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| [[Category:Dissidia 012 Final Fantasy]] | | [[Category:Dissidia 012 Final Fantasy]] |
| | {{012CharNavSqu}} |
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| <img>https://resources.dissidia.wiki/ddff/chara-icon/ddff-icon-squall.png</img>
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| {{CharacterInfo | | {{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) | | |name=Squall Leonhart (スコール・レオンハート) |
| |origin=Final Fantasy VIII | | |origin=Final Fantasy VIII |
| |weapon=Swords, Daggers, Katanas, Guns
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| |armor=Shields, Bangles, Hats, Helms, Clothing, Light Armor, Large Shields, and Chestplates
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| |atk=109 (Low) | | |atk=109 (Low) |
| |def=111 (Average) | | |def=111 (Average) |
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| |fall=81 (Average) | | |fall=81 (Average) |
| |fallr=38 (Average) | | |fallr=38 (Average) |
| | |fastestbrv=13F (Upper Blues, Solid Barrel) |
| | |fastesthp=41F (Blasting Zone) |
| | |1hithp=Yes (Multiple) |
| | |hplinks=Yes (Combos only) |
| | |cmdblock=No |
| | |weapon=Daggers <br>Guns <br>Katanas <br>Swords |
| | |armor=Bangles <br>Chestplates <br>Clothing <br>Hats <br>Helms <br>Large Shields <br>Light Armor <br>Shields |
| |exclusives=Revolver, Twin Lance, Punishment, Lionheart | | |exclusives=Revolver, Twin Lance, Punishment, Lionheart |
| }}
| | |unlock= |
| | | |alignment=Cosmos |
| {{ProConTable
| | |vajp=[https://en.wikipedia.org/wiki/Hideo_Ishikawa Hideo Ishikawa] |
| |pros= | | |vaeng=[https://en.wikipedia.org/wiki/Doug_Erholtz Doug Erholtz] |
| |cons= | |
| }} | | }} |
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| 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. | | 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. |
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| Squall is versatile and relatively easy to use, but he can struggle 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 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. |
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| | 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. |
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| Squall is a high tier character. Barring a few unfavorable match-ups, his consistency, flexibility and ease of use make him a good pick for new and experienced players alike. | | {{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. |
| | }} |
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| = Bravery Attacks = | | = Bravery Attacks = |
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| ''[Close] Leap into the air. Quick launch, easy wall rush.'' | | ''[Close] Leap into the air. Quick launch, easy wall rush.'' |
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| 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. A good bravery to have in most match-ups and builds. | | 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. |
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| | 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. |
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| | A good bravery to have in most match-ups and builds. |
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| |-|Solid Barrel= | | |-|Solid Barrel= |
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| ''[Close] Repeated slashes. Short range; quick and powerful.'' | | ''[Close] Repeated slashes. Short range; quick and powerful.'' |
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| 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". | | 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. |
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| 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. | | 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. |
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| ''[Long] Fire one ice bullet. Long range, strong homing.'' | | ''[Long] Fire one ice bullet. Long range, strong homing.'' |
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| A slow single hit projectile with low priority. Due to it's overall speed, lackluster hit stun and unfavorable risk / reward ratio, Blizzard Barret is rarely, if ever prioritized in competitive play. If it does hit an opponent with a bit of delay after firing it, the projectile can act as a combo starter. | | 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. |
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| | 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. |
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| |-|Thunder Barret= | | |-|Thunder Barret= |
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| ''[Mid] Lightning that draws foes. Good start for combos'' | | ''[Mid] Lightning that draws foes. Good start for combos'' |
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| 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. These traits make Thunder Barret a great move for Squall in most match-ups as it can control a decent amount of space with good reward on hit. | | 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. |
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| It's not without faults 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. | | 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. |
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| | 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. |
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| |-|Fusillade= | | |-|Fusillade= |
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| ''[Mid] Magic barrage. Can combo without hitting.'' | | ''[Mid] Magic barrage. Can combo without hitting.'' |
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| A combination of magic projectiles with good EX generation. The startup and initial Ranged Low priority do not serve well for poking or assist meter purposes. However, Fusillade can still 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. | | 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. |
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| | 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. |
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| Due to functional overlap with Solid Barrel with few standout traits elsewhere, Fusillade is not often prioritized in competitive play. | | Due to functional overlap with Solid Barrel with few standout traits elsewhere, Fusillade is not often prioritized in competitive play. |
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| 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. | | 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. |
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| 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. And once it 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. | | 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. |
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| | 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. |
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| 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. | | 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. |
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| ''[Mid] Magic barrage. Can combo without hitting.'' | | ''[Mid] Magic barrage. Can combo without hitting.'' |
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| A barrage of multi hitting low priority projectiles. 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. | | 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. |
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| | 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. |
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| 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. 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.
| | 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. |
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| Any projectile that does connect on the opponent causes downward knockback on their last hit, which can wall rush. This can be used to combo into assists, 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, this can be difficult to perform or justify.
| | 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. |
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| |-|Fire Barret= | | |-|Fire Barret= |
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| }} | | }} |
| ''[Close] Surround self with explosions. Block foe's spells.'' | | ''[Close] Surround self with explosions. Block foe's spells.'' |
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| | 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. |
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| | 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. |
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| | 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. |
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| |-|Revolver Drive= | | |-|Revolver Drive= |
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| }} | | }} |
| ''[Mid] Rage-filled charge. Can aim with the analog stick.'' | | ''[Mid] Rage-filled charge. Can aim with the analog stick.'' |
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| | 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. |
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| | 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. |
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| | 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''']]. |
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| | 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. |
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| | 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. |
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| | 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. |
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| | 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. |
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| |-|Blasting Zone= | | |-|Blasting Zone= |
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| ''[Mid] Chop with massive blade of light that flies forward.'' | | ''[Mid] Chop with massive blade of light that flies forward.'' |
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| Very strong tracking during start-up, good anti-air and dodge punishment tool.
| | 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. |
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| | 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. |
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| | 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. |
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| | 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. |
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| | 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. |
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| |-|Rough Divide= | | |-|Rough Divide= |
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| }} | | }} |
| ''[Long] Leap into a charge. Slow start, but very fast charge.'' | | ''[Long] Leap into a charge. Slow start, but very fast charge.'' |
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| | 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. |
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| </tabber> | | </tabber> |
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| }} | | }} |
| ''[Close] Surround self with explosions. Blocks foe's spells.'' | | ''[Close] Surround self with explosions. Blocks foe's spells.'' |
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| | 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. |
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| | 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. |
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| | 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. |
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| | 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. |
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| |-|Rough Divide= | | |-|Rough Divide= |
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| }} | | }} |
| ''[Long] Leap into a charge. Slow start, but very fast charge.'' | | ''[Long] Leap into a charge. Slow start, but very fast charge.'' |
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| | 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. |
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| | 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. |
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| | 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. |
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| </tabber> | | </tabber> |
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| == Lionheart (RANGE) == | | == Lionheart (RANGE) == |
| ''[Always active while in EX Mode] Transfers the heart of a lion to the weapon, increasing it's range.'' | | ''[Always active while in EX Mode] Transfers the heart of a lion to the weapon, increasing it's range.'' |
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| | During EX Mode, Squall has longer range on his gunblade. This can help connect the "Golden Combo" more consistently. |
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| == Lionheart (HIT) == | | == Lionheart (HIT) == |
| ''[Always active while in EX Mode] Pushes the weapon's specs to the limit, increasing the force of each blast.'' | | ''[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. |
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| == EX Burst: Renzokuken == | | == EX Burst: Renzokuken == |
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| ! scope=col class=unsortable | Video | | ! scope=col class=unsortable | 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, but if the opponent's dodge timing is off at any point, the combo becomes that much easier. || 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.<br>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 | | |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 |
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| 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). | | 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). |
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| | 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. |
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| {| class="wikitable sortable" | | {| class="wikitable sortable" |
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| == Assist == | | == 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 |
| | |- |
| | |rowspan="3"|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 |
| | |- |
| | |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>|| -- |
| | |- |
| | |Solid Barrel 4th > Call Kuja > Solid Barrel (last) > Kuja (hit) > Aerial Circle || '''105 + HP''' (55, 50, HP) || '''90''' (90, 0) || -- || video |
| | |- |
| | |rowspan="4"|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 |
| | |- |
| | |rowspan="2"|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. <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 |
| | |- |
| | |rowspan="2"|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 |
| | |- |
| | |rowspan="2"|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 |
| | |- |
| | |rowspan="2"| 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 |
| | |- |
| | |rowspan="2"|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 == |
| | |
| | {| class="wikitable sortable" |
| | ! scope="col"| Starter |
| | ! scope="col"| Combo |
| | ! scope="col"| Damage |
| | ! scope="col"| EX Force |
| | ! scope="col"| Notes |
| | ! scope="col"| Video |
| | |- |
| | |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> || -- |
| | |- |
| | |Kuja > AC > Aerial Circle || '''77''' (27, 50, HP) || 30 (30, 0) || -- || video |
| | |- |
| | |rowspan="2"|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 |
| | |- |
| | |rowspan="2"|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== |
| | <references group="footnotes" /> |
| | |
| | |-|Yuna= |
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| | * 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 |
| | |
| | ==Notes== |
| | <references group="notesyuna" /> |
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| | |-|Jecht= |
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| | * 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 <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= |
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| | * 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" /> |
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| | </tabber> |
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| = Builds = | | = Builds = |
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| |effect4=Wall Rush, Absorb, Block (Ranged Low) | | |effect4=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. |
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| | 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''']]. |
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| | 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}}. |
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| == Assists == | | == Assists == |
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| </tabber> | | </tabber> |
| | |
| | = References = |
| | <references /> |
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| | {{navbox012}} |
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| | {{roadmap012squ}} |