The Emperor (Dissidia 012): Difference between revisions

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|name=The Emperor (皇帝)
|name=The Emperor (皇帝)
|origin=Final Fantasy II
|origin=Final Fantasy II
|weapon=Daggers, Poles, Rods, Staves
|armor=Bangles, Clothing, Hairpins, Hats, Headbands, Robes
|atk=110 (Average)
|atk=110 (Average)
|def=112 (High)
|def=112 (High)
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|fall=97 (Slow)
|fall=97 (Slow)
|fallr=44 (Slow)
|fallr=44 (Slow)
|fastestbrv=21F (Bombard)
|fastesthp=35F (Flare, Ground)
|1hithp=Yes (Flare, Dreary Cell)
|hplinks=Yes (Combos only)
|cmdblock=Yes (Magic Block)
|weapon=Daggers, Poles, Rods, Staves
|armor=Bangles, Clothing, Hairpins, Hats, Headbands, Robes
|exclusives=Diamond Mace, Demon's Rod, Mateus's Malice
|exclusives=Diamond Mace, Demon's Rod, Mateus's Malice
|unlock=
|alignment=Chaos
|vajp=[https://en.wikipedia.org/wiki/Kenyu_Horiuchi Kenyu Horiuchi]
|vaeng=[https://en.wikipedia.org/wiki/Christopher_Corey_Smith Christopher Corey Smith]
}}
}}


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Mateus starts casting, and after 8.6 secs (521F), 3 small meteors and a giant meteors starts coming down on the opponent.
Mateus starts casting, and after 8.6 secs (521F), 3 small meteors and a giant meteors starts coming down on the opponent.


Without casting it's already useful as has a constant ranged low priority block while casting, its great for assist building, dodge chains are slightly faster by casting and dodge cancelling, and pops Mateus up slightly for positioning. During casting can float around at a set speed, letting Mateus position more precisely and avoid certain moves that follow and home in.
Without full casting it's already useful as it has a constant Magic Shield while casting, its great for assist building, dodge chains are slightly faster by casting and dodge cancelling, and pops Mateus up slightly for positioning. During casting can float around at a set speed, letting Mateus position more precisely and avoid certain moves that follow and home in.


Once its done casting, it's '''completely unblockable''' and stays out even if Mateus gets hit. 3 small meteors start coming down to lock them down, and a giant meteor afterwards that deals some damage and the HP hit. Always knocks them down to the ground regardless of distance.
Once its done casting, it's '''completely unblockable''' and stays out even if Mateus gets hit. 3 small meteors start coming down to lock them down, and a giant meteor afterwards that deals some damage and the HP hit. Always knocks them down to the ground regardless of distance.
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|-
|-
| Pre-Jump{{accboo}} ||
| Pre-Jump{{accboo}} ||
* Assist in 30 Seconds{{accboo}}
* After 30 Seconds{{accboo}}
* Hero's Essence{{accsp}}
* Hero's Essence{{accsp}}
|| A more stable alternative since Pre-Jump can be finnicky to play around for a 5.5x max booster instead of 6.4x. Otherwise if more Jumps are preferred, Hero's Essence can also be substituted in to get the CP
|| A more stable alternative since Pre-Jump can be finnicky to play around for a 5.5x max booster instead of 6.4x. Otherwise if more Jumps are preferred, Hero's Essence can also be substituted in to get the CP
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<tabber>
<tabber>
|-|Yuna=
|-|Yuna=
One of the strongest assist and most reliable for Mateus to have in every way. Air BRV converts reliably off of Thunder Crest, Bombard and in setups stabilizes them. She is also one of the safest on assist change, fantastic to keep the meter advantage.
One of the strongest assists and most reliable for Mateus to have in every way. Air BRV converts reliably off of Thunder Crest, Bombard, and in setups; stabilizing them. She is also one of the safest on assist change, fantastic to keep the meter advantage.


She has great whiff punishes BRVs for Mateus to use. Air BRV is fast and has huge range, Ground BRV less reliable but giving a wallrush to confirm off of with Dynamite even from far away. Air HP is also fast and safe on lvl2 assist change, and Ground HP while not as fast is huge and great to throw into scramble situations or to punish risky moves into Starfall.
She has great whiff punish BRVs for Mateus to use. Air BRV is fast and has huge range, Ground BRV less reliable but giving a wallrush to confirm off of with Dynamite even from far away. Air HP is also fast and safe on lvl2 assist change, and Ground HP while not as fast is huge and great to throw into scramble situations or to punish risky moves into Starfall.


One of her biggest upsides however is the reliable spacing she gives when comboing off of Thunder Crest. Her air BRV is one of the most reliable groundrushes to space around and get the optimal distance for Thunder Crest followups, letting him double his BRV damage output easily.
One of her biggest upsides however is the reliable spacing she gives when comboing off of Thunder Crest. Her air BRV is one of the most reliable groundrushes to space around and get the optimal distance for Thunder Crest followups, letting him double his BRV damage output easily.


Yuna does have some disadvantages to substitute her for other assists though. She can't reflect Blue Flare with her HP assist and she is too stationary with her BRVs, making her unable to punish some HPs reflecting it back without getting assist locked. Her wallrush range is on the shorter side too, requiring to be played around for whiff punishes.  
Yuna does have some disadvantages to substitute her for other assists though. She can't reflect Blue Flare with her HP assist, a bit lacking in range, and sometimes unable to punish attacks with projectile shielding.. Her wallrush range is on the shorter side too, along with her short attack duration sometimes making converting off her in air neutral quite difficult. Her Ground BRV being generally a poor combo assist can also be unfortunate in most stages.


Despite being so good, other assists can do better and similar jobs in some cases to maybe consider changing around for certain matchups. Still, Yuna is likely the assist Mateus will learn to love the most.
Despite being so good, other assists can do better and similar jobs in some cases to maybe consider changing around for certain matchups. Still, Yuna is likely the assist Mateus will learn to love the most.
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His HPs are great too. Air HP is a fast, melee HP for whiff punish, and has the benefit of reflecting Blue Flare back while punishing HPs Yuna struggles with in reflect scenarios. Ground HP is on the slower side again but spawns far away, also has a deceptively big hitbox that can end up killing scrambles in grounded footsies.
His HPs are great too. Air HP is a fast, melee HP for whiff punish, and has the benefit of reflecting Blue Flare back while punishing HPs Yuna struggles with in reflect scenarios. Ground HP is on the slower side again but spawns far away, also has a deceptively big hitbox that can end up killing scrambles in grounded footsies.


He has the same downsides as Yuna with no assist chase and relying on wall/groundrush, trades safety on assist change for way more range and Melee HPs, but keeps the amazing combo friendliness that Mateus loves to make stray hits hurt.
He has the same downsides as Yuna with no assist chase and relying on mid-range wall rush, trades safety on assist change for way more range and Melee HPs, but keeps the amazing combo friendliness that Mateus loves to make stray hits hurt.


|-|Jecht=
|-|Jecht=
A top tier assist for a reason in 012.
A top tier assist for a reason in 012.


Jecht has both fast air and ground BRVs for whiff punishes and gives plenty of time to line up setups to pick up from. His ground assist can be difficult to combo off of for Mateus from large ranges, requiring him to be fairly close. More importantly, it lets Mateus combo off of stray groundrush hits from Orange Flare and Dynamite on reaction, which can be a huge gamechanger in certain matchups.
Jecht has both fast air and ground BRVs for whiff punishes and gives plenty of time to line up setups to pick up from. His ground assist can be difficult to combo off of for Mateus from large ranges, requiring him to be fairly close. More importantly, it lets Mateus combo off of stray groundrush hits from Red Flare and Dynamite on reaction, which can be a huge gamechanger in certain matchups.


His HPs are both on the slower side making them harder to use for punishes, but can still solve some scramble situations. They are huge, move forward fast and cover some nasty angles paired with traps.
His HPs are both on the slower side making them harder to use for punishes, but can still solve some scramble situations. They are huge, move forward fast and cover some nasty angles paired with traps.
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|-|Tidus=
|-|Tidus=
Another fantastic whiff punish assist. Notable for his BRVs for Emperor.
Another fantastic whiff punish assist. Notable for his BRVs' unique utilities on Emperor.


The fastest Air BRV assist with Hop Step for reaction whiff punishes into assist chase that Mateus can combo from with a delayed assist chase into Flare or Mine. Likely the reason you ever want to consider him as Mateus.  
Hop Step, the fastest Air melee BRV assist for reaction whiff punishes into assist chase that Mateus can combo from with a delayed assist chase into Flare or Mine. Likely the reason you ever want to consider him as Mateus.  


Ground BRV giving a groundrush aswell, although a hard to use one for Mateus due to not having a consistent angle, still fine to use for converting off of Orange Flare hits when possible with either Dynamite or Thunder Crest.
Ground BRV re-ground rushing allows for consistent conversions off Red Flare on stages with flat ground into Thunder Crest and more.


His HPs are fine enough to use in pair with traps, since Slice and Dice is mostly unbothered even with the vacuum from Mine and Dreary Cell, and with great homing to use when anticipating risky moves into Starfall attempts. Spiral Cut can punish some moves, but very few and the least notable trait when most other assists can do the same and some more.
Air HP Slice n Dice can also be great for pinning down an opponent, with its strong tracking helping consistency even when hitting Emperor's traps. Ground HP Spiral Cut can punish some moves, but very few and the least notable trait when most other assists can do the same and some more.


Mateus might want to consider Tidus assist if he needs a reliable air reaction whiff punish from anywhere. Having no height requirement like Yuna, Gilgamesh and Cecil and more safety than Jecht puts him above them in that regard.
Mateus might want to consider Tidus assist if he needs a reliable air reaction whiff punish from anywhere. Having no height requirement like Yuna, Gilgamesh and Cecil and more safety than Jecht puts him above them in that regard.
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Ground HP is once again a niche punish, although a fine one at that and can catch ground dodges if anticipated too, more to be avoided like the Ground BRV.
Ground HP is once again a niche punish, although a fine one at that and can catch ground dodges if anticipated too, more to be avoided like the Ground BRV.


His huge Air BRV and HP range makes him wanted if ever for Mateus, as he can uniquely punish and deal with moves that can otherwise completely shut him down with how safe they are. Not the first choice but not to be forgotten when he might be really useful.
His huge Air BRV and HP range makes him wanted if ever for Mateus, as he can uniquely punish and deal with moves that can otherwise completely shut him down with how safe they are. Not the first choice, but not to be forgotten when he might be really useful.


|-|Kuja=
|-|Kuja=
Top Tier assist of 012, reliable when you need him.
Top Tier assist of 012, reliable when you need him.


Not the most optimal of combo conversions but once more a great whiff punish Air BRV, a decent ground BRV for whiff punish, and both having assist chase with loads of hitstun to work with, meaning he is the most reliable if Mateus wants the assist chase. His Air BRV in particular is of interest for him because it moves forward and up so much it largely ignores reflected Blue Flares, and his BRVs have a great homing so that the vacuum of DC can easily pull them in during if near.
Not the most optimal of combo conversions, but once more a great whiff punish Air BRV and a decent ground BRV for catching dodges, and both having assist chase with loads of hitstun to work with, meaning he is the most reliable if Mateus wants the assist chase. His Air BRV in particular is of interest for him because it moves forward and up so much it largely ignores reflected Blue Flares, and his BRVs have a great homing so that the vacuum of DC can easily pull them in during if near.


His HPs are notable for him the most, Air HP giving one more thing to throw into scramble situations with his traps and Ground HP as a possible dodge punish, whiff punish and conversion from Orange Flare if its worth the cost.
His HPs are notable for him the most, Air HP giving one more thing to throw into scramble situations with his traps and Ground HP as a possible dodge punish, whiff punish and conversion from Red Flare if its worth the cost.


An overall top assist with few notable traits for Mateus, but nonetheless a solid choice to have.
An overall top assist with few notable traits for Mateus, but nonetheless a solid choice to have.
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Air HP is even more of a niche punish and scramble glue, having great homing and covering a huge space which can be hard to avoid with traps all around. Ground HP is much the same and the least notable for Mateus.
Air HP is even more of a niche punish and scramble glue, having great homing and covering a huge space which can be hard to avoid with traps all around. Ground HP is much the same and the least notable for Mateus.


Worth to consider to solve matchup woes that can come up while still being perfectly usable in all the ways needed.
Worth considering to solve matchup woes that can come up while still being perfectly usable in all the ways needed.
</tabber>
</tabber>



Latest revision as of 04:00, 18 February 2025


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




Info
Name The Emperor (皇帝)
Original game Final Fantasy II
Base ATK (LV100) 110 (Average)
Base DEF (LV100) 112 (High)
Run Speed 8 (Below Average)
Dash Speed 81 (Below Average)
Fall Speed 97 (Slow)
Fall Speed Ratio After Dodge 44 (Slow)
Fastest BRV 21F (Bombard)
Fastest HP 35F (Flare, Ground)
1-Hit HP Yes (Flare, Dreary Cell)
HP Links Yes (Combos only)
Command Block Yes (Magic Block)
Weapon Daggers, Poles, Rods, Staves
Armor Bangles, Clothing, Hairpins, Hats, Headbands, Robes
Exclusive weapons Diamond Mace, Demon's Rod, Mateus's Malice
Unlock
Alignment Chaos
Voice Actor (JP) Kenyu Horiuchi
Voice Actor (ENG) Christopher Corey Smith


Overview

Emperor Mateus is a trap-laying powerhouse with loads of trap-style moves to pollute the stage, multiple uninteractable spells that force movement up close, high damage and low risk zoning.

Emperor is hard to catch in neutral due to his wide array of traps that stay out when he gets hit, fast and low full recovery moves for defensive mixups, and Starfall allowing for faster dodge chains. His gameplan focuses around Starfall no matter how effective it is in the matchup, setting up for the opponent to have to stop it in some way and punishing their approach.

Uniquely, Emperor can utilize trade punishes the most out of any character, able to throw Flare and Dreary Cell into attacks to punish them even if he gets hit back. He's able to enforce trades that allow him to deplete his opponent's resources while building up his own at the same time.

Using traps to restrict the opponent's options so they have to take greater risks or push for very precise positioning is the whole point of his gameplan. He also possesses a very high skill and damage ceiling if you're able to successfully weave confirms into his fairly free-form neutral state.

Strengths Weaknesses
  • Traps and Area-Denial: Mateus specializes in traps that fill space and deny the opponents options, creating tricky setups to create chain reactions for reward and trade into their moves
  • Unique Win Condition: Starfall gives him a unique win condition in the form of a move that is unavoidable once it started, but takes time to be charged. This gives him a tool to force approaches and force them to interact with his traps in some way to stop it or have meter to assist change/EX Revenge out
  • Defensive mixups: Low full recovery on most of his moves, projectiles staying while getting hit and low dodge recovery gives Mateus plenty of options after any move to keep the opponent guessing on how to approach him
  • Assist Gain: Low recovery moves, rotating them and repeated Starfall lets Mateus quickly build assist meter while setting up his gameplan, often staying afloat in the meter economy
  • High Damage Punishes: Huge upsides of combining Thunder Crest, Mines and Dynamite. Mateus can deal loads of bravery damage any time an opponent gets hit by Thunder Crest or Dynamite, and with assist into ground rush it can double the damage. A break from 2000 bravery is possible with Thunder Crest
  • Lack of Air Melee Abare: Mateus lacking any Melee move in the air is a huge downside in situations where there are no traps around to cover him up. Although emergency Mine and Dreary Cell can still trade with certain moves, its unreliable and a hole in his gameplan that he needs to be careful about.
  • Polarizing matchups: Both a good and a bad thing. With all his upsides, Mateus lacks severely in rushdown, giving him the most polarizing matchup spread in the entire game. Some characters are outright denied with the right conditions and some give him absolute hell without tricky setups and clever use of assist. Any character that can play around Starfall and traps requires a different approach to beat
  • Polarizing stage strengths: Stages change Mateus gameplan harder than most other characters, requiring him to sometimes learn new effective strategies for some of the more unorthodox / smaller stages


Bravery Moves

Ground

Base damage Startup frame Type Priority EX Force
5, 5 x 3 (20) 21F Physical > Magical Melee High 84
Effects CP (Mastered) Cancels Assist Gain (Hit)
Chase 30 (15)
Unlocked at
level
Mastered at
AP


[Close] Sweep with staff. Extra explosion damage on hit.

A 21F Melee High?? What a bargain!

Very low range and awkward hitbox that follows exactly the staff motion, active longer to the right of Mateus.

Amazing move to reflect Blue Flare back first and foremost, but also amazing as a close range poke and counterpoke against sweeping lower priority attacks in grounded footsies. While its very safe by itself already with low dodge and full recovery, using it without traps around or just to whiff something can get risky.

The move sends them away and straight up, and has so much hitstun that a ton of assists can confirm off of it easily. Also it's a nice filler ender after TC if possible since it gives a good position and EX Force.

It can be comboed into the vacuum of Mines and Dreary Cell with specific positioning aswell, making it useful for some setups to trick the opponent even more.

Aerial

Base damage Startup frame Type Priority EX Force
each (35) 23F Magical Ranged Low 0
Effects CP (Mastered) Cancels Assist Gain (Hit)
Absorb 30 (15)
Unlocked at
level
Mastered at
AP


[Close] Drop mine. Multiples OK; they will persist a long time.

Landmine but in the air and with a different spread! More Mines! Can have up to 8 air Mines out at a time

Just like Landmine, non-commmital, fast, and litters the air space with small bombs. Same hitstun as grounded, but the position makes them nicely to stop movement other than dashing. Very low full recovery just like Landmine makes this move hard to truly punish for the opponent.


They also explode after a set time, have a vacuum when opponent is in hitstun and can be used that way for setups into trap chains or for assist conversions off of other traps. Great to have out either way as a filler and to build assist.

HP Attacks

Ground

Base damage Startup frame Type Priority EX Force
each (3) 521F Magical Unblockable 0
Effects CP (Mastered) Cancels Assist Gain (Hit)
Absorb, Wall Rush, Block Low (Ranged) 30 (15)
Unlocked at
level
Mastered at
AP


[Long] Call down giant meteor. Long cast. Aim with analog stick.

Your win condition and the reason they should be scared of you with its own utility over the air version

Functionally its identical to Air Starfall, but it's much more effective to use over Thunder Crest due to its innate spacing, shutting down a ton of moves that could stop Emperor from casting.

Due to slightly popping up off the ground, it can also be used to avoid using ground jump which is relevant for Pre-Jumpaccessory_booster.png in builds. Additionally that slight pop up can be used to dodge certain grounded moves on the fly, like Tifa's Waterkick.

Grounded Starfall will likely mostly be used for Thunder Crest setups and to get quick access to low-to-the-ground air HPs with good spacing to threaten grounded characters.

Aerial

Base damage Startup frame Type Priority EX Force
each (3) 521F Magical Unblockable 0
Effects CP (Mastered) Cancels Assist Gain (Hit)
Absorb, Wall Rush, Block Low (Ranged) 30 (15)
Unlocked at
level
Mastered at
AP


[Long] Call down giant meteor. Long cast. Aim with analog stick.

Your win condition and the reason they should be scared of you....but in the air!

Mateus starts casting, and after 8.6 secs (521F), 3 small meteors and a giant meteors starts coming down on the opponent.

Without full casting it's already useful as it has a constant Magic Shield while casting, its great for assist building, dodge chains are slightly faster by casting and dodge cancelling, and pops Mateus up slightly for positioning. During casting can float around at a set speed, letting Mateus position more precisely and avoid certain moves that follow and home in.

Once its done casting, it's completely unblockable and stays out even if Mateus gets hit. 3 small meteors start coming down to lock them down, and a giant meteor afterwards that deals some damage and the HP hit. Always knocks them down to the ground regardless of distance. Important to note is that it also tracks assists with assist lock on, and after it did will instantly switch target to the opponent.

The frame advantage Emperor gets once it hits is insane compared to most moves in the game, letting him charge half a Starfall while its still active up to the groundrush. Using it paired with already set traps and assist can be hard to deal with for certain characters and practically guarantee either another or a punish should they be forced to play risky into traps.


By far the most important move he has. Getting an idea how to checkmate with it, when to go for it and when to fake out into block or dodge is key to his playstyle and completes his pressure. Make your opponent scared with this and force them to engage and take risks, Mateus traps will do the rest.

EX Mode: Power of Hellfire!

Effects:

  • Regen
  • Critical Boost
  • Blood Magic

Blood Magic

[Activates when HP attack hits] Absorbs HP equivalent to damage dealt.

A seemingly unfitting EX Mode but with an evil twist. Blood Magic heals back all HP dealt.

Having EX is already good, but with his high damage and ability to stack high amounts of bravery, Emperor can make comebacks through the Blood Magic perk and heal back loads of damage with a guaranteed assist conversion. Health is a resource for Emperor, and being able to heal alot of it back quickly can change the round entirely.

While the guaranteed finish and assist drain from EX Mode is appreciated too, healing back 5000 through a single Thunder Crest confirm is very satisfying.

EX Burst: Absolute Dominion

An attack that takes over the opponent's mind. Absorbs HP damage dealt. Enter the commands that display on screen.

Damage multiplier (initial) Damage multiplier (rest) Type
6, 13 (19) 16x4, 17 (100 total) Magical


Combos

Solo

Assist

Builds

Builds here.

Stats
HP 10172
CP 450
BRV 1157
ATK 177
DEF 186
LUK 61
Max Booster
Special Effect: Succubus' Soul
Equipment
Assist Yuna
Weapon ddff-icon-equip-weapon.png Blood Sword (CP Glitch)
Hand ddff-icon-equip-hand.png Sanguine Shield (CP Glitch)
Head ddff-icon-equip-head.png Blood Helm (CP Glitch)
Body ddff-icon-equip-body.png Blood Armor (CP Glitch)
Accessory 1 accessory_basic.png Earring
Accessory 2 accessory_basic.png Bravery Orb
Accessory 3 accessory_basic.png Dismay Shock
Accessory 4 accessory_basic.png Battle Hammer
Accessory 5 accessory_basic.png A Comrade's Vow
Accessory 6 accessory_booster.png Empty EX Gauge
Accessory 7 accessory_booster.png Pre-EX Mode
Accessory 8 accessory_special.png Blue Gem
Accessory 9 accessory_special.png Miracle Shoes
Accessory 10 accessory_special.png Side by Side
Summon ddff-icon-summonstone.png Rubicante
{{{dataBRV}}} {{{dataHP}}}
Bravery attacks
Ground Aerial
HP attacks
Ground Aerial

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



Equip Master Protector extra ability.

Assist

The Emperor's assist data

Type Attack Startup Position Spawn Damage multiplier Effects
BRV Thunder Crest 35F Ground Player 2 x 17, 6 (40) Absorb
BRV Mine 23F Air Opponent 35 each (up to 70) Chase, Absorb
HP Flare 35F Ground Player - -
HP Flare 37F Air Opponent - Wall Rush


Assists

One of the strongest assists and most reliable for Mateus to have in every way. Air BRV converts reliably off of Thunder Crest, Bombard, and in setups; stabilizing them. She is also one of the safest on assist change, fantastic to keep the meter advantage.

She has great whiff punish BRVs for Mateus to use. Air BRV is fast and has huge range, Ground BRV less reliable but giving a wallrush to confirm off of with Dynamite even from far away. Air HP is also fast and safe on lvl2 assist change, and Ground HP while not as fast is huge and great to throw into scramble situations or to punish risky moves into Starfall.

One of her biggest upsides however is the reliable spacing she gives when comboing off of Thunder Crest. Her air BRV is one of the most reliable groundrushes to space around and get the optimal distance for Thunder Crest followups, letting him double his BRV damage output easily.

Yuna does have some disadvantages to substitute her for other assists though. She can't reflect Blue Flare with her HP assist, a bit lacking in range, and sometimes unable to punish attacks with projectile shielding.. Her wallrush range is on the shorter side too, along with her short attack duration sometimes making converting off her in air neutral quite difficult. Her Ground BRV being generally a poor combo assist can also be unfortunate in most stages.

Despite being so good, other assists can do better and similar jobs in some cases to maybe consider changing around for certain matchups. Still, Yuna is likely the assist Mateus will learn to love the most.

References


Navigation


Wiki Roadmap (012 The Emperor)

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

9,78 % done

   


Page Completed In progress To-do Score
General Add images for attacks. / 86
Strengths and weaknesses Done. 4 / 5 / ?
Overview Write overview. 0 / 5 / 2
Bravery Attacks Ability info added and Thunder Crest overview. Overviews for other braveries. 1 / 5 / 5
HP Attacks Ability info added. Overviews. 1 / 5 / 5
EX Mode Basic info added. Detailed info / overview. 1 / 5 / 3
Combos Add combo section, solo & assist combos with a video example. 0 / 5 / 7
Builds 1 example build. More builds for EX, brv boost dodge etc. Build overviews like on Tifa page. 1 / 5 / 10
Assist Assist data added. Add common viable assists with an overview (use tabber). 1 / 5 / 3
Matchups Create page. Matchup analysis and tips against each character. 0 / 32 / 32
Frame Data / 1
Starter Guide Create page. A concise PvP guide with core concepts and bare essentials. 0 / 5 / 8
Strategy Create page. More in-depth tips, tricks and counterplay (ground and air) 0 / 5 / 10