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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,<br>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 |
| | |vajp=[https://en.wikipedia.org/wiki/Hideo_Ishikawa Hideo Ishikawa] |
| | |vaeng=[https://en.wikipedia.org/wiki/Doug_Erholtz Doug Erholtz] |
| }} | | }} |
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| | = Overview = |
| | Squall is a flexible close range character who can engage from further away and approach from a variety of angles. Above average running speed, fast multi-part bravery attacks, strong anti-air, strong combo & meter drain potential and Ranged Low block properties, Squall has a lot going for him. |
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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. |
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| | 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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| {{ProConTable | | {{ProConTable |
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| *'''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. | | *'''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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| = Overview =
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| Squall is a flexible close range character who can engage from further away and approach from a variety of angles. Above average running speed, fast multi-part bravery attacks, strong anti-air, strong combo & meter drain potential and Ranged Low block properties, Squall has a lot going for him.
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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.
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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.
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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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| = Bravery Attacks = | | = Bravery Attacks = |
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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. | | 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. It 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. | | 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. | | 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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| == 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.'' |
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| | 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 |
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| |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 |
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| |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 == |
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| | * AC = Assist Chase |
| | * DC = Dodge Cancel |
| | * LL = Landing Lag |
| | * WR = [[Wall_Rush_(Dissidia_012_Final_Fantasy)|'''Wall Rush''']] |
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| | 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. |
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| | <tabber> |
| | |-|Kuja= |
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| | == Ground == |
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| | {| class="wikitable sortable" |
| | ! scope="col"| Starter |
| | ! scope="col"| Combo |
| | ! scope="col"| Damage |
| | ! scope="col"| EX Force |
| | ! scope="col"| Notes |
| | ! scope="col"| Video |
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| | |rowspan="3"|Solid Barrel (4th hit) || -- || 29 (5, 6, 8, 10) || 24 (6, 6, 6, 6) || -- || -- |
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| | |Kuja > AC > Aerial Circle || '''79 + HP''' (29 + 50, HP) || '''24''' || Basic. HP ender.|| video |
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| | |Kuja > AC > Beat Fang || '''119''' (29, 50, 40) || '''54''' (29, 30) || Basic. BRV ender. || video |
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| | |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>|| -- |
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| | |Solid Barrel 4th > Call Kuja > Solid Barrel (last) > Kuja (hit) > Aerial Circle || '''105 + HP''' (55, 50, HP) || '''90''' (90, 0) || -- || video |
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| | |rowspan="4"|Upper Blues (3rd hit) || -- || 11 (3, 3, 5) || 24 (9, 9, 6) || -- || -- |
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| | |Kuja > DC > AC > Aerial Circle || '''61 + HP''' (11, 50, HP) || '''24''' || Basic. || video |
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| | |Kuja > DC > AC > Beat Fang || '''101''' (11, 50, 40) || '''54''' (24, 30) || Basic. || video |
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| | |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 |
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| | |rowspan="2"|Upper Blues || -- || 20 + WR || 30 || Wall Rush || -- |
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| | |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 |
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| | |rowspan="2"|Blasting Zone || -- || 10 || 90 || -- || -- |
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| | |Kuja > AC > Beat Fang || '''100 + HP''' (10 + HP, 50, 40) || '''120''' || Call assist when opponent's knockback is slowing down. || video |
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| | |rowspan="2"|Fated Circle || -- || 0 || 0 || Wall Rush || -- |
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| | |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 |
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| | |rowspan="2"| Fusillade || -- || 30+ (6,6,6,6 each 6) || 60~90 || Dodge cancel for an assist combo. || video |
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| | |DC > Kuja > Aerial Circle || '''80+''' (30+, 50, HP) || '''60~90''' || -- || video |
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| | |rowspan="2"|Revolver Drive || -- || 1xN (max 50) || each 3 (max 150) || Wall Rush || -- |
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| | |WR > Kuja > Beat Fang || '''91~140 + HP WR''' (1~50, 50, 40) || '''31~80''' (1~50, 30) || Basic. || video |
| | |} |
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| | == Aerial == |
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| | {| class="wikitable sortable" |
| | ! scope="col"| Starter |
| | ! scope="col"| Combo |
| | ! scope="col"| Damage |
| | ! scope="col"| EX Force |
| | ! scope="col"| Notes |
| | ! scope="col"| Video |
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| | |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> || -- |
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| | |Kuja > AC > Aerial Circle || '''77''' (27, 50, HP) || 30 (30, 0) || -- || video |
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| | |rowspan="2"|Beat Fang || -- || 40 (3, 5, 7, 2x6) || 30 || Wall Rush. || -- |
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| | |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 |
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| | |rowspan="2"|Aerial Circle || -- || HP + WR || 0 || Wall Rush. || -- |
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| | |WR > Kuja > AC > Beat Fang || '''90 + HP WR''' (HP+ WR, 50, 40) || '''30''' (0, 30) || Basic. || video |
| | |} |
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| | ==Notes== |
| | <references group="footnotes" /> |
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| | |-|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 |
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| | ==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 |
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| | ==Notes== |
| | <references group="notes" /> |
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| | |-|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 |
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| | == Notes == |
| | <references group="notestidus" /> |
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| | |-|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 |
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| | == Notes == |
| | <references group="notessephi" /> |
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| | |-|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 |
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| | == Notes == |
| | <references group="notesok" /> |
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| | |-|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" /> |
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| | |-|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> |
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| | == Notes == |
| | <references group="notesterra" /> |
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| | </tabber> |
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| = Builds = | | = Builds = |
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| </tabber> | | </tabber> |
| | |
| | = References = |
| | <references /> |
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| | {{navbox012}} |
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| | {{roadmap012squ}} |