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| [[Category:Dissidia 012 Final Fantasy]] | | [[Category:Dissidia 012 Final Fantasy]] |
| {{012CharNav | | {{012CharNav |
| |icon=https://resources.dissidia.wiki/ddff/chara-icon/ddff-icon-garland.png | | |icon=https://resources.dissidia.wiki/ddff/chara-icon/ddff-icon-squall.png |
| |general=[[Garland_(Dissidia_012)|'''General''']] | | |general=[[Squall_Leonhart_(Dissidia_012)|'''General''']] |
| |matchups=Matchups | | |matchups=[[Squall Leonhart (Dissidia 012)/Matchups|'''Matchups''']] |
| |resources=Resources | | |resources=Resources |
| |starter=Starter Guide | | |starter=Starter Guide |
| |strategy=Strategy | | |strategy=[[Squall_Leonhart_(Dissidia_012)/Strategy|'''Strategy''']] |
| }} | | }} |
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| {{CharacterInfo | | {{CharacterInfo |
| |name=Garland (ガーランド) | | |portrait=https://resources.dissidia.wiki/ddff/portraits/ddff-port-squall.png |
| |origin=Final Fantasy | | |name=Squall Leonhart (スコール・レオンハート) |
| |weapon=Axes, Greatswords, Katanas, Spears | | |origin=Final Fantasy VIII |
| |armor=Gauntlets, Heavy Armor, Helms, Light Armor, Shields | | |weapon=Swords, Daggers, Katanas, Guns |
| |atk=111 (High) | | |armor=Shields, Bangles, Hats, Helms, Clothing,<br>Light Armor, Large Shields, and Chestplates |
| |def=112 (High) | | |atk=109 (Low) |
| |runspeed=10.5 (Very Slow) | | |def=111 (Average) |
| |dash=81 (Below Average) | | |runspeed=5 (Above Average) |
| |fall=77 (Above Average) | | |dash=77 (Average / Good) |
| |fallr=41 (Below Average) | | |fall=81 (Average) |
| |exclusives= | | |fallr=38 (Average) |
| |exclusives=Ogrekiller, Viking Axe, Gigant Axe
| | |exclusives=Revolver, Twin Lance, Punishment, Lionheart |
| }} | | }} |
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| {{ProConTable | | {{ProConTable |
| |pros= | | |pros=*'''Flexible, straightforward moveset''' helps Squall onboard new and experienced players to compete. |
| *'''Whiff punishment''' | | *'''Defensive punishment''' is relatively easy and effective thanks to Beat Fang, Blasting Zone and Aerial Circle. |
| *'''Bravery damage''' | | *'''Combo potential''' is great, particularly close to the ground. A variety of solo combos and assist conversions are available and he can combo into HPs reliably on the ground as well. |
| *'''EX meter economy''' - Generates meter efficiently through combos and can kill earlier with EX Revenge than any other character | | *'''Assist synergy'''. Squall is great at using several assists to convert to HP damage thanks to multi-part attacks and wall rush capabilities. |
| *'''Disjoints''' great at poking through projectiles and walls | | *'''EX Mode''' increases Squall's gunblade's range and damage exponentially. |
| * '''Good ground-to-ground presence''', except against area denial melee HPs | | *'''Meter depletion''', particularly with Yuna assist is among the strongest in the game. |
| | | *'''Versatile builds''' can support Squall with a variety of different playstyles and matchups. |
| |cons=
| | |cons=*'''Average post-dodge defense'''. Beat Fang clashes being his primary defensive tool to cover for his floaty air dodges make Squall more vulnerable to [[Dodge_(Dissidia_012)#Dodge_punishment|'''dodge punishes''']]. |
| * '''Bad movement''' | | *'''Lackluster EX generation in the air''' can lead Squall to rely on EX Cores to stay competitive with EX meter. |
| * '''Post-dodge vulnerability''' | | *'''Prone to whiffing against fast characters'''. Dodge punishing fast fallers such as {{012tid}} and {{012pri}} and hitting fast runners such as {{012ok}} can put Squall at great risk for engaging first. |
| * '''Limited aerial dodge punish capability''' | | *'''Below average air combo extensions'''. With limited ways to extend aerial assist combos without wall rush, Squall's bravery damage output can suffer in air-centric fights. |
| * '''EX meter gameplan hurt by poor neutral HPs and assist punish vulnerability'''
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| * '''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
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| * '''Bad against area denial melee HPs'''
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| }} | | }} |
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| = Overview = | | = 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.
| | Squall is a flexible close range character who can engage from further away and approach from a variety of angles. Above average running speed, fast multi-part bravery attacks, strong anti-air, strong combo & meter drain potential and Ranged Low block properties, Squall has a lot going for him. |
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| 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. | | On the ground, he can hit people outside of their effective range to lead into combos, easily anti-air and catch their dodges as well as play the conventional close range interactions. Air combat is handled with good usage of air movement, single hit HPs and the infamous Beat Fang. Building assist meter is consistent, with fast bravery whiffs and retaliatory HPs when using Side by Side. EX generation is weak in the air, but finishing ground attacks and investing into EX Core absorption with his exclusive weapon can make up the difference. Due to his holding potential, Squall can work with a variety of assists, though HP follow-ups may suffer depending on position and assist choice. |
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| 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.
| | Squall is versatile and relatively easy to use. But he doesn't have a way to punish opponents in the air for using low recovery melee attacks outside of his blocking range. This is felt most with his Aerial Circle HP that pulls the opponent in. He also struggles to punish air dodges effectively against fall fallers such as Kefka or Prishe. Similiarly, fast running speed can make most of his moves whiff effortlessly. On top of that, his primary way of protecting himself after a dodge is clashing with a bravery attack. Combined with his floaty air dodges, the reliance on dodge cancels can put Squall at great risk for any approach attempts. |
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| 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.
| | Squall has been ranked as a high tier character throughout the game's competitive lifespan. In rulesets where meter depletion is not allowed, his effectiveness falls off a little. Nevertheless, his consistency and ease of use make him a good pick for new and experienced players alike, even if a few matchups can cripple him a lot. |
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| 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''.
| | = Bravery Attacks = |
| | | During EX Mode, damage multipliers inside brackets [ ] hit twice instead of once. |
| 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.
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| With consistent grounded defensive play, he can overpower many conventionally strong characters who have to engage with him first.
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| = Bravery Attacks =
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| == Ground == | | == Ground == |
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| <tabber> | | <tabber> |
| |-|Round Edge= | | |-|Upper Blues= |
| {{AbilityInfo | | {{AbilityInfo |
| |damage=7, 8, 30 (45, Short) / 7, 8, 9, 2, 2, 2, 15 (45, Long) | | |damage=[3, 3, 5],9 (20) [31] |
| |startup=23F | | |startup=13F |
| |type=Physical | | |type=Physical |
| |priority=Melee Low, Melee Mid (2nd hit), Melee High (3rd hit, Long) | | |priority=Melee Low |
| |ex=30 (Short) / 90 (Long) | | |ex=30 |
| |effect=Wall Rush (Short) / Chase (Long) | | |effect=Wall Rush |
| |cp=30 (15) | | |cp=30 (15) |
| }} | | }} |
| ''[Close] Broad sword sweep. Change combo with input timing.'' | | ''[Close] Leap into the air. Quick launch, easy wall rush.'' |
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| 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.
| | A quick forward slash with combo potential. Upper Blues is commonly used as a poke, whiff punisher, in combos and to fill assist meter faster with dodge cancels. Due to the forward movement, it is more reliable in catching moving opponents than his other ground braveries. And while it's not his strongest anti-air attack, it can still serve as one against opponents who are barely hovering off the ground. |
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| 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.
| | On hit, Upper Blues can reliably wall rush on the floor for pressure or assist combos. Delaying the second hit allows comboing into Beat Fang with a dodge cancel for a higher damaging combo with more assist meter gain. |
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| 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.
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| 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.
| | A good bravery to have in most match-ups and builds. |
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| |-|Lance Charge= | | |-|Solid Barrel= |
| {{AbilityInfo | | {{AbilityInfo |
| |damage=2 x 5, 5, 15 (30) | | |damage=[5, 6, 8, 10, 5, 5, 16] (55) (110) |
| |startup=31F | | |startup=13F |
| |type=Physical | | |type=Physical |
| |priority=Melee Mid | | |priority=Melee Low |
| |ex=30 | | |ex=90 |
| |effect=Wall Rush | | |effect=Chase |
| |cp=30 (15) | | |cp=30 (15) |
| }} | | }} |
| ''[Mid] High-speed sword thrust. Vertically limited, good range.'' | | ''[Close] Repeated slashes. Short range; quick and powerful.'' |
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| 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.
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| 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.
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| The range slightly extends past the visual.
| | Another fast bravery with shorter reach than Upper Blues, but better EX generation. Much like Upper Blues, this can be dodge cancelled quickly to generate assist meter and cancelling the third hit even enables the well known "golden combo" that capitalises on landing lag. |
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| If you stagger an opponent with a [[Blodge|'''blodge''']], you can use Lance Charge to retaliate after blodging backwards or sideways.
| | The knockback on the last hit does not lend well to assist combos, but because each attack can be pressed within a generous input window, assist conversions can be confirmed reliably. |
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| Lance Charge is a staple in Garland's kit and is one of the best ground-to-ground bravery attacks in the game.
| | Due to Solid Barrel's short range, it is not often used to punish whiffs or poke moving opponents. Dashing helps in applying Solid Barrel in it's effective range, but it works more consistently as a block punisher against grounded opponents and as a combo starter / extender after Thunder Barret. Having higher damage and EX Force output than Upper Blues, along with good frame data are enough to justify this attack as a staple for Squall. |
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| |-|Deathblow= | | |-|Blizzard Barret= |
| {{AbilityInfo | | {{AbilityInfo |
| |damage=15 | | |damage=10 (10) |
| |startup=13F | | |startup=33F |
| |type=Physical | | |type=Magical |
| |priority=Melee Low | | |priority=Ranged Low |
| |ex=60 | | |ex=0 |
| |effect= | | |effect=- |
| |cp=30 (15) | | |cp=30 (15) |
| }} | | }} |
| ''[Mid] Swift upwards sword swipe. Low accuracy, quick strike.'' | | ''[Long] Fire one ice bullet. Long range, strong homing.'' |
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| 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.
| | A slow single hit projectile with low priority. The tracking is deceptively good and the hit stun is serviceable for combo purposes. At particular spacings, it can enable combo extensions with Thunder Barret or even act as a combo starter. |
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| 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.
| | Overall though, Blizzard Barret is rarely prioritized in competitive play. Outside of the homing and hit stun, it is an underwhelming low priority projectile with unfavorable risk / reward ratio. Squall's other ground braveries are more competitive compared to Blizzard Barret, so it is often neglected altogether. |
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| |-|Highbringer= | | |-|Thunder Barret= |
| {{AbilityInfo | | {{AbilityInfo |
| |damage=5, 19 (24, Low) / 5, 2, 2, 15 (24, High) | | |damage=each (3) |
| |startup=17F (Low) / 13F (High) | | |startup=33F (furthest bolt appears first) |
| |type=Physical | | |type=Magical |
| |priority=Melee Low | | |priority=Ranged Low |
| |ex=90 (Low) / 30 (High) | | |ex=each 9 |
| |effect=Chase (Low) / Wall Rush (High) | | |effect= |
| |cp=30 (15) | | |cp=30 (15) |
| }} | | }} |
| ''[Mid] Swing sword upwards. Change combo with input timing.'' | | ''[Mid] Lightning that draws foes. Good start for combos'' |
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| 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.
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| 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.
| | A signature Squall combo starter. Four vertical lightning bolts are cast in front of Squall, which can act as a longer range disjointed poke, anti-air, dodge punisher and as a combo starter. Squall can cancel the recovery on whiff into attacks, dodges and blocks. But on hit this can be cancelled much earlier to perform solo combos, including his staple HP attacks. |
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| 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.
| | Thunder Barret is a great move for Squall in most match-ups as it can control a decent amount of space with good reward on hit. |
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| It's not a terrible move, but Deathblow is the stronger move overall. | | It is not without weaknesses however. The Ranged Low priority and the relatively slow startup make it easier for the opponent to react and power through bolts with a dash or an attack, creating an opening for hitting Squall when he is vulnerable. Furthermore, the lightning bolts do not have enough tracking to hit high speed lateral movement. Even though Thunder Barret's recovery can be cancelled into other actions, Squall is completely stationary and has no protection beyond the active lightning bolts. As such, using this move predictably can quickly backfire against vigilant opponents. |
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| |-|Thundaga (ground)= | | |-|Fusillade= |
| {{AbilityInfo | | {{AbilityInfo |
| |damage=each (10) | | |damage=6, 6, 6, 6 each 6 (24+) |
| |startup=51F | | |startup=33F |
| |type=Magical | | |type=Magical |
| |priority=Ranged Low | | |priority=Ranged Low, Mid (only thunder) |
| |ex=0 | | |ex=60~90 |
| |effect=- | | |effect=Chase |
| |cp=30 (15) | | |cp=30 (15) |
| }} | | }} |
| ''[Long] Call down lightning strikes that home in on opponent.'' | | ''[Mid] Magic barrage. Can combo without hitting.'' |
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| 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.
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| 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.
| | A combination of magic projectiles with good EX generation. The startup, low priority and lack of dodge cancel windows do not lend to fighting at a range. However, the first two projectiles can be reasonably safe to throw out at a distance and they can be confirmed into an assist combo on hit. Each projectile can be input with a bit of delay to help with this. In addition, the mid priority thunder bolt can be used as an effective -albeit predictable- method to force a dodge from the opponent. Depending on the opponent, punishing a dodge or what comes after it is possible with an assist, creating a more favorable situation for Squall if he performs this move uninterrupted. |
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| 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.
| | Fusillade can also work in situations where Solid Barrel would normally be used. That is, after staggering with a block or starting a combo with Thunder Barret. Much like Solid Barrel, the holding potential is great for assist conversions and the EX generation can be exceeded depending on the assist. |
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| Thundaga is good at interrupting opponents from a distance, but it does not represent a big threat frequently.
| | Due to functional overlap with Solid Barrel with few standout traits elsewhere, Fusillade is not often prioritized in competitive play. |
| </tabber> | | </tabber> |
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| == Aerial == | | == Aerial == |
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| <tabber> | | <tabber> |
| |-|Twin Swords= | | |-|Heel Crush= |
| {{AbilityInfo | | {{AbilityInfo |
| |damage=7, 8, 15 (30) | | |damage=20 (20) |
| |startup=21F | | |startup=41F |
| |type=Physical | | |type=Physical |
| |priority=Melee Low | | |priority=Melee Mid |
| |ex=30 | | |ex=0 |
| |effect=Wall Rush | | |effect=Block Low (Ranged), Wall Rush |
| |cp=30 (15) | | |cp=30 (15) |
| }} | | }} |
| ''[Mid] Swipe with twin blades. Approaches foe; limited height.'' | | ''[Mid] Unleash heel drop. Slow start, fast movement.'' |
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| 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.
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| Twin Swords' main strength lies in the move tracking in all directions. The range is average and the homing period is brief.
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| 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.
| | An advancing mid priority attack. Squall can block Ranged Low priority attacks during the startup animation such as {{012lig}}'s Thunder or {{012yuna}}'s Heavenly Strike. Heel Crush works as a callout against these kinds of attacks and because of the mid priority, it will also stagger opponents looking to block Beat Fang. This move can be dodge cancelled somewhat early during the recovery animation, but the lengthy startup gives the opponent time to prepare for a counter attack. |
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| Not a staple in Garland's aerial kit, but not entirely without merit either.
| | Heel Crush is often used in conjunction with Beat Fang and Fire Barret to create mixups and otherwise create meaningful interactions at close range. It is not mandatory for all matchups. |
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| |-|Chain Cast= | | |-|Beat Fang= |
| {{AbilityInfo | | {{AbilityInfo |
| |damage=7, 8 (15) | | |damage=[3, 5], 7, [2 x 6, 13] (40) [73] |
| |startup=45F | | |startup=15F |
| |type=Physical | | |type=Physical |
| |priority=Melee Low | | |priority=Melee Low |
| |ex=90 | | |ex=30 |
| |effect=Chase | | |effect=Wall Rush |
| |cp=30 (15) | | |cp=30 (15) |
| }} | | }} |
| ''[Mid] Swing chain. Low accuracy, but effective against any height.'' | | ''[Close] Float, then strike down foe. Short reach, but fast.'' |
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| | The defacto Squall bravery. A poke, a great whiff punisher, a flexible combo starter with an occasional guard crossup. Beat Fang shares many characteristics with his ground braveries, such as it's speed, multi-hit attacks with lenient input window and combo potential. But because this is Squall's only quick melee bravery, it is at the heart of his aerial combat. |
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| 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.
| | Beat Fang has a lot of utility. It's fast startup and early dodge cancel window make it great for building assist meter on whiff. The homing movement during startup lets him punish missed attacks with ease. It even has a hitbox that can hit behind a blocking opponent in close range seemingly at random, ignoring the guard attempt altogether. |
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| 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).
| | Once Beat Fang connects, the second upward slash can evade incoming attacks, namely {{012emp}}'s Dreary Cell or assists that were called in an attempt to interrupt Beat Fang. Wall rushing near the ground not only enables a variety of assist followups, but also allows Squall to impose defensive decision making on the opponent and potentially repeat the situation, akin to the [https://glossary.infil.net/?t=Okizeme '''okizeme'''] concept in other fighting games. Because of the way camera works, the knocked down opponent may also have to deal with crossed up directional attack inputs 1-2 times depending on how Squall moves afterwards, further confusing his prey. |
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| 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.
| | There are a few things Squall players should be wary of, however. For one, Squall can only cancel Beat Fang's recovery into an air dodge which reduces ambiguity for the opponent. Despite the tracking during startup, Beat Fang has no hitbox below Squall. This means it can and will miss against dashes, air dodges with fast fall speed and fast runners on the ground such as {{012tid}} and {{012tifa}}. And if Squall commits to the finishing series of blows, he can be easily staggered with a LV2 Assist Change for a punish. Given how much Squall relies on this move, these factors can greatly reduce his hit rate and bravery damage output. Since critical hits are not distributed in a binary "all or nothing" fashion, the damage increase from critical hits can fluctuate greatly. |
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| 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.
| | Regardless, Beat Fang is one of Squall's most important and effective moves. Anything Solid Barrel and Upper Blues could achieve is relegated to it in the air and much of his success hinges on how he can leverage Beat Fang to his advantage. |
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| |-|Bardiche= | | |-|Mystic Flurry= |
| {{AbilityInfo | | {{AbilityInfo |
| |damage=30 | | |damage=each 1 x 8, 7 (15) |
| |startup=23F | | |startup=33F |
| |type=Physical | | |type=Magical |
| |priority=Melee Low | | |priority=Ranged Low |
| |ex=0 | | |ex=each 30 |
| |effect=Wall Rush | | |effect=Wall Rush |
| |cp=30 (15) | | |cp=30 (15) |
| }} | | }} |
| ''[Dive] Mighty axe swing. Great for attacking from above.'' | | ''[Mid] Magic barrage. Can combo without hitting.'' |
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| 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.
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| 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.
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| Despite these flaws, Bardiche is commonly used because the damage output high enough to outweigh the cons.
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| | |
| |-|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.''
| |
| | |
| 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.
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|
| |
|
| 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.
| | A barrage of multi hitting low priority projectiles that stay in place after traversing a short distance. Mystic Flurry is not commonly prioritized in competitive play. |
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| |
|
| 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.
| | On paper, it has good potential for damage and generating EX Force. However, each projectile is fired somewhat erratically in front of Squall and they do not combo into each other consistently at the end of their duration. Because of this, the projectiles are often positioned unfavorably and not necessarily right in front of Squall. And if one projectile wall rushes on the ground, the remaining projectiles cannot inflict damage without assist. |
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| |
|
| 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.
| | All that creates complications for punishes and combos alike, but Squall's safety is also at risk - He is completely stationary for Mystic Flurry's duration whether he fires all projectiles or not. Dodge cancelling the recovery is the same speed as Mystic Flurry's natural recovery, further cementing Squall's commitment when using this move. Coupled with the fact that Ranged Low projectiles lose to attacks, blocks and dashes, Mystic Flurry provides very little reward in proportion to the risk it presents for using it. |
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|
| It can also hit behind the opponent's block at the right distance and angle below the opponent.
| | Mystic Flurry's projectiles stay on the field even if Squall gets hit. This isn't often useful, but any projectile that does connect on the opponent causes downward knockback on their last hit, which can wall rush. That can be used to combo into assists or reassess the situation, but setting up Mystic Flurry can be just as worthwhile for daring players - Squall can pick up opponents stuck in a barrage of hits with Beat Fang or Aerial Circle, but due to Mystic Flurry's inconsistent behavior and required spacing, this can be difficult to perform or justify. |
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| |-|Thundaga (midair)= | | |-|Fire Barret= |
| {{AbilityInfo | | {{AbilityInfo |
| |damage=each (10) | | |damage=each (5) |
| |startup=51F | | |startup=33F |
| |type=Magical | | |type=Magical |
| |priority=Ranged Low | | |priority=Ranged Low |
| Line 255: |
Line 214: |
| |cp=30 (15) | | |cp=30 (15) |
| }} | | }} |
| ''[Long] Call down lightning strikes that home in on opponent.'' | | ''[Long] Launch multiple fireballs. Normal speed, strong homing.'' |
| | |
| | Three homing fireballs pursue the opponent for a period of time. Fire Barret is often used in conjunction with Beat Fang to build assist meter more efficiently in the air. The range is good for occupying space and creating a potential combo conversion later. Each projectile inflicts a decent amount of hit stun which is difficult to spontaneously react to, but it does allow Squall to combo into other attacks if the player has a good read on the situation. And even if Fire Barret is used up close, the recovery can be cancelled into an attack -usually Beat Fang- for additional damage on hit. |
| | |
| | Squall remains stationary for a moment after firing and cannot dodge cancel until the split projectiles begin pursuing in earnest. This can make Squall vulnerable to whiff punishes with an assist when done with a precise timing even if he has Auto Assist Lock On extra ability equipped. |
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| |
|
| 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.
| | Fire Barret is a staple air bravery for Squall due to it's consistency and relatively low commitment in many situations. It complements his ability to interact in close and mid ranges and can provide opportunities for additional damage from time to time. In a way, it's usage could be likened to a conventional projectile in a traditional 2D fighting game. |
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|
| </tabber> | | </tabber> |
|
| |
|
| = HP Attacks = | | = HP Attacks = |
|
| |
| == Ground == | | == Ground == |
|
| |
|
| <tabber> | | <tabber> |
| |-|Earthquake= | | |-|Fated Circle= |
| {{AbilityInfo | | {{AbilityInfo |
| |damage=8, 2 x 5 (18) | | |damage=- |
| |startup=39F | | |startup=43F |
| |type=Physical (axe) / Magical (rocks) | | |type=- |
| |priority=Melee High (axe) / Unblockable (rocks) | | |priority=Ranged High |
| |ex=36 | | |ex=0 |
| |effect=Wall Rush | | |effect=Block Low (Ranged), wall rush, absorb |
| |cp=30 (15) | | |cp=30 (15) |
| }} | | }} |
| ''[Close] Split ground with axe. Steals bravery, then takes HP.'' | | ''[Close] Surround self with explosions. Block foe's spells.'' |
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| |
|
| 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. | | A circular explosion surrounds Squall, pulling in nearby opponents and blowing them away. Fated Circle is a good secondary ground HP for Squall thanks to it's utility. The Ranged High priority cannot be staggered with blocks or LV2 Assist Change. It can wall rush for additional HP damage, bypass EX Revenge checkmates thanks to the lack of bravery damage, it can even block Ranged Low attacks similiar to Heel Crush! The animation is fairly quick with a slightly above average recovery for an HP, making it harder to whiff punish after escaping with an assist change. The absorb effect works well against guarding opponents from a short distance. Each explosion has it's own hitbox which won't necessarily hit often due to surrounding Squall. But they do contribute to the overall active duration when an opponent can be damaged. |
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| |
|
| 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.
| | If Fated Circle hits a grounded opponent, the knockback often causes a wall rush even on the floor which can be used to follow up with an assist. Your mileage may vary depending on positioning and assist, however. |
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| |
|
| 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.
| | Squall's grounded HP attacks are great for the most part and that may be Fated Circle's greatest shortcoming. While great in it's own right, two of his other HPs are often stronger or more applicable in practical situations. In any build that has 3 grounded HP attacks however, Fated Circle rounds out Squall's repertoire really well. |
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| |
|
| 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.
| | |-|Revolver Drive= |
| | |
| |-|Blaze (ground)= | |
| {{AbilityInfo | | {{AbilityInfo |
| |damage=- | | |damage=1 x N (max 50) |
| |startup=59F | | |startup=43F |
| |type=- | | |type=Physical |
| |priority=Ranged High | | |priority=Melee High |
| |ex=each (9) | | |ex=each 3 |
| |effect=- | | |effect=Wall rush |
| |cp=30 (15) | | |cp=30 (15) |
| }} | | }} |
| ''[Long] Shoot multiple fireballs that chase opponent.'' | | ''[Mid] Rage-filled charge. Can aim with the analog stick.'' |
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| |
|
| 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.
| | Squall starts revolver driving. A staple HP, this is an advancing multi hitting attack that can be freely steered with no regard for lock on. The HP attack button must be held to extend this attack's duration, or Squall will transition to the ending of the move immediately upon button release and inflict HP damage. |
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| |
|
| 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.
| | Revolver Drive is often used as a block punisher, an assist combo starter / ender or stalling briefly. Landing this attack can be very beneficial - Squall can generate up to 50 hits worth of 3 EX Force (total 150) and freely manipulate his trajectory to best facilitate wall rush or advantegous positioning with EX Cores. Squall's ability to collect the EX by himself is somewhat unreliable however - Without increasing EX intake range he tends to only get roughly half (40~50 %) of the generated EX. |
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| |
|
| |-|Tsunami= | | If done against a ledge, Squall will simply remain stationary while continuing to inflict bravery damage. This is far from ideal against characters who have Glutton {{accsp}} equipped as both characters remain close to the generated EX Force, but it is a good alternative for racking up damage in stages like [[Lunar_Subterrane_(Dissidia_012)|'''Lunar Subterrane''']]. |
| | |
| | While Revolver Drive performs well once it hits, using it by itself in [https://glossary.infil.net/?t=Neutral '''neutral'''] situations is less effective overall. Aside from the startup and lack of absorb effect, Revolver Drive has little anti air capability despite having a hitbox above him. It can only move along solid surface and the traversal speed is only good, if not average. Sharp turns will greatly slow down momentum and it takes a good second to reach top speed again. |
| | |
| | Even though Revolver Drive can be stopped at almost any time, it does have a maximum duration. Opponents can stay airborne ''and'' close to Squall, preparing for a counter attack once Squall stops moving. This is where players must remain wary of their timing and releasing earlier than what the opponent anticipates can go a long way in avoiding punishment. Furthermore, moves with unblockable priority such as {{012emp}}'s Thunder Crest and {{012exd}}'s Black Hole can pierce through Revolver Drive. This is on par with how the [[Attack_Priority_(Dissidia_012)|'''attack priority''']] system behaves, but Revolver Drive suffers from it more on average compared to other attacks. |
| | |
| | Revolver Drive also exhibits notably altered behavior during assist call / change slowdowns - Whenever an assist is called or when assist change is used, Revolver Drive's movement speed '''increases drastically'''. This can help Squall close a distance for a surprise attack or create distance while the opponent is escaping from it. Steering is also influenced by this and could be used to convert into an assist without a wall by moving past the opponent and letting the assist pick up from that spot. |
| | |
| | If a [[Bravery_(Dissidia_012)#Bravery_Break|'''bravery break''']] is inflicted during Revolver Drive, releasing the HP button causes the HP damage to be inflicted immediately before the additional bravery is added. |
| | |
| | |-|Blasting Zone= |
| {{AbilityInfo | | {{AbilityInfo |
| |damage=2 x 6 (12) | | |damage=6, 1 x 4 (10) |
| |startup=45F | | |startup=41F |
| |type=Physical | | |type=Magical |
| |priority=Melee High | | |priority=Melee High |
| |ex=96 | | |ex=90 |
| |effect=- | | |effect=- |
| |cp=30 (15) | | |cp=30 (15) |
| }} | | }} |
| ''[Mid] Hurl chain sword. Vertically limited, very accurate.'' | | ''[Mid] Chop with massive blade of light that flies forward.'' |
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| |
|
| 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. | | One of Squall's strongest and fastest HP attacks. Great reach and horizontal tracking make Blasting Zone effective for controlling space against dodges and missed attacks. Assists can follow up on hit without a wall and good EX Force output ensure consistent reward. |
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| |
|
| 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.
| | Blasting Zone's range cannot be understated. It is long and tall enough to hit airborne characters outside of Thunder Barret's reach. What really complements it is the tracking - Blasting Zone will home in the opponent right until the blade is slammed to the ground and it's very fast. |
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| |
|
| 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.
| | The recovery is quite short for a move as potent as this. It's vulnerable to [[Abilities_(Dissidia_012)|'''Omni Ground Dash''']] and [[Dodge_(Dissidia_012)#Air_Dodge|'''air dodge''']] invincibility, but it's borderline unpunishable without them or assist. |
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|
| If you stagger an opponent with a [[Blodge|'''blodge''']], you can use Tsunami to retaliate after blodging backwards or sideways.
| | Whenever a player thinks an opponent will dodge, Blasting Zone is fantastic and easy to use to capitalise on that opportunity. The hitboxes are active from the 41 frame startup until the HP damage portion. That can be used to disrupt opponents inside traps such as {{012emp}} and reflect lingering high priority projectiles like {{012vaan}}'s Windburst. |
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| |
|
| </tabber>
| | Overall, Blasting Zone is a staple in competitive Squall gameplay. It can be used effectively with ease to retaliate and chip away health. Great for calling out predictable behavior. |
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| |
|
| == Aerial ==
| | |-|Rough Divide= |
| <tabber>
| |
| |-|Blaze (midair)= | |
| {{AbilityInfo | | {{AbilityInfo |
| |damage=- | | |damage=- |
| |startup=59F | | |startup=59F |
| |type=- | | |type=- |
| |priority=Ranged High | | |priority=Melee High |
| |ex=each (9) | | |ex=0 |
| |effect=- | | |effect=Wall rush |
| |cp=30 (15) | | |cp=30 (15) |
| }} | | }} |
| ''[Long] Shoot multiple fireballs that chase opponent.'' | | ''[Long] Leap into a charge. Slow start, but very fast charge.'' |
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| |
|
| 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.
| | A long distance aerial charging attack. While good for whiff punishing long recovery attacks from a great distance, Rough Divide is usually outclassed by his other ground HP attacks. As such, it's midair version is often used instead. |
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| |
|
| |-|Cyclone= | | </tabber> |
| | |
| | == Aerial == |
| | <tabber> |
| | |-|Aerial Circle= |
| {{AbilityInfo | | {{AbilityInfo |
| |damage=- | | |damage=- |
| |startup=51F | | |startup=43F |
| |type=- | | |type=- |
| |priority=Ranged High | | |priority=Ranged High |
| |ex=each (60) | | |ex=0 |
| |effect=Absorb | | |effect=Block Low (Ranged), wall rush, absorb |
| |cp=30 (15) | | |cp=30 (15) |
| }} | | }} |
| ''[Close] Call forth tornado. Slow speed, homing ability.'' | | ''[Close] Surround self with explosions. Blocks foe's spells.'' |
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| |
|
| 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.
| | Midair variant of Fated Circle, Aerial Circle is Squall's go-to HP attack while airborne. The surrounding explosions are formed vertically instead of horizontally, which leaves Squall vulnerable to attacks from his sides. This isn't as much of a weakness as it may seem at first, because Aerial Circle shares many traits with the grounded Fated Circle. The startup, absorb effect, Ranged Low block, single hit Ranged High priority and wall rush are all here. |
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|
| 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.
| | Aerial Circle thrives partly due to lack of Revolver Drive and Blasting Zone. Because of how prominent aerial combat is in Dissidia 012, Squall has many opportunities to use Aerial Circle during assist combos and pre-emptively as a high risk approach against regular blocks and neutral air dodges. The absorb effect pulls in stationary opponents within it's range, letting Squall inflict HP damage consistently after [[Blodge|'''blodging''']] or using LV2 Assist Change. |
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|
| However, characters without projectiles, command blocks, disjointed hitbox or a relatively fast advancing Melee High attack will find Cyclone to be difficult to neutralise.
| | A notable strength that Aerial Circle has is meter depletion. Due to the active frames provided by the surrounding explosions, Aerial Circle can hit multiple times with the help of {{012yuna}} assist, which requires no wall. The additional hits inflict no HP damage, but meter depletion will activate for each successful hit. This is more difficult to replicate with other assists or Fated Circle, as they require wall rush to go along with the subsequent hits. |
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| |
|
| |-|Flare= | | One thing to look out for when using Aerial Circle in the neutral is the opponent's assist - If they call an assist right before Aerial Circle hits, Squall will be hit during the recovery and suffer a bravery break. |
| | |
| | |-|Rough Divide= |
| {{AbilityInfo | | {{AbilityInfo |
| |damage=15 | | |damage=- |
| |startup=47F | | |startup=59F |
| |type=Physical | | |type=- |
| |priority=Melee High | | |priority=Melee High |
| |ex=30 | | |ex=0 |
| |effect=Wall Rush | | |effect=Wall rush |
| |cp=30 (15) | | |cp=30 (15) |
| }} | | }} |
| ''[Mid] Strike with greatsword, causing large explosion on hit.'' | | ''[Long] Leap into a charge. Slow start, but very fast charge.'' |
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| |
|
| 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.
| | Aerial version of Rough Divide. A common, albeit secondary HP attack for Squall. Rough Divide starts with a minor jump before charging towards the opponent at high speed. This is a single hit HP attack that will travel a set distance unless it hits the ground. Rough Divide does not have freeform vertical homing, but it can connect after confirming a Kuja air bravery assist for example. |
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| |
|
| 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.
| | Rough Divide can be used as a long range whiff punisher (after LV1 Assist Change or otherwise) or to pre-emptively call out dodges and Fire Barret hits from a distance. It can also wall rush, though the knockback isn't particularly large. If the opponent is positioned in the middle of Rough Divide's maximum distance, using assist to interrupt it is often ill-advised. It is Melee High priority however, so high priority blocks such as {{012exd}}'s Omni Block and {{012jec}}'s Jecht Block can stagger Squall. |
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| |
|
| 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.
| | Compared to Aerial Circle, Rough Divide sees much less use overall. It is useful for the aforementioned cases as well as squeezing in HP damage after whiff punishing with an assist from afar. Generally it is outclassed by Aerial Circle, whether it's reward on hit, assist combo conversions or just plain frame data. The distance Squall can create when used near an opponent who escaped with Assist Change is far superior to Aerial Circle however, and thus can be significantly harder to punish afterwards. |
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| |
|
| </tabber> | | </tabber> |
|
| |
|
| = EX Mode: Class Change! = | | = EX Mode: Lionheart equipped! = |
| Effects: | | Effects: |
| * Regen | | * Regen |
| * Critical Boost | | * Critical Boost |
| * Indomitable Resolve | | * Lionheart (RANGE) |
| | * Lionheart (HIT) |
| | |
| | == Lionheart (RANGE) == |
| | ''[Always active while in EX Mode] Transfers the heart of a lion to the weapon, increasing it's range.'' |
| | |
| | During EX Mode, Squall has longer range on his gunblade. This can help connect the "Golden Combo" more consistently. |
|
| |
|
| == Indomitable Resolve == | | == Lionheart (HIT) == |
| ''[Active while attacking] Even while taking damage, attacks can be performed without flinching.'' | | ''[Always active while in EX Mode] Pushes the weapon's specs to the limit, increasing the force of each blast.'' |
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| |
|
| 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.
| | Certain hits during bravery attacks are repeated for extra damage. Check the damage multipliers in the attack info for more. |
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| |
|
| == EX Burst: Soul of Chaos == | | == EX Burst: Renzokuken == |
| ''An attack terrible enough to shake the heavens. Repeatedly press circle to add strength to the attack.'' | | ''A flurry of attacks ending in one shattering blow. Watch your timing and press R when the cursor is in the frame.'' |
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| |
|
| {{burst | | {{burst |
| |damage1=12, 12 (24) | | |damage1=2,2 (4) |
| |damage2=4x3, 3x4, 16, 16, 5x4 (100 total) | | |damage2=9x7, 13, 20 (96) (100 total) |
| |type=Physical | | |type=Physical |
| }} | | }} |
| Line 401: |
Line 381: |
|
| |
|
| == Solo == | | == Solo == |
| | |
| | Squall has several solo combos on the ground and is one of the best characters at taking advantage of landing lag. |
| | |
| | DC = Dodge cancel |
| | <br>LL = Landing lag |
|
| |
|
| {| class="wikitable sortable" | | {| class="wikitable sortable" |
| Line 410: |
Line 395: |
| ! scope=col class=unsortable | Video | | ! 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'''] | | |Solid Barrel (3 hits) > DC > LL > Upper Blues (2 hits, delay the 2nd hit) > DC > LL > Beat Fang || '''65 + WR''' (5, 6, 8, 3, 3, 40 + WR) || ?? || The notorious "golden combo". Highest assist gain. Solid Barrel DC into Upper Blues is particularly difficult to time. The landing lag link is prone to escape outside of EX Mode (1-2 frame timing), but if the opponent's dodge timing is off at any point, the combo becomes far more consistent.<br>Solid Barrel's 2nd and 4th hits can be more reliable, but will require having back against the wall. || video |
| | |- |
| | |Beat Fang (1st hit) > DC > LL > Beat Fang (1st hit) > repeat || 6+ (3, 3, 3...) || ?? || Infinite combo. Reliant on landing lag and difficult to time, but it is inescapable if the opponent cannot use assist or EX. Can be easier during EX Mode due to the added hit. On average this is a very low damaging infinite, but even with one repetition the added assist generation on attack is a great asset to Squall. This can be used to the player's advantage in tournaments where infinites are banned. || video |
| | |- |
| | |Mystic Flurry > DC > Beat Fang / Aerial Circle || ?? || ?? || Very inconsistent due to Mystic Flurry's projectile positioning and reliance on connecting another attack during one of the projectiles. || video |
| | |- |
| | |Fire Barret > Beat Fang || '''45~55 +WR (5~15, 40 + WR) || ?? || A single Fire Barret projectile has enough hit stun to combo into Beat Fang or even Aerial Circle if it hit moments after firing it. Can be difficult to visually confirm in the heat of the moment. || video |
| | |} |
| | |
| | === Thunder Barret === |
| | |
| | Squall's Thunder Barret inherently allows cancelling into another attack and causes enough hitstun to even chain into HP attacks with precise timing. In short, Thunder Barret can combo into any grounded attack except Rough Divide. |
| | |
| | Each Thunder Barret bolt has a damage multiplier of 3 and further bolts can miss if performed close to the opponent. Therefore, the overall damage and meter generation depend largely on the initial distance and followup(s). |
| | |
| | Note that the bolts do not hit at once - Each bolt hits consecutively, with the furthest bolt hitting first and the closest bolt hitting last. That means Thunder Barret inflicts more hit stun when used from longer range. This is important for comboing into Revolver Drive, Squall's most rewarding link. |
| | |
| | {| class="wikitable sortable" |
| | |- |
| | ! scope=col | Combo |
| | ! scope=col | Approximate damage (multipliers) |
| | ! scope=col | Approximate EX Force |
| | ! scope=col | Notes |
| | ! scope=col class=unsortable | 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'''] | | |Thunder Barret > Solid Barrel || '''58~67''' (3~12, 55) || 99~126 (9~36, 90) || Easy to do, high EX gain. || 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'''] | | |Thunder Barret > Upper Blues || '''23~32 + WR''' (3~12, 20 + WR) || 39~66 (9~36, 30) || Wall rush and dodge cancel Beat Fang help facilitate ground assist followups. || video |
| |- | | |- |
| |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'''] | | |Thunder Barret > Blizzard Barret || '''13~22''' (3~12, 10) || 9~36 (9~36, 0) || No known utility to prioritise this over other followups. || 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'''] | | |Thunder Barret > Fusillade || 33~42+ || 69~96+ || Not often prioritised due to other braveries, but this cannot be staggered by LV2 Assist Change. Can be used in conjunction with assists with downward knockback for added EX Force. || video |
| |- | | |- |
| |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'''] | | |Thunder Barret > Fated Circle || '''3~12 + HP WR''' || 9~36 || Same timing requirement as Revolver Drive, does not inflict additional bravery damage or generate EX. Similiar to Fusillade, LV2 Assist Change cannot stagger Squall. Overall the weakest HP option of the three in terms of reward, but can still wall rush. || video |
| |- | | |- |
| |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'''] | | |Thunder Barret > Blasting Zone || '''13~22''' (3~12, 10) || 99~126 (9~36, 90) || Easiest HP attack timing due to faster start-up. Good EX gain and can still combo into air assists. || video |
| |- | | |- |
| |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'''] | | |Thunder Barret > Revolver Drive || '''4~86 + HP WR''' (3~12, 1xN, max 50) || 12~186 || Highest EX gain, great wall rush potential and stage position manipulation. One of Squall's strongest solo combos. Repeatedly pressing Revolver Drive will not register a held input once the HP attack begins, which can cause issues when practicing the timing. || video |
| |- | | |- |
| |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'''] | | |Thunder Barret > Solid Barrel (3 hits) > DC > LL > Upper Blues (2 hits, delay the 2nd hit) > DC > LL > Beat Fang || '''68~77 + WR''' (3xN, 5, 6, 8, 3, 3, 40 + WR) || ?? || The most extensive solo ground combo. Comboing into Solid Barrel also enables the golden combo, increasing bravery damage and assist meter gain even further. || video |
| |} | | |} |
|
| |
|
| == Assist == | | == 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.
| | * AC = Assist Chase |
| | | * DC = Dodge Cancel |
| After Assist Chase (AC), a few enders are common:
| | * LL = Landing Lag |
| * Twist Drill for more EX | | * WR = [[Wall_Rush_(Dissidia_012_Final_Fantasy)|'''Wall Rush''']] |
| * 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
| | Any attack that can be chained from Thunder Barret adds 3~12 extra damage and 9~36 EX Force depending on how many bolts hit. |
| * DC = Dodge Cancel
| |
| * AC = Assist Chase
| |
|
| |
|
| <tabber> | | <tabber> |
| |-|Kuja= | | |-|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.
| |
|
| |
|
| So for easier, consistent followups, '''Twist Drill and Flare''' work after both Kuja assist braveries.
| | == Ground == |
|
| |
|
| {| class="wikitable sortable" | | {| class="wikitable sortable" |
| | ! scope="col"| Starter |
| | ! scope="col"| Combo |
| | ! scope="col"| Damage |
| | ! scope="col"| EX Force |
| | ! scope="col"| Notes |
| | ! scope="col"| Video |
| |- | | |- |
| ! scope=col | Combo
| | |rowspan="3"|Solid Barrel (4th hit) || -- || 29 (5, 6, 8, 10) || 24 (6, 6, 6, 6) || -- || -- |
| ! 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'''] | | |Kuja > AC > Aerial Circle || '''79 + HP''' (29 + 50, HP) || '''24''' || Basic. HP ender.|| 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'''] | | |Kuja > AC > Beat Fang || '''119''' (29, 50, 40) || '''54''' (29, 30) || Basic. BRV 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 <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'''] | | |rowspan="2"|Solid Barrel (last hit) || -- || 55 (5, 6, 8, 10, 5, 5, 16) || 90 || Knockback cancel or wall. <ref group="footnotes">'''Solid Barrel (last hit):''' Call Kuja as you press the last part of Solid Barrel. The assist should hit the opponent as Squall blows the opponent away. It's still technically more damage even with an early timing where the last hit misses.</ref>|| -- |
| |- | | |- |
| |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'''] | | |Solid Barrel 4th > Call Kuja > Solid Barrel (last) > Kuja (hit) > Aerial Circle || '''105 + HP''' (55, 50, HP) || '''90''' (90, 0) || -- || 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'''] | | |rowspan="4"|Upper Blues (3rd hit) || -- || 11 (3, 3, 5) || 24 (9, 9, 6) || -- || -- |
| |- | | |- |
| ||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'''] | | |Kuja > DC > AC > Aerial Circle || '''61 + HP''' (11, 50, HP) || '''24''' || Basic. || 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'''] | | |Kuja > DC > AC > Beat Fang || '''101''' (11, 50, 40) || '''54''' (24, 30) || Basic. || 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'''] | | |Kuja > DC (back) Fire Barret > DC > AC > Beat Fang (1st hit) > DC > Fire (hit) > Beat Fang || '''109''' (11, 50, 3, 5, 40) || '''63''' (24, 9, 30) || Advanced. Fire Barret tracking is finicky, but adds a bit of extra damage. || video |
| |- | | |- |
| |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'''] | | |rowspan="2"|Upper Blues || -- || 20 + WR || 30 || Wall Rush || -- |
| |- | | |- |
| |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'''] | | |Kuja > DC > Aerial Circle (+WR) > AC > Beat Fang || '''107 + HP & WR''' (20 + WR, 47 + HP (WR) 40) || '''60''' (30, 30) || Staple. Aerial Circle enables crits during brv recovery for Beat Fang, increasing damage output. Use the HP from far enough to knock towards floor again. <ref group="footnotes">'''Upper Blues WR > Kuja > Aerial Circle:''' You have to dodge upwards a little bit to not pull the opponent out of Kuja assist, and to not push the opponent away from floor with the HP. This idea of hovering over the opponent applies to a Beat Fang Kuja combo as well.</ref> || video |
| |- | | |- |
| |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'''] | | |rowspan="2"|Blasting Zone || -- || 10 || 90 || -- || -- |
| |- | | |- |
| |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'''] | | |Kuja > AC > Beat Fang || '''100 + HP''' (10 + HP, 50, 40) || '''120''' || Call assist when opponent's knockback is slowing down. || 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'''] | | |rowspan="2"|Fated Circle || -- || 0 || 0 || Wall Rush || -- |
| |- | | |- |
| |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'''] | | |WR > Kuja > Beat Fang || '''87 + HP & WR''' (0 + HP WR, 47, 40 + WR) || '''30''' (0, 30) || Against a grounded opponent, Fated Circle can wall rush on the floor without the extra damage for a combo. || video |
| |- | | |- |
| |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'''] | | |rowspan="2"| Fusillade || -- || 30+ (6,6,6,6 each 6) || 60~90 || Dodge cancel for an assist combo. || 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'''] | | |DC > Kuja > Aerial Circle || '''80+''' (30+, 50, HP) || '''60~90''' || -- || 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'''] | | |rowspan="2"|Revolver Drive || -- || 1xN (max 50) || each 3 (max 150) || Wall Rush || -- |
| |- | | |- |
| |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'''] | | |WR > Kuja > Beat Fang || '''91~140 + HP WR''' (1~50, 50, 40) || '''31~80''' (1~50, 30) || Basic. || video |
| | |} |
| | |
| | == Aerial == |
| | |
| | {| class="wikitable sortable" |
| | ! scope="col"| Starter |
| | ! scope="col"| Combo |
| | ! scope="col"| Damage |
| | ! scope="col"| EX Force |
| | ! scope="col"| Notes |
| | ! scope="col"| Video |
| | |- |
| | |rowspan="2"|Beat Fang || -- || 27 (3, 5, 7, 2x6) || 30 || No wall. Call Kuja during last part.<ref group="footnotes">'''Beat Fang > Kuja:''' Similiar to Solid Barrel knockback cancel, call Kuja as you input the last part of Beat Fang. Kuja will pick up the opponent. If that's too difficult, Kuja can also combo off of Beat Fang's third hit for less damage.</ref> || -- |
| |- | | |- |
| |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'''] | | |Kuja > AC > Aerial Circle || '''77''' (27, 50, HP) || 30 (30, 0) || -- || 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'''] | | |rowspan="2"|Beat Fang || -- || 40 (3, 5, 7, 2x6) || 30 || Wall Rush. || -- |
| |- | | |- |
| |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'''] | | |WR > Kuja > DC > Aerial Circle > DC > AC > Beat Fang || '''127 + HP & WR''' (40 + WR, 47, HP + WR, 40 + WR) || '''60''' (30, 0, 30) || Same idea as with Upper Blues > Aerial Circle. HP during assist for extra crits. || video |
| |- | | |- |
| |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'''] | | |rowspan="2"|Aerial Circle || -- || HP + WR || 0 || Wall Rush. || -- |
| | |- |
| | |WR > Kuja > AC > Beat Fang || '''90 + HP WR''' (HP+ WR, 50, 40) || '''30''' (0, 30) || Basic. || video |
| |} | | |} |
| | |
| | |
| | ==Notes== |
| | <references group="footnotes" /> |
| | |
| | |-|Yuna= |
| | |
| | * Solid Barrel (4th hit) > Yuna > DC (neutral) > Thunder Barret > Solid Barrel (damage) / Revolver Drive (EX) |
| | * Upper Blues (3rd hit) > Yuna > DC > Aerial Circle when second assist hit connects |
| | * Upper Blues (3rd hit) > Yuna > DC > Thunder Barret > BRV / HP |
| | * Upper Blues or Beat Fang (wall rush) > Yuna > WR > Thunder Barret / Rough Divide (depending on distance) |
| | * Beat Fang (3 hits) > Yuna > DC > Aerial Circle when second assist hit connects |
| | * Yuna > DC > Thunder Barret > BRV / HP (requires ground) |
| | * Blasting Zone > Yuna > Ground Dash > Thunder Barret > BRV / HP <ref group="notesyuna">'''Blasting Zone:''' Call Yuna as late as possible. She doesn't have much horizontal reach. Easier at a wall.</ref> |
| | * Fated Circle > WR > Yuna > Thunder Barret > BRV / HP |
| | |
| | ==Notes== |
| | <references group="notesyuna" /> |
| | |
| | |-|Jecht= |
| | |
| | * Solid Barrel (4th hit) > Jecht > Thunder Barret > DC > move backwards > Thunder Barret > BRV / HP |
| | * Upper Blues (3rd hit) > Jecht > DC > Thunder Barret > BRV / HP |
| | * Upper Blues or Beat Fang (wall rush) > DC > Jecht > Thunder Barret > BRV / HP |
| | * Beat Fang (3 hits) > DC > Thunder Barret > BRV / HP (requires ground) |
| | * Beat Fang (3 hits) > Jecht > DC (diagonally forward) > Rough Divide |
| | * Blasting Zone > Jecht > Ground Dash > Thunder Barret > BRV / HP <ref group="notes">Similiar to Kuja assist, call Jecht when the opponent's momentum has slowed down. Without wall, only the second kick will hit and follow through with the air combo.</ref> |
| | * Fated Circle (floor WR) > Jecht > Ground Dash > Thunder Barret > BRV / HP |
| | * Aerial Circle / Rough Divide (WR) > Jecht > Thunder Barret > BRV / HP |
| | |
| | ==Notes== |
| | <references group="notes" /> |
| | |
| | |-|Tidus= |
| | * Solid Barrel (4th hit) > Tidus > Beat Fang / Aerial Circle |
| | * Upper Blues (3rd hit) > Tidus > Beat Fang / Aerial Circle |
| | * Upper Blues / Beat Fang (WR) > Tidus > DC > Thunder Barret > BRV / HP |
| | * Beat Fang (3 hits) > Tidus > DC > Aerial Circle |
| | * Blasting Zone > Tidus <ref group="notestidus"> Much like Yuna assist, timing must be delayed more than usual to make up for short reach.</ref> |
| | * Fated Circle (floor WR) > Tidus > Ground Dash x2 > Upper Blues (delayed 2nd hit) > DC > LL > Beat Fang |
| | |
| | == Notes == |
| | <references group="notestidus" /> |
| | |
| | |-|Sephiroth= |
| | |
| | * Solid Barrel (4th hit) > Sephiroth > DC (forward) > Rough Divide |
| | * Solid Barrel (4th hit) > Sephiroth > DC (forward) > Beat Fang (1st hit) > DC > teleport > Beat Fang |
| | * Upper Blues (3rd hit) > Sephiroth > DC (diagonally forward) > Rough Divide <ref group="notessephi">'''Upper Blues (3rd hit):'''Do Rough Divide when Sephiroth transitions to second part of his attack.</ref> |
| | * Upper Blues / Beat Fang (WR) > Sephiroth > DC > Aerial Circle > AC > Beat Fang <ref group="notessephi">Same idea as with Kuja ground assist. HP during the assist and leverage the increased critical hit rate afterwards with Beat Fang.</ref> |
| | * Upper Blues / Beat Fang (WR) > Sephiroth > DC > Heel Crush > teleport > Beat Fang / Aerial Circle |
| | * Beat Fang (3 hits) > Sephiroth > DC (diagonally forward) > Rough Divide |
| | * Beat Fang (3 hits) > Sephiroth > DC > Aerial Circle (during assist) |
| | * Blasting Zone > Sephiroth > Beat Fang |
| | * Fated Circle (floor WR) > Sephiroth > AC > Beat Fang |
| | |
| | == Notes == |
| | <references group="notessephi" /> |
| | |
| | |-|Onion Knight= |
| | * Solid Barrel (4th hit) > Onion Knight > DC (forward) > Rough Divide |
| | * Solid Barrel (4th hit) > Onion Knight > DC (neutral) > Thunder Barret > DC (neutral) > Blasting Zone |
| | * Upper Blues (3rd hit) > Onion Knight > DC > Rough Divide |
| | * Upper Blues / Beat Fang (WR) > Onion Knight > DC > Aerial Circle > WR > DC > AC > Beat Fang <ref group="notesok">Same as with Kuja and Sephiroth assist. Wall rush with Aerial Circle during the assist. </ref> |
| | * Beat Fang (3 hits) > Onion Knight > DC > Rough Divide |
| | * Blasting Zone > Onion Knight > DC (forward) > Free Air Dash > BRV / HP if wall rushed. <ref group="notesok">Requires later timing than other listed assists, therefore margin for error is small.</ref > |
| | * Fated Circle (floor WR) > Onion Knight > AC > Beat Fang |
| | |
| | == Notes == |
| | <references group="notesok" /> |
| | |
| | |-|The Emperor= |
| | * Solid Barrel (4th hit) > The Emperor > Solid Barrel (last hit) > The Emperor (hit) > Thunder Barret > BRV / HP |
| | * Upper Blues > The Emperor (call during 1st hit) - Upper Blues wall rush > The Emperor (trap) HIT > DC > Heel Crush > DC > Thunder Barret > BRV / HP |
| | * Upper Blues > The Emperor (call during 2nd hit, continue after slowdown ends) > Upper Blues wall rush > The Emperor (Mine) HIT > DC > AC > Beat Fang |
| | * Beat Fang (WR) > Beat Fang WR > The Emperor > AC > Beat Fang <ref group="notesemp">call The Emperor just as wall rush happens</ref> |
| | * Beat Fang (3 hits) |
| | * Blasting Zone |
| | * Fated Circle (floor WR) |
| | |
| | == Notes == |
| | <references group="notesemp" /> |
| | |
| | |-|Terra= |
| | * Solid Barrel (4th hit) > Terra > Solid Barrel last hit > chase > chase HP > opponent dodges and does chase BRV > Terra HIT > (If you dodged chase BRV): Thunder Barret - BRV / HP]. (If hit by chase BRV): Recovery attack Rough Divide |
| | * Solid Barrel (4th hit) > Terra > Solid Barrel last hit > chase > chase HP > opponent dodges and does chase HP > player dodge HP* > Terra HIT > Thunder Barret > BRV / HP |
| | * You will want to evade chase HP, as the movement can make Terra's Graviga miss. |
| | * Upper Blues (3rd hit) > Terra > DC > Aerial Circle / Rough Divide (requires wall rush, HP depending on distance) |
| | * Upper Blues / Beat Fang (WR) |
| | * Beat Fang (3 hits) > Terra > DC > Aerial Circle / Rough Divide (requires wall rush, HP depending on distance) |
| | * Fusillade > Fusillade (1st hit) > Terra > delay all Fusillade hits and finish > Terra HIT - BRV / HP <ref group="notesterra">If you have second assist bar, you can follow up "Terra HIT" with: Thunder Barret > before Thunder hits, call Terra > Fusillade no delayed hits > Terra HIT > BRV / HP</ref> |
| | |
| | == Notes == |
| | <references group="notesterra" /> |
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| </tabber> | | </tabber> |
|
| |
|
| = Builds = | | = Builds = |
|
| |
| <tabber> | | <tabber> |
| |-|Hybrid (Damage)= | | |-|Hybrid= |
| | |
| {{Build | | {{Build |
| |hp=9644 | | |hp=10299 |
| |cp=450 | | |cp=450 |
| |brv=956 (1147 initial) | | |brv=996 |
| |atk=182 | | |atk=177 |
| |def=184 | | |def=185 |
| |luk=60 | | |luk=-- |
| |booster=x3.5 | | |booster=x3.5 |
| |setbonus=Seal of Lufenia | | |setbonus=Judgment of Lufenia |
| |ast=Kuja | | |ast=Kuja |
| |wpn=Gigant Axe | | |wpn=Lionheart |
| |hand=Lufenian Dirk | | |hand=Lufenian Shield |
| |head=Lufenian Hairpin | | |head=Lufenian Helm |
| |armor=Lufenian Vest | | |armor=Lufenian Armor ([[CP_Glitch_(Dissidia_012)|'''CP Glitch''']]) |
| |acc1={{accbas}} Hyper Ring | | |acc1={{accbas}} Hyper Ring |
| |acc2={{accbas}} Muscle Belt | | |acc2={{accbas}} Zephyr Cloak |
| |acc3={{accbas}} Booster | | |acc3={{accbas}} Dismay Shock |
| |acc4={{accboo}} Large Gap in HP | | |acc4={{accboo}} Large Gap in HP |
| |acc5={{accboo}} Summon Unused | | |acc5={{accboo}} Summon Unused |
| |acc6={{accboo}} Pre-EX Mode | | |acc6={{accboo}} Pre-EX Mode |
| |acc7={{accboo}} Pre-EX Revenge | | |acc7={{accboo}} Pre-EX Revenge |
| |acc8={{accsp}} White Gem | | |acc8={{accsp}} Tenacious Attacker |
| |acc9={{accsp}} Glutton | | |acc9={{accsp}} Glutton |
| |acc10={{accsp}} First to Victory | | |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.
| |
|
| |
|
| 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. | | A general all-rounder build. |
| | |
| | |-|Adamant Chains= |
| | {{Build |
| | |hp=9972 |
| | |cp=450 |
| | |brv=877 (1052 with First to Victory) |
| | |atk=178 |
| | |def=185 |
| | |luk=-- |
| | |booster=x3.5 |
| | |setbonus=Adamant Chains |
| | |ast=Kuja |
| | |wpn=Earthbreaker ([[CP_Glitch_(Dissidia_012)|'''CP Glitch''']]) |
| | |hand=Adamant Shield |
| | |head=Adamant Helm |
| | |armor=Adamant Vest |
| | |acc1={{accbas}} Muscle Belt |
| | |acc2={{accbas}} Dismay Shock |
| | |acc3={{accbas}} Battle Hammer |
| | |acc4={{accboo}} Summon Unused |
| | |acc5={{accboo}} Pre-EX Mode |
| | |acc6={{accboo}}Pre-EX Revenge |
| | |acc7={{accboo}} Aerial |
| | |acc8={{accsp}} Tenacious Attacker |
| | |acc9={{accsp}} First to Victory |
| | |acc10={{accsp}} Back-Breaking Straw |
| | |summon=Rubicante |
| | }} |
| | Weapon can be changed according to match-up or player preference. |
| | |
| | This set primarily takes advantage of the added air dodge distance that the set bonus provides. Squall's air dodges leave him vulnerable with no strong options to cover them, so the additional dodge distance helps him stay safe and whiff punish. |
|
| |
|
| Equip Master Guardsman for over 10,000 health.
| | Against Onion Knight, Jecht or Cloud, you may need to adjust the accessories to suit Side by Side special accessory for assist meter. Tenacious Attacker is not a necessity, but good to have. Hero's Essence for more CP, Winged Boots for banish traps, Glutton for characters with strong EX generation (e.g. Lightning, Shantotto). |
|
| |
|
| |-|EX Revenge= | | |-|EX Core= |
| {{Build | | {{Build |
| |hp=9644 | | |hp=10299 |
| |cp=450 | | |cp=450 |
| |brv=957 (1148 initial) | | |brv=996 |
| |atk=180 | | |atk=177 |
| |def=185 | | |def=185 |
| |luk=60 | | |luk=-- |
| |booster=x2.7 | | |booster=x5.3 |
| |setbonus=King of Tragedy | | |setbonus=Soul of Yamato |
| |ast=Kuja | | |ast=Kuja |
| |wpn=Rhongomiant | | |wpn=Lionheart |
| |hand=Prytwen | | |hand=Genji Shield |
| |head=Dragon Sallet | | |head=Genji Helm |
| |armor=Wygar | | |armor=Genji Armor ([[CP_Glitch_(Dissidia_012)|'''CP Glitch''']]) |
| |acc1={{accbas}} Muscle Belt | | |acc1={{accbas}} Sniper Eye |
| |acc2={{accbas}} Booster | | |acc2={{accbas}} Dragonfly Orb |
| |acc3={{accbas}} Dismay Shock | | |acc3={{accbas}} Battle Hammer |
| |acc4={{accboo}} Large Gap in BRV | | |acc4={{accboo}} EX Core Present |
| |acc5={{accboo}} EX Revenge | | |acc5={{accboo}} Summon Unused |
| |acc6={{accboo}} Summon Unused | | |acc6={{accboo}} Pre-EX Mode |
| |acc7={{accsp}} Spider Web | | |acc7={{accboo}} Pre-EX Revenge |
| |acc8={{accsp}} Spider's Bane | | |acc8={{accboo}} Aerial |
| |acc9={{accsp}} Avenger | | |acc9={{accsp}} Tenacious Attacker |
| |acc10={{accsp}} First to Victory | | |acc10={{accsp}} First to Victory |
| |summon=Rubicante | | |summon=Rubicante |
| }} | | }} |
| 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.
| | Enhanced EX intake through EX cores. |
| | |
| | Substitutes: Sniper Eye, Dragonfly Orb, Aerial and special accessories can be substituted according to player preference. First to Victory can be replaced with Dismay Shock. Previously mentioned substitutes are decent picks, such as Muscle Belt. With EX cores being your primary source for the meter, Together as One and Platinum Hourglass are not completely unviable. |
| | |
| | |-|Side by Side= |
| | {{Build |
| | |hp=9971 |
| | |cp=450 |
| | |brv=1453 (2179 with Hero's Seal) |
| | |atk=176 |
| | |def=182 |
| | |luk=-- |
| | |booster=x3.8 |
| | |setbonus=None |
| | |ast=Kuja |
| | |wpn=Piggy's Stick |
| | |hand=Hero's Shield |
| | |head=Royal Crown ([[CP_Glitch_(Dissidia_012)|'''CP Glitch''']]) |
| | |armor=Maximillian ([[CP_Glitch_(Dissidia_012)|'''CP Glitch''']]) |
| | |acc1={{accbas}} Sniper Eye |
| | |acc2={{accbas}} Dismay Shock |
| | |acc3={{accbas}} Battle Hammer |
| | |acc4={{accboo}} BRV = 0 |
| | |acc5={{accboo}} Empty EX Gauge |
| | |acc6={{accboo}} Pre-EX Mode |
| | |acc7={{accboo}} Pre-EX Revenge |
| | |acc8={{accsp}} Hero's Seal |
| | |acc9={{accsp}} Together as One |
| | |acc10={{accsp}} Side by Side |
| | |summon=Rubicante |
| | }} |
| | |
| | Recommended for small stages or even / favorable match-ups. With Together as One, Squall can whiff twice and already have one assist bar ready. Every time you stagger the opponent with LV2 Assist Change and hit them with Aerial Circle, you are also couple whiffs away from an assist bar. Meter lead can be easy to maintain to an extent. |
| | |
| | Substitutes: |
| | * Basic - Hyper Ring, Muscle Belt, Bravery Orb |
| | * Booster - Large Gap in HP, Summon Unused, Grounded, Aerial, Assist |
| | * Special - Blue Gem, Growth Egg, Great Gospel, Winged Boots, Hero's Essence, Badge of Trust. |
| | |
| | |-|Meter Depletion= |
| | {{Build |
| | |hp=10298 |
| | |cp=450 |
| | |brv=996 |
| | |atk=179 |
| | |def=182 |
| | |luk=-- |
| | |booster=x6.9 |
| | |setbonus=Seal of Lufenia |
| | |ast=Yuna |
| | |wpn=Lufenian Lance ([[CP_Glitch_(Dissidia_012)|'''CP Glitch''']]) |
| | |hand=Lufenian Dirk ([[CP_Glitch_(Dissidia_012)|'''CP Glitch''']]) |
| | |head=Lufenian Headband ([[CP_Glitch_(Dissidia_012)|'''CP Glitch''']]) |
| | |armor=Maximillian ([[CP_Glitch_(Dissidia_012)|'''CP Glitch''']]) |
| | |acc1={{accbas}} Dismay Shock |
| | |acc2={{accbas}} Battle Hammer |
| | |acc3={{accboo}} BRV = 0 |
| | |acc4={{accboo}} Assist |
| | |acc5={{accboo}} Summon Unused |
| | |acc6={{accboo}} Pre-EX Mode |
| | |acc7={{accboo}} Pre-EX Revenge |
| | |acc8={{accboo}} Aerial |
| | |acc9=Free choice |
| | |acc10=Free choice |
| | |summon= |
| | }} |
| | |
| | |
| | Yuna's air bravery assist with Aerial Circle for maximum effect. Press Aerial Circle as the second brv hit lands to ensure a maximum amount of hits from Aerial Circle. Even though no additional damage occurs (aside from wall rush), each HP hit depletes meter. |
|
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|
| </tabber> | | </tabber> |
|
| |
|
| | = Assists = |
|
| |
|
| = Assist = | | == Squall's assist data == |
| | |
| Garland's assist data.
| |
|
| |
|
| {{012Assist | | {{012Assist |
| |type1=BRV | | |type1=BRV |
| |attack1=Round Edge | | |attack1=Solid Barrel |
| |startup1=23F | | |startup1=13F |
| |position1=Ground | | |position1=Ground |
| |spawn1=Opponent | | |spawn1=Opponent |
| |damage1=2 x 4, 6, 16 (30) | | |damage1=5, 6, 8, 10, 5, 5, 16 (55) |
| |effect1=Wall Rush | | |effect1=Chase |
| |type2=BRV | | |type2=BRV |
| |attack2=Bardiche | | |attack2=Heel Crush |
| |startup2=23F | | |startup2=41F |
| |position2=Air | | |position2=Air |
| |spawn2=Opponent | | |spawn2=Opponent |
| |damage2=30 | | |damage2=20 |
| |effect2=Wall Rush | | |effect2=Wall Rush, Block (Ranged Low) |
| |type3=HP | | |type3=HP |
| |attack3=Tsunami | | |attack3=Blasting Zone |
| |startup3=45F | | |startup3=41F |
| |position3=Ground | | |position3=Ground |
| |spawn3=Opponent | | |spawn3=Opponent |
| |damage3=2 x 6 (12) | | |damage3=6, 1 x 4, (10) |
| |effect3=Chase | | |effect3=Chase |
| |type4=HP | | |type4=HP |
| |attack4=Cyclone | | |attack4=Aerial Circle |
| |startup4=51F | | |startup4=43F |
| |position4=Air | | |position4=Air |
| |spawn4=Opponent | | |spawn4=Opponent |
| |damage4=- | | |damage4=- |
| |effect4=Chase | | |effect4=Wall Rush, Absorb, Block (Ranged Low) |
| }} | | }} |
|
| |
|
| 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.
| | As an assist, Squall has niche strengths in exchange for overall viability in most practical situations. Solid Barrel is a fast grounded combo with Assist Chase at the end, but the range is short so it must be timed late into a grounded wall rush. |
| | |
| | Heel Crush being Squall's air bravery assist hurts his viability a lot. It is not good at whiff punishing or providing the player character with easy or consistent followups, which are all important aspects for a typical assist to succeed. If an opponent opts to dodge the mid priority attack however, it can provide a dodge punish opportunity if it doesn't activate [[Abilities_(Dissidia_012)#Extra_Abilities-0|'''Precision Evasion''']]. |
| | |
| | The Blasting Zone HP is good for interruptions with an Assist Chase at the end for easier followups. Aerial Circle can become inescapable during [[Chase_(Dissidia_012)|'''chase''']]. Outside of these contexts, Squall assist provides diminishing returns compared to the more powerful assists like {{012kuja}}, {{012jec}} and {{012aer}}. |
| | |
| | == Assists == |
| | |
| | All meta assists can work, with Kuja being the strongest. Because of Squall's holding potential, conversion ability during a combo and wall rush potential on Upper Blues and Beat Fang, he synergises with a myriad of assists. |
|
| |
|
| <tabber> | | <tabber> |
| |-|Kuja= | | |-|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.
| | High damage and reliable conversions, but also quite vulnerable if the opponent escapes with Assist Change. Converts off of wall rushes and bravery attacks with ease. When using air BRV assist, delaying the teleport for a moment before using Aerial Circle will make it much more reliable. |
| | |
| | This assist also has safety against LV2 Change thanks to the Flare Star HP's Ranged High priority, which works well off of Beat Fang and Upper Blues. |
|
| |
|
| 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.
| | |-|Yuna= |
| | Strongest meter depletion anywhere on the stage with air BRV assist. By timing Aerial Circle to hit simultaneously with Yuna air BRV's third hit, the knockback will be cancelled briefly by the assist and enable the HP to hit multiple times, applying depletion each time. |
|
| |
|
| It's about as straightforward as it gets - Kuja synergises with Garland in places where it's needed the most.
| | Other assist moves have far more limited application and diminishing returns on investment. Ranged Low priority on air BRV assist means LV2 Assist Change will not stagger Yuna, making this very applicable. |
| | |
| | Be careful however - If the opponent Assist Changes after Yuna has connected the second hit, you will not be able to protect her during Aerial Circle... |
| | |
| | |-|Jecht= |
| | A good all-rounder assist. Fast start-up can convert off of any (traded) hit with relative ease and holding potential ensures an HP at varying positions. |
| | |
| | Both bravery assists allow Thunder Barret follow-ups as long as ground is available. This means an abundance of Revolver Drive enders for a lot of EX, but it also means you may have to protect Jecht sometimes to avoid being locked out of using him. |
| | |
| | |-|Tidus= |
| | Fast air bravery assist for whiff punishes and low damage output, slower ground bravery assist for trades and higher damage via Thunder Barret. |
| | |
| | A serviceable assist, but he doesn't provide Squall any distinct advantages beyond air assist start-up and it's relative safety. |
|
| |
|
| |-|Sephiroth= | | |-|Sephiroth= |
| 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.
| | Faster ground BRV assist than Kuja with similiar holding potential for Aerial Circle or Thunder Barret. However, the knockback on both BRV assists restricts combo structure. Not a terrible assist, but practical follow-ups often commit to all BRV or an early HP. |
| | |
| | Sephiroth also stays on the field for a fairly long time, so protecting him can result in diminishing returns. |
|
| |
|
| |-|Aerith= | | |-|Aerith= |
| 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.
| | Squall's holding potential lets him convert to the relatively slow Seal Evil attack even without ground. With wall rush on the ground however, Squall can generate some of the spent assist meter back thanks to Ground Dash + Assist Gauge Up Dash abilities while the opponent is stuck in Seal Evil. |
| | |
| | All ground conversions are compromised due to Aerith's Cure not having any hitstun. Coupled with the weakest meter depletion overall, Aerith assist can be difficult to justify for Squall specifically. |
| | |
| | A viable assist, but arguably one of the weaker meta options for Squall. |
| | |
| | |-|The Emperor= |
| | Niche, empowered ground play and very damaging mines through Beat Fang wall rushes. With Squall's liberal combo sequences on the ground, he can also combo into the Thunder Crest assist with ease. |
| | |
| | LV2 Assist Change does not stagger The Emperor and the opponent's assist will be locked upon use thanks to the trap's Unblockable priority. Thunder Crest's holding potential allows an HP of your choice and of course, you can cover yourself by being inside the trap itself. |
| | |
| | In addition, if The Emperor is called just as the Beat Fang wall rushes, the Ranged Low air BRV assist Mine can connect for a lot of bravery damage. |
| | |
| | Other wall rush conversions and whiff punishment are weakened or compromised, but this assist is definitely not without merit! |
| | |
| | |
| | |-|Onion Knight= |
| | A serviceable assist. Similiar to The Emperor, grounded wall rushes provide utility in the form of Blizzard's Ranged Low priority and holding potential. Turbo-Hit does not require a wall for an HP, but converting off of an opponent's whiffed attack can be difficult if you're far away. Blizzard can also intercept attacks from further away, which may prove to be helpful during grounded interactions. |
| | |
| | |-|Gilgamesh= |
| | Functionally similiar to Yuna assist. Longer range compared to Yuna, but no Ranged Low priority, meaning he will lose to LV2 Assist Change. Does exhibit highest raw bravery damage with Excalibur however, worth considering if you're going for extended combos. |
| | |
| | |-|Cecil= |
| | Cecil assist can be likened to a slower version of Yuna / Gilgamesh assist with middle-of-the-pack damage and longer holding potential. If you have ground available, Cecil works off of most combo starters just fine. |
| | |
| | Outside of this combo-centric appeal, Cecil does not provide any distinct advantages over other assists. |
| | |
| | |-|Terra= |
| | Limited air conversions and punish opportunities, but more extravagant ground combos with Graviga assist and Fusillade. As Fusillade is not an essential move for Squall, this is something of a flamboyant combination. With two assist bars, it's possible to combo into Fusillade twice in a row for a minimum of 60 base damage multiplier and 120 ex! |
| | |
| | Graviga could act as an instigator due to it's tracking, but do note it can still be dodged and that Terra is vulnerable while casting. |
| | |
| </tabber> | | </tabber> |
| | |
| | = References = |
| | <references /> |
| | |
| | {{navbox012}} |
| | |
| | {{roadmap012squ}} |