Damage multiplier | Startup frame | Type | Priority | EX Force |
---|---|---|---|---|
8, 12 (20+) | 19F | Physical | Melee Low | 15 |
Effects | CP (Mastered) | Cancels | Assist Gain (Attack) | Assist Gain (Hit) |
Chase, Wall Rush, Absorb | 30 (15) | |||
Unlocked at level |
Mastered at AP |
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[[Category:Dissidia 012 Final Fantasy]] | [[Category:Dissidia 012 Final Fantasy]] | ||
{{012CharNavFir}} | |||
{{CharacterInfo | {{CharacterInfo | ||
|portrait=https://resources.dissidia.wiki/ddff/portraits/ddff-port-firion.png | |||
|name=Firion (フリオニール) | |name=Firion (フリオニール) | ||
|origin=Final Fantasy II | |origin=Final Fantasy II | ||
|weapon=All normal weapons, Parrying Weapons, Guns, Poles | |weapon=All normal weapons, Parrying Weapons, Guns, Poles | ||
|armor=Bangles, Chestplates, Clothing, Hats, Headbands, Helms, Light Armor, Shields | |armor=Bangles, Chestplates, Clothing, Hats,<br>Headbands, Helms, Light Armor, Shields | ||
|atk=111 (High) | |atk=111 (High) | ||
|def=112 (High) | |def=112 (High) | ||
Line 15: | Line 18: | ||
{{ProConTable | {{ProConTable | ||
|pros=* | |pros=*'''Defensive ground combat''' - Specialised in fighting on the ground, Firion can stand toe-to-toe in close-range combat with a variety of attacks, such as quick poke Swordslash BRV and Shield Bash HP for post-dodge defense. | ||
|cons=* | *'''Damage''' - High base ATK stat, good damage multipliers and consistent wall rushes off of HP links and other HP attacks ensure Firion can establish a good health lead. | ||
*'''Ranged combat''' - Air braveries and more notably the Straightarrow HP can force opponents to disengage and move as well as punish mistimed dodges. | |||
*'''Anti-[https://glossary.infil.net/?t=Zoning Zoning]''' - Shield Bash represents a threat to most characters who operate with low priority projectiles from a distance. | |||
*[[Assist_(Dissidia_012)#Side_by_Side|'''Side by Side''']] {{accsp}} - Firion synergises very well with this, raising the threat of HP attacks and reward off of HP links. | |||
*'''EX Mode's Blood Weapon''' - While not a top priority for Firion, regenerating health equal to HP damage dealt is amazing at creating comebacks. | |||
|cons=*'''Air combat''' - While Firion has tools for point-blank and long range, his floaty air dodges, low combo conversion potential, lack of effective post-dodge defense and quick approaching close-range attacks can create a lot of risk for him midair. | |||
*'''Enforcing defenders in his effective range''' - Firion's arsenal is not designed to easily enforce opponents hanging at a large stage's ceiling to engage with him. These situations often involve long-term strategies and build investment. | |||
*'''Punishable HP links''' - As a frequent HP link user, Double Trouble's long HP attack animation leave him vulnerable to counter attacks after [[Assist_(Dissidia_012)#Assist_Change|'''Assist Change''']]. | |||
}} | }} | ||
= Overview = | |||
Firion is a | Firion is a defensive ground-oriented fighter who can engage at almost any range. Armed with quick pokes, mid range attacks, a command block, HP links and the notoriously strong Straightarrow HP, Firion is capable of setting the pace of a match on a moment's notice. | ||
Ground is where Firion applies his melee attacks up close and at mid range. Poking and building assist meter with Swordslash, whiff punishing with Rope Knife, calling out defensive options with Lord of Arms and protecting himself from dodge punishment and projectiles with Shield Bash HP are all part of his winning strategies. Contesting him can be difficult and dangerous, as Firion can capitalise on his strong HP attacks and HP links to wall rush and generate a lot of meter. | |||
What completes his melee combat however, is his ranged arsenal. The Magic Arts aerial braveries can discourage projectile usage, force the opponent to move and setup more damaging combos and his threatening Shield Bash counter projectiles. But most importantly, his Straightarrow HP can greatly restrict the opponent's offense, their ability to whiff safely and punish misplaced dodges with it's great aim, reach, delayable timing and projectile speed. With all of this combined, Firion can interact from a myriad of different ranges and angles while making it harder for opponents to approach him. | |||
When it comes to builds, Firion is a well known user of the Side by Side {{accsp}} accessory thanks to his strong HPs across the board. A single Straightarrow or Shield Bash can greatly shift assist meter momentum in his favor, while his other HPs ensure damaging assist combos. Because of this, high base bravery and Side by Side are most likely to produce results in competitive play. His high base stats, grounded playstyle and great EX Mode perk provide incentives for other build styles as well. Few attacks produce good EX such as his Towards bravery followup and long range Shield Bash counter, but because they're not Firion's top priority moves in combos, his EX generation on hit tends to fall behind. EX Cores are a decent alternative, as Firion spends a lot of time on the ground where they typically spawn. And if the match goes on long enough for Firion to get a full EX meter, a single HP hit with the Blood Weapon HP regeneration can offset any health deficits or cement a health lead. | |||
Firion's weaknesses become more apparent once he has to engage in the air. His dash speed is below average and lacks effective close-range melee attacks for approaches and punishes. Air dodges are floaty and can quickly make Firion a sitting duck at his weakest position. The Magic Arts braveries are all low priority, low damage, slow and don't protect Firion from his front very well while he's casting. And while it's true that Straightarrow is great at stopping opponents, verticality, walls and fast running speed can be used to significantly reduce it's accuracy. Firion cannot quickly adjust his aim behind him, and he can only delay Straightarrow for a set amount of time before he is forced to fire it. This opens up Firion to whiff punishment with assist and at worst, suffer a bravery break and a guaranteed combo afterwards; A fact that extends to his other HP attacks as well. | |||
All that is to say - Firion is good at interrupting opponent's actions, but he can struggle to open up more patient, aerial opponents. Two of his midair moves have downward knockback, but applying them against distant airborne characters such as {{012kef}} and {{012seph}} can prove challenging. In these circumstances, Firion's ways to interact and force opponents into his effective range are rather limited, and he may have to rely more on EX Cores to overcome these hardships. | |||
Throughout most of the game's competitive lifespan, Firion has been considered a powerful, consistent high tier character. Thanks to his burst damage, relative ease of use and the ability to control the neutral and convert situations to HP damage, Firion is a distinct powerhouse who can compete with other strong close-range characters such as {{012zid}}, {{012pri}} and {{012jec}}. He cannot discourage all aerial play, fight airborne opponents very effectively at close range or eliminate all risk associated with his strong HP attacks. But despite that, Firion is capable of shutting down much of the opposition. | |||
= Bravery Attacks = | |||
== Ground == | |||
<tabber> | <tabber> | ||
|-|Lance Combo= | |-|Lance Combo= | ||
{{AbilityInfo | {{AbilityInfo | ||
|damage=8,12 (20+) | |damage=8, 12 (20+) | ||
|startup=19F | |startup=19F | ||
|type=Physical | |type=Physical | ||
Line 52: | Line 74: | ||
|-|Rope Knife= | |-|Rope Knife= | ||
{{AbilityInfo | {{AbilityInfo | ||
|damage= | |damage=2 x 10 (20+) | ||
|startup=23F | |startup=23F | ||
|type=Physical | |type=Physical | ||
Line 64: | Line 86: | ||
|-|Reel Axe= | |-|Reel Axe= | ||
{{AbilityInfo | {{AbilityInfo | ||
|damage=10,10 (20+) | |damage=10, 10 (20+) | ||
|startup=47F | |startup=47F | ||
|type=Physical | |type=Physical | ||
Line 76: | Line 98: | ||
</tabber> | </tabber> | ||
=== Aerial | == Followups == | ||
Rope Knife, Lance Combo and Reel Axe can be followed up with one of the three followups. Because the bravery starters all have identical damage multipliers, the total damage multiplier in parenthesis reflects damage added by the followup itself. | |||
<tabber> | |||
|-|Neutral (Punch)= | |||
{{AbilityInfo | |||
|damage=+25 (45) | |||
|startup=? | |||
|type=Physical | |||
|priority=Melee Low | |||
|ex=0 | |||
|effect=Wall Rush | |||
|cp=- | |||
}} | |||
Highest damaging ender in terms of raw bravery damage. | |||
|-|Towards (Slash and arrow)= | |||
{{AbilityInfo | |||
|damage=+5, 5 (30) | |||
|startup=? | |||
|type=Physical | |||
|priority=Melee Low (slash), Ranged Low (arrow) | |||
|ex=75 | |||
|effect=Chase | |||
|cp=- | |||
}} | |||
|-|Away (Lance)= | |||
{{AbilityInfo | |||
|damage=+ 1 x 5, 3 (28) | |||
|startup=11F | |||
|type=Physical | |||
|priority=Melee Mid | |||
|ex=15 | |||
|effect=Wall Rush | |||
|cp=- | |||
}} | |||
</tabber> | |||
== Aerial == | |||
<tabber> | <tabber> | ||
|-|Magic Arts: Flame= | |-|Magic Arts: Flame= | ||
Line 104: | Line 167: | ||
|-|Magic Arts: Bolt= | |-|Magic Arts: Bolt= | ||
{{AbilityInfo | {{AbilityInfo | ||
|damage=each 4,4,7 (15) | |damage=each 4, 4, 7 (15) | ||
|startup=53F | |startup=53F | ||
|type=Magical | |type=Magical | ||
Line 130: | Line 193: | ||
</tabber> | </tabber> | ||
= HP Attacks = | |||
== Ground == | |||
<tabber> | <tabber> | ||
|-|Shield Bash= | |-|Shield Bash= | ||
{{AbilityInfo | {{AbilityInfo | ||
|damage= | |damage=Close: 4 x 4 (16) / Far: 3, 7 (10) | ||
|startup= | |startup=Block frame 1F~26F, end 49F | ||
|type= | |type=Physical (close) / Magical (far) | ||
|priority= | |priority=Block Mid, Melee High (close) / Ranged High (far) | ||
|ex= | |ex=96 (close) / 60 (far) | ||
|effect= | |effect=Block | ||
|cp= | |cp=30 (15) | ||
}} | }} | ||
''[Block] Create shield of light. HP attack on successful block.'' | |||
The far version's last projectile can hit multiple times, generating 60 EX and depleting meter as many times as it registers as a hit. | |||
|-|Straightarrow (ground)= | |-|Straightarrow (ground)= | ||
{{AbilityInfo | {{AbilityInfo | ||
|damage= | |damage=- | ||
|startup= | |startup=61F | ||
|type= | |type=- | ||
|priority= | |priority=Ranged High | ||
|ex= | |ex=30 | ||
|effect= | |effect=Wall Rush | ||
|cp= | |cp=30 (15) | ||
}} | }} | ||
''[Long] Fire arrow of light. Charge to adjust timiing.'' | |||
|-|Lord of Arms= | |-|Lord of Arms= | ||
{{AbilityInfo | {{AbilityInfo | ||
|damage= | |damage=4 x 5 (20) | ||
|startup= | |startup=33F (above Firion), 49F (1st), 99F (2nd) | ||
|type= | |type=Physical | ||
|priority= | |priority=Melee High | ||
|ex= | |ex=30 | ||
|effect= | |effect=Wall Rush | ||
|cp= | |cp=30 (15) | ||
}} | }} | ||
''[Mid] Use all weapons. Extremely accurate.'' | |||
|-|Double Trouble A= | |-|Double Trouble A= | ||
{{AbilityInfo | {{AbilityInfo | ||
|damage= | |damage=2, 1 x 6, 2 (+ 10 = 30) | ||
|startup= | |startup=?? | ||
|type= | |type=Physical | ||
|priority= | |priority=Melee High | ||
|ex= | |ex=30 | ||
|effect= | |effect=Wall Rush | ||
|cp= | |cp=30 (15) | ||
}} | }} | ||
''Branching from Lance Combo. [Combo] Multi-weapon attack.'' | |||
HP link. | |||
|-|Double Trouble B= | |-|Double Trouble B= | ||
{{AbilityInfo | {{AbilityInfo | ||
|damage= | |damage=2, 1 x 6, 2 (+ 10 = 30) | ||
|startup= | |startup=? | ||
|type= | |type=Physical | ||
|priority= | |priority=Melee High | ||
|ex= | |ex=30 | ||
|effect= | |effect=Wall Rush | ||
|cp= | |cp=30 (15) | ||
}} | }} | ||
''Branching from Rope Knife. [Combo] Multi-weapon attack.'' | |||
Identical with Double Trouble A. | |||
|-|Double Trouble C= | |-|Double Trouble C= | ||
{{AbilityInfo | {{AbilityInfo | ||
|damage= | |damage=2, 1 x 6, 2 (+ 10 = 30) | ||
|startup= | |startup=?? | ||
|type= | |type=Physical | ||
|priority= | |priority=Melee High | ||
|ex= | |ex=30 | ||
|effect= | |effect=Wall Rush | ||
|cp= | |cp=30 (15) | ||
}} | }} | ||
''Branching from Reel Axe. [Combo] Multi-weapon attack.'' | |||
Identical with Double Trouble A. | |||
</tabber> | </tabber> | ||
== Aerial == | |||
<tabber> | <tabber> | ||
|-|Straightarrow (midair)= | |-|Straightarrow (midair)= | ||
{{AbilityInfo | {{AbilityInfo | ||
|damage= | |damage=- | ||
|startup= | |startup=61F | ||
|type= | |type=- | ||
|priority= | |priority=Ranged High | ||
|ex= | |ex=30 | ||
|effect= | |effect=Wall Rush | ||
|cp= | |cp=30 (15) | ||
}} | }} | ||
''[Long] Fire arrow of light. Charge to adjust timing.'' | |||
|-|Weaponsmaster= | |-|Weaponsmaster= | ||
{{AbilityInfo | {{AbilityInfo | ||
|damage= | |damage=2 x 11 (22) | ||
|startup= | |startup=53F | ||
|type= | |type=Physical | ||
|priority= | |priority=Melee High | ||
|ex= | |ex=~30 | ||
|effect= | |effect=Wall Rush | ||
|cp= | |cp=30 (15) | ||
}} | }} | ||
''[Mid] Use all weapons. Steals bravery, then HP attack.'' | |||
</tabber> | </tabber> | ||
= EX Mode: Blood Weapon equipped! = | |||
Effects: | Effects: | ||
* Regen | * Regen | ||
Line 238: | Line 314: | ||
* Blood Weapon | * Blood Weapon | ||
== Blood Weapon == | |||
''[Activates when HP attack hits] Absorbs HP equivalent to damage dealt.'' | ''[Activates when HP attack hits] Absorbs HP equivalent to damage dealt.'' | ||
Whenever Firion lands an HP attack during EX Mode, it will heal as much health as damage was inflicted. That makes it a very powerful asset for coming back from a huge health deficit, and it applies to EX Burst as well. A very straightforward effect with less potency if Firion has more health left. | |||
== EX Burst: Fervid Blazer == | |||
''A chain of attacks releasing the power of his weapons. Damage dealt adds to his own HP. Enter the commands that display before the attack.'' | ''A chain of attacks releasing the power of his weapons. Damage dealt adds to his own HP. Enter the commands that display before the attack.'' | ||
{{burst | {{burst | ||
|damage1= | |damage1=3 x 3 (9) | ||
|damage2= | |damage2=4 x 3, 5 x 2, 13, 6 x 2, 12, 4 x 8 (100 total) | ||
|type=Physical | |type=Physical | ||
}} | }} | ||
= Combos = | |||
== Solo == | |||
== Assist == | == Assist == | ||
= Builds = | |||
<tabber> | |||
|-|Side by Side (Judgment of Lufenia + Wall Rush)= | |||
{{Build | |||
|hp=9576 | |||
|cp=450 | |||
|brv=1394 | |||
|atk=178 | |||
|def=184 | |||
|luk=61 | |||
|booster=x2.9 | |||
|setbonus=Judgment of Lufenia | |||
|ast={{012kuja}} | |||
|wpn=Lufenian Gun | |||
|hand=Chainsaw ([[CP_Glitch_(Dissidia_012)|'''CP Glitch''']]) | |||
|head=Lufenian Cap | |||
|armor=Lufenian Armor ([[CP_Glitch_(Dissidia_012)|'''CP Glitch''']]) | |||
|acc1={{accbas}} Sniper Eye | |||
|acc2={{accbas}} Bravery Orb | |||
|acc3={{accbas}} Dismay Shock | |||
|acc4={{accbas}} Battle Hammer | |||
|acc5={{accboo}} BRV = 0 | |||
|acc6={{accboo}} Empty EX Gauge | |||
|acc7={{accboo}} Pre-EX Mode | |||
|acc8={{accsp}} Blue Gem | |||
|acc9={{accsp}} Miracle Shoes | |||
|acc10={{accsp}} Side by Side | |||
|summon=Rubicante | |||
}} | |||
Equip Machinery extra ability for the listed base bravery. | |||
This build focuses on assist meter drain and adding damage via HP wall rushes. | |||
|-|Build #1= | |-|Build #1= | ||
{{Build | {{Build | ||
Line 302: | Line 398: | ||
}} | }} | ||
| | </tabber> | ||
| | = Assist = | ||
| | |||
| | Firion's assist data. | ||
| | |||
| | {{012Assist | ||
| | |type1=BRV | ||
| | |attack1=Rope Knife | ||
| | |startup1=23F | ||
| | |position1=Ground | ||
| | |spawn1=Opponent | ||
| | |damage1=2 x 10, 25 (45) | ||
| | |effect1=Wall Rush | ||
| | |type2=BRV | ||
| | |attack2=Magic Arts: Flame | ||
| | |startup2=25F | ||
| | |position2=Air | ||
| | |spawn2=Opponent | ||
| | |damage2=10 each (up to 30) | ||
| | |effect2=- | ||
| | |type3=HP | ||
| | |attack3=Straightarrow | ||
| | |startup3=61F | ||
| | |position3=Ground | ||
| | |spawn3=Opponent | ||
|damage3=- | |||
|effect3=Wall Rush | |||
|type4=HP | |||
|attack4=Weaponmaster | |||
|startup4=52F | |||
|position4=Air | |||
|spawn4=Opponent | |||
|damage4=2 x 11 (22) | |||
|effect4=Wall Rush | |||
}} | }} | ||
</ | Firion works with a limited number of assists, but can also use The Emperor. Kuja | ||
= References = | |||
<references /> | |||
{{navbox012}} | |||
{{roadmap012fir}} |
General | Starter Guide | Combos | Strategy |
---|---|---|---|
Matchups | Resources | Match Videos | Gallery |
Info | |
---|---|
Name | Firion (フリオニール) |
Original game | Final Fantasy II |
Base ATK (LV100) | 111 (High) |
Base DEF (LV100) | 112 (High) |
Run Speed | 8 (Below Average) |
Dash Speed | 81 (Below Average) |
Fall Speed | 81 (Average) |
Fall Speed Ratio After Dodge | 38 (Average) |
Fastest BRV | |
Fastest HP | |
1-Hit HP | |
HP Links | |
Command Block | |
Weapon | All normal weapons, Parrying Weapons, Guns, Poles |
Armor | Bangles, Chestplates, Clothing, Hats, Headbands, Helms, Light Armor, Shields |
Exclusive weapons | Rebellion Army, Longinus, Wild Rose |
Unlock | |
Alignment | |
Voice Actor (JP) | |
Voice Actor (ENG) |
Strengths | Weaknesses |
---|---|
|
|
Firion is a defensive ground-oriented fighter who can engage at almost any range. Armed with quick pokes, mid range attacks, a command block, HP links and the notoriously strong Straightarrow HP, Firion is capable of setting the pace of a match on a moment's notice.
Ground is where Firion applies his melee attacks up close and at mid range. Poking and building assist meter with Swordslash, whiff punishing with Rope Knife, calling out defensive options with Lord of Arms and protecting himself from dodge punishment and projectiles with Shield Bash HP are all part of his winning strategies. Contesting him can be difficult and dangerous, as Firion can capitalise on his strong HP attacks and HP links to wall rush and generate a lot of meter.
What completes his melee combat however, is his ranged arsenal. The Magic Arts aerial braveries can discourage projectile usage, force the opponent to move and setup more damaging combos and his threatening Shield Bash counter projectiles. But most importantly, his Straightarrow HP can greatly restrict the opponent's offense, their ability to whiff safely and punish misplaced dodges with it's great aim, reach, delayable timing and projectile speed. With all of this combined, Firion can interact from a myriad of different ranges and angles while making it harder for opponents to approach him.
When it comes to builds, Firion is a well known user of the Side by Side accessory thanks to his strong HPs across the board. A single Straightarrow or Shield Bash can greatly shift assist meter momentum in his favor, while his other HPs ensure damaging assist combos. Because of this, high base bravery and Side by Side are most likely to produce results in competitive play. His high base stats, grounded playstyle and great EX Mode perk provide incentives for other build styles as well. Few attacks produce good EX such as his Towards bravery followup and long range Shield Bash counter, but because they're not Firion's top priority moves in combos, his EX generation on hit tends to fall behind. EX Cores are a decent alternative, as Firion spends a lot of time on the ground where they typically spawn. And if the match goes on long enough for Firion to get a full EX meter, a single HP hit with the Blood Weapon HP regeneration can offset any health deficits or cement a health lead.
Firion's weaknesses become more apparent once he has to engage in the air. His dash speed is below average and lacks effective close-range melee attacks for approaches and punishes. Air dodges are floaty and can quickly make Firion a sitting duck at his weakest position. The Magic Arts braveries are all low priority, low damage, slow and don't protect Firion from his front very well while he's casting. And while it's true that Straightarrow is great at stopping opponents, verticality, walls and fast running speed can be used to significantly reduce it's accuracy. Firion cannot quickly adjust his aim behind him, and he can only delay Straightarrow for a set amount of time before he is forced to fire it. This opens up Firion to whiff punishment with assist and at worst, suffer a bravery break and a guaranteed combo afterwards; A fact that extends to his other HP attacks as well.
All that is to say - Firion is good at interrupting opponent's actions, but he can struggle to open up more patient, aerial opponents. Two of his midair moves have downward knockback, but applying them against distant airborne characters such as Kefka and Sephiroth can prove challenging. In these circumstances, Firion's ways to interact and force opponents into his effective range are rather limited, and he may have to rely more on EX Cores to overcome these hardships.
Throughout most of the game's competitive lifespan, Firion has been considered a powerful, consistent high tier character. Thanks to his burst damage, relative ease of use and the ability to control the neutral and convert situations to HP damage, Firion is a distinct powerhouse who can compete with other strong close-range characters such as Zidane, Prishe and Jecht. He cannot discourage all aerial play, fight airborne opponents very effectively at close range or eliminate all risk associated with his strong HP attacks. But despite that, Firion is capable of shutting down much of the opposition.
Damage multiplier | Startup frame | Type | Priority | EX Force |
---|---|---|---|---|
8, 12 (20+) | 19F | Physical | Melee Low | 15 |
Effects | CP (Mastered) | Cancels | Assist Gain (Attack) | Assist Gain (Hit) |
Chase, Wall Rush, Absorb | 30 (15) | |||
Unlocked at level |
Mastered at AP |
Damage multiplier | Startup frame | Type | Priority | EX Force |
---|---|---|---|---|
20 | 9F | Physical | Melee Low | 60 |
Effects | CP (Mastered) | Cancels | Assist Gain (Attack) | Assist Gain (Hit) |
Chase | 30 (15) | |||
Unlocked at level |
Mastered at AP |
Damage multiplier | Startup frame | Type | Priority | EX Force |
---|---|---|---|---|
2 x 10 (20+) | 23F | Physical | Melee Low | 30 |
Effects | CP (Mastered) | Cancels | Assist Gain (Attack) | Assist Gain (Hit) |
Chase, Wall Rush, Absorb | 30 (15) | |||
Unlocked at level |
Mastered at AP |
Damage multiplier | Startup frame | Type | Priority | EX Force |
---|---|---|---|---|
10, 10 (20+) | 47F | Physical | Ranged High | 15 |
Effects | CP (Mastered) | Cancels | Assist Gain (Attack) | Assist Gain (Hit) |
Chase, Wall Rush, Absorb | 30 (15) | |||
Unlocked at level |
Mastered at AP |
Rope Knife, Lance Combo and Reel Axe can be followed up with one of the three followups. Because the bravery starters all have identical damage multipliers, the total damage multiplier in parenthesis reflects damage added by the followup itself.
Damage multiplier | Startup frame | Type | Priority | EX Force |
---|---|---|---|---|
+25 (45) | ? | Physical | Melee Low | 0 |
Effects | CP (Mastered) | Cancels | Assist Gain (Attack) | Assist Gain (Hit) |
Wall Rush | - | |||
Unlocked at level |
Mastered at AP |
Damage multiplier | Startup frame | Type | Priority | EX Force |
---|---|---|---|---|
+5, 5 (30) | ? | Physical | Melee Low (slash), Ranged Low (arrow) | 75 |
Effects | CP (Mastered) | Cancels | Assist Gain (Attack) | Assist Gain (Hit) |
Chase | - | |||
Unlocked at level |
Mastered at AP |
Damage multiplier | Startup frame | Type | Priority | EX Force |
---|---|---|---|---|
+ 1 x 5, 3 (28) | 11F | Physical | Melee Mid | 15 |
Effects | CP (Mastered) | Cancels | Assist Gain (Attack) | Assist Gain (Hit) |
Wall Rush | - | |||
Unlocked at level |
Mastered at AP |
Damage multiplier | Startup frame | Type | Priority | EX Force |
---|---|---|---|---|
each (10) | 25F | Magical | Ranged Low | 0 |
Effects | CP (Mastered) | Cancels | Assist Gain (Attack) | Assist Gain (Hit) |
-- | 30 (15) | |||
Unlocked at level |
Mastered at AP |
Damage multiplier | Startup frame | Type | Priority | EX Force |
---|---|---|---|---|
each (12) | 25F | Magical | Ranged Low | 0 |
Effects | CP (Mastered) | Cancels | Assist Gain (Attack) | Assist Gain (Hit) |
Chase, Wall Rush | 30 (15) | |||
Unlocked at level |
Mastered at AP |
Damage multiplier | Startup frame | Type | Priority | EX Force |
---|---|---|---|---|
each 4, 4, 7 (15) | 53F | Magical | Ranged Low | 0 |
Effects | CP (Mastered) | Cancels | Assist Gain (Attack) | Assist Gain (Hit) |
Chase, Wall Rush | 30 (15) | |||
Unlocked at level |
Mastered at AP |
Damage multiplier | Startup frame | Type | Priority | EX Force |
---|---|---|---|---|
20 | 9F | Physical | Melee Low | 0 |
Effects | CP (Mastered) | Cancels | Assist Gain (Attack) | Assist Gain (Hit) |
Wall Rush | 30 (15) | |||
Unlocked at level |
Mastered at AP |
[Close] Slash in midair. Short reach, but quick strike.
Damage multiplier | Startup frame | Type | Priority | EX Force |
---|---|---|---|---|
Close: 4 x 4 (16) / Far: 3, 7 (10) | Block frame 1F~26F, end 49F | Physical (close) / Magical (far) | Block Mid, Melee High (close) / Ranged High (far) | 96 (close) / 60 (far) |
Effects | CP (Mastered) | Cancels | Assist Gain (Attack) | Assist Gain (Hit) |
Block | 30 (15) | |||
Unlocked at level |
Mastered at AP |
[Block] Create shield of light. HP attack on successful block.
Damage multiplier | Startup frame | Type | Priority | EX Force |
---|---|---|---|---|
- | 61F | - | Ranged High | 30 |
Effects | CP (Mastered) | Cancels | Assist Gain (Attack) | Assist Gain (Hit) |
Wall Rush | 30 (15) | |||
Unlocked at level |
Mastered at AP |
Damage multiplier | Startup frame | Type | Priority | EX Force |
---|---|---|---|---|
4 x 5 (20) | 33F (above Firion), 49F (1st), 99F (2nd) | Physical | Melee High | 30 |
Effects | CP (Mastered) | Cancels | Assist Gain (Attack) | Assist Gain (Hit) |
Wall Rush | 30 (15) | |||
Unlocked at level |
Mastered at AP |
Damage multiplier | Startup frame | Type | Priority | EX Force |
---|---|---|---|---|
2, 1 x 6, 2 (+ 10 = 30) | ?? | Physical | Melee High | 30 |
Effects | CP (Mastered) | Cancels | Assist Gain (Attack) | Assist Gain (Hit) |
Wall Rush | 30 (15) | |||
Unlocked at level |
Mastered at AP |
Branching from Lance Combo. [Combo] Multi-weapon attack.
Damage multiplier | Startup frame | Type | Priority | EX Force |
---|---|---|---|---|
2, 1 x 6, 2 (+ 10 = 30) | ? | Physical | Melee High | 30 |
Effects | CP (Mastered) | Cancels | Assist Gain (Attack) | Assist Gain (Hit) |
Wall Rush | 30 (15) | |||
Unlocked at level |
Mastered at AP |
Branching from Rope Knife. [Combo] Multi-weapon attack.
Damage multiplier | Startup frame | Type | Priority | EX Force |
---|---|---|---|---|
2, 1 x 6, 2 (+ 10 = 30) | ?? | Physical | Melee High | 30 |
Effects | CP (Mastered) | Cancels | Assist Gain (Attack) | Assist Gain (Hit) |
Wall Rush | 30 (15) | |||
Unlocked at level |
Mastered at AP |
Branching from Reel Axe. [Combo] Multi-weapon attack.
Damage multiplier | Startup frame | Type | Priority | EX Force |
---|---|---|---|---|
- | 61F | - | Ranged High | 30 |
Effects | CP (Mastered) | Cancels | Assist Gain (Attack) | Assist Gain (Hit) |
Wall Rush | 30 (15) | |||
Unlocked at level |
Mastered at AP |
Damage multiplier | Startup frame | Type | Priority | EX Force |
---|---|---|---|---|
2 x 11 (22) | 53F | Physical | Melee High | ~30 |
Effects | CP (Mastered) | Cancels | Assist Gain (Attack) | Assist Gain (Hit) |
Wall Rush | 30 (15) | |||
Unlocked at level |
Mastered at AP |
Effects:
[Activates when HP attack hits] Absorbs HP equivalent to damage dealt.
Whenever Firion lands an HP attack during EX Mode, it will heal as much health as damage was inflicted. That makes it a very powerful asset for coming back from a huge health deficit, and it applies to EX Burst as well. A very straightforward effect with less potency if Firion has more health left.
A chain of attacks releasing the power of his weapons. Damage dealt adds to his own HP. Enter the commands that display before the attack.
Damage multiplier (initial) | Damage multiplier (rest) | Type |
---|---|---|
3 x 3 (9) | 4 x 3, 5 x 2, 13, 6 x 2, 12, 4 x 8 (100 total) | Physical |
Stats | |
---|---|
HP | 9576 |
CP | 450 |
BRV | 1394 |
ATK | 178 |
DEF | 184 |
LUK | 61 |
Max Booster | x2.9 |
Equipment | |
---|---|
Assist | Kuja |
Weapon | Lufenian Gun |
Hand | Chainsaw (CP Glitch) |
Head | Lufenian Cap |
Body | Lufenian Armor (CP Glitch) |
Accessory 1 | Sniper Eye |
Accessory 2 | Bravery Orb |
Accessory 3 | Dismay Shock |
Accessory 4 | Battle Hammer |
Accessory 5 | BRV = 0 |
Accessory 6 | Empty EX Gauge |
Accessory 7 | Pre-EX Mode |
Accessory 8 | Blue Gem |
Accessory 9 | Miracle Shoes |
Accessory 10 | Side by Side |
Summon | Rubicante |
Equip Machinery extra ability for the listed base bravery.
This build focuses on assist meter drain and adding damage via HP wall rushes.
Stats | |
---|---|
HP | |
CP | |
BRV | |
ATK | |
DEF | |
LUK | |
Max Booster |
Equipment | |
---|---|
Assist | |
Weapon | |
Hand | |
Head | |
Body | |
Accessory 1 | |
Accessory 2 | |
Accessory 3 | |
Accessory 4 | |
Accessory 5 | |
Accessory 6 | |
Accessory 7 | |
Accessory 8 | |
Accessory 9 | |
Accessory 10 | |
Summon |
Firion's assist data.
Type | Attack | Startup | Position | Spawn | Damage multiplier | Effects |
---|---|---|---|---|---|---|
BRV | Rope Knife | 23F | Ground | Opponent | 2 x 10, 25 (45) | Wall Rush |
BRV | Magic Arts: Flame | 25F | Air | Opponent | 10 each (up to 30) | - |
HP | Straightarrow | 61F | Ground | Opponent | - | Wall Rush |
HP | Weaponmaster | 52F | Air | Opponent | 2 x 11 (22) | Wall Rush |
Firion works with a limited number of assists, but can also use The Emperor. Kuja
Please edit this page's roadmap template when relevant additions and changes are made.
16,30 % done
Page | Completed | In progress | To-do | Score |
---|---|---|---|---|
General | Add images for attacks. | 1 / 5 | ||
Strengths and weaknesses | Done | 4/5 | ||
Overview | Done. | 5/5 | ||
Bravery Attacks | Ability info added. | Write overviews. | 1 / 5 | |
HP Attacks | Ability info added. | Write overviews. | 1 / 5 | |
EX Mode | Basic info added. | Add more detailed info / writeup. | 1 / 5 | |
Combos | None | Add solo, assist combos and video examples. Use Garland page as an example. | 0 / 5 | |
Builds | 1 build. | Add more builds. | 1 / 5 | |
Assist | Assist data added. | Add common viable assists with an overview. | 1 / 5 | |
Matchups | Create the page. Matchup analysis and tips against each character. | 0 / 32 | ||
Resources | Create the page. Add links (articles, videos etc.) related to the character. Various resources that don't fit into other pages here. | 0 / 5 | ||
Starter Guide | Create the page. A concise PvP guide with core concepts and bare essentials. | 0 / 5 | ||
Strategy | Create the page. More in-depth tips, tricks and counterplay (ground and air) | 0 / 5 |