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| |-|Blizzard Combo (midair)= | | |-|Blizzard Combo (midair)= |
| {{AbilityInfo | | |
| |damage=4, 3, 3, 10 (20) / '''4, 3, 3, 14, 2 x 3 (30)''' | | {{AbilityInfo2 |
| |startup=17F | | |ver1=Normal |
| |type=Magical | | |damage1='''20''' (4, 3, 3, 10) <br>'''20''' (Upward. 4, 6, 10) |
| |priority=Melee Low | | |startup1=17F |
| |ex=30 | | |type1=Magical |
| |effect=Wall Rush | | |priority1=Melee Low |
| | |ex1=30 |
| | |effect1=Wall Rush |
| | |cancels1=Dodge |
| | |asthit1= |
| | |gametext=[Close] Shoot ice shards. <br>Change combo with analog stick. |
| | |level= |
| | |ap= |
| |cp=30 (15) | | |cp=30 (15) |
| |gametext=[Close] Shoot ice shards. Change combo with analog stick. | | |ver2=EX Mode |
| | |damage2='''30''' (4, 3, 3, 14, 2 x 3) <br>'''30''' (Upward. 4, 6, 14, 2 x 3) |
| | |startup2=17F |
| | |type2=Magical |
| | |priority2=Melee Low |
| | |ex2=30 |
| | |effect2=Wall Rush (Side only) |
| | |cancels2=Dodge |
| | |asthit2= |
| | |image= |
| | |imgpos= |
| }} | | }} |
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| | * Press Circle {{pspcir}} once for two follow-up hits. Aim the analog stick {{pspana}} up to send the opponent flying upwards. |
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| Terra performs a 3 hits combo at close range. Aim the analog stick to send the opponent flying upwards instead or forward. It has a weak knockback but it can wall rush. | | Blizzard Combo is a close-range {{keyword|poke|poke=1}} and one of Terra's most important moves. It's a fast close-range {{keyword|keepout|keepout=1}} tool with melee priority. Terra can use this defensively to {{keyword|whiff punish|whiffpunish=1}}, interrupt approaches and dashes. The first hit can combo into assists for HP damage. As such, Blizzard Combo represents a threat in close-range, where Terra is not usually at her strongest. |
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| This is Terra's fastest attack at 17F and one of her most essential moves. It serves a fast "get off me" attack, can easily combo into assist, and can be whiffed safely to charge the assist gauge.
| | Blizzard Combo has the fastest {{keyword|startup|startup=1}} out of Terra's moves at 17 frames, so she won't always get blocked on reaction. The relatively short animation and {{keyword|dodge cancel|dc=1}} window makes Blizzard Combo decent for filling assist gauge on {{keyword|whiff|whiff=1}} occasionally. Terra needs to be wary of dodge punish attempts that may follow, however. |
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| Note that Blizzard Combo's 3 hits only require 2 button presses as the 2nd and 3rd hits go off with one button press. So one should follow up with an assist after the first hit.
| | This is an important move for Terra, but it's not without flaws. Blizzard Combo may be fast, but it's on the slower end compared to similar pokes like {{012clo}}'s Double Cut (13F) or {{012squ}}'s Beat Fang (15F). Terra can only combo into assists with the first hit which has a short window, or wall rush which isn't consistent in most positions. The base damage for first hit is one of the lowest in the game, which limits Blizzard Combo's damage potential. This is a reliable move for generating EX Force, but 30 EX is pretty low for a poke. The knockback is relatively weak for creating space, which is what Terra usually aims for. Furthermore, this is Terra's only melee low priority move. That means Terra has to take risks with delayed timing and HPs, or risk getting staggered from blocks. |
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| |-|Blizzara (midair)= | | |-|Blizzara (midair)= |
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| |effect=- | | |effect=- |
| |cp=30 (15) | | |cp=30 (15) |
| |gametext=[Long] Generate three water pillars at opponent's position | | |gametext=[Long] Generate three water pillars <br>at opponent's position |
| }} | | }} |
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| | Flood is a secondary ground HP for Terra. Its main application is interrupting attacks with long {{keyword|startup|startup=1}} (e.g. {{012clo}} Meteorain, {{012gar}} Cyclone etc.) or punishing air dodges with short movement. Terra conjures two water pillars at opponent's position, which explode in rapid succession. These pillars are true unblockable priority, so they cannot be reflected or blocked. |
| | As such, Flood encourages opponents to move. The second pillar spawns at opponent's position once it goes off, so it can catch '''[[Landing_lag|landing lag]]''' if opponent dodges near the ground. Flood knocks straight up on hit with a lot of {{keyword|hit stun|hitstun=1}}, which can start assist combos. |
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| Terra conjures a water pillar at the opponent's position, then after a short delay two other splashes in a rapid succession. Sends the opponent flying upwards.
| | Flood is not often used due to its slow speed and low coverage against movement or {{keyword|halo camping|halocamp=1}}. Terra is vulnerable to attacks while casting and the pillars can be dodged consistently with Evasion Boost. |
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| Flood is a slow spell that can be easily dodged and punished since Terra is completely vulnerable while charging which makes its use situational. The second wave of water pillars comes slow enough for a trained opponent to dodge it with ease. | |
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| It can however be used for hard reads, as to interrupt an attack with a long casting time (e.g. Meteorain, Cyclone, Windburst) or to punish a dodge, especially if the opponent is dodging in midair close to the ground they could get hit by the second wave of water because of their landing lag. Flood has a lot of hitstun and sends the opponent flying straight upwards so it can be easily followed with assist.
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| Ex Mode : Terra casts floods two times, for a total of 6 water pillars. This can catch an opponent off-guard as it is much harder to dodge.
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| | In EX Mode, Terra casts Flood two times, for a total of 6 water pillars. This can be harder to dodge, as the pillars cover more space. |
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| |-|Tornado (ground)= | | |-|Tornado (ground)= |
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| |-|Tornado (midair)= | | |-|Tornado (midair)= |
| {{AbilityInfo | | {{AbilityInfo |
| |damage=1 x 10 (10) | | |damage='''10''' (1 x 10) |
| |startup=43F | | |startup=43F |
| |type=Magical | | |type=Magical |
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| {{AbilityInfo | | {{AbilityInfo |
| |damage=- | | |damage=- |
| |startup=55F / 91F / 145F | | |startup=55F (LV1) / 91F (LV2) / 145F (LV3) |
| |type=- | | |type=- |
| |priority=Ranged High | | |priority=Ranged High |
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| |effect=Wall Rush | | |effect=Wall Rush |
| |cp=30 (15) | | |cp=30 (15) |
| |gametext=[Long] Shoot fireball at foe. Charge to change its strength. | | |gametext=[Long] Shoot fireball at foe. <br>Charge to change its strength. |
| }} | | }} |
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| | * LV1 Meltdown travels a short distance quickly, and explodes |
| | * LV2 Meltdown appears in front of Terra, and then starts slowly accelerating towards opponent. |
| | * LV3 Meltdown travels a short distance quickly, and then starts slowly accelerating towards opponent. |
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| Meltdown has two versions : the uncharged version will shoot a fire blast at close range, while holding the button long enough will shoot a large homing fireball at the opponent. Both versions provide HP wall rush.
| | Meltdown is Terra's only 1-hit HP attack in the air and one of her main self-defense tools. It is used to occupy space and threaten air dodges. Meltdown is a key move for pressuring opponents, as long as Terra can cast it safely. |
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| Meltdown is Terra's only 1 hit HP attack in the air and one of her main self-defense tools. The uncharged version is useful for mindgames as it can be delayed by holding the button to punish dodges. | |
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| Meltdown's charged version can be used to harass the opponent from afar and force them to approach you. It has a strong homing power and stays active for a fairly long time so opponents can still be hit by the projectile by dodging with the wrong timing. | | Meltdown has two versions: Uncharged and charged. Uncharged Meltdown is a close-range fire blast, which is useful after block staggers or as a {{keyword|mixup|mixup=1}} to her charged versions. Uncharged Meltdown travels very quickly once fired, and it has limited maximum distance. If opponent is expecting a charged version, uncharged Meltdown can catch them. Both versions can wall rush. |
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| It has a slow startup however, and a long recovery especially when charged so it can be assist punished quite easily. Meltdown disappears when Terra is hit so it cannot protect her if she is punished.
| | Meltdown's charged versions are done by holding Square {{pspsqu}}. LV2 must be released before 145 frames and LV3 happens at max charge. This is a large homing fireball with long {{keyword|active|active=1}} duration and maximum travel distance. Both versions, especially LV3 can be used to harass opponents from afar and force them to approach Terra. Since charged Meltdown stays active for a while, Terra can act alongside the projectile. This can provide a lot of screen presence and force close-range characters into making a mistake, such as dodging into Terra's next move. Charged Meltdown can also hit off-camera from behind, as it bounces off of solid ground and walls. |
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| Also the charged version projectile can be reflected back at Terra by any character with a level 3 priority attack (Braver, Blasting Zone, Jecht Block) which limits its use against such characters.
| | This move has long {{keyword|startup|startup=1}} and {{keyword|recovery|recovery=1}}. Terra's reliance on Meltdown makes her more vulnerable to {{keyword|whiff punishes|whiffpunish=1}} and {{keyword|assist punishes|assistpunish=1}} whenever it misses. Furthermore, opponents can use assist in close-range to take HP damage from Meltdown and then '''[[Bravery_(Dissidia_012)#Bravery_Break|Bravery Break]]''' Terra. Due to Ranged High priority, charged Meltdowns can be reflected back by high priority attacks, such as {{012clo}}'s Braver, {{012squ}}'s Blasting Zone and {{012jec}} Block. Charged Meltdown will also vanish if Terra gets hit, so it cannot protect her in those cases. Charged Meltdown also has medium max speed, so opponents can attempt to '''[[Blodge|blodge]]''' it, or activate Precision Evasion against it. |
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| |-|Ultima= | | |-|Ultima= |
| {{AbilityInfo | | {{AbilityInfo |
| |damage=1 x 7 (7) | | |damage='''7''' (1 x 7) |
| |startup=? | | |startup=? |
| |type=Magical | | |type=Magical |
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| |effect=Absorb, Wall Rush | | |effect=Absorb, Wall Rush |
| |cp=30 (15) | | |cp=30 (15) |
| |gametext=Branching from Holy Combo. [Combo] Cast the ultimate spell. | | |gametext=Branching from Holy Combo. <br>[Combo] Cast the ultimate spell. |
| }} | | }} |
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