Assist (Dissidia 012) and Squall Leonhart (Dissidia 012): Difference between pages

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[[Category:Dissidia 012 Final Fantasy]]
[[Category:Dissidia 012 Final Fantasy]]
Assist is a new mechanic introduced in Dissidia 012, allowing players to equip a character with a secondary character to perform a pre-determined attack at will by pressing L+Circle (1 bar) or L+Square (two bars). The inputs are context sensitive, performing an attack when the player has free control or during an attack or escaping from an attack while being staggered or under attack.
{{012CharNav
|icon=https://resources.dissidia.wiki/ddff/chara-icon/ddff-icon-squall.png
|general=[[Squall_Leonhart_(Dissidia_012)|'''General''']]
|matchups=[[Squall Leonhart (Dissidia 012)/Matchups|'''Matchups''']]
|resources=Resources
|starter=Starter Guide
|strategy=[[Squall_Leonhart_(Dissidia_012)/Strategy|'''Strategy''']]
}}


<br>Every playable character has an assist version of themselves, except Feral Chaos. Aerith is only accessible as an assist character and is unlocked by importing a save data from a paid demo "Dissidia 012 [duodecim] Final Fantasy Prologus". Each character has a set of moves that cannot be customised, one ground bravery, one aerial bravery, one ground HP and one aerial HP. The attack type is determined by the spent assist bar as well as the player's or opponent's position, position referring to being grounded or airborne.


<br>Assist is designed to be an anti-thesis to EX, it is a separate resource from EX. Equipment that boosts assist in some way typically downgrades EX in a similiar manner. Assist characters, when making contact with an opponent will deplete their EX gauge or cancel their EX mode if it is active. EX mode depletes all of the opponent's assist meter and hitting an assist character while being in EX mode will inflict an "EX Break" that locks the opponent's assist meter as well as rewards the player with the current stage bravery.
{{CharacterInfo
|portrait=https://resources.dissidia.wiki/ddff/portraits/ddff-port-squall.png
|name=Squall Leonhart (スコール・レオンハート)
|origin=Final Fantasy VIII
|weapon=Swords, Daggers, Katanas, Guns
|armor=Shields, Bangles, Hats, Helms, Clothing,<br>Light Armor, Large Shields, and Chestplates
|atk=109 (Low)
|def=111 (Average)
|runspeed=5 (Above Average)
|dash=77 (Average / Good)
|fall=81 (Average)
|fallr=38 (Average)
|exclusives=Revolver, Twin Lance, Punishment, Lionheart
}}


<br>Due to it's flexible nature, assist has become a defining aspect of the game. It is a much easier resource to build quickly, it allows characters without HP links to convert to HP damage, punishing whiffed moves from a distance, escaping from incoming damage or even turn it in the player's favor. Characters who can play well defensively are also often capable of taking advantage of assist effectively and thus can create notable gaps in character strength.
{{ProConTable
|pros=*'''Flexible, straightforward moveset''' helps Squall onboard new and experienced players to compete.
*'''Defensive punishment''' is relatively easy and effective thanks to Beat Fang, Blasting Zone and Aerial Circle.
*'''Combo potential''' is great, particularly close to the ground. A variety of solo combos and assist conversions are available and he can combo into HPs reliably on the ground as well.
*'''Assist synergy'''. Squall is great at using several assists to convert to HP damage thanks to multi-part attacks and wall rush capabilities.
*'''EX Mode''' increases Squall's gunblade's range and damage exponentially.
*'''Meter depletion''', particularly with Yuna assist is among the strongest in the game.
*'''Versatile builds''' can support Squall with a variety of different playstyles and matchups.
|cons=*'''Average post-dodge defense'''. Beat Fang clashes being his primary defensive tool to cover for his floaty air dodges make Squall more vulnerable to [[Dodge_(Dissidia_012)#Dodge_punishment|'''dodge punishes''']].
*'''Lackluster EX generation in the air''' can lead Squall to rely on EX Cores to stay competitive with EX meter.
*'''Prone to whiffing against fast characters'''. Dodge punishing fast fallers such as {{012tid}} and {{012pri}} and hitting fast runners such as {{012ok}} can put Squall at great risk for engaging first.
*'''Below average air combo extensions'''. With limited ways to extend aerial assist combos without wall rush, Squall's bravery damage output can suffer in air-centric fights.
}}


=== How to build assist meter ===
= Overview =
* Whiff an attack
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.
* Connect an attack
* Land an HP attack (EXP to Assist and / or Side by Side accessory required)
* Receive damage (A Comrade's Vow accessory required)
* Ground Dash, Reverse Ground Dash, Free Air Dash, Reverse Free Air Dash, Air Dash and Reverse Air Dash (Assist Gauge Up Dash ability required)
* Connecting attacks during EX Revenge, meter will be rewarded upon EX Revenge ending


==== Situations where assist meter will not build ====
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.
* During Assist Lock (outside of EXP to Assist or Side by Side influx)
* During EX Burst or EX Revenge
* During player's assist character's presence (e.g no whiffing during Jecht assist combo)
* Immediately cancelling an attack state into another attack without returning to neutral first (a state where you can guard, dodge, jump etc.)
* Taking damage (without A Comrade's Vow accessory)


<br>Once you have one or two assist bars, you can use them at will.
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.


=== How to use assist meter ===
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.
* L+Circle (uses 1 bar): Assist Bravery attack
* L+Circle when taking damage (uses 1 bar): LV1 Assist Change, '''locks your assist gauge'''
* L+Square when not taking damage (uses 2 bars): Assist HP attack
* L+Square when taking damage (uses 2 bars): LV2 Assist Change, '''does not''' lock your assist gauge


=== Assist Break ===
= Bravery Attacks =
Hit an assist character during EX mode to lock the opponent's assist meter and acquire the stage bravery. This can occur both when the assist character is [https://glossary.infil.net/?t=Whiff%20Punish '''whiff punished'''] or when the character in EX mode connects an attack during the opponent's Assist Change.
During EX Mode, damage multipliers inside brackets [ ] hit twice instead of once.


=== Assist Change ===
== Ground ==
When taking damage, the player can opt to escape from the current attack sequence by using one assist bar with L+Circle or both assist bars with L+Square. The effects differ depending on which one you perform.


<br>'''LV1 Change:''' Player character is sent upwards (or downwards if performed at a ceiling) and the assist gauge is locked for 1250 frames or 20.83 seconds. During this time the meter can only be built via landing HP attacks with EXP to Assist and / or Side by Side accessory equipped. During a LV1 Change the assist character can suffer an additional hit to trigger a special cancel window for the character who performed it, that allows cancelling a recovery period into another attack or a dodge.
<tabber>
|-|Upper Blues=
{{AbilityInfo
|damage=[3, 3, 5],9 (20) [31]
|startup=13F
|type=Physical
|priority=Melee Low
|ex=30
|effect=Wall Rush
|cp=30 (15)
}}
''[Close] Leap into the air. Quick launch, easy wall rush.''


<br>The assist character can also suffer from the effects of an HP attack, in that if the opponent has Side by Side equipped, the HP attack that connects during LV1 Change will grant them a chunk of assist meter as if it landed on the player character itself.
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.


<br>In addition to that, using LV1 Change while the opponent is in EX Mode and connecting with a move will trigger an Assist Break. This will reward the opposing player with a bravery break on top of locking the assist meter for the player who used LV1 Change.
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.


<br>LV1 Change can be used to punish long lasting attacks such as [http://dissidia.wiki/Cloud_Strife_(Dissidia_012)#Omnislash_Version_5-3 '''Cloud's Omnislash Version 5'''] or even Jecht's Jecht Beam. The player has to time the LV1 Change early in the attack animation -or prematurely even- and then position their character to hit the opponent who is still performing the attack in question. The effectiveness of this technique is often match-up specific and not all characters may be able to take advantage of it equally.


<br>'''LV2 Change:''' Similiarly player character is sent upwards or downwards, the assist gauge is ''not locked'' and this time the assist character functions as a block with Highest priority, a trait only seen with Exdeath's Omni Block. This will stagger any character -or assist character- who is using a melee priority move, low or high alike and deflect projectiles. This will not work with Unblockable moves and the assist character is very briefly vulnerable at the end of the change animation and thus, can be hit to lock the escapee's assist meter (see Assist Lock) by delaying an attack accordingly.
A good bravery to have in most match-ups and builds.


<br>Projectiles that appear in a barrage such as Vaan's Crossbow can also take advantage of this by having active projectiles on the assist character's location long enough to outlast the blocking period. The downside is that this trait is more common in bravery attacks than HP attacks and as a result, this interaction may not come into play as often as desired.
|-|Solid Barrel=
{{AbilityInfo
|damage=[5, 6, 8, 10, 5, 5, 16] (55) (110)
|startup=13F
|type=Physical
|priority=Melee Low
|ex=90
|effect=Chase
|cp=30 (15)
}}
''[Close] Repeated slashes. Short range; quick and powerful.''


<br>LV2 Change comes with strong benefits but it takes longer to build by whiffing alone. It's ability to stagger characters who are using melee priority HP attacks is a valuable asset and characters who can land an attack after using LV2 Change are in a position to benefit from it greatly, discouraging opponents from hitting them altogether. Ranged priority attacks ignore this block priority and thus moves with said priority can bypass this in a safe manner.
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.


=== Assist Charge ===
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.
A mechanic that generates assist meter for the attacker when they are in [[Statistic_(Dissidia_012)#Near_Death|'''near death state.''']] The amount depends on the situation.


'''Assist Charge generates 1 assist bar:'''
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.
* Player must be under 200 bravery, "near bravery break". Indicated with dim bravery numbers.
* This player must then land an attack against an opponent who is performing a bravery attack.


'''Assist Charge generates 2 assist bars:'''
|-|Blizzard Barret=
* Player must be in near death state
{{AbilityInfo
* During death state, that player must land any attack against an opponent who is performing an HP attack.
|damage=10 (10)
|startup=33F
|type=Magical
|priority=Ranged Low
|ex=0
|effect=-
|cp=30 (15)
}}
''[Long] Fire one ice bullet. Long range, strong homing.''


It does not matter when this interaction occurs. As long as the opponent is considered in a specified attack state and the player's unfavorable condition is met, the Assist Charge can happen. This can reward aggressive players after landing an HP attack or punish players for using an HP attack carelessly. It can be likened to a sort of [https://glossary.infil.net/?t=Comeback%20Mechanic '''comeback mechanic'''] seen in other fighting games or a momentum based system.
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.


=== Assist Chase ===
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.
Some assist characters have attacks that end with a chase prompt. By pressing X during this time, the player can slow down time and immediately move into the opponent character's vicinity and follow up with an attack of their choice as the slow motion effect wears off.


<br>This usually makes it much easier to apply HP damage in many parts of any stage, but it is worth noting that obstacles such as pillars in World of Darkness or walls in Pandaemonium can halt the player's transition, losing the combo opportunity altogether.
|-|Thunder Barret=
{{AbilityInfo
|damage=each (3)
|startup=33F (furthest bolt appears first)
|type=Magical
|priority=Ranged Low
|ex=each 9
|effect=
|cp=30 (15)
}}
''[Mid] Lightning that draws foes. Good start for combos''


<br>Depending on the assist's knockback (e.g. Sephiroth), your followup can miss if performed too early.
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.


<br>The Assist Chase also has a maximum distance, though the exact details of it are unspecified. It can be seen in large stages such as The Rift if a player uses the assist to punish a move from across the stage.
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.


=== Assist Depletion and Depletion Rate ===
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.
==== Assist Depletion (Passive) ====
Also known as Assist decay. After two seconds pass, the assist meter will begin to deplete on it's own. This time period will initiate after the immediate assist gain acquired from an attack instead of after an attack state ends.


<br>Assist Depletion can be delayed by performing an attack. Cancelling an already whiffed attack into another attack without returning to a neutral state contributes towards this fact, despite this sequence not generating any additional assist meter on whiff. Moves that do not generate assist meter such as Jecht Block also reset this timer.
|-|Fusillade=
{{AbilityInfo
|damage=6, 6, 6, 6 each 6 (24+)
|startup=33F
|type=Magical
|priority=Ranged Low, Mid (only thunder)
|ex=60~90
|effect=Chase
|cp=30 (15)
}}
''[Mid] Magic barrage. Can combo without hitting.''


<br>The default depletion rate for two full assist bars without further action is 10 seconds.
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.


==== Assist Depletion (Effect) ====
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.
This is a different, albeit more straightforward form of Assist Depletion that can be inflicted on an opponent upon landing an HP attack.


<br>Whenever an HP attack connects, a set percentage of assist meter is detracted from the opponent. This will only come into effect with the help of the Battle Hammer accessory and / or Judgment of Lufenia's set bonus that provides a raw 15 % assist meter depletion. If an HP attack inflicts wall rush damage, further meter depletion is inflicted.
Due to functional overlap with Solid Barrel with few standout traits elsewhere, Fusillade is not often prioritized in competitive play.
</tabber>


<br>As this effect depletes an important resource from the opponent, it is often recommended to bring some amount of depletion into multiplayer battles. It can make regaining momentum more difficult for the opponent due to increased meter discrepancy, to the point dedicated depletion builds can drain almost entire bars of assist in one combo. Depending on the character that in itself can be a harsher punishment than 2000+ hp damage, with all available application the meter can provide.
== Aerial ==
<tabber>
|-|Heel Crush=
{{AbilityInfo
|damage=20 (20)
|startup=41F
|type=Physical
|priority=Melee Mid
|ex=0
|effect=Block Low (Ranged), Wall Rush
|cp=30 (15)
}}
''[Mid] Unleash heel drop. Slow start, fast movement.''


<br>This can often incentivise escaping with an Assist Change to avoid damage as well as worse meter status.
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.


=== Assist Duration ===
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.
Assist Duration only takes effect when both assist bars are full. This effect prevents the assist meter from depleting on it's own for a set duration without attacking.


<br>The effect lasts for 9 seconds and it can be influenced by accessories. Much like assist depletion (passive), this time period is reset every time assist gain occurs from an attack.
|-|Beat Fang=
{{AbilityInfo
|damage=[3, 5], 7, [2 x 6, 13] (40) [73]
|startup=15F
|type=Physical
|priority=Melee Low
|ex=30
|effect=Wall Rush
|cp=30 (15)
}}
''[Close] Float, then strike down foe. Short reach, but fast.''


=== Assist Gauge Up Time ===
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.
Exclusive to Bartz, by equipping Hellfire this can boost both assist duration as well as delay the passive assist depletion.


<br>This can be stacked up to three times by equipping Hellfire on all three ground HP slots for a maximum of 30 % boost. This will grant 11.7 seconds of duration and the assist gauge will start depleting 2.6 seconds after the last assist gain rather than after the usual 2 seconds.  
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.  


=== Assist Lock ===
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.
When the player uses LV1 Change to escape or if their assist character is hit or blocked during their attack, their assist meter will be locked. This duration is about 20.83 seconds and can be modified with original rules.


<br>Whenever Assist Lock occurs, all present EX force in the stage will be absorbed by the opponent in that moment. If the opponent cannot absorb EX due to a special accessory effect, the EX force will remain on the field until an EX Core's appearence.
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.


<br>During this time the only way to fill the assist meter is via HP attacks while having EXP to Assist and / or Side by Side accessory equipped.
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.


== Abilities that influence Assist ==
|-|Mystic Flurry=
=== EXP to Assist ===
{{AbilityInfo
An ability unlocked at LV100 that costs 0 CP. Landing an HP attack will convert 0.3 % of the acquired experience points to assist meter (a 3 % boost for the meter) and as such, can scale with special accessories that increase EXP gain. A staple ability for characters who can land HP attacks without setting up an assist first.
|damage=each 1 x 8, 7 (15)
|startup=33F
|type=Magical
|priority=Ranged Low
|ex=each 30
|effect=Wall Rush
|cp=30 (15)
}}
''[Mid] Magic barrage. Can combo without hitting.''


=== Hellfire (Bartz) ===
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.
Effect: Assist Gauge time +10 %


<br>Detailed under the Assist Gauge Up Time, this is an effect that is exclusive to Bartz's Hellfire HP attack. It boosts assist duration and delays passive assist depletion.
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.  


== Accessories that influence Assist ==
All that creates complications for punishes and combos alike, but Squall's safety is also at risk - He is completely stationary for Mystic Flurry's duration whether he fires all projectiles or not. Dodge cancelling the recovery is the same speed as Mystic Flurry's natural recovery, further cementing Squall's commitment when using this move. Coupled with the fact that Ranged Low projectiles lose to attacks, blocks and dashes, Mystic Flurry provides very little reward in proportion to the risk it presents for using it.
=== Basic Accessories ===
As these are basic accessories, their effect can be enhanced with the help of booster accessories.
* '''Attractorb''': EX Intake Range +1m, Assist Gauge Charge '''-20 %'''
* '''Pearl Necklace''': EX Force Absorption +10 %, Assist Gauge Charge '''-20 %'''
* '''Dragonfly Orb''': EX Core Absorption +10 %, Assist Gauge Duration '''-30 %'''
* '''Silver Hourglass''': EX Mode Duration +5 %, Assist Gauge Duration '''-10 %'''
* '''Battle Gem''': Assist Gauge Duration '''+10 %''', EX Force Absorption -20 %
* '''Battle Hammer''': Assist Gauge Depletion '''+5 %'''
* '''Bond Breaker''': Assist Iai Strike '''+2 %''', Defense -10 %
* '''A Comrade's Vow''': AST Charge on damage '''+15%''', EX Intake Range -1m


==== A Comrade's Vow ====
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.
Effect: AST Charge on damage + 15%, EX Intake Range -1m


<br>A basic accessory that fills the player's assist gauge whenever they are sustaining damage.
|-|Fire Barret=
{{AbilityInfo
|damage=each (5)
|startup=33F
|type=Magical
|priority=Ranged Low
|ex=0
|effect=-
|cp=30 (15)
}}
''[Long] Launch multiple fireballs. Normal speed, strong homing.''


<br>Whenever you're damaged, the base bravery damage of the attack is taken into account. So regardless of whether you are LV1 and have 12 DEF or if you are Lv 100 and have 111 DEF, the amount of assist gained when hit by a Jecht Stream will be the same, even if you receive 4,000 BRV damage at Lv1 or 300 at Lv100.
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.


<br>The formula for the Assist gain (%) A Comrade's Vow provides is as follows:
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.


<br>Base damage*0.15*multipliers/10
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.


<br>Beware that for hits that BRV Wall Rush, you'll get again the last value when you get wall rushed. So, for example, let's say you get hit by a Jecht Rush just like the assist one, and your multipliers show 5.0. The base damage for Jecht Rush is 42. According to the formula, you should get a 3.15% AST gain. However, the last hit has 19 base damage. So if you get wall rushed, you'd get ''an extra 1.425% AST gain''.
</tabber>


<br>Beware that the damage you receive from the opponent's assist will also increase your assist.
= HP Attacks =
== Ground ==


<br>As you can see, this accessory requires pretty high multipliers to be effective, as otherwise the assist gain will be very little. Finally, it's also better when fighting against characters that rely on strong attacks that cause BRV wall rush to connect their Assist -> HP combos and powerful assists (such as Garland with Kuja or Sephiroth assist).  
<tabber>
|-|Fated Circle=
{{AbilityInfo
|damage=-
|startup=43F
|type=-
|priority=Ranged High
|ex=0
|effect=Block Low (Ranged), wall rush, absorb
|cp=30 (15)
}}
''[Close] Surround self with explosions. Block foe's spells.''


Source: [http://community.dissidia.wiki/topic/1038-in-depth-assist-mechanics/ '''In depth assist mechanics by NLM''']
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.


=== Special Accessories ===
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.
These accessories do not scale with booster accessories, but some can be stacked to increase their effect.
<br>Please note that the breakable accessories are banned in competitive play where the in-game ruleset "Official" is set to on.
* '''White Drop''': EX Force Absorption +5 %, Assist Gauge Duration '''-5 %'''
* '''Cyan Drop''': Initial EX Force +10 %, Assist Gauge Duration '''-10 %'''
* '''Cyan Gem''': Initial EX Force +20 %, Assist Gauge Duration '''-20 %'''
* '''White Gem''': EX Force Absorption +10 %, Assist Gauge Duration '''-10 %'''
* '''Growth Egg''': Experience Value +20 %
* '''Glimmering Crystal''': EX Core Absorption +15 %, Assist Gauge Charge '''-15 %'''
* '''Badge of Trust''': Initial Assist Charge '''+40 %''', EX Force Absorption -30 %
* '''First to Victory''': Initial EX Force +20 %, Initial Assist Charge '''+20 %''', Initial Bravery +20 %
* '''Fiery Spirit''': Assist Armor (Assist Character endures one attack from opponent)
* '''Battle Ring''': Free Assist ('''5 %''' chance of assist gauge not draining when used)
* '''Close to You''': Always Absorb EX Force, Assist Gauge Charge '''-30 %'''
* '''Center of the World''': EX Intake Range +3m, EX Force & Core Absorption +25 %, '''Assist Gauge Freeze'''
* '''Together as One''': Initial Assist Charge +40 %, Assist Gauge Duration '''+50 %''', EX Force Absorption -40 %
* '''Side by Side''': Assist Gauge Charge on HP Attack, EX Force Absorption Disabled, EX Gauge Freeze
* '''Friendship Incense''': Initial Assist Charge +50 % (Accessory breakability: 100 %)
* '''Friendship Resin''': Initial Assist Charge +100 % (Accessory breakability: 100 %)
* '''Chocobo Down''': Experience Value +20 % (Accessory breakability: 30 %)
* '''Chocobo Wing''': Experience Value +50 % (Accessory breakability: 30 %)
* '''Chocobo Feather''': Experience Value +100 % (Accessory breakability: 30 %)
* '''Spirit of Qu´bia''': Initial EX & Assist Charge +100 %, Initial Bravery +300 % (Accessory breakability: 100 %)
* '''Shock of Qu´bia''': EX & Assist Chance, EX & Assist Gauge Depletion +100 % (Accessory breakability: 100 %)
* '''Hopes of Qu´bia''': Assist Gauge Charge +100 % (Accessory breakability: 100 %)


==== Side by Side ====
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.
Effect: Assist Gauge Charge on HP Attack, EX Force Absorption Disabled, EX Gauge Freeze


JP name: スタンドバイミー
|-|Revolver Drive=
{{AbilityInfo
|damage=1 x N (max 50)
|startup=43F
|type=Physical
|priority=Melee High
|ex=each 3
|effect=Wall rush
|cp=30 (15)
}}
''[Mid] Rage-filled charge. Can aim with the analog stick.''


<br>A special accessory so potent it deserves it's own sub article. Side by Side (abbreviated as SbS) sacrifices all things EX in exchange for bolstering assist meter with a key aspect: Assist Gauge Charge on HP attack. This is a flat 30 % increase to an assist meter every time an HP attack connects and is not influenced by wall rush damage.
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.


<br>Think of this as a hyperbolic version of EXP to Assist. Any character that can land HP attacks without setting up an assist will acquire an amount of assist meter that can save them 3-4 whiffs on average. This is especially useful for characters who may rely on HP links or raw HPs to dish out damage such as Onion Knight, [[Cloud Strife (Dissidia 012)|Cloud]], Bartz, Golbez and Jecht. Often times these characters also suffer from somewhat slow or risky assist meter generation when it comes to whiffing, the most common form of building the resource.
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.


<br>As such, Side by Side can synergise with many characters at all levels of play. In small stages such as Edge of Madness, Phantom Train and Pandaemonium - Top Floor where escaping raw HPs can be more difficult, it can greatly increase the threat of getting hit as the potential punishment of sustaining an HP attack has an increased chance of occuring and elevated potency as well. Characters such as Squall who can stagger an opponent with LV2 Change and land an HP attack from it will have a distinct advantage in sustaining a meter and health lead, further bolstering the strength of the LV2 Change mechanic. Escaping a combo and making a chunk of assist meter back for it? Yes please.
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''']].


<br>Because of the disabled EX intake, Empty EX Gauge (1.5x) Pre-EX Mode (1.4x) and Pre-EX Revenge (1.3x) boosters will have a 100 % uptime from the beginning of a match with a x2.7 multiplier. This makes for an easy, good template set for character builds that can be further tailored to lean into assist meter, damage output, meter depletion or other miscellanious perks such as CP or additional experience points to complement EXP to Assist.
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.


<br>Side by Side can be paired with Together as One to a good effect. The initial assist meter will ensure the player is one or two hits away from securing an assist combo with meter to spare afterwards and the increased assist duration lets a character stay in a non-committal position for longer. It's not mandatory, Side by Side's effect is already powerful as it is, but the initial assist meter can make or break a match-up.
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.


<br>EX Cores can still be grabbed by players who have Side by Side equipped, but they will not receive any EX from it. The incentive for chasing after an EX Core is to then prevent the opponent from building a full EX bar faster, which is already a case when both characters still generate EX as they normally would.
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.


<br>The idea with a Side by Side build is to do a lot of damage or quickly offset assist meter discrepancies. Characters who have optimised builds around this accessory can end matches in potentially two or three hits that lead into a wall rush and assist every time. High base bravery, base bravery recovery and HP wall rush damage all contribute towards this fact and some characters such as Zidane can take advantage of the Aerith assist to take this to absurd heights.
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.


<br>That being said, the longer a fight goes on, the less of an impact Side by Side can have. If the player using Side by Side has no single hit HP attack, EX meter depletion, an assist bar available or all of the above, resolving situations with EX Revenge checkmates (also known as "Final EX Revenge") can be very difficult if not impossible. If the player cannot rely on landing HP attacks to generate assist meter, they are at the mercy of doing so in the neutral which is no different from not having Side by Side equipped. Keep this in mind when considering bringing Side by Side to battle.
|-|Blasting Zone=
{{AbilityInfo
|damage=6, 1 x 4 (10)
|startup=41F
|type=Magical
|priority=Melee High
|ex=90
|effect=-
|cp=30 (15)
}}
''[Mid] Chop with massive blade of light that flies forward.''


== Equipment that influences Assist ==
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.
Only LV100 equipment and Final Strike are listed below.


=== Weapon ===
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.
* '''Excalibur II''': EXP +100 %
* '''Lufenia's Edge''': Judgment of Lufenia set
* '''Death Blade''': Final Strike set
* '''Lufenian Axe''': Judgment of Lufenia set
* '''Lufenian Rod''': Judgment of Lufenia set
* '''Lufenian Claw''': Judgment of Lufenia set
* '''Highwind''': Assist Gauge Duration +30 %, Kain Highwind's exclusive LV100 weapon
* '''Glanzfaust''': Assist Gauge Duration +30 %, Prishe's exclusive LV100 weapon
* '''Death Penalty''': Assist Gauge Duration +30 %
* '''Lufenian Gun''': Judgment of Lufenia set
* '''Supreme Pole''': Initial Assist Charge +40 %


=== Hand ===
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.
* '''Lufenian Shield''': Judgment of Lufenia set


=== Head ===
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.
* '''Lufenian Cap''': Judgment of Lufenia set
* '''Lufenian Helm''': Judgment of Lufenia set


=== Body ===
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.
* '''Lufenian Robes''': Judgment of Lufenia set
* '''Lufenian Armor''': Judgment of Lufenia set
* '''Lufenian Chestplate''': Judgment of Lufenia set


== Equipment set bonuses that influence Assist ==
|-|Rough Divide=
=== Judgment of Lufenia ===
{{AbilityInfo
Effect: Assist Gauge Depletion +15 %
|damage=-
|startup=59F
|type=-
|priority=Melee High
|ex=0
|effect=Wall rush
|cp=30 (15)
}}
''[Long] Leap into a charge. Slow start, but very fast charge.''


<br>Three equipment pieces with this set bonus will provide you 15 % assist depletion upon landing an HP attack. This ''does not'' scale with boosters but with how assist is a vital resource in the game, you could do a lot worse than making a preliminary build with this. The parts that provide this set bonus are in abundance and provide solid stats all around, although they are not necessarily the strongest picks outside of starter builds or dedicated assist depletion builds.
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.


=== Final Strike ===
</tabber>
Effect: EX Absorption & Range Boost, Assist Charge & Duration Boost


<br>An armor set that requires all four pieces of equipment be worn in order for the effect to take place. The idea behind this set is something akin to a glass cannon, abnormally high damage intake in exchange for a notable boost in meter gain.
== Aerial ==
<tabber>
|-|Aerial Circle=
{{AbilityInfo
|damage=-
|startup=43F
|type=-
|priority=Ranged High
|ex=0
|effect=Block Low (Ranged), wall rush, absorb
|cp=30 (15)
}}
''[Close] Surround self with explosions. Blocks foe's spells.''


<br>Unfortunately as far as Assist is concerned, the cons outweigh the pros. The Assist Charge only sees a '''10 % increase''' and the Assist Duration gets a '''+45% increase'''. Other sources of assist charge increase are exclusive to breakable accessories and original rules, both of which are prohibited in competitive play. Together as One special accessory provides a 40 % increase in assist duration without sacrificing necessary stats or four equipment slots.
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.


<br>With the Death Blade weapon being middle of the pack with 68 ATK and -1 DEF and no extra properties, the rest of the set are equivalent to LV1 gear. DEF +3 on Reaper's Shield, BRV +38 and DEF +2 for Helmet of the Dead and HP +428 for the Death Armor. By numbers alone this is already difficult to ever justify in multiplayer, but if you are messing around with friends, you can try to send a statement with this set.
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.


<br>Otherwise, avoid using this. There are weapons that can provide more in the field Death Blade is trying to occupy, such as Earthbreaker with 69 ATK and +20 % HP Wall Rush damage increase or Heaven's Cloud with 67 ATK and +3m EX Intake Range.
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.


== Assist Damage Tables ==
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.  
Much like regular playable characters, assist characters come with their own damage multipliers. Generally speaking the assist moves derive their properties and frame data from their original moves.


<br>Gilgamesh assist applies either Excalibur or Excalipoor on his attacks, which is decided at random before he performs them. The damage multipliers are for Excalibur and then Excalipoor respectively.
|-|Rough Divide=
{{AbilityInfo
|damage=-
|startup=59F
|type=-
|priority=Melee High
|ex=0
|effect=Wall rush
|cp=30 (15)
}}
''[Long] Leap into a charge. Slow start, but very fast charge.''


<div class="toccolours mw-collapsible mw-collapsed overflow:auto;">
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.
<div style="font-weight:bold;line-height:1.6;">Assist Damage Tables (All Characters)</div>
 
<div class="mw-collapsible-content">
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.
{| class="wikitable"
 
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.
 
</tabber>
 
= EX Mode: Lionheart equipped! =
Effects:
* Regen
* Critical Boost
* 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.
 
== Lionheart (HIT) ==
''[Always active while in EX Mode] Pushes the weapon's specs to the limit, increasing the force of each blast.''
 
Certain hits during bravery attacks are repeated for extra damage. Check the damage multipliers in the attack info for more.
 
== EX Burst: Renzokuken ==
''A flurry of attacks ending in one shattering blow. Watch your timing and press R when the cursor is in the frame.''
 
{{burst
|damage1=2,2 (4)
|damage2=9x7, 13, 20 (96) (100 total)
|type=Physical
}}
 
= Combos =
 
== 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"
|-
|-
! Character !! Attack !! Startup !! Spawns near !! Damage Multiplier !! Additional properties
! scope=col | Combo
! scope=col | Approximate damage (multipliers)
! scope=col | Approximate EX Force
! scope=col | Notes
! scope=col class=unsortable | Video
|-
|-
| Warrior of Light || Sword Thrust (Ground BRV) || 31F || Opponent || 6, 3 x 5, 15 (30) || Melee Mid, Wall Rush
|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
|-
|-
| || Rising Buckler (Midair BRV) || 25F || Opponent || 2 x 4, 6, 16 (30) || Wall Rush
|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
|-
|-
| || Shining Wave (Ground HP) || 53F || Player || -- || Chase
|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
|-
|-
| || Shield of Light (Midair HP) || 51F || Opponent || -- || Block, Wall Rush
|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"
|-
|-
| Garland || Round Edge (Ground BRV) || 23F || Opponent || 2 x 4, 6, 16 (30) || Melee Mid (third hit), Wall Rush
! scope=col | Combo
! scope=col | Approximate damage (multipliers)
! scope=col | Approximate EX Force
! scope=col | Notes
! scope=col class=unsortable | Video
|-
|-
| || Bardiche (Midair BRV) || 23F || Opponent || 30 (30) || Wall Rush
|Thunder Barret > Solid Barrel || '''58~67''' (3~12, 55) || 99~126 (9~36, 90) || Easy to do, high EX gain. || video
|-
|-
| || Tsunami (Ground HP) || 45F || Opponent || 2 x 6 (12) || Chase
|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
|-
|-
| || Cyclone (Midair HP) || 51F || Opponent || - || Chase
|Thunder Barret > Blizzard Barret || '''13~22''' (3~12, 10) || 9~36 (9~36, 0) || No known utility to prioritise this over other followups. || video
|-
|-
| Firion || Rope Knife (Ground BRV) || 23F || Opponent || 2 x 10, 25 (45) || Wall Rush
|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
|-
|-
| || Magic Arts: Flame (Midair BRV) || 25F || Opponent || 10 each (up to 30) || -
|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
|-
|-
| || Straightarrow (Ground HP) || 61F || Opponent || - || Wall Rush
|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
|-
|-
| || Weaponmaster (Aerial HP) || 52F || Opponent || 2 x 11 (22) || Wall Rush
|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
|-
|-
| The Emperor || Thunder Crest (Ground BRV) || 35F || Player || 2 x 17, 6 (40) || Unblockable
|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 ==
 
* AC = Assist Chase
* DC = Dodge Cancel
* LL = Landing Lag
* WR = [[Wall_Rush_(Dissidia_012_Final_Fantasy)|'''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.
 
<tabber>
|-|Kuja=
 
== Ground ==
 
{| class="wikitable sortable"
! scope="col"| Starter
! scope="col"| Combo
! scope="col"| Damage
! scope="col"| EX Force
! scope="col"| Notes
! scope="col"| Video
|-
|-
| || Mine (Midair BRV) || 23F || Opponent || 35 each (up to 70) || Chase
|rowspan="3"|Solid Barrel (4th hit) || -- || 29 (5, 6, 8, 10) || 24 (6, 6, 6, 6) || -- || --
|-
|-
| || Flare (Ground HP) || 35F || Player || - || -
|Kuja > AC > Aerial Circle || '''79 + HP''' (29 + 50, HP) || '''24''' || Basic. HP ender.|| video
|-
|-
| || Flare (Midair HP) || 37F || Opponent || - || Wall Rush
|Kuja > AC > Beat Fang || '''119''' (29, 50, 40) || '''54''' (29, 30) || Basic. BRV ender. || video
|-
|-
| Onion Knight || Blizzard (Ground BRV) || 35F || Opponent || 4 x 43, 7, 7, 18 (44) || Chase, Ranged Low
|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>|| --
|-
|-
| || Turbo-Hit (Midair BRV) || 13F || Opponent || 1 x 7, 2, 3 x 7, 10 (40) || Wall Rush
|Solid Barrel 4th > Call Kuja > Solid Barrel (last) > Kuja (hit) > Aerial Circle || '''105 + HP''' (55, 50, HP) || '''90''' (90, 0) || -- || video
|-
|-
| || Blade Torrent (Ground HP) || 41F || Opponent || 1 x 15 (15) || Wall Rush
|rowspan="4"|Upper Blues (3rd hit) || -- || 11 (3, 3, 5) || 24 (9, 9, 6) || -- || --
|-
|-
| || Comet (Midair HP) || 81F  || Opponent || 1 x 15 (15) || Chase
|Kuja > DC > AC > Aerial Circle || '''61 + HP''' (11, 50, HP) || '''24''' || Basic. || video
|-
|-
| Cloud of Darkness || Tentacle of Pain (Ground BRV) || 37F || Opponent || 7, 7, 12 x 4 (62) || Wall Rush
|Kuja > DC > AC > Beat Fang || '''101''' (11, 50, 40) || '''54''' (24, 30) || Basic. || video
|-
|-
| || Tentacle of Suffering (Midair BRV) || 37F || Opponent || 3 x 10, 10 (40) || Chase
|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
|-
|-
| || Anti-Air Particle Beam (Ground HP) || 39F || Opponent || 1 x 9 (9) || Chase
|rowspan="2"|Upper Blues || -- || 20 + WR || 30 || Wall Rush || --
|-
|-
| || Fusillade Particle Beam (Midair HP) || 83F || Opponent || - || Wall Rush
|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
|-
|-
| Cecil || Shadow Lance (Ground BRV) || 35F || Opponent || 8, 7 x 6 (up to 50) || Melee High (close), Ranged Low (far), Wall Rush
|rowspan="2"|Blasting Zone || -- || 10 || 90 || -- || --
|-
|-
| || Radiant Wings (Midair BRV) || 19F || Opponent || 3, 3, 7, 6, 6, 9 (40) || Wall Rush
|Kuja > AC > Beat Fang || '''100 + HP''' (10 + HP, 50, 40) || '''120''' || Call assist when opponent's knockback is slowing down. || video
|-
|-
| || Soul Eater (Ground HP) || 39F || Opponent || 4, 2 x 5, 6 (20) || Wall Rush
|rowspan="2"|Fated Circle || -- || 0 || 0 || Wall Rush || --
|-
|-
| || Saint's Fall (Midair HP) || 53F || Opponent || 1 x 3, 2, 1 x 2, 3 (10) || Wall Rush
|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
|-
|-
| Kain || Lance Burst (Ground BRV) || 29F || Opponent || 2 x 6, 5, 15 (32) || Chase
|rowspan="2"| Fusillade || -- || 30+ (6,6,6,6 each 6) || 60~90 || Dodge cancel for an assist combo. || video
|-
|-
| || Crashing Dive (Midair BRV) || 21F || Opponent || 1 x 7, 8, 1 x 7, 6, 12 (40) || Wall Rush
|DC > Kuja > Aerial Circle || '''80+''' (30+, 50, HP) || '''60~90''' || -- || video
|-
|-
| || Jump (Ground HP) || 62F || Opponent || 2 x N || Wall Rush
|rowspan="2"|Revolver Drive || -- || 1xN (max 50) || each 3 (max 150) || Wall Rush || --
|-
|-
| || Dragon's Fang (Midair HP) || 41F || Opponent || - || Wall Rush
|WR > Kuja > Beat Fang || '''91~140 + HP WR''' (1~50, 50, 40) || '''31~80''' (1~50, 30) || Basic. || video
|-
|}
| Golbez || Glare Hand (Ground BRV) || 23F || Opponent || 8 x N, 6 x 3 (up to 26) || Chase (first hit), Wall Rush *5
 
|-
== Aerial ==
| || Attack System (Midair BRV) || 23/83F || Opponent || 4, 2 x N || Chase *5
 
|-
{| class="wikitable sortable"
| || Nightglow (Ground HP) || 15F (close), 91F (far) || Player || 1 x 3, 4, 4 || Melee High (five hits), Ranged High, Wall Rush
! scope="col"| Starter
|-
! scope="col"| Combo
| || Genesis Rock (Midair HP) || 51F || Opponent || 1 x 13 (up to 13) || Wall Rush
! scope="col"| Damage
|-
! scope="col"| EX Force
| Bartz || Blade Crash (Ground BRV) || 23F || Opponent || 8, 7, 6, 1 x 4, 15 (40) || Chase
! scope="col"| Notes
|-
! scope="col"| Video
| || Slide Shooter (Midair BRV) || 25F || Opponent || 1 x 6, 5, 6, 3, 3, 5, 12 (40) || Wall Rush
|-
| || Dark Flame (Ground HP) || 53F || Player || -  || Wall Rush
|-
| || Ragnarok Blade (Midair HP) || 45F || Opponent || - || Wall Rush
|-
| Exdeath || Sword Dance (Ground BRV) || 65F || Opponent || 30 (30) || Melee Mid, Wall Rush
|-
| || Hurricane (Midair BRV) || 43F || Opponent || 2 x 6, 20 (32) || Chase
|-
| || Grand Cross (Ground HP) || 93F || Opponent || 2 x 5 (10) || Unblockable, Chase
|-
| || Delta Attack (Midair HP) || 51F || Opponent || - || Block, Wall Rush
|-
| Gilgamesh || Cross Slash (Ground BRV) || 21F || Opponent || 6, 6, 8, 8, 16, 16 (60) OR 1, 1, 1, 1, 1, 1 (6) || Wall Rush
|-
| || Tsubamegaeshi (Midair BRV) || 21F || Opponent || 8, 8, 12, 12, 24 (60) OR 1, 1, 1, 1, 1 (5) || Wall Rush
|-
| || Death Claw (Ground HP) || 41F || Opponent || 10, 10 (20) OR 1, 1 (2) || Wall Rush
|-
| || Hurricane (Midair HP) || 13F || Opponent || 4 x 6 (24) OR 1 x 6 (6) || Chase
|-
| Terra || Graviga (Ground BRV) || 183F || Player || 2 x N, 40 (40+) || Unblockable, Wall Rush
|-
| || Blizzara (Midair BRV) || 27F || Opponent || 20, 5 x 3 (35) || Ranged Low, Wall Rush
|-
| || Flood (Ground HP) || 71F || Player || - || Unblockable, Chase
|-
| || Meltdown (Midair HP) || 145F || Player || - || Wall Rush
|-
| Kefka || Meteor (Ground BRV) || 35F || Player || 15 each (up to 75) || Chase
|-
| || Extra-Crispy Firaga (Midair BRV) || 49F || Opponent || 15 each (up to 45) || Chase
|-
| || Hyperdrive (Ground HP) || 143F || Opponent || - || Unblockable, Chase
|-
| || Havoc Wing (Midair HP) || 51F || Opponent || - || Wall Rush
|-
| Cloud || Sonic Break (Ground BRV) || 21F || Opponent || 8, 12, 25 (45) || Wall Rush
|-
| || Slashing Blow (Midair BRV) || 21F || Opponent || 5, 10, 25 (40) || Wall R ush
|-
| || Cross Slash (Ground HP) || 41F || Opponent || 5, 5 (10) || Wall Rush
|-
| || Braver (Midair HP) || 47F || Opponent || 2, 1 x N (4+) || Wall Rush
|-
| Tifa || Beat Rush (Ground BRV) || 21F || Opponent || 8, 11, 16 (35) || Chase
|-
| || Falcon's Dive (Midair BRV) || 23F || Opponent || 26 (26) || Wall Rush
|-
| || Meteodrive (Ground HP) || 39F || Opponent || 15 (15) || Wall Rush
|-
| || Rolling Blaze (Midair HP) || 45F || Opponent || 1 x 7 (7) || Wall Rush
|-
| Sephiroth || Reaper (Ground BRV) || 21F || Opponent || 2, 1 x 5, 10, 2, 1 x 6, 10, 3, 1 x 5, 2 (45) || Chase
|-
| || Sudden Cruelty (Midair BRV) || 17F || Opponent || 2 x 8, 9, 4, 1 x 5, 6 (40) || Chase
|-
| || Octaslash (Ground HP) || 43F || Opponent || 2 x 6, 4 (16) || Wall Rush
|-
| || Hell's Gate (Midair HP) || 55F || Opponent || 2 x N || Chase
|-
| Aerith || Cure (Ground BRV) || - || Player || 60 % of raw BRV || BRV heal
|-
| || Seal Evil (Midair BRV) || - || Player || 3-second stun || Ranged Low
|-
| || Planet Protector (Ground HP) || - || Player || 5-second duration || Damage immunity
|-
| || Holy (Midair HP) || 480F || Player || - || Ranged High, Block (close)
|-
| Squall || Solid Barrel (Ground BRV) || 13F || Opponent || 5, 6, 8, 10, 5, 5, 16 (55) || Chase
|-
| || Heel Crush (Midair BRV) || 41F || Opponent || 20 (20) || Melee Mid, Wall Rush, Block (Ranged Low)
|-
| || Blasting Zone (Ground HP) || 41F || Opponent || 6, 1 x 4 (10) || Chase
|-
| || Aerial Circle (Midair HP) || 43F || Opponent || - || Wall Rush, Block (Ranged Low)
|-
| Laguna || Machine Gun (Ground BRV) || 31F || Opponent || 1 x 31 (31) || -
|-
|-
| || Shotgun (Midair BRV) || 55F || Opponent || 1 x 6, 1 x 6, 3 x 6 (30) || Ranged Low, Ranged Mid, Wall Rush
|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> || --
|-
|-
| || Satellite Laser (Ground HP) || 83F || Player || 2 x 8 (16) || Wall Rush
|Kuja > AC > Aerial Circle || '''77''' (27, 50, HP) || 30 (30, 0) || -- || video
|-
|-
| || Ragnarok Blade (Midair HP) || 43F || Opponent || - || Wall Rush
|rowspan="2"|Beat Fang || -- || 40 (3, 5, 7, 2x6) || 30 || Wall Rush. || --
|-
|-
| Ultimecia || Knight's Axe (Ground BRV, uncharged) || 33F || Opponent || 10 x 3 (up to 30) || Chase
|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
|-
|-
| || Knight's Axe (Midair BRV, charged) || 53F || Opponent || 40 (40) || Ranged High, Wall Rush
|rowspan="2"|Aerial Circle || -- || HP + WR || 0 || Wall Rush. || --
|-
|-
| || Hell's Judgement (Ground HP) || 103F || Player || 3 x 13 (39) || Chase
|WR > Kuja > AC > Beat Fang || '''90 + HP WR''' (HP+ WR, 50, 40) || '''30''' (0, 30) || Basic. || video
|-
| || Apocalypse (Midair HP) || 59~240F || Player || - || Chase
|-
| Zidane || Rumble Rush (Ground BRV) || 19F || Opponent || 2, 3, 4, 6, 2 x 3, 9 (30) || Chase
|-
| || Vortex (Midair BRV) || 23F || Opponent || 2 x 3, 9, 1 x 5, 15 (35) || Wall Rush
|-
| || Stellar Circle (Ground HP) || 43F || Opponent || 1 x 9 (9) || Chase
|-
| || Free Energy (Midair HP) || 25F || Opponent || - || Chase
|-
| Kuja || Snatch Blow (Ground BRV) || 35F || Opponent || 8, 1 x 4, 2 x 10, 15 (47) || Chase
|-
| || Strike Energy (Midair BRV) || 17F || Opponent || 4 x 4, 2 x 7, 20 (50) || Chase
|-
| || Flare Star (Ground HP) || 39F || Opponent || 10, 1 x 5 (15) || Wall Rush
|-
| || Force Symphony (Midair HP) || 33F || Opponent || - || Chase
|-
| Tidus || Sonic Buster (Ground BRV) || 25F || Opponent || 2 x 5, 6, 8, 16 (40) || Wall Rush
|-
| || Hop Step (Midair BRV) || 11F || Opponent || 7, 13 (20) || Chase
|-
| || Spiral Cut (Ground HP) || 39F || Opponent || 1 x 4, 6 (10) || Chase
|-
| || Slice and Dice (Midair HP) || 53F || Opponent || 2 x 5 (10) || Chase
|-
| Yuna || Meteor Strike (Ground BRV) || 19F || Opponent || 10, 20 (30) || Wall Rush
|-
| || Heavenly Strike (Midair BRV) || 11F || Opponent || 4, 6, 12 (22) || Ranged Low, Wall Rush
|-
| || Hellfire (Ground HP) || 39F || Opponent || 10 (10) || Chase
|-
| || Diamond Dust (Midair HP) || 21F || Opponent || 2 x 5 (10) || Chase
|-
| Jecht || Jecht Rush (Ground BRV) || 13F || Opponent || 4, 1 x 9, 3, 1 x 5, 2, 19 (42) || Wall Rush
|-
| || Jecht Stream (Midair BRV) || 17F || Opponent || 2, 2, 1 x 4, 3, 5, 5, 1 x 4, 15 (40) || Wall Rush
|-
| || Jecht Blade (Ground HP) || 41F || Opponent || 2 x 5 (10) || Wall Rush
|-
| || Triumphant Grasp (Midair HP) || 41F || Opponent || 1 x 5, 3, 2 (10) || Wall Rush
|-
| Shantotto || Bind (Ground BRV) || 65F || Opponent || - || Ranged Low
|-
| || Bio (Midair BRV) || 33F || Opponent || 4 x 11 (44) || Ranged Low
|-
| || Spirit Magic: Earth (Ground HP) || 49F || Opponent || 5 x 5 (25) || Chase
|-
| || Spirit Magic: Ice (Midair HP) || 69F || Opponent || 3 x 5 (15) || Chase
|-
| Prishe || Howling Fists -> Raging Fists (Ground BRV) || 17F || Opponent || 1 x 3, 7, 2 x 4, 7 (25) || Chase
|-
| || Backhand Blow -> Shoulder Tackle (Midair BRV) || 29F || Opponent || 18, 12 (30) || Melee High, Wall Rush
|-
| || Nullifying Dropkick (Ground HP) || 49F || Opponent || - || Wall Rush
|-
| || Auroral Uppercut (Midair HP) || 43F || Opponent || 2 x 5 (10) || Wall Rush
|-
| Vaan || Greatsword (Ground BRV, non-switch) || 23F || Opponent || 13, 17 (30) || Wall Rush
|-
| || Staff (Midair BRV, non-switch) || 21F || Opponent || 3 x 3, 11 (20) || Chase
|-
| || Cataclysm (Ground HP) || 45F || Opponent || - || Chase
|-
| || Inferno (Midair HP) || 51F || Opponent || 1 x 9 (9) || Wall Rush
|-
| Gabranth || Enrage (Ground BRV) || 15F || Opponent || 3 x 8, 16 (40) || Wall Rush
|-
| || Aero (Midair BRV) || 31F || Opponent || 15 (15) || Ranged Low, Chase
|-
| || Execution (Ground HP) || 41F || Opponent || 20 (20) || Chase
|-
| || Hatred (Midair HP) || 35F || Opponent || - || Wall Rush
|-
| Lightning || Aerora (Ground BRV) || 43F || Opponent || 1 x 5, 6 (11) || -
|-
| || Smite (Midair BRV) || 23F || Opponent || 12, 10, 18 (40) || Wall Rush
|-
| || Lightning Strike (Ground HP) || 47F || Opponent || 7 each || Chase
|-
| || Thunderfall (Midair HP) || 55F || Opponent || 1 x 8, 2 x 6 (8/12) || Block, Wall Rush
|}
|}
</div></div>


<br>Below are original damage tables for assist bravery attacks and HP attacks respectively by Balguna.


<div class="toccolours mw-collapsible mw-collapsed overflow:auto;">
==Notes==
<div style="font-weight:bold;line-height:1.6;">Assist BRV Damage Table</div>
<references group="footnotes" />
<div class="mw-collapsible-content">
ADD ASSIST BRV DAMAGE TABLE IMAGE
</div></div>


<div class="toccolours mw-collapsible mw-collapsed overflow:auto;">
|-|Yuna=
<div style="font-weight:bold;line-height:1.6;">Assist HP Damage Table</div>
<div class="mw-collapsible-content">
ADD ASSIST HP DAMAGE TABLE IMAGE
</div></div>


== List of Assist Characters ==
* 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


=== Aerith Gainsborough ===
==Notes==
{| class="wikitable"
<references group="notesyuna" />
|-
 
! Bravery !! Effect !! Spawn !! Effect info
|-|Jecht=
|-
 
| Cure || BRV increase || Player (ground) || 60 % of raw BRV
* Solid Barrel (4th hit) > Jecht > Thunder Barret > DC > move backwards > Thunder Barret > BRV / HP
|-
* Upper Blues (3rd hit) > Jecht > DC > Thunder Barret > BRV / HP
| Seal Evil || Hold || Player (air) || 3-second duration
* 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" />
 
 
 
 
 
</tabber>
 
= Builds =
<tabber>
|-|Hybrid=
{{Build
|hp=10299
|cp=450
|brv=996
|atk=177
|def=185
|luk=--
|booster=x3.5
|setbonus=Judgment of Lufenia
|ast=Kuja
|wpn=Lionheart
|hand=Lufenian Shield
|head=Lufenian Helm
|armor=Lufenian Armor ([[CP_Glitch_(Dissidia_012)|'''CP Glitch''']])
|acc1={{accbas}} Hyper Ring
|acc2={{accbas}} Zephyr Cloak
|acc3={{accbas}} Dismay Shock
|acc4={{accboo}} Large Gap in HP
|acc5={{accboo}} Summon Unused
|acc6={{accboo}} Pre-EX Mode
|acc7={{accboo}} Pre-EX Revenge
|acc8={{accsp}} Tenacious Attacker
|acc9={{accsp}} Glutton
|acc10={{accsp}} First to Victory
|summon=Rubicante
}}
 
 
A general all-rounder build.
 
|-|Adamant Chains=
{{Build
|hp=9972
|cp=450
|brv=877 (1052 with First to Victory)
|atk=178
|def=185
|luk=--
|booster=x3.5
|setbonus=Adamant Chains
|ast=Kuja
|wpn=Earthbreaker ([[CP_Glitch_(Dissidia_012)|'''CP Glitch''']])
|hand=Adamant Shield
|head=Adamant Helm
|armor=Adamant Vest
|acc1={{accbas}} Muscle Belt
|acc2={{accbas}} Dismay Shock
|acc3={{accbas}} Battle Hammer
|acc4={{accboo}} Summon Unused
|acc5={{accboo}} Pre-EX Mode
|acc6={{accboo}}Pre-EX Revenge
|acc7={{accboo}} Aerial
|acc8={{accsp}} Tenacious Attacker
|acc9={{accsp}} First to Victory
|acc10={{accsp}} Back-Breaking Straw
|summon=Rubicante
}}
Weapon can be changed according to match-up or player preference.
 
This set primarily takes advantage of the added air dodge distance that the set bonus provides. Squall's air dodges leave him vulnerable with no strong options to cover them, so the additional dodge distance helps him stay safe and whiff punish.
 
Against Onion Knight, Jecht or Cloud, you may need to adjust the accessories to suit Side by Side special accessory for assist meter. Tenacious Attacker is not a necessity, but good to have. Hero's Essence for more CP, Winged Boots for banish traps, Glutton for characters with strong EX generation (e.g. Lightning, Shantotto).
 
|-|EX Core=
{{Build
|hp=10299
|cp=450
|brv=996
|atk=177
|def=185
|luk=--
|booster=x5.3
|setbonus=Soul of Yamato
|ast=Kuja
|wpn=Lionheart
|hand=Genji Shield
|head=Genji Helm
|armor=Genji Armor ([[CP_Glitch_(Dissidia_012)|'''CP Glitch''']])
|acc1={{accbas}} Sniper Eye
|acc2={{accbas}} Dragonfly Orb
|acc3={{accbas}} Battle Hammer
|acc4={{accboo}} EX Core Present
|acc5={{accboo}} Summon Unused
|acc6={{accboo}} Pre-EX Mode
|acc7={{accboo}} Pre-EX Revenge
|acc8={{accboo}} Aerial
|acc9={{accsp}} Tenacious Attacker
|acc10={{accsp}} First to Victory
|summon=Rubicante
}}


{| class="wikitable"
Enhanced EX intake through EX cores.
|-
! HP !! Effect !! Spawn !! Damage multiplier
|-
| Planet Protector || Invincibility || Player (ground) || 5-second duration
|-
| Holy || Wall Rush, Block || Player (air) || 0
|}
<br>Aerith is a very strong assist, right up there in terms of viability with the Kuja assist but for very different reasons. All of her moves provide unconventional utility not found in other assist characters, with Seal Evil enabling guaranteed follow-ups after initiating chase, Planet Protector nullifying all damage reactions (including HP and the damage it would've caused) and Holy creating an oppressive situation that forces the opponent to act.


<br>As such, the player is required to approach calling her a bit differently. Aerith spawns near the player whenever called and Seal Evil, being a ranged priority trap that spawns on a player after a couple seconds demands a bit of foresight to guarantee a hit. It is for this reason that characters who can initiate chase attacks off of their key moves such as Lightning and Vaan can benefit from Aerith consistently and is often paired with increased EX absorption to complement this strategy.
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.


<br>Because of the lack of conventional fast close range attacks, Aerith assist falls behind as an assist punish tool, having less utility in punishing whiffed attacks outside of glaring exceptions. Her only direct attack is Holy which can deplete a bit of EX meter but beyond that she cannot deplete opponent's EX meter and thus the onus on that falls exclusively on the player's equipment. This can complicate matters when attempting to resolve a Final EX Revenge situation and characters who are known to perform best with this assist such as Tidus will not see further advancements in this field.
|-|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
}}


<br>Aerith is a great choice, but her benefits are less about scoring hits on her own but often times bolstering what the player character can do in a specific match-up. Even then, her unique abilities can alleviate severe issues a character -or player- may face. These will be explored in greater detail below, but know that Aerith assist is well worth learning... and paying the fee for the Prologus demo.
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.


==== Cure ====
Substitutes:
Curative skill increasing ally's bravery.
* Basic - Hyper Ring, Muscle Belt, Bravery Orb
* Booster - Large Gap in HP, Summon Unused, Grounded, Aerial, Assist
* Special - Blue Gem, Growth Egg, Great Gospel, Winged Boots, Hero's Essence, Badge of Trust.


<br>Aerith spawns near the player to give them 60 % of their raw bravery. At LV100 this is always '''400''' bravery. While not the best use of assist meter in most cases, you can attempt to finish a match by blocking the opponent's bravery attack, calling Aerith to add 400 to your bravery and let that carry over the kill threshold. Or you can just use the slowdown during the assist call to prevent the opponent from using Assist Change, whichever fits your needs better.
|-|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=
}}


==== Seal Evil ====
[Special] Make opponent unable to move. Foe is freed when hit by another attack.


<br>The bread and butter. Ranged Low priority and notable start-up compared to other conventional assists' aerial braveries, but landing this will keep the opponent in place for three seconds. As mentioned earlier, successfully connecting with this typically requires pre-emptive timing or an elaborate set up.
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.


===== Seal Evil setups =====
</tabber>
<br>The most common set up is to call Aerith right before a Chase prompt appears, then initiate chase, perform an HP attack and if the opponent dodges it, Seal Evil will hit them. If the opponent dodges right away, the HP attack will connect, guaranteeing HP damage off of a move while absorbing all EX on the field due to Chase activation.


<br>There are a few transmutations of this setup that both players should be aware of. Once the player has initiated Chase:
= Assists =
* player performs an HP attack and the opponent dodges immediately, receiving the HP attack near a wall
If the players are near a wall and Aerith was called late enough, the wall rush caused by the chase HP attack can also chain into Seal Evil.


* player performs a bravery attack
== Squall's assist data ==
This is typically performed near a wall as well as means to tack on extra damage. If the opponent dodges the bravery, Seal Evil will still connect. If the opponent does not dodge the bravery, they will sustain both the bravery damage as well as Seal Evil's binding effect.


<br>If the wall rush is not possible, getting hit by the bravery attack ''will move the opponent out of Seal Evil's range''. Be aware of your surroundings if you opt for this option.
{{012Assist
|type1=BRV
|attack1=Solid Barrel
|startup1=13F
|position1=Ground
|spawn1=Opponent
|damage1=5, 6, 8, 10, 5, 5, 16 (55)
|effect1=Chase
|type2=BRV
|attack2=Heel Crush
|startup2=41F
|position2=Air
|spawn2=Opponent
|damage2=20
|effect2=Wall Rush, Block (Ranged Low)
|type3=HP
|attack3=Blasting Zone
|startup3=41F
|position3=Ground
|spawn3=Opponent
|damage3=6, 1 x 4, (10)
|effect3=Chase
|type4=HP
|attack4=Aerial Circle
|startup4=43F
|position4=Air
|spawn4=Opponent
|damage4=-
|effect4=Wall Rush, Absorb, Block (Ranged Low)
}}


* the opponent is caught in Seal Evil before the player has performed an attack during Chase
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.
Moves such as Vaan's (SW) Katana that have a short enough knockback, but long enough Chase prompt window to delay the chase timing for Seal Evil to connect by just performing the initial Chase prompt. If the player performs a bravery attack or an HP attack after this happens, ''the opponent can still attempt to evade it'' as if Seal Evil never happened.


<br>These timings can vary greatly depending on the character. For example, Paladin form Cecil has to commit to an HP attack during chase after using Sacred Cross and calling Aerith due to the chase window and hit stun being too short. Cloud and his [[Cloud_(Dissidia_012_Final_Fantasy)#Double_Cut_.28midair.29_.28.E9.80.A3.E6.96.AC.E3.82.8A.28.E7.A9.BA.E4.B8.AD.29.29|aerial Double Cut]] suffer from a similiar problem.
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''']].


<br>Aerith can also be chained from wall rushes by calling her a bit earlier than the wall rush would occur. In chase situations where the player scores a wall rush, ''Seal Evil can still connect'' if Aerith is called as soon as the chase sequence is considered over.
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}}.


===== Seal Evil combos =====
== Assists ==
<div class="toccolours mw-collapsible mw-collapsed overflow:auto;">
<div style="font-weight:bold;line-height:1.6;">Overview of the possibilities</div>
<div class="mw-collapsible-content">
Because Seal Evil's effect persists even after Aerith has left the field, the move allows a lot of leniency in connecting a follow-up. Solo setups such as Sephiroth's Shadow Flare into Heaven's Light can be used to good effect here.


<br>However, in an interesting note this also means that the assist meter is not grayed out, indicating prohibited use. This means two things.
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.


<br>For one, the player can take advantage of [[Dash feint|Dash feinting]] or ground dashing to generate assist meter before performing their follow-up attack, mitigating a minor portion of Seal Evil's cost of one assist bar in the process. If the opponent received Seal Evil while being wall rushed on the ground, they will transition into the "floor splat" state if no further action is taken before Seal Evil's effect wears off, allowing leniency in building assist meter via ground dashing.
<tabber>
|-|Kuja=
High damage and reliable conversions, but also quite vulnerable if the opponent escapes with Assist Change. Converts off of wall rushes and bravery attacks with ease. When using air BRV assist, delaying the teleport for a moment before using Aerial Circle will make it much more reliable.


<br>Secondly -and this is a big one-, using an HP attack with long hit stun or one that wall rushes and then calling Aerith again allows the player to bind the opponent ''again with Seal Evil'' for a second time in a row. It is an expensive trade-off, costing both of the player's assist bars but being able to land 2-3 HP attacks in a single combo can be a worthwhile investment for high base bravery and / or wall rush builds. Meter depletion applies for all those hits as well and this could be used to even generate an extraordinary amount of EX with solo combos.
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.


<br>Because of this, [https://www.youtube.com/watch?v=QZHhF89IvmU '''Zidane became infamous for being able to exploit this fact'''] with his Shift Break HP and Meo Twister HP link off of his single best move, Swift Attack. With a proper high base bravery build with good base bravery recovery Zidane can inflict up to 6000-7000 HP with only two assist bars.
|-|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.  


<br>In practice, the combo looks like this
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.
* '''Swift Attack - Meo Twister - Seal Evil - free air dash - Shift Break, call Aerith right before HP damage is inflicted - Seal Evil - position above opponent and Shift Break, call Aerith right before HP damage again - Seal Evil - Shift Break at the ceiling - air dodge - Swift Attack - Meo Twister.'''
If Zidane cannot secure the ceiling, it is common to omit the second Shift Break in favor of simply doing another Swift Attack instead. This is still above 4000 hp territory and with [[Assist#Side_by_Side_.28.E3.82.B9.E3.82.BF.E3.83.B3.E3.83.89.E3.83.90.E3.82.A4.E3.83.9F.E3.83.BC.29|'''Side by Side''']] this combo can come into play earlier than usual.


<br>This concept can be applied to any character who has an attack with a somewhat short animation (end lag) and long enough hit stun or wall rush property to allow Aerith to chain another Seal Evil. While the mileage will greatly vary from character to character, such as Jecht using three Ultimate Jecht Shots or Tidus fitting in another aerial Cut and Run, the potential of this technique should not be overlooked. Other assist characters with lingering projectiles and traps such as Firion, The Emperor and Ultimecia can replicate this effect, again, with varying degrees of success.
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...
</div></div>


<br>'''List of combos'''
|-|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.


<br>Cloud:
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.
* Slashing Blow - wall rush - Seal Evil - Fire [1] - dash - Fire [2] - Fire [1] hits - Fire [2] hits - Climhazzard (2 hits) - Double Cut (midair)
[https://www.youtube.com/watch?v=C6iYC4NLZoA Video demo]


==== Planet Protector ====
|-|Tidus=
Give all allies temporary invincibility.
Fast air bravery assist for whiff punishes and low damage output, slower ground bravery assist for trades and higher damage via Thunder Barret.


<br>Indicated by a golden flash around her and the player character, Planet Protector will nullify any damage caused to the player or any hit reaction caused to Aerith herself for five seconds (or 300 frames). In that sense, "invincibility" is an accurate term because nothing the opponent does can hurt or kill the player character while under this effect.
A serviceable assist, but he doesn't provide Squall any distinct advantages beyond air assist start-up and it's relative safety.


<br>As this is not a combo attack, it cannot be used to chain a sequence of attacks together. However, due to the continuous invincibility it can allow other strategies.
|-|Sephiroth=
Faster ground BRV assist than Kuja with similiar holding potential for Aerial Circle or Thunder Barret. However, the knockback on both BRV assists restricts combo structure. Not a terrible assist, but practical follow-ups often commit to all BRV or an early HP.


<br>The opponent can still attempt to attack the player and upon making contact the attack will act as it normally would. All bravery damage will do 0 damage and upon inflicting HP damage the damage is not only 0, but also resets the opponent's bravery back to 0 as if the HP attack connected conventionally. This can be used as a countermeasure to reset a high amount of bravery the opponent may have accumulated by running into it on purpose or to otherwise nullify an incoming attack pre-emptively.
Sephiroth also stays on the field for a fairly long time, so protecting him can result in diminishing returns.


<br>This does mean that any sustained chase attacks will have no effect and as a result, Planet Protector can enable immediate counter attacks following the lack of damage reaction.
|-|Aerith=
Squall's holding potential lets him convert to the relatively slow Seal Evil attack even without ground. With wall rush on the ground however, Squall can generate some of the spent assist meter back thanks to Ground Dash + Assist Gauge Up Dash abilities while the opponent is stuck in Seal Evil.


<br>Exdeath can notoriously exploit Planet Protector to a good effect thanks to his grounded Maelstrom HP. By charging up this move and then calling Aerith to cast Planet Protector in the middle of the animation, the opponent is left with no choice but to deflect Maelstrom. The difficulty of this task varies by character, but a select few cannot do this at all, them being Kuja, Shantotto and Yuna. This results them in sustaining unavoidable damage which can greatly reduce their chances of winning against Exdeath in larger stages.
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.


==== Holy ====
A viable assist, but arguably one of the weaker meta options for Squall.
[Long] Cast a legendary white magic spell. Long cast time.


<br>Holy is the single assist attack that allows Aerith to inflict HP damage on her own. It's casting time is 8 seconds (or 480 frames) and the HP hit connects at 524 frames, roughly 1.45 seconds later.
|-|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.


<br>Between frames 480 and 524, the opponent is still free to do anything. They could even attack Aerith to cause an Assist Lock to the player who used it, but they will still get hit by Holy in the end. Think of this as Starfall, the meteor (Holy) appears at 480 frames, and needs 44 frames to "reach" its target.
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.


<br>During this move Aerith has Block Mid priority, which means you will need guard staggering moves like Squall's Heel Crush or high priority moves such as HP attacks or LV3 Jecht Stream to intercept it.
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.


<br>As Holy is still a Ranged High, it can also be deflected by high priority Melee attacks or blocks that Jecht and Exdeath possess. Even Precision Block works! Needless to say the timing is nothing short of strict, on top of the opponent continuing to pressure while Holy is taking place.
Other wall rush conversions and whiff punishment are weakened or compromised, but this assist is definitely not without merit!
<br>Here is a [https://www.youtube.com/watch?v=NC-2xbVQML8 '''video demonstrating some of these countermeasures'''].


=== Kuja ===
{| class="wikitable"
|-
! Bravery !! Effect !! Spawn !! Damage multiplier
|-
| Snatch Blow (ground) || Chase || Opponent (ground) || 8, 1x4, 2x10, 15 (47)
|-
| Strike Energy (midair) || Chase || Opponent (air) || 4x4, 2x7, 20 (50)
|}


{| class="wikitable"
|-|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.
! HP !! Effect !! Spawn !! Damage multiplier
|-
| Flare Star (ground) || Wall Rush || Opponent (ground) || 10, 1x5 (15)
|-
| Force Symphony || Chase || Opponent (air) || 0
|}
<br>Kuja is one of the game's strongest assists in terms of application and damage output. If in doubt, pick him.


<br>'''Snatch Blow''' on the ground does good damage and holds the opponent long enough for player to add 1-2 bravery attacks before sending them upwards with an assist chase prompt for a clean HP ender. Some characters can perform an HP attack during this attack to take advantage of wall rush damage or to reset the base bravery recovery.
|-|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.


<br>It's greatest downside (aside from not being Ranged priority) would be it's somewhat slow start-up and long animation length. Escaping after the first hit leaves Kuja completely vulnerable to attacks as the rest of Snatch Blow plays out. It is here where using your own character to protect the assist comes into play, utilising a move to prevent the opponent from locking Kuja or to successfully hit the opponent for acting out the assist lock interaction. Player preference and character match-ups are both major factors in deciding the outcome of this interaction, and is something that will apply not just to the Kuja assist, but other assist characters that stay out on the field for a good moment such as Jecht.
|-|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.  


<br>Because of Snatch Blow's attack having a second hitbox while the spheres come back, performing a ground dodge on the first hit can result in Snatch Blow catching the opponent with the second hit. With a careful setup, only Precision Evasion can bypass this situation.
Outside of this combo-centric appeal, Cecil does not provide any distinct advantages over other assists.


<br>'''Strike Energy''', while it's holding potential is not as great as Snatch Blow's it's upward knockback duration more than makes up for it, allowing for just about any character to comfortably chain into an HP attack after an assist chase. It is also quite fast on start-up and the little forward glide Kuja does before making contact adds a bit of range to the move that other notable assists such as Sephiroth, Jecht and Yuna lack. It's a textbook example of a good bravery assist. Fast, good damage and easy followups.
|-|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!


<br>The animation length and melee priority are once again it's weak points. If this assist attack is used to whiff punish a move from afar and the opponent escapes from it, Kuja is left with no immediate protection from the player. Depending on the character the options for covering Kuja up above may also be limited, but conversely fitting a bravery attack at the ceiling during Strike Energy is easier and ever so slightly more damaging.
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.


<br>'''Flare Star''' is mostly used to bypass a potential LV2 Change with it's Ranged High priority. Even if the opponent opts to use LV2 Change during this move, Kuja assist will remain on the field unharmed. It is a valuable asset as some characters can confirm a wall rush on the ground. If you feel the opponent wants to lock him, protect him in a way that suits you.
</tabber>


<br>'''Force Symphony''' has a similiar application as Flare Star. One of it's more consistent uses involves calling him and then initiating chase to force a situation where the opponent is liable to taking damage from Kuja while the chase situation plays out. Start with an HP attack and if the opponent dodges, proceed to dodge yourself afterwards. Kuja usually travels far enough to make contact with the opponent before you can sustain HP damage. In small stages this is noticeably easier to perform, just be ready to press X to teleport for a follow-up.
= References =
<references />


<br>As Force Symphony is positioned above the opponent, taking action against this move can leave the opponent vulnerable to the player character's actions. Pay attention to the situation at hand and decide whether to fight or flight. At worst, the opponent gets away with using two assist bars but on a positive note, they have to then build up the assist meter again.
{{navbox012}}


Due to the multi-hit nature of Kuja's attacks, Assist Critical Boost can be a good CP investment.
{{roadmap012squ}}

Revision as of 12:01, 12 July 2024

General Starter Guide Strategy
Matchups Resources



Info
Name Squall Leonhart (スコール・レオンハート)
Original game Final Fantasy VIII
Base ATK (LV100) 109 (Low)
Base DEF (LV100) 111 (Average)
Run Speed 5 (Above Average)
Dash Speed 77 (Average / Good)
Fall Speed 81 (Average)
Fall Speed Ratio After Dodge 38 (Average)
Fastest BRV
Fastest HP
1-Hit HP
HP Links
Command Block
Weapon Swords, Daggers, Katanas, Guns
Armor Shields, Bangles, Hats, Helms, Clothing,
Light Armor, Large Shields, and Chestplates
Exclusive weapons Revolver, Twin Lance, Punishment, Lionheart
Unlock
Alignment
Voice Actor (JP)
Voice Actor (ENG)


Strengths Weaknesses
  • Flexible, straightforward moveset helps Squall onboard new and experienced players to compete.
  • Defensive punishment is relatively easy and effective thanks to Beat Fang, Blasting Zone and Aerial Circle.
  • Combo potential is great, particularly close to the ground. A variety of solo combos and assist conversions are available and he can combo into HPs reliably on the ground as well.
  • Assist synergy. Squall is great at using several assists to convert to HP damage thanks to multi-part attacks and wall rush capabilities.
  • EX Mode increases Squall's gunblade's range and damage exponentially.
  • Meter depletion, particularly with Yuna assist is among the strongest in the game.
  • Versatile builds can support Squall with a variety of different playstyles and matchups.
  • 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 punishes.
  • Lackluster EX generation in the air can lead Squall to rely on EX Cores to stay competitive with EX meter.
  • Prone to whiffing against fast characters. Dodge punishing fast fallers such as Tidus and Prishe and hitting fast runners such as Onion Knight can put Squall at great risk for engaging first.
  • Below average air combo extensions. With limited ways to extend aerial assist combos without wall rush, Squall's bravery damage output can suffer in air-centric fights.


Overview

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

On the ground, he can hit people outside of their effective range to lead into combos, easily anti-air and catch their dodges as well as play the conventional close range interactions. Air combat is handled with good usage of air movement, single hit HPs and the infamous Beat Fang. Building assist meter is consistent, with fast bravery whiffs and retaliatory HPs when using Side by Side. EX generation is weak in the air, but finishing ground attacks and investing into EX Core absorption with his exclusive weapon can make up the difference. Due to his holding potential, Squall can work with a variety of assists, though HP follow-ups may suffer depending on position and assist choice.

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.

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.

Bravery Attacks

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

Ground

Base Damage [3, 3, 5],9 (20) [31]
Startup Frame 13F
Damage Type Physical
Priority Melee Low
EX Force 30
Effects Wall Rush
Cancels
Assist Gain (Hit)
CP (Mastered) 30 (15)
Unlocked at
level
Mastered at
AP


[Close] Leap into the air. Quick launch, easy wall rush.

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.

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.


A good bravery to have in most match-ups and builds.

Base Damage [5, 6, 8, 10, 5, 5, 16] (55) (110)
Startup Frame 13F
Damage Type Physical
Priority Melee Low
EX Force 90
Effects Chase
Cancels
Assist Gain (Hit)
CP (Mastered) 30 (15)
Unlocked at
level
Mastered at
AP


[Close] Repeated slashes. Short range; quick and powerful.

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.

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.

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.

Base Damage 10 (10)
Startup Frame 33F
Damage Type Magical
Priority Ranged Low
EX Force 0
Effects -
Cancels
Assist Gain (Hit)
CP (Mastered) 30 (15)
Unlocked at
level
Mastered at
AP


[Long] Fire one ice bullet. Long range, strong homing.

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.

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.

Base Damage each (3)
Startup Frame 33F (furthest bolt appears first)
Damage Type Magical
Priority Ranged Low
EX Force each 9
Effects
Cancels
Assist Gain (Hit)
CP (Mastered) 30 (15)
Unlocked at
level
Mastered at
AP


[Mid] Lightning that draws foes. Good start for combos

A signature Squall combo starter. Four vertical lightning bolts are cast in front of Squall, which can act as a longer range disjointed poke, anti-air, dodge punisher and as a combo starter. Squall can cancel the recovery on whiff into attacks, dodges and blocks. But on hit this can be cancelled much earlier to perform solo combos, including his staple HP attacks.

Thunder Barret is a great move for Squall in most match-ups as it can control a decent amount of space with good reward on hit.

It is not without weaknesses however. The Ranged Low priority and the relatively slow startup make it easier for the opponent to react and power through bolts with a dash or an attack, creating an opening for hitting Squall when he is vulnerable. Furthermore, the lightning bolts do not have enough tracking to hit high speed lateral movement. Even though Thunder Barret's recovery can be cancelled into other actions, Squall is completely stationary and has no protection beyond the active lightning bolts. As such, using this move predictably can quickly backfire against vigilant opponents.

Base Damage 6, 6, 6, 6 each 6 (24+)
Startup Frame 33F
Damage Type Magical
Priority Ranged Low, Mid (only thunder)
EX Force 60~90
Effects Chase
Cancels
Assist Gain (Hit)
CP (Mastered) 30 (15)
Unlocked at
level
Mastered at
AP


[Mid] Magic barrage. Can combo without hitting.

A combination of magic projectiles with good EX generation. The startup, low priority and lack of dodge cancel windows do not lend to fighting at a range. However, the first two projectiles can be reasonably safe to throw out at a distance and they can be confirmed into an assist combo on hit. Each projectile can be input with a bit of delay to help with this. In addition, the mid priority thunder bolt can be used as an effective -albeit predictable- method to force a dodge from the opponent. Depending on the opponent, punishing a dodge or what comes after it is possible with an assist, creating a more favorable situation for Squall if he performs this move uninterrupted.

Fusillade can also work in situations where Solid Barrel would normally be used. That is, after staggering with a block or starting a combo with Thunder Barret. Much like Solid Barrel, the holding potential is great for assist conversions and the EX generation can be exceeded depending on the assist.

Due to functional overlap with Solid Barrel with few standout traits elsewhere, Fusillade is not often prioritized in competitive play.

Aerial

Base Damage 20 (20)
Startup Frame 41F
Damage Type Physical
Priority Melee Mid
EX Force 0
Effects Block Low (Ranged), Wall Rush
Cancels
Assist Gain (Hit)
CP (Mastered) 30 (15)
Unlocked at
level
Mastered at
AP


[Mid] Unleash heel drop. Slow start, fast movement.

An advancing mid priority attack. Squall can block Ranged Low priority attacks during the startup animation such as Lightning's Thunder or Yuna'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.

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.

Base Damage [3, 5], 7, [2 x 6, 13] (40) [73]
Startup Frame 15F
Damage Type Physical
Priority Melee Low
EX Force 30
Effects Wall Rush
Cancels
Assist Gain (Hit)
CP (Mastered) 30 (15)
Unlocked at
level
Mastered at
AP


[Close] Float, then strike down foe. Short reach, but fast.

The defacto Squall bravery. A poke, a great whiff punisher, a flexible combo starter with an occasional guard crossup. Beat Fang shares many characteristics with his ground braveries, such as it's speed, multi-hit attacks with lenient input window and combo potential. But because this is Squall's only quick melee bravery, it is at the heart of his aerial combat.

Beat Fang has a lot of utility. It's fast startup and early dodge cancel window make it great for building assist meter on whiff. The homing movement during startup lets him punish missed attacks with ease. It even has a hitbox that can hit behind a blocking opponent in close range seemingly at random, ignoring the guard attempt altogether.

Once Beat Fang connects, the second upward slash can evade incoming attacks, namely The Emperor'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 okizeme concept in other fighting games. Because of the way camera works, the knocked down opponent may also have to deal with crossed up directional attack inputs 1-2 times depending on how Squall moves afterwards, further confusing his prey.

There are a few things Squall players should be wary of, however. For one, Squall can only cancel Beat Fang's recovery into an air dodge which reduces ambiguity for the opponent. Despite the tracking during startup, Beat Fang has no hitbox below Squall. This means it can and will miss against dashes, air dodges with fast fall speed and fast runners on the ground such as Tidus and Tifa. And if Squall commits to the finishing series of blows, he can be easily staggered with a LV2 Assist Change for a punish. Given how much Squall relies on this move, these factors can greatly reduce his hit rate and bravery damage output. Since critical hits are not distributed in a binary "all or nothing" fashion, the damage increase from critical hits can fluctuate greatly.

Regardless, Beat Fang is one of Squall's most important and effective moves. Anything Solid Barrel and Upper Blues could achieve is relegated to it in the air and much of his success hinges on how he can leverage Beat Fang to his advantage.

Base Damage each 1 x 8, 7 (15)
Startup Frame 33F
Damage Type Magical
Priority Ranged Low
EX Force each 30
Effects Wall Rush
Cancels
Assist Gain (Hit)
CP (Mastered) 30 (15)
Unlocked at
level
Mastered at
AP


[Mid] Magic barrage. Can combo without hitting.

A barrage of multi hitting low priority projectiles that stay in place after traversing a short distance. Mystic Flurry is not commonly prioritized in competitive play.

On paper, it has good potential for damage and generating EX Force. However, each projectile is fired somewhat erratically in front of Squall and they do not combo into each other consistently at the end of their duration. Because of this, the projectiles are often positioned unfavorably and not necessarily right in front of Squall. And if one projectile wall rushes on the ground, the remaining projectiles cannot inflict damage without assist.

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

Mystic Flurry's projectiles stay on the field even if Squall gets hit. This isn't often useful, but any projectile that does connect on the opponent causes downward knockback on their last hit, which can wall rush. That can be used to combo into assists or reassess the situation, but setting up Mystic Flurry can be just as worthwhile for daring players - Squall can pick up opponents stuck in a barrage of hits with Beat Fang or Aerial Circle, but due to Mystic Flurry's inconsistent behavior and required spacing, this can be difficult to perform or justify.

Base Damage each (5)
Startup Frame 33F
Damage Type Magical
Priority Ranged Low
EX Force 0
Effects -
Cancels
Assist Gain (Hit)
CP (Mastered) 30 (15)
Unlocked at
level
Mastered at
AP


[Long] Launch multiple fireballs. Normal speed, strong homing.

Three homing fireballs pursue the opponent for a period of time. Fire Barret is often used in conjunction with Beat Fang to build assist meter more efficiently in the air. The range is good for occupying space and creating a potential combo conversion later. Each projectile inflicts a decent amount of hit stun which is difficult to spontaneously react to, but it does allow Squall to combo into other attacks if the player has a good read on the situation. And even if Fire Barret is used up close, the recovery can be cancelled into an attack -usually Beat Fang- for additional damage on hit.

Squall remains stationary for a moment after firing and cannot dodge cancel until the split projectiles begin pursuing in earnest. This can make Squall vulnerable to whiff punishes with an assist when done with a precise timing even if he has Auto Assist Lock On extra ability equipped.

Fire Barret is a staple air bravery for Squall due to it's consistency and relatively low commitment in many situations. It complements his ability to interact in close and mid ranges and can provide opportunities for additional damage from time to time. In a way, it's usage could be likened to a conventional projectile in a traditional 2D fighting game.

HP Attacks

Ground

Base Damage -
Startup Frame 43F
Damage Type -
Priority Ranged High
EX Force 0
Effects Block Low (Ranged), wall rush, absorb
Cancels
Assist Gain (Hit)
CP (Mastered) 30 (15)
Unlocked at
level
Mastered at
AP


[Close] Surround self with explosions. Block foe's spells.

A circular explosion surrounds Squall, pulling in nearby opponents and blowing them away. Fated Circle is a good secondary ground HP for Squall thanks to it's utility. The Ranged High priority cannot be staggered with blocks or LV2 Assist Change. It can wall rush for additional HP damage, bypass EX Revenge checkmates thanks to the lack of bravery damage, it can even block Ranged Low attacks similiar to Heel Crush! The animation is fairly quick with a slightly above average recovery for an HP, making it harder to whiff punish after escaping with an assist change. The absorb effect works well against guarding opponents from a short distance. Each explosion has it's own hitbox which won't necessarily hit often due to surrounding Squall. But they do contribute to the overall active duration when an opponent can be damaged.

If Fated Circle hits a grounded opponent, the knockback often causes a wall rush even on the floor which can be used to follow up with an assist. Your mileage may vary depending on positioning and assist, however.

Squall's grounded HP attacks are great for the most part and that may be Fated Circle's greatest shortcoming. While great in it's own right, two of his other HPs are often stronger or more applicable in practical situations. In any build that has 3 grounded HP attacks however, Fated Circle rounds out Squall's repertoire really well.

Base Damage 1 x N (max 50)
Startup Frame 43F
Damage Type Physical
Priority Melee High
EX Force each 3
Effects Wall rush
Cancels
Assist Gain (Hit)
CP (Mastered) 30 (15)
Unlocked at
level
Mastered at
AP


[Mid] Rage-filled charge. Can aim with the analog stick.

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.

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.

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 accessory_special.png 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.

While Revolver Drive performs well once it hits, using it by itself in 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 The Emperor's Thunder Crest and Exdeath's Black Hole can pierce through Revolver Drive. This is on par with how the 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 break is inflicted during Revolver Drive, releasing the HP button causes the HP damage to be inflicted immediately before the additional bravery is added.

Base Damage 6, 1 x 4 (10)
Startup Frame 41F
Damage Type Magical
Priority Melee High
EX Force 90
Effects -
Cancels
Assist Gain (Hit)
CP (Mastered) 30 (15)
Unlocked at
level
Mastered at
AP


[Mid] Chop with massive blade of light that flies forward.

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.

Blasting Zone's range cannot be understated. It is long and tall enough to hit airborne characters outside of Thunder Barret's reach. What really complements it is the tracking - Blasting Zone will home in the opponent right until the blade is slammed to the ground and it's very fast.

The recovery is quite short for a move as potent as this. It's vulnerable to Omni Ground Dash and air dodge invincibility, but it's borderline unpunishable without them or assist.

Whenever a player thinks an opponent will dodge, Blasting Zone is fantastic and easy to use to capitalise on that opportunity. The hitboxes are active from the 41 frame startup until the HP damage portion. That can be used to disrupt opponents inside traps such as The Emperor and reflect lingering high priority projectiles like Vaan's Windburst.

Overall, Blasting Zone is a staple in competitive Squall gameplay. It can be used effectively with ease to retaliate and chip away health. Great for calling out predictable behavior.

Base Damage -
Startup Frame 59F
Damage Type -
Priority Melee High
EX Force 0
Effects Wall rush
Cancels
Assist Gain (Hit)
CP (Mastered) 30 (15)
Unlocked at
level
Mastered at
AP


[Long] Leap into a charge. Slow start, but very fast charge.

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.

Aerial

Base Damage -
Startup Frame 43F
Damage Type -
Priority Ranged High
EX Force 0
Effects Block Low (Ranged), wall rush, absorb
Cancels
Assist Gain (Hit)
CP (Mastered) 30 (15)
Unlocked at
level
Mastered at
AP


[Close] Surround self with explosions. Blocks foe's spells.

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.

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 blodging or using LV2 Assist Change.

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 Yuna 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.

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.

Base Damage -
Startup Frame 59F
Damage Type -
Priority Melee High
EX Force 0
Effects Wall rush
Cancels
Assist Gain (Hit)
CP (Mastered) 30 (15)
Unlocked at
level
Mastered at
AP


[Long] Leap into a charge. Slow start, but very fast charge.

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

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 Exdeath's Omni Block and Jecht's Jecht Block can stagger Squall.

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.

EX Mode: Lionheart equipped!

Effects:

  • Regen
  • Critical Boost
  • 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.

Lionheart (HIT)

[Always active while in EX Mode] Pushes the weapon's specs to the limit, increasing the force of each blast.

Certain hits during bravery attacks are repeated for extra damage. Check the damage multipliers in the attack info for more.

EX Burst: Renzokuken

A flurry of attacks ending in one shattering blow. Watch your timing and press R when the cursor is in the frame.

Damage multiplier (initial) Damage multiplier (rest) Type
2,2 (4) 9x7, 13, 20 (96) (100 total) Physical


Combos

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
LL = Landing lag

Combo Approximate damage (multipliers) Approximate EX Force Notes 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.
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.

Combo Approximate damage (multipliers) Approximate EX Force Notes Video
Thunder Barret > Solid Barrel 58~67 (3~12, 55) 99~126 (9~36, 90) Easy to do, high EX gain. 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
Thunder Barret > Blizzard Barret 13~22 (3~12, 10) 9~36 (9~36, 0) No known utility to prioritise this over other followups. 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
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
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
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
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

  • AC = Assist Chase
  • DC = Dodge Cancel
  • LL = Landing Lag
  • 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.

Ground

Starter Combo Damage EX Force Notes Video
Solid Barrel (4th hit) -- 29 (5, 6, 8, 10) 24 (6, 6, 6, 6) -- --
Kuja > AC > Aerial Circle 79 + HP (29 + 50, HP) 24 Basic. HP ender. video
Kuja > AC > Beat Fang 119 (29, 50, 40) 54 (29, 30) Basic. BRV ender. video
Solid Barrel (last hit) -- 55 (5, 6, 8, 10, 5, 5, 16) 90 Knockback cancel or wall. [footnotes 1] --
Solid Barrel 4th > Call Kuja > Solid Barrel (last) > Kuja (hit) > Aerial Circle 105 + HP (55, 50, HP) 90 (90, 0) -- video
Upper Blues (3rd hit) -- 11 (3, 3, 5) 24 (9, 9, 6) -- --
Kuja > DC > AC > Aerial Circle 61 + HP (11, 50, HP) 24 Basic. video
Kuja > DC > AC > Beat Fang 101 (11, 50, 40) 54 (24, 30) Basic. video
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
Upper Blues -- 20 + WR 30 Wall Rush --
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. [footnotes 2] video
Blasting Zone -- 10 90 -- --
Kuja > AC > Beat Fang 100 + HP (10 + HP, 50, 40) 120 Call assist when opponent's knockback is slowing down. video
Fated Circle -- 0 0 Wall Rush --
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
Fusillade -- 30+ (6,6,6,6 each 6) 60~90 Dodge cancel for an assist combo. video
DC > Kuja > Aerial Circle 80+ (30+, 50, HP) 60~90 -- video
Revolver Drive -- 1xN (max 50) each 3 (max 150) Wall Rush --
WR > Kuja > Beat Fang 91~140 + HP WR (1~50, 50, 40) 31~80 (1~50, 30) Basic. video

Aerial

Starter Combo Damage EX Force Notes Video
Beat Fang -- 27 (3, 5, 7, 2x6) 30 No wall. Call Kuja during last part.[footnotes 3] --
Kuja > AC > Aerial Circle 77 (27, 50, HP) 30 (30, 0) -- video
Beat Fang -- 40 (3, 5, 7, 2x6) 30 Wall Rush. --
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
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

  1. 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.
  2. 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.
  3. 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.

* 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 [notesyuna 1]
  • Fated Circle > WR > Yuna > Thunder Barret > BRV / HP

Notes

  1. Blasting Zone: Call Yuna as late as possible. She doesn't have much horizontal reach. Easier at a wall.

* 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 [notes 1]
  • Fated Circle (floor WR) > Jecht > Ground Dash > Thunder Barret > BRV / HP
  • Aerial Circle / Rough Divide (WR) > Jecht > Thunder Barret > BRV / HP

Notes

  1. 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.

* 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 [notestidus 1]
  • Fated Circle (floor WR) > Tidus > Ground Dash x2 > Upper Blues (delayed 2nd hit) > DC > LL > Beat Fang

Notes

  1. Much like Yuna assist, timing must be delayed more than usual to make up for short reach.

* 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 [notessephi 1]
  • Upper Blues / Beat Fang (WR) > Sephiroth > DC > Aerial Circle > AC > Beat Fang [notessephi 2]
  • 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

  1. Upper Blues (3rd hit):Do Rough Divide when Sephiroth transitions to second part of his attack.
  2. Same idea as with Kuja ground assist. HP during the assist and leverage the increased critical hit rate afterwards with Beat Fang.

* 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 [notesok 1]
  • Beat Fang (3 hits) > Onion Knight > DC > Rough Divide
  • Blasting Zone > Onion Knight > DC (forward) > Free Air Dash > BRV / HP if wall rushed. [notesok 2]
  • Fated Circle (floor WR) > Onion Knight > AC > Beat Fang

Notes

  1. Same as with Kuja and Sephiroth assist. Wall rush with Aerial Circle during the assist.
  2. Requires later timing than other listed assists, therefore margin for error is small.

* 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 [notesemp 1]
  • Beat Fang (3 hits)
  • Blasting Zone
  • Fated Circle (floor WR)

Notes

  1. call The Emperor just as wall rush happens

* 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 [notesterra 1]

Notes

  1. 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

Builds

Stats
HP 10299
CP 450
BRV 996
ATK 177
DEF 185
LUK --
Max Booster x3.5
Special Effect: Judgment of Lufenia
Equipment
Assist Kuja
Weapon ddff-icon-equip-weapon.png Lionheart
Hand ddff-icon-equip-hand.png Lufenian Shield
Head ddff-icon-equip-head.png Lufenian Helm
Body ddff-icon-equip-body.png Lufenian Armor (CP Glitch)
Accessory 1 accessory_basic.png Hyper Ring
Accessory 2 accessory_basic.png Zephyr Cloak
Accessory 3 accessory_basic.png Dismay Shock
Accessory 4 accessory_booster.png Large Gap in HP
Accessory 5 accessory_booster.png Summon Unused
Accessory 6 accessory_booster.png Pre-EX Mode
Accessory 7 accessory_booster.png Pre-EX Revenge
Accessory 8 accessory_special.png Tenacious Attacker
Accessory 9 accessory_special.png Glutton
Accessory 10 accessory_special.png First to Victory
Summon ddff-icon-summonstone.png Rubicante
{{{dataBRV}}} {{{dataHP}}}
Bravery attacks
Ground Aerial
HP attacks
Ground Aerial

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



A general all-rounder build.

Stats
HP 9972
CP 450
BRV 877 (1052 with First to Victory)
ATK 178
DEF 185
LUK --
Max Booster x3.5
Special Effect: Adamant Chains
Equipment
Assist Kuja
Weapon ddff-icon-equip-weapon.png Earthbreaker (CP Glitch)
Hand ddff-icon-equip-hand.png Adamant Shield
Head ddff-icon-equip-head.png Adamant Helm
Body ddff-icon-equip-body.png Adamant Vest
Accessory 1 accessory_basic.png Muscle Belt
Accessory 2 accessory_basic.png Dismay Shock
Accessory 3 accessory_basic.png Battle Hammer
Accessory 4 accessory_booster.png Summon Unused
Accessory 5 accessory_booster.png Pre-EX Mode
Accessory 6 accessory_booster.pngPre-EX Revenge
Accessory 7 accessory_booster.png Aerial
Accessory 8 accessory_special.png Tenacious Attacker
Accessory 9 accessory_special.png First to Victory
Accessory 10 accessory_special.png Back-Breaking Straw
Summon ddff-icon-summonstone.png Rubicante
{{{dataBRV}}} {{{dataHP}}}
Bravery attacks
Ground Aerial
HP attacks
Ground Aerial

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


Weapon can be changed according to match-up or player preference.

This set primarily takes advantage of the added air dodge distance that the set bonus provides. Squall's air dodges leave him vulnerable with no strong options to cover them, so the additional dodge distance helps him stay safe and whiff punish.

Against Onion Knight, Jecht or Cloud, you may need to adjust the accessories to suit Side by Side special accessory for assist meter. Tenacious Attacker is not a necessity, but good to have. Hero's Essence for more CP, Winged Boots for banish traps, Glutton for characters with strong EX generation (e.g. Lightning, Shantotto).

Stats
HP 10299
CP 450
BRV 996
ATK 177
DEF 185
LUK --
Max Booster x5.3
Special Effect: Soul of Yamato
Equipment
Assist Kuja
Weapon ddff-icon-equip-weapon.png Lionheart
Hand ddff-icon-equip-hand.png Genji Shield
Head ddff-icon-equip-head.png Genji Helm
Body ddff-icon-equip-body.png Genji Armor (CP Glitch)
Accessory 1 accessory_basic.png Sniper Eye
Accessory 2 accessory_basic.png Dragonfly Orb
Accessory 3 accessory_basic.png Battle Hammer
Accessory 4 accessory_booster.png EX Core Present
Accessory 5 accessory_booster.png Summon Unused
Accessory 6 accessory_booster.png Pre-EX Mode
Accessory 7 accessory_booster.png Pre-EX Revenge
Accessory 8 accessory_booster.png Aerial
Accessory 9 accessory_special.png Tenacious Attacker
Accessory 10 accessory_special.png First to Victory
Summon ddff-icon-summonstone.png Rubicante
{{{dataBRV}}} {{{dataHP}}}
Bravery attacks
Ground Aerial
HP attacks
Ground Aerial

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


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.

Stats
HP 9971
CP 450
BRV 1453 (2179 with Hero's Seal)
ATK 176
DEF 182
LUK --
Max Booster x3.8
Special Effect: None
Equipment
Assist Kuja
Weapon ddff-icon-equip-weapon.png Piggy's Stick
Hand ddff-icon-equip-hand.png Hero's Shield
Head ddff-icon-equip-head.png Royal Crown (CP Glitch)
Body ddff-icon-equip-body.png Maximillian (CP Glitch)
Accessory 1 accessory_basic.png Sniper Eye
Accessory 2 accessory_basic.png Dismay Shock
Accessory 3 accessory_basic.png Battle Hammer
Accessory 4 accessory_booster.png BRV = 0
Accessory 5 accessory_booster.png Empty EX Gauge
Accessory 6 accessory_booster.png Pre-EX Mode
Accessory 7 accessory_booster.png Pre-EX Revenge
Accessory 8 accessory_special.png Hero's Seal
Accessory 9 accessory_special.png Together as One
Accessory 10 accessory_special.png Side by Side
Summon ddff-icon-summonstone.png Rubicante
{{{dataBRV}}} {{{dataHP}}}
Bravery attacks
Ground Aerial
HP attacks
Ground Aerial

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


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.

Stats
HP 10298
CP 450
BRV 996
ATK 179
DEF 182
LUK --
Max Booster x6.9
Special Effect: Seal of Lufenia
Equipment
Assist Yuna
Weapon ddff-icon-equip-weapon.png Lufenian Lance (CP Glitch)
Hand ddff-icon-equip-hand.png Lufenian Dirk (CP Glitch)
Head ddff-icon-equip-head.png Lufenian Headband (CP Glitch)
Body ddff-icon-equip-body.png Maximillian (CP Glitch)
Accessory 1 accessory_basic.png Dismay Shock
Accessory 2 accessory_basic.png Battle Hammer
Accessory 3 accessory_booster.png BRV = 0
Accessory 4 accessory_booster.png Assist
Accessory 5 accessory_booster.png Summon Unused
Accessory 6 accessory_booster.png Pre-EX Mode
Accessory 7 accessory_booster.png Pre-EX Revenge
Accessory 8 accessory_booster.png Aerial
Accessory 9 Free choice
Accessory 10 Free choice
Summon ddff-icon-summonstone.png
{{{dataBRV}}} {{{dataHP}}}
Bravery attacks
Ground Aerial
HP attacks
Ground Aerial

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



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.

Assists

Squall's assist data

Type Attack Startup Position Spawn Damage multiplier Effects
BRV Solid Barrel 13F Ground Opponent 5, 6, 8, 10, 5, 5, 16 (55) Chase
BRV Heel Crush 41F Air Opponent 20 Wall Rush, Block (Ranged Low)
HP Blasting Zone 41F Ground Opponent 6, 1 x 4, (10) Chase
HP Aerial Circle 43F Air Opponent - Wall Rush, Absorb, Block (Ranged Low)


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 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. Outside of these contexts, Squall assist provides diminishing returns compared to the more powerful assists like Kuja, Jecht and Aerith.

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.

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.

Strongest meter depletion anywhere on the stage with air BRV assist. By timing Aerial Circle to hit simultaneously with Yuna air BRV's third hit, the knockback will be cancelled briefly by the assist and enable the HP to hit multiple times, applying depletion each time.

Other assist moves have far more limited application and diminishing returns on investment. Ranged Low priority on air BRV assist means LV2 Assist Change will not stagger Yuna, making this very applicable.

Be careful however - If the opponent Assist Changes after Yuna has connected the second hit, you will not be able to protect her during Aerial Circle...

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.

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.

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.

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.

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!

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.

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 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.

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.

References


Navigation


Wiki Roadmap (012 Squall Leonhart)

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

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Page Completed In progress To-do Score
General 27 / 86
Pros / Cons Done. Edit if necessary. 2 / ?
Overview / Character Data Old overview. Rewrite overview. 2 / 2
Bravery Attacks Ability info, overview and images. Review overviews. 5 / 5
HP Attacks Ability info, overviews and images. Review overviews. 5 / 5
EX Mode Basic info, overviews. 3 / 3
Combos Solo combos and Kuja assist combos (no videos). Add more assist combos into a table with video examples. 2 / 7
Builds 5 builds. Add build overviews, attack loadouts, staple attacks, point allocation etc. Use Cloud's page as an example. Create a dedicated build page and leave 1 page on Squall's main page, complete with attack loadouts etc. 2 / 10
Assist Assist data, viable assists and Squall's viability as an assist. Add more to the overviews if possible. 3 / 3
Matchups Page created. Matchups tips and analysis. 0 / 32
Frame Data Create page. Helpful links related to character. 0 / 1
Starter Guide Create page. Concise pvp guide with core concepts and essentials. 0 / 8
Strategy Basic strategies and counterplays added. Add more if possible. 3 / 10