Multiplayer Build Guide (Dissidia 012) and Garland (Dissidia 012): Difference between pages

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[[Category:Dissidia 012 Final Fantasy]]
[[Category:Dissidia 012 Final Fantasy]]
This page is for anyone new or upcoming player that want a basic understanding how to make a working build for online play. Contents of this page are currently based on the [https://web.archive.org/web/20200114074708/http://community.dissidia.wiki/topic/29-ddffguide-beginners-guide-to-customisation/ '''Beginner's Guide to Customisation'''] found on Dissidia Community forums and are subject to further modification later.
{{012CharNav
|icon=https://resources.dissidia.wiki/ddff/chara-icon/ddff-icon-garland.png
|general=[[Garland_(Dissidia_012)|'''General''']]
|matchups=Matchups
|resources=Resources
|starter=Starter Guide
|strategy=Strategy
}}
 
{{CharacterInfo
|portrait=https://resources.dissidia.wiki/ddff/portraits/ddff-port-garland.png
|name=Garland (ガーランド)
|origin=Final Fantasy
|weapon=Axes, Greatswords, Katanas, Spears
|armor=Gauntlets, Heavy Armor, Helms,<br>Light Armor, Shields
|atk=111 (High)
|def=112 (High)
|runspeed=10.5 (Very Slow)
|dash=81 (Below Average)
|fall=77 (Above Average)
|fallr=41 (Below Average)
|exclusives=
|exclusives=Ogrekiller, Viking Axe, Gigant Axe
}}
 
{{ProConTable
|pros=
*'''Whiff punishment'''
*'''Bravery damage'''
*'''EX meter economy''' - Generates meter efficiently through combos and can kill earlier with EX Revenge than any other character
*'''Disjoints''' great at poking through projectiles and walls
* '''Good ground-to-ground presence''', except against area denial melee HPs
 
|cons=
* '''Bad movement'''
* '''Post-dodge vulnerability'''
* '''Limited aerial dodge punish capability'''
* '''EX meter gameplan hurt by poor neutral HPs and assist punish vulnerability'''
* '''Fast + long range vulnerability'''
* '''Difficulties creating offensive momentum consistently'''
* '''Bad at making the opponent whiff without forcing a dodge'''
* '''Flawed aerial mixups''', can struggle against block in the air
* '''Bad against area denial melee HPs'''
}}
 
= Overview =
Garland is a defensive close / mid-range character who is defined by good whiff punish ability, combo game, EX meter economy and crushingly good bravery damage output.
 
On the ground, Garland can take advantage of higher priorities, gap closers and mixups. With the character-defining Deathblow bravery, Garland can reliably generate assist meter on whiff, anti-air opponents and combo into Twist Drill for a considerable amount of damage and EX meter.
 
In the air, Garland can utilise attacks with well defined tracking through a variety of braveries. Twist Drill anti-airs and pokes through projectiles, Chain Cast covers his air dodges and enables dodge cancel combos and the infamous Bardiche crushes anyone caught below the mighty axe.
 
He boasts above average attack and defense stat, but his attributes are a bit lacking elsewhere. Movement speed is below average, air dodges are floaty, post-dodge defensive options are risky, he lacks independent HP links and air dodge punish attempts have considerable limitations. Not to mention, his braveries have well defined ranges that can hinder his approaches at times.
 
However, one aspect where Garland is a cut above the rest is in the usage of EX meter. Not only can Garland acquire a full EX meter efficiently through combos, his EX Burst is one of the more damaging bursts in the game. But what he is ''really'' infamous for, is his EX Revenge damage output. Being able to combo into a high damaging Bardiche five times is enough to secure a bravery break against any character at their base bravery. This creates a dangerous dynamic with Garland where he can end matches early with a full EX bar if the opponent is below half health. If the player was able to amass a couple bravery breaks before using EX Revenge, Garland can practically ''kill any character from full health''.
 
Historically Garland has been considered a low tier character. However, his representation in competitive play in recent years present a case for a '''mid tier''' or even '''high tier''' position. Garland is not without faults, nor is he the easiest character to succeed with. He is decent at exploiting the opponent's flaws with proper positioning, but if ''he'' is forced to try and create a mistake, he can fall apart completely against opponents with proper knowledge, positioning and reactions. Garland's long-term gameplan is strong, but it always requires landing hits with resources to later back him up.
 
With consistent grounded defensive play, he can overpower many conventionally strong characters who have to engage with him first.
 
= Bravery Attacks =
== Ground ==
 
<tabber>
|-|Round Edge=
{{AbilityInfo
|damage=7, 8, 30 (45, Short) / 7, 8, 9, 2, 2, 2, 15 (45, Long)
|startup=23F
|type=Physical
|priority=Melee Low, Melee Mid (2nd hit), Melee High (3rd hit, Long)
|ex=30 (Short) / 90 (Long)
|effect=Wall Rush (Short) / Chase (Long)
|cp=30 (15)
}}
''[Close] Broad sword sweep. Change combo with input timing.''
 
Three sword swipes with a chase or a wall rush ender. Press circle before the third swipe for a wall rush ender or press circle after it for a chase ender. Garland's movement can be controlled freely during the first two swipes, but it does not make it particularly safe to use. While the start-up is somewhat fast, it takes well over a second to cancel it into a dodge. With Garland's limited post-dodge defensive options this is not an ideal situation to find yourself in. Confirming a combo with Deathblow into a Twist Drill is safer, inflicts more bravery damage and generates more EX meter on hit as well. Round Edge still has combo potential with assists though.
 
The first two hits' vertical range is quite bad. They do hit behind Garland, so it's possible to manuever in a way at medium ranges that lets you hit the opponent from behind if they reacted early with a block.
 
Round Edge might work occasionally as a surprise gimmick attack, especially if you fake out with movement during the first sword swipe. But the long animation and diminishing returns for disproportional risk compared to other ground moves make Round Edge difficult to justify for the third slot bravery.
 
The increased priorities apply to Round Edge when has not been cancelled into a wall rush ender. Since movement is halted by the third hit, it can be challenging to enforce it's high priority against moving opponents.
 
|-|Lance Charge=
{{AbilityInfo
|damage=2 x 5, 5, 15 (30)
|startup=31F
|type=Physical
|priority=Melee Mid
|ex=30
|effect=Wall Rush
|cp=30 (15)
}}
''[Mid] High-speed sword thrust. Vertically limited, good range.''
 
A mid priority gap closer and a whiff punisher that goes in a straight line. Staggers block and can be followed up with a built-in high damaging Bardiche if it staggered. It works well as a deterrent for blocking his other ground braveries.
 
With a Kuja / Sephiroth assist following up the wall rush, the damage output is consistently high with Bardiche fillers. Lance Charge travels quickly and the recovery is very short. Outside of top speed assists and higher priority attacks / blocks, it is very difficult if not impossible for a lot of the cast to effectively punish Garland for using this move. Sideways and aerial movement help avoid it with less risk, but the mileage varies between characters.
 
The range slightly extends past the visual.
 
If you stagger an opponent with a [[Blodge|'''blodge''']], you can use Lance Charge to retaliate after blodging backwards or sideways.
 
Lance Charge is a staple in Garland's kit and is one of the best ground-to-ground bravery attacks in the game.
 
|-|Deathblow=
{{AbilityInfo
|damage=15
|startup=13F
|type=Physical
|priority=Melee Low
|ex=60
|effect=
|cp=30 (15)
}}
''[Mid] Swift upwards sword swipe. Low accuracy, quick strike.''
 
One of Garland's strongest bravery attacks. Very fast start-up, low recovery, long active hitbox, combo starter, great tracking and anti-air capability within close range. The low non-cancelled recovery is Deathblow's highlight, it is one of the few bravery attacks in the game that do not have to be dodge cancelled for safety. This allows Garland to jump and combo into Twist Drill for more meter and a lot of bravery damage with assist.
 
Due to it's speed and low non-cancelled recovery, it can be used to quickly generate assist meter. A must have for many close-range match-ups where Garland can fight on the ground. When used well, this is a move that ties Garland's defensive gameplay together.
 
|-|Highbringer=
{{AbilityInfo
|damage=5, 19 (24, Low) / 5, 2, 2, 15 (24, High)
|startup=17F (Low) / 13F (High)
|type=Physical
|priority=Melee Low
|ex=90 (Low) / 30 (High)
|effect=Chase (Low) / Wall Rush (High)
|cp=30 (15)
}}
''[Mid] Swing sword upwards. Change combo with input timing.''
 
Deathblow with two built-in follow-up attacks. Tap the button twice for a chase ender and 90 EX or hold the button to become airborne and then tap it for wall rush attack.
 
Even though the speed, tracking and anti-air capability remain mostly intact, the recovery is longer. Both low and high versions' recovery are much shorter with a dodge cancel, but the first hit cannot be dodge cancelled early if it makes contact.
 
As a result, any whiffs put Garland in greater danger compared to Deathblow, even if the High version's dodge cancel is pretty early. While all attacks have a fair amount of hit stun, converting off of them with assist compromises Garland's EX gain, damage or requires a wall. Assist combos are a bit easier to pull off compared to Deathblow though.
 
It's not a terrible move, but Deathblow is the stronger move overall.
 
|-|Thundaga (ground)=
{{AbilityInfo
|damage=each (10)
|startup=51F
|type=Magical
|priority=Ranged Low
|ex=0
|effect=-
|cp=30 (15)
}}
''[Long] Call down lightning strikes that home in on opponent.''
 
Venerable strength manifests in the form three lightning bolts. The bolts spawn on the opponent, bypassing obstacles or lingering projectiles in front of the opponent. It is commonly used for interrupting opponents.
 
It has enough hit stun for all three bolts to combo into most of Garland's attacks including Flare and air BRV assists, but the opponent must be against the wall for it to work. The upward knockback's direction is also based on the player's camera.
 
Garland is vulnerable during Thundaga, but it's recovery is quite low for an attack of it's kind, which can make it tricky to whiff punish with slower assists.  It is not chosen often due to it's poor reward on hit with no EX generation, low damage and situational conversions.
 
Thundaga is good at interrupting opponents from a distance, but it does not represent a big threat frequently.
</tabber>
 
== Aerial ==
 
<tabber>
|-|Twin Swords=
{{AbilityInfo
|damage=7, 8, 15 (30)
|startup=21F
|type=Physical
|priority=Melee Low
|ex=30
|effect=Wall Rush
|cp=30 (15)
}}
''[Mid] Swipe with twin blades. Approaches foe; limited height.''
 
Garland's primary aerial bravery attack that advances forward. It's fast, but slow enough to be reactable, though the start-up is tricky to see. Given how Garland's other braveries are telegraphed by their effective range, Twin Swords can fall short in approaching the opponent.
 
Twin Swords' main strength lies in the move tracking in all directions. The range is average and the homing period is brief.
 
The animation is rather long, however. This means that it can be dangerous to whiff Twin Swords and the reliance on wall rushes for HP damage skews the risk/reward ratio against Garland. In small stages with low ceilings, this move can represent a threat more reliably when fighting air-to-air.
 
Not a staple in Garland's aerial kit, but not entirely without merit either.
 
|-|Chain Cast=
{{AbilityInfo
|damage=7, 8 (15)
|startup=45F
|type=Physical
|priority=Melee Low
|ex=90
|effect=Chase
|cp=30 (15)
}}
''[Mid] Swing chain. Low accuracy, but effective against any height.''
 
Garland positions himself above in relation to the opponent for two vertical attacks. Air combo starter, air-to-ground whiff punisher and Garland's primary post-dodge defensive option in the air. It is not invincible, but the movement can help him evade slower dodge punish attempts. On hit, Garland can dodge cancel and combo into Twist Drill for a total of 180 EX (almost 20 % of an EX bar) or Bardiche / Twin Swords at the wall.
 
Chain Cast has enough hit stun to make empty chase attempts safer than on average, although it is not entirely safe to use in all instances. It can also hit behind the opponent's block, though exact conditions are unclear (being significantly below / above the opponent helps).
 
The consistency of Chain Cast's damage output, meter generation and applications in the neutral make it an appealing choice for a third bravery slot along with Bardiche and Twist Drill.
 
The hitbox has some oddities. It has gaps and possibly slight deadzones between the chain itself and the tip. Before reaching proper down-forward hitbox there may be a gap just below level height. Could have a small deadzone right in front of Garland as well. Requires further research.
 
|-|Bardiche=
{{AbilityInfo
|damage=30
|startup=23F
|type=Physical
|priority=Melee Low
|ex=0
|effect=Wall Rush
|cp=30 (15)
}}
''[Dive] Mighty axe swing. Great for attacking from above.''


= About Accessories =
Garland's iconic crushing repertoire. A staple in Garland's kit due to it's speed, average whiff recovery and infamous damage output. It's applications in the neutral are weak due to it exclusively tracking downwards, having a small hitbox and having flawed mixup options to support it. It is a loud, telegraphed and relatively slow to start low priority attack on a character whose other downward attacks are all slower than 40 frames. The whiff recovery lets Garland build assist meter somewhat safely however.
Accessories are a category of equipment that can be worn by all characters in the game. Each accessory comes with an effect that either scales with booster-type accessories or has a fixed value. A maximum of 10 accessory slots can be utilised. Accessories often define key characteristics of a build, and as such are always important in online battles.
<br><br>
There are three (3) types of accessories.


== Basic Accessories {{accbas}} ==
Bardiche is primarily run for it's reward on hit, namely with ground wall rush assist combos and EX Revenge. It's single hit 30 damage multiplier makes Garland one of the best users of wall rush bravery enhancements (primarily {{accbas}} Booster). Outside of combos, Bardiche's reward is lacking with no EX, short assist confirm window and no automatic Sneak Attack activations.


Effected by the multiplied number (x) your booster accessories currently have.
Despite these flaws, Bardiche is commonly used because the damage output high enough to outweigh the cons.


For example: You have Hyper Ring (5% increased damage) and 3 boosters that give you 2.5x multiplier, basic math is 5 x 2.5 = 12.5 > rounded down to 12, so you get a 12% increased damage.
|-|Twist Drill=
{{AbilityInfo
|damage=4 x 2, 8, 14 (30)
|startup=21F
|type=Physical
|priority=Melee Low
|ex=90
|effect=Chase
|cp=30 (15)
}}
''[Rise] Upwards lunge with sword. Great for attacking from below.''


== Booster Accessories {{accboo}} ==
Fast anti-air attack with good combo potential, damage and EX output. Primarily designed to home in on opponents above Garland, Twist Drill is often used as a combo move after Deathblow, as a whiff punisher or as an approach tool.  
Your multiplier, the higher X you have the higher your basic while having no boosters equipped.


There are a few different mulitplier numbers
It's hitstun is long enough to combo into an assist from a relatively late dodge cancel window or an empty chase. That also means Twist Drill is a bravery attack that is ''consistently safe on hit after initiating an empty chase'' for EX intake.
*1.2x - Average
*1.3x - Good
*1.4x - Really good
*1.5x - The best
*2.5x - This is only one accessory and the 2.5x only lasts 15 seconds and drop to 0.5x after that which halves your booster multiplier.
*5.0x - Also just one accessory that works only when you take damage longer then 4 seconds.


Also note that the boosters are different in how and when they are activated.
Twist Drill's whiff recovery is long enough for it to be punishable on reaction. Staying directly above Garland's head, dodging sideways and air BRV assists are consistent ways to neutralise this attack.


Example: You have two 1.2x, one 1.4x and lastly a 1.5x equipped: 1.2 x 1.2 x 1.4 x 1.5 = 3.024 rounded down to 3x which means your max booster is 3x.
While it cannot effectively hit opponents directly in front of him or above his head, Twist Drill is still a staple in Garland's air combat. The extended hitbox allows him to poke through projectiles and traps, such as Ultimecia's charged Knight's Lance. The first part can be dodge cancelled early enough to contest The Emperor's Dreary Cell traps and the overall speed can be difficult to react to.  
 
It can also hit behind the opponent's block at the right distance and angle below the opponent.
 
|-|Thundaga (midair)=
{{AbilityInfo
|damage=each (10)
|startup=51F
|type=Magical
|priority=Ranged Low
|ex=0
|effect=-
|cp=30 (15)
}}
''[Long] Call down lightning strikes that home in on opponent.''


== Special Accessories {{accsp}} ==
Same as the ground version, except it can be done anywhere in the air. A valid option against mages and characters with poor mobility, it is still used to interrupt opponents.
Pre-set effects that do not work with booster accessories. However, this does not render them useless and in many cases at least one of them will be equipped to define the style of a build.


If you see accessories with the note "Breakables" do not use them online.
</tabber>


= Creating a build =
= HP Attacks =


When planning a PvP build it is often necessary to include meter depletion on both assist and EX. These can be included either via Judgment of Lufenia or Seal of Lufenia equipment sets (fixed percentage value) and / or Battle Hammer and Dismay Shock basic accessories. Meter depletion has a few key benefits, such as shifting momentum in generating crucial resources (Assist and EX) and bypassing EX Revenge situations where a player could have otherwise suffered a huge setback through bravery break or lose a match outright.
== Ground ==


Despite that, a player may opt out of meter depletion in exchange for other attributes if they so desire.
<tabber>
|-|Earthquake=
{{AbilityInfo
|damage=8, 2 x 5 (18)
|startup=39F
|type=Physical (axe) / Magical (rocks)
|priority=Melee High (axe) / Unblockable (rocks)
|ex=36
|effect=Wall Rush
|cp=30 (15)
}}
''[Close] Split ground with axe. Steals bravery, then takes HP.''


After that, an ideal PvP build usually goes for one of the following:
A decent mix-up against grounded opponents trying to crack Garland's defense. Tracks well, strong knockback and cannot be staggered by LV2 Assist Change after the first hit without having assist meter locked. The HP-inflicting rock that spawns at the end has minor anti-air potential.
* [[Customisation_Guide_for_Online_Battles_(Dissidia_012)#Damage_(bravery)|'''Damage (bravery)''']]
* [[Customisation_Guide_for_Online_Battles_(Dissidia_012)#Damage_(high_base_bravery)|'''Damage (high base bravery)''']]
* [[Customisation_Guide_for_Online_Battles_(Dissidia_012)#Side_by_Side|'''Side by Side''']]
* [[Customisation_Guide_for_Online_Battles_(Dissidia_012)#EX|'''EX''']]
* [[Customisation_Guide_for_Online_Battles_(Dissidia_012)#EX_Core|'''EX Core''']]
* [[Customisation_Guide_for_Online_Battles_(Dissidia_012)#Bravery_Boost_on_Block_/_Dodge|'''Bravery boost on dodge / block''']]
* [[Customisation_Guide_for_Online_Battles_(Dissidia_012)#Balanced_/_Hybrid|'''Hybrid''']] (a mix of everything)
   
Good reliable accessory boosters include Summon Unused (and the opponent variant), Pre-EX Mode, Pre-EX Revenge, Aerial and Large Gap in HP. These are known to work regardless of build style, and will be commonly recommended.


= Build styles =
Earthquake is one of the many moves in Garland's arsenal where it can be used and not get cleanly punished for it, followed by a one of the worse disadvantage states in the game due to poor movement, risky defensive options and lack of safe follow ups on whiff. That's true for a lot of Garland's tools, but it's by far most evident on Earthquake.


== Adamant Chains ==
Because the rocks act independently after activating, Earthquake can be used to punish fairly safe approaching Melee High priority attacks, such as [[Tifa_Lockhart_(Dissidia_012)|'''Tifa''']]'s Rolling Blaze or [[Squall_Leonhart_(Dissidia_012)|'''Squall''']]'s Revolver Drive by clashing with them.
Recommended characters: {{012gar}}, {{012emp}}, {{012clo}}, {{012squ}}, {{012ulti}}, {{012tid}}, {{012yuna}}, {{012pri}}, {{012vaan}}, {{012gab}}


Example build: [[Squall_Leonhart_(Dissidia_012)#Adamant_Chains-5|'''Squall''']]
The active duration, tracking and dodge cancel window can make punishing this move on the ground difficult without mid range attacks or dodge punish tools. Earthquake is effective when used sparingly, but aerial attacks from above can still punish it. It is prone to trades, but they don't backfire on Garland as often as one might expect.


{{Build
|-|Blaze (ground)=
|hp=9972
{{AbilityInfo
|cp=450
|damage=-
|brv=877 (1052 with First to Victory)
|startup=59F
|atk=178
|type=-
|def=185
|priority=Ranged High
|luk=--
|ex=each (9)
|booster=x3.5
|effect=-
|setbonus=Adamant Chains
|cp=30 (15)
|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
}}
}}
''[Long] Shoot multiple fireballs that chase opponent.''
Homing fireballs that can be dodged with well placed dodge. Not commonly used on the ground when Garland has other attacks with better properties and reward on hit.


Increased air dodge distance through the "Adamant Chains" set bonus. Primarily used to make air dodges safer to perform and difficult to punish by the opponent. Characters with average fall speed and weaker post-dodge defensive options can benefit a lot from it, such as Cloud, Squall and Yuna. Vaan can also use it for dodge cancel combos.
Blaze has a bad deadzone in front of Garland and each fireball can inflict meter depletion if they hit, traits that carry over to it's aerial version.


However, characters with fast fall speed such as {{012tid}} and {{012pri}} ''also'' benefit from the added distance; It makes their air dodges even more difficult to punish. An extra layer of security, if you will.
|-|Tsunami=
{{AbilityInfo
|damage=2 x 6 (12)
|startup=45F
|type=Physical
|priority=Melee High
|ex=96
|effect=-
|cp=30 (15)
}}
''[Mid] Hurl chain sword. Vertically limited, very accurate.''


Adamant Chains improves defensive play, but it also comes at the expense of other traits. High base bravery is limited to one equipment slot (usually Piggy's Katana weapon) and it, along with damage and meter drain may require heavier investment via accessories to reach similiar heights.
One of Garland's post-dodge defensive options on the ground. Much like Chain Cast, the swift movement helps Garland evade rather than plain invincibility. However, it is dangerous to whiff this attack due to it's lenghty animation and late cancel window.
== Back to the Wall ==


Low health, but heightened stats / accessory boosters. Revolves around the special accessory "Back to the Wall" that causes the player to start the fight with 90 % of health already depleted. A "glass cannon", loosely speaking.
Tsunami's strong tracking against grounded opponents works very well as a dodge punisher and as an instigator when assist meter is available. Against opponents without command defensive options, doing Tsunami and reacting with an assist can be effective, because it usually forces a dodge. It can also hit aerial opponents who are close to Garland at the time of impact.
== Balanced / Hybrid ==
Recommended characters: Any


A balanced build, with access to both EX and Assist. This is all about picking a good balance between damage, meter and other attributes. Maybe some added ex force absorption with more wall rush damage? Or perhaps you really want that early assist meter boost with Together as One but still desire to benefit from EX cores?
This attack also combos into assists on hit. A good mixup akin to Earthquake, with stronger tracking at the expense of wall rush and worse trade interactions without assist.


This kind of build is usually a "jack of all trades, master of none". Characters who do not rely on Side by Side such as {{012exd}}, {{012kuja}} and {{012lig}} have an easier time fighting effectively with this build style than those who do. Even so, having access to both major resources can pay off in longer matches.
If you stagger an opponent with a [[Blodge|'''blodge''']], you can use Tsunami to retaliate after blodging backwards or sideways.


Naturally, specialised builds can see more success within their niche. But balanced builds are serviceable all the same.
</tabber>


Below is an example build for {{012clo}}.
== Aerial ==
   
<tabber>
{{Build
|-|Blaze (midair)=
|hp=10299
{{AbilityInfo
|cp=450
|damage=-
|brv=1035
|startup=59F
|atk=177
|type=-
|def=185
|priority=Ranged High
|luk=60
|ex=each (9)
|booster=x3.5
|effect=-
|setbonus=Judgment of Lufenia
|cp=30 (15)
|ast={{012kuja}}
|wpn=Heaven's Cloud
|hand=Lufenian Shield
|head=Lufenian Helm
|armor=Lufenian Armor
|acc1={{accbas}} Hyper Ring
|acc2={{accbas}} Zephyr Cloak
|acc3={{accbas}} Dismay Shock
|acc4={{accboo}} Summon Unused
|acc5={{accboo}} Pre-EX Mode
|acc6={{accboo}} Pre-EX Revenge
|acc7={{accboo}} Aerial
|acc8={{accsp}} Tenacious Attacker
|acc9={{accsp}} Great Gospel
|acc10={{accsp}} First to Victory
|summon=Rubicante
}}
}}
   
''[Long] Shoot multiple fireballs that chase opponent.''
At the end of the day you can mix and match concepts in your build. If high base bravery and wall rush damage is your thing but you still want to benefit ex, that is fine. It's not wrong to think that with good boosters you can enjoy the benefits of bravery boost on dodge as well as meter drain.


For boosters you will want something consistent, something that activates when it's most optimal for you and can be relied on through the course of a single match. And of course, any special accessories that you feel are necessary to your gameplan or playstyle. Just try to avoid equipping Center of the World or most of the set damage / defense rings.
Commonly used as an occasional long range harassment tool along with Cyclone. While this cannot inflict wall rush, each fireball can deplete meter on hit. A decent choice in that regard when used with Aerith assist, but it's threat is otherwise somewhat limited.


== Bravery Boost on Block / Dodge ==
|-|Cyclone=
Recommended match-ups: {{012emp}}, {{012seph}}, {{012ulti}}
{{AbilityInfo
|damage=-
|startup=51F
|type=-
|priority=Ranged High
|ex=each (60)
|effect=Absorb
|cp=30 (15)
}}
''[Close] Call forth tornado. Slow speed, homing ability.''


Gain bravery with each successful block / dodge. Commonly paired with Adamant Chains when using bravery boost on dodge.
Two Ranged High projectiles that temporarily occupy space while gradually splintering off from their starting position. Often used as a passive defensive tool, a combo extender after an assist or a safer match ender during an assist combo. Good reward on hit thanks to ex generation and hit stun - It combos into assists on hit. Even Garland can combo into his own braveries afterwards if Cyclone connected after a delay.


This build style is strong against frequent projectile users, namely The Emperor, Ultimecia or Sephiroth. With proper investment, a single dodge can accumulate 100-200 bravery when used against a projectile. That can discourage the aforementioned characters from playing as actively and encourage adjusting playstyle altogether. If no adjustment is made, the user of this build can seek to benefit greatly from a single HP attack in due time.
It does not protect Garland effectively from all angles. Disjointed attacks and assists such as Aerith's Seal Evil can consistently punish Garland for using Cyclone. Because Garland cannot act again early and the projectiles duration is a bit less than desireable, it can also be difficult to turn a successful Cyclone into offensive momentum.


Example build for {{012tid}}
However, characters without projectiles, command blocks, disjointed hitbox or a relatively fast advancing Melee High attack will find Cyclone to be difficult to neutralise.


{{Build
|-|Flare=
|hp=9972
{{AbilityInfo
|cp=450
|damage=15
|brv=917
|startup=47F
|atk=180
|type=Physical
|def=184
|priority=Melee High
|luk=60
|ex=30
|booster=x13.9
|effect=Wall Rush
|setbonus=Adamant Chains
|cp=30 (15)
|ast=Aerith
|wpn=World Champion
|hand=Adamant Shield
|head=Adamant Helm
|armor=Adamant Vest
|acc1={{accbas}} Zephyr Cloak
|acc2={{accboo}} BRV > Base Value
|acc3={{accboo}} Large Gap in BRV
|acc4={{accboo}} Summon Unused
|acc5={{accboo}} Pre-EX Mode
|acc6={{accboo}} Pre-EX Revenge
|acc7={{accboo}} Aerial
|acc8={{accboo}} After 30 Seconds
|acc9={{accboo}} Opponent Empty EX Gauge
|acc10={{accboo}} Opponent Summon Unused
|summon=Rubicante
}}
}}
''[Mid] Strike with greatsword, causing large explosion on hit.''
== Bravery Boost on Stage Destruction / Mindbreak ==
Recommended stage: World of Darkness


Gain bravery when destroying stage elements such as World of Darkness pillars. Revolves around the "Mindbreak" basic accessory.
Garland's primary post-block HP retaliation and assist combo ender inflicting HP damage. Homes in on the opponent well, though it's bad at turning around from a bit before Garland starts moving. The knockback is very high with good wall rush potential.
Known to be practical in World of Darkness with {{012cod}}, but all other aspects of the build may be compromised.


== Damage (bravery) ==
Flare's active frames are very brief and as such, it is not effective at punishing early blocks and catching aerial dodges, while leaving ample time for the opponent to dodge and punish Garland.
Recommended characters: {{012gar}}, {{012kain}}, {{012clo}}, {{012seph}}, {{012ulti}}, {{012kuja}}, {{012vaan}}, {{012pri}}


Increased damage output through high ATK stat, bravery attacks, wall rush damage and higher critical hit rate,
If the opponent uses LV1 Assist Change as soon as Flare's first hit has made contact, Garland can be hit during the animation. Cyclone and Blaze HPs can make up for this weakness, but Flare remains a staple in Garland's arsenal regardless. It is the only aerial HP he can consistently connect after staggering an opponent with a block. Rack up the bravery and unleash the fury.


Not everyone can reach the same heights of bravery damage, usually due to low damage multipliers on one's moves and lower base attack stat. These characters usually circumvent this shortcoming with wall rushes or the help of high base bravery in conjunction with assists.
</tabber>
   
For equipment, always seek out a weapon with 69 ATK stat unless your character's exclusive weapons provides 70 ATK (Garland's Gigant Axe for example). If your armor set is for Seal of Lufenia's 5 % EX depletion, Lufenian Dirk (hand, Parrying gear) is a great choice as it provides +1 attack as well as good 72 defense.
   
Earthbreaker, Cleaver and Rhongomiant (for King of Tragedy EX Revenge builds) are good weapons possessing 69 attack stat that anyone can wield with the help of a [[CP_Glitch_(Dissidia_012)|'''CP glitch''']].
   
For accessories it comes as no surprise that Hyper Ring, Muscle Belt / Earring are viable choices here. Bundle Hyper Ring + Muscle Belt or Earring (depending on the character) with boosters such as BRV > Base Value, Pre-EX Mode, Pre-EX Revenge, Summon Unused and Aerial / Grounded for even higher damage output.


Extra abilities that raise critical hit rate are great picks. '''First Strike''' and '''Counterattack''' have the most consistent uptime, followed by '''Sneak Attack''', '''Back to the Wall''' and '''Riposte'''. A damage build commonly uses 1-2 of those abilities, but they're good to have ''regardless of build'', as your opponent can only disable one of them.
= EX Mode: Class Change! =
Effects:
* Regen
* Critical Boost
* Indomitable Resolve


'''Assist Critical Boost''' is also good for assists that have good damage multipliers, such as Kuja, Sephiroth and Ultimecia.
== Indomitable Resolve ==
''[Active while attacking] Even while taking damage, attacks can be performed without flinching.''


Even characters with subpar bravery damage can do respectable damage with the double damage from critical hits, so they're worth the investment.
Rare instance of [https://glossary.infil.net/?t=Armor '''super armor'''] in Dissidia 012. During an attack animation, Garland will not flinch from any attack that does not inflict HP damage. Can work in a pinch against characters with HP links (Cyclone, anyone?), but remember that EX mode does not alter Garland's attack properties.


== Damage (high base bravery) ==
== EX Burst: Soul of Chaos ==
Recommended characters: {{012wol}}, {{012fir}}, {{012ok}}, {{012bez}}, {{012exd}}, {{012clo}}, {{012zid}}, {{012jec}}, {{012lig}}
''An attack terrible enough to shake the heavens. Repeatedly press circle to add strength to the attack.''
 
{{burst
|damage1=12, 12 (24)
|damage2=4x3, 3x4, 16, 16, 5x4 (100 total)
|type=Physical
}}


Increased default bravery for higher damage output without relying on bravery damage. For equipment, Piggy's Stick, Royal Crown and any LV100 piece that adds bravery are a good starting point. Investing in wall rush (Sniper Eye basic acc) and bravery recovery (Bravery Orb, Great Gospel accs) is also recommended. Commonly used with the special accessory Side by Side.
= Combos =


== Defense ==
== Solo ==
High DEF stat and reduced wall rush / physical / magic / chase brv damage.


Over the course of a match this will require the opponent to hit more times than what would be normally required. Equipment such as Hero's Shield, Grand Helm, Maximillian or accessories such as Block Ring, Decoy or Amulet may be used.
{| class="wikitable sortable"
|-
== Depletion ==
! scope=col | Combo
Recommended characters: Any, {{012squ}}
! scope=col | Approximate damage (multipliers)
! scope=col | Approximate EX Force
! scope=col | Notes
! scope=col class=unsortable | Video
|-
|Deathblow > move > jump > Twist Drill || '''45''' (15, 30) || 150 (60, 90) || Staple combo. Move and jump as quickly as possible. The later Deathblow hits, the more time you have to combo into Twist Drill. || [https://www.youtube.com/watch?v=_E2EVyWjRFM?=shared&t=5 '''Video''']
|-
|Round Edge 3rd hit (Long) > Deathblow > move > jump > Twist Drill || '''69''' (7, 8, 9, 15, 30) || 180 (30, 60, 90) || Guaranteed Deathblow, but timing is tricky. Try to time it later than earlier to avoid inputting Round Edge's finisher. || [https://www.youtube.com/watch?v=_E2EVyWjRFM?=shared&t=10 '''Video''']
|-
|Chain Cast > DC > Twist Drill || '''45''' (15, 30) || 180 (90, 90) || Staple air combo, commonly used as a punish or an assist combo ender. 180 EX total. If opponent is far after Chain Cast, Twist Drill may not land all initial hits. || [https://www.youtube.com/watch?v=_E2EVyWjRFM&t=19 '''Video''']
|-
|Chain Cast > DC > Twin Swords || '''45''' (15, 30) || 120 (90, 30) || Garland must be nearly at same height with opponent after Chain Cast for this to work. Less EX generation, but can wall rush. || [https://www.youtube.com/watch?v=_E2EVyWjRFM&t=25 '''Video''']
|-
|Chain Cast > DC > Bardiche || '''45''' (15, 30) || 90 (90, 0) || Same as Twin Swords, but without additional EX gain. Harder to land than Twin Swords due to lack of forward tracking, but can be more practical if Chain Cast whiff punished something air-to-ground. || [https://www.youtube.com/watch?v=_E2EVyWjRFM&t=32 '''Video''']
|-
|Thundaga (2 hits) > DC > Twin Swords || '''50 minimum + WR''' (10, 10, 30) || 30 || Near wall or corner to reduce Thundaga pushback. All Thundaga combos rely on this and are situational because of it. || [https://www.youtube.com/watch?v=_E2EVyWjRFM&t=38 '''Video''']
|-
|Thundaga (3 hits) > Twist Drill || '''60''' (10, 10, 10, 30) || 90 || Near wall or corner to reduce Thundaga pushback. || [https://www.youtube.com/watch?v=_E2EVyWjRFM&t=44 '''Video''']
|-
|Thundaga (3 hits) > Chain Cast > DC > Twist Drill || '''75''' (10, 10, 10, 15, 30) || 180 || Near wall or corner to reduce Thundaga pushback.  || [https://www.youtube.com/watch?v=_E2EVyWjRFM&t=51 '''Video''']
|-
|Thundaga (3 hits) > Flare || '''45 + HP WR''' (10, 10, 10, 15) || 30 || Near wall or corner to reduce Thundaga pushback. Garland must be close enough to opponent for Flare to connect, which is not the range Thundaga is often used at. || [https://www.youtube.com/watch?v=_E2EVyWjRFM&t=58 '''Video''']
|}


Enhanced meter depletion through accessories Battle Hammer (assist meter) and / or Dismay Shock (EX meter). Great for offsetting the opponent's meter lead or shifting momentum. May be used in conjunction with Judgment / Seal of Lufenia equipment set bonus for even greater boosts.
== Assist ==
Garland's combo structure is mostly universal across his viable assists.


Meter depletion is one of Squall's prominent strengths and can utilise it to devastating effect with Yuna assist.
These combos usually start with wall rush (Bardiche, Lance Charge or an HP), Chain Cast dodge cancel or Twist Drill.


== EX ==
After Assist Chase (AC), a few enders are common:
EX builds prioritise EX absorption either through added intake range or increased value per ex absorbed into oneself, but even so they never sacrifice assist (they're that important).
* Twist Drill for more EX
* Flare for HP (and wall rush)
* Chain Cast dodge cancel into Twist Drill for EX and bravery damage (advanced, dependent on assist and often stage position)


Weapon department provides Heaven's Cloud for +3M EX intake range, but with a measly 67 attack. Addded intake range is good as you can accumulate more ex in one place more quickly and if your character does not deal big bravery damage like Lightning, the 67 attack is not that big of a deal. Yuna has an exclusive weapon that is essentially an upgraded version of this weapon.
* WR = Wall Rush
* DC = Dodge Cancel
* AC = Assist Chase


Another weapon is once again Cleaver. 69 attack with +10 % ex force absorption. Garland, Kuja, Ultimecia and Gilgamesh have exclusive weapons with +10 % ex force absorption, but Garland's is undisputed best among them. 70 attack and +10 % ex force absorption is something other characters can only dream of.
<tabber>
|-|Kuja=
Kuja braveries' vertical knockback allows more consistent Chain Cast > Twist Drill dodge cancel combos for a good total of extra 45 damage multipliers. This makes it the defacto ender for bravery damage and building EX meter, but it is often much more consistent when done near a wall, corner or ceiling. Many combos listed will default to this ender, but note that they are recommended for experienced players.


Special accessories is where most of the magic happens. White Drop and White Gem add a fixed boost to ex force absorption by 5 % and 10 % respectively and you can equip up to three White Drops for a total of 25 % boost to your ex absorption rate. These accessories come with a downside of reduced assist gauge duration, meaning your assist bar will begin to decay sooner. With well placed whiffs it won't get you killed. Not often, anyway.
So for easier, consistent followups, '''Twist Drill and Flare''' work after both Kuja assist braveries.


The other two accessories influence when you can acquire EX. Tenacious Attacker and Glutton allow you to absorb ex even when attacking or taking damage. Tenacious Attacker is a standard in EX builds as it allows you to whiff for meter and reap the rewards as you deal damage. Both work great in conjunction with Heaven's Cloud's added intake range as you will in most cases get a part of the ex either you or your opponent generated. Glutton is particularly a noteworthy choice against characters who can generate a lot of EX in a combo such as Shantotto. The opponent will have to invest a lot in EX meter depletion to properly combat this accessory which is powerful for a single special accessory.
{| class="wikitable sortable"
|-
! scope=col | Combo
! scope=col | Approximate damage (multipliers)
! scope=col | Approximate EX Force
! scope=col | Notes
! scope=col class=unsortable | Video
|-
|Lance Charge > WR > '''Kuja''' > DC > Bardiche > DC > Bardiche > DC > AC > Flare || '''152 + BRV & HP WR''' (30 + WR, 47 AST, 30 + WR, 30 + WR, 15 + HP WR) || 45 (30, 0, 0, 15) || Staple high power assist combo, with a staple HP ender instead of another dodge cancel combo. || [https://www.youtube.com/watch?v=_E2EVyWjRFM&t=94 '''Video''']
|-
|Lance Charge > WR > ''' Kuja''' > DC > Bardiche > DC > Bardiche > DC > AC > Twist Drill || '''167''' (30 + WR, 47 AST, 30 + WR, 30 + WR, 30) || 120 (30, 0, 0, 90) || Basic Twist Drill ender. || [https://www.youtube.com/watch?v=_E2EVyWjRFM&t=81 '''Video''']
|-
|Lance Charge > WR > '''Kuja''' > DC > Bardiche > DC > Bardiche > DC > AC > Chain Cast > DC > Twist Drill || '''182 + WR''' (30 + WR, 47 AST, 30 + WR, 30 + WR, 15, 30)  || 210 (30, 0, 0, 90, 90) || Staple high power assist combo. Since Lance Charge <br> can stagger blocks, this combo can inflict critical hits frequently. <br>Second Bardiche during assist may not wall rush depending on when it hits. || [https://www.youtube.com/watch?v=_E2EVyWjRFM&t=124 '''Video''']
|-
|Highbringer 1st hit (high) > '''Kuja''' > AC > Chain Cast > DC > Twist Drill || '''100''' (5, 50 AST, 15, 30) || 198 (18, 90, 90) || - || [https://www.youtube.com/watch?v=_E2EVyWjRFM&t=138 '''Video''']
|-
|Highbringer 2nd hit (high) > WR > '''Kuja''' > DC > AC > Chain Cast > DC > Twist Drill || '''119 + WR''' (24 + WR, 50 AST, 15, 30) || 210 (30, 90, 90) || Wall. || [https://www.youtube.com/watch?v=_E2EVyWjRFM&t=149 '''Video''']
|-
||Highbringer 1st hit (low) > DC > '''Kuja''' > AC > Chain Cast > DC > Twist Drill || '''100''' (5, 50 AST, 15, 30)  || 198 (18, 90, 90) || - || [https://www.youtube.com/watch?v=_E2EVyWjRFM&t=169 '''Video''']
|-
|Highbringer 2nd hit (low) > DC > '''Kuja''' > AC > Chain Cast > DC > Twist Drill || '''119''' (24, 50 AST, 15, 30)  || 270 (90, 90, 90) || Wall. || [https://www.youtube.com/watch?v=_E2EVyWjRFM&t=180 '''Video''']
|-
|Round Edge 3rd hit (Long) > '''Kuja'''  > AC > Chain Cast > DC > Twist Drill || '''119''' (7, 8, 9, 50 AST, 15, 30) || 210 (30, 90, 90) || No wall rush. || [https://www.youtube.com/watch?v=_E2EVyWjRFM&t=193 '''Video''']
|-
|Round Edge (Long) > '''Kuja''' > Empty Chase > AC > Chain Cast > DC > Twist Drill || '''140''' (45, 50 AST, 15, 30) || 270 (90, 90, 90) || More EX. Works when knocked towards wall or corner. || [https://www.youtube.com/watch?v=_E2EVyWjRFM&t=206 '''Video''']
|-
|Round Edge 3rd hit (Short) > WR > '''Kuja'''  > AC > Chain Cast > DC > Twist Drill || '''140 + WR''' (45 + WR, 50 AST, 15, 30) || 210 (30, 90, 90) || Wall rush while grounded. || [https://www.youtube.com/watch?v=_E2EVyWjRFM&t=221 '''Video''']
|-
|Deathblow > move > jump > Twist Drill 1st > '''Kuja''' > AC > Chain Cast > DC > Twist Drill || '''126''' (15, 4x2, 8, 50 AST, 15, 30) || 270 (60, 30, 90, 90) || Easier, lower damage assist conversion <br>without dodge cancel or empty chase. || [https://www.youtube.com/watch?v=_E2EVyWjRFM&t=233 '''Video''']
|-
|Deathblow > move > jump > Twist Drill 2nd > Empty Chase > '''Kuja''' > AC > Chain Cast > DC > Twist Drill || '''140''' (15, 30, 50 AST, 15, 30) || 330 (60, 90, 90, 90) || Both empty chase and the assist call afterwards must be performed as soon as possible. Tricky to time, but will absorb all EX Force on the field. Can use Auto Chase support ability to help with timing. || [https://www.youtube.com/watch?v=_E2EVyWjRFM&t=247 '''Video''']
|-
|Deathblow > move > jump > Twist Drill 2nd > DC > '''Kuja''' > AC > Chain Cast > DC > Twist Drill || '''140''' (15, 30, 50 AST, 15, 30) || 330 (60, 90, 90, 90) || Dodge cancel version. Hold X and time the R button press late into the animation. Won't absorb all EX Force on the field, but safer if mistimed. Garland can still pursue and punish the opponent who tries to escape and lock Kuja. || [https://www.youtube.com/watch?v=_E2EVyWjRFM&t=260 '''Video''']
|-
|Twin Swords > WR > '''Kuja''' > DC > Twist Drill 1st > DC > AC > Chain Cast > DC > Twist Drill || '''141~ + WR''' (30 + WR, 50 AST, 4x2, 8, 15, 30) || 240 (30, 30, 90, 90) || Wall. || [https://www.youtube.com/watch?v=_E2EVyWjRFM&t=274 '''Video''']
|-
|Bardiche > WR > Kuja > DC > Bardiche > DC > Bardiche > DC > AC > Chain Cast > DC > Twist Drill || '''182 + WR''' (30 + WR, 47 AST, 30 + WR, 30 + WR, 15, 30) || 180 (0, 0, 0, 90, 90) || Garland's highest damaging, iconic <br>soul crushing assist combo. <br>Second Bardiche during assist may not <br>wall rush depending on when it hits. <br>If wall rushed from afar, Garland usually has <br>time for only one Bardiche instead of two. || [https://www.youtube.com/watch?v=_E2EVyWjRFM&t=289 '''Video''']
|-
|Bardiche > WR > Kuja > DC > Bardiche > DC > Bardiche > DC > AC > Flare || 152 + BRV & HP WR (30 + WR, 47 AST, 30 + WR, 30 + WR, 15) || 30 (0, 0, 0, 30) || HP conversion. || [https://www.youtube.com/watch?v=_E2EVyWjRFM&t=302 '''Video''']
|-
|Twist Drill 1st hit > '''Kuja''' > AC > Twist Drill || '''96''' (4x2, 8, 50 AST, 30) || 120 (30, 90) || A basic, reliable assist combo that works intuitively for players not used to dodge cancel combos. Chain Cast into Twist Drill is still possible, adds another 15 dmg multiplier and 90 EX if the player can manage it. || [https://www.youtube.com/watch?v=_E2EVyWjRFM&t=107 '''Video''']
|-
|Chain Cast > DC > '''Kuja''' > AC > Flare || '''80 (+WR)''' (15, 50 AST, 15) || 120 (90, 30) || Early assist conversion. || [https://www.youtube.com/watch?v=_E2EVyWjRFM&t=314 '''Video''']
|-
|Earthquake > WR > '''Kuja''' > AC > Chain Cast > DC > Twist Drill || '''113 + WR''' (18 + WR, 50 AST, 15, 30) || 216 (36, 90, 90) || Grounded HP wall rush conversion. Nothing fancy, <br>but good reward when mixed up appropriately regardless. || [https://www.youtube.com/watch?v=_E2EVyWjRFM&t=343 '''Video''']
|-
|Tsunami > '''Kuja''' > AC > Chain Cast > DC > Twist Drill || '''107''' (12, 50 AST, 15, 30) || 276 (96, 90, 90) || Another grounded HP conversion. Less damage than Earthquake, <br>but works better as a dodge punisher and still functional as a mixup. || [https://www.youtube.com/watch?v=_E2EVyWjRFM&t=355 '''Video''']
|-
|Flare > WR > '''Kuja''' > AC > Chain Cast > DC > Twist Drill || '''110 + HP WR''' (15+ HP WR, 50 AST, 15, 30) || 210 (30, 90, 90) || Basic. || [https://www.youtube.com/watch?v=_E2EVyWjRFM&t=368 '''Video''']
|-
|Cyclone > '''Kuja''' > AC > Chain Cast > DC > Twist Drill || '''91~95 + HP''' (50 AST, 15, 26~30) || 240 (60, 90, 90) || Good if the opponent fails to counterplay Cyclone. || [https://www.youtube.com/watch?v=_E2EVyWjRFM?feature=shared&t=382 '''Video''']
|}


'''Seal of Lufenia''' is a good anti-EX equipment set that any character can use. However, a basic accessory "EX Breaker" is particularly potent with Ultimecia. The accessory has a chance of depleting the opponent's entire EX gauge in one bravery hit and since it's a basic accessory, it can scale with your booster accessories. Other characters don't get mileage out of it as easily due to how one attack = one chance at triggering the EX Iai effect of the accessory, you don't get a new chance with every bravery hit you land except with Ultimecia. Don't ask why.
</tabber>


== EX (Center of the World) ==
= Builds =
Recommended characters: {{012clo}}, {{012jec}}, {{012fc}}


Example build: Jecht
<tabber>
|-|Hybrid (Damage)=


{{Build
{{Build
|hp=11299 (with Master Guardsman)
|hp=9644
|cp=450
|cp=450
|brv=956
|brv=956 (1147 initial)
|atk=181
|atk=182
|def=184
|def=184
|luk=--
|luk=60
|booster=x2.7
|booster=x3.5
|setbonus=Soul of Yamato
|setbonus=Seal of Lufenia
|ast=Cannot use.
|ast=Kuja
|wpn=Cleaver
|wpn=Gigant Axe
|hand=Genji Shield
|hand=Lufenian Dirk
|head=Genji Helm
|head=Lufenian Hairpin
|armor=Genji Armor
|armor=Lufenian Vest
|acc1={{accbas}} Pearl Necklace
|acc1={{accbas}} Hyper Ring
|acc2={{accbas}} Dragonfly Orb
|acc2={{accbas}} Muscle Belt
|acc3={{accbas}} Silver Hourglass
|acc3={{accbas}} Booster
|acc4={{accbas}} Pendant
|acc4={{accboo}} Large Gap in HP
|acc5={{accbas}} Battle Hammer
|acc5={{accboo}} Summon Unused
|acc6={{accboo}} Empty Assist Gauge
|acc6={{accboo}} Pre-EX Mode
|acc7={{accboo}} Pre-EX Revenge
|acc7={{accboo}} Pre-EX Revenge
|acc8={{accboo}} Pre-Assist
|acc8={{accsp}} White Gem
|acc9={{accsp}} Close to You
|acc9={{accsp}} Glutton
|acc10={{accsp}} Center of the World
|acc10={{accsp}} First to Victory
|summon=Rubicante
|summon=Rubicante
}}
}}
Use the [[CP Glitch (Dissidia 012)|'''CP Glitch''']] with Thief's Gear and Bard's Gear.


Abbreviated as "CotW". EX only, no assist. Greatly enhanced EX gain for earlier EX mode access and depending on the build, longer EX mode duration.
Substitutes
Basic: Booster for Battle Hammer (assist depletion) or Dismay Shock (EX depletion).


Generally speaking a niche build style. [[Assist_(Dissidia_012)|'''Assist''']] is a far more important resource for all characters, so forgoing it in favor of an earlier EX gauge often skews the risk / reward in the opponent's favor. Characters who can land HP attacks without assist, such as {{012clo}} and {{012jec}} can function with this build with adequate player skill. However, it does not function as a crutch in their unfavorable match-ups.
A strong, versatile build. High bravery damage output, enhanced EX absorption and an initial boost for meter and bravery help Garland reach a full EX bar and a subsequent OHKO faster. Use this build as your default.


== EX Core ==
Equip Master Guardsman for over 10,000 health.
A derivative of an EX-centric build, this is often a match-up specific build. The priority here is the amount of EX you get from a single EX core. This often means you play a grounded game or you are prepared for EX core races. Against characters who tend to hug the ceiling (Ultimecia and Exdeath) this can be an easy way to acquire a great amount of EX every time an EX core shows up. It is also viable in matchups where a character can outrun another character in a lot of situations e.g. Onion Knight vs. Cloud of Darkness, or characters who play grounded against primarly airborne opponents.
 
For equipment, '''Loki's Lute''' weapon provides +20 % boost to EX core absorption, although it does only have 67 attack. Squall and Vaan can equip their exclusive weapons for a 30 % boost with 68 attack.
   
The '''Soul of Yamato''' equipment set (Genji parts) provide an EX Core appearence boost, but is usually preferable only on Gabranth as the set complements more of his EX mode gameplan than others.
   
For accessories, '''Dragonfly Orb''' is often the go-to basic accessory for EX core builds. The assist gauge duration nerf is hardly relevant, it decays from two bars a bit faster, but if you can maintain your assist meter consistently it's not really a big problem.
   
Aside from the aforementioned good boosters, '''EX Core Present''' adds a good 1.5x bonus to each of your cores. Aerial can be a good choice as not all stages plant their ex cores to the ground (see World of Darkness).
 
== EX Revenge (King of Tragedy) ==
Recommended characters: {{012gar}}, {{012gab}}
 
Example build: Garland


|-|EX Revenge=
{{Build
{{Build
|hp=9644
|hp=9644
Line 306: Line 572:
|summon=Rubicante
|summon=Rubicante
}}
}}
A dedicated EX Revenge build.


This utilises the entire [[Special_Effects_(Dissidia_012)#King_of_Tragedy|'''King of Tragedy''']] equipment set unlocked in the Labyrinth mode. Extended EX Revenge duration for longer EX Charge time with Gabranth or higher damage output during EX Revenge (additional Bardiches for Garland).
Against a Tidus with 184 DEF, a critical hit Bardiche can inflict  600+ bravery damage. It is possible to accumulate 5000 bravery during EX Revenge ''alone''. Add two more Bardiches during a Kuja assist combo into a Flare and it amounts to about 7000 HP damage total. One way to mitigate damage from this combo is by equipping the extra ability Disable Sneak Attack.


== First Strike ==
</tabber>


Abnormally high initial damage. Based on the Extra Ability "First Strike" that guarantees critical hits for the first connected attack.
== Level Gap ==


Lowered character level in exchange for incredibly strong accessory booster multipliers. A type of glass cannon with Iai Strike, seemingly immortal with Last Chance...?!
= Assist =


Level + Level Gap accessories are banned by the in-game "Official" ruleset which has been community standard for years, however.
Garland's assist data.
== Machines ==


Increased bravery damage + HP wall rush damage at the cost of max health.
{{012Assist
|type1=BRV
|attack1=Round Edge
|startup1=23F
|position1=Ground
|spawn1=Opponent
|damage1=2 x 4, 6, 16 (30)
|effect1=Wall Rush
|type2=BRV
|attack2=Bardiche
|startup2=23F
|position2=Air
|spawn2=Opponent
|damage2=30
|effect2=Wall Rush
|type3=HP
|attack3=Tsunami
|startup3=45F
|position3=Ground
|spawn3=Opponent
|damage3=2 x 6 (12)
|effect3=Chase
|type4=HP
|attack4=Cyclone
|startup4=51F
|position4=Air
|spawn4=Opponent
|damage4=-
|effect4=Chase
}}


== Side by Side ==
Garland works with most meta assists, but only Kuja (and to a lesser extent, Sephiroth) provides the signature damage output, consistent combo opportunities and whiff punish capabilities. Other assists have diminishing returns.
Recommended characters: {{012wol}}, {{012fir}}, {{012emp}}, {{012ok}}, {{012bez}}, {{012ter}}, {{012kef}}, {{012clo}}, {{012tifa}}, {{012squ}}, {{012ulti}}, {{012zid}}, {{012jec}}, {{012fc}}


Example build: Onion Knight
<tabber>
|-|Kuja=
The strongest known assist for Garland. Solid whiff punisher, consistent combo conversions and BRV damage. Even though the slow ground BRV assist makes it harder to react in time to max distance ground wall rushes off of Bardiche, the damage output that follows with 2x Bardiche more than makes up for it. Both BRV assists allow Garland to combo into Chain Cast > DC > Twist Drill almost anywhere for added EX meter and bravery.


{{Build
Kuja also converts off of full Twist Drill consistently, with empty chase or dodge cancel alike. And if you need to play around LV2 Assist Change, Kuja's HP assists can come in handy with Bardiche > Flare Star or Chain Cast > Force Symphony.
|hp=10478
|cp=480
|brv=1683
|atk=173
|def=183
|luk=61
|booster=
|setbonus=None
|ast={{012seph}}
|wpn=Piggy's Stick ([[CP_Glitch_(Dissidia_012)|'''CP Glitch''']])
|hand=Aegis Shield (CP Glitch)
|head=Thornlet
|armor=Maximillian
|acc1={{accbas}} Dismay Shock
|acc2={{accbas}} Battle Hammer
|acc3={{accboo}} BRV = 0
|acc4={{accsp}} Blue Gem
|acc5={{accsp}} Hero's Essence
|acc6={{accsp}} First to Victory
|acc7={{accsp}} Hero's Seal
|acc8={{accsp}} Miracle Shoes
|acc9={{accsp}} Together as One
|acc10={{accsp}} Side by Side
|summon=Rubicante
}}


These builds revolve around the special accessory [[Assist_(Dissidia_012)#Side_by_Side|'''Side by Side''']] that ''prevents you from acquiring any EX'', even from EX cores (you can still grab them). In return it gives you a notable chunk of assist bar (30 %) from landing just one HP attack. Side by Side is very potent with characters who can connect HPs on their own and followup with an assist afterwards or need meter for building momentum.
It's about as straightforward as it gets - Kuja synergises with Garland in places where it's needed the most.
   
'''The goal with a Side by Side build is to deal a lot of damage''', which makes this a derivative of the damage build concept. This can be achieved either through high bravery damage output or high base bravery. In both cases wall rush is a big help.
   
For equipment you can apply a lot from the damage build. 69 attack or 70 if your exclusive weapon has it. Wall rush HP damage is also a good option e.g. Earthbreaker or Cloud's exclusive weapon Fenrir.
   
For high base bravery, '''Piggy's Stick''' is a Katana-type weapon that provides +239 to your base bravery in addition to the head armor, but it comes with -80 % BRV recovery. You have to be able to secure base bravery for each hp for optimal damage, so boosting BRV recovery will become a part of your build. If you focus your meter depletion on accessories, you can opt to equip '''Royal Crown (head)''' with 100 % BRV recovery, '''Borghertz's Hands''' (hand) and '''Lufenian Armor''' (torso) both providing 39 base bravery each. Lufenian sets' meter depletion is still nothing to sneeze at, but considering the potential damage this type of a build can cause, the opponent may feel incentivised to use assist meter to avoid a combo regardless.
   
For accessories you now have an excellent 1.5x booster at your fingertips, '''Empty EX Gauge'''. This is a big booster that will be active for the entirety of the match, and bundled with Pre-EX Mode, Pre-EX Revenge, Aerial and Summon Unused (as well as BRV = 0 if you can secure wall rushes) you have a lot of damage on your hands.
   
Aforementioned damage rings, as well as '''Sniper Eye''' for wall rush HP damage are good picks. If you don't equip Royal Crown, Bravery Orb as well as Great Gospel are worthy candidates too. Bravery Orb scales with boosters, but Great Gospel can easily compensate if used in conjunction with Bravery Orb. If you feel you need a good headstart in the meter race, Together as One is a great pick. Bundle it with Badge of Trust and you pretty much start the match with two assist bars. Characters who may struggle to generate assist meter safely through whiffing such as Kefka and Cecil may find this very helpful.


Example build: [here]
|-|Sephiroth=
Sephiroth trades a bit of bravery damage, consistent Chain Cast follow-ups and Ranged High priority HP assists for faster speed on the ground and wider hitboxes. Double Bardiche is still possible during Reaper, but Sudden Cruelty's horizontal knockback makes it difficult to do much more than a Twist Drill or Flare. <br><br>If you need an assist to whiff punish grounded opponents more reliably, Sephiroth can substitute Kuja.


== Wall Rush ==
|-|Aerith=
Recommended characters: {{012gar}}, {{012fir}}, {{012clo}}, {{012jec}}
Garland can already combo into assists with Kuja and Sephiroth, but Aerith lets Garland do that even if the opponent has two assist bars. This comes at the expense of fast whiff punishes, EX meter depletion (assist hit) and Earthquake follow-ups. <br><br>Garland rarely has to prioritise LV2 Assist Change stalemate counterstrategies over everything else that Kuja / Sephiroth can already achieve.
</tabber>


Example build: Firion
= References =
<references />


{{Build
{{navbox012}}
|hp=9576
|cp=450
|brv=1394
|atk=178
|def=184
|luk=61
|booster=x2.9
|setbonus=Judgment of Lufenia
|ast={{012kuja}}
|wpn=Lufenian Gun
|hand=Chainsaw ([[CP_Glitch_(Dissidia_012)|'''CP Glitch''']])
|head=Lufenian Cap
|armor=Lufenian Armor ([[CP_Glitch_(Dissidia_012)|'''CP Glitch''']])
|acc1={{accbas}} Sniper Eye
|acc2={{accbas}} Bravery Orb
|acc3={{accbas}} Dismay Shock
|acc4={{accbas}} Battle Hammer
|acc5={{accboo}} BRV = 0
|acc6={{accboo}} Empty EX Gauge
|acc7={{accboo}} Pre-EX Mode
|acc8={{accsp}} Blue Gem
|acc9={{accsp}} Miracle Shoes
|acc10={{accsp}} Side by Side
|summon=Rubicante
}}


Increased wall rush damage. Commonly paired with other damage build styles, such as Side by Side. Booster and Sniper Eye basic accessories, as well as weapons with additional wall rush damage boosts, such as Earthbreaker are often used.
{{roadmap012gar}}

Revision as of 03:06, 11 July 2024

General Starter Guide Strategy
Matchups Resources



Info
Name Garland (ガーランド)
Original game Final Fantasy
Base ATK (LV100) 111 (High)
Base DEF (LV100) 112 (High)
Run Speed 10.5 (Very Slow)
Dash Speed 81 (Below Average)
Fall Speed 77 (Above Average)
Fall Speed Ratio After Dodge 41 (Below Average)
Fastest BRV
Fastest HP
1-Hit HP
HP Links
Command Block
Weapon Axes, Greatswords, Katanas, Spears
Armor Gauntlets, Heavy Armor, Helms,
Light Armor, Shields
Exclusive weapons Ogrekiller, Viking Axe, Gigant Axe
Unlock
Alignment
Voice Actor (JP)
Voice Actor (ENG)


Strengths Weaknesses
  • Whiff punishment
  • Bravery damage
  • EX meter economy - Generates meter efficiently through combos and can kill earlier with EX Revenge than any other character
  • Disjoints great at poking through projectiles and walls
  • Good ground-to-ground presence, except against area denial melee HPs
  • Bad movement
  • Post-dodge vulnerability
  • Limited aerial dodge punish capability
  • EX meter gameplan hurt by poor neutral HPs and assist punish vulnerability
  • Fast + long range vulnerability
  • Difficulties creating offensive momentum consistently
  • Bad at making the opponent whiff without forcing a dodge
  • Flawed aerial mixups, can struggle against block in the air
  • Bad against area denial melee HPs


Overview

Garland is a defensive close / mid-range character who is defined by good whiff punish ability, combo game, EX meter economy and crushingly good bravery damage output.

On the ground, Garland can take advantage of higher priorities, gap closers and mixups. With the character-defining Deathblow bravery, Garland can reliably generate assist meter on whiff, anti-air opponents and combo into Twist Drill for a considerable amount of damage and EX meter.

In the air, Garland can utilise attacks with well defined tracking through a variety of braveries. Twist Drill anti-airs and pokes through projectiles, Chain Cast covers his air dodges and enables dodge cancel combos and the infamous Bardiche crushes anyone caught below the mighty axe.

He boasts above average attack and defense stat, but his attributes are a bit lacking elsewhere. Movement speed is below average, air dodges are floaty, post-dodge defensive options are risky, he lacks independent HP links and air dodge punish attempts have considerable limitations. Not to mention, his braveries have well defined ranges that can hinder his approaches at times.

However, one aspect where Garland is a cut above the rest is in the usage of EX meter. Not only can Garland acquire a full EX meter efficiently through combos, his EX Burst is one of the more damaging bursts in the game. But what he is really infamous for, is his EX Revenge damage output. Being able to combo into a high damaging Bardiche five times is enough to secure a bravery break against any character at their base bravery. This creates a dangerous dynamic with Garland where he can end matches early with a full EX bar if the opponent is below half health. If the player was able to amass a couple bravery breaks before using EX Revenge, Garland can practically kill any character from full health.

Historically Garland has been considered a low tier character. However, his representation in competitive play in recent years present a case for a mid tier or even high tier position. Garland is not without faults, nor is he the easiest character to succeed with. He is decent at exploiting the opponent's flaws with proper positioning, but if he is forced to try and create a mistake, he can fall apart completely against opponents with proper knowledge, positioning and reactions. Garland's long-term gameplan is strong, but it always requires landing hits with resources to later back him up.

With consistent grounded defensive play, he can overpower many conventionally strong characters who have to engage with him first.

Bravery Attacks

Ground

Base Damage 7, 8, 30 (45, Short) / 7, 8, 9, 2, 2, 2, 15 (45, Long)
Startup Frame 23F
Damage Type Physical
Priority Melee Low, Melee Mid (2nd hit), Melee High (3rd hit, Long)
EX Force 30 (Short) / 90 (Long)
Effects Wall Rush (Short) / Chase (Long)
Cancels
Assist Gain (Hit)
CP (Mastered) 30 (15)
Unlocked at
level
Mastered at
AP


[Close] Broad sword sweep. Change combo with input timing.

Three sword swipes with a chase or a wall rush ender. Press circle before the third swipe for a wall rush ender or press circle after it for a chase ender. Garland's movement can be controlled freely during the first two swipes, but it does not make it particularly safe to use. While the start-up is somewhat fast, it takes well over a second to cancel it into a dodge. With Garland's limited post-dodge defensive options this is not an ideal situation to find yourself in. Confirming a combo with Deathblow into a Twist Drill is safer, inflicts more bravery damage and generates more EX meter on hit as well. Round Edge still has combo potential with assists though.

The first two hits' vertical range is quite bad. They do hit behind Garland, so it's possible to manuever in a way at medium ranges that lets you hit the opponent from behind if they reacted early with a block.

Round Edge might work occasionally as a surprise gimmick attack, especially if you fake out with movement during the first sword swipe. But the long animation and diminishing returns for disproportional risk compared to other ground moves make Round Edge difficult to justify for the third slot bravery.

The increased priorities apply to Round Edge when has not been cancelled into a wall rush ender. Since movement is halted by the third hit, it can be challenging to enforce it's high priority against moving opponents.

Base Damage 2 x 5, 5, 15 (30)
Startup Frame 31F
Damage Type Physical
Priority Melee Mid
EX Force 30
Effects Wall Rush
Cancels
Assist Gain (Hit)
CP (Mastered) 30 (15)
Unlocked at
level
Mastered at
AP


[Mid] High-speed sword thrust. Vertically limited, good range.

A mid priority gap closer and a whiff punisher that goes in a straight line. Staggers block and can be followed up with a built-in high damaging Bardiche if it staggered. It works well as a deterrent for blocking his other ground braveries.

With a Kuja / Sephiroth assist following up the wall rush, the damage output is consistently high with Bardiche fillers. Lance Charge travels quickly and the recovery is very short. Outside of top speed assists and higher priority attacks / blocks, it is very difficult if not impossible for a lot of the cast to effectively punish Garland for using this move. Sideways and aerial movement help avoid it with less risk, but the mileage varies between characters.

The range slightly extends past the visual.

If you stagger an opponent with a blodge, you can use Lance Charge to retaliate after blodging backwards or sideways.

Lance Charge is a staple in Garland's kit and is one of the best ground-to-ground bravery attacks in the game.

Base Damage 15
Startup Frame 13F
Damage Type Physical
Priority Melee Low
EX Force 60
Effects
Cancels
Assist Gain (Hit)
CP (Mastered) 30 (15)
Unlocked at
level
Mastered at
AP


[Mid] Swift upwards sword swipe. Low accuracy, quick strike.

One of Garland's strongest bravery attacks. Very fast start-up, low recovery, long active hitbox, combo starter, great tracking and anti-air capability within close range. The low non-cancelled recovery is Deathblow's highlight, it is one of the few bravery attacks in the game that do not have to be dodge cancelled for safety. This allows Garland to jump and combo into Twist Drill for more meter and a lot of bravery damage with assist.

Due to it's speed and low non-cancelled recovery, it can be used to quickly generate assist meter. A must have for many close-range match-ups where Garland can fight on the ground. When used well, this is a move that ties Garland's defensive gameplay together.

Base Damage 5, 19 (24, Low) / 5, 2, 2, 15 (24, High)
Startup Frame 17F (Low) / 13F (High)
Damage Type Physical
Priority Melee Low
EX Force 90 (Low) / 30 (High)
Effects Chase (Low) / Wall Rush (High)
Cancels
Assist Gain (Hit)
CP (Mastered) 30 (15)
Unlocked at
level
Mastered at
AP


[Mid] Swing sword upwards. Change combo with input timing.

Deathblow with two built-in follow-up attacks. Tap the button twice for a chase ender and 90 EX or hold the button to become airborne and then tap it for wall rush attack.

Even though the speed, tracking and anti-air capability remain mostly intact, the recovery is longer. Both low and high versions' recovery are much shorter with a dodge cancel, but the first hit cannot be dodge cancelled early if it makes contact.

As a result, any whiffs put Garland in greater danger compared to Deathblow, even if the High version's dodge cancel is pretty early. While all attacks have a fair amount of hit stun, converting off of them with assist compromises Garland's EX gain, damage or requires a wall. Assist combos are a bit easier to pull off compared to Deathblow though.

It's not a terrible move, but Deathblow is the stronger move overall.

Base Damage each (10)
Startup Frame 51F
Damage Type Magical
Priority Ranged Low
EX Force 0
Effects -
Cancels
Assist Gain (Hit)
CP (Mastered) 30 (15)
Unlocked at
level
Mastered at
AP


[Long] Call down lightning strikes that home in on opponent.

Venerable strength manifests in the form three lightning bolts. The bolts spawn on the opponent, bypassing obstacles or lingering projectiles in front of the opponent. It is commonly used for interrupting opponents.

It has enough hit stun for all three bolts to combo into most of Garland's attacks including Flare and air BRV assists, but the opponent must be against the wall for it to work. The upward knockback's direction is also based on the player's camera.

Garland is vulnerable during Thundaga, but it's recovery is quite low for an attack of it's kind, which can make it tricky to whiff punish with slower assists. It is not chosen often due to it's poor reward on hit with no EX generation, low damage and situational conversions.

Thundaga is good at interrupting opponents from a distance, but it does not represent a big threat frequently.

Aerial

Base Damage 7, 8, 15 (30)
Startup Frame 21F
Damage Type Physical
Priority Melee Low
EX Force 30
Effects Wall Rush
Cancels
Assist Gain (Hit)
CP (Mastered) 30 (15)
Unlocked at
level
Mastered at
AP


[Mid] Swipe with twin blades. Approaches foe; limited height.

Garland's primary aerial bravery attack that advances forward. It's fast, but slow enough to be reactable, though the start-up is tricky to see. Given how Garland's other braveries are telegraphed by their effective range, Twin Swords can fall short in approaching the opponent.

Twin Swords' main strength lies in the move tracking in all directions. The range is average and the homing period is brief.

The animation is rather long, however. This means that it can be dangerous to whiff Twin Swords and the reliance on wall rushes for HP damage skews the risk/reward ratio against Garland. In small stages with low ceilings, this move can represent a threat more reliably when fighting air-to-air.

Not a staple in Garland's aerial kit, but not entirely without merit either.

Base Damage 7, 8 (15)
Startup Frame 45F
Damage Type Physical
Priority Melee Low
EX Force 90
Effects Chase
Cancels
Assist Gain (Hit)
CP (Mastered) 30 (15)
Unlocked at
level
Mastered at
AP


[Mid] Swing chain. Low accuracy, but effective against any height.

Garland positions himself above in relation to the opponent for two vertical attacks. Air combo starter, air-to-ground whiff punisher and Garland's primary post-dodge defensive option in the air. It is not invincible, but the movement can help him evade slower dodge punish attempts. On hit, Garland can dodge cancel and combo into Twist Drill for a total of 180 EX (almost 20 % of an EX bar) or Bardiche / Twin Swords at the wall.

Chain Cast has enough hit stun to make empty chase attempts safer than on average, although it is not entirely safe to use in all instances. It can also hit behind the opponent's block, though exact conditions are unclear (being significantly below / above the opponent helps).

The consistency of Chain Cast's damage output, meter generation and applications in the neutral make it an appealing choice for a third bravery slot along with Bardiche and Twist Drill.

The hitbox has some oddities. It has gaps and possibly slight deadzones between the chain itself and the tip. Before reaching proper down-forward hitbox there may be a gap just below level height. Could have a small deadzone right in front of Garland as well. Requires further research.

Base Damage 30
Startup Frame 23F
Damage Type Physical
Priority Melee Low
EX Force 0
Effects Wall Rush
Cancels
Assist Gain (Hit)
CP (Mastered) 30 (15)
Unlocked at
level
Mastered at
AP


[Dive] Mighty axe swing. Great for attacking from above.

Garland's iconic crushing repertoire. A staple in Garland's kit due to it's speed, average whiff recovery and infamous damage output. It's applications in the neutral are weak due to it exclusively tracking downwards, having a small hitbox and having flawed mixup options to support it. It is a loud, telegraphed and relatively slow to start low priority attack on a character whose other downward attacks are all slower than 40 frames. The whiff recovery lets Garland build assist meter somewhat safely however.

Bardiche is primarily run for it's reward on hit, namely with ground wall rush assist combos and EX Revenge. It's single hit 30 damage multiplier makes Garland one of the best users of wall rush bravery enhancements (primarily accessory_basic.png Booster). Outside of combos, Bardiche's reward is lacking with no EX, short assist confirm window and no automatic Sneak Attack activations.

Despite these flaws, Bardiche is commonly used because the damage output high enough to outweigh the cons.

Base Damage 4 x 2, 8, 14 (30)
Startup Frame 21F
Damage Type Physical
Priority Melee Low
EX Force 90
Effects Chase
Cancels
Assist Gain (Hit)
CP (Mastered) 30 (15)
Unlocked at
level
Mastered at
AP


[Rise] Upwards lunge with sword. Great for attacking from below.

Fast anti-air attack with good combo potential, damage and EX output. Primarily designed to home in on opponents above Garland, Twist Drill is often used as a combo move after Deathblow, as a whiff punisher or as an approach tool.

It's hitstun is long enough to combo into an assist from a relatively late dodge cancel window or an empty chase. That also means Twist Drill is a bravery attack that is consistently safe on hit after initiating an empty chase for EX intake.

Twist Drill's whiff recovery is long enough for it to be punishable on reaction. Staying directly above Garland's head, dodging sideways and air BRV assists are consistent ways to neutralise this attack.

While it cannot effectively hit opponents directly in front of him or above his head, Twist Drill is still a staple in Garland's air combat. The extended hitbox allows him to poke through projectiles and traps, such as Ultimecia's charged Knight's Lance. The first part can be dodge cancelled early enough to contest The Emperor's Dreary Cell traps and the overall speed can be difficult to react to.

It can also hit behind the opponent's block at the right distance and angle below the opponent.

Base Damage each (10)
Startup Frame 51F
Damage Type Magical
Priority Ranged Low
EX Force 0
Effects -
Cancels
Assist Gain (Hit)
CP (Mastered) 30 (15)
Unlocked at
level
Mastered at
AP


[Long] Call down lightning strikes that home in on opponent.

Same as the ground version, except it can be done anywhere in the air. A valid option against mages and characters with poor mobility, it is still used to interrupt opponents.

HP Attacks

Ground

Base Damage 8, 2 x 5 (18)
Startup Frame 39F
Damage Type Physical (axe) / Magical (rocks)
Priority Melee High (axe) / Unblockable (rocks)
EX Force 36
Effects Wall Rush
Cancels
Assist Gain (Hit)
CP (Mastered) 30 (15)
Unlocked at
level
Mastered at
AP


[Close] Split ground with axe. Steals bravery, then takes HP.

A decent mix-up against grounded opponents trying to crack Garland's defense. Tracks well, strong knockback and cannot be staggered by LV2 Assist Change after the first hit without having assist meter locked. The HP-inflicting rock that spawns at the end has minor anti-air potential.

Earthquake is one of the many moves in Garland's arsenal where it can be used and not get cleanly punished for it, followed by a one of the worse disadvantage states in the game due to poor movement, risky defensive options and lack of safe follow ups on whiff. That's true for a lot of Garland's tools, but it's by far most evident on Earthquake.

Because the rocks act independently after activating, Earthquake can be used to punish fairly safe approaching Melee High priority attacks, such as Tifa's Rolling Blaze or Squall's Revolver Drive by clashing with them.

The active duration, tracking and dodge cancel window can make punishing this move on the ground difficult without mid range attacks or dodge punish tools. Earthquake is effective when used sparingly, but aerial attacks from above can still punish it. It is prone to trades, but they don't backfire on Garland as often as one might expect.

Base Damage -
Startup Frame 59F
Damage Type -
Priority Ranged High
EX Force each (9)
Effects -
Cancels
Assist Gain (Hit)
CP (Mastered) 30 (15)
Unlocked at
level
Mastered at
AP


[Long] Shoot multiple fireballs that chase opponent.

Homing fireballs that can be dodged with well placed dodge. Not commonly used on the ground when Garland has other attacks with better properties and reward on hit.

Blaze has a bad deadzone in front of Garland and each fireball can inflict meter depletion if they hit, traits that carry over to it's aerial version.

Base Damage 2 x 6 (12)
Startup Frame 45F
Damage Type Physical
Priority Melee High
EX Force 96
Effects -
Cancels
Assist Gain (Hit)
CP (Mastered) 30 (15)
Unlocked at
level
Mastered at
AP


[Mid] Hurl chain sword. Vertically limited, very accurate.

One of Garland's post-dodge defensive options on the ground. Much like Chain Cast, the swift movement helps Garland evade rather than plain invincibility. However, it is dangerous to whiff this attack due to it's lenghty animation and late cancel window.

Tsunami's strong tracking against grounded opponents works very well as a dodge punisher and as an instigator when assist meter is available. Against opponents without command defensive options, doing Tsunami and reacting with an assist can be effective, because it usually forces a dodge. It can also hit aerial opponents who are close to Garland at the time of impact.

This attack also combos into assists on hit. A good mixup akin to Earthquake, with stronger tracking at the expense of wall rush and worse trade interactions without assist.

If you stagger an opponent with a blodge, you can use Tsunami to retaliate after blodging backwards or sideways.

Aerial

Base Damage -
Startup Frame 59F
Damage Type -
Priority Ranged High
EX Force each (9)
Effects -
Cancels
Assist Gain (Hit)
CP (Mastered) 30 (15)
Unlocked at
level
Mastered at
AP


[Long] Shoot multiple fireballs that chase opponent.

Commonly used as an occasional long range harassment tool along with Cyclone. While this cannot inflict wall rush, each fireball can deplete meter on hit. A decent choice in that regard when used with Aerith assist, but it's threat is otherwise somewhat limited.

Base Damage -
Startup Frame 51F
Damage Type -
Priority Ranged High
EX Force each (60)
Effects Absorb
Cancels
Assist Gain (Hit)
CP (Mastered) 30 (15)
Unlocked at
level
Mastered at
AP


[Close] Call forth tornado. Slow speed, homing ability.

Two Ranged High projectiles that temporarily occupy space while gradually splintering off from their starting position. Often used as a passive defensive tool, a combo extender after an assist or a safer match ender during an assist combo. Good reward on hit thanks to ex generation and hit stun - It combos into assists on hit. Even Garland can combo into his own braveries afterwards if Cyclone connected after a delay.

It does not protect Garland effectively from all angles. Disjointed attacks and assists such as Aerith's Seal Evil can consistently punish Garland for using Cyclone. Because Garland cannot act again early and the projectiles duration is a bit less than desireable, it can also be difficult to turn a successful Cyclone into offensive momentum.

However, characters without projectiles, command blocks, disjointed hitbox or a relatively fast advancing Melee High attack will find Cyclone to be difficult to neutralise.

Base Damage 15
Startup Frame 47F
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] Strike with greatsword, causing large explosion on hit.

Garland's primary post-block HP retaliation and assist combo ender inflicting HP damage. Homes in on the opponent well, though it's bad at turning around from a bit before Garland starts moving. The knockback is very high with good wall rush potential.

Flare's active frames are very brief and as such, it is not effective at punishing early blocks and catching aerial dodges, while leaving ample time for the opponent to dodge and punish Garland.

If the opponent uses LV1 Assist Change as soon as Flare's first hit has made contact, Garland can be hit during the animation. Cyclone and Blaze HPs can make up for this weakness, but Flare remains a staple in Garland's arsenal regardless. It is the only aerial HP he can consistently connect after staggering an opponent with a block. Rack up the bravery and unleash the fury.

EX Mode: Class Change!

Effects:

  • Regen
  • Critical Boost
  • Indomitable Resolve

Indomitable Resolve

[Active while attacking] Even while taking damage, attacks can be performed without flinching.

Rare instance of super armor in Dissidia 012. During an attack animation, Garland will not flinch from any attack that does not inflict HP damage. Can work in a pinch against characters with HP links (Cyclone, anyone?), but remember that EX mode does not alter Garland's attack properties.

EX Burst: Soul of Chaos

An attack terrible enough to shake the heavens. Repeatedly press circle to add strength to the attack.

Damage multiplier (initial) Damage multiplier (rest) Type
12, 12 (24) 4x3, 3x4, 16, 16, 5x4 (100 total) Physical


Combos

Solo

Combo Approximate damage (multipliers) Approximate EX Force Notes Video
Deathblow > move > jump > Twist Drill 45 (15, 30) 150 (60, 90) Staple combo. Move and jump as quickly as possible. The later Deathblow hits, the more time you have to combo into Twist Drill. Video
Round Edge 3rd hit (Long) > Deathblow > move > jump > Twist Drill 69 (7, 8, 9, 15, 30) 180 (30, 60, 90) Guaranteed Deathblow, but timing is tricky. Try to time it later than earlier to avoid inputting Round Edge's finisher. Video
Chain Cast > DC > Twist Drill 45 (15, 30) 180 (90, 90) Staple air combo, commonly used as a punish or an assist combo ender. 180 EX total. If opponent is far after Chain Cast, Twist Drill may not land all initial hits. Video
Chain Cast > DC > Twin Swords 45 (15, 30) 120 (90, 30) Garland must be nearly at same height with opponent after Chain Cast for this to work. Less EX generation, but can wall rush. Video
Chain Cast > DC > Bardiche 45 (15, 30) 90 (90, 0) Same as Twin Swords, but without additional EX gain. Harder to land than Twin Swords due to lack of forward tracking, but can be more practical if Chain Cast whiff punished something air-to-ground. Video
Thundaga (2 hits) > DC > Twin Swords 50 minimum + WR (10, 10, 30) 30 Near wall or corner to reduce Thundaga pushback. All Thundaga combos rely on this and are situational because of it. Video
Thundaga (3 hits) > Twist Drill 60 (10, 10, 10, 30) 90 Near wall or corner to reduce Thundaga pushback. Video
Thundaga (3 hits) > Chain Cast > DC > Twist Drill 75 (10, 10, 10, 15, 30) 180 Near wall or corner to reduce Thundaga pushback. Video
Thundaga (3 hits) > Flare 45 + HP WR (10, 10, 10, 15) 30 Near wall or corner to reduce Thundaga pushback. Garland must be close enough to opponent for Flare to connect, which is not the range Thundaga is often used at. Video

Assist

Garland's combo structure is mostly universal across his viable assists.

These combos usually start with wall rush (Bardiche, Lance Charge or an HP), Chain Cast dodge cancel or Twist Drill.

After Assist Chase (AC), a few enders are common:

  • Twist Drill for more EX
  • Flare for HP (and wall rush)
  • Chain Cast dodge cancel into Twist Drill for EX and bravery damage (advanced, dependent on assist and often stage position)
  • WR = Wall Rush
  • DC = Dodge Cancel
  • AC = Assist Chase

Kuja braveries' vertical knockback allows more consistent Chain Cast > Twist Drill dodge cancel combos for a good total of extra 45 damage multipliers. This makes it the defacto ender for bravery damage and building EX meter, but it is often much more consistent when done near a wall, corner or ceiling. Many combos listed will default to this ender, but note that they are recommended for experienced players.

So for easier, consistent followups, Twist Drill and Flare work after both Kuja assist braveries.

Combo Approximate damage (multipliers) Approximate EX Force Notes Video
Lance Charge > WR > Kuja > DC > Bardiche > DC > Bardiche > DC > AC > Flare 152 + BRV & HP WR (30 + WR, 47 AST, 30 + WR, 30 + WR, 15 + HP WR) 45 (30, 0, 0, 15) Staple high power assist combo, with a staple HP ender instead of another dodge cancel combo. Video
Lance Charge > WR > Kuja > DC > Bardiche > DC > Bardiche > DC > AC > Twist Drill 167 (30 + WR, 47 AST, 30 + WR, 30 + WR, 30) 120 (30, 0, 0, 90) Basic Twist Drill ender. Video
Lance Charge > WR > Kuja > DC > Bardiche > DC > Bardiche > DC > AC > Chain Cast > DC > Twist Drill 182 + WR (30 + WR, 47 AST, 30 + WR, 30 + WR, 15, 30) 210 (30, 0, 0, 90, 90) Staple high power assist combo. Since Lance Charge
can stagger blocks, this combo can inflict critical hits frequently.
Second Bardiche during assist may not wall rush depending on when it hits.
Video
Highbringer 1st hit (high) > Kuja > AC > Chain Cast > DC > Twist Drill 100 (5, 50 AST, 15, 30) 198 (18, 90, 90) - Video
Highbringer 2nd hit (high) > WR > Kuja > DC > AC > Chain Cast > DC > Twist Drill 119 + WR (24 + WR, 50 AST, 15, 30) 210 (30, 90, 90) Wall. Video
Highbringer 1st hit (low) > DC > Kuja > AC > Chain Cast > DC > Twist Drill 100 (5, 50 AST, 15, 30) 198 (18, 90, 90) - Video
Highbringer 2nd hit (low) > DC > Kuja > AC > Chain Cast > DC > Twist Drill 119 (24, 50 AST, 15, 30) 270 (90, 90, 90) Wall. Video
Round Edge 3rd hit (Long) > Kuja > AC > Chain Cast > DC > Twist Drill 119 (7, 8, 9, 50 AST, 15, 30) 210 (30, 90, 90) No wall rush. Video
Round Edge (Long) > Kuja > Empty Chase > AC > Chain Cast > DC > Twist Drill 140 (45, 50 AST, 15, 30) 270 (90, 90, 90) More EX. Works when knocked towards wall or corner. Video
Round Edge 3rd hit (Short) > WR > Kuja > AC > Chain Cast > DC > Twist Drill 140 + WR (45 + WR, 50 AST, 15, 30) 210 (30, 90, 90) Wall rush while grounded. Video
Deathblow > move > jump > Twist Drill 1st > Kuja > AC > Chain Cast > DC > Twist Drill 126 (15, 4x2, 8, 50 AST, 15, 30) 270 (60, 30, 90, 90) Easier, lower damage assist conversion
without dodge cancel or empty chase.
Video
Deathblow > move > jump > Twist Drill 2nd > Empty Chase > Kuja > AC > Chain Cast > DC > Twist Drill 140 (15, 30, 50 AST, 15, 30) 330 (60, 90, 90, 90) Both empty chase and the assist call afterwards must be performed as soon as possible. Tricky to time, but will absorb all EX Force on the field. Can use Auto Chase support ability to help with timing. Video
Deathblow > move > jump > Twist Drill 2nd > DC > Kuja > AC > Chain Cast > DC > Twist Drill 140 (15, 30, 50 AST, 15, 30) 330 (60, 90, 90, 90) Dodge cancel version. Hold X and time the R button press late into the animation. Won't absorb all EX Force on the field, but safer if mistimed. Garland can still pursue and punish the opponent who tries to escape and lock Kuja. Video
Twin Swords > WR > Kuja > DC > Twist Drill 1st > DC > AC > Chain Cast > DC > Twist Drill 141~ + WR (30 + WR, 50 AST, 4x2, 8, 15, 30) 240 (30, 30, 90, 90) Wall. Video
Bardiche > WR > Kuja > DC > Bardiche > DC > Bardiche > DC > AC > Chain Cast > DC > Twist Drill 182 + WR (30 + WR, 47 AST, 30 + WR, 30 + WR, 15, 30) 180 (0, 0, 0, 90, 90) Garland's highest damaging, iconic
soul crushing assist combo.
Second Bardiche during assist may not
wall rush depending on when it hits.
If wall rushed from afar, Garland usually has
time for only one Bardiche instead of two.
Video
Bardiche > WR > Kuja > DC > Bardiche > DC > Bardiche > DC > AC > Flare 152 + BRV & HP WR (30 + WR, 47 AST, 30 + WR, 30 + WR, 15) 30 (0, 0, 0, 30) HP conversion. Video
Twist Drill 1st hit > Kuja > AC > Twist Drill 96 (4x2, 8, 50 AST, 30) 120 (30, 90) A basic, reliable assist combo that works intuitively for players not used to dodge cancel combos. Chain Cast into Twist Drill is still possible, adds another 15 dmg multiplier and 90 EX if the player can manage it. Video
Chain Cast > DC > Kuja > AC > Flare 80 (+WR) (15, 50 AST, 15) 120 (90, 30) Early assist conversion. Video
Earthquake > WR > Kuja > AC > Chain Cast > DC > Twist Drill 113 + WR (18 + WR, 50 AST, 15, 30) 216 (36, 90, 90) Grounded HP wall rush conversion. Nothing fancy,
but good reward when mixed up appropriately regardless.
Video
Tsunami > Kuja > AC > Chain Cast > DC > Twist Drill 107 (12, 50 AST, 15, 30) 276 (96, 90, 90) Another grounded HP conversion. Less damage than Earthquake,
but works better as a dodge punisher and still functional as a mixup.
Video
Flare > WR > Kuja > AC > Chain Cast > DC > Twist Drill 110 + HP WR (15+ HP WR, 50 AST, 15, 30) 210 (30, 90, 90) Basic. Video
Cyclone > Kuja > AC > Chain Cast > DC > Twist Drill 91~95 + HP (50 AST, 15, 26~30) 240 (60, 90, 90) Good if the opponent fails to counterplay Cyclone. Video

Builds

Stats
HP 9644
CP 450
BRV 956 (1147 initial)
ATK 182
DEF 184
LUK 60
Max Booster x3.5
Special Effect: Seal of Lufenia
Equipment
Assist Kuja
Weapon ddff-icon-equip-weapon.png Gigant Axe
Hand ddff-icon-equip-hand.png Lufenian Dirk
Head ddff-icon-equip-head.png Lufenian Hairpin
Body ddff-icon-equip-body.png Lufenian Vest
Accessory 1 accessory_basic.png Hyper Ring
Accessory 2 accessory_basic.png Muscle Belt
Accessory 3 accessory_basic.png Booster
Accessory 4 accessory_booster.png Large Gap in HP
Accessory 5 accessory_booster.png Summon Unused
Accessory 6 accessory_booster.png Pre-EX Mode
Accessory 7 accessory_booster.png Pre-EX Revenge
Accessory 8 accessory_special.png White Gem
Accessory 9 accessory_special.png Glutton
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 Thief's Gear and Bard's Gear.

Substitutes Basic: Booster for Battle Hammer (assist depletion) or Dismay Shock (EX depletion).

A strong, versatile build. High bravery damage output, enhanced EX absorption and an initial boost for meter and bravery help Garland reach a full EX bar and a subsequent OHKO faster. Use this build as your default.

Equip Master Guardsman for over 10,000 health.

Stats
HP 9644
CP 450
BRV 957 (1148 initial)
ATK 180
DEF 185
LUK 60
Max Booster x2.7
Special Effect: King of Tragedy
Equipment
Assist Kuja
Weapon ddff-icon-equip-weapon.png Rhongomiant
Hand ddff-icon-equip-hand.png Prytwen
Head ddff-icon-equip-head.png Dragon Sallet
Body ddff-icon-equip-body.png Wygar
Accessory 1 accessory_basic.png Muscle Belt
Accessory 2 accessory_basic.png Booster
Accessory 3 accessory_basic.png Dismay Shock
Accessory 4 accessory_booster.png Large Gap in BRV
Accessory 5 accessory_booster.png EX Revenge
Accessory 6 accessory_booster.png Summon Unused
Accessory 7 accessory_special.png Spider Web
Accessory 8 accessory_special.png Spider's Bane
Accessory 9 accessory_special.png Avenger
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.


A dedicated EX Revenge build.

Against a Tidus with 184 DEF, a critical hit Bardiche can inflict 600+ bravery damage. It is possible to accumulate 5000 bravery during EX Revenge alone. Add two more Bardiches during a Kuja assist combo into a Flare and it amounts to about 7000 HP damage total. One way to mitigate damage from this combo is by equipping the extra ability Disable Sneak Attack.


Assist

Garland's assist data.

Type Attack Startup Position Spawn Damage multiplier Effects
BRV Round Edge 23F Ground Opponent 2 x 4, 6, 16 (30) Wall Rush
BRV Bardiche 23F Air Opponent 30 Wall Rush
HP Tsunami 45F Ground Opponent 2 x 6 (12) Chase
HP Cyclone 51F Air Opponent - Chase


Garland works with most meta assists, but only Kuja (and to a lesser extent, Sephiroth) provides the signature damage output, consistent combo opportunities and whiff punish capabilities. Other assists have diminishing returns.

The strongest known assist for Garland. Solid whiff punisher, consistent combo conversions and BRV damage. Even though the slow ground BRV assist makes it harder to react in time to max distance ground wall rushes off of Bardiche, the damage output that follows with 2x Bardiche more than makes up for it. Both BRV assists allow Garland to combo into Chain Cast > DC > Twist Drill almost anywhere for added EX meter and bravery.

Kuja also converts off of full Twist Drill consistently, with empty chase or dodge cancel alike. And if you need to play around LV2 Assist Change, Kuja's HP assists can come in handy with Bardiche > Flare Star or Chain Cast > Force Symphony.

It's about as straightforward as it gets - Kuja synergises with Garland in places where it's needed the most.

Sephiroth trades a bit of bravery damage, consistent Chain Cast follow-ups and Ranged High priority HP assists for faster speed on the ground and wider hitboxes. Double Bardiche is still possible during Reaper, but Sudden Cruelty's horizontal knockback makes it difficult to do much more than a Twist Drill or Flare.

If you need an assist to whiff punish grounded opponents more reliably, Sephiroth can substitute Kuja.

Garland can already combo into assists with Kuja and Sephiroth, but Aerith lets Garland do that even if the opponent has two assist bars. This comes at the expense of fast whiff punishes, EX meter depletion (assist hit) and Earthquake follow-ups.

Garland rarely has to prioritise LV2 Assist Change stalemate counterstrategies over everything else that Kuja / Sephiroth can already achieve.

References


Navigation


Wiki Roadmap (012 Garland)

Please edit this page's roadmap template when relevant additions and changes are made.

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Page Completed In progress To-do Score
General Add images for attacks (from PSP if possible). / 86
Pros / Cons Done. Elaborate on bravery damage, whiff punishment and bad movement. ? / ?
Overview / Character Data Done. Review overview. 2 / 2
Bravery Attacks Ability info, overviews and images. 5 / 5
HP Attacks Ability info, overviews and images. 5 / 5
EX Mode Basic info, EX mode effects and EX burst overview. Images. 3 / 3
Combos Solo combos, most Kuja assist combos. Add Kuja assist ceiling combo. EX Revenge combos. Add Sephiroth, Tidus and Aerith assist combos and video examples of them. 6 / 7
Builds 2 example build. Create dedicated build page. Leave only 1 build in Garland's main page. More niche builds. Add build overviews, attack loadouts and substitutes as seen on Cloud's page. 2 / 10
Assist Assist data and recommended assists added. Add an overview for Tidus assist and Garland when used as an assist. 2 / 3
Matchups Create the page, add matchup analysis and tips against every character. 0 / 32
Frame Data Create the page. A concise PvP guide with core concepts and bare essentials explained concisely. Roughly 25 % of character's total page content. 0 / 1
Starter Guide 0 / 8
Strategy Create the page and add basic offensive and defensive strategies. Use Jecht and Squall pages as examples. 0 / 10