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| == Overview == | | == Overview == |
| Kefka is a defensive spellcaster who primarily operates at mid and long range to create opportunities to deal damage and stay safe. | | Kefka is a defensive {{keyword|zoner|zoning=1}} who primarily operates at midrange and long-range to deal damage. His usual strategy revolves around creating space with reverse dashes and Precision Jumps and then casting his signature Waggly-Wobbly Firaga. This is a homing a projectile that fluctuates between Ranged Low and Ranged Mid priorities, and starts combos on hit. That creates an incentive for opponents to engage with Kefka, which sets up his bigger plays. In close range he can threaten with a mid priority Scatter-Spray Blizzaga, or harass distant opponents with Extra-Crispy Firaga, Lickety-Split Thundaga, Hyperdrive or Trine. |
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| By utilising reverse dashes, air dodges with great fall speed and Precision Jumps, Kefka can quickly create space to begin casting his signature Waggly-Wobbly Firaga bravery that pursues the opponent with fluctuating priorities. This creates an incentive for the opponent to engage with Kefka which sets up his bigger plays. In close range he can threaten with a mid priority Scatter-Spray Blizzaga, or harass distant opponents with Extra-Crispy Firaga, Lickety-Split Thundaga, Hyperdrive or Trine. All of these attacks can lead to assist combos, representing a threat regardless of Kefka's position.
| | Kefka's strengths are characterized by his space control, good defensive mobility and great damage potential. His high base ATK and base damage on braveries cause a lot of damage in assist combos. Both '''[[EX_(Dissidia_012)#EX_Mode|EX Mode]]''' and '''[[Assist_(Dissidia_012)|Assist]]''' increase Kefka's damage greatly with EX Doublecast and {{keyword|midscreen|midscreen=1}} Chase HP setups, respectively. Kefka's dash speed is serviceable for self-defense, and his vertical movement is top class; Precision Jump lets Kefka create distance quickly and his fast fall speed makes his air dodge one of the safest in the game. |
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| Kefka's strengths are characterised by his eccentric projectile behavior, good defensive mobility and great damage potential. | | Kefka also has well pronounced weaknesses. His EX generation is low and thus relies on EX Cores, which limits his potential to use his powerful EX Mode. Kefka can struggle against projectiles that spawn at his location and fast {{keyword|rushdown|rushdown=1}} playstyles, like with {{012lig}} or {{012ok}}. He takes big risks due to his attacks having Ranged Low priority, telegraphed {{keyword|startup|startup=1}} or long {{keyword|recovery|recovery=1}}. This also puts him at risk in Assist gauge economy. He cannot generate one of the most important resources with a quick {{keyword|poke|poke=1}} without moderate risk. Kefka is a proficient user of '''[[Multiplayer_Build_Guide_(Dissidia_012)#Side_by_Side|Side by Side builds]]''', so he can establish big momentum if he gets a good hit. |
| He possesses a high base attack stat and his staple braveries can inflict a lot of damage in a single assist combo. Dodge punishment is serviceable with Havoc Wing, but he doesn't rely on this to the extent that characters like {{012clo}}, {{012zid}} and {{012tid}} do. While his base defense stat and grounded movement speed are well below average, his Precision Jumps are top class, his fall speed creates one of the safest air dodges in the game and his dash speed is sufficient for general purpose defensive maneuvers. Many of Kefka's spells occupy a good amount of space, making them more difficult to avoid in smaller areas.
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| Kefka's strenghts are well pronounced, but so are his weaknesses. Low EX Force generation on many of his attacks means he is more reliant on EX Cores and equipment to reach his devastating EX mode. One of his greatest weaknesses however, is being susceptible to whiff punishment. Majority of Kefka's attacks have a lengthy startup or low priority which makes them vulnerable to being countered by assists or Free Air Dash. This can create issues against aggressive opponents who can quickly close gaps and contest with fast braveries or assist meter such as {{012lig}} or {{012ok}}. {{012seph}}'s Shadow Flare is also notorious for applying pressure against Kefka's spellcasting. While Kefka can adapt well to small stages with his spells, opponent's movement speed remains a problem for him when it comes to taking risks. | | In competitive play, Kefka has been rated at high tier and mid tier. He thrives with momentum, but can also struggle a lot when it's not in his favor. His space control is good, even in small stages. While Kefka has answers to situations with fast attacks and single hit HPs, everything he does is committal as he has nothing with both fast startup and low recovery. Despite that, his defensive playstyle stands out in the roster and can reward dedicated players greatly. |
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| Not having a quick low commitment bravery also creates another problem for Kefka - Assist meter economy. Despite having stellar defensive traits, he cannot quickly generate one of the game's most important resources with relatively little risk. Side by Side {{accsp}} helps, but forgoes EX entirely. While Kefka has answers to situations with fast attacks and single hit HPs, everything he does is commital as he has nothing with both fast startup and low recovery.
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| Kefka has been rated as a high tier and a mid tier character in the game's competitive history. He thrives with momentum, but can also struggle a lot when it's not in his favor. Despite that, his defensive playstyle stands out in the roster and can reward dedicated players greatly.
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| {{ProConTable | | {{ProConTable |
| |pros=*'''Damage''' - High attack stat, synergy with [[Assist_(Dissidia_012)#Side_by_Side|'''Side by Side''']] {{accsp}}, good damage multipliers on his staple braveries and combos ensure Kefka's damage output shines regardless of build. | | |pros=*'''Damage''' - High attack stat, synergy with '''[[Assist_(Dissidia_012)#Side_by_Side|Side by Side]]''' {{accsp}}, good base damage on his staple braveries and combos ensure Kefka's damage output shines regardless of build. |
| *'''Range''' - If left unattended, Kefka can create presence anywhere in a stage, whether it's the gradually homing Waggly-Wobbly Firaga or Trine with infinite range. | | *'''Range''' - If left unattended, Kefka can create presence anywhere in a stage, whether it's the gradually homing Waggly-Wobbly Firaga or Trine with infinite range. |
| *'''Mobility''' - One of the strongest Precision Jump users with it's speed and height. Fast fall speed makes air dodges significantly harder to punish. While dash speed is below average, it's more than enough to keep aggressive opponents occupied. | | *'''Mobility''' - One of the strongest Precision Jump users with it's speed and height. Fast fall speed makes air dodges significantly harder to punish. While dash speed is below average, it's more than enough to keep aggressive opponents occupied. |
| *'''Defensive play''' - Having ways to quickly create distance that is in service of his braveries, Kefka can dictate the pace of a match with reverse ground / air dashes. | | *'''Defensive play''' - Having ways to quickly create distance that is in service of his braveries, Kefka can dictate the pace of a match with reverse ground / air dashes. |
| *'''Momentum''' - In addition to damage, Kefka is in a great position to take advantage of any hits he gets by casting another Waggly-Wobbly Firaga, making it more difficult to challenge his defense. With Side by Side and LV2 Assist Change, Kefka can also retaliate with Havoc Wing, further cementing his advantage in meter economy. | | *'''Momentum''' - In addition to damage, Kefka is in a great position to take advantage of any hits he gets by casting another Waggly-Wobbly Firaga, making it more difficult to challenge his defense. With Side by Side and '''[[Assist_(Dissidia_012)#LV2_Assist_Change|LV2 Assist Change]]''', Kefka can also retaliate with Havoc Wing, further cementing his advantage in meter economy. |
| *'''EX Mode''' - Casting two spells at once greatly amplifies his space control and damage output. Ultima comes out instantly. | | *'''EX Mode''' - Casting two spells at once greatly amplifies his space control and damage output. Ultima comes out instantly. |
| |cons=*'''Vulnerable to whiff punishment''' - Many of Kefka's bravery attacks have a long startup that can be punished with assist on reaction, or contested with a Free Air Dash. Despite having a great close range threat with the Scatter-Spray Blizzaga bravery, Kefka is still susceptible to counter attacks if it's dodged. | | |cons=*'''Vulnerable to whiff punishment''' - Many of Kefka's bravery attacks have a long startup that can be punished with assist on reaction, or contested with a Free Air Dash. Despite having a great close range threat with the Scatter-Spray Blizzaga bravery, Kefka is still susceptible to counter attacks if it's dodged. |
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| All of Kefka's bravery attacks have a ground and a midair version. Attack data is shared between both versions. | | All of Kefka's bravery attacks have a ground and a midair version. Attack data is shared between both versions. |
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| Scatter-Spray Blizzaga and Lickity-Split Thundaga have different damage multipliers when used during EX mode. These values are listed after the regular values and are highlighted in bold.
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| <tabber> | | <tabber> |
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| [[File:Brv_kefka_twisty_turny_blizzaga_2.jpeg|300px|thumb|Twisty-Turny Blizzaga can also move forward and '''[[Wall_Rush_(Dissidia_012_Final_Fantasy)|Wall Rush.]]''' ]] | | [[File:Brv_kefka_twisty_turny_blizzaga_2.jpeg|300px|thumb|Twisty-Turny Blizzaga can also move forward and '''[[Wall_Rush_(Dissidia_012_Final_Fantasy)|Wall Rush.]]''' ]] |
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| [[File:Brv_kefka_twisty_turny_blizzaga_EX.jpeg|300px|thumb|Twisty-Turny Blizzaga turns into a large projectile on the ground, and then charges quickly toward opponent.]] | | [[File:Brv_kefka_twisty_turny_blizzaga_EX.jpeg|300px|thumb|EX Mode Twisty-Turny Blizzaga turns into a large projectile on the ground, and then charges quickly toward opponent.]] |
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| A single ice sphere flies in a fixed, upward arc over the opponent that homes in on them after landing on the ground. This is Kefka's faster overall duration attack in terms of startup and recovery frames. Twisty-Turny Blizzaga is primarily used in ground-to-ground interactions, because the projectile's homing follow-up will not activate if it doesn't reach solid ground. As such, its use cases are limited. | | A single ice sphere flies in a fixed, upward arc over the opponent that {{keyword|tracks|tracking=1}} them after landing on the ground. This is one of Kefka's faster attacks in terms of {{keyword|startup|startup=1}} and {{keyword|recovery|recovery=1}} frames, with long {{keyword|active|active=1}} duration. Twisty-Turny Blizzaga is primarily used in ground-to-ground interactions, because the projectile's homing follow-up will not activate if it doesn't reach solid ground. As such, its use cases are limited. |
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| It's main application is during match start as a way to try and force the opponent to move in order to buy time for Kefka's other spells. The projectile's movement is fast enough that it can hit a dashing opponent from behind. The initial shot can hit airborne opponents and it causes a decent amount of hit stun, but the damage output is low without the homing follow-up that can wall rush.
| | Its main application is during match start as a way to try and force the opponent to move in order to buy time for Kefka's other spells. The projectile's movement is fast enough that it can hit a dashing opponent from behind. The initial shot can hit airborne opponents and it causes a decent amount of {{keyword|hit stun|hitstun=1}}, but the damage output is low without the homing follow-up that can wall rush. |
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| When used during EX Mode, Twisty-Turny Blizzaga has an additional hit upon landing that holds the opponent in place before following up with a dash. | | When used during EX Mode, Twisty-Turny Blizzaga has an additional hit upon landing that holds the opponent in place before following up with a dash. Even if it doesn't hit, the projectile will stay in place for a moment before moving towards opponent. |
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| |-|Scatter-Spray Blizzaga= | | |-|Scatter-Spray Blizzaga= |
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| [[File:Brv_kefka_scatter_spray_blizzaga_EX.jpeg|300px|thumb|In EX Mode, sprayed projectiles happen twice in a row.]] | | [[File:Brv_kefka_scatter_spray_blizzaga_EX.jpeg|300px|thumb|In EX Mode, sprayed projectiles happen twice in a row.]] |
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| One of Kefka's strongest bravery attacks that is commonly used in close range to fend off nearby opponents and convert into an assist combo (from Waggle-Wobbly Firaga). A Ranged Mid projectile at lightning speed that persists for over a second until it sends out several shards of ice at the opponent. Scatter-Spray Blizzaga will remain active with the mid priority until the ice shards come out, but blocking it can cause this projectile to send ice shards towards Kefka instead <ref>[https://www.youtube.com/watch?v=66QtcOnaWos&t=16s Scatter-Spray Blizzaga shards sent towards Kefka when blocked.]</ref>. Despite this Scatter-Spray Blizzaga represents a threat, as being staggered from blocking it can lead to an assist follow-up <ref>[https://www.youtube.com/watch?v=66QtcOnaWos&t=51s Blocked Scatter-Spray Blizzaga assist conversion.]</ref>.
| | This is one of Kefka's strongest bravery attacks. It is commonly used in close range to fend off nearby opponents and {{keyword|convert|conversion=1}} into an assist combo (from Waggle-Wobbly Firaga). Because of its 13-frame {{keyword|startup|startup=1}} and mid priority, it is effective as an unreactable {{keyword|mixup|mixup=1}} against aggressive opponents. It can stagger regular blocks, which leads to assist combos. <ref>[https://www.youtube.com/watch?v=66QtcOnaWos&t=51s Blocked Scatter-Spray Blizzaga assist conversion.]</ref>. If the opponent makes a good {{keyword|read|read=1}} on Kefka's timing, he is left wide open for a {{keyword|whiff punish|whiffpunish=1}}. Assist can be used to intercept these punish attempts, but the mileage will vary depending on matchup and the situation. |
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| Both parts of Scatter-Spray Blizzaga inflict a fixed amount of hit stun. This can influence how the following low priority ice shards connect on the opponent. Hitting with Scatter-Spray from it's mid / max range combos lets the shards connect more consistently, while hitting with this in point blank range can result in multiple shards whiffing more frequently.
| | The projectile stays for over a second, and then sends out several ice shards at opponent. The mid priority remains {{keyword|active|active=1}} until the ice shards come out, but blocking it can cause this projectile to send ice shards towards Kefka instead <ref>[https://www.youtube.com/watch?v=66QtcOnaWos&t=16s Scatter-Spray Blizzaga shards sent towards Kefka when blocked.]</ref>. |
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| Due to it's higher priority and unreactable startup time, this is Kefka's primary attack when defending against aggressive opponents. However, if the opponent makes a good read on Kefka's timing when using this, he is left wide open for attacks. Assist can be used to intercept these punish attempts, though the mileage will vary depending on match-up and the situation at hand.
| | Both parts of Scatter-Spray Blizzaga inflict a fixed amount of {{keyword|hit stun|hitstun=1}}. This can influence how the following ice shards can hit the opponent. Hitting with Scatter-Spray Blizzaga from its mid / max range combos lets shards connect more consistently. Hitting in {{keyword|point blank|pointblank=1}} range can result in multiple shards missing more frequently, but all of them rarely miss. That means Kefka can start assist combos reliably even with shallow hits. |
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| When used during EX Mode, the broken ice shards will pursue the opponent a second time. The later the shards connect at first, the easier it becomes for them to combo into itself again. Just like with the regular version, if the Ranged Mid projectile is blocked, the repeated ice shards may pursue Kefka instead <ref>[https://www.youtube.com/watch?v=66QtcOnaWos&t=59s Blocked Scatter-Spray Blizzaga EX mode ice shards reflected.]</ref> | | When used during EX Mode, the broken ice shards will pursue the opponent a second time. The later the shards connect at first, the easier it becomes for them to combo into itself again. Just like with the regular version, if the Ranged Mid projectile is blocked, the repeated ice shards may pursue Kefka instead <ref>[https://www.youtube.com/watch?v=66QtcOnaWos&t=59s Blocked Scatter-Spray Blizzaga EX mode ice shards reflected.]</ref> |
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| [[File:Brv_kefka_extra_crispy_firaga_EX.jpeg|thumb|300px|EX Mode creates two projectiles that split into three fireballs.]] | | [[File:Brv_kefka_extra_crispy_firaga_EX.jpeg|thumb|300px|EX Mode creates two projectiles that split into three fireballs.]] |
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| One of Kefka's primary bravery attacks. The long {{keyword|startup|startup=1}} and low priority make it poor for long range combat. However, it has decent reward on hit and synergizes well with Scatter-Spray Blizzaga and Waggle-Wobbly Firaga after either of them hit. Extra-Crispy Firaga is often used during assist combos to add damage and create '''[[Chase_(Dissidia_012)|chase]]''' loop scenarios to enforce HP damage.
| | A staple bravery for Kefka. The long {{keyword|startup|startup=1}} and low priority make it poor for long range combat. However, it has decent reward on hit and synergizes well with Scatter-Spray Blizzaga and Waggle-Wobbly Firaga. Extra-Crispy Firaga is often used during assist combos to add damage and create '''[[Chase_(Dissidia_012)|chase]]''' loop scenarios to enforce HP damage or continue with an air combo. |
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| Extra-Crispy Firaga has faster {{keyword|startup|startup=1}} and different {{keyword|recovery|recovery=1}} compared to Waggly-Wobbly Firaga. While both Firagas can be punished early by dashing through the fireball, Extra-Crispy Firaga has a later {{keyword|cancel|cancel=1}} window after the initial projectile comes out. Faster startup means Kefka can use Extra-Crispy Firaga as a {{keyword|mixup|mixup=1}} against {{keyword|assist punish|assistpunish=1}} attempts with '''[[Abilities_(Dissidia_012)#Support_Abilities-0|Auto Assist Lock On]]'''. This is a key application for this move in {{keyword|neutral|neutral=1}}, though it should be used sparingly to keep the opponents on their toes. | | Extra-Crispy Firaga has faster {{keyword|startup|startup=1}} and different {{keyword|recovery|recovery=1}} compared to Waggly-Wobbly Firaga. While both Firagas can be punished early by dashing through the fireball, Extra-Crispy Firaga has a later {{keyword|cancel|cancel=1}} window after the initial projectile comes out. However, the faster startup means Kefka can use Extra-Crispy Firaga as a {{keyword|mixup|mixup=1}} against {{keyword|assist punish|assistpunish=1}} attempts with '''[[Abilities_(Dissidia_012)#Support_Abilities-0|Auto Assist Lock On]]'''. This is because Kefka is often expected to cast Waggly-Wobbly Firaga or Scatter-Spray Blizzaga. As such, this move has value in {{keyword|neutral|neutral=1}}, though it should be used sparingly to keep the opponents on their toes. |
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| Extra-Crispy Firaga inflicts two different {{keyword|hit stuns|hitstun=1}} depending on which part of the projectile hits. If the initial projectile connects, it only causes brief hit stun that sends the opponent back. <ref>[https://www.youtube.com/watch?v=LaMMvK8bmnU Extra-Crispy Firaga weak hit example.]</ref> Once the projectiles have split into the three homing projectiles, each projectile can send the opponent upwards and it has enough hit stun to dodge cancel and follow up with an assist. <ref>[https://www.youtube.com/watch?v=LaMMvK8bmnU&t=12s Extra-Crispy Firaga stronger hit into assist.]</ref> After calling the assist, Kefka has enough time to cast another Waggle-Wobbly Firaga for a chase loop. | | Extra-Crispy Firaga inflicts two different {{keyword|hit stuns|hitstun=1}} depending on which part of the projectile hits. If the initial projectile connects, it only causes brief hit stun that sends the opponent back. <ref>[https://www.youtube.com/watch?v=LaMMvK8bmnU Extra-Crispy Firaga weak hit example.]</ref> Once the projectiles have split into the three homing projectiles, each projectile can send the opponent upwards and it has enough hit stun to dodge cancel and follow up with an assist. <ref>[https://www.youtube.com/watch?v=LaMMvK8bmnU&t=12s Extra-Crispy Firaga stronger hit into assist.]</ref> After calling the assist, Kefka has enough time to cast another Waggle-Wobbly Firaga for a chase loop. |
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| When done at a corner in point blank range or right above the opponent <ref>[https://www.youtube.com/watch?v=LaMMvK8bmnU&t=45s Example of Extra-Crispy Firaga double hit above the opponent.]</ref>, the damage output of Extra-Crispy Firaga can double due to all three projectiles hitting twice instead of once. <ref>[https://www.youtube.com/watch?v=1zOrrOI4WvE&t=236s Example of double hitting Extra-Crispy Firaga.]</ref> <ref>[https://www.youtube.com/watch?v=LaMMvK8bmnU&t=50s Example of Extra-Crispy Firaga double hit (2).]</ref> This is a great asset for Kefka in small stages with low ceiling such as Pandaemonium and Kefka's Tower and scales very well with damage builds.
| | At {{keyword|point blank|pointblank=1}} in corner or right above opponent, Extra-Crispy Firaga can do double damage due to all three projectiles hitting twice instead of once.<ref>[https://www.youtube.com/watch?v=LaMMvK8bmnU&t=45s Example of Extra-Crispy Firaga double hit above the opponent.]</ref> <ref>[https://www.youtube.com/watch?v=1zOrrOI4WvE&t=236s Example of double hitting Extra-Crispy Firaga.]</ref> <ref>[https://www.youtube.com/watch?v=LaMMvK8bmnU&t=50s Example of Extra-Crispy Firaga double hit (2).]</ref> This is great for Kefka in small stages with low ceiling such as Pandaemonium and Kefka's Tower, and it scales very well with damage builds. |
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| The exact cause of this behavior is unclear, but it has been speculated that it has to do with the transitional period that occurs when the single projectile splits into three different projectiles. | | The exact cause of this behavior is unclear, but it has been speculated that it has to do with the transitional period that occurs when the single projectile splits into three different projectiles. |
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| |-|Waggle-Wobbly Firaga= | | |-|Waggle-Wobbly Firaga= |
| Starts as ranged low priority, then transforms into a ranged mid priority projectile. After that, Waggle-Wobbly Firaga will repeat the low priority into mid priority once more before vanishing.
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| {{AbilityInfo | | {{AbilityInfo |
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| [[File:Brv_kefka_waggly_wobbly_firaga_EX.jpeg|thumb|300px|EX Mode Waggly-Wobbly Firaga can control a lot of space. A {{keyword|zoning|zoning=1}} paradise.]] | | [[File:Brv_kefka_waggly_wobbly_firaga_EX.jpeg|thumb|300px|EX Mode Waggly-Wobbly Firaga can control a lot of space. A {{keyword|zoning|zoning=1}} paradise.]] |
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| A cornerstone of Kefka's pressure. In most {{keyword|matchups|matchup=1}} against close-range characters, this is what Kefka should try to cast or set up after attacks to make engaging with Kefka more difficult. Because of its Ranged Mid priority and the ability to blindside opponents with it's zig-zag style travelling arc, this projectile can greatly interfere with their approach. The mid priority means opponents cannot dash through or block it without getting staggered.
| | Waggly-Wobbly Firaga is a slow, homing projectile that changes priorities while it is {{keyword|active|active=1}}. It starts out as a Ranged Low priority, and then alternates between Ranged Mid and Ranged Low every other second. This is a cornerstone of Kefka's {{keyword|zoning|zoning=1}}. In most {{keyword|matchups|matchup=1}} against close-range characters, this is what Kefka should try to cast or set up after attacks. Because of its Ranged Mid priority and the ability to blindside opponents with zig-zag movement, this projectile can greatly interfere with their approach. The mid priority means opponents cannot dash through or block it without getting staggered. |
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| By default, two Waggle-Wobbly Firagas can pursue the opponent on the stage simultaneously. If a third one is cast, the first one usually vanishes due to reaching it's maximum duration. However, if one Waggle-Wobbly Firaga hits the opponent, a third Firaga can be casted, and the first one that hit the opponent will operate without interference.
| | When Waggle-Wobbly Firaga hits, it will hold the opponent in place for a second before it stops causing damage. Kefka can combo into other moves or assist during this time. Solo HP {{keyword|conversions|conversion=1}} are very practical without walls, as long as Kefka is near opponent (Havoc Wing) and reacts quickly (Trine). No knockback occurs at the end, so Kefka has a brief window for combos on hit. It also causes '''[[Landing_lag|landing lag]]''', which can start an infinite combo with subsequent Waggly-Wobbly Firagas. |
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| When Waggle-Wobbly Firaga hits, it will hold the opponent in place for a good second before it stops inflicting damage. During this time following up with assist, braveries or HPs is very practical and is one of Kefka's primary ways to land HP attacks without assist. No knockback occurs at the end, providing only a brief window for follow-ups in the air and more notably, landing lag abuse on the ground. Furthermore, if another Waggle-Wobbly Firaga connects while the first one is still inflicting damage to the opponent, the hit effect is not invalidated.
| | By default, two Waggle-Wobbly Firagas can pursue the opponent on the stage simultaneously. If a third one is cast, the first one usually vanishes due to reaching it's maximum duration. However, if one Waggle-Wobbly Firaga hits the opponent, a third Firaga can be casted, and the first one that hit the opponent will operate without interference. If another Waggle-Wobbly Firaga connects while the first one is still inflicting damage to the opponent, the hit effect is not invalidated. |
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| As it takes over a second for the mid priority to become active, it is important to ensure Kefka can perform this attack without being interrupted. Use multiple air jumps in conjunction with '''[[Abilities_(Dissidia_012)#Extra_Abilities-0|Precision Jumps]]''' to ascend to a large stage's ceiling within a couple seconds. Reverse Free Air Dash is a great general purpose movement option against any character who has to approach Kefka such as {{012vaan}}, {{012clo}} and {{012pri}}. The safest moments to use Waggle-Wobbly Firaga are usually after an assist or an HP attack, when the opponent has whiffed an attack that must be dodge cancelled and when the opponent cannot reach Kefka with their own attack.
| | Due to mid priority's slow {{keyword|startup|startup=1}}, Kefka must ensure he can cast this attack without being interrupted. A classic strategy is to use multiple air jumps in with '''[[Abilities_(Dissidia_012)#Extra_Abilities-0|Precision Jump]]''' to reach a high ceiling within a couple seconds. Reverse Free Air Dash is a great general purpose movement option against anyone who has to approach Kefka, such as {{012vaan}}, {{012clo}} and {{012pri}}. The safest moments to use Waggle-Wobbly Firaga are usually after an assist, HP attack or opponent's {{keyword|whiff|whiff=1}}. |
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| Because the defensive movement (jumps moreso) usually puts Kefka well above the opponent and out of their line of sight for in-game camera, it is possible to take advantage of it. Waggle-Wobbly Firaga doesn't have a strong audio cue to signal it's start-up, but it is possible to mask it a little by performing a dash first and then quickly inputting the attack while Kefka's yell from dash's startup still plays. | | Because the defensive movement (jumps moreso) puts Kefka well above the opponent and out of their sight for in-game camera, it is possible to take advantage of it. Waggle-Wobbly Firaga doesn't have a distinct audio cue to signal its startup. It is possible to mask it a little by performing a dash first and then quickly inputting the attack while Kefka's yell from dash still plays. |
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| During EX Mode, one Waggle-Wobbly Firaga will cast two projectiles instead. In addition to this, the maximum amount of Waggle-Wobbly Firagas that can exist simultaneously is increased to 4. The attack data remains the same, but the existence of additional projectiles creates stronger screen presence and reward on hit. | | During EX Mode, one Waggle-Wobbly Firaga will cast two projectiles instead. In addition to this, the maximum amount of Waggle-Wobbly Firagas that can exist simultaneously is increased to 4. The attack data remains the same, but the existence of additional projectiles creates stronger screen presence and reward on hit. These can control space very effectively, and are a big reason why Kefka's EX mode is one of the strongest in the game. |
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| </tabber> | | </tabber> |
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| [[File:Brv_kefka_lickety_split_thundaga_EX.jpeg|300px|thumb|Kefka casts two Lickety-Split Thundagas in a row in EX Mode.]] | | [[File:Brv_kefka_lickety_split_thundaga_EX.jpeg|300px|thumb|Kefka casts two Lickety-Split Thundagas in a row in EX Mode.]] |
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| A series of lightning bolts quickly advancing towards the opponent in a mostly straight line. A relatively fast long range punish move, useful for whiff punishment. The vertical tracking is very lackluster, but it is good on the ground and it has enough hit stun to combo into an assist after a dodge cancel <ref>[https://www.youtube.com/watch?v=iUK7ak7mKag Lickety-Split Thundaga dodge cancel assist combo.]</ref> or an instant '''[[Chase_(Dissidia_012)#Empty_Chase|empty chase.]]''' <ref>[https://www.youtube.com/watch?v=iUK7ak7mKag&t=35s Lickety-Split Thundaga empty chase assist combo.]</ref> This requires a bit of practice and anticipation, but it is a serviceable bravery regardless. | | A series of advancing lightning bolts in a mostly straight line. A relatively fast long-range {{keyword|punish|punish=1}} move, useful for {{keyword|whiff punishment|whiffpunish=1}}. The vertical {{keyword|tracking|tracking=1}} is very lackluster, but it is a serviceable move on the ground. |
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| | Lickety-Split Thundaga has enough hit stun to combo into assist after a {{keyword|dodge cancel|dc=1}} <ref>[https://www.youtube.com/watch?v=iUK7ak7mKag Lickety-Split Thundaga dodge cancel assist combo.]</ref> or an instant '''[[Chase_(Dissidia_012)#Empty_Chase|empty chase.]]''' <ref>[https://www.youtube.com/watch?v=iUK7ak7mKag&t=35s Lickety-Split Thundaga empty chase assist combo.]</ref> This requires a bit of practice and anticipation, but it is a consistent combo starter regardless. |
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| During EX Mode, Kefka will fire another series of bolts after the first one that goes even further. Dodge cancel is possible after the first set of projectiles, but it does not cancel the second series of bolts. This makes potential assist conversions a bit easier to visually confirm. | | During EX Mode, Kefka will fire two series of bolts in a row. The second one goes even further. It is possible to dodge cancel after the first set of projectiles, but it does not cancel the second series of bolts. This makes potential assist conversions a bit easier to visually confirm. |
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| There is actually a gap between lightning bolts when used in close range where Lickety-Split Thundaga can miss entirely. <ref>[https://www.youtube.com/watch?v=iUK7ak7mKag&t=29s Lickety-Split Thundaga close range hitbox.]</ref> Given that Kefka does not operate in this range for long, it likely won't happen often for most players. | | There is actually a gap between lightning bolts when used in close range where Lickety-Split Thundaga can miss entirely. <ref>[https://www.youtube.com/watch?v=iUK7ak7mKag&t=29s Lickety-Split Thundaga close range hitbox.]</ref> Given that Kefka does not operate in this range for long, it likely won't happen often for most players. |
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| [[File:Brv_kefka_zap_trap_thundaga_EX.jpeg|thumb|300px|Even more Zap-Trap Thundagas are cast in EX Mode.]] | | [[File:Brv_kefka_zap_trap_thundaga_EX.jpeg|thumb|300px|Even more Zap-Trap Thundagas are cast in EX Mode.]] |
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| Gradually spawning lightning bolts that can combo into assist with an instant empty chase <ref>[https://www.youtube.com/watch?v=WQaW9dZop-A&t=36s Zap-Trap Thundaga empty chase assist example.]</ref> or dodge cancel <ref>[https://www.youtube.com/watch?v=WQaW9dZop-A&t=16s Zap-Trap Thundaga dodge cancel example.]</ref>. If multiple lightning bolts hit in succession, Zap-Trap Thundaga has potential to provide some of the most [https://glossary.infil.net/?t=Frame%20Advantage '''frame advantage'''] off of empty chase in the game. While this is good, Zap-Trap Thundaga's low priority, slow startup and lack of threatening screen presence in the neutral make it difficult to justify over other braveries, especially in the air.
| | Kefka gradually spawns lightning bolts at opponent's location. The bolts have relatively poor accuracy, but they can combo into assist with instant {{keyword|empty chase|emptychase=1}} <ref>[https://www.youtube.com/watch?v=WQaW9dZop-A&t=36s Zap-Trap Thundaga empty chase assist example.]</ref> or dodge cancel <ref>[https://www.youtube.com/watch?v=WQaW9dZop-A&t=16s Zap-Trap Thundaga dodge cancel example.]</ref>. If multiple lightning bolts hit in succession, Zap-Trap Thundaga has potential to provide some of the most {{keyword|frame advantage|frameadvantage=1}} off of empty chase in the game. |
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| Zap-Tra Thundaga's {{keyword|recovery|recovery=1}} is fairly low however - Kefka can dodge cancel after the first bolts have been summoned, enabling solo follow-ups with Scatter-Spray Blizzaga and Havoc Wing. <ref>[https://www.youtube.com/watch?v=WQaW9dZop-A Zap-Trap Thundaga solo combo examples.]</ref> Even Waggle-Wobbly Firaga may work at point blank range. Mind your positioning though, as all bolts of Zap-Trap Thundaga send the opponent upwards. | | Zap-Trap Thundaga's {{keyword|recovery|recovery=1}} is fairly low; Kefka can dodge cancel after the first bolts have been summoned, enabling solo follow-ups with Scatter-Spray Blizzaga and Havoc Wing. <ref>[https://www.youtube.com/watch?v=WQaW9dZop-A Zap-Trap Thundaga solo combo examples.]</ref> Even Waggle-Wobbly Firaga may work at point blank range. Being mindful of positioning is key, as all bolts of Zap-Trap Thundaga send the opponent upwards. |
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| | Zap-Trap Thundaga's low priority, slow {{keyword|startup|startup=1}} and lack of threatening screen presence in the {{keyword|neutral|neutral=1}} make it difficult to justify over other braveries. This is especially true in the air, where Kefka has a consistent synergy in Scatter-Spray, Waggle-Wobbly and Extra-Crispy. |
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| |-|Meteor= | | |-|Meteor= |
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| [[File:Brv_kefka_meteor_EX.jpeg|thumb|300px|EX Mode Meteor (midair) projectiles stop in the air before moving towards opponent.]] | | [[File:Brv_kefka_meteor_EX.jpeg|thumb|300px|EX Mode Meteor (midair) projectiles stop in the air before moving towards opponent.]] |
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| Five fireballs descend, surrounding the opponent before homing in at them. If all fireballs connect, Meteor is one of Kefka's strongest braveries in terms of damage and EX Force generation. Due to it's long startup, low priority, lackluster area of effect midair and low reward on hit without assist, Meteor is often outclassed by his other braveries. While it occupies a decent amount of space, it does not represent a consistent threat against dashes or dodges, nor does it protect Kefka if he casts it from afar. | | Five fireballs descend, surrounding the opponent before homing in at them. If all fireballs connect, Meteor is one of Kefka's strongest braveries in terms of damage and EX Force generation. Due to its long startup, low priority, lackluster area of effect midair and low reward on hit without assist, Meteor is often outclassed by his other braveries. While it occupies a decent amount of space, it does not represent a consistent threat against dashes or dodges. It does not protect Kefka from afar either. |
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| If performed in the air, the fireballs will descend for a long time until they reach the ground. This further limits Meteor's viability and is often better used in small stages or near the ground. | | If performed in the air, the fireballs will descend for a long time until they reach the ground. This further limits Meteor's viability and is often better used in small stages or near the ground. |
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| [[File:Brv_kefka_ultima_EX.jpeg|thumb|300px|EX Mode Ultima has the fastest attack startup speed in the game at frame 1.]] | | [[File:Brv_kefka_ultima_EX.jpeg|thumb|300px|EX Mode Ultima has the fastest attack startup speed in the game at frame 1.]] |
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| Ultima covers space in front of Kefka with a small projectile, and then a wide area-of-effect blast that wall rushes. Ultima is not often used due to its low reward on hit without walls. His other braveries perform similaar roles with almost equally long casting times. It can perform better in small stages such as in M.S. Prima Vista and Phantom Train, where it can occupy more space with more chances for wall rush. Multi-hitting assists can also enable Ultima's multiple explosions to deal a lot of damage, though this is most commonly relevant in Phantom Train. | | Ultima covers space in front of Kefka with a small projectile, and then a wide area-of-effect blast that wall rushes. It is not used often due to its low reward on hit without walls. His other braveries perform similar roles more efficiently, and with almost equally long {{keyword|startup|startup=1}}. |
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| | That being said, Ultima can perform more consistently in small stages such as in M.S. Prima Vista and Phantom Train. It can occupy more space there with more chances for wall rush. Ultima's multiple explosions can also deal a lot of damage with multi-hitting assists, though this is usually relevant in Phantom Train. |
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| When used during EX Mode, Ultima becomes active on frame 1, making this the fastest bravery attack in the game. It is therefore on par with block's startup, and because of it's Ranged Mid priority, it quickly staggers opponents trying to guard against it. | | When used during EX Mode, Ultima becomes active on frame 1, making this the fastest bravery attack in the game. It is on par with block's startup, and because of the Ranged Mid priority, it quickly staggers opponents trying to guard against it. |
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| }} | | }} |
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| A staple HP attack for Kefka. Strong vertical tracking and the hitbox stays active for a good while, making whiff punishing this attack from Kefka's front quite difficult. Commonly used after blocking, connecting with Waggle-Wobbly Firaga or at the end of an assist combo.
| | Kefka moves towards opponents vertically before dealing HP damage with the wings. This is a staple move for Kefka. It's a consistent 1-hit HP with strong vertical {{keyword|tracking|tracking=1}} and long {{keyword|active|active=1}} frames. It is commonly used as an assist combo starter after Waggle-Wobbly Firaga, an assist combo ender or after blocking. Havoc Wing's tracking also makes it reliable for HP damage after staggering opponent with '''[[Assist_(Dissidia_012)#LV2_Assist_Change|LV2 Assist Change.]]''' This is great for Side by Side {{accsp}} builds, and {{keyword|checkmates|checkmate=1}} with enough bravery to end a match. |
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| Because of it's tracking, Havoc Wing can be used after staggering an opponent with a level 2 '''[[Assist_(Dissidia_012)#Assist_Change|assist change]]'''. This is great for Side by Side builds, but also in checkmate situations where Kefka can finish the opponent off with the next HP attack. Even so, this leaves Kefka vulnerable from behind for a good moment, so exercise caution when using this.
| | The active frames can make Kefka harder to {{keyword|whiff punish|whiffpunish=1}} from the front, but the {{keyword|recovery|recovery=1}} is still quite long. |
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| Havoc Wing has no known effects during EX Mode. | | Havoc Wing has no known effects during EX Mode. |
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| {{AbilityInfo | | {{AbilityInfo |
| |damage=- | | |damage=- |
| |startup=63F, 91F, 143F (hitbox 3F after button release) | | |startup=63F (LV1) <br>91F (LV2) <br>143F (LV3) <br>Hitbox 3F after button release |
| |type=- | | |type=- |
| |priority=Unblockable | | |priority=Unblockable |
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| '''Ground only.''' | | '''Ground only.''' |
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| A homing wave projectile. Holding the button increases Hyperdrive's range to travel across large distances and it can combo into assist on hit when charged. Once Hyperdrive goes off it travels very quickly, making it good for dodge punishes. Approaching Kefka safely can become difficult if he has time to charge this HP attack, but it is not very effective against characters who can fight comfortably high above the ground. | | A homing wave projectile. Holding Square {{pspsqu}} increases Hyperdrive's {{keyword|hitbox|hitbox=1}} and range to travel across large distances. When charged, Kefka can combo into assist on hit. Once Hyperdrive goes off, it travels very quickly, making it good for dodge punishes. Kefka can release Square {{pspsqu}} at any time while charging, so he can control space by threatening with an early release. |
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| While it has good tracking, a blindspot exists right above Kefka's head. | | While Hyperdrive has good {{keyword|tracking|tracking=1}}, a blind spot exists right above Kefka's head. Furthermore, it is not very effective against characters who can fight comfortably high above the ground, such as {{012seph}} and {{012gil}}. |
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| When used during EX Mode, Hyperdrive will stop during traversal to realign it's tracking against the opponent, which can cover Kefka's vertical blindspot. The realignment can happen earlier if Hyperdrive has only been charged a little bit. Activating EX Mode during the startup will automatically change Hyperdrive to it's EX mode version. Can be useful in match-ups like {{012jec}}. | | When used during EX Mode, Hyperdrive will stop during traversal to realign its tracking against the opponent. This can cover Kefka's vertical blind spot. The realignment can happen earlier if Hyperdrive has only been charged a little bit. Activating EX Mode during the startup will automatically change Hyperdrive to EX Mode version. That can be useful in {{keyword|matchups|matchup=1}} like {{012jec}}, who tries to get close to Kefka. |
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| |-|Trine= | | |-|Trine= |
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| [[File:Hp_kefka_trine_EX.jpeg|thumb|300px|Two Trines are casted in a row during EX Mode.]] | | [[File:Hp_kefka_trine_EX.jpeg|thumb|300px|Two Trines are casted in a row during EX Mode.]] |
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| Kefka spawns three homing projectiles around the opponent. It can combo into dodge cancelled Scatter-Spray Blizzaga and assist on hit, but one of it's greatest strengths is it's infinite range. Because of this, Trine can not only convert off of stray Waggle-Wobbly Firagas, but also harass opponents going for an EX core, even when used behind walls or across the stage. Opponents must pay attention to when Kefka performs this HP attack, because dashing towards an EX core can result in making contact with it instead. | | Kefka spawns three homing projectiles around the opponent. It can combo into assists and dodge cancelled Scatter-Spray Blizzaga on hit, but one of its greatest strengths is the infinite range. Because of this, Trine can convert from stray Waggle-Wobbly Firagas. It can also harass opponents going for an EX Core, even when used behind walls or across the stage. Opponents must pay attention to when Kefka performs this HP attack, because dashing towards an EX Core can result in making contact with the spell instead. |
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| During EX Mode, Kefka will cast Trine twice in quick succession. The dodge cancel window remains the same, but dodging early will ''cancel the second Trine altogether''. Kefka must delay the dodge cancel a little bit in order for both Trines to come out. | | During EX Mode, Kefka will cast Trine twice in quick succession. The dodge cancel window remains the same, but dodging early will ''cancel the second Trine altogether''. Kefka must delay the dodge cancel a little bit in order for both Trines to come out. |
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| [[File:Hp_kefka_forsaken_null_EX.jpeg|thumb|300px|EX Mode Forsaken Null fires projectiles in two directions.]] | | [[File:Hp_kefka_forsaken_null_EX.jpeg|thumb|300px|EX Mode Forsaken Null fires projectiles in two directions.]] |
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| A sigil slowly homes in the opponent and rains singular spheres below the opponent. Because of it's egregious slow startup, homing and firing rate with no standout traits, Forsaken Null is often outclassed by Kefka's other HP attacks. It does not cover range as effectively as Trine, nor does it support his close range interactions like Havoc Wing does. If it hits however, it can wall rush. Hitting a grounded opponent can wall rush on the ground even with Auto Recovery equipped. | | A sigil slowly homes in the opponent and rains singular spheres below the opponent. Forsaken Null is often outclassed by Kefka's other HP attacks because of the egregiously slow {{keyword|startup|startup=1}}, homing and firing rate with no standout traits. It does not cover range as effectively as Trine, nor does it support his close range interactions like Havoc Wing does. If it hits however, it can wall rush. Hitting a grounded opponent can wall rush on the ground even if they have Auto Recovery equipped. |
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| During EX Mode, Forsaken Null will fire an additional projectile upwards, increasing it's potential range. Unfortunately it still remains fairly easy to dodge. | | During EX Mode, Forsaken Null will fire an additional projectile upwards, increasing its potential range. Unfortunately it still remains fairly easy to dodge. |
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| </tabber> | | </tabber> |