Kefka Palazzo (Dissidia 012): Difference between revisions

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[[Category:Dissidia 012 Final Fantasy]]
[[Category:Dissidia 012 Final Fantasy]]
{{012CharNavKef}}


{{CharacterInfo
{{CharacterInfo
|portrait=https://resources.dissidia.wiki/ddff/portraits/ddff-port-kefka.png
|name=Kefka Palazzo (ケフカ・パラッツォ)
|name=Kefka Palazzo (ケフカ・パラッツォ)
|origin=Final Fantasy VI
|origin=Final Fantasy VI
|weapon=Instruments, Poles, Rods, Staves
|armor=Bangles, Clothing, Hats, Hairpins, Headbands, Ribbons, Robes
|atk=111 (High)
|atk=111 (High)
|def=110 (Low)
|def=110 (Low)
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|fall=67 (Fast)
|fall=67 (Fast)
|fallr=13 (Fastest)
|fallr=13 (Fastest)
|fastestbrv=13F (Scatter-Spray Blizzaga)<br>1F (EX Mode Ultima)
|fastesthp=51F (Havoc Wing)
|1hithp=Yes (All)
|hplinks=Yes (Combos only)
|cmdblock=No
|weapon=Instruments, Poles, Rods, Staves
|armor=Bangles, Clothing, Hats, Hairpins,<br>Headbands, Ribbons, Robes
|exclusives=Lamia's Flute, Nephilim Flute, Dancing Mad
|exclusives=Lamia's Flute, Nephilim Flute, Dancing Mad
|unlock=
|alignment=Chaos
|vajp=[https://en.wikipedia.org/wiki/Shigeru_Chiba Shigeru Chiba]
|vaeng=[https://en.wikipedia.org/wiki/Dave_Wittenberg Dave Wittenberg]
}}
}}
== Overview ==
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.
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.
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.
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.


{{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.
Line 28: Line 49:
*'''Small stages''' - By the same token, smaller stages like M.S. Prima Vista leave less room for Kefka to create space and cast spells safely.
*'''Small stages''' - By the same token, smaller stages like M.S. Prima Vista leave less room for Kefka to create space and cast spells safely.
}}
}}
== Overview ==
Kefka is a defensive spellcaster who primarily operates at mid and long range to create opportunities to deal damage and stay safe.
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 characterised by his eccentric projectile behavior, good defensive mobility and great damage potential.
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, but he doesn't rely on it 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.
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.
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. Even then, it limits Kefka's options for creating momentum when he's at a disadvantage. Turning these situations around often involves notable risk for Kefka.
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.


== Bravery Attacks ==
== Bravery Attacks ==


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.
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.


<tabber>
<tabber>
|-|Twisty-Turny Blizzaga=
|-|Twisty-Turny Blizzaga=
{{AbilityInfo
{{AbilityInfo
|damage=5 x N, 25 (30+)
|damage='''30+''' (5 x N, 25)
|startup=21F
|startup=21F
|type=Magical
|type=Magical
Line 59: Line 64:
|effect=Wall Rush
|effect=Wall Rush
|cp=30 (15)
|cp=30 (15)
|image=https://dissidia.wiki/images/9/97/Brv_kefka_twisty_turny_blizzaga_1.jpeg
|imgpos=60%
|cancels=Dodge
|asthit=
|level=
|ap=
|gametext=[Long] Drop ground-hugging ice. <br>Ice quickly spins while homing.
}}
}}
''[Long] Drop ground-hugging ice. Ice quickly spins while homing.''
 
[[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_EX.jpeg|300px|thumb|EX Mode Twisty-Turny Blizzaga turns into a large projectile on the ground, and then charges quickly toward opponent.]]
 
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.
 
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.
 
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.


|-|Scatter-Spray Blizzaga=
|-|Scatter-Spray Blizzaga=
{{AbilityInfo
 
|damage=5, 6 x 6 (41) / '''5, 6 x 6, 6 x 6 (77)
{{AbilityInfo2
|startup=13F (1st) > 71F (spray)
|ver1=Normal
|type=Magical
|damage1='''41''' (5, 6 x 6)
|priority=Ranged Mid (1st), Ranged Low (spray)
|startup1=13F (1st) > 71F (spray)
|ex=0
|type1=Magical
|effect=-
|priority1=Ranged Mid (1st) <br>Ranged Low (spray)
|ex1=0
|effect1=-
|cancels1=Dodge
|asthit1=
|gametext=[Long] Fire large ice chunks that stop <br>in midair and break into smaller pieces.
|level=
|ap=
|cp=30 (15)
|cp=30 (15)
|ver2=EX Mode
|damage2='''77''' (5, 6 x 6, 6 x 6)
|startup2=13F (1st) > 71F (1st spray) > ?? (2nd spray)
|type2=Magical
|priority2=Ranged Mid (1st) <br>Ranged Low (spray)
|ex2=0
|effect2=-
|cancels2=Dodge
|asthit2=
|image=https://dissidia.wiki/images/6/62/Brv_kefka_scatter_spray_blizzaga_1.jpeg
|imgpos=70%
}}
}}
''[Long] Fire large ice chunks that stop in midair and break into smaller pieces.''
 
[[File:Brv_kefka_scatter_spray_blizzaga_2.jpeg|300px|thumb|Sprayed projectiles come out with a delay, but deal lots of damage in close-range.]]
 
[[File:Brv_kefka_scatter_spray_blizzaga_EX.jpeg|300px|thumb|In EX Mode, sprayed projectiles happen twice in a row.]]
 
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.
 
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>.
 
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.
 
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>


|-|Extra-Crispy Firaga=
|-|Extra-Crispy Firaga=
{{AbilityInfo
{{AbilityInfo
|damage=each 15, up to 45
|damage='''15''' each (up to 45)
|startup=49F
|startup=49F
|type=Magical
|type=Magical
Line 83: Line 133:
|effect=Chase
|effect=Chase
|cp=30 (15)
|cp=30 (15)
|image=https://dissidia.wiki/images/9/98/Brv_kefka_extra_crispy_firaga_a1.jpeg
|imgpos=60%
|cancels=Dodge
|asthit=
|level=
|ap=
|gametext=[Mid] Shoot speedy fireball. <br>Splits into 3 parts after firing.
}}
}}
''[Mid] Shoot speedy fireball. Splits into 3 parts after firing.''
 
[[File:Brv_kefka_extra_crispy_firaga_g1.jpeg|thumb|300px|Each fireball homes in on opponent once they have split up.]]
 
[[File:Brv_kefka_extra_crispy_firaga_EX.jpeg|thumb|300px|EX Mode creates two projectiles that split into three fireballs.]]
 
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.
 
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.
 
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.
 
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.
 
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.


|-|Waggle-Wobbly Firaga=
|-|Waggle-Wobbly Firaga=
Starts as ranged low priority, then transforms into a ranged mid priority projectile. After that, Waggly-Wobbly Firaga will repeat the low priority into mid priority once more before vanishing.


{{AbilityInfo
{{AbilityInfo
|damage=3 x 7 (21)
|damage='''21''' (3 x 7)
|startup=59F
|startup=59F
|type=Magical
|type=Magical
|priority=Ranged Low (small) > Ranged Mid (big)
|priority=Ranged Low (small) <br>Ranged Mid (big)
|ex=0
|ex=0
|effect=-
|effect=-
|cp=30 (15)
|cp=30 (15)
|image=https://dissidia.wiki/images/9/98/Brv_kefka_waggly_wobbly_firaga_1.jpeg
|imgpos=50%
|cancels=Dodge
|asthit=
|level=
|ap=
|gametext=[Long] Shoot slow fireball. <br>Tenacious homing.
}}
}}
''[Long] Shoot slow fireball. Tenacious homing.''


A cornerstone of Kefka's pressure. In most match-ups against close-range characters, this is what players should seek to cast or set up after attacks to make engaging with Kefka more difficult. Because of it's 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.
[[File:Brv_kefka_waggly_wobbly_firaga_2.jpeg|thumb|300px|Waggly-Wobbly Firaga is Ranged Mid when it's big. A serious threat to approaching opponents.]]
 
[[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.]]
 
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.
 
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.


Two Waggly-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 Waggly-Wobbly Firaga hits the opponent, a third Firaga can be casted, and the first one that hit the opponent will operate without interference.
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.


When Waggly-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.
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}}.


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}}.
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.


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. Waggly-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.
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.


During EX Mode, one Waggly-Wobbly Firaga will cast two projectiles instead. The attack data remains the same, but naturally the existence of another projectile creates stronger screen presence and reward on hit.
</tabber>


<tabber>
|-|Lickety-Split Thundaga=
|-|Lickety-Split Thundaga=
{{AbilityInfo
{{AbilityInfo2
|damage=each (15) / '''(10, EX mode)'''
|ver1=Normal
|startup=35F
|damage1='''15''' each
|type=Magical
|startup1=35F
|priority=Ranged Low
|type1=Magical
|ex=each 30 / 21 (EX mode)
|priority1=Ranged Low
|effect=Chase
|ex1=30 each
|effect1=Chase
|cancels1=Dodge
|asthit1=
|gametext=[Mid] Call down lightning bolts. <br>Farther away, the larger the bolt.
|level=
|ap=
|cp=30 (15)
|cp=30 (15)
|ver2=EX Mode
|damage2='''10''' each
|startup2=35F
|type2=Magical
|priority2=Ranged Low
|ex2=21 each
|effect2=Chase
|cancels2=Dodge
|asthit2=
|image=https://dissidia.wiki/images/5/54/Brv_kefka_lickety_split_thundaga.jpeg
|imgpos=
}}
}}
''[Mid] Call down lightning bolts. Farther away, the larger the bolt.''
 
[[File:Brv_kefka_lickety_split_thundaga_EX.jpeg|300px|thumb|Kefka casts two Lickety-Split Thundagas in a row in EX Mode.]]
 
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.
 
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.
 
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.
 
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.


|-|Zap-Trap Thundaga=
|-|Zap-Trap Thundaga=
Line 133: Line 241:
|effect=Chase
|effect=Chase
|cp=30 (15)
|cp=30 (15)
|image=https://dissidia.wiki/images/f/fc/Brv_kefka_zap_trap_thundaga.jpeg
|imgpos=60%
|cancels=Dodge
|asthit=
|level=
|ap=
|gametext=[Long] Surround foe w/lightning. <br>Press button to call more bolts.
}}
}}
''[Long] Surround foe w/lightning. Press button to call more bolts.''
 
[[File:Brv_kefka_zap_trap_thundaga_EX.jpeg|thumb|300px|Even more Zap-Trap Thundagas are cast in EX Mode.]]
 
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.
 
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.
 
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.


|-|Meteor=
|-|Meteor=
{{AbilityInfo
{{AbilityInfo
|damage=each 15, up to 75
|damage='''15''' each (up to 75)
|startup=35F (first appearence)
|startup=35F (first appearance)
|type=Magical
|type=Magical
|priority=Ranged Low
|priority=Ranged Low
Line 145: Line 267:
|effect=Chase
|effect=Chase
|cp=30 (15)
|cp=30 (15)
|image=https://dissidia.wiki/images/4/46/Brv_kefka_meteor_1.jpeg
|imgpos=40%
|cancels=Dodge
|asthit=
|level=
|ap=
|gametext=[Long] Rain fire from the skies <br>that ricochets and flies at foe.
}}
}}
''[Long] Rain fire from the skies that ricochets and flies at foe.''
 
[[File:Brv_kefka_meteor_2.jpeg|thumb|300px|Meteor (midair) projectiles fall to the ground 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.]]
 
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.
 
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.
 
Each homing projectile sends the opponent upwards and they can combo into assist and other attacks on hit. <ref>[https://www.youtube.com/watch?v=sfztRLFzEF4 Meteor dodge cancel assist example.]</ref> This is easier said than done however, as the slow startup and low priority make it difficult to connect with Meteor against moving opponents. Visually confirming Meteor on hit can be difficult in neutral situations, but assist combos provide much needed leeway for additional follow-ups. Both Waggle-Wobbly Firaga and being positioned above the opponent are a big help.
 
During EX Mode, Meteor can be used midair with no reliance on ground at all as the projectiles will halt their descent after a moment before pursuing the opponent. In a way, it functions as if it is performed in the ground.


|-|Ultima=
|-|Ultima=
{{AbilityInfo
 
|damage=15, 25
{{AbilityInfo2
|startup=33F > 89F / 1F > 33F (EX mode)
|ver1=Normal
|type=Magical
|damage1='''40''' (15, 25)
|priority=Ranged Mid
|startup1=33F (orb) > 89F (explosion)
|ex=30 > 0
|type1=Magical
|effect=Wall Rush
|priority1=Ranged Mid
|ex1=30 > 0
|effect1=Wall Rush
|cancels1=Dodge
|asthit1=
|gametext=[Mid] Cast the ultimate(?) spell. <br>Causes huge blast...eventually.
|level=
|ap=
|cp=30 (15)
|cp=30 (15)
|ver2=EX Mode
|damage2='''40''' (15, 25)
|startup2=1F (orb) > 33F (explosion)
|type2=Magical
|priority2=Ranged Mid
|ex2=30 > 0
|effect2=Wall Rush
|cancels2=Dodge
|asthit2=
|image=https://dissidia.wiki/images/2/25/Brv_kefka_ultima_1.jpeg
|imgpos=
}}
}}
''[Mid] Cast the ultimate(?) spell. Causes huge blast...eventually.''
 
[[File:Brv_kefka_ultima_2.jpeg|thumb|300px|Ultima follows up with multiple explosions.]]
 
[[File:Brv_kefka_ultima_EX.jpeg|thumb|300px|EX Mode Ultima has the fastest attack startup speed in the game at frame 1.]]
 
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}}.
 
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.
 
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.


</tabber>
</tabber>
Line 176: Line 343:
|effect=Wall Rush
|effect=Wall Rush
|cp=30 (15)
|cp=30 (15)
|image=https://dissidia.wiki/images/e/e1/Hp_kefka_havoc_wing.jpeg
|imgpos=
|cancels=Dodge
|asthit=
|level=
|ap=
|gametext=[Close] Attack with wings. <br>Quick approach, useful vs. any height.
}}
}}
''[Close] Attack with wings. Quick approach, useful vs. any height.''
 
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.
 
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.
 
Havoc Wing has no known effects during EX Mode.


|-|Hyperdrive=
|-|Hyperdrive=
{{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
Line 188: Line 368:
|effect=-
|effect=-
|cp=30 (15)
|cp=30 (15)
|image=https://dissidia.wiki/images/7/7e/Hp_kefka_hyperdrive.jpeg
|imgpos=
|cancels=Dodge
|asthit=
|level=
|ap=
|gametext=[Long] Launch a column of flame along ground. <br>Range depends on length of button hold.
}}
}}
''[Long] Launch a column of flame along ground. Range depends on length of button hold.''


Only available on the ground.
[[File:Hp_kefka_hyperdrive_EX.jpeg|thumb|300px|EX Mode Hyperdrive will stop temporarily and realign after a moment.]]
 
'''Ground only.'''
 
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.
 
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}}.
 
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.


|-|Trine=
|-|Trine=
Line 202: Line 396:
|effect=-
|effect=-
|cp=30 (15)
|cp=30 (15)
|image=https://dissidia.wiki/images/0/0b/Hp_kefka_trine_1.jpeg
|imgpos=40%
|cancels=Dodge
|asthit=
|level=
|ap=
|gametext=[Long] Triangular spell appears in the air <br>and attacks from 3 directions.
}}
}}
''[Long] Triangular spell appears in the air and attacks from 3 directions.''
 
[[File:Hp_kefka_trine_2.jpeg|thumb|300px|Trine can be used at very long distances.]]
 
[[File:Hp_kefka_trine_EX.jpeg|thumb|300px|Two Trines are casted in a row during EX Mode.]]
 
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.
 
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.


|-|Forsaken Null=
|-|Forsaken Null=
Line 212: Line 420:
|priority=Ranged High
|priority=Ranged High
|ex=0
|ex=0
|effect=-
|effect=Wall Rush
|cp=30 (15)
|cp=30 (15)
|image=https://dissidia.wiki/images/6/63/Hp_kefka_forsaken_null_1.jpeg
|imgpos=
|cancels=Dodge
|asthit=
|level=
|ap=
|gametext=[Long] Mobile sigil fires on foe. <br>Hold button for homing.
}}
}}
''[Long] Triangular spell appears in the air and attacks from 3 directions.''
 
[[File:Hp_kefka_forsaken_null_2.jpeg|thumb|300px|Each projectile explodes once they hit solid ground or opponent.]]
 
[[File:Hp_kefka_forsaken_null_EX.jpeg|thumb|300px|EX Mode Forsaken Null fires projectiles in two directions.]]
 
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.
 
During EX Mode, Forsaken Null will fire an additional projectile upwards, increasing its potential range. Unfortunately it still remains fairly easy to dodge.


</tabber>
</tabber>
Line 227: Line 449:


=== Glide ===
=== Glide ===
''[Activate by holding x in midair]
{{image|https://dissidia.wiki/images/2/2e/Ex_mode_kefka_glide.jpeg}}
 
''[Activate by holding X in midair]
Increases the magus power within to move freely through the air.''
Increases the magus power within to move freely through the air.''


=== Exhilarating Magic ===
=== Exhilarating Magic ===
''[Always active while in EX Mode]
{{image|https://dissidia.wiki/images/d/d3/Brv_kefka_waggly_wobbly_firaga_EX.jpeg}}
All spells become more chaotic - multiple projectiles, magic rebounds, and other unpredictable effects.''
 
''[Always active while in EX Mode] All spells become more chaotic - multiple projectiles, magic rebounds, and other unpredictable effects.''


=== EX Burst: Light of Judgment ===
=== EX Burst: Light of Judgment ===
''A light comes from the heavens, cleansiing all in its wake. Memorize the commands that display then enter them in order.''
{{image|https://dissidia.wiki/images/1/1a/Ex_burst_kefka_2.jpeg}}
 
''A light comes from the heavens, cleansing all in its wake. Memorize the commands that display then enter them in order.''


{{burst
{{burst
Line 242: Line 469:
|type=Magical
|type=Magical
}}
}}
== Combos ==
Many of Kefka's attacks can function as combo starters. Most function as assist combo starters, but few allow Kefka to combo by himself.
Scatter-Spray Blizzaga (SSB), Waggle-Wobbly Firaga (WWF), Extra-Crispy Firaga (ECF), Zap-Trap Thundaga (ZTT), Lickety-Split Thundaga (LST), Trine.
=== Solo ===
* Waggle-Wobbly Firaga > SSB / ECF / LST / Meteor / Havoc Wing / Trine
* Trine > Scatter-Spray Blizzaga
* Lickety-Split Thundaga > DC > SSB / Trine
=== Assist ===
<tabber>
|-|Jecht=
* Scatter-Spray Blizzaga > Jecht Air BRV > Set WWF > Trine (ZTT or Meteor if equipped) > WWF Hit > Trine > Ender (SSB)
Alternative enders:
* Meteor > Havoc Wing
* Zap Trap (EX)
* WWFx2 (pressure)
</tabber>


== Builds ==
== Builds ==
Line 247: Line 498:


<tabber>
<tabber>
|-|Build #1=
|-|Hybrid=
{{Build
{{Build
|hp=10299
|hp=10299
Line 259: Line 510:
|ast=Kuja
|ast=Kuja
|wpn=Dancing Mad
|wpn=Dancing Mad
|hand=Lufenian Dirk
|hand=Lufenian Dirk ([[CP_Glitch_(Dissidia_012)|'''CP Glitch''']])
|head=Lufenian Headband
|head=Lufenian Headband
|armor=Lufenian Vest
|armor=Lufenian Vest ([[CP_Glitch_(Dissidia_012)|'''CP Glitch''']])
|acc1={{accbas}} Hyper Ring
|acc1={{accbas}} Hyper Ring
|acc2={{accbas}} Earring
|acc2={{accbas}} Earring
Line 274: Line 525:
|summon=Rubicante
|summon=Rubicante
}}
}}
Use CP glitch for Lufenian Dirk and Lufenian Vest.


A standard fare damage oriented build with EX intake enabled.


|-|Build #2=
|-|High Initial EX=
{{Build
{{Build
|hp=
|hp=10299
|cp=
|cp=450
|brv=
|brv=956
|atk=
|atk=179
|def=
|def=185
|luk=
|luk=60
|booster=
|booster=None
|setbonus=
|setbonus=Judgment of Lufenia
|ast=
|ast=Jecht
|wpn=
|wpn=Dancing Mad
|hand=
|hand=Lufenian Shield ([[CP_Glitch_(Dissidia_012)|'''CP Glitch''']])
|head=
|head=Lufenian Helm ([[CP_Glitch_(Dissidia_012)|'''CP Glitch''']])
|armor=
|armor=Lufenian Armor ([[CP_Glitch_(Dissidia_012)|'''CP Glitch''']])
|acc1=
|acc1={{accbas}} Earring
|acc2=
|acc2={{accbas}} Dismay Shock
|acc3=
|acc3={{accbas}} Battle Hammer
|acc4=
|acc4={{accsp}} Cyan Drop
|acc5=
|acc5={{accsp}} Cyan Drop
|acc6=
|acc6={{accsp}} Cyan Drop
|acc7=
|acc7={{accsp}} Cyan Gem
|acc8=
|acc8={{accsp}} Tenacious Attacker
|acc9=
|acc9={{accsp}} Glutton
|acc10=
|acc10={{accsp}} First to Victory
|summon=
|summon=
}}
}}
Starts the match with 90 % of the EX meter filled.


</tabber>
</tabber>
Line 309: Line 562:
== Assist ==
== Assist ==


Kefka's assist data.
=== Kefka's assist data ===


{{012Assist
{{012Assist
Line 341: Line 594:
|effect4=Wall Rush
|effect4=Wall Rush
}}
}}
=== Synergies ===
Kefka does not have strong synergy with most tournament viable assists. Instead much of his performance can be attributed to the {{012kuja}} assist and to a lesser extent, {{012jec}} assist.
Being able to convert off stray hits even from a distance is pretty important for Kefka. Other assists such as Sephiroth, Yuna and Exdeath make compromises in startup speed and follow-ups. Both Kuja and Jecht offer most in terms of conversion ability, damage output and setup potential.
<tabber>
|-|Kuja=
Kefka's strongest assist with highest consistency. Air BRV assist Strike Energy has great synergy with Kefka's staple braveries anywhere in the stage. Easiest to setup Kefka's Waggly-Wobbly Firaga > Extra-Crispy Firaga chase loop off of any hit, but can also create more space and setup an additional Waggly-Wobbly Firaga with Trine. It even sets up double damage for Extra-Crispy Firaga in a corner.
If Kefka is in close range, he can Trine after Kuja assist and go for Scatter-Spray Blizzaga for guaranteed critical hits to really shred through bravery.
|-|Jecht=
Faster ground assist and good holding potential overall, but often requires ground to optimise air BRV assist combos. What Jecht assist loses in consistent damage regardless of position, he makes up for it with setups. Comboing a Meteor into Waggly-Wobbly Firaga is one such example.
He works well after Hyperdrive HP as well and of course, can setup other ground adjacent follow-ups afterwards.
The Waggly-Wobbly Firaga > Extra-Crispy Firaga chase loop is possible with Jecht assist as well, but is known to be more difficult as it requires positioning pretty close to the opponent.
</tabber>
== References ==
<references />
{{navbox012}}
{{roadmap012kef}}

Latest revision as of 16:35, 25 June 2025


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




Info
Name Kefka Palazzo (ケフカ・パラッツォ)
Original game Final Fantasy VI
Base ATK (LV100) 111 (High)
Base DEF (LV100) 110 (Low)
Run Speed 11.5 (Very Slow)
Dash Speed 81 (Below Average)
Fall Speed 67 (Fast)
Fall Speed Ratio After Dodge 13 (Fastest)
Fastest BRV 13F (Scatter-Spray Blizzaga)
1F (EX Mode Ultima)
Fastest HP 51F (Havoc Wing)
1-Hit HP Yes (All)
HP Links Yes (Combos only)
Command Block No
Weapon Instruments, Poles, Rods, Staves
Armor Bangles, Clothing, Hats, Hairpins,
Headbands, Ribbons, Robes
Exclusive weapons Lamia's Flute, Nephilim Flute, Dancing Mad
Unlock
Alignment Chaos
Voice Actor (JP) Shigeru Chiba
Voice Actor (ENG) Dave Wittenberg


Overview

Kefka is a defensive zoner 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.

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 Mode and Assist increase Kefka's damage greatly with EX Doublecast and midscreen 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.

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 rushdown playstyles, like with Lightning or Onion Knight. He takes big risks due to his attacks having Ranged Low priority, telegraphed startup or long recovery. This also puts him at risk in Assist gauge economy. He cannot generate one of the most important resources with a quick poke without moderate risk. Kefka is a proficient user of Side by Side builds, so he can establish big momentum if he gets a good hit.

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.

Strengths Weaknesses
  • Damage - High attack stat, synergy with Side by Side accessory_special.png, 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.
  • 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.
  • 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.
  • EX Mode - Casting two spells at once greatly amplifies his space control and damage output. Ultima comes out instantly.
  • 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.
  • Assist meter generation on whiff - Because Kefka does not have quick low commitment pokes, generating assist meter safely can be very difficult.
  • EX generation on hit - Two of his staple braveries do not produce EX Force, often limiting his EX intake to EX cores, Extra-Crispy Firaga enders and occasional whiff punishes with Lickety-Split Thundagas.
  • Reversing momentum - If the opponent is consistently intercepting Kefka's braveries with assist or offensive approaches, Kefka has to take big risks to stay alive.
  • Small stages - By the same token, smaller stages like M.S. Prima Vista leave less room for Kefka to create space and cast spells safely.


Bravery Attacks

All of Kefka's bravery attacks have a ground and a midair version. Attack data is shared between both versions.

Base Damage 30+ (5 x N, 25)
Startup Frame 21F
Damage Type Magical
Priority Ranged Low
EX Force each 15 > 0
Effects Wall Rush
Cancels Dodge
Assist Gain (Hit)
CP (Mastered) 30 (15)
[Long] Drop ground-hugging ice.
Ice quickly spins while homing.
Unlocked at
level
Mastered at
AP


Twisty-Turny Blizzaga can also move forward and Wall Rush.
EX Mode Twisty-Turny Blizzaga turns into a large projectile on the ground, and then charges quickly toward opponent.

A single ice sphere flies in a fixed, upward arc over the opponent that tracks them after landing on the ground. This is one of Kefka's faster attacks in terms of startup and recovery frames, with long active 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.

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 hit stun, but the damage output is low without the homing follow-up that can wall rush.

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.

Normal EX Mode
Base Damage 41 (5, 6 x 6) 77 (5, 6 x 6, 6 x 6)
Startup Frame 13F (1st) > 71F (spray) 13F (1st) > 71F (1st spray) > ?? (2nd spray)
Damage Type Magical Magical
Priority Ranged Mid (1st)
Ranged Low (spray)
Ranged Mid (1st)
Ranged Low (spray)
EX Force 0 0
Effects - -
Cancels Dodge Dodge
Assist Gain (Hit)
CP (Mastered) 30 (15)
[Long] Fire large ice chunks that stop
in midair and break into smaller pieces.
Unlocked at
level
Mastered at
AP


Sprayed projectiles come out with a delay, but deal lots of damage in close-range.
In EX Mode, sprayed projectiles happen twice in a row.

This is one of Kefka's strongest bravery attacks. It is commonly used in close range to fend off nearby opponents and convert into an assist combo (from Waggle-Wobbly Firaga). Because of its 13-frame startup and mid priority, it is effective as an unreactable mixup against aggressive opponents. It can stagger regular blocks, which leads to assist combos. [1]. If the opponent makes a good read on Kefka's timing, he is left wide open for a whiff punish. Assist can be used to intercept these punish attempts, but the mileage will vary depending on matchup and the situation.

The projectile stays for over a second, and then sends out several ice shards at opponent. The mid priority remains active until the ice shards come out, but blocking it can cause this projectile to send ice shards towards Kefka instead [2].

Both parts of Scatter-Spray Blizzaga inflict a fixed amount of hit stun. 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 point blank 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.

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 [3]

Base Damage 15 each (up to 45)
Startup Frame 49F
Damage Type Magical
Priority Ranged Low
EX Force each 30
Effects Chase
Cancels Dodge
Assist Gain (Hit)
CP (Mastered) 30 (15)
[Mid] Shoot speedy fireball.
Splits into 3 parts after firing.
Unlocked at
level
Mastered at
AP


Each fireball homes in on opponent once they have split up.
EX Mode creates two projectiles that split into three fireballs.

A staple bravery for Kefka. The long startup 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 loop scenarios to enforce HP damage or continue with an air combo.

Extra-Crispy Firaga has faster startup and different recovery compared to Waggly-Wobbly Firaga. While both Firagas can be punished early by dashing through the fireball, Extra-Crispy Firaga has a later cancel window after the initial projectile comes out. However, the faster startup means Kefka can use Extra-Crispy Firaga as a mixup against assist punish attempts with 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 neutral, though it should be used sparingly to keep the opponents on their toes.

Extra-Crispy Firaga inflicts two different hit stuns depending on which part of the projectile hits. If the initial projectile connects, it only causes brief hit stun that sends the opponent back. [4] 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. [5] After calling the assist, Kefka has enough time to cast another Waggle-Wobbly Firaga for a chase loop.

At point blank in corner or right above opponent, Extra-Crispy Firaga can do double damage due to all three projectiles hitting twice instead of once.[6] [7] [8] 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.

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.

Base Damage 21 (3 x 7)
Startup Frame 59F
Damage Type Magical
Priority Ranged Low (small)
Ranged Mid (big)
EX Force 0
Effects -
Cancels Dodge
Assist Gain (Hit)
CP (Mastered) 30 (15)
[Long] Shoot slow fireball.
Tenacious homing.
Unlocked at
level
Mastered at
AP


Waggly-Wobbly Firaga is Ranged Mid when it's big. A serious threat to approaching opponents.
EX Mode Waggly-Wobbly Firaga can control a lot of space. A zoning paradise.

Waggly-Wobbly Firaga is a slow, homing projectile that changes priorities while it is active. 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 zoning. In most matchups 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.

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 conversions 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, which can start an infinite combo with subsequent Waggly-Wobbly Firagas.

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.

Due to mid priority's slow startup, Kefka must ensure he can cast this attack without being interrupted. A classic strategy is to use multiple air jumps in with 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 Vaan, Cloud and Prishe. The safest moments to use Waggle-Wobbly Firaga are usually after an assist, HP attack or opponent's whiff.

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.

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.

Normal EX Mode
Base Damage 15 each 10 each
Startup Frame 35F 35F
Damage Type Magical Magical
Priority Ranged Low Ranged Low
EX Force 30 each 21 each
Effects Chase Chase
Cancels Dodge Dodge
Assist Gain (Hit)
CP (Mastered) 30 (15)
[Mid] Call down lightning bolts.
Farther away, the larger the bolt.
Unlocked at
level
Mastered at
AP


Kefka casts two Lickety-Split Thundagas in a row in EX Mode.

A series of advancing lightning bolts 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 a serviceable move on the ground.

Lickety-Split Thundaga has enough hit stun to combo into assist after a dodge cancel [9] or an instant empty chase. [10] This requires a bit of practice and anticipation, but it is a consistent combo starter regardless.

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.

There is actually a gap between lightning bolts when used in close range where Lickety-Split Thundaga can miss entirely. [11] Given that Kefka does not operate in this range for long, it likely won't happen often for most players.

Base Damage each (10)
Startup Frame 65F
Damage Type Magical
Priority Ranged Low
EX Force each 15
Effects Chase
Cancels Dodge
Assist Gain (Hit)
CP (Mastered) 30 (15)
[Long] Surround foe w/lightning.
Press button to call more bolts.
Unlocked at
level
Mastered at
AP


Even more Zap-Trap Thundagas are cast in EX Mode.

Kefka gradually spawns lightning bolts at opponent's location. The bolts have relatively poor accuracy, but they can combo into assist with instant empty chase [12] or dodge cancel [13]. If multiple lightning bolts hit in succession, Zap-Trap Thundaga has potential to provide some of the most frame advantage off of empty chase in the game.

Zap-Trap Thundaga's recovery 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. [14] 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.

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. This is especially true in the air, where Kefka has a consistent synergy in Scatter-Spray, Waggle-Wobbly and Extra-Crispy.

Base Damage 15 each (up to 75)
Startup Frame 35F (first appearance)
Damage Type Magical
Priority Ranged Low
EX Force each 30
Effects Chase
Cancels Dodge
Assist Gain (Hit)
CP (Mastered) 30 (15)
[Long] Rain fire from the skies
that ricochets and flies at foe.
Unlocked at
level
Mastered at
AP


Meteor (midair) projectiles fall to the ground before moving towards opponent.
EX Mode Meteor (midair) projectiles stop in the air before moving towards opponent.

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.

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.

Each homing projectile sends the opponent upwards and they can combo into assist and other attacks on hit. [15] This is easier said than done however, as the slow startup and low priority make it difficult to connect with Meteor against moving opponents. Visually confirming Meteor on hit can be difficult in neutral situations, but assist combos provide much needed leeway for additional follow-ups. Both Waggle-Wobbly Firaga and being positioned above the opponent are a big help.

During EX Mode, Meteor can be used midair with no reliance on ground at all as the projectiles will halt their descent after a moment before pursuing the opponent. In a way, it functions as if it is performed in the ground.

Normal EX Mode
Base Damage 40 (15, 25) 40 (15, 25)
Startup Frame 33F (orb) > 89F (explosion) 1F (orb) > 33F (explosion)
Damage Type Magical Magical
Priority Ranged Mid Ranged Mid
EX Force 30 > 0 30 > 0
Effects Wall Rush Wall Rush
Cancels Dodge Dodge
Assist Gain (Hit)
CP (Mastered) 30 (15)
[Mid] Cast the ultimate(?) spell.
Causes huge blast...eventually.
Unlocked at
level
Mastered at
AP


Ultima follows up with multiple explosions.
EX Mode Ultima has the fastest attack startup speed in the game at frame 1.

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 startup.

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.

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.

HP Attacks

All of Kefka's HP attacks have a ground and a midair version, except Hyperdrive. Attack data is shared between both versions. Hyperdrive is only available on the ground.

Base Damage -
Startup Frame 51F
Damage Type -
Priority Melee High
EX Force 0
Effects Wall Rush
Cancels Dodge
Assist Gain (Hit)
CP (Mastered) 30 (15)
[Close] Attack with wings.
Quick approach, useful vs. any height.
Unlocked at
level
Mastered at
AP


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 tracking and long active 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 LV2 Assist Change. This is great for Side by Side accessory_special.png builds, and checkmates with enough bravery to end a match.

The active frames can make Kefka harder to whiff punish from the front, but the recovery is still quite long.

Havoc Wing has no known effects during EX Mode.

Base Damage -
Startup Frame 63F (LV1)
91F (LV2)
143F (LV3)
Hitbox 3F after button release
Damage Type -
Priority Unblockable
EX Force 60
Effects -
Cancels Dodge
Assist Gain (Hit)
CP (Mastered) 30 (15)
[Long] Launch a column of flame along ground.
Range depends on length of button hold.
Unlocked at
level
Mastered at
AP


EX Mode Hyperdrive will stop temporarily and realign after a moment.

Ground only.

A homing wave projectile. Holding Square ddff-icon-button-square.png increases Hyperdrive's hitbox 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 ddff-icon-button-square.png at any time while charging, so he can control space by threatening with an early release.

While Hyperdrive has good tracking, 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 Sephiroth and Gilgamesh.

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 matchups like Jecht, who tries to get close to Kefka.

Base Damage -
Startup Frame 73F
Damage Type -
Priority Ranged High
EX Force each 21
Effects -
Cancels Dodge
Assist Gain (Hit)
CP (Mastered) 30 (15)
[Long] Triangular spell appears in the air
and attacks from 3 directions.
Unlocked at
level
Mastered at
AP


Trine can be used at very long distances.
Two Trines are casted in a row during EX Mode.

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.

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.

Base Damage -
Startup Frame 89F
Damage Type -
Priority Ranged High
EX Force 0
Effects Wall Rush
Cancels Dodge
Assist Gain (Hit)
CP (Mastered) 30 (15)
[Long] Mobile sigil fires on foe.
Hold button for homing.
Unlocked at
level
Mastered at
AP


Each projectile explodes once they hit solid ground or opponent.
EX Mode Forsaken Null fires projectiles in two directions.

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 startup, 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.

During EX Mode, Forsaken Null will fire an additional projectile upwards, increasing its potential range. Unfortunately it still remains fairly easy to dodge.

EX Mode: Power of Destruction!

Effects:

  • Regen
  • Critical Boost
  • Glide
  • Exhilarating Magic

Glide

[Activate by holding X in midair] Increases the magus power within to move freely through the air.

Exhilarating Magic

[Always active while in EX Mode] All spells become more chaotic - multiple projectiles, magic rebounds, and other unpredictable effects.

EX Burst: Light of Judgment

A light comes from the heavens, cleansing all in its wake. Memorize the commands that display then enter them in order.

Damage multiplier (initial) Damage multiplier (rest) Type
8, 4, 4, 4 (20) 10 x 8 (80) (100 total) Magical


Combos

Many of Kefka's attacks can function as combo starters. Most function as assist combo starters, but few allow Kefka to combo by himself.

Scatter-Spray Blizzaga (SSB), Waggle-Wobbly Firaga (WWF), Extra-Crispy Firaga (ECF), Zap-Trap Thundaga (ZTT), Lickety-Split Thundaga (LST), Trine.

Solo

  • Waggle-Wobbly Firaga > SSB / ECF / LST / Meteor / Havoc Wing / Trine
  • Trine > Scatter-Spray Blizzaga
  • Lickety-Split Thundaga > DC > SSB / Trine

Assist

* Scatter-Spray Blizzaga > Jecht Air BRV > Set WWF > Trine (ZTT or Meteor if equipped) > WWF Hit > Trine > Ender (SSB)

Alternative enders:

  • Meteor > Havoc Wing
  • Zap Trap (EX)
  • WWFx2 (pressure)

Builds

Kefka usually runs with Waggly-Wobbly Firaga, Scatter-Spray Blizzaga and Extra-Crispy Firaga braveries in the air.

Stats
HP 10299
CP 450
BRV 917
ATK 180
DEF 183
LUK 60
Max Booster x7.4
Special Effect: Seal of Lufenia
Equipment
Assist Kuja
Weapon ddff-icon-equip-weapon.png Dancing Mad
Hand ddff-icon-equip-hand.png Lufenian Dirk (CP Glitch)
Head ddff-icon-equip-head.png Lufenian Headband
Body ddff-icon-equip-body.png Lufenian Vest (CP Glitch)
Accessory 1 accessory_basic.png Hyper Ring
Accessory 2 accessory_basic.png Earring
Accessory 3 accessory_basic.png Battle Hammer
Accessory 4 accessory_booster.png Large Gap in HP
Accessory 5 accessory_booster.png BRV > Base Value
Accessory 6 accessory_booster.png Pre-EX Mode
Accessory 7 accessory_booster.png Pre-EX Revenge
Accessory 8 accessory_booster.png Aerial
Accessory 9 accessory_booster.png Opponent HP < 50 %
Accessory 10 accessory_special.png Tenacious Attacker
Summon ddff-icon-summonstone.png Rubicante
{{{dataBRV}}} {{{dataHP}}}
Bravery attacks
Ground Aerial
HP attacks
Ground Aerial

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


A standard fare damage oriented build with EX intake enabled.

Stats
HP 10299
CP 450
BRV 956
ATK 179
DEF 185
LUK 60
Max Booster None
Special Effect: Judgment of Lufenia
Equipment
Assist Jecht
Weapon ddff-icon-equip-weapon.png Dancing Mad
Hand ddff-icon-equip-hand.png Lufenian Shield (CP Glitch)
Head ddff-icon-equip-head.png Lufenian Helm (CP Glitch)
Body ddff-icon-equip-body.png Lufenian Armor (CP Glitch)
Accessory 1 accessory_basic.png Earring
Accessory 2 accessory_basic.png Dismay Shock
Accessory 3 accessory_basic.png Battle Hammer
Accessory 4 accessory_special.png Cyan Drop
Accessory 5 accessory_special.png Cyan Drop
Accessory 6 accessory_special.png Cyan Drop
Accessory 7 accessory_special.png Cyan Gem
Accessory 8 accessory_special.png Tenacious Attacker
Accessory 9 accessory_special.png Glutton
Accessory 10 accessory_special.png First to Victory
Summon ddff-icon-summonstone.png
{{{dataBRV}}} {{{dataHP}}}
Bravery attacks
Ground Aerial
HP attacks
Ground Aerial

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


Starts the match with 90 % of the EX meter filled.

Assist

Kefka's assist data

Type Attack Startup Position Spawn Damage multiplier Effects
BRV Meteor 35F Ground Player 15 each (up to 75) Chase
BRV Extra-Crispy Firaga 49F Air Opponent 15 each (up to 45) Chase
HP Hyperdrive 143F Ground Opponent - Chase
HP Havoc Wing 51F Air Opponent - Wall Rush


Synergies

Kefka does not have strong synergy with most tournament viable assists. Instead much of his performance can be attributed to the Kuja assist and to a lesser extent, Jecht assist.

Being able to convert off stray hits even from a distance is pretty important for Kefka. Other assists such as Sephiroth, Yuna and Exdeath make compromises in startup speed and follow-ups. Both Kuja and Jecht offer most in terms of conversion ability, damage output and setup potential.

Kefka's strongest assist with highest consistency. Air BRV assist Strike Energy has great synergy with Kefka's staple braveries anywhere in the stage. Easiest to setup Kefka's Waggly-Wobbly Firaga > Extra-Crispy Firaga chase loop off of any hit, but can also create more space and setup an additional Waggly-Wobbly Firaga with Trine. It even sets up double damage for Extra-Crispy Firaga in a corner. If Kefka is in close range, he can Trine after Kuja assist and go for Scatter-Spray Blizzaga for guaranteed critical hits to really shred through bravery.

Faster ground assist and good holding potential overall, but often requires ground to optimise air BRV assist combos. What Jecht assist loses in consistent damage regardless of position, he makes up for it with setups. Comboing a Meteor into Waggly-Wobbly Firaga is one such example.

He works well after Hyperdrive HP as well and of course, can setup other ground adjacent follow-ups afterwards.

The Waggly-Wobbly Firaga > Extra-Crispy Firaga chase loop is possible with Jecht assist as well, but is known to be more difficult as it requires positioning pretty close to the opponent.

References

Navigation


Wiki Roadmap (012 Kefka Palazzo)

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Page Completed In progress To-do Score
General 19 / 86
Pros / Cons Done. ? / ?
Overview / Character Data Done. 2 / 2
Bravery Attacks Ability info, images and overviews 5 / 5
HP Attacks Ability info, imagesand overviews 5 / 5
EX Mode Basic info, images. Overview or detailed info 2 / 3
Combos Few combos listed. Add solo and assist combos into a table with video examples. 1 / 7
Builds 2 builds. Add more builds with overviews like with Tifa's builds. 2 / 10
Assist Assist data and overviews for two assists. Add overview for Kefka as an assist. Add more overviews for other assists if possible. 2 / 3
Matchups Create page. Matchup analysis and tips. 0 / 32
Frame Data Create page. Helpful links related to character. 0 / 1
Starter Guide Create page. Concise pvp guide with core concepts and essentials. 0 / 8
Strategy Create page. Strategies and counterplay. 0 / 10