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| = Overview = | | = Overview = |
| Garland is a defensive close / mid-range character who is defined by good whiff punish ability, combo game, EX meter economy and crushingly good bravery damage output. | | Garland is a defensive close / mid-range character. His strengths are defined by his braveries that are good at {{keyword|whiff punishing|whiffpunish=1}}, combos and accumulating EX and bravery. |
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| On the ground, Garland can take advantage of higher priorities, gap closers and mixups. With the character-defining Deathblow bravery, Garland can reliably generate assist meter on whiff, anti-air opponents and combo into Twist Drill for a considerable amount of damage and EX meter. | | On the ground, Garland {{keyword|pokes|poke=1}} with Deathblow to fill assist gauge safely and threaten anyone approaching him from the air. Lance Charge, ground HP attacks and timing {{keyword|mixups|mixup=1}} complement the defensive strategy. |
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| In the air, Garland can utilise attacks with well defined tracking through a variety of braveries. Twist Drill anti-airs and pokes through projectiles, Chain Cast covers his air dodges and enables dodge cancel combos and the infamous Bardiche crushes anyone caught below the mighty axe.
| | Garland fights in the air with a mixture of offense and defense. Twist Drill {{keyword|anti-airs|anti-air=1}} opponents, Bardiche comes down with high damage potential, Cyclone provides area denial and Chain Cast is a whiff punisher and a solo combo starter rolled into one. |
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| He boasts above average attack and defense stat, but his attributes are a bit lacking elsewhere. Movement speed is below average, air dodges are floaty, post-dodge defensive options are risky, he lacks independent HP links and air dodge punish attempts have considerable limitations. Not to mention, his braveries have well defined ranges that can hinder his approaches at times.
| | Garland has above average base ATK and DEF stats, but his other attributes are a bit lacking. Below average movement speed, no solo {{keyword|HP links|hplink=1}} and floaty air dodges. His offensive options are limited against air dodges due to air braveries being telegraphed by their specified range, with notable blind spots for each. Garland's own options for protection after evading are slow and risky as well. |
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| However, one aspect where Garland is a cut above the rest is in the usage of EX meter. Not only can Garland acquire a full EX meter efficiently through combos, his EX Burst is one of the more damaging bursts in the game. But what he is ''really'' infamous for, is his EX Revenge damage output. Being able to combo into a high damaging Bardiche five times is enough to secure a bravery break against any character at their base bravery. This creates a dangerous dynamic with Garland where he can end matches early with a full EX bar if the opponent is below half health. If the player was able to amass a couple bravery breaks before using EX Revenge, Garland can practically ''kill any character from full health''.
| | Historically Garland has been considered a low tier character. However, his representation in competitive play in recent years present a case for a higher position. His grounded defense shuts down many close-range aerial approaches, and most hits lead to lots of bravery and EX. Garland's win condition is defined by his full EX gauge and high bravery stack, where he can end matches with one EX Revenge 5x Bardiche combo. He can exploit the opponent's positioning as a defender on the ground, but his aerial offense is much more linear and restricted by comparison. Garland's long-term strategy is strong, but it always requires multiple hits and resources to guarantee a win. |
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| Historically Garland has been considered a low tier character. However, his representation in competitive play in recent years present a case for a '''mid tier''' or even '''high tier''' position. Garland is not without faults, nor is he the easiest character to succeed with. He is decent at exploiting the opponent's flaws with proper positioning, but if ''he'' is forced to try and create a mistake, he can fall apart completely against opponents with proper knowledge, positioning and reactions. Garland's long-term gameplan is strong, but it always requires landing hits with resources to later back him up. | |
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| With consistent grounded defensive play, he can overpower many conventionally strong characters who have to engage with him first.
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| {{ProConTable | | {{ProConTable |
| |pros= | | |pros= |
| *'''Whiff punishment''' | | *'''Whiff Punishment''' - Several braveries allow Garland to react from various angles. |
| *'''Bravery damage''' | | *'''Bravery Damage''' - Bardiche, Kuja assist and Chain Cast solo combos can bravery break quickly. |
| *'''EX meter economy''' - Generates meter efficiently through combos and can kill earlier with EX Revenge than any other character | | *'''Safe Ground {{keyword|Neutral|neutral=1}}''' - Deathblow lets Garland define the pace with less risk than most characters. |
| *'''Disjoints''' great at poking through projectiles and walls | | *'''EX Gauge Economy''' - Generates and collects EX efficiently through combos. He can kill earlier with EX Revenge than any other character thanks to Bardiche and Bravery stacking. |
| * '''Good ground-to-ground presence''', except against area denial melee HPs | | *'''Disjoints''' that can go through projectiles. |
| | * '''Good ground-to-ground presence''' against close-range characters |
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| |cons= | | |cons= |
| * '''Bad movement''' | | * '''Below average movement''' - Garland is slightly slower on all fronts. |
| * '''Post-dodge vulnerability''' | | * '''Post-dodge vulnerability''' - Garland's air dodges leave him vulnerable, and Chain Cast does not protect with invincibility. |
| * '''Limited aerial dodge punish capability''' | | * '''Limited aerial dodge punish capability''' - HPs, Twist Drill and Bardiche need specific angles to hit. Garland struggles to hit fast fallers (e.g. {{012kain}}) and back air dodges. Offensive momentum can be difficult to create in these cases. |
| * '''EX meter gameplan hurt by poor neutral HPs and assist punish vulnerability''' | | * '''Flawed aerial neutral and mixups''' - He can struggle against block in the air, and air HPs provide little utility against most characters. |
| * '''Fast + long range vulnerability''' | | * '''Fast + long range vulnerability''' - Air braveries are slower on average, so Garland can get interrupted more easily in face-offs. His anti-{{keyword|zoning|zoning=1}} options are mostly limited to dashing and '''[[Multiplayer_Build_Guide_(Dissidia_012)#Bravery_Boost_on_Dodge|Bravery Boost on Dodge builds]]'''. |
| * '''Difficulties creating offensive momentum consistently'''
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| * '''Bad at making the opponent whiff without forcing a dodge'''
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| * '''Flawed aerial mixups''', can struggle against block in the air
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| * '''Bad against area denial melee HPs'''
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| }} | | }} |
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| [[File:Brv_garland_round_edge_long.jpeg|thumb|300px|Round Edge (Long).]] | | [[File:Brv_garland_round_edge_long.jpeg|thumb|300px|Round Edge (Long).]] |
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| Three sword swipes with a chase or a wall rush ender. Press circle {{pspcir}} before the third swipe for a wall rush ender or press circle {{pspcir}} after it for a chase ender. Garland's movement can be controlled freely during the first two swipes, but it does not make it safe to use. | | Three sword swipes with two different follow-ups. Press circle {{pspcir}} before the third swipe for a wall rush finisher, or press circle {{pspcir}} after it for a chase finisher. Garland's movement can be controlled freely during the first two swipes. |
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| Round Edge isn't very safe or effective as a {{keyword|neutral|Neutral}} tool. Its {{keyword|start-up|startup}} can be reacted to with practice, it doesn't have high coverage against defensive options and it takes well over a second to cancel it into a dodge. This is not ideal, considering Garland's limited post-dodge defensive options. However, Round Edge can {{keyword|link|link}} into Garland's Deathblow with precise timing for a much more rewarding combo. This means Round Edge may be best used in {{keyword|punishes|Punish}}, but it can also work as a surprise attack once in a while.
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| The first two hits' vertical range is quite bad. They do hit behind Garland, so if the opponent blocks early at mid-range, Garland can try to move around and hit them. The higher priorities apply to Round Edge when it has not been {{keyword|cancelled|cancel}} into a wall rush ender. Since movement is halted by the third hit, it can be challenging to enforce its high priority against moving opponents.
| | Round Edge is a high commitment attack, which is mainly used after block staggers or to catch opponents by surprise. It is risky to use due to its long {{keyword|startup|startup=1}} and animation length. Garland cannot dodge until the first three slashes are done. However, this move also provides notable reward on hit thanks to the precise Deathblow follow-ups; Bravery damage, EX and assist gauge are all great for Garland. Even without Deathblow follow-ups, Round Edge still provides assist combos, above average base damage and EX on the long finisher. |
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| Round Edge has potential as a punisher, but it is generally outclassed by Deathblow and Lance Charge in that area. Its long animation and arguably diminishing returns for disproportional risk compared to other ground moves make Round Edge difficult to justify for the third slot bravery. | | Round Edge is not very safe or effective as a {{keyword|neutral|neutral=1}} tool. It is quite slow and has little coverage against opponent's defensive options. The second and third round slashes have higher priority which can work sometimes, but given the overall speed, this is easier for opponents to anticipate. Since Garland stops moving by the third slash, its high priority can be difficult to use against moving opponents. It is recommended to use this move with caution. |
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| When '''[[Lock_Off|locked off]]''', Garland can move in any direction on the ground with Round Edge. | | When '''[[Lock_Off|locked off]]''', Garland can move in any direction on the ground with Round Edge. |
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| |image=https://dissidia.wiki/images/0/00/Brv_garland_lance_charge.jpeg | | |image=https://dissidia.wiki/images/0/00/Brv_garland_lance_charge.jpeg |
| |imgpos= | | |imgpos= |
| |cancels= | | |cancels=Dodge |
| |asthit= | | |asthit= |
| |level= | | |level=8 |
| |ap= | | |ap=100 |
| |gametext=[Mid] High-speed sword thrust. <br>Vertically limited, good range. | | |gametext=[Mid] High-speed sword thrust. <br>Vertically limited, good range. |
| }} | | }} |
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| A mid priority gap closer and a {{keyword|whiff punisher|Whiff punish}} that goes in a straight line. Staggers block and can be followed up with a built-in Bardiche if it staggered the opponent. Lance Charge works well as a deterrent for blocking Garland's other ground braveries. And because it travels quickly, it can punish '''[[Landing_lag|landing lag]]''' as well. Its range extends slightly past the visual.
| | Lance Charge is a staple move for Garland. It's a very strong ground-to-ground bravery for its speed, mid priority and assist combos on hit. This is a midrange gap closer and a {{keyword|whiff punisher|whiffpunish=1}} that goes in a straight line. It's quite effective when used in tandem with Deathblow, such as against blocks, low priority attacks and ground dodges. |
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| Lance Charge's damage is complemented by Kuja / Sephiroth assist combos and subsequent Bardiche fillers. If it staggers a blocking opponent, the wall rush hit can also get a critical hit.
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| Lance Charge can be a difficult move to {{keyword|punish|punish}} on its own due to its short recovery and mid priority. Top speed assists, higher priority attacks and blocks can counter it directly. Lance Charge also doesn't catch fast sideway and upward movement well. Using this move also leaves Garland airborne, so whiffing can put Garland in a worse defensive position.
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| If Garland staggers an opponent with a '''[[Blodge|blodge]]''', Garland can use Lance Charge to retaliate after blodging backwards or sideways.
| | Lance Charge staggers regular blocks, and it can follow up with a ground wall rush even if it was blocked. The ground wall rush finisher sets up high damaging Kuja assist combos, so Lance Charge's reward is pretty high with meter. It can punish '''[[Landing_lag|landing lag]]''' and counter opponents after a successful backwards / sideways '''[[Blodge|blodge]]'''. Lance Charge travels pretty quickly once {{keyword|active|active=1}} and the range extends slightly past the weapon visuals. It can be a difficult move to {{keyword|punish|punish=1}} at ground level due to its short recovery and mid priority |
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| Lance Charge is a staple in Garland's kit and is one of the best ground-to-ground bravery attacks in the game. It can contest low priority {{keyword|whiffs|Whiff}}, punish most ground dodges and serves {{keyword|mixup|mixup}} to his Deathblow pokes. | | However, this move is quite linear. It loses to fast sideways and upward movement, and higher priority in general. If Lance Charge misses, Garland is left airborne. He is vulnerable to attacks from above and fast assists, and his air dodge can put him in an even worse situation. It will not see much use in aerial focused {{keyword|matchups|matchup=1}} either, such as against {{012seph}}. |
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| |-|Deathblow= | | |-|Deathblow= |
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| |priority=Melee Low | | |priority=Melee Low |
| |ex=60 | | |ex=60 |
| |effect= | | |effect=- |
| |cp=30 (15) | | |cp=30 (15) |
| |image=https://dissidia.wiki/images/e/e9/Brv_garland_deathblow.jpeg | | |image=https://dissidia.wiki/images/e/e9/Brv_garland_deathblow.jpeg |
| |imgpos= | | |imgpos= |
| |cancels= | | |cancels=Dodge, Block, Attack, Movement |
| |asthit= | | |asthit= |
| |level= | | |level=1 |
| |ap= | | |ap=100 |
| |gametext=[Mid] Swift upwards sword swipe. <br>Low accuracy, quick strike. | | |gametext=[Mid] Swift upwards sword swipe. <br>Low accuracy, quick strike. |
| }} | | }} |
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| One of Garland's strongest bravery attacks. Very fast {{keyword|start-up|Startup}}, low recovery, long {{keyword|active|active}} {{keyword|hitbox|hitbox}}, combo starter, great tracking and {{keyword|anti-air|ANti-air}} capability in close range. The low natural {{keyword|recovery|recovery}} is Deathblow's highlight, because it is one of the few braveries in the game that do not have to be {{keyword|dodge cancelled|dodge cancel}} for safety. | | One of Garland's strongest bravery attacks. It's a safe {{keyword|poke|poke=1}}, {{keyword|anti-air|anti-air=1}} and a combo starter. The {{keyword|active|active=1}} frames are long, the {{keyword|tracking|tracking=1}} is strong and it {{keyword|recovers|recovery=1}} quickly, which make this a difficult move to contest. Deathblow is great for filling assist gauge and threatening nearby opponents. Garland does not have to dodge to make this move safe, which is very rare in this game. On hit, it combos into jump > Twist Drill, assist and generates lots of EX Force as a result. |
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| Garland can use Deathblow to {{keyword|poke|poke}} reliably for assist gauge, and capitalize on opponent's mistakes. The long active frames means approaching Garland head-on can be difficult. On hit he can jump and combo into Twist Drill for more meter and lots of bravery damage with assist.
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| Deathblow is a must-have for many close-range {{keyword|match-ups|matchup}} where Garland can fight on the ground. When used well, this is a move that ties Garland's defensive gameplay together. | | Deathblow is a must-have for close-range ground combat. It ties Garland's defensive gameplay together very well. Even so, it is important to mix things up, so the opponent doesn't catch Garland at a bad time. It still loses to higher priority attacks and well timed blocks. And because it's a ground move, it does little to contest {{keyword|halo camping|halocamp=1}}. It does make it easier to fight with full assist gauge, though. |
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| |-|Highbringer= | | |-|Highbringer= |
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| [[File:Brv_garland_highbringer_%28low%29.jpeg|thumb|300px|Highbringer (Low)]]
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| {{AbilityInfo2 | | {{AbilityInfo2 |
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| |asthit1= | | |asthit1= |
| |gametext=[Mid] Swing sword upwards. <br>Change combo with input timing. | | |gametext=[Mid] Swing sword upwards. <br>Change combo with input timing. |
| |level= | | |level=32 |
| |ap= | | |ap=100 |
| |cp=30 (15) | | |cp=30 (15) |
| |ver2=High | | |ver2=High |
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| |imgpos= | | |imgpos= |
| }} | | }} |
| [[File:Brv_garland_highbringer_(high).jpeg|thumb|300px|Highbringer (High). Garland follows up with built-in wall rush combo.]]
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| An uppercut with two built-in follow-up attacks. Tap the button twice for a chase ender and 90 EX or hold the button to become airborne and then tap it again for wall rush attack.
| | [[File:Brv_garland_highbringer_%28low%29.jpeg|thumb|300px|Highbringer (Low). Press Circle for a chain stab.]] |
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| Highbringer functions as a {{keyword|poke|Poke}}, post-block punisher and an assist combo starter. The first slash shares its animation with Deathblow. Even though it has similar speed, hitbox and anti-air capability with Deathblow, Highbringer's recovery is much longer. If Garland remains on the ground, Highbringer's startup is also slower. Telling the two moves apart is not very practical though, so Garland can get away with {{keyword|whiffing|WHiff}} this move occasionally.
| | [[File:Brv_garland_highbringer_(high).jpeg|thumb|300px|Highbringer (High). Press Circle for a combo attack.]] |
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| The high version can be used as an {{keyword|anti-air|Anti-air}}, but missing it leaves Garland airborne, where he has to defend against dodge punishes.
| | Highbringer functions as a {{keyword|poke|poke=1}}, post-block punisher and an assist combo starter. It is best used as an secondary ground bravery, particularly for aspiring players learning Garland. Highbringer is an uppercut with two built-in follow-up attacks. For low version, tap Circle {{pspcir}} twice for a chase ender and 90 EX. For high version, hold Circle {{pspcir}} to become airborne and then tap again for wall rush attack. |
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| {{keyword|Dodge cancel|Dodge cancel}} makes both low and high versions' recovery much shorter. Highbringer's (High) first hit can also be dodge cancelled early on hit. However, if Highbringer's (Low) first hit connects, the dodge cancel cannot be done as quickly. | | Highbringer is quite fast, and it is more beginner friendly for assist combos compared to Deathblow. Both low and high versions can {{keyword|anti-air|anti-air=1}}, and the {{keyword|hit stun|hitstun=1}} and wall rush allow a variety of assist combo routes. The first slash also looks and acts very similarly to Deathblow, so Highbringer often goes uncontested. |
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| Highbringer is riskier to whiff compared to Deathblow, but it is still one of the safer moves to whiff. It's a practical assist combo starter thanks to its hit stun and follow-ups, though the reward on hit is weaker on average. Walls make all Kuja assist combos much easier and more damaging.
| | However, this attack is is outclassed by Deathblow at higher levels of play. It has much longer {{keyword|recovery|recovery=1}}, so dodges are needed for long term safety. Highbringer does not lead to the consistent Twist Drill follow-ups, so the reward on hit is weaker and more reliant on assist gauge. The high version has more requirements for notable reward such as short reaction time, assist and sometimes wall rush. It also leaves Garland airborne even if it misses, where he has to avoid getting caught after a dodge. |
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| When learning the game, Highbringer can be easier to use for assist combos compared to Deathblow, but it is ultimately outclassed at higher levels of play.
| | As a side note, Highbringer (High) first hit can also be dodge cancelled early on hit. However, if Highbringer (Low) first hit connects, the {{keyword|dodge cancel|dc=1}} cannot be done as quickly. |
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| |-|Thundaga (ground)= | | |-|Thundaga (ground)= |
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| |image=https://dissidia.wiki/images/2/2b/Brv_garland_thundaga_g.jpeg | | |image=https://dissidia.wiki/images/2/2b/Brv_garland_thundaga_g.jpeg |
| |imgpos=55% | | |imgpos=55% |
| |cancels= | | |cancels=Dodge, Block, Attack |
| |asthit= | | |asthit= |
| |level= | | |level=19 |
| |ap= | | |ap=100 |
| |gametext=[Long] Call down lightning strikes <br>that home in on opponent. | | |gametext=[Long] Call down lightning strikes <br>that home in on opponent. |
| }} | | }} |
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| Venerable strength in the form of three lightning bolts. The bolts spawn on the opponent, bypassing obstacles or lingering projectiles in front of the opponent. It is commonly used for interrupting opponents.
| | Three bolts spawn on the opponent in a sequence, and push the opponent away. Thundaga is a long range {{keyword|poke|poke=1}}, that is mostly used to interrupt opponents. It bypasses solid objects and lingering projectiles, but the damage is low and it needs wall for combos. Garland is vulnerable to attacks during the animation, but the {{keyword|recovery|recovery=1}} is rather short for a move like this. It can be difficult to {{keyword|whiff punish|whiffpunish=1}} from a distance. Just watch out for opponent's Free Air Dash and assist. |
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| Thundaga has enough {{keyword|hit stun|hit stun}} for all three bolts to combo into most of Garland's attacks, including Flare and air BRV assists, but the opponent must be against the wall for it to work. The upward knockback's direction is also based on the player's camera. Using Thundaga as a combo starter is not usually practical, | | Thundaga is not used in competitive play often due to its low damage, EX generation and situational combos. |
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| Thundaga is good at interrupting opponents from a distance, but it does not represent a big threat consistently. Garland is vulnerable during this move, but its recovery is quite low for an attack of its kind, which can make it tricky to {{keyword|whiff punish|WHiff punish}} with slower assists. It is not chosen often due to its low damage, situational conversions and lack of EX generation.
| | About the wall combos: If opponent is against a wall, the bolts can combo into each other. Garland can follow up with Flare, Chain Cast and even air bravery assists. The upward knockback's direction is also based on where the player's camera is facing. |
| </tabber> | | </tabber> |
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| |cancels=Dodge | | |cancels=Dodge |
| |asthit= | | |asthit= |
| |level= | | |level=1 |
| |ap= | | |ap=100 |
| |gametext=[Mid] Swipe with twin blades. <br>Approaches foe; limited height. | | |gametext=[Mid] Swipe with twin blades. <br>Approaches foe; limited height. |
| }} | | }} |
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| Garland's primary aerial bravery that advances forward. It's fast, but not fast enough to be always unreactable, though the start-up is tricky to see. Given how Garland's other braveries are telegraphed by their effective range, Twin Swords is similarly linear in application; Twin Swords' main strength lies in having some tracking in all directions, which makes it a consistent counter attack after blocking. | | Garland's dedicated advancing air bravery. Twin Swords' main strength lies in having some tracking in all directions, which makes it more consistent as a counter attack after blocks. |
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| Despite that, Twin Swords' range is average and the homing period is brief. The animation is also rather long. This means it can be dangerous to whiff Twin Swords, and the need for wall rushes skews the risk/reward ratio against Garland. In small stages with low ceilings, Twin Swords can represent a threat more consistently in {{keyword|air-to-air|air-to-air}} situations. It is not a staple in Garland's aerial kit, but it's not entirely without merit either. Generally speaking it can be difficult to justify over Bardiche, Twist Drill and Chain Cast which provide more utility and reward on hit overall.
| | Twin Swords suffers from a 3-slot bravery dilemma, where it is outclassed by Twist Drill, Chain Cast and Bardiche in utility and reward. It covers a range that other braveries don't do as consistently, but it's flawed in many other ways. It's fast, but not fast enough to be always unreactable. The animation is long and every hit is low priority, which risks getting blocked or {{keyword|whiff punished|whiffpunish=1}}. The overall range is average and the {{keyword|tracking|tracking=1}} period is brief. Twin Swords also has to wall rush for assist combos, which further skews the risk / reward ratio against Garland. It is risky to use in {{keyword|neutral|neutral=1}} overall. |
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| |-|Chain Cast= | | |-|Chain Cast= |
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| |cancels=Dodge | | |cancels=Dodge |
| |asthit= | | |asthit= |
| |level= | | |level=1 |
| |ap= | | |ap=100 |
| |gametext=[Mid] Swing chain. Low accuracy, <br>but effective against any height. | | |gametext=[Mid] Swing chain. Low accuracy, <br>but effective against any height. |
| }} | | }} |
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| Garland positions himself above in relation to the opponent for two vertical attacks. Air combo starter, air-to-ground {{keyword|whiff punisher|whiff punish}} and Garland's primary post-dodge defensive option in the air. It is not invincible, but the movement can help him evade slower dodge punish attempts. On hit, Garland can dodge cancel and combo into Twist Drill for a total of 180 EX (almost 20 % of an EX bar) or Bardiche / Twin Swords at the wall. Chain Cast's consistent damage output, meter generation and applications in the neutral make it an appealing choice for a third bravery slot along with Bardiche and Twist Drill. | | Garland positions himself above in relation to the opponent for two vertical attacks. This is an air combo starter, {{keyword|air-to-ground|air-to-ground=1}} {{keyword|whiff punisher|whiffpunish=1}} and Garland's primary post-dodge defensive option in the air. It is not invincible, but the movement can help him evade slower dodge punish attempts. On hit, Garland can {{keyword|dodge cancel|dc=1}} and combo into Twist Drill for a total of 180 EX (almost 20 % of an EX bar). Chain Cast's consistent damage output, meter generation and applications in the neutral make it an appealing choice for a third bravery slot along with Bardiche and Twist Drill. It is pretty slow and telegraphed though, so it can be blocked or dodged easily. |
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| Chain Cast has enough hit stun to make empty chase attempts safer on average, although it is not entirely safe to use in all instances. It can also hit behind the opponent's block, though exact conditions are unclear. Being significantly below or above the opponent helps, though. | | Chain Cast has enough {{keyword|hit stun|hitstun=1}} to make empty chase attempts safer on average, although it is not entirely safe to use in all instances. It can also hit behind the opponent's block, though exact conditions are unclear. Being significantly below or above the opponent helps, though. |
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| The hitbox has some oddities. It has gaps and possibly slight deadzones between the chain itself and the tip. Before reaching proper down-forward hitbox there may be a gap just below level height. It could have a small deadzone right in front of Garland as well. This requires further research. | | The {{keyword|hitbox|hitbox=1}} has some oddities. It has gaps and possibly slight deadzones between the chain itself and the tip. Before reaching proper down-forward hitbox there may be a gap just below level height. It could have a small deadzone right in front of Garland as well. This requires further research. |
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| |-|Bardiche= | | |-|Bardiche= |
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| |cancels=Dodge | | |cancels=Dodge |
| |asthit= | | |asthit= |
| |level= | | |level=4 |
| |ap= | | |ap=100 |
| |gametext=[Dive] Mighty axe swing. <br>Great for attacking from above. | | |gametext=[Dive] Mighty axe swing. <br>Great for attacking from above. |
| }} | | }} |
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| Garland's iconic crushing swing. A staple in Garland's kit due to its speed, average whiff recovery and infamous damage output. It can be used to build assist gauge on whiff and punish long recovery attacks below Garland. Bardiche is primarily run for its reward on hit, namely with ground wall rush {{keyword|assist combos|Assist combo}} and EX Revenge. The high base damage makes Garland one of the best users of wall rush bravery enhancements (primarily {{accbas}} Booster). | | Garland's iconic crushing swing. A staple in Garland's kit due to its speed, average whiff recovery and infamous damage output. It can be used to build assist gauge on whiff and punish long {{keyword|recovery|recovery=1}} attacks below Garland. Bardiche is primarily run for its reward on hit, namely ground wall rush assist combos and EX Revenge. The high base damage makes Garland one of the best users of wall rush bravery enhancements (primarily {{accbas}} Booster). |
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| Outside of combos, Bardiche's reward is lacking with no EX, short assist confirm window and no automatic Sneak Attack activations. Its other applications in the {{keyword|neutral|neutral}} are also weak due to it exclusively tracking downwards, having a small hitbox and flawed mixup options to support it. It is a loud, telegraphed and relatively slow to start low priority move on a character whose other downward attacks are all slower than 40 frames. | | Outside of combos, Bardiche's reward is lacking with no EX, short assist confirm window and no automatic Sneak Attack activation. Its other applications in the {{keyword|neutral|neutral=1}} are also weak due to it exclusively tracking downwards, having a small hitbox and flawed mixup options to support it. It is a loud, telegraphed and relatively slow to start low priority move on a character whose other downward attacks are all slower than 40 frames. |
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| Despite these flaws, Bardiche is commonly used because the damage output is high enough to outweigh the cons. | | Despite these flaws, Bardiche is commonly used because the damage output is high enough to outweigh the cons. |
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| |image=https://dissidia.wiki/images/d/dc/Brv_garland_twist_drill.jpeg | | |image=https://dissidia.wiki/images/d/dc/Brv_garland_twist_drill.jpeg |
| |imgpos= | | |imgpos= |
| |cancels= | | |cancels=Dodge |
| |asthit= | | |asthit= |
| |level= | | |level=28 |
| |ap= | | |ap=100 |
| |gametext=[Rise] Upwards lunge with sword. <br>Great for attacking from below. | | |gametext=[Rise] Upwards lunge with sword. <br>Great for attacking from below. |
| }} | | }} |
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| Fast anti-air attack with good combo potential, damage and EX output. Twist Drill primarily tracks opponents above Garland, and it is used as a {{keyword|whiff punisher|WHiff Punish}} or an occasional aerial {{keyword|poke|POke}}. It has good range and can be combo'd into from Deathblow for 180 EX.
| | Another staple bravery. Twist Drill is a fast {{keyword|anti-air|anti-air=1}} attack with good combo potential, damage and EX output. Twist Drill primarily tracks opponents above Garland, and it is used as a {{keyword|whiff punisher|whiffpunish=1}} or an occasional {{keyword|poke|poke=1}}. It has enough range to connect after Deathblow for 180 EX (almost 20 % of the gauge). |
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| Twist Drill has lots of {{keyword|hitstun|HIt stun}}. It is one of the few moves in the game that provide a safe {{keyword|empty chase|empty chase}} anywhere. This is great for both assist combos and taking EX force reliably. A late dodge cancel window and empty chase are both viable starters for Garland's commonly used assists. While Garland is safe after an empty chase, he can still lose to {{keyword|command blocks|command block}} if he attempts to push his advantage immediately. Challenging recovery attack pokes depends on the {{keyword|matchup|Matchup}} and stage positioning as well; Chasing at a corner can leave Garland closer to the opponent than usual. | | Twist Drill has lots of {{keyword|hitstun|hitstun=1}}. It is one of the few moves in the game that provide a safe {{keyword|empty chase|emptychase=1}} anywhere. This is great for both assist combos and taking EX force reliably. A late {{keyword|dodge cancel|dc=1}} window and empty chase are both viable starters for Garland's commonly used assists. While Garland is safe after an empty chase, he can still lose to fast attacks and {{keyword|command blocks|commandblock=1}} if he tries to push his advantage immediately. Challenging recovery attack pokes depends on the {{keyword|matchup|matchup=1}} and stage positioning as well; Chasing at a corner can leave Garland closer to the opponent than usual, which is more dangerous for him. |
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| Twist Drill's whiff recovery is long enough for it to be punishable on reaction. It has a blind spot above Garland's head, and it's only effective at dodge punishing from below. If the opponent has a good read on Garland, they can even use an air BRV assist to shut down Twist Drill. | | Twist Drill's whiff {{keyword|recovery|recovery=1}} is long enough for it to be punishable on reaction. It has a blind spot above Garland's head, and it's only effective at dodge punishing from below. If the opponent has a good read on Garland, they can even use an air BRV assist to shut down Twist Drill. |
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| Even so, Twist Drill is a staple in Garland's air combat. The {{keyword|disjointed|disjoint}} {{keyword|hitbox|Hitbox}} allows him to poke through {{keyword|projectiles|projectile}} and traps, such as {{012ulti}} charged Knight's Lance. The first part can be {{keyword|dodge cancelled|DOdge cancel}} early enough to contest {{012emp}}'s Dreary Cells, and the startup speed can be difficult to react to without practice. | | Even so, Twist Drill is a staple in Garland's air combat. The {{keyword|disjointed|disjoint=1}} {{keyword|hitbox|hitbox=1}} allows him to poke through {{keyword|projectiles|projectile=1}} and traps, such as {{012ulti}} charged Knight's Lance. The first part can be {{keyword|dodge cancelled|dc=1}} early enough to contest {{012emp}}'s Dreary Cells, and the startup speed can be difficult to react to without practice. |
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| Twist Drill can also hit behind the opponent's block at the right distance and angle below the opponent. | | Twist Drill can also hit behind the opponent's block at the right distance and angle, below the opponent. |
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| |-|Thundaga (midair)= | | |-|Thundaga (midair)= |
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| |image=https://dissidia.wiki/images/2/2d/Brv_garland_thundaga_a.jpeg | | |image=https://dissidia.wiki/images/2/2d/Brv_garland_thundaga_a.jpeg |
| |imgpos= | | |imgpos= |
| |cancels= | | |cancels=Dodge, Block, Attack |
| |asthit= | | |asthit= |
| |level= | | |level=25 |
| |ap= | | |ap=100 |
| |gametext=[Long] Call down lightning strikes <br>that home in on opponent. | | |gametext=[Long] Call down lightning strikes <br>that home in on opponent. |
| }} | | }} |
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| Same as the ground version, except it can be done anywhere in the air. A valid option against mages and characters with poor mobility, it's main application is still interrupting opponents. | | Same as the ground version, except it can be done anywhere in the air. A valid option against mages and characters with poor mobility, though it's main application is still interrupting opponents. |
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| </tabber> | | </tabber> |
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| |cancels=Dodge | | |cancels=Dodge |
| |asthit= | | |asthit= |
| |level= | | |level=1 |
| |ap= | | |ap=130 |
| |gametext=[Close] Split ground with axe. <br>Steals bravery, then takes HP. | | |gametext=[Close] Split ground with axe. <br>Steals bravery, then takes HP. |
| }} | | }} |
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| Earthquake is a decent {{keyword|mixup|Mixup}} against grounded opponents trying to crack Garland's defense. It tracks well, has strong {{keyword|knockback|knockback}} and it cannot be staggered reactively with '''[[Assist_(Dissidia_012)#LV2_Assist_Change|LV2 Assist Change]]''' after the first hit without avoiding '''[[Assist_(Dissidia_012)#Assist_Lock|Assist Lock]]'''. Earthquake has minor {{keyword|anti-air|ANti-air}} potential, both on the initial axe slam and the rock that deals HP damage at the end. | | Earthquake is a decent {{keyword|mixup|mixup=1}} against aggressive ground opponents in close range. It tracks well, has strong {{keyword|knockback|knockback=1}} and the unblockable rocks ignore '''[[Assist_(Dissidia_012)#LV2_Assist_Change|LV2 Assist Change]]''' entirely. Earthquake can {{keyword|anti-air|anti-air=1}} forward ground dodges, particularly with the axe slam. The rocks can anti-air as well. This is an effective move when used sparingly. |
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| Because the rocks act independently after activating, Earthquake can be used to punish fairly safe approaching '''[[Attack_Priority_(Dissidia_012)#High|Melee High]]''' attacks, such as {{012tifa}}'s Rolling Blaze or {{012squ}}'s Revolver Drive by clashing with them. | | Because the rocks act independently, Earthquake can be used to clash with '''[[Attack_Priority_(Dissidia_012)#High|Melee High]]''' attacks, such as {{012tifa}}'s Rolling Blaze or {{012squ}}'s Revolver Drive and punish them for it. If it {{keyword|trades|trade=1}}, the situation is also often in Garland's favor. Earthquake is difficult to punish without mid range attacks or assist, but use it with caution. Aerial attacks can still hit Garland. He often has to dodge to reduce the {{keyword|recovery|recovery=1}}, which is risky. And assist is the primary way to make it safer on {{keyword|whiff|whiff=1}} as well. That can be expensive for Garland despite his ground {{keyword|neutral|neutral=1}} capability. |
| | |
| Earthquake is one of Garland's many moves that can be used and not get cleanly {{keyword|punished|Punish}} for it. But it is also followed by some of the worse disadvantage states in the game due to poor movement, risky defensive options and lack of safe follow-ups on whiff. That's true for a lot of Garland's tools, but it's by far most evident on Earthquake.
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| | |
| The active duration, tracking and dodge cancel window can make punishing Earthquake on the ground difficult without mid range attacks or dodge punish tools. Earthquake is effective when used sparingly, but aerial attacks from above can still punish it. It is prone to trades, but they don't backfire on Garland as often as one might expect. This is a good, staple HP attack for Garland.
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| |-|Blaze (ground)= | | |-|Blaze (ground)= |
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| |cancels=Dodge | | |cancels=Dodge |
| |asthit= | | |asthit= |
| |level= | | |level=16 |
| |ap= | | |ap=130 |
| |gametext=[Long] Shoot multiple fireballs <br>that chase opponent. | | |gametext=[Long] Shoot multiple fireballs <br>that chase opponent. |
| }} | | }} |
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| Homing fireballs that can be dodged with well placed dodge. Not commonly used on the ground when Garland has other attacks with better properties and reward on hit. | | Homing fireballs that can be dodged with well placed dodge. The ground version is not used often, since he already has relatively complete kit on the ground. |
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| Blaze has a bad deadzone in front of Garland and each fireball can inflict meter depletion on hit. These are traits that carry over to its aerial version, which sees much more use in competitive play. | | Blaze has a bad deadzone in front of Garland, and each fireball can inflict meter depletion on hit. These are traits that carry over to its aerial version, which sees much more use in competitive play. |
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| |-|Tsunami= | | |-|Tsunami= |
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| |image=https://dissidia.wiki/images/8/8f/Hp_garland_tsunami.jpeg | | |image=https://dissidia.wiki/images/8/8f/Hp_garland_tsunami.jpeg |
| |imgpos= | | |imgpos= |
| |cancels= | | |cancels=Dodge |
| |asthit= | | |asthit= |
| |level= | | |level=36 |
| |ap= | | |ap=130 |
| |gametext=[Mid] Hurl chain sword. <br>Vertically limited, very accurate. | | |gametext=[Mid] Hurl chain sword. <br>Vertically limited, very accurate. |
| }} | | }} |
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| One of Garland's post-dodge defensive options on the ground. Much like Chain Cast, the swift movement helps Garland evade, rather than plain invincibility. However, it is dangerous to whiff this attack due to its lenghty animation and late cancel window.
| | Tsunami is a {{keyword|tracking|tracking=1}}, high risk, high reward option against ground dodges. It is also a post-dodge defensive option thanks to the swift upward movement during {{keyword|startup|startup=1}}. Tsunami catches ground dodges consistently, and leads to assist combos on hit. That makes this move something of an instigator when assist gauge is available. |
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| Tsunami's strong tracking against grounded opponents works very well as a dodge punisher and as an instigator when assist meter is available. Against opponents without {{keyword|command blocks|Command block}} options, doing Tsunami and reacting with an assist can be effective, because it usually forces a dodge. It can also hit aerial opponents who are close to Garland at the time of impact.
| | Against opponents without {{keyword|command blocks|commandblock=1}}, doing Tsunami and reacting with an assist can be effective for a {{keyword|checkmate|checkmate=1}} interaction. Tsunami can also hit aerial opponents who are close to Garland at the time of impact. Lastly, if Garland staggers an opponent with a '''[[Blodge|blodge]]''' (backwards / sideway dodge), Tsunami is guaranteed. |
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| This attack also combos into assists on hit. It is a good mixup akin to Earthquake, with stronger tracking at the expense of wall rush and worse trade interactions without assist. If Garland staggers an opponent with a '''[[Blodge|blodge]]''', he can also use Tsunami to retaliate after blodging backwards or sideways.
| | If Tsunami misses, Garland is vulnerable to counter attacks for a few seconds. Assist is needed to offset this drawback, but Garland must be sure the opponent is going to strike back. |
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| </tabber> | | </tabber> |
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| |image=https://dissidia.wiki/images/8/8e/Hp_garland_blaze.jpeg | | |image=https://dissidia.wiki/images/8/8e/Hp_garland_blaze.jpeg |
| |imgpos=40% | | |imgpos=40% |
| |cancels= | | |cancels=Dodge |
| |asthit= | | |asthit= |
| |level= | | |level=1 |
| |ap= | | |ap=130 |
| |gametext=[Long] Shoot multiple fireballs <br>that chase opponent. | | |gametext=[Long] Shoot multiple fireballs <br>that chase opponent. |
| }} | | }} |
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| Blaze is commonly used as an occasional long range harassment tool along with Cyclone. While this cannot wall rush, each fireball can deplete assist / EX gauge on hit. Though the projectiles have tracking, their {{keyword|hitbox|HItbox}} is not large. As they home in on the opponent, they all try to focus on a singular point of impact, reducing their overall screen presence. | | Blaze is a secondary long range harassment tool, often used with Cyclone for safe {{keyword|zoning|zoning=1}}. The projectiles {{keyword|track|track=1}} towards the opponent, and they all focus on a singular point of impact. This reduces their screen presence, but each fireball can hit the opponent. That is notable, because each fireball activates the meter depletion effect with Battle Hammer {{accbas}} and the like. |
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| Despite the projectiles' speed and relatively brief duration, it is possible to reflect one of them back at Garland. That is rarely a concern for Garland though. A more common downside to Blaze is the lack of protection around Garland once the projectiles have been fired; There is enough time to hit Garland out of Blaze after firing the projectiles, but ''before'' he can act again. Using Blaze without protection from Cyclone (or even assist) can lead to unfavorable trades with opponent's assist (Blaze hits, opponent's assist '''[[Bravery_(Dissidia_012)#Bravery_Break|breaks]]''' Garland), or {{keyword|assist punishes|assist punish}}. | | Despite the projectiles' speed and relatively brief duration, it is possible to reflect one of them back at Garland. That is rarely a concern for Garland though. A more common downside to Blaze is the lack of protection around Garland once the projectiles have been fired; There is enough time to hit Garland out of Blaze after firing the projectiles, but ''before'' he can act again. Using Blaze without protection from Cyclone (or even assist) can lead to unfavorable trades with opponent's assist (Blaze hits, opponent's assist '''[[Bravery_(Dissidia_012)#Bravery_Break|breaks]]''' Garland), or {{keyword|assist punishes|assist punish}}. |
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| |image=https://dissidia.wiki/images/e/ed/Hp_garland_cyclone.jpeg | | |image=https://dissidia.wiki/images/e/ed/Hp_garland_cyclone.jpeg |
| |imgpos= | | |imgpos= |
| |cancels= | | |cancels=Dodge |
| |asthit= | | |asthit= |
| |level= | | |level=12 |
| |ap= | | |ap=130 |
| |gametext=[Close] Call forth tornado. <br>Slow speed, homing ability. | | |gametext=[Close] Call forth tornado. <br>Slow speed, homing ability. |
| }} | | }} |
|
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|
| Two Ranged High projectiles occupy space temporarily while gradually splintering off from their starting position. Cyclone is often used as a passive defensive tool, assist combo extender or a safer combo finisher after assist. It has good reward on hit thanks to its EX generation and {{keyword|hit stun|HIT stun}} - It combos into assists on hit, and even Garland can follow up on his own if Cyclone hits after Garland is actionable. Cyclone plays an important role in optimizing Garland's air combos for EX, namely at the ceiling and / or after EX Revenge.
| | Cyclone is used as a passive defensive tool, assist combo extender or a safer combo finisher after assist. It has good reward on hit thanks to its EX generation and {{keyword|hit stun|hitstun=1}} - It combos into assists on hit, and even Garland can follow up if Cyclone hits late. Cyclone plays an important role in optimizing Garland's air combos for EX, namely at the ceiling and / or after EX Revenge. |
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| Cyclone does not protect Garland effectively from all angles. {{keyword|Disjointed|Disjoint}} attacks and assists such as {{012aer}}'s Seal Evil can consistently punish Garland for using this move. Advancing high priority moves such as {{012clo}}'s Braver and {{012squ}}'s Rough Divide can also power through Cyclone. Because Garland cannot act again early and or take advantage of the projectiles for long, it can be difficult to establish offensive momentum with Cyclone. | | Cyclone consists of two Ranged High projectiles that linger for a moment. But they don't protect Garland from all angles. {{keyword|Disjointed|disjoint=1}} attacks such as {{012seph}}'s Sudden Cruelty and {{012aer}}'s Seal Evil can hit Garland out of it. Advancing high priority moves such as {{012clo}}'s Braver and {{012squ}}'s Rough Divide can also power through Cyclone. Because Garland cannot act again early and or take advantage of Cyclone for long, it is not suited for building offensive momentum. |
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| However, characters without Aerith assist, {{keyword|projectiles|Projectile}}, {{keyword|command blocks|COmmand block}}, disjointed {{keyword|hitbox|HITbox}} or a relatively fast advancing Melee High attack will find Cyclone to be difficult to neutralize. In these cases, Cyclone provides a consistent defensive barrier and a disruptor for Garland. | | However, Cyclone can exploit certain shortcomings: Characters without Aerith assist, {{keyword|projectiles|projectile=1}}, {{keyword|command blocks|commandblock=1}}, disjointed {{keyword|hitbox|hitbox=1}} or a relatively fast advancing Melee High attack. In these cases, Cyclone provides a consistent defensive barrier for Garland. |
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| |-|Flare= | | |-|Flare= |
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| |cancels=Dodge | | |cancels=Dodge |
| |asthit= | | |asthit= |
| |level= | | |level=22 |
| |ap= | | |ap=130 |
| |gametext=[Mid] Strike with greatsword, <br>causing large explosion on hit. | | |gametext=[Mid] Strike with greatsword, <br>causing large explosion on hit. |
| }} | | }} |
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|
| Garland's primary HP attack after blocking and as an assist combo ender. It tracks the opponent well, though it's bad at turning around from a bit before Garland starts moving. The {{keyword|knockback|Knockback}} is very high with good wall rush potential, which lets Garland deal more damage pretty consistently after a bravery break. | | Garland's primary HP attack after blocking and finishing assist combos. It tracks the opponent, though it's bad at turning around shortly before moving. The {{keyword|knockback|knockback=1}} has high wall rush potential, which adds more damage consistently after bravery breaks. |
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| Flare's active frames are very brief and as such, it is not effective at punishing early blocks and catching aerial dodges with Evasion Boost. It also has plenty of {{keyword|recovery frames|Recovery}}, which leaves Garland vulnerable to {{keyword|punishes|PUnish}} for a good moment. | | Flare's active frames are very brief and as such, it is not effective at punishing early blocks and catching aerial dodges with Evasion Boost. It also has plenty of {{keyword|recovery frames|recovery=1}}, which leave Garland vulnerable to attacks for a moment. |
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| If Flare makes contact, Garland will transition into the second hit that deals HP damage. This is true whether the opponent escapes with LV1 Assist Change afterwards or he clashes with a lower priority melee move. It doesn't have particularly strong tracking and Garland can be hit during the animation. Cyclone and Blaze can make up for this weakness, but Flare remains a staple in Garland's arsenal regardless. It is his only aerial HP he can consistently connect after staggering an opponent with a block and it works reliably after assists. | | If Flare makes contact, Garland will transition into the second hit that deals HP damage. This is true whether the opponent escapes with LV1 Assist Change afterwards or he clashes with a lower priority melee move. It doesn't have particularly strong tracking and Garland can be hit during the animation. Cyclone and Blaze can make up for this weakness, but Flare remains a staple in Garland's arsenal regardless. It is his only consistent aerial HP for block counters. |
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| </tabber> | | </tabber> |
|
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|
| = EX Mode: Class Change! = | | == EX Mode: Class Change! == |
| Effects: | | Effects: |
| * Regen | | * Regen |
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| Garland's EX mode is conventionally strong due to his damage output. The threat of his high damaging EX Revenge combos also complements his EX mode, which depletes the opponent's assist gauge upon activation. There aren't many unique perks here, but because Garland can fill his EX gauge effectively through combos, he can get more opportunities to close out matches with it. | | Garland's EX mode is conventionally strong due to his damage output. The threat of his high damaging EX Revenge combos also complements his EX mode, which depletes the opponent's assist gauge upon activation. There aren't many unique perks here, but because Garland can fill his EX gauge effectively through combos, he can get more opportunities to close out matches with it. |
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| == Indomitable Resolve == | | === Indomitable Resolve === |
| {{image|https://dissidia.wiki/images/5/51/Ex_mode_garland.jpeg}} | | {{image|https://dissidia.wiki/images/5/51/Ex_mode_garland.jpeg}} |
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| Rare instance of {{keyword|super armor|super armor}} in Dissidia 012. During an attack animation, Garland will not flinch from any attack that does not inflict HP damage. This can be good as a surprise attack, and it can also work in a pinch against characters with HP links (Cyclone, anyone?), but remember that EX mode does not alter Garland's attack properties; He can still be blocked. | | Rare instance of {{keyword|super armor|super armor}} in Dissidia 012. During an attack animation, Garland will not flinch from any attack that does not inflict HP damage. This can be good as a surprise attack, and it can also work in a pinch against characters with HP links (Cyclone, anyone?), but remember that EX mode does not alter Garland's attack properties; He can still be blocked. |
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| == EX Burst: Soul of Chaos == | | === EX Burst: Soul of Chaos === |
| {{image|https://dissidia.wiki/images/6/6a/Ex_burst_garland.jpeg}} | | {{image|https://dissidia.wiki/images/6/6a/Ex_burst_garland.jpeg}} |
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| }} | | }} |
|
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| Soul of Chaos requires filling the gauge by repeatedly pressing circle {{pspcir}}. It's not the strongest EX Burst in the game, but well above average in power thanks to Garland's high base ATK, bravery stacking strategies and favorable situations with a full EX gauge. | | Soul of Chaos requires filling the gauge by repeatedly pressing circle {{pspcir}}. It's not the strongest EX Burst in the game, but well above average in power thanks to Garland's high base ATK, good initial hits and bravery stacking with a full EX gauge. |
| | |
| | == Combos == |
| | |
| | ''Main article: '''[[Garland_(Dissidia_012)/Combos|Garland (Combos)]]''' '' |
| | |
| | === Solo === |
| | |
| | Garland has a handful of solo combos, but his most practical ones start with Deathblow or Chain Cast. Both can lead to Twist Drill for plenty of damage and EX, which is great for Garland. |
| | |
| | {{Combo-012 |
| | |data= |
| | {{Combo-012Data |
| | |combo='''Deathblow''' > move > jump > Twist Drill |
| | |condition=Poke starter |
| | |requirement=Ground |
| | |characters= |
| | |damage=45 |
| | |damagehits=15 > 30 |
| | |ex=150 |
| | |exhits=60 > 90 |
| | |meteropp= |
| | |video=https://www.youtube.com/watch?v=_E2EVyWjRFM?=shared&t=5 |
| | |notes=Staple combo. High EX and leads to damaging Kuja assist combos for even more EX. Move and jump as quickly as possible. The later Deathblow hits, the more time Garland has to combo into Twist Drill. |
| | }} |
| | {{Combo-012Data |
| | |combo='''Chain Cast''' > {{clr|dc=1}} > Twist Drill |
| | |condition=Punish starter |
| | |requirement=Air, above opponent |
| | |characters= |
| | |damage=45 |
| | |damagehits=15 > 30 |
| | |ex=180 |
| | |exhits=90 > 90 |
| | |meteropp= |
| | |video=https://www.youtube.com/watch?v=_E2EVyWjRFM&t=19 |
| | |notes=Staple air combo, commonly used as a punish or an assist combo ender. 180 EX is great, which Garland can get by '''[[Chase_(Dissidia_012)#Empty_Chase|empty chasing]]''' immediately. If Garland has assist, he can also start an assist combo by dodge cancelling, or after empty chase ends. |
| | |
| | :If opponent is far after Chain Cast, Twist Drill may not land all initial hits. This combo does not require wall, but it can be easier to do near walls and corners due to reduced knockback. Garland should remain cautious when empty chasing at a corner, because being closer to the opponent makes him a bit more vulnerable to recovery attack attempts. |
|
| |
|
| = Combos =
| | When wall is not nearby, Garland can dodge cancel towards opponent more reliably by moving camera sideways after Assist Chase, and then moving with a quarter-circle motion. For example, the camera is tilted to the right so Garland faces to the left. The quarter-circle motion would then be left > left/up > up. The initial left should be held for almost a split second. |
| | }} |
| | }} |
|
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|
| == Solo == | | === EX Revenge === |
|
| |
|
| {| class="wikitable sortable"
| | Garland gets access to some of his strongest combos during EX Revenge, including the notorious Bardiche combo. With EX Revenge, Garland becomes very dangerous to interact with due to its damage potential. |
| |-
| |
| ! scope=col | Combo
| |
| ! scope=col | Approximate damage (multipliers)
| |
| ! scope=col | Approximate EX Force
| |
| ! scope=col | Notes
| |
| ! scope=col class=unsortable | Video
| |
| |-
| |
| |Deathblow > move > jump > Twist Drill || '''45''' (15, 30) || 150 (60, 90) || Staple combo. Move and jump as quickly as possible. The later Deathblow hits, the more time you have to combo into Twist Drill. || [https://www.youtube.com/watch?v=_E2EVyWjRFM?=shared&t=5 '''Video''']
| |
| |-
| |
| |Round Edge 3rd hit (Long) > Deathblow > move > jump > Twist Drill || '''69''' (7, 8, 9, 15, 30) || 180 (30, 60, 90) || Guaranteed Deathblow, but timing is tricky. Try to time it later than earlier to avoid inputting Round Edge's finisher. || [https://www.youtube.com/watch?v=_E2EVyWjRFM?=shared&t=10 '''Video''']
| |
| |-
| |
| |Chain Cast > DC > Twist Drill || '''45''' (15, 30) || 180 (90, 90) || Staple air combo, commonly used as a punish or an assist combo ender. 180 EX total. If opponent is far after Chain Cast, Twist Drill may not land all initial hits. || [https://www.youtube.com/watch?v=_E2EVyWjRFM&t=19 '''Video''']
| |
| |-
| |
| |Chain Cast > DC > Twin Swords || '''45''' (15, 30) || 120 (90, 30) || Garland must be nearly at same height with opponent after Chain Cast for this to work. Less EX generation, but can wall rush. || [https://www.youtube.com/watch?v=_E2EVyWjRFM&t=25 '''Video''']
| |
| |-
| |
| |Chain Cast > DC > Bardiche || '''45''' (15, 30) || 90 (90, 0) || Same as Twin Swords, but without additional EX gain. Harder to land than Twin Swords due to lack of forward tracking, but can be more practical if Chain Cast whiff punished something air-to-ground. || [https://www.youtube.com/watch?v=_E2EVyWjRFM&t=32 '''Video''']
| |
| |-
| |
| |Thundaga (2 hits) > DC > Twin Swords || '''50 minimum + WR''' (10, 10, 30) || 30 || Near wall or corner to reduce Thundaga pushback. All Thundaga combos rely on this and are situational because of it. || [https://www.youtube.com/watch?v=_E2EVyWjRFM&t=38 '''Video''']
| |
| |-
| |
| |Thundaga (3 hits) > Twist Drill || '''60''' (10, 10, 10, 30) || 90 || Near wall or corner to reduce Thundaga pushback. || [https://www.youtube.com/watch?v=_E2EVyWjRFM&t=44 '''Video''']
| |
| |-
| |
| |Thundaga (3 hits) > Chain Cast > DC > Twist Drill || '''75''' (10, 10, 10, 15, 30) || 180 || Near wall or corner to reduce Thundaga pushback. || [https://www.youtube.com/watch?v=_E2EVyWjRFM&t=51 '''Video''']
| |
| |-
| |
| |Thundaga (3 hits) > Flare || '''45 + HP WR''' (10, 10, 10, 15) || 30 || Near wall or corner to reduce Thundaga pushback. Garland must be close enough to opponent for Flare to connect, which is not the range Thundaga is often used at. || [https://www.youtube.com/watch?v=_E2EVyWjRFM&t=58 '''Video''']
| |
| |}
| |
|
| |
|
| == Assist == | | {{Combo-012 |
| Garland's combo structure is mostly universal across his viable assists. | | |data= |
| | {{Combo-012Data |
| | |combo='''Bardiche''' > {{clr|wr=1}} > Bardiche > {{clr|wr=1}} > Bardiche > {{clr|wr=1}} > Bardiche > {{clr|wr=1}} > Bardiche > Flare |
| | |condition=Air starter, close to opponent |
| | |requirement=Full EX Gauge, near ground |
| | |characters= |
| | |damage=165 + HP & WR (x5) |
| | |damagehits=30 + WR > 30 + WR > 30 + WR > 30 + WR > 30 + WR > 15 + HP WR |
| | |ex=0 |
| | |exhits=0 > 0 > 0 > 0 > 0 > 0 |
| | |meteropp= |
| | |video= |
| | |notes=Garland's EX Revenge combo is infamous for its insane damage output. It is one of, if not THE strongest EX Revenge combo in the game without assist. As long as Garland is close to the opponent, he can repeatedly use Bardiche up to five times. Each Bardiche can also wall rush, which adds even more damage near ground. This combo requires little adjustment for Garland and it should be fairly easy to execute, as long as pressing Circle {{pspcir}} repeatedly is not an issue. |
|
| |
|
| These combos usually start with wall rush (Bardiche, Lance Charge or an HP), Chain Cast dodge cancel or Twist Drill.
| | This combo is the reason a full EX gauge is so beneficial for Garland. It practically guarantees a bravery break for Garland. And even if it doesn't, the wall rush still lets assists follow up. As a result, this combo can do far more damage than just the listed 165 + HP WR. 4,000 HP is practically killing range for Garland, while having more health usually means being put into '''[[Statistic_(Dissidia_012)#Near_Death|Near Death]]''' state. |
|
| |
|
| After Assist Chase (AC), a few enders are common:
| | It is important to note, that wall rush contributes a lot to this combo's damage output. Therefore, if Garland cannot wall rush with Bardiche or especially Flare, he won't do nearly as much damage. Furthermore, if Garland needs to approach opponent from a distance, he has less time to do Bardiches. In order to ensure maximum damage, Garland should consider activating EX Revenge close to opponent, while being near ground. Garland can also consider dodging behind the opponent at the beginning to get more critical hits from Sneak Attack extra ability. |
| * Twist Drill for more EX
| | }} |
| * Flare for HP (and wall rush)
| | }} |
| * Chain Cast dodge cancel into Twist Drill for EX and bravery damage (advanced, dependent on assist and often stage position)
| |
|
| |
|
| * WR = Wall Rush
| | === Assist === |
| * DC = Dodge Cancel
| |
| * AC = Assist Chase
| |
|
| |
|
| <tabber>
| | Garland has a well-rounded combo game with few competitive assists. He can start assist combos with most of his moves and any wall rush he gets. This is great for learning the character, but the combos also scale well with builds and a little bit of execution; Garland is capable of doing lots of bravery damage with Bardiche during ground assists, and Chain Cast solo combos generate lots of EX for Garland. Both are great for him, as a full EX gauge is a fantastic win condition. |
| |-|Kuja=
| |
| Kuja braveries' vertical knockback allows more consistent Chain Cast > Twist Drill dodge cancel combos for a good total of extra 45 damage multipliers. This makes it the defacto ender for bravery damage and building EX meter, but it is often much more consistent when done near a wall, corner or ceiling. Many combos listed will default to this ender, but note that they are recommended for experienced players.
| |
|
| |
|
| So for easier, consistent followups, '''Twist Drill and Flare''' work after both Kuja assist braveries.
| | ''Main article: '''[[Garland_(Dissidia_012)/Combos#Assist_Combos_(Kuja)|Garland Combos (Kuja Assist)]]''' '' |
|
| |
|
| {| class="wikitable sortable"
| | Kuja does just about everything Garland would want from assist. Combos off of Garland's most important moves, great holding potential for Bardiche fillers and sets up Chain Cast combos for damage and EX. |
| |-
| |
| ! scope=col | Combo
| |
| ! scope=col | Approximate damage (multipliers)
| |
| ! scope=col | Approximate EX Force
| |
| ! scope=col | Notes
| |
| ! scope=col class=unsortable | Video
| |
| |-
| |
| |Lance Charge > WR > '''Kuja''' > DC > Bardiche > DC > Bardiche > DC > AC > Flare || '''152 + BRV & HP WR''' (30 + WR, 47 AST, 30 + WR, 30 + WR, 15 + HP WR) || 45 (30, 0, 0, 15) || Staple high power assist combo, with a staple HP ender instead of another dodge cancel combo. || [https://www.youtube.com/watch?v=_E2EVyWjRFM&t=94 '''Video''']
| |
| |-
| |
| |Lance Charge > WR > ''' Kuja''' > DC > Bardiche > DC > Bardiche > DC > AC > Twist Drill || '''167''' (30 + WR, 47 AST, 30 + WR, 30 + WR, 30) || 120 (30, 0, 0, 90) || Basic Twist Drill ender. || [https://www.youtube.com/watch?v=_E2EVyWjRFM&t=81 '''Video''']
| |
| |-
| |
| |Lance Charge > WR > '''Kuja''' > DC > Bardiche > DC > Bardiche > DC > AC > Chain Cast > DC > Twist Drill || '''182 + WR''' (30 + WR, 47 AST, 30 + WR, 30 + WR, 15, 30) || 210 (30, 0, 0, 90, 90) || Staple high power assist combo. Since Lance Charge <br> can stagger blocks, this combo can inflict critical hits frequently. <br>Second Bardiche during assist may not wall rush depending on when it hits. || [https://www.youtube.com/watch?v=_E2EVyWjRFM&t=124 '''Video''']
| |
| |-
| |
| |Highbringer 1st hit (high) > '''Kuja''' > AC > Chain Cast > DC > Twist Drill || '''100''' (5, 50 AST, 15, 30) || 198 (18, 90, 90) || - || [https://www.youtube.com/watch?v=_E2EVyWjRFM&t=138 '''Video''']
| |
| |-
| |
| |Highbringer 2nd hit (high) > WR > '''Kuja''' > DC > AC > Chain Cast > DC > Twist Drill || '''119 + WR''' (24 + WR, 50 AST, 15, 30) || 210 (30, 90, 90) || Wall. || [https://www.youtube.com/watch?v=_E2EVyWjRFM&t=149 '''Video''']
| |
| |-
| |
| ||Highbringer 1st hit (low) > DC > '''Kuja''' > AC > Chain Cast > DC > Twist Drill || '''100''' (5, 50 AST, 15, 30) || 198 (18, 90, 90) || - || [https://www.youtube.com/watch?v=_E2EVyWjRFM&t=169 '''Video''']
| |
| |-
| |
| |Highbringer 2nd hit (low) > DC > '''Kuja''' > AC > Chain Cast > DC > Twist Drill || '''119''' (24, 50 AST, 15, 30) || 270 (90, 90, 90) || Wall. || [https://www.youtube.com/watch?v=_E2EVyWjRFM&t=180 '''Video''']
| |
| |-
| |
| |Round Edge 3rd hit (Long) > '''Kuja''' > AC > Chain Cast > DC > Twist Drill || '''119''' (7, 8, 9, 50 AST, 15, 30) || 210 (30, 90, 90) || No wall rush. || [https://www.youtube.com/watch?v=_E2EVyWjRFM&t=193 '''Video''']
| |
| |-
| |
| |Round Edge (Long) > '''Kuja''' > Empty Chase > AC > Chain Cast > DC > Twist Drill || '''140''' (45, 50 AST, 15, 30) || 270 (90, 90, 90) || More EX. Works when knocked towards wall or corner. || [https://www.youtube.com/watch?v=_E2EVyWjRFM&t=206 '''Video''']
| |
| |-
| |
| |Round Edge 3rd hit (Short) > WR > '''Kuja''' > AC > Chain Cast > DC > Twist Drill || '''140 + WR''' (45 + WR, 50 AST, 15, 30) || 210 (30, 90, 90) || Wall rush while grounded. || [https://www.youtube.com/watch?v=_E2EVyWjRFM&t=221 '''Video''']
| |
| |-
| |
| |Deathblow > move > jump > Twist Drill 1st > '''Kuja''' > AC > Chain Cast > DC > Twist Drill || '''126''' (15, 4x2, 8, 50 AST, 15, 30) || 270 (60, 30, 90, 90) || Easier, lower damage assist conversion <br>without dodge cancel or empty chase. || [https://www.youtube.com/watch?v=_E2EVyWjRFM&t=233 '''Video''']
| |
| |-
| |
| |Deathblow > move > jump > Twist Drill 2nd > Empty Chase > '''Kuja''' > AC > Chain Cast > DC > Twist Drill || '''140''' (15, 30, 50 AST, 15, 30) || 330 (60, 90, 90, 90) || Both empty chase and the assist call afterwards must be performed as soon as possible. Tricky to time, but will absorb all EX Force on the field. Can use Auto Chase support ability to help with timing. || [https://www.youtube.com/watch?v=_E2EVyWjRFM&t=247 '''Video''']
| |
| |-
| |
| |Deathblow > move > jump > Twist Drill 2nd > DC > '''Kuja''' > AC > Chain Cast > DC > Twist Drill || '''140''' (15, 30, 50 AST, 15, 30) || 330 (60, 90, 90, 90) || Dodge cancel version. Hold X and time the R button press late into the animation. Won't absorb all EX Force on the field, but safer if mistimed. Garland can still pursue and punish the opponent who tries to escape and lock Kuja. || [https://www.youtube.com/watch?v=_E2EVyWjRFM&t=260 '''Video''']
| |
| |-
| |
| |Twin Swords > WR > '''Kuja''' > DC > Twist Drill 1st > DC > AC > Chain Cast > DC > Twist Drill || '''141~ + WR''' (30 + WR, 50 AST, 4x2, 8, 15, 30) || 240 (30, 30, 90, 90) || Wall. || [https://www.youtube.com/watch?v=_E2EVyWjRFM&t=274 '''Video''']
| |
| |-
| |
| |Bardiche > WR > Kuja > DC > Bardiche > DC > Bardiche > DC > AC > Chain Cast > DC > Twist Drill || '''182 + WR''' (30 + WR, 47 AST, 30 + WR, 30 + WR, 15, 30) || 180 (0, 0, 0, 90, 90) || Garland's highest damaging, iconic <br>soul crushing assist combo. <br>Second Bardiche during assist may not <br>wall rush depending on when it hits. <br>If wall rushed from afar, Garland usually has <br>time for only one Bardiche instead of two. || [https://www.youtube.com/watch?v=_E2EVyWjRFM&t=289 '''Video''']
| |
| |-
| |
| |Bardiche > WR > Kuja > DC > Bardiche > DC > Bardiche > DC > AC > Flare || 152 + BRV & HP WR (30 + WR, 47 AST, 30 + WR, 30 + WR, 15) || 30 (0, 0, 0, 30) || HP conversion. || [https://www.youtube.com/watch?v=_E2EVyWjRFM&t=302 '''Video''']
| |
| |-
| |
| |Twist Drill 1st hit > '''Kuja''' > AC > Twist Drill || '''96''' (4x2, 8, 50 AST, 30) || 120 (30, 90) || A basic, reliable assist combo that works intuitively for players not used to dodge cancel combos. Chain Cast into Twist Drill is still possible, adds another 15 dmg multiplier and 90 EX if the player can manage it. || [https://www.youtube.com/watch?v=_E2EVyWjRFM&t=107 '''Video''']
| |
| |-
| |
| |Chain Cast > DC > '''Kuja''' > AC > Flare || '''80 (+WR)''' (15, 50 AST, 15) || 120 (90, 30) || Early assist conversion. || [https://www.youtube.com/watch?v=_E2EVyWjRFM&t=314 '''Video''']
| |
| |-
| |
| |Earthquake > WR > '''Kuja''' > AC > Chain Cast > DC > Twist Drill || '''113 + WR''' (18 + WR, 50 AST, 15, 30) || 216 (36, 90, 90) || Grounded HP wall rush conversion. Nothing fancy, <br>but good reward when mixed up appropriately regardless. || [https://www.youtube.com/watch?v=_E2EVyWjRFM&t=343 '''Video''']
| |
| |-
| |
| |Tsunami > '''Kuja''' > AC > Chain Cast > DC > Twist Drill || '''107''' (12, 50 AST, 15, 30) || 276 (96, 90, 90) || Another grounded HP conversion. Less damage than Earthquake, <br>but works better as a dodge punisher and still functional as a mixup. || [https://www.youtube.com/watch?v=_E2EVyWjRFM&t=355 '''Video''']
| |
| |-
| |
| |Flare > WR > '''Kuja''' > AC > Chain Cast > DC > Twist Drill || '''110 + HP WR''' (15+ HP WR, 50 AST, 15, 30) || 210 (30, 90, 90) || Basic. || [https://www.youtube.com/watch?v=_E2EVyWjRFM&t=368 '''Video''']
| |
| |-
| |
| |Cyclone > '''Kuja''' > AC > Chain Cast > DC > Twist Drill || '''91~95 + HP''' (50 AST, 15, 26~30) || 240 (60, 90, 90) || Good if the opponent fails to counterplay Cyclone. || [https://www.youtube.com/watch?v=_E2EVyWjRFM?feature=shared&t=382 '''Video''']
| |
| |}
| |
|
| |
|
| </tabber>
| | {{Combo-012 |
| | |data= |
| | {{Combo-012Data |
| | |combo='''Highbringer 1st hit (Low)''' > {{clr|astbrv=1}} > {{clr|ac=1}} > Flare |
| | |condition=Poke starter |
| | |requirement=Ground |
| | |characters= |
| | |damage=70 + HP WR |
| | |damagehits=5 > 50 (Assist) > 15 + HP WR |
| | |ex=48 |
| | |exhits=18 > 30 |
| | |meteropp= |
| | |video= |
| | |notes= |
| | }} |
| | {{Combo-012Data |
| | |combo='''Lance Charge''' > {{clr|wr=1}} > {{clr|astbrv=1}} > {{clr|ac=1}} > Flare |
| | |condition=Gap closer / Punish starter |
| | |requirement=Ground |
| | |characters= |
| | |damage=92 + HP WR |
| | |damagehits=30 > 47 (Assist) > 15 + HP WR |
| | |ex=60 |
| | |exhits=30 > 30 |
| | |meteropp= |
| | |video= |
| | |notes=Lance Charge can be used against blocks and for sniping landing lag, which leads to a consistent Kuja assist combo on the ground. If Lance Charge hits from afar or against a blocking opponent, it deals slightly less damage without critical hits. Call Kuja assist quickly after Garland wall rushes. |
| | }} |
| | {{Combo-012Data |
| | |combo='''Bardiche''' > {{clr|wr=1}} > {{clr|astbrv=1}} > {{clr|ac=1}} > Flare |
| | |condition=Poke / punish starter, Wall Rush |
| | |requirement=Air |
| | |characters= |
| | |damage=92 + HP WR |
| | |damagehits=30 + WR > 47 (Assist) > 15 + HP WR |
| | |ex=30 |
| | |exhits=0 > 30 |
| | |meteropp= |
| | |video= |
| | |notes=Garland's infamous assist combo starter. Kuja's ground BRV assist is rather slow, so there is not much time to call Kuja assist after wall rush. It has to be done rather early, and reacting to it can be harder if Bardiche connects high above the ground. Once Kuja assist does connect, Garland has lots of time to prepare for Assist Chase or add more Bardiches for extra damage. This is an important combo starter for Garland, so getting used to this move will pay in dividends. |
| | }} |
| | {{Combo-012Data |
| | |combo='''Twist Drill (1st part)''' > {{clr|astbrv=1}} > {{clr|ac=1}} > Twist Drill |
| | |condition=Poke starter |
| | |requirement=Air |
| | |characters= |
| | |damage=96 |
| | |damagehits=16 > 50 (Assist) > 30 |
| | |ex=120 |
| | |exhits=30 > 90 |
| | |meteropp= |
| | |video=https://www.youtube.com/watch?v=_E2EVyWjRFM&t=107 |
| | |notes=A basic, reliable assist combo that works intuitively for players not used to dodge cancel combos. Chain Cast into Twist Drill is still possible, adds another 15 base damage and 90 EX if Garland can manage it. |
| | }} |
| | {{Combo-012Data |
| | |combo='''Tsunami''' > {{clr|astbrv=1}} > {{clr|ac=1}} > Flare |
| | |condition=HP starter |
| | |requirement=Ground |
| | |characters= |
| | |damage=77 + HP WR |
| | |damagehits=12 > 50 (Assist) > 15 + HP WR |
| | |ex=111 |
| | |exhits=96 > 15 |
| | |meteropp= |
| | |video= |
| | |notes=Tsunami can catch ground dodges and blocks a bit easier than Earthquake, and it doesn't require a wall rush. Once Tsunami has dealt HP damage, the opponent will fly upwards a little bit. Call Kuja assist when the opponent is about to stop moving upwards. |
| | }} |
| | {{Combo-012Data |
| | |combo='''Flare''' > {{clr|wr=1}} > {{clr|astbrv=1}} > {{clr|ac=1}} > Twist Drill |
| | |condition=HP starter, Wall Rush |
| | |requirement=Air |
| | |characters= |
| | |damage=95 + HP WR |
| | |damagehits=15 + HP WR > 50 (Assist) > 30 |
| | |ex=120 |
| | |exhits=30 > 90 |
| | |meteropp= |
| | |video= |
| | |notes=Just like other wall rush starters, Garland can follow up with Kuja assist. Garland can go for another Flare after Kuja, but the reward won't be very good if base bravery doesn't fully recover. Instead, Twist Drill can help deal more bravery damage and fill EX gauge faster. This is a concept that Garland's core combos will capitalize on greatly. |
| | }} |
| | }} |
|
| |
|
| = Builds = | | == Builds == |
|
| |
|
| <tabber> | | <tabber> |
| Line 658: |
Line 687: |
| |ast=Kuja | | |ast=Kuja |
| |wpn=Gigant Axe | | |wpn=Gigant Axe |
| |hand=Lufenian Dirk | | |hand=Lufenian Dirk {{equip}} |
| |head=Lufenian Hairpin | | |head=Lufenian Hairpin {{equip}} |
| |armor=Lufenian Vest | | |armor=Lufenian Vest |
| |acc1={{accbas}} Hyper Ring | | |acc1={{accbas}} Hyper Ring |
| Line 673: |
Line 702: |
| |summon=Rubicante | | |summon=Rubicante |
| }} | | }} |
| Use the [[CP Glitch (Dissidia 012)|'''CP Glitch''']] with Thief's Gear and Bard's Gear.
| |
|
| |
|
| Substitutes | | Substitutes |
| Line 715: |
Line 743: |
| </tabber> | | </tabber> |
|
| |
|
| | == Assist == |
|
| |
|
| = Assist = | | === Garland Assist Data === |
| | |
| Garland's assist data.
| |
|
| |
|
| {{012Assist | | {{012Assist |
| Line 751: |
Line 778: |
| }} | | }} |
|
| |
|
| Garland works with most meta assists, but only Kuja (and to a lesser extent, Sephiroth) provides the signature damage output, consistent combo opportunities and whiff punish capabilities. Other assists have diminishing returns. | | === Assist Overview === |
| | |
| | Garland is one of the weaker assists in the game. His {{keyword|holds|hold=1}} are short, so he relies on wall rush for damage and combo opportunities. Bardiche is fast and it avoids LV2 Assist Change staggers easily if it hits in {{keyword|neutral|neutral=1}}, but it leaves very little time to follow up. Tsunami has high coverage on grounded opponents and leads to Assist Chase, but it also has high assist cost. Cyclone covers space, but it is difficult to combo into. |
|
| |
|
| <tabber>
| | Generally speaking Garland assist does not see much use in competitive play, because he does not enable HP attacks consistently anywhere, or complement most characters' strengths otherwise. |
| |-|Kuja=
| | |
| The strongest known assist for Garland. Solid whiff punisher, consistent combo conversions and BRV damage. Even though the slow ground BRV assist makes it harder to react in time to max distance ground wall rushes off of Bardiche, the damage output that follows with 2x Bardiche more than makes up for it. Both BRV assists allow Garland to combo into Chain Cast > DC > Twist Drill almost anywhere for added EX meter and bravery.
| | === Synergies === |
| | |
| | Garland works with most competitive assists. |
|
| |
|
| Kuja also converts off of full Twist Drill consistently, with empty chase or dodge cancel alike. And if you need to play around LV2 Assist Change, Kuja's HP assists can come in handy with Bardiche > Flare Star or Chain Cast > Force Symphony. | | ;Kuja |
| | :Kuja is the strongest assist for Garland, because he maximizes Garland's strengths on hit. Great combo potential, high damage output and retains {{keyword|whiff punish|whiffpunish=1}} capability. Air BRV sets up Chain Cast combos in the air for lots of EX, while ground BRV holds the opponent for two damaging Bardiche {{keyword|fillers|filler=1}}. Garland can stack bravery and EX gauge to force a checkmate situation, but Kuja's Force Symphony can help in Chase sequences. The main thing to watch out for is confirming Kuja ground BRV after Bardiche, as there is not much time to react. If opponent escapes from an assist combo early, Garland has to forgo the extra Bardiches to avoid an easy Assist Lock. |
|
| |
|
| It's about as straightforward as it gets - Kuja synergises with Garland in places where it's needed the most.
| | ;Sephiroth |
| | :Sephiroth assist has less damaging and versatile combo routes, but he attacks faster on the ground and has wider {{keyword|hitboxes|hitbox=1}}. He is great for whiff punishing on the ground specifically. Bardiche ground combos are also easier to react with Sephiroth ground BRV. Bardiche fillers are still possible on the ground, and even in the air with air BRV assist. The strong pushback on Sephiroth's finishers makes Chain Cast follow-ups much less practical. Twist Drill, Bardiche and Flare still work though. That means Garland gets way less EX compared to Kuja assist, but still does competitive BRV damage with Sephiroth. And of course, Sephiroth cannot bypass LV2 Assist Change staggers as consistently as Kuja can. |
|
| |
|
| |-|Sephiroth=
| | ;Aerith |
| Sephiroth trades a bit of bravery damage, consistent Chain Cast follow-ups and Ranged High priority HP assists for faster speed on the ground and wider hitboxes. Double Bardiche is still possible during Reaper, but Sudden Cruelty's horizontal knockback makes it difficult to do much more than a Twist Drill or Flare. <br><br>If you need an assist to whiff punish grounded opponents more reliably, Sephiroth can substitute Kuja.
| | :Aerith lets Garland avoid LV2 Assist Change staggers consistently at the cost of damage and whiff punish capability. Twist Drill and Chain Cast combo into Seal Evil consistently with {{keyword|empty chase|emptychase=1}}, and long range Blaze completes the synergy. This can lead to stronger meter depletion, and Aerith still lets Garland get lots of EX with Chain Cast combos afterwards. Garland rarely needs Aerith to be competitive, but it is possible to use her for double assist combos with Cyclone if needed. If Garland lands Earthquake, Aerith does Cure because Garland is on the ground. |
|
| |
|
| |-|Aerith=
| | ;Tidus |
| Garland can already combo into assists with Kuja and Sephiroth, but Aerith lets Garland do that even if the opponent has two assist bars. This comes at the expense of fast whiff punishes, EX meter depletion (assist hit) and Earthquake follow-ups. <br><br>Garland rarely has to prioritise LV2 Assist Change stalemate counterstrategies over everything else that Kuja / Sephiroth can already achieve.
| | :Tidus assist provides one of the fastest air BRVs for whiff punishes and a slower ground BRV for extended ground combos. If Garland needs The Emperor to stop doing Dreary Cells, Tidus gets the job done. The ground BRV is also nice for people who want to practice Garland's solo ground combos. Garland does not benefit much from Tidus assist otherwise, even though the air BRV combos are functional. |
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| = References = | | = References = |