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| [[Category:Dissidia 012 Final Fantasy]] | | [[Category:Dissidia 012 Final Fantasy]] |
| | {{012CharNavGar}} |
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| {{CharacterInfo | | {{CharacterInfo |
| | |portrait=https://resources.dissidia.wiki/ddff/portraits/ddff-port-garland.png |
| |name=Garland (ガーランド) | | |name=Garland (ガーランド) |
| |origin=Final Fantasy | | |origin=Final Fantasy |
| |weapon=Axes, Greatswords, Katanas, Spears
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| |armor=Gauntlets, Heavy Armor, Helms, Light Armor, Shields
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| |atk=111 (High) | | |atk=111 (High) |
| |def=112 (High) | | |def=112 (High) |
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| |fall=77 (Above Average) | | |fall=77 (Above Average) |
| |fallr=41 (Below Average) | | |fallr=41 (Below Average) |
| |exclusives= | | |fastestbrv=13F (Deathblow, Highbringer high ver.) |
| | |fastesthp=39F (Earthquake) |
| | |1hithp=Yes (Cyclone, Blaze) |
| | |hplinks=Yes (Combos only) |
| | |cmdblock=No |
| | |weapon=Axes, Greatswords, Katanas, Spears |
| | |armor=Gauntlets, Heavy Armor, Helms,<br>Light Armor, Shields |
| |exclusives=Ogrekiller, Viking Axe, Gigant Axe | | |exclusives=Ogrekiller, Viking Axe, Gigant Axe |
| | |unlock= |
| | |alignment=Chaos |
| | |vajp=[https://en.wikipedia.org/wiki/Kenji_Utsumi Kenji Utsumi] |
| | |vaeng=[https://en.wikipedia.org/wiki/Christopher_Sabat Christopher Sabat] |
| }} | | }} |
| | |
| | = Overview = |
| | Garland is a defensive close / mid-range character who is defined by good whiff punish ability, combo game, EX meter economy and crushingly good bravery damage output. |
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| | On the ground, Garland can take advantage of higher priorities, gap closers and mixups. With the character-defining Deathblow bravery, Garland can reliably generate assist meter on whiff, anti-air opponents and combo into Twist Drill for a considerable amount of damage and EX meter. |
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| | In the air, Garland can utilise attacks with well defined tracking through a variety of braveries. Twist Drill anti-airs and pokes through projectiles, Chain Cast covers his air dodges and enables dodge cancel combos and the infamous Bardiche crushes anyone caught below the mighty axe. |
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| | He boasts above average attack and defense stat, but his attributes are a bit lacking elsewhere. Movement speed is below average, air dodges are floaty, post-dodge defensive options are risky, he lacks independent HP links and air dodge punish attempts have considerable limitations. Not to mention, his braveries have well defined ranges that can hinder his approaches at times. |
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| | However, one aspect where Garland is a cut above the rest is in the usage of EX meter. Not only can Garland acquire a full EX meter efficiently through combos, his EX Burst is one of the more damaging bursts in the game. But what he is ''really'' infamous for, is his EX Revenge damage output. Being able to combo into a high damaging Bardiche five times is enough to secure a bravery break against any character at their base bravery. This creates a dangerous dynamic with Garland where he can end matches early with a full EX bar if the opponent is below half health. If the player was able to amass a couple bravery breaks before using EX Revenge, Garland can practically ''kill any character from full health''. |
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| | Historically Garland has been considered a low tier character. However, his representation in competitive play in recent years present a case for a '''mid tier''' or even '''high tier''' position. Garland is not without faults, nor is he the easiest character to succeed with. He is decent at exploiting the opponent's flaws with proper positioning, but if ''he'' is forced to try and create a mistake, he can fall apart completely against opponents with proper knowledge, positioning and reactions. Garland's long-term gameplan is strong, but it always requires landing hits with resources to later back him up. |
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| | With consistent grounded defensive play, he can overpower many conventionally strong characters who have to engage with him first. |
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| {{ProConTable | | {{ProConTable |
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| }} | | }} |
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| == Overview ==
| | = Bravery Attacks = |
| Garland is a defensive close / mid-range character who is defined by good whiff punish ability, combo game, EX meter economy and crushingly good bravery damage output.
| | == Ground == |
| | |
| On the ground, Garland can take advantage of higher priorities, gap closers and mixups. With the character-defining Deathblow bravery, Garland can reliably generate assist meter on whiff, anti-air opponents and combo into Twist Drill for a considerable amount of damage and EX meter.
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| | |
| In the air, Garland can utilise attacks with well defined tracking through a variety of braveries. Twist Drill anti-airs and pokes through projectiles, Chain Cast covers his air dodges and enables dodge cancel combos and the infamous Bardiche crushes anyone caught below the mighty axe.
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| | |
| He boasts above average attack and defense stat, but his attributes are a bit lacking elsewhere. Movement speed is below average, air dodges are floaty, post-dodge defensive options are risky, he lacks independent HP links and air dodge punish attempts have considerable limitations. Not to mention, his braveries have well defined ranges that can hinder his approaches at times.
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| | |
| However, one aspect where Garland is a cut above the rest is in the usage of EX meter. Not only can Garland acquire a full EX meter efficiently through combos, his EX Burst is one of the more damaging bursts in the game. But what he is ''really'' infamous for, is his EX Revenge damage output. Being able to combo into a high damaging Bardiche five times is enough to secure a bravery break against any character at their base bravery. This creates a dangerous dynamic with Garland where he can end matches early with a full EX bar if the opponent is below half health. If the player was able to amass a couple bravery breaks before using EX Revenge, Garland can practically ''kill any character from full health''.
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| | |
| Historically Garland has been considered a low tier character. However, his representation in competitive play in recent years present a case for a '''mid tier''' or even '''high tier''' position. Garland is not without faults, nor is he the easiest character to succeed with. He is decent at exploiting the opponent's flaws with proper positioning, but if ''he'' is forced to try and create a mistake, he can fall apart completely against opponents with proper knowledge, positioning and reactions. Garland's long-term gameplan is strong, but it always requires landing hits with resources to later back him up.
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| With consistent grounded defensive play, he can overpower many conventionally strong characters who have to engage with him first.
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| == Bravery Attacks ==
| |
| === Ground ===
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| <tabber> | | <tabber> |
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| </tabber> | | </tabber> |
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| === Aerial ===
| | == Aerial == |
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| <tabber> | | <tabber> |
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| </tabber> | | </tabber> |
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| == HP Attacks ==
| | = HP Attacks = |
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| === Ground ===
| | == Ground == |
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| <tabber> | | <tabber> |
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| </tabber> | | </tabber> |
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| === Aerial ===
| | == Aerial == |
| <tabber> | | <tabber> |
| |-|Blaze (midair)= | | |-|Blaze (midair)= |
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| </tabber> | | </tabber> |
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| == EX Mode: Class Change! ==
| | = EX Mode: Class Change! = |
| Effects: | | Effects: |
| * Regen | | * Regen |
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| * Indomitable Resolve | | * Indomitable Resolve |
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| === Indomitable Resolve ===
| | == Indomitable Resolve == |
| ''[Active while attacking] Even while taking damage, attacks can be performed without flinching.'' | | ''[Active while attacking] Even while taking damage, attacks can be performed without flinching.'' |
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| Rare instance of [https://glossary.infil.net/?t=Armor '''super armor'''] in Dissidia 012. During an attack animation, Garland will not flinch from any attack that does not inflict HP damage. Can work in a pinch against characters with HP links (Cyclone, anyone?), but remember that EX mode does not alter Garland's attack properties. | | Rare instance of [https://glossary.infil.net/?t=Armor '''super armor'''] in Dissidia 012. During an attack animation, Garland will not flinch from any attack that does not inflict HP damage. Can work in a pinch against characters with HP links (Cyclone, anyone?), but remember that EX mode does not alter Garland's attack properties. |
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| === EX Burst: Soul of Chaos ===
| | == EX Burst: Soul of Chaos == |
| ''An attack terrible enough to shake the heavens. Repeatedly press circle to add strength to the attack.'' | | ''An attack terrible enough to shake the heavens. Repeatedly press circle to add strength to the attack.'' |
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| }} | | }} |
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| == Combos == | | = Combos = |
| | |
| | == Solo == |
| | |
| | {| class="wikitable sortable" |
| | |- |
| | ! scope=col | Combo |
| | ! scope=col | Approximate damage (multipliers) |
| | ! scope=col | Approximate EX Force |
| | ! scope=col | Notes |
| | ! scope=col class=unsortable | Video |
| | |- |
| | |Deathblow > move > jump > Twist Drill || '''45''' (15, 30) || 150 (60, 90) || Staple combo. Move and jump as quickly as possible. The later Deathblow hits, the more time you have to combo into Twist Drill. || [https://www.youtube.com/watch?v=_E2EVyWjRFM?=shared&t=5 '''Video'''] |
| | |- |
| | |Round Edge 3rd hit (Long) > Deathblow > move > jump > Twist Drill || '''69''' (7, 8, 9, 15, 30) || 180 (30, 60, 90) || Guaranteed Deathblow, but timing is tricky. Try to time it later than earlier to avoid inputting Round Edge's finisher. || [https://www.youtube.com/watch?v=_E2EVyWjRFM?=shared&t=10 '''Video'''] |
| | |- |
| | |Chain Cast > DC > Twist Drill || '''45''' (15, 30) || 180 (90, 90) || Staple air combo, commonly used as a punish or an assist combo ender. 180 EX total. If opponent is far after Chain Cast, Twist Drill may not land all initial hits. || [https://www.youtube.com/watch?v=_E2EVyWjRFM&t=19 '''Video'''] |
| | |- |
| | |Chain Cast > DC > Twin Swords || '''45''' (15, 30) || 120 (90, 30) || Garland must be nearly at same height with opponent after Chain Cast for this to work. Less EX generation, but can wall rush. || [https://www.youtube.com/watch?v=_E2EVyWjRFM&t=25 '''Video'''] |
| | |- |
| | |Chain Cast > DC > Bardiche || '''45''' (15, 30) || 90 (90, 0) || Same as Twin Swords, but without additional EX gain. Harder to land than Twin Swords due to lack of forward tracking, but can be more practical if Chain Cast whiff punished something air-to-ground. || [https://www.youtube.com/watch?v=_E2EVyWjRFM&t=32 '''Video'''] |
| | |- |
| | |Thundaga (2 hits) > DC > Twin Swords || '''50 minimum + WR''' (10, 10, 30) || 30 || Near wall or corner to reduce Thundaga pushback. All Thundaga combos rely on this and are situational because of it. || [https://www.youtube.com/watch?v=_E2EVyWjRFM&t=38 '''Video'''] |
| | |- |
| | |Thundaga (3 hits) > Twist Drill || '''60''' (10, 10, 10, 30) || 90 || Near wall or corner to reduce Thundaga pushback. || [https://www.youtube.com/watch?v=_E2EVyWjRFM&t=44 '''Video'''] |
| | |- |
| | |Thundaga (3 hits) > Chain Cast > DC > Twist Drill || '''75''' (10, 10, 10, 15, 30) || 180 || Near wall or corner to reduce Thundaga pushback. || [https://www.youtube.com/watch?v=_E2EVyWjRFM&t=51 '''Video'''] |
| | |- |
| | |Thundaga (3 hits) > Flare || '''45 + HP WR''' (10, 10, 10, 15) || 30 || Near wall or corner to reduce Thundaga pushback. Garland must be close enough to opponent for Flare to connect, which is not the range Thundaga is often used at. || [https://www.youtube.com/watch?v=_E2EVyWjRFM&t=58 '''Video'''] |
| | |} |
| | |
| | == Assist == |
| | Garland's combo structure is mostly universal across his viable assists. |
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| | These combos usually start with wall rush (Bardiche, Lance Charge or an HP), Chain Cast dodge cancel or Twist Drill. |
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| === Solo ===
| | After Assist Chase (AC), a few enders are common: |
| * Deathblow > move > jump > Twist Drill | | * Twist Drill for more EX |
| * Chain Cast > DC > Twist Drill | | * Flare for HP (and wall rush) |
| * Chain Cast > DC > Bardiche / Twin Swords (must be at same height with opponent)
| | * Chain Cast dodge cancel into Twist Drill for EX and bravery damage (advanced, dependent on assist and often stage position) |
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| === Assist === | | * WR = Wall Rush |
| Garland's combo structure is mostly universal across his viable assists. After Assist Chase (AC), two enders are common.
| | * DC = Dodge Cancel |
| Chain Cast dodge cancel into Twist Drill for bravery damage. Flare for HP damage. Bravery enders may change depending on assist and available bravery attacks.
| | * AC = Assist Chase |
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| <tabber> | | <tabber> |
| |-|Kuja= | | |-|Kuja= |
| Kuja braveries' vertical knockback allows consistent Chain Cast > Twist Drill dodge cancel combos for a good total of extra 45 damage multipliers. This makes it the defacto ender for bravery damage and building EX meter. Of course, opting for an HP attack always loses 45 damage multipliers' worth of damage but is necessary to finish matches. And the wall rush potential with the Flare HP is pretty good, so a single assist combo that bravery breaks can still inflict over 5000 damage. | | Kuja braveries' vertical knockback allows more consistent Chain Cast > Twist Drill dodge cancel combos for a good total of extra 45 damage multipliers. This makes it the defacto ender for bravery damage and building EX meter, but it is often much more consistent when done near a wall, corner or ceiling. Many combos listed will default to this ender, but note that they are recommended for experienced players. |
| | |
| | So for easier, consistent followups, '''Twist Drill and Flare''' work after both Kuja assist braveries. |
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| {| class="wikitable sortable" | | {| class="wikitable sortable" |
| |- | | |- |
| ! scope=col | Combo | | ! scope=col | Combo |
| ! scope=col | Approximate damage (multipliers) | | ! scope=col | Approximate damage (multipliers) |
| | ! scope=col | Approximate EX Force |
| ! scope=col | Notes | | ! scope=col | Notes |
| ! scope=col class=unsortable | Video | | ! scope=col class=unsortable | Video |
| |- | | |- |
| |Lance Charge > WR > '''Kuja''' > DC > Bardiche > DC > Bardiche > DC > AC > Chain Cast > DC > Twist Drill || '''182 + WR''' (30 + WR, 47 AST, 30 + WR, 30 + WR, 15, 30) || Staple high power assist combo. Since Lance Charge <br> can stagger blocks, this combo can inflict critical hits frequently. <br>Second Bardiche during assist may not wall rush depending on when it hits. || video | | |Lance Charge > WR > '''Kuja''' > DC > Bardiche > DC > Bardiche > DC > AC > Flare || '''152 + BRV & HP WR''' (30 + WR, 47 AST, 30 + WR, 30 + WR, 15 + HP WR) || 45 (30, 0, 0, 15) || Staple high power assist combo, with a staple HP ender instead of another dodge cancel combo. || [https://www.youtube.com/watch?v=_E2EVyWjRFM&t=94 '''Video'''] |
| | |- |
| | |Lance Charge > WR > ''' Kuja''' > DC > Bardiche > DC > Bardiche > DC > AC > Twist Drill || '''167''' (30 + WR, 47 AST, 30 + WR, 30 + WR, 30) || 120 (30, 0, 0, 90) || Basic Twist Drill ender. || [https://www.youtube.com/watch?v=_E2EVyWjRFM&t=81 '''Video'''] |
| |- | | |- |
| |Lance Charge > WR > '''Kuja''' > DC > Bardiche > DC > Bardiche > DC > AC > Flare || '''152 + BRV & HP WR''' (30 + WR, 47 AST, 30 + WR, 30 + WR, 15 + HP WR) || Staple high power assist combo, with a staple HP ender instead of another dodge cancel combo. || video | | |Lance Charge > WR > '''Kuja''' > DC > Bardiche > DC > Bardiche > DC > AC > Chain Cast > DC > Twist Drill || '''182 + WR''' (30 + WR, 47 AST, 30 + WR, 30 + WR, 15, 30) || 210 (30, 0, 0, 90, 90) || Staple high power assist combo. Since Lance Charge <br> can stagger blocks, this combo can inflict critical hits frequently. <br>Second Bardiche during assist may not wall rush depending on when it hits. || [https://www.youtube.com/watch?v=_E2EVyWjRFM&t=124 '''Video'''] |
| |- | | |- |
| |Highbringer 1st hit (high) > '''Kuja''' > DC > AC > Chain Cast > DC > Twist Drill || '''100''' (5, 50 AST, 15, 30) || - || video | | |Highbringer 1st hit (high) > '''Kuja''' > AC > Chain Cast > DC > Twist Drill || '''100''' (5, 50 AST, 15, 30) || 198 (18, 90, 90) || - || [https://www.youtube.com/watch?v=_E2EVyWjRFM&t=138 '''Video'''] |
| |- | | |- |
| |Highbringer 2nd hit (high) > WR > '''Kuja''' > DC > AC > Chain Cast > DC > Twist Drill || '''119 + WR''' (24 + WR, 50 AST, 15, 30) || - || video | | |Highbringer 2nd hit (high) > WR > '''Kuja''' > DC > AC > Chain Cast > DC > Twist Drill || '''119 + WR''' (24 + WR, 50 AST, 15, 30) || 210 (30, 90, 90) || Wall. || [https://www.youtube.com/watch?v=_E2EVyWjRFM&t=149 '''Video'''] |
| |- | | |- |
| ||Highbringer 1st hit (low) > DC > '''Kuja''' > AC > Chain Cast > DC > Twist Drill || '''100''' (5, 50 AST, 15, 30) || - || video | | ||Highbringer 1st hit (low) > DC > '''Kuja''' > AC > Chain Cast > DC > Twist Drill || '''100''' (5, 50 AST, 15, 30) || 198 (18, 90, 90) || - || [https://www.youtube.com/watch?v=_E2EVyWjRFM&t=169 '''Video'''] |
| |- | | |- |
| |Highbringer 2nd hit (low) > DC > '''Kuja''' > AC > Chain Cast > DC > Twist Drill || '''119''' (24, 50 AST, 15, 30) || - || video | | |Highbringer 2nd hit (low) > DC > '''Kuja''' > AC > Chain Cast > DC > Twist Drill || '''119''' (24, 50 AST, 15, 30) || 270 (90, 90, 90) || Wall. || [https://www.youtube.com/watch?v=_E2EVyWjRFM&t=180 '''Video'''] |
| |- | | |- |
| |Round Edge 3rd hit (Long) > '''Kuja''' > AC > Chain Cast > DC > Twist Drill || '''119''' (7, 8, 9, 50 AST, 15, 30) || No wall rush. || video | | |Round Edge 3rd hit (Long) > '''Kuja''' > AC > Chain Cast > DC > Twist Drill || '''119''' (7, 8, 9, 50 AST, 15, 30) || 210 (30, 90, 90) || No wall rush. || [https://www.youtube.com/watch?v=_E2EVyWjRFM&t=193 '''Video'''] |
| |- | | |- |
| |Round Edge 3rd hit (Short) > WR > '''Kuja''' > AC > Chain Cast > DC > Twist Drill || '''140 + WR''' (45 + WR, 50 AST, 15, 30) || Wall rush while grounded. || video | | |Round Edge (Long) > '''Kuja''' > Empty Chase > AC > Chain Cast > DC > Twist Drill || '''140''' (45, 50 AST, 15, 30) || 270 (90, 90, 90) || More EX. Works when knocked towards wall or corner. || [https://www.youtube.com/watch?v=_E2EVyWjRFM&t=206 '''Video'''] |
| |- | | |- |
| |Deathblow > move > jump > Twist Drill 1st > '''Kuja''' > AC > Chain Cast > DC > Twist Drill || '''126''' (15, 4x2, 8, 50 AST, 15, 30) || Easier, lower damage assist conversion <br>without dodge cancel or empty chase. || video | | |Round Edge 3rd hit (Short) > WR > '''Kuja''' > AC > Chain Cast > DC > Twist Drill || '''140 + WR''' (45 + WR, 50 AST, 15, 30) || 210 (30, 90, 90) || Wall rush while grounded. || [https://www.youtube.com/watch?v=_E2EVyWjRFM&t=221 '''Video'''] |
| |- | | |- |
| |Deathblow > move > jump > Twist Drill 2nd > Empty Chase > '''Kuja''' > AC > Chain Cast > DC > Twist Drill || '''140''' (15, 30, 50 AST, 15, 30) || Both empty chase and the assist call afterwards must be performed as soon as possible. Tricky to time, but will absorb all EX Force on the field. Can use Auto Chase support ability to help with timing. || video | | |Deathblow > move > jump > Twist Drill 1st > '''Kuja''' > AC > Chain Cast > DC > Twist Drill || '''126''' (15, 4x2, 8, 50 AST, 15, 30) || 270 (60, 30, 90, 90) || Easier, lower damage assist conversion <br>without dodge cancel or empty chase. || [https://www.youtube.com/watch?v=_E2EVyWjRFM&t=233 '''Video'''] |
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| |Deathblow > move > jump > Twist Drill 2nd > DC > '''Kuja''' > AC > Chain Cast > DC > Twist Drill || '''140''' (15, 30, 50 AST, 15, 30) || Dodge cancel version. Hold X and time the R button press late into the animation. Won't absorb all EX Force on the field, but safer if mistimed. Garland can still pursue and punish the opponent who tries to escape and lock Kuja. || video | | |Deathblow > move > jump > Twist Drill 2nd > Empty Chase > '''Kuja''' > AC > Chain Cast > DC > Twist Drill || '''140''' (15, 30, 50 AST, 15, 30) || 330 (60, 90, 90, 90) || Both empty chase and the assist call afterwards must be performed as soon as possible. Tricky to time, but will absorb all EX Force on the field. Can use Auto Chase support ability to help with timing. || [https://www.youtube.com/watch?v=_E2EVyWjRFM&t=247 '''Video'''] |
| |- | | |- |
| |Twin Swords > WR > '''Kuja''' > DC > Twist Drill 1st > DC > AC > Chain Cast > DC > Twist Drill || '''141 + WR''' (30 + WR, 50 AST, 4x2, 8, 15, 30) || || video | | |Deathblow > move > jump > Twist Drill 2nd > DC > '''Kuja''' > AC > Chain Cast > DC > Twist Drill || '''140''' (15, 30, 50 AST, 15, 30) || 330 (60, 90, 90, 90) || Dodge cancel version. Hold X and time the R button press late into the animation. Won't absorb all EX Force on the field, but safer if mistimed. Garland can still pursue and punish the opponent who tries to escape and lock Kuja. || [https://www.youtube.com/watch?v=_E2EVyWjRFM&t=260 '''Video'''] |
| |- | | |- |
| |Bardiche > WR > Kuja > DC > Bardiche > DC > Bardiche > DC > AC > Chain Cast > DC > Twist Drill || '''182 + WR''' (30 + WR, 47 AST, 30 + WR, 30 + WR, 15, 30) || Garland's highest damaging, iconic <br>soul crushing assist combo. <br>Second Bardiche during assist may not <br>wall rush depending on when it hits. <br>If wall rushed from afar, Garland usually has <br>time for only one Bardiche instead of two. || video | | |Twin Swords > WR > '''Kuja''' > DC > Twist Drill 1st > DC > AC > Chain Cast > DC > Twist Drill || '''141~ + WR''' (30 + WR, 50 AST, 4x2, 8, 15, 30) || 240 (30, 30, 90, 90) || Wall. || [https://www.youtube.com/watch?v=_E2EVyWjRFM&t=274 '''Video'''] |
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| |Twist Drill 1st hit > '''Kuja''' > AC > Twist Drill || '''96''' (4x2, 8, 50 AST, 30) || A basic, reliable assist combo that works intuitively for players not used to dodge cancel combos. Chain Cast into Twist Drill is still possible, adds another 15 dmg multiplier and 90 EX if the player can manage it. || video | | |Bardiche > WR > Kuja > DC > Bardiche > DC > Bardiche > DC > AC > Chain Cast > DC > Twist Drill || '''182 + WR''' (30 + WR, 47 AST, 30 + WR, 30 + WR, 15, 30) || 180 (0, 0, 0, 90, 90) || Garland's highest damaging, iconic <br>soul crushing assist combo. <br>Second Bardiche during assist may not <br>wall rush depending on when it hits. <br>If wall rushed from afar, Garland usually has <br>time for only one Bardiche instead of two. || [https://www.youtube.com/watch?v=_E2EVyWjRFM&t=289 '''Video'''] |
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| |Earthquake > WR > '''Kuja''' > AC > Chain Cast > DC > Twist Drill || '''113 + WR''' (18 + WR, 50 AST, 15, 30) || Grounded HP wall rush conversion. Nothing fancy, <br>but good reward when mixed up appropriately regardless. || video | | |Bardiche > WR > Kuja > DC > Bardiche > DC > Bardiche > DC > AC > Flare || 152 + BRV & HP WR (30 + WR, 47 AST, 30 + WR, 30 + WR, 15) || 30 (0, 0, 0, 30) || HP conversion. || [https://www.youtube.com/watch?v=_E2EVyWjRFM&t=302 '''Video'''] |
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| |Tsunami > '''Kuja''' > AC > Chain Cast > DC > Twist Drill || '''107''' (12, 50 AST, 15, 30) || Another grounded HP conversion. Less damage than Earthquake, <br>but works better as a dodge punisher and still functional as a mixup. || video | | |Twist Drill 1st hit > '''Kuja''' > AC > Twist Drill || '''96''' (4x2, 8, 50 AST, 30) || 120 (30, 90) || A basic, reliable assist combo that works intuitively for players not used to dodge cancel combos. Chain Cast into Twist Drill is still possible, adds another 15 dmg multiplier and 90 EX if the player can manage it. || [https://www.youtube.com/watch?v=_E2EVyWjRFM&t=107 '''Video'''] |
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| |Flare > WR > '''Kuja''' > AC > Chain Cast > DC > Twist Drill || '''110 + HP WR''' (15+ HP WR, 50 AST, 15, 30) | | |Chain Cast > DC > '''Kuja''' > AC > Flare || '''80 (+WR)''' (15, 50 AST, 15) || 120 (90, 30) || Early assist conversion. || [https://www.youtube.com/watch?v=_E2EVyWjRFM&t=314 '''Video'''] |
| |- | | |- |
| |Cyclone > '''Kuja''' > AC > Chain Cast > DC > Twist Drill || '''95 + HP''' (50 AST, 15, 30) || Good if the opponent fails to counterplay Cyclone. || video | | |Earthquake > WR > '''Kuja''' > AC > Chain Cast > DC > Twist Drill || '''113 + WR''' (18 + WR, 50 AST, 15, 30) || 216 (36, 90, 90) || Grounded HP wall rush conversion. Nothing fancy, <br>but good reward when mixed up appropriately regardless. || [https://www.youtube.com/watch?v=_E2EVyWjRFM&t=343 '''Video'''] |
| | |- |
| | |Tsunami > '''Kuja''' > AC > Chain Cast > DC > Twist Drill || '''107''' (12, 50 AST, 15, 30) || 276 (96, 90, 90) || Another grounded HP conversion. Less damage than Earthquake, <br>but works better as a dodge punisher and still functional as a mixup. || [https://www.youtube.com/watch?v=_E2EVyWjRFM&t=355 '''Video'''] |
| | |- |
| | |Flare > WR > '''Kuja''' > AC > Chain Cast > DC > Twist Drill || '''110 + HP WR''' (15+ HP WR, 50 AST, 15, 30) || 210 (30, 90, 90) || Basic. || [https://www.youtube.com/watch?v=_E2EVyWjRFM&t=368 '''Video'''] |
| | |- |
| | |Cyclone > '''Kuja''' > AC > Chain Cast > DC > Twist Drill || '''91~95 + HP''' (50 AST, 15, 26~30) || 240 (60, 90, 90) || Good if the opponent fails to counterplay Cyclone. || [https://www.youtube.com/watch?v=_E2EVyWjRFM?feature=shared&t=382 '''Video'''] |
| |} | | |} |
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| </tabber> | | </tabber> |
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| == Builds ==
| | = Builds = |
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| <tabber> | | <tabber> |
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| == Assist ==
| | = Assist = |
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| Garland's assist data. | | Garland's assist data. |
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| Garland can already combo into assists with Kuja and Sephiroth, but Aerith lets Garland do that even if the opponent has two assist bars. This comes at the expense of fast whiff punishes, EX meter depletion (assist hit) and Earthquake follow-ups. <br><br>Garland rarely has to prioritise LV2 Assist Change stalemate counterstrategies over everything else that Kuja / Sephiroth can already achieve. | | Garland can already combo into assists with Kuja and Sephiroth, but Aerith lets Garland do that even if the opponent has two assist bars. This comes at the expense of fast whiff punishes, EX meter depletion (assist hit) and Earthquake follow-ups. <br><br>Garland rarely has to prioritise LV2 Assist Change stalemate counterstrategies over everything else that Kuja / Sephiroth can already achieve. |
| </tabber> | | </tabber> |
| | |
| | = References = |
| | <references /> |
| | |
| | {{navbox012}} |
| | |
| | {{roadmap012gar}} |