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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 =
| |
| 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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| = Bravery Attacks = | | = Bravery Attacks = |
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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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| * Beat Fang (3 hits) > DC > Thunder Barret > BRV / HP (requires ground) | | * Beat Fang (3 hits) > DC > Thunder Barret > BRV / HP (requires ground) |
| * Beat Fang (3 hits) > Jecht > DC (diagonally forward) > Rough Divide | | * 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. | | * 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 | | * Fated Circle (floor WR) > Jecht > Ground Dash > Thunder Barret > BRV / HP |
| * Aerial Circle / Rough Divide (WR) > Jecht > Thunder Barret > BRV / HP | | * Aerial Circle / Rough Divide (WR) > Jecht > Thunder Barret > BRV / HP |
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| * Fated Circle (floor WR) > Tidus > Ground Dash x2 > Upper Blues (delayed 2nd hit) > DC > LL > Beat Fang | | * Fated Circle (floor WR) > Tidus > Ground Dash x2 > Upper Blues (delayed 2nd hit) > DC > LL > Beat Fang |
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| ==Notes== | | == Notes == |
| <references group="notestidus" /> | | <references group="notestidus" /> |
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| * 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 (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 > 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> |
| * Beat Fang (3 hits) | | * Upper Blues / Beat Fang (WR) > Sephiroth > DC > Heel Crush > teleport > Beat Fang / Aerial Circle |
| * Blasting Zone | | * Beat Fang (3 hits) > Sephiroth > DC (diagonally forward) > Rough Divide |
| * Fated Circle (floor WR) | | * 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= | | |-|Onion Knight= |
| * Upper Blues (3rd hit) > | | * Solid Barrel (4th hit) > Onion Knight > DC (forward) > Rough Divide |
| * Upper Blues / Beat Fang (WR) | | * Solid Barrel (4th hit) > Onion Knight > DC (neutral) > Thunder Barret > DC (neutral) > Blasting Zone |
| * Beat Fang (3 hits) | | * Upper Blues (3rd hit) > Onion Knight > DC > Rough Divide |
| * Blasting Zone | | * 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> |
| * Fated Circle (floor WR) | | * 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= | | |-|The Emperor= |
| * Upper Blues (3rd hit) > | | * Solid Barrel (4th hit) > The Emperor > Solid Barrel (last hit) > The Emperor (hit) > Thunder Barret > BRV / HP |
| * Upper Blues / Beat Fang (WR) | | * 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) | | * Beat Fang (3 hits) |
| * Blasting Zone | | * Blasting Zone |
| * Fated Circle (floor WR) | | * Fated Circle (floor WR) |
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| | == Notes == |
| | <references group="notesemp" /> |
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| |-|Terra= | | |-|Terra= |
| * Upper Blues (3rd hit) > | | * 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) | | * Upper Blues / Beat Fang (WR) |
| * Beat Fang (3 hits) | | * Beat Fang (3 hits) > Terra > DC > Aerial Circle / Rough Divide (requires wall rush, HP depending on distance) |
| * Blasting Zone | | * 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> |
| * Fated Circle (floor WR)
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| | == Notes == |
| | <references group="notesterra" /> |
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| </tabber> | | </tabber> |
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| | = References = |
| | <references /> |
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| | {{navbox012}} |
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| | {{roadmap012squ}} |