first half), Melee Low (second half)
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| |ex=90
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| |effect=Chase, Block (Ranged Low)
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| |cp=20 (10)
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| }}
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| ''[Mid] Charge, then leap. Good start for midair attacks.''
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| 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.
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| |-|Dark Step=
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| {{AbilityInfo
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| |damage=5, 10, 1 x 2, 10 (27)
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| |startup=23F
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| |type=Physical
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| |priority=Melee Low
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| |ex=90
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| |effect=Chase, job change
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| |cp=20 (10)
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| }}
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| ''[Close] Change job to Dark Knight during combo.''
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| </tabber>
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| === Aerial (Dark Knight) ===
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| <tabber>
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| |-|Gravity Ball=
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| {{AbilityInfo
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| |damage=7, 2 x 4 (15)
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| |startup=37F
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| |type=Magical
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| |priority=Ranged Low
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| |ex=0
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| |effect=Wall Rush
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| |cp=20 (10)
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| }}
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| ''[Mid] Fire off gravity ball. Good start for ground attacks.''
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| |-|Nightfall=
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| {{AbilityInfo
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| |damage=1 each, 24 (25+)
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| |startup=37F
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| |type=Physical
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| |priority=Melee Low (falling), Ranged Mid (landing)
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| |ex=60+
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| |effect=Chase
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| |cp=20 (10)
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| }}
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| ''[Close] High-speed dive. Useful for quick descents.''
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| Dark Knight attacks do not produce much EX force, but comboing into Nightfall can provide 60+ EX if the descent has room to travel.
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| |-|Paladin Arts=
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| {{AbilityInfo
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| |damage=7, 2 x 4, 3 x 5 (30)
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| |startup=37F
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| |type=Magical
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| |priority=Ranged Low
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| |ex=0
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| |effect=Job change
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| |cp=20 (10)
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| }} | | }} |
| ''[Mid] Change job to Paladin during combo.''
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|
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| 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.
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| </tabber>
| | = Strategy = |
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| == Aerial (Paladin) ==
| | Tifa is an agile close-range fighter with fast pokes and a decent aerial moveset, but lacks effective ranged attacks and utility against lingering projectiles. Her strengths shine when fighting on the ground. |
| <tabber>
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| |-|Radiant Wings=
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| {{AbilityInfo
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| |damage=3, 3, 7, 6, 6, 6, 9 (40)
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| |startup=19F
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| |type=Physical
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| |priority=Melee Low
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| |ex=30
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| |effect=Wall rush
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| |cp=20 (10)
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| }}
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| |-|Sacred Cross=
| | == Offense (Ground) == |
| {{AbilityInfo
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| |damage=3 x 5, 5, 10 (30)
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| |startup=21F
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| |type=Physical
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| |priority=Melee Low
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| |ex=90
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| |effect=Chase
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| |cp=20 (10)
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| }}
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|
| | * Poke with Waterkick and use it's Somersault HP link. It combos into assists and is difficult to react to with Assist Change. |
| | * Utilise her fast ground dash to close distance and provoke a response from the opponent. They will want to defend against Waterkick, which informs Tifa's decision making. |
| | * To get around blocking, mix up with jumps, a Blizzard projectile, a ground HP or Beat Rush feints. The damage on Beat Rush is not particularly high, but it is relatively safe on whiff, teleports behind the opponent when close and it can be easily hit confirmed. |
|
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| |-|Searchlight=
| | == Defense (Ground) == |
| {{AbilityInfo
| | * Avoid linear attacks with Tifa's run speed by moving sideways or away from them. Depending on the match-up, this is a safe way to create situations for punishing whiffs and dodges. |
| |damage=3 x 5 (15)
| | * Whiff Waterkick to build assist meter faster. |
| |startup=95F
| | * Catch an opponent's whiff with Blizzara from afar, but be wary of assist whiff punishes. |
| |type=Magical
| | * Blizzara becomes Ranged Mid priority at the end of it’s traversal. If it hits the opponent, Tifa can charge up Meteor Strike during that period and have it’s followup punch activated for free, which has a decent amount of tracking. |
| |priority=Ranged Low
| | * Blizzaga can also be used pre-emptively to force a dodge or punish a reckless dodge. It's slow to come out, but it spawns above the opponent with a max range restriction. So if they're already pre-occupied, Tifa can occasionally benefit from throwing out Blizzaga. It wall rushes on the ground and even combos into Waterkick, Meteodrive and Meteor Strike if she can follow up before the wall rush happens. |
| |ex=0
| | * Rolling Blaze has good upwards tracking, use it against airborne opponents who try to attack into Tifa. |
| |effect=-
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| |cp=20 (10)
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| }}
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| </tabber>
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| = HP Attacks = | | == Dodge Punishment (Ground) == |
| | * Ground Dash to follow the opponent's neutral / side dodge and dodge punish with Waterkick > Somersault. |
| | * Burning Arrow has enough tracking to also hit neutral and side dodges. It's a single hit HP, so it bypasses EX Revenge. A good move for a decisive read. |
| | * Rolling Blaze forward ground dodge, but misses against other ground dodges. |
| | * Beat Rush feint is Tifa's primary post-dodge defensive option on the ground. She is invincible during the feint teleport and it can also teleport behind the opponent if they're close enough. |
| | * Meteor Strike lowers Tifa's hurtbox, which can be used against air-to-ground dodge punish attempts. |
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| == Ground == | | == Offense (Aerial) == |
| <tabber>
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| |-|Soul Eater=
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| {{AbilityInfo
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| |damage=4, 2 x 5, 6 (20)
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| |startup=39F
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| |type=Physical
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| |priority=Melee High
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| |ex=30
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| |effect=Wall rush
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| |cp=30 (15)
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| }}
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| ''[Close] Stab fore and devour his soul. Limited height, quick strike.''
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|
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| |-|Dark Flame=
| | With the absence of Blizzards and HP links, Tifa's aerial strategies change up a little to accomodate her feints more. Feints become more prominent in the air due to lack of aforementioned tools, but also increased (applicable) HP attack range and more braveries having a feint cancel at the beginning. Her offensive gameplan works similiarly, dashing quickly in the air to close gaps and create interactions up close. |
| {{AbilityInfo
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| |damage=-
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| |startup=53F
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| |type=-
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| |priority=Ranged High
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| |ex=0
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| |effect=Wall rush
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| |cp=30 (15)
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| }}
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| ''[Long] Summon dark fire. Slow speed, strong homing.''
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|
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| Dark Flame is reactable, but stays on the field for a few seconds and has decent tracking throughout the active period.
| | * Elbow Smash can be used like Waterkick without an HP link. Good for approaching and poking, it combos into fast bravery assists with the first hit. |
| | * Moonsault Kick is Tifa's high damaging midair bravery. Much like Beat Rush, Tifa can teleport behind the opponent by feinting. |
| | * Just like on the ground, Tifa can mix up her attack timing with air jumps, feints and charging up an HP (Meteor Crusher in this case). Remember to refresh air jumps with [[Quickmove_(Dissidia_012)|'''quickmoves''']]. |
| | * Feinting a bravery attack during it's startup can punish reflexive blocking, because Tifa can delay the attack long enough to bypass a regular block's active period. Use this sparingly until you have a good grasp on the opponent's habits. |
| | * Rolling Blaze feints have a lot of tracking and control a good amount of space below Tifa. Use it to pressure opponents staying below her and call out dodges with the feint followup. Grounded Rolling Blaze has good tracking as well (upwards instead of downward), but sees less overall. |
| | * Against grounded opponents, be careful when using Falcon's Dive. It’s rather predictable in those instances, but has good reward on hit with {{012kuja}}, {{012seph}} and {{012aer}} assists. |
| | * Against LV2 Assist Change, feints can be used to lock opponent’s assist with all of Tifa’s feint maneuvers. A similiar strategy can be applied with delayed Waterkick hp links. |
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| |-|Shadow Bringer=
| | == Defense (Aerial) == |
| {{AbilityInfo
| | * Elbow Smash is the primary air poke for fending off opponents with least risk. |
| |damage=10, 10 (20)
| | * Use Elbow Smash and Falcon's Dive to build assist meter on whiff. |
| |startup=13F
| | * LV2 Assist Change staggers won’t net much reward beyond Elbow Smash or Falcon Dive. However, Tifa can free air dash and then try charging up Meteor Crusher to enforce a mindgame situation with air dodges and interruptions. |
| |type=Physical
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| |priority=Melee High
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| |ex=30
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| |effect=Wall rush, Dark Knight BRV damage +3%, Paladin BRV damage -3%
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| |cp=30 (15)
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| }}
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| ''[Ultra-close] Dark sword slash. Dark Knight BRV damage +3%, Paladin BRV damage -3%.''
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| Equipping Shadow Bringer will lock you out equipping the aerial Luminous Shard HP for the Paladin job.
| | == Dodge Punishment (Aerial) == |
| </tabber>
| | * Free Air Dash into Elbow Smash works as a lower risk dodge punish attempt. It's still committal though. |
| | * Charge Meteor Crusher to catch air dodge and late block attempts. This attack has very short range without charging, so make sure to release the HP button after confirming |
| | * Rolling Blaze feints can catch dodges below Tifa. Feint the first Rolling Blaze and try to see if the opponent dodged. |
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| == Aerial == | | = Counterstrategies = |
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| <tabber>
| | == Offense == |
| |-|Saint's Fall=
| | * Tifa's effective range is short and often relies on approaching with a dash or a telegraphed attack, so being able to engage from mid / long range can be very beneficial. {{012seph}} is |
| {{AbilityInfo | | * When dodge punishing Tifa, be mindful of her feints after a dodge. It avoids otherwise conventional dodge punish timing, but she must commit to attacking afterwards to capitalise on the whiff. Block the followup or use tracking moves like {{012cec}}'s Paladin Force to catch her after the feint teleport. Assist can also interrupt her feint followup if it's used before Tifa hits you. |
| |damage=1 x 3, 2, 1 x 2, 3 (10)
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| |startup=53F
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| |type=Physical
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| |priority=Melee High
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| |ex=30
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| |effect=Wall rush
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| |cp=30 (15)
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| }} | |
| ''[Mid] Focus light and charge. From afar, good vs. any height.'' | |
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| |-|Paladin Force=
| | == Defense == |
| {{AbilityInfo
| | * Jump to avoid Tifa's Waterkick. It is a consistent threat whenever she's fighting on the ground, but it has little to no anti-air capability. |
| |damage=2 x 5, 5 (15)
| | * Rolling Blaze has good vertical tracking with feints, but they primarily move towards the opponent in one direction: Upwards on the ground and downwards in the air. Dodging above ''aerial'' Rolling Blaze makes it whiff completely and moving away from Tifa with a dash or quickmove can avoid both ground and air Rolling Blazes. |
| |startup=43F
| | * Even though Rolling Blaze has lots of active frames, Tifa can still be hit after feinting it. She isn't vulnerable for long if she decides to Rolling Blaze once more after the feint. |
| |type=Both
| | * Tifa has no active hitbox when she charges forward with Meteor Crusher. If she's charging the attack, it is possible to hit her out of it on startup and during the tracking movement. |
| |priority=Ranged High (first hit), Melee High (other hits)
| | * Tifa struggles to bypass traps and discourage their use without assist. {{012gar}}'s Cyclone, {{012emp}}'s Thunder Crest and {{012ulti}}'s charged Knight's Lance all give her a lot of trouble. |
| |ex=30
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| |effect=Wall rush
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| |cp=30 (15)
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| }} | |
| ''[Close] Holy sword magic. Effective against any height.'' | |
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| Using Paladin Force right after connecting with Searchlight activates the homing followup attacks even if Paladin Force would've otherwise missed. | | == Meter Usage == |
| | * Both Blizzara and Blizzaga can be whiff punished with an assist on reaction. Aerith assist doesn't work, but other strong assists like Kuja, Jecht, Sephiroth and Tidus do. |
| | * On hit, Meteor Strike and Meteor Crusher have a telegraphed last hit. Take advantage of LV2 Assist Change's long guard frames; Using it early to block the last HP hit creates more frame advantage, making it easier to punish overall. |
|
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|
| |-|Luminous Shard=
| | = Match-Ups = |
| {{AbilityInfo | | {{012MU |
| |damage=- | | |wol= |
| |startup=63F | | |gar=Tifa has no easy way to bypass Garland’s Cyclone HP. {{012aer}}'s Seal Evil BRV assist gets around it with ease. |
| |type=- | | |fir= |
| |priority=Ranged High | | |empy= |
| |ex=60 | | |ok= |
| |effect=Paladin BRV damage +3%, Dark Knight BRV damage -3% | | |cod= |
| |cp=30 (15) | | |cecil= |
| | |golb= |
| | |kain= |
| | |bartz= |
| | |exd= |
| | |gilga= |
| | |terra= |
| | |kefka= |
| | |cloud= |
| | |sephi= |
| | |tifa= |
| | |squ= |
| | |ulti= |
| | |lag= |
| | |zid= |
| | |kuja= |
| | |tidus= |
| | |jecht= |
| | |yuna= |
| | |totto= |
| | |pri= |
| | |vaan= |
| | |gab= |
| | |light= |
| | |fc= |
| }} | | }} |
| ''[Long] Shoot light projectiles. Paladin BRV damage +3%. Dark Knight BRV damage -3%.''
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|
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| Equipping Luminous Shard will lock you out equipping the grounded Shadow Bringer HP for the Dark Knight job.
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|
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| </tabber>
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|
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| = EX Mode: Job Augment! =
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|
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| Effects:
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|
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| * Regen
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| * Critical Boost
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| * Proteus
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| * Inner Strength
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|
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| == Proteus ==
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|
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| ''[Activate with R + Square] Bridles light and darkness to instantly change jobs without attacking.''
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|
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| == Inner Strength ==
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|
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| ''[Always active while in EX Mode] Each attack is 1.5 times as powerful.''
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|
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| === EX Burst: Face Shift ===
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|
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| ''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.''
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|
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| {{burst
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|
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| |damage1=6, 9 (15, DK)
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|
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| |damage2=15 (PA), 25 (DK), 7 x 2 (DK), 30 (PA) (99 total)
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|
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| |type=Both
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|
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| }}
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|
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| = About the Job System =
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| 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.
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|
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| 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.
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|
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| 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.
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|
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| = Combos =
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|
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| == Solo ==
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|
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| === Dark Knight ===
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|
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| Dark Cannon is Cecil's only grounded solo combo starter. It cannot combo into Dark Flame or another Dark Cannon.
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|
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| 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.
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|
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| 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.
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|
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| {|class="wikitable sortable"
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| ! scope=col | Combo
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| ! scope=col | Damage
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| ! scope=col | EX Force
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| ! scope=col | Notes
| |
| ! scope=col | Video
| |
| |-
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| |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
| |
| |-
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| |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
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| |-
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| |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.
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| |-
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| |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
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| |-
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| |Paladin Arts > Radiant Wings || '''70''' (7, 2x4, 3x5, 3, 3, 7, 6, 6, 6, 9 + WR) || '''30''' (0, 30) || High damage bravery ender. || video
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| |-
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| |Paladin Arts > Radiant Cross || '''60''' (7, 2x4, 3x5, 3x5, 5, 10) || '''90''' (0, 90) || Sacrifice bravery damage to generate more EX Force. || video
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| |-
| |
| |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>
| |
| |}
| |
|
| |
| === Notes ===
| |
| <references group="notes" />
| |
|
| |
| === 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 [[Glitch_(Dissidia_012)#Hit_Glitch|'''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.
| |
|
| |
| {|class="wikitable sortable"
| |
| ! scope=col | Combo
| |
| ! scope=col | Damage
| |
| ! scope=col | EX Force
| |
| ! scope=col | Notes
| |
| ! scope=col | 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 {{012aer}} 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. <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.
| |
| |-
| |
| |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
| |
| |}
| |
|
| |
| === Notes ===
| |
| <references group="notes" />
| |
|
| |
| == 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!
| |
| <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=
| |
|
| |
| 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>
| |
| |-|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 ==
| |
|
| |
| 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.
| |
|
| |
| {|class="wikitable sortable"
| |
| ! scope=col|Starter
| |
| ! scope=col|Combo
| |
| ! scope=col|Damage
| |
| ! scope=col|EX Force
| |
| ! scope=col|Notes
| |
| ! scope=col|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. || --
| |
| |-
| |
| |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"|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
| |
| |-
| |
| |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. || --
| |
| |-
| |
| |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
| |
| |-
| |
| |rowspan="2"|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 ==
| |
|
| |
| {|class="wikitable sortable"
| |
| ! scope=col|Starter
| |
| ! scope=col|Combo
| |
| ! scope=col|Damage
| |
| ! scope=col|EX Force
| |
| ! scope=col|Notes
| |
| ! 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
| |
| |-
| |
| |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 > [[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="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. || --
| |
| |-
| |
| |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
| |
| |-
| |
| |}
| |
|
| |
|
| |
| |-|Tidus=
| |
| * 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
| |
|
| |
| |-|Yuna=
| |
| * 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)
| |
|
| |
| </tabber>
| |
|
| |
| = Builds =
| |
| <tabber>
| |
| |-|Side by Side (Dark Knight)=
| |
| {{Build
| |
| |hp=9883
| |
| |cp=450
| |
| |brv=1623
| |
| |atk=176
| |
| |def=182
| |
| |luk=61
| |
| |booster=x3.8
| |
| |setbonus=None
| |
| |ast=Jecht / Sephiroth / Yuna
| |
| |wpn=Piggy's Stick
| |
| |hand=Chainsaw
| |
| |head=Thornlet
| |
| |armor=Maximillian
| |
| |acc1={{accbas}} Sniper Eye
| |
| |acc2={{accbas}} Dismay Shock
| |
| |acc3={{accbas}} Battle Hammer
| |
| |acc4={{accboo}} BRV = 0
| |
| |acc5={{accboo}} Empty EX Gauge
| |
| |acc6={{accboo}} Pre-EX Mode
| |
| |acc7={{accboo}} Pre-EX Revenge
| |
| |acc8={{accsp}} Blue Gem
| |
| |acc9={{accsp}} Miracle Shoes
| |
| |acc10={{accsp}} Side by Side
| |
| |summon=Rubicante
| |
| }}
| |
| Use the [[CP_Glitch_(Dissidia_012)|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.
| |
|
| |
| |-|Hybrid (Paladin)=
| |
| {{Build
| |
| |hp=10299
| |
| |cp=450
| |
| |brv=956 (1147 with First to Victory)
| |
| |atk=178
| |
| |def=183
| |
| |luk=60
| |
| |booster=x3.0
| |
| |setbonus=Judgment of Lufenia
| |
| |ast=Kuja / Aerith
| |
| |wpn=Cleaver
| |
| |hand=Lufenian Shield
| |
| |head=Lufenian Helm
| |
| |armor=Lufenian Armor
| |
| |acc1={{accbas}} Hyper Ring
| |
| |acc2={{accbas}} Muscle Belt
| |
| |acc3={{accbas}} Dismay Shock
| |
| |acc4={{accboo}} Summon Unused
| |
| |acc5={{accboo}} Pre-EX Mode
| |
| |acc6={{accboo}} Pre-EX Revenge
| |
| |acc7={{accboo}} Opponent Summon Unused
| |
| |acc8={{accsp}} White Gem
| |
| |acc9={{accsp}} Tenacious Attacker
| |
| |acc10={{accsp}} First to Victory
| |
| |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.
| |
|
| |
| 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>
| |
|
| |
| == Assists ==
| |
| Cecil's assist data
| |
|
| |
| {{012Assist
| |
| |type1=BRV
| |
| |attack1=Shadow Lance
| |
| |startup1=35F
| |
| |position1=Ground
| |
| |spawn1=Opponent
| |
| |damage1=8, 7 x 6 (up to 50)
| |
| |effect1=Wall Rush
| |
| |type2=BRV
| |
| |attack2=Radiant Wings
| |
| |startup2=19F
| |
| |position2=Air
| |
| |spawn2=Opponent
| |
| |damage2=3, 3, 7, 6, 6, 9
| |
| |effect2=Wall Rush
| |
| |type3=HP
| |
| |attack3=Soul Eater
| |
| |startup3=39F
| |
| |position3=Ground
| |
| |spawn3=Opponent
| |
| |damage3=4, 2 x 5, 6 (20)
| |
| |effect3=Wall Rush
| |
| |type4=HP
| |
| |attack4=Saint's Fall
| |
| |startup4=53F
| |
| |position4=Air
| |
| |spawn4=Opponent
| |
| |damage4=1 x 3, 2, 1 x 2, 3 (10)
| |
| |effect4=Wall Rush
| |
| }}
| |
|
| |
| === Dark Knight Assists ===
| |
| <tabber>
| |
| |-|Jecht=
| |
| 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.
| |
|
| |
| |-|Sephiroth=
| |
| Whiff punishes and more notably, easy knockback cancels. With assist meter, Cecil won't have to rely on wall rushes for assist conversions.
| |
|
| |
| |-|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=
| |
| 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.
| |
|
| |
| |-|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.
| |
|
| |
| |-|Yuna=
| |
| Air conversions have restrictions, but doesn't stagger from LV2 Assist Change. Works well when playing near the ground.
| |
|
| |
| </tabber>
| |