Terra Branford (Dissidia 012): Difference between revisions

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= Overview =
== Overview ==
Terra is a playable character in Dissidia 012.
 
Terra is a defensive spell caster who fights with projectiles from longer distances.
Her main strategy involves sniping with Thundara, charging Meltdown to harass opponents, and casting Holy Combo. If the opponent gets too close, Terra can {{keyword|poke|poke=1}} with Blizzard Combo to keep them out. Terra is also an effective user of Reverse Free Air Dash, as it creates distance for using magic and fills Assist gauge more safely.
 
Terra can do HP damage in {{keyword|neutral|neutral=1}} via Meltdown, {{keyword|HP links|hplink=1}} or various '''[[Glitch_(Dissidia_012)#Hit_Glitch|hit glitch]]''' setups from her other moves. She benefits a lot from '''[[Multiplayer_Build_Guide_(Dissidia_012)#Side_by_Side|Side by Side and high base bravery builds]]''' as a result. Terra struggles to fill EX gauge, but her EX Mode is one of the strongest in the game; Chainspell duplicates all projectiles for stronger space control and damage output. Terra is also one of the few characters who can safely {{keyword|Empty Chase|emptychase=1}} anywhere without getting punished by Recovery Attacks, due to Thundara’s generous {{keyword|hit stun|hitstun=1}}.
 
Terra has glaring weaknesses mostly due to her defense; The most notable issue is being weak against aggressive opponents. Most attacks are telegraphed, slow to come out and Ranged Low priority, which lose to Free Air Dash. Terra’s close-range poke Blizzard Combo is slower and less rewarding on average. Other options involve mixing up timing with Meltdown and blocks, which are also risky. Furthermore, Terra’s air dodges leave her stationary for longer than most characters, which make her vulnerable to attacks. Combined with below average mobility and low '''[[Statistic_(Dissidia_012)#Attack_(ATK)_and_Defense_(DEF)|base DEF]]''', Terra takes big risks to compete and suffers a lot if she fails.
 
Over the years Terra has been considered one of the weakest characters in the game. Her defense suffers against {{keyword|rushdown|rushdown=1}}, but getting momentum with assist can offset some of her shortcomings. Her long-range abilities make it easier to fight {{012ulti}}, who is challenging for many close-range characters. Terra presents an uphill battle for aspiring competitors, but provides a distinct play style that only few characters have.


{{ProConTable
{{ProConTable
|pros=
|pros=
* '''Range''' – Terra can attack from long distances with Thundara, Meteor, Holy Combo and Meltdown. They complement each other and lead to assist combos on hit.
* '''Damage''' – Synergy with high base BRV builds and various hit glitch setups into Ultima allow Terra to do plenty of HP damage.
* '''EX Mode''' – One of the strongest EX Modes in the game. Chainspell duplicates projectiles, which occupy more space and further increase Terra’s damage output. Holy (Combo) also becomes much faster, which also helps with space control.
* '''Safe Empty Chase''' – Thundara is one of the few moves in the game that allow Chase without getting punished by Recovery Attacks anywhere. Effective for getting EX and denying opponent’s current position.
|cons=
|cons=
* '''Defense''' – Terra can struggle to keep opponents away due to below average close-range moves and long-range moves that are slow and low priority. Air dodging is riskier due to slow fall speed and low defense stat increases bravery damage Terra takes.
* '''Risky Zoning''' – Terra relies on telegraphed projectiles that have long startup. They often lose to Free Air Dash, and leave Terra vulnerable to assist attacks as well.
* '''Reversing momentum''' – By the same token, Terra has to take big risks with blocks and other moves to make comebacks.
* '''EX Generation''' – Most of her key moves produce little to no EX Force, which limits her EX intake to EX Cores and Fire on the ground.
}}
}}


= Bravery Attacks =
== 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.
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 ==
=== Ground ===


<tabber>
<tabber>
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</tabber>
</tabber>


== Aerial ==
=== Aerial ===


<tabber>
<tabber>


|-|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)
|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=
}}
}}
''[Close] Shoot ice shards. Change combo with analog stick.''
 
* Press Circle {{pspcir}} once for two follow-up hits. Aim the analog stick {{pspana}} up to send the opponent flying upwards.
 
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.
 
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.
 
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.


|-|Blizzara (midair)=
|-|Blizzara (midair)=
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|effect=Magic Block, Wall Rush
|effect=Magic Block, Wall Rush
|cp=30 (15)
|cp=30 (15)
|gametext=[Mid] Fire large ice block. On hit, add ice shard attack.
}}
}}
''[Mid] Fire large ice block. On hit, add ice shard attack.''
 


|-|Holy Combo=
|-|Holy Combo=
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|effect=-
|effect=-
|cp=30 (15)
|cp=30 (15)
|gametext=[Long] Shoot light projectiles. If Holy hits, follow with Flare.
}}
}}
''[Long] Shoot light projectiles. If Holy hits, follow with Flare.''
 


|-|Thundara=
|-|Thundara=
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|effect=Chase
|effect=Chase
|cp=30 (15)
|cp=30 (15)
|gametext=[Long] Surround foe with contracting ring of lightning.
}}
}}
''[Long] Surround foe with contracting ring of lightning.''
 


|-|Holy=
|-|Holy=
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|effect=Chase
|effect=Chase
|cp=-
|cp=-
|gametext=[Long] Shoot light projectiles. Normal speed, strong homing.
}}
}}
''[Long] Shoot light projectiles. Normal speed, strong homing.''
 


</tabber>
</tabber>


= HP Attacks =
== HP Attacks ==


== Ground ==
=== Ground ===


<tabber>
<tabber>
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|effect=-
|effect=-
|cp=30 (15)
|cp=30 (15)
|gametext=[Long] Generate three water pillars <br>at opponent's position
}}
}}
''[Long] Generate three water pillars 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.
 
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.
 
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)=
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</tabber>
</tabber>


== Aerial ==
=== Aerial ===


<tabber>
<tabber>
|-|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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|effect=Absorb, Wall Rush
|effect=Absorb, Wall Rush
|cp=30 (15)
|cp=30 (15)
|gametext=[Close] Summon tornado around self. Can be moved.
}}
}}
''[Close] Summon tornado around self. Can be moved.''
 


|-|Meltdown=
|-|Meltdown=
{{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. <br>Charge to change its strength.
}}
}}
''[Long] Shoot fireball at foe. Charge to change its strength.''


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.
* 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. The uncharged version is useful for mindgames as it can be delayed by holding the button to punish dodges.
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'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 high priority attack (Cloud's Braver, Squall's Blasting Zone, Jecht Block) which limits its use against such characters. Terra would then either have to dodge it or reflect it back with Tornado.  
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
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|effect=Absorb, Wall Rush
|effect=Absorb, Wall Rush
|cp=30 (15)
|cp=30 (15)
|gametext=Branching from Holy Combo. <br>[Combo] Cast the ultimate spell.
}}
}}
''Branching from Holy Combo. [Combo] Cast the ultimate spell.''
 


</tabber>
</tabber>


= EX Mode: Trance! =
== EX Mode: Trance! ==
Effects:
Effects:
* Regen
* Regen
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* Chainspell
* Chainspell


== Glide ==
=== Glide ===
''[Activate by holding X in midair]] Uses the esper power hidden within to move freely through the air.''
''[Activate by holding X in midair]] Uses the esper power hidden within to move freely through the air.''


== Chainspell ==
=== Chainspell ===
''[Cast, then press circle or square to activate]
''[Cast, then press circle or square to activate]
Embraces the spirit of a magus to raise magical poower and cast the same spell again.''
Embraces the spirit of a magus to raise magical poower and cast the same spell again.''


== EX Burst: Riot Blade ==
=== 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.''
''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.''


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}}
}}


= Combos =
== Combos ==


== Solo ==
=== Solo ===


== Assist ==
=== Assist ===


= Builds =
== Builds ==
Builds here.
Builds here.


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</tabber>
</tabber>


= Assist =
== Assist ==


== Terra's assist data ==
=== Terra's Assist Data ===


{{012Assist
{{012Assist
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}}
}}


== Assists ==
=== Synergies ===
Terra works well with Aerith, Kuja and Jecht.
Terra works well with Aerith, Kuja and Jecht.


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</tabber>
</tabber>


= References =
== References ==
<references />
<references />



Latest revision as of 14:12, 10 February 2026


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




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 defensive spell caster who fights with projectiles from longer distances. Her main strategy involves sniping with Thundara, charging Meltdown to harass opponents, and casting Holy Combo. If the opponent gets too close, Terra can poke with Blizzard Combo to keep them out. Terra is also an effective user of Reverse Free Air Dash, as it creates distance for using magic and fills Assist gauge more safely.

Terra can do HP damage in neutral via Meltdown, HP links or various hit glitch setups from her other moves. She benefits a lot from Side by Side and high base bravery builds as a result. Terra struggles to fill EX gauge, but her EX Mode is one of the strongest in the game; Chainspell duplicates all projectiles for stronger space control and damage output. Terra is also one of the few characters who can safely Empty Chase anywhere without getting punished by Recovery Attacks, due to Thundara’s generous hit stun.

Terra has glaring weaknesses mostly due to her defense; The most notable issue is being weak against aggressive opponents. Most attacks are telegraphed, slow to come out and Ranged Low priority, which lose to Free Air Dash. Terra’s close-range poke Blizzard Combo is slower and less rewarding on average. Other options involve mixing up timing with Meltdown and blocks, which are also risky. Furthermore, Terra’s air dodges leave her stationary for longer than most characters, which make her vulnerable to attacks. Combined with below average mobility and low base DEF, Terra takes big risks to compete and suffers a lot if she fails.

Over the years Terra has been considered one of the weakest characters in the game. Her defense suffers against rushdown, but getting momentum with assist can offset some of her shortcomings. Her long-range abilities make it easier to fight Ultimecia, who is challenging for many close-range characters. Terra presents an uphill battle for aspiring competitors, but provides a distinct play style that only few characters have.

Strengths Weaknesses
  • Range – Terra can attack from long distances with Thundara, Meteor, Holy Combo and Meltdown. They complement each other and lead to assist combos on hit.
  • Damage – Synergy with high base BRV builds and various hit glitch setups into Ultima allow Terra to do plenty of HP damage.
  • EX Mode – One of the strongest EX Modes in the game. Chainspell duplicates projectiles, which occupy more space and further increase Terra’s damage output. Holy (Combo) also becomes much faster, which also helps with space control.
  • Safe Empty Chase – Thundara is one of the few moves in the game that allow Chase without getting punished by Recovery Attacks anywhere. Effective for getting EX and denying opponent’s current position.
  • Defense – Terra can struggle to keep opponents away due to below average close-range moves and long-range moves that are slow and low priority. Air dodging is riskier due to slow fall speed and low defense stat increases bravery damage Terra takes.
  • Risky Zoning – Terra relies on telegraphed projectiles that have long startup. They often lose to Free Air Dash, and leave Terra vulnerable to assist attacks as well.
  • Reversing momentum – By the same token, Terra has to take big risks with blocks and other moves to make comebacks.
  • EX Generation – Most of her key moves produce little to no EX Force, which limits her EX intake to EX Cores and Fire on the ground.


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 ddff-icon-button-circle.png once for two follow-up hits. Aim the analog stick ddff-icon-analog.png 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 ddff-icon-button-square.png. 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 ddff-icon-equip-weapon.png Zwill Crossblade
Hand ddff-icon-equip-hand.png Lufenian Bangle
Head ddff-icon-equip-head.png Lufenian Hairpin
Body ddff-icon-equip-body.png Lufenian Jacket
Accessory 1 accessory_basic.png Hyper Ring
Accessory 2 accessory_basic.png Earring
Accessory 3 accessory_booster.png Large Gap in HP
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 Red Gem
Accessory 8 accessory_special.png Cyan Gem
Accessory 9 accessory_special.png First to Victory
Accessory 10 accessory_special.png Hero's Seal
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.


Substitutes
Equipment Replacement Notes
accessory_special.png 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 ddff-icon-equip-weapon.png Lufenian Claw (CP Glitch)
Hand ddff-icon-equip-hand.png Lufenian Shield (CP Glitch)
Head ddff-icon-equip-head.png Thornlet
Body ddff-icon-equip-body.png Lufenian Armor (CP Glitch)
Accessory 1 accessory_basic.png Protect Stud
Accessory 2 accessory_basic.png Dismay Shock
Accessory 3 accessory_basic.png Battle Hammer
Accessory 4 accessory_booster.png Empty EX Gauge
Accessory 5 accessory_booster.png Summon Unused
Accessory 6 accessory_booster.png Pre-EX Mode
Accessory 7 accessory_booster.png Pre-EX Revenge
Accessory 8 accessory_booster.png Opponent Summon Unused
Accessory 9 accessory_special.png Together As One
Accessory 10 accessory_special.png Side By Side
Summon ddff-icon-summonstone.png Rubicante
{{{dataBRV}}} {{{dataHP}}}
Bravery attacks
Ground Aerial
HP attacks
Ground Aerial

ddff-icon-equip%20ability.pngindicates 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


Synergies

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.

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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