|
|
| (5 intermediate revisions by the same user not shown) |
| Line 227: |
Line 227: |
| |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 |
| }} | | }} |
|
| |
|
| | 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. |
|
| |
|
| 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. |
| | |
| 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. | |
| | |
| 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 landing lag. Flood has a lot of hitstun and sends the opponent flying straight upwards so it can be easily followed with assist.
| |
| | |
| 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.
| |
| | |
| | |
| | |
|
| |
|
| | 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. |
|
| |
|
| |-|Tornado (ground)= | | |-|Tornado (ground)= |
| Line 274: |
Line 268: |
| |-|Tornado (midair)= | | |-|Tornado (midair)= |
| {{AbilityInfo | | {{AbilityInfo |
| |damage=1 x 10 (10) | | |damage='''10''' (1 x 10) |
| |startup=43F | | |startup=43F |
| |type=Magical | | |type=Magical |
| Line 288: |
Line 282: |
| {{AbilityInfo | | {{AbilityInfo |
| |damage=- | | |damage=- |
| |startup=55F / 91F / 145F | | |startup=55F (LV1) / 91F (LV2) / 145F (LV3) |
| |type=- | | |type=- |
| |priority=Ranged High | | |priority=Ranged High |
| Line 294: |
Line 288: |
| |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. |
| }} | | }} |
|
| |
|
| | * 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. |
|
| |
|
| 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. |
| | |
| 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. | |
|
| |
|
| 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. |
|
| |
|
| 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. |
|
| |
|
| 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. |
|
| |
|
| |-|Ultima= | | |-|Ultima= |
| {{AbilityInfo | | {{AbilityInfo |
| |damage=1 x 7 (7) | | |damage='''7''' (1 x 7) |
| |startup=? | | |startup=? |
| |type=Magical | | |type=Magical |
| Line 317: |
Line 312: |
| |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. |
| }} | | }} |
|
| |
|
| Info
|
|
| Name |
Terra Branford (ティナ・ブランフォード)
|
| Original game |
Final Fantasy VI
|
| Base ATK (LV100) |
111 (High)
|
| Base DEF (LV100) |
110 (Low)
|
| Run Speed |
10.5 (Very Slow)
|
| Dash Speed |
81 (Below Average)
|
| Fall Speed |
85 (Average)
|
| Fall Speed Ratio After Dodge |
43 (Slow)
|
| Fastest BRV |
17F (Blizzard Combo)
|
| Fastest HP |
43F (Tornado)
|
| 1-Hit HP |
Yes (Multiple)
|
| HP Links |
Yes
|
| Command Block |
No
|
| Weapon |
Daggers, Instruments, Rods, Staves
|
| Armor |
Bangles, Clothing, Hairpins, Hats, Headbands, Ribbons, Robes
|
| Exclusive weapons |
Chain Flail, Morning Star, Maduin's Horn
|
| Unlock |
|
| Alignment |
Chaos (012) Cosmos (013)
|
| Voice Actor (JP) |
Yukari Fukui
|
| Voice Actor (ENG) |
Natalie Lander
|
Overview
Terra is a playable character in Dissidia 012.
Bravery Attacks
Blizzard Combo and Holy Combo have separate damage multipliers when used during EX mode. These values are outlined after the regular damage multipliers and highlighted in bold.
Ground
|
| Base Damage
|
4, 3, 3, 10 (20) / 4, 3, 3, 14, 2 x 3 (30)
|
| Startup Frame
|
17F
|
| Damage Type
|
Magical
|
| Priority
|
Melee Low
|
| EX Force
|
30
|
| Effects
|
Wall Rush
|
| Cancels
|
|
| Assist Gain (Hit)
|
|
| CP (Mastered)
|
30 (15)
|
| |
Unlocked at level |
Mastered at AP
|
[Close] Shoot ice shards. Change combo with analog stick.
This attack has an upward version. The sum of damage multipliers is identical with the regular verison. It can only wall rush on the side and not at the ceiling.
|
| Base Damage
|
4, 6, 10 (20) / 4, 6, 14, 2 x 3 (30)
|
| Startup Frame
|
17F
|
| Damage Type
|
Magical
|
| Priority
|
Melee Low
|
| EX Force
|
30
|
| Effects
|
|
| Cancels
|
|
| Assist Gain (Hit)
|
|
| CP (Mastered)
|
| |
Unlocked at level |
Mastered at AP
|
|
| Base Damage
|
20, 5 x 3 (35)
|
| Startup Frame
|
27F
|
| Damage Type
|
Magical
|
| Priority
|
Ranged Low
|
| EX Force
|
30
|
| Effects
|
Magic Block, Wall Rush
|
| Cancels
|
|
| Assist Gain (Hit)
|
|
| CP (Mastered)
|
30 (15)
|
| |
Unlocked at level |
Mastered at AP
|
[Mid] Fire large ice block. On hit, add ice shard attack.
|
| Base Damage
|
40
|
| Startup Frame
|
25F
|
| Damage Type
|
Magical
|
| Priority
|
Ranged Low, Unblockable (explosion)
|
| EX Force
|
60
|
| Effects
|
Chase
|
| Cancels
|
|
| Assist Gain (Hit)
|
|
| CP (Mastered)
|
30 (15)
|
| |
Unlocked at level |
Mastered at AP
|
[Mid] Shoot low fireballs that home in on foe and explode.
|
| Base Damage
|
2 x N, 40 (40+)
|
| Startup Frame
|
183F
|
| Damage Type
|
Magical
|
| Priority
|
Unblockable
|
| EX Force
|
each 6
|
| Effects
|
Absorb, Wall Rush
|
| Cancels
|
|
| Assist Gain (Hit)
|
|
| CP (Mastered)
|
30 (15)
|
| |
Unlocked at level |
Mastered at AP
|
[Long] Drop gravity sphere. Can aim with the analog stick.
|
| Base Damage
|
each (15)
|
| Startup Frame
|
65F (3rd), 133F (7th)
|
| Damage Type
|
Magical
|
| Priority
|
Ranged Low
|
| EX Force
|
0
|
| Effects
|
-
|
| Cancels
|
|
| Assist Gain (Hit)
|
|
| CP (Mastered)
|
30 (15)
|
| |
Unlocked at level |
Mastered at AP
|
[Long] Rain down fire on foe. Powerful, not very accurate.
Contains 7 hits. The 3rd and 7th hits always spawn right above the opponent's head. Others spawn randomly.
Aerial
|
|
Normal |
EX Mode
|
| Base Damage
|
20 (4, 3, 3, 10) 20 (Upward. 4, 6, 10) |
30 (4, 3, 3, 14, 2 x 3) 30 (Upward. 4, 6, 14, 2 x 3)
|
| Startup Frame
|
17F |
17F
|
| Damage Type
|
Magical |
Magical
|
| Priority
|
Melee Low |
Melee Low
|
| EX Force
|
30 |
30
|
| Effects
|
Wall Rush |
Wall Rush (Side only)
|
| Cancels
|
Dodge |
Dodge
|
| Assist Gain (Hit)
|
|
|
| CP (Mastered)
|
30 (15)
|
[Close] Shoot ice shards. Change combo with analog stick. |
Unlocked at level |
Mastered at AP
|
- Press Circle
![]()
once for two follow-up hits. Aim the analog stick ![]()
up to send the opponent flying upwards.
Blizzard Combo is a close-range poke and one of Terra's most important moves. It's a fast close-range keepout tool with melee priority. Terra can use this defensively to whiff punish, 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.
Blizzard Combo has the fastest startup out of Terra's moves at 17 frames, so she won't always get blocked on reaction. The relatively short animation and dodge cancel window makes Blizzard Combo decent for filling assist gauge on whiff occasionally. Terra needs to be wary of dodge punish attempts that may follow, however.
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 Cloud's Double Cut (13F) or Squall'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.
|
| Base Damage
|
20, 5 x 3 (35)
|
| Startup Frame
|
27F
|
| Damage Type
|
Magical
|
| Priority
|
Ranged Low
|
| EX Force
|
30
|
| Effects
|
Magic Block, Wall Rush
|
| Cancels
|
|
| Assist Gain (Hit)
|
|
| CP (Mastered)
|
30 (15)
|
| [Mid] Fire large ice block. On hit, add ice shard attack. |
Unlocked at level |
Mastered at AP
|
|
| Base Damage
|
each (6), 7 x 4 (34+) / 7 x 9 (69+)
|
| Startup Frame
|
37F / 13F (EX mode)
|
| Damage Type
|
Magical
|
| Priority
|
Ranged Low (Holy), Mid (Flare)
|
| EX Force
|
0
|
| Effects
|
-
|
| Cancels
|
|
| Assist Gain (Hit)
|
|
| CP (Mastered)
|
30 (15)
|
| [Long] Shoot light projectiles. If Holy hits, follow with Flare. |
Unlocked at level |
Mastered at AP
|
|
| Base Damage
|
each (4)
|
| Startup Frame
|
19F
|
| Damage Type
|
Magical
|
| Priority
|
Ranged Low
|
| EX Force
|
each 9
|
| Effects
|
Chase
|
| Cancels
|
|
| Assist Gain (Hit)
|
|
| CP (Mastered)
|
30 (15)
|
| [Long] Surround foe with contracting ring of lightning. |
Unlocked at level |
Mastered at AP
|
|
| Base Damage
|
each (6)
|
| Startup Frame
|
37F / 13F (EX mode)
|
| Damage Type
|
Magical
|
| Priority
|
Ranged Low
|
| EX Force
|
0
|
| Effects
|
Chase
|
| Cancels
|
|
| Assist Gain (Hit)
|
|
| CP (Mastered)
|
| [Long] Shoot light projectiles. Normal speed, strong homing. |
Unlocked at level |
Mastered at AP
|
HP Attacks
Ground
|
| Base Damage
|
-
|
| Startup Frame
|
71F
|
| Damage Type
|
-
|
| Priority
|
Unblockable
|
| EX Force
|
60
|
| Effects
|
-
|
| Cancels
|
|
| Assist Gain (Hit)
|
|
| CP (Mastered)
|
30 (15)
|
[Long] Generate three water pillars at opponent's position |
Unlocked at level |
Mastered at AP
|
Flood is a secondary ground HP for Terra. Its main application is interrupting attacks with long startup (e.g. Cloud Meteorain, Garland 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 if opponent dodges near the ground. Flood knocks straight up on hit with a lot of hit stun, which can start assist combos.
Flood is not often used due to its slow speed and low coverage against movement or halo camping. Terra is vulnerable to attacks while casting and the pillars can be dodged consistently with Evasion Boost.
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.
|
| Base Damage
|
1 x 10 (10)
|
| Startup Frame
|
43F
|
| Damage Type
|
Magical
|
| Priority
|
Melee High
|
| EX Force
|
30
|
| Effects
|
Absorb, Wall Rush
|
| Cancels
|
|
| Assist Gain (Hit)
|
|
| CP (Mastered)
|
30 (15)
|
| |
Unlocked at level |
Mastered at AP
|
[Close] Summon tornado around self. Can be moved.
|
| Base Damage
|
20 (EX mode only)
|
| Startup Frame
|
?
|
| Damage Type
|
-
|
| Priority
|
?
|
| EX Force
|
0
|
| Effects
|
Wall Rush
|
| Cancels
|
|
| Assist Gain (Hit)
|
|
| CP (Mastered)
|
30 (15)
|
| |
Unlocked at level |
Mastered at AP
|
Branching from Fire. [Combo] Ignite explosions on foe.
Aerial
|
| Base Damage
|
10 (1 x 10)
|
| Startup Frame
|
43F
|
| Damage Type
|
Magical
|
| Priority
|
Melee High
|
| EX Force
|
30
|
| Effects
|
Absorb, Wall Rush
|
| Cancels
|
|
| Assist Gain (Hit)
|
|
| CP (Mastered)
|
30 (15)
|
| [Close] Summon tornado around self. Can be moved. |
Unlocked at level |
Mastered at AP
|
|
| Base Damage
|
-
|
| Startup Frame
|
55F (LV1) / 91F (LV2) / 145F (LV3)
|
| Damage Type
|
-
|
| Priority
|
Ranged High
|
| EX Force
|
0
|
| Effects
|
Wall Rush
|
| Cancels
|
|
| Assist Gain (Hit)
|
|
| CP (Mastered)
|
30 (15)
|
[Long] Shoot fireball at foe. Charge to change its strength. |
Unlocked at level |
Mastered at AP
|
- 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.
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.
Meltdown has two versions: Uncharged and charged. Uncharged Meltdown is a close-range fire blast, which is useful after block staggers or as a mixup 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.
Meltdown's charged versions are done by holding Square ![]()
. LV2 must be released before 145 frames and LV3 happens at max charge. This is a large homing fireball with long active 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.
This move has long startup and recovery. Terra's reliance on Meltdown makes her more vulnerable to whiff punishes and assist punishes whenever it misses. Furthermore, opponents can use assist in close-range to take HP damage from Meltdown and then Bravery Break Terra. Due to Ranged High priority, charged Meltdowns can be reflected back by high priority attacks, such as Cloud's Braver, Squall's Blasting Zone and Jecht 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 it, or activate Precision Evasion against it.
|
| Base Damage
|
7 (1 x 7)
|
| Startup Frame
|
?
|
| Damage Type
|
Magical
|
| Priority
|
Unblockable
|
| EX Force
|
0
|
| Effects
|
Absorb, Wall Rush
|
| Cancels
|
|
| Assist Gain (Hit)
|
|
| CP (Mastered)
|
30 (15)
|
Branching from Holy Combo. [Combo] Cast the ultimate spell. |
Unlocked at level |
Mastered at AP
|
EX Mode: Trance!
Effects:
- Regen
- Critical Boost
- Glide
- Chainspell
Glide
[Activate by holding X in midair]] Uses the esper power hidden within to move freely through the air.
Chainspell
[Cast, then press circle or square to activate]
Embraces the spirit of a magus to raise magical poower and cast the same spell again.
EX Burst: Riot Blade
Power is focused in both hands and fired as countless blades. Repeatedly press left and circle to raise the gauges on the left and righht.
| Damage multiplier (initial) |
Damage multiplier (rest) |
Type
|
| 10x3 (30) |
14x5 (70) (100 total) |
Magical
|
Combos
Solo
Assist
Builds
Builds here.
| Stats
|
| HP |
9971
|
| CP |
450
|
| BRV |
1075 (1827 with Hero's Seal)
|
| ATK |
177
|
| DEF |
182
|
| LUK |
60
|
| Max Booster |
x1.5
|
Special Effect: Seal of Lufenia
| Equipment
|
| Assist |
Jecht / Aerith
|
Weapon ![]()  |
Zwill Crossblade
|
Hand ![]()  |
Lufenian Bangle
|
Head ![]()  |
Lufenian Hairpin
|
Body ![]()  |
Lufenian Jacket
|
| Accessory 1 |
![]() Hyper Ring
|
| Accessory 2 |
![]() Earring
|
| Accessory 3 |
![]() Large Gap in HP
|
| Accessory 4 |
![]() Cyan Drop
|
| Accessory 5 |
![]() Cyan Drop
|
| Accessory 6 |
![]() Cyan Drop
|
| Accessory 7 |
![]() Red Gem
|
| Accessory 8 |
![]() Cyan Gem
|
| Accessory 9 |
![]() First to Victory
|
| Accessory 10 |
![]() Hero's Seal
|
Summon ![]()
|
Rubicante
|
{{{dataBRV}}}
{{{dataHP}}}
| Bravery attacks
|
| Ground |
Aerial
|
| HP attacks
|
| Ground |
Aerial
|
![]()
indicates a "Gear" extra ability or the use of CP / Equipment glitch. The total CP cost will assume the glitch is done.
Substitutes
| Equipment |
Replacement |
Notes
|
![]() Red Gem |
Free choice |
While Red Gem's +5% damage increase works for this build, it can be swapped out for whatever the player may want in a match-up or a stage.
|
This build has Terra start the fight at 90 % EX bar filled. Terra's EX generation is one of her weaker aspects, so this is a good way to guarantee access to her powerful EX Mode with just a few successful interactions. Meteor > Fire > Chase is enough to fill the EX meter on hit. A single EX Core also fills the rest of the EX meter if Terra does not generate enough EX Force before then.
Extra abilities First Strike, EX Critical Boost and Precision Evasion are recommended for this build.
Combo
Once Terra confirms an assist combo with Jecht (or Aerith), the goal is to inflict enough damage to bravery break, reset to base bravery and wall rush for extra damage. Prepare an EX Mode Meltdown which casts two HP projectiles instead of one. As long as one Meltdown connects, Terra can chain Holy Combo into Ultima which is plenty of damage as it is, but the second Meltdown will reset base bravery recovery on hit.
After using Holy Combo, be sure to delay the first Ultima to unlock your assist bar and catch the opponent's dodge. Without Evasion Boost and Precision Evasion, Ultima is basically guaranteed and can lead to another wall rush assist combo if Terra has more assist meter to spend. Depending on the circumstances and the opponent's build, this can outright finish the opponent.
If the opponent is at the wall, it is possible to throw a quick Meltdown during Jecht assist before using Holy Combo.
| Stats
|
| HP |
9683
|
| CP |
450
|
| BRV |
1284
|
| ATK |
178
|
| DEF |
183
|
| LUK |
60
|
| Max Booster |
x4.6
|
Special Effect: Judgment of Lufenia
| Equipment
|
| Assist |
Jecht / Aerith / Sephiroth
|
Weapon ![]()  |
Lufenian Claw (CP Glitch)
|
Hand ![]()  |
Lufenian Shield (CP Glitch)
|
Head ![]()  |
Thornlet
|
Body ![]()  |
Lufenian Armor (CP Glitch)
|
| Accessory 1 |
![]() Protect Stud
|
| Accessory 2 |
![]() Dismay Shock
|
| Accessory 3 |
![]() Battle Hammer
|
| Accessory 4 |
![]() Empty EX Gauge
|
| Accessory 5 |
![]() Summon Unused
|
| Accessory 6 |
![]() Pre-EX Mode
|
| Accessory 7 |
![]() Pre-EX Revenge
|
| Accessory 8 |
![]() Opponent Summon Unused
|
| Accessory 9 |
![]() Together As One
|
| Accessory 10 |
![]() Side By Side
|
Summon ![]()
|
Rubicante
|
{{{dataBRV}}}
{{{dataHP}}}
| Bravery attacks
|
| Ground |
Aerial
|
| HP attacks
|
| Ground |
Aerial
|
![]()
indicates a "Gear" extra ability or the use of CP / Equipment glitch. The total CP cost will assume the glitch is done.
Assist
Terra's assist data
| Type |
Attack |
Startup |
Position |
Spawn |
Damage multiplier |
Effects
|
| BRV |
Graviga |
183F |
Ground |
Player |
2 x N, 40 (40+) |
Wall Rush
|
| BRV |
Blizzara |
27F |
Air |
Opponent |
20, 5 x 3 (35) |
Wall Rush
|
| HP |
Flood |
71F |
Ground |
Player |
- |
Chase
|
| HP |
Meltdown |
145F |
Air |
Player |
- |
Wall Rush
|
Assists
Terra works well with Aerith, Kuja and Jecht.
References
Navigation
Wiki Roadmap (012 Terra Branford)
Please edit this page's roadmap template when relevant additions and changes are made.
| Page |
Completed |
In progress |
To-do |
Score
|
| General |
|
|
Add images for attacks. |
1 / 5 / 86
|
| Pros / Cons |
|
|
Pros and cons. |
0 / 5 / ?
|
| Overview / Character Data |
|
|
Overview |
0 / 5 / 2
|
| Bravery Attacks |
Ability info |
|
overviews |
1 / 5 / 5
|
| HP Attacks |
Ability info |
|
overviews |
1 / 5 / 5
|
| EX Mode |
Basic info |
|
Overview / detailed info |
1 / 5 / 3
|
| Combos |
|
|
Add solo and assist combos with video examples. |
0 / 5 / 7
|
| Builds |
2 builds. |
|
Add more builds with overviews like on Tifa's page. Add recommended attacks for initial ex and Side by Side builds. |
2 / 5 / 10
|
| Assist |
Assist data |
|
Common assists with overviews. |
1 / 5 / 3
|
| Matchups |
|
|
Create page. Matchup analysis and tips. |
0 / 5 / 32
|
| Frame Data |
|
|
|
/ 1
|
| Starter Guide |
|
|
Create page. Concise PvP guide with core concepts and essentials. |
0 / 5 / 8
|
| Strategy |
|
|
Create page. Strategies and counterplays. Refer to Cecil's strategy page. |
0 / 5 / 10
|