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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] |
| }} | | }} |
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| | = 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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| * '''Bad against area denial melee HPs''' | | * '''Bad against area denial melee HPs''' |
| }} | | }} |
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| = 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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|
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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 = | | = Bravery Attacks = |
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| == Assist == | | == Assist == |
| Garland's combo structure is mostly universal across his viable assists. After Assist Chase (AC), a few enders are common: | | 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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| | After Assist Chase (AC), a few enders are common: |
| * Twist Drill for more EX | | * Twist Drill for more EX |
| * Flare for HP (and wall rush) | | * Flare for HP (and wall rush) |
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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> |
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| | = References = |
| | <references /> |
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| | {{navbox012}} |
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| | {{roadmap012gar}} |