Kuja (Dissidia 012): Difference between revisions

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[[Category:Dissidia 012 Final Fantasy]]
[[Category:Dissidia 012 Final Fantasy]]
{{012CharNavKuja}}


{{CharacterInfo
{{CharacterInfo
|portrait=https://resources.dissidia.wiki/ddff/portraits/ddff-port-kuja.png
|name=Kuja (クジャ)
|name=Kuja (クジャ)
|origin=Final Fantasy IX
|origin=Final Fantasy IX
|weapon=Daggers, Rods, Staves, Poles
|armor=Bangles, Hats, Hairpins, Clothing, Robes, Headbands, Chestplates
|atk=109 (Low)
|atk=109 (Low)
|def=111 (Average)
|def=111 (Average)
Line 12: Line 12:
|fall=89 (Below Average)
|fall=89 (Below Average)
|fallr=41 (Below Average)
|fallr=41 (Below Average)
|fastestbrv=15F (Burst Energy)
|fastesthp=33F (Force Symphony)
|1hithp=Yes (Force Symphony)
|hplinks=
|cmdblock=No
|weapon=Daggers, Rods, Staves, Poles
|armor=Bangles, Hats, Hairpins, Clothing,<br> Robes, Headbands, Chestplates
|exclusives=Punisher, Whale Whisker, Terra's Legacy
|exclusives=Punisher, Whale Whisker, Terra's Legacy
|unlock=
|alignment=Chaos
|vajp=[https://en.wikipedia.org/wiki/Akira_Ishida Akira Ishida]
|vaeng=[https://en.wikipedia.org/wiki/JD_Cullum JD Cullum]
}}
}}
= Overview =


{{ProConTable
{{ProConTable
Line 20: Line 33:
}}
}}


== Overview ==
= Bravery Attacks =


== Bravery Attacks ==
All of Kuja's bravery attacks have a ground an aerial version. Attack data is shared between both versions. Barring Remote Flare and Ring Holy, Kuja's bravery attacks have different followups depending on how close he is to his opponent.


All of Kuja's bravery attacks have a ground an aerial version. Attack data is shared between both versions. Barring Remote Flare and Ring Holy, Kuja's bravery attacks have different followups depending on how close he is to his opponent.
With Burst Energy (far), Snatch Blow, Strike Energy (close) and Snatch Shot (close), the number of hits listed is the one players commonly get when they have a good positioning and timing. It is possible to get less or more hits depending on position. When the opponent is cornered, it is possible to get as many as 16 hits. It is unclear if and what the maximum limit of hits is.


<tabber>
<tabber>
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</tabber>
</tabber>


== HP Attacks ==
= HP Attacks =
 
All of Kuja's HP attacks have a ground and an aerial version, except Force Symphony. Force Symphony is only available while midair.


<tabber>
<tabber>
|-|
|-|Flare Star=
{{AbilityInfo
{{AbilityInfo
|damage=
|damage=10, 1 x 5 (15)
|startup=
|startup=39F
|type=
|type=Magical
|priority=
|priority=Ranged High
|ex=
|ex=30
|effect=
|effect=Wall Rush
|cp=
|cp=30 (15)
}}
''[Close] Set off 2 large blasts. Can aim with the analog stick.''
 
|-|Seraphic Star=
{{AbilityInfo
|damage=1 x 9 (9)
|startup=49F
|type=Magical
|priority=Ranged High
|ex=87
|effect=Absorb
|cp=30 (15)
}}
''[Mid] Toss spell causing massive explosion of energy.''
 
|-|Ultima=
{{AbilityInfo
|damage=1 x 23 (23)
|startup=33F
|type=Magical
|priority=Ranged High
|ex=30
|effect=-
|cp=30 (15)
}}
''[Long] Rain down countless magic projectiles. Can aim with the analog stick.''
 
|-|Force Symphony=
Midair only.
 
After the first orb, one orb appears every 0.5 seconds for a maximum of 6 orbs.
 
{{AbilityInfo
|damage=-
|startup=33F
|type=Magical
|priority=Ranged High
|ex=30
|effect=-
|cp=30 (15)
}}
}}
''[Long] Rain down magic on foe. Hold button for continued fire. Can aim with the analog stick.''


</tabber>
</tabber>


== EX Mode: Trance ==
= EX Mode: Trance! =
Effects:
Effects:
* Regen
* Regen
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* Auto Magic
* Auto Magic


=== Hyper Glide ===
== Hyper Glide ==
''[Activate by holding x in midair] Maintains altitude longer than the normal Glide.''
''[Activate by holding x in midair] Maintains altitude longer than the normal Glide.''


=== Auto Magic ===
== Auto Magic ==
''[Always active while in EX Mode] Casts Holy and Flare while jumping, falling, touching down, or gliding.''
''[Always active while in EX Mode] Casts Holy and Flare while jumping, falling, touching down, or gliding.''


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|}
|}


=== EX Burst: Final Requiem ===
== EX Burst: Final Requiem ==
''A chain of attacks that grows stronger with each blow. Repeatedly press circle to increase the strength of each hit.''
''A chain of attacks that grows stronger with each blow. Repeatedly press circle to increase the strength of each hit.''


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}}
}}


== Builds ==
= Combos =
 
== Solo ==
 
== Assist ==
 
= Builds =
Builds here.
Builds here.


<tabber>
<tabber>
|-|Build #1=
|-|EX=
{{Build
{{Build
|hp=
|hp=10626
|cp=
|cp=450
|brv=
|brv=877
|atk=
|atk=178
|def=
|def=184
|luk=
|luk=60
|booster=
|booster=
|setbonus=
|setbonus=Seal of Lufenia
|ast=
|ast={{012zid}}
|wpn=
|wpn=Terra's Legacy
|hand=
|hand=Lufenian Dirk ([[CP_Glitch_(Dissidia_012)|'''CP Glitch''']])
|head=
|head=Lufenian Headband
|armor=
|armor=Lufenian Vest ([[CP_Glitch_(Dissidia_012)|'''CP Glitch''']])
|acc1=
|acc1={{accbas}} Hyper Ring
|acc2=
|acc2={{accbas}} Earring
|acc3=
|acc3={{accbas}} Battle Hammer
|acc4=
|acc4={{accboo}} Summon Unused
|acc5=
|acc5={{accboo}} Pre-EX Revenge
|acc6=
|acc6={{accsp}} White Drop
|acc7=
|acc7={{accsp}} White Drop
|acc8=
|acc8={{accsp}} White Drop
|acc9=
|acc9={{accsp}} White Gem
|acc10=
|acc10={{accsp}} Glutton
|summon=
|summon=Rubicante
}}
}}


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</tabber>
</tabber>


== Assist ==
= Assist =


Kuja's assist data.
== Kuja Assist Data ==


{{012Assist
{{012Assist
Line 278: Line 340:
}}
}}


== Kuja Assist Overview ==
Kuja is one of the best assists in the game and has remained consistent throughout the competitive lifespan of the game. His braveries work reliably in combos and his HPs provide utility in scrambles and against LV2 Assist Change. Because his braveries hold well and have good hit stun with '''[[Assist_(Dissidia_012)#Assist_Chase|Assist Chase]]''' enders, he synergizes well with most characters on a fundamental level. The base damage on braveries is great, which also applies to EX gauge depletion on hit and he can whiff punish aerial attacks effectively.
Kuja has flaws with safety on hit against both Assist Change levels; He relies on melee priority attacks which lose to LV2 Change, and his animations have average-to-long duration, which make him vulnerable to Assist Lock attempts. These are not unique weaknesses when compared to other assists, but players must contend with them regardless. The upward knockback on his moves limits grounded combos and setup opportunities, so players looking to optimize them won't always find Kuja their best choice. For {{012kef}} and {{012ulti}} Kuja is one of, if not the only viable assists in competitive play.
Generally speaking Kuja works with so many characters that he can be used as a starting point for learning the assist system.
'''[[Tier_List_(Assist)#Kuja|Kuja overview in assist tier list]]'''
=== Snatch Blow ===
Snatch Blow is a multi-hit combo that holds the opponent in place and sends them upwards at the end. The duration on hit is pretty long, which is great for adding damage with filler hits. {{012gar}}'s Bardiche, {{012clo}}'s Firaga and single hit wall rush HPs such as {{012fir}}'s Straightarrow and {{012squ}}'s Aerial Circle are all well known examples that greatly increase their total damage output. The startup on it is rather slow at 35 frames, so Kuja must be called early during the wall rush to hit it. Because of this, Snatch Blow also doesn't work effectively as a whiff punisher, but it does have a hitbox on the returning blow which can hit behind the opponent's back. If that connects, the rest of the attack plays out as normal. Neutral dodging against Snatch Blow early on the ground can guarantee a combo this way.
Snatch Blow's reach is longer on average, but so is the total duration. Kuja remains somewhat stationary while inflicting damage, so it is important to find ways to protect him in case the opponent escapes with LV1 Assist Change. Sometimes this means sacrificing filler hits or delaying them to cover opponent's actions. The damage potential and Kuja's overall reliability make him worth protecting though.
=== Strike Energy ===
Strike Energy is the tried and true aerial multi-hit bravery with upward Assist Chase finisher. It is fast, has a little bit of vertical tracking and solid lateral reach. This is a reliable whiff punisher and a combo extender for wall rush and many moves in the game. The window for fillers is not as large as with Snatch Blow, but they are commonly utilized for additional damage. The generous hit stun at the end makes setting up projectile or HP follow-ups more practical, and leaves at better frame advantage if both players' assists trade hits on primary characters. The base damage is great at 50 as well.
Something worth noting is that Strike Energy's hitbox does not hit very low. This can be detrimental to conversions with a move like Vaan's on-hand '''[[Vaan_(Dissidia_012)#Greatsword-0|Greatsword]]''' (1st hit). In addition, if Strike Energy only hits at the very tip, Kuja may not do the follow-up. This is more of a problem with the way assist attacks work than anything else, and it's not a severe issue with Kuja, but it's good to be aware of.
Strike Energy is part of why Kuja assist works so well. Aerial combat is very common in Dissidia 012, and conversions and whiff punishes happen frequently in that space. Kuja is good in both areas.
=== Flare Star ===
Flare Star is Kuja's grounded HP attack. The bravery damage is low and the high knockback without Assist Chase leaves less room for combos. Its main utility lies in the Ranged High priority, functioning as a safe assist combo starter against LV2 Assist Change. It is only slightly slower than Snatch Blow, but the overall duration is a bit shorter by comparison. The high priority can also be difficult for the opponent to contest when used as a ground dodge punish. Well worth using in situations where both players are stuck with two full assist bars, especially at killing bravery.
=== Force Symphony ===
Force Symphony is a Ranged High HP which has Kuja firing projectiles from above in a straight line downwards. It can be used situationally as a checkmate in Chase sequences, but it is also great at disengaging the opponent during a scramble situation. The first projectile tends to miss its target on the spot, but Kuja will continue to move towards it while firing off more projectiles at a steady rate. Each projectile is a single-hit HP with small area-of-effect, Assist Chase and somewhat low hit stun, which leaves less time for conversions. It is worth noting that sometimes Kuja may not follow through with all projectiles before leaving.
Overall, Kuja assist has power and flexibility in areas where assists need it most. Conversions, punishment, interruptions and occasional safety against LV2 Assist Change. His strengths are enough to outweigh his (general) weaknesses in the long run and he remains a competitive assist in tournaments and casual play alike.
== Assists ==
Kuja works well Aerith, Kefka and Zidane assist.
Kuja works well Aerith, Kefka and Zidane assist.
= References =
<references />
{{navbox012}}
{{roadmap012kuja}}

Latest revision as of 06:06, 23 January 2025


Kuja
General Starter Guide Combos Strategy Frame Data
Matchups Builds Match Videos Gallery Resources




Info
Name Kuja (クジャ)
Original game Final Fantasy IX
Base ATK (LV100) 109 (Low)
Base DEF (LV100) 111 (Average)
Run Speed 7 (Average)
Dash Speed 77 (Average / Good)
Fall Speed 89 (Below Average)
Fall Speed Ratio After Dodge 41 (Below Average)
Fastest BRV 15F (Burst Energy)
Fastest HP 33F (Force Symphony)
1-Hit HP Yes (Force Symphony)
HP Links
Command Block No
Weapon Daggers, Rods, Staves, Poles
Armor Bangles, Hats, Hairpins, Clothing,
Robes, Headbands, Chestplates
Exclusive weapons Punisher, Whale Whisker, Terra's Legacy
Unlock
Alignment Chaos
Voice Actor (JP) Akira Ishida
Voice Actor (ENG) JD Cullum


Overview

Strengths Weaknesses


Bravery Attacks

All of Kuja's bravery attacks have a ground an aerial version. Attack data is shared between both versions. Barring Remote Flare and Ring Holy, Kuja's bravery attacks have different followups depending on how close he is to his opponent.

With Burst Energy (far), Snatch Blow, Strike Energy (close) and Snatch Shot (close), the number of hits listed is the one players commonly get when they have a good positioning and timing. It is possible to get less or more hits depending on position. When the opponent is cornered, it is possible to get as many as 16 hits. It is unclear if and what the maximum limit of hits is.

Version Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
Close 15, 5 x 4, 15 (50) 15F Magical Ranged Low 36 Wall Rush 30 (15)
Far 15, 1 x 10, 10 (35) 15F Magical Ranged Low (start), Melee Low (followup?) ~90 Chase -
[Close] Start attack with Flare. Distance from foe alters combo.

HP Attacks

All of Kuja's HP attacks have a ground and an aerial version, except Force Symphony. Force Symphony is only available while midair.

Base damage Startup frame Type Priority EX Force
10, 1 x 5 (15) 39F Magical Ranged High 30
Effects CP (Mastered) Cancels Assist Gain (Hit)
Wall Rush 30 (15)
Unlocked at
level
Mastered at
AP


[Close] Set off 2 large blasts. Can aim with the analog stick.

EX Mode: Trance!

Effects:

  • Regen
  • Critical Boost
  • Hyper Glide
  • Auto Magic

Hyper Glide

[Activate by holding x in midair] Maintains altitude longer than the normal Glide.

Auto Magic

[Always active while in EX Mode] Casts Holy and Flare while jumping, falling, touching down, or gliding.

EX Mode Auto Magic
Attack Damage multiplier Type Priority
Holy while jumping / falling (light orbs spin around Kuja) 1 Magical Melee Low
Holy while gliding (light orbs spin in front of Kuja) 1 Magical Melee Low
Flare while air jump (dark red orbs) 1 Magical Ranged Low
Flare at touchdown (explosion) 3 Magical Ranged Low

EX Burst: Final Requiem

A chain of attacks that grows stronger with each blow. Repeatedly press circle to increase the strength of each hit.

Damage multiplier (initial) Damage multiplier (rest) Type
1 x 5, 2 (7) 3 x 16, 2 x 5, 5 x 7 (93) (100 total) Magical


Combos

Solo

Assist

Builds

Builds here.

Stats
HP 10626
CP 450
BRV 877
ATK 178
DEF 184
LUK 60
Max Booster
Special Effect: Seal of Lufenia
Equipment
Assist Zidane
Weapon ddff-icon-equip-weapon.png Terra's Legacy
Hand ddff-icon-equip-hand.png Lufenian Dirk (CP Glitch)
Head ddff-icon-equip-head.png Lufenian Headband
Body ddff-icon-equip-body.png Lufenian Vest (CP Glitch)
Accessory 1 accessory_basic.png Hyper Ring
Accessory 2 accessory_basic.png Earring
Accessory 3 accessory_basic.png Battle Hammer
Accessory 4 accessory_booster.png Summon Unused
Accessory 5 accessory_booster.png Pre-EX Revenge
Accessory 6 accessory_special.png White Drop
Accessory 7 accessory_special.png White Drop
Accessory 8 accessory_special.png White Drop
Accessory 9 accessory_special.png White Gem
Accessory 10 accessory_special.png Glutton
Summon ddff-icon-summonstone.png Rubicante
{{{dataBRV}}} {{{dataHP}}}
Bravery attacks
Ground Aerial
HP attacks
Ground Aerial

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

Assist

Kuja Assist Data

Type Attack Startup Position Spawn Damage multiplier Effects
BRV Snatch Blow 35F Ground Opponent 8, 1 x 4, 2 x 10, 15 (47) Chase
BRV Strike Energy 17F Air Opponent 4 x 4, 2 x 7, 20 (50) Chase
HP Flare Star 39F Ground Opponent 10, 1 x 5 (15) Wall Rush
HP Force Symphony 33F Air Opponent - Chase


Kuja Assist Overview

Kuja is one of the best assists in the game and has remained consistent throughout the competitive lifespan of the game. His braveries work reliably in combos and his HPs provide utility in scrambles and against LV2 Assist Change. Because his braveries hold well and have good hit stun with Assist Chase enders, he synergizes well with most characters on a fundamental level. The base damage on braveries is great, which also applies to EX gauge depletion on hit and he can whiff punish aerial attacks effectively.

Kuja has flaws with safety on hit against both Assist Change levels; He relies on melee priority attacks which lose to LV2 Change, and his animations have average-to-long duration, which make him vulnerable to Assist Lock attempts. These are not unique weaknesses when compared to other assists, but players must contend with them regardless. The upward knockback on his moves limits grounded combos and setup opportunities, so players looking to optimize them won't always find Kuja their best choice. For Kefka and Ultimecia Kuja is one of, if not the only viable assists in competitive play.

Generally speaking Kuja works with so many characters that he can be used as a starting point for learning the assist system.

Kuja overview in assist tier list

Snatch Blow

Snatch Blow is a multi-hit combo that holds the opponent in place and sends them upwards at the end. The duration on hit is pretty long, which is great for adding damage with filler hits. Garland's Bardiche, Cloud's Firaga and single hit wall rush HPs such as Firion's Straightarrow and Squall's Aerial Circle are all well known examples that greatly increase their total damage output. The startup on it is rather slow at 35 frames, so Kuja must be called early during the wall rush to hit it. Because of this, Snatch Blow also doesn't work effectively as a whiff punisher, but it does have a hitbox on the returning blow which can hit behind the opponent's back. If that connects, the rest of the attack plays out as normal. Neutral dodging against Snatch Blow early on the ground can guarantee a combo this way.

Snatch Blow's reach is longer on average, but so is the total duration. Kuja remains somewhat stationary while inflicting damage, so it is important to find ways to protect him in case the opponent escapes with LV1 Assist Change. Sometimes this means sacrificing filler hits or delaying them to cover opponent's actions. The damage potential and Kuja's overall reliability make him worth protecting though.

Strike Energy

Strike Energy is the tried and true aerial multi-hit bravery with upward Assist Chase finisher. It is fast, has a little bit of vertical tracking and solid lateral reach. This is a reliable whiff punisher and a combo extender for wall rush and many moves in the game. The window for fillers is not as large as with Snatch Blow, but they are commonly utilized for additional damage. The generous hit stun at the end makes setting up projectile or HP follow-ups more practical, and leaves at better frame advantage if both players' assists trade hits on primary characters. The base damage is great at 50 as well.

Something worth noting is that Strike Energy's hitbox does not hit very low. This can be detrimental to conversions with a move like Vaan's on-hand Greatsword (1st hit). In addition, if Strike Energy only hits at the very tip, Kuja may not do the follow-up. This is more of a problem with the way assist attacks work than anything else, and it's not a severe issue with Kuja, but it's good to be aware of.

Strike Energy is part of why Kuja assist works so well. Aerial combat is very common in Dissidia 012, and conversions and whiff punishes happen frequently in that space. Kuja is good in both areas.

Flare Star

Flare Star is Kuja's grounded HP attack. The bravery damage is low and the high knockback without Assist Chase leaves less room for combos. Its main utility lies in the Ranged High priority, functioning as a safe assist combo starter against LV2 Assist Change. It is only slightly slower than Snatch Blow, but the overall duration is a bit shorter by comparison. The high priority can also be difficult for the opponent to contest when used as a ground dodge punish. Well worth using in situations where both players are stuck with two full assist bars, especially at killing bravery.

Force Symphony

Force Symphony is a Ranged High HP which has Kuja firing projectiles from above in a straight line downwards. It can be used situationally as a checkmate in Chase sequences, but it is also great at disengaging the opponent during a scramble situation. The first projectile tends to miss its target on the spot, but Kuja will continue to move towards it while firing off more projectiles at a steady rate. Each projectile is a single-hit HP with small area-of-effect, Assist Chase and somewhat low hit stun, which leaves less time for conversions. It is worth noting that sometimes Kuja may not follow through with all projectiles before leaving.

Overall, Kuja assist has power and flexibility in areas where assists need it most. Conversions, punishment, interruptions and occasional safety against LV2 Assist Change. His strengths are enough to outweigh his (general) weaknesses in the long run and he remains a competitive assist in tournaments and casual play alike.

Assists

Kuja works well Aerith, Kefka and Zidane assist.

References


Navigation


Wiki Roadmap (012 Kuja)

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

6,92 % done

   


Page Completed In progress To-do Score
General 6 / 86
Strengths and weaknesses Pros and cons. 0 / ?
Overview Overview 0 / 2
Bravery Attacks Ability info overviews and images. 1 / 5
HP Attacks Ability info overviews and images. 1 / 5
EX Mode Basic info Add overview 1 / 3
Combos Add solo and assist combos with video examples. 0 / 7
Builds 1 build. Add more builds with overviews as seen on Tifa's page. 1 / 10
Assist Assist data, Kuja assist overview. Common viable assists with overviews. 2 / 3
Matchups Create page. Matchup analysis and tips. 0 / 32
Frame Data Create page. 0 / 1
Starter Guide Create page. Concise pvp guide with core concepts and essentials. 0 / 8
Strategy Create page. Strategies and counterplays. 0 / 10