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| [[Category:Dissidia 012 Final Fantasy]] | | [[Category:Dissidia 012 Final Fantasy]] |
| | {{012CharNavGar}} |
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| {{CharacterInfo | | {{CharacterInfo |
| | |portrait=https://resources.dissidia.wiki/ddff/portraits/ddff-port-garland.png |
| |name=Garland (ガーランド) | | |name=Garland (ガーランド) |
| |origin=Final Fantasy | | |origin=Final Fantasy |
| |weapon=Axes, Greatswords, Katanas, Spears | | |atk=111 (High) |
| |armor=Gauntlets, Heavy Armor, Helms, Light Armor, Shields | | |def=112 (High) |
| |runspeed=10.5 (Very Slow) | | |runspeed=10.5 (Very Slow) |
| |dash=81 (Below Average) | | |dash=81 (Below Average) |
| |fall=77 (Above Average) | | |fall=77 (Above Average) |
| |fallr=41 (Below Average) | | |fallr=41 (Below Average) |
| |exclusives= | | |fastestbrv=13F (Deathblow, Highbringer high ver.) |
| | |fastesthp=39F (Earthquake) |
| | |1hithp=Yes (Cyclone, Blaze) |
| | |hplinks=Yes (Combos only) |
| | |cmdblock=No |
| | |weapon=Axes, Greatswords, Katanas, Spears |
| | |armor=Gauntlets, Heavy Armor, Helms,<br>Light Armor, Shields |
| |exclusives=Ogrekiller, Viking Axe, Gigant Axe | | |exclusives=Ogrekiller, Viking Axe, Gigant Axe |
| | |unlock= |
| | |alignment=Chaos |
| | |vajp=[https://en.wikipedia.org/wiki/Kenji_Utsumi Kenji Utsumi] |
| | |vaeng=[https://en.wikipedia.org/wiki/Christopher_Sabat Christopher Sabat] |
| | }} |
| | |
| | == Overview == |
| | Garland is a defensive close / mid-range character. His strengths are defined by his braveries that are good at {{keyword|whiff punishing|whiffpunish=1}} and accumulating EX and bravery. |
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| }} | | On the ground, Garland {{keyword|pokes|poke=1}} with Deathblow to fill assist gauge safely and threaten anyone approaching him from the air. Garland can use Lance Charge and HP attacks to break guards and catch ground dodges. Deathblow's short {{keyword|recovery|recovery=1}} also lets Garland adjust his attack timing, making his ground defense rather ambiguous. |
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| | Garland's air combat focuses on vertical positioning. Twist Drill {{keyword|anti-airs|anti-air=1}} opponents, Bardiche comes down with high damage potential, Cyclone provides area denial and Chain Cast is an evasive, vertical whiff punisher. |
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| | Garland has above average base ATK and DEF stats. His LV100 exclusive weapon Gigant Axe is best in class for EX and damage builds. His other attributes are a bit lacking, though; He has below average movement speed, no practical solo {{keyword|HP links|hplink=1}} and floaty air dodges. Dodging is fairly risky for Garland, as his self-defense options afterwards are slow and high commitment. His aerial offensive is somewhat limited due to his staple braveries having specific angles and notable blind spots, particularly in front of Garland. This can cause issues when creating offense head-on. Fast air dodge fall speed and {{keyword|command blocks|commandblock=1}} can limit Garland's options as well. |
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| | Garland has been considered a low tier character, but his representation from 2020 onwards present a case for 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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| {{ProConTable | | {{ProConTable |
| |pros=*Coming soon | | |pros= |
| |cons=*Coming soon | | *'''Whiff Punishment''' - Several braveries allow Garland to react from various angles. |
| | *'''Bravery Damage''' - Bardiche, Kuja assist and Chain Cast solo combos can bravery break quickly. |
| | *'''Safe Ground {{keyword|Neutral|neutral=1}}''' - Deathblow lets Garland define the pace with less risk than most characters. |
| | *'''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. |
| | *'''Disjoints''' that can go through projectiles. |
| | * '''Good ground-to-ground presence''' against close-range characters |
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| | |cons= |
| | * '''Below average movement''' - Garland is slightly slower on all fronts. |
| | * '''Post-dodge vulnerability''' - Garland's air dodges leave him vulnerable, and Chain Cast does not protect with invincibility. |
| | * '''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. |
| | * '''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''' - 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]]'''. |
| }} | | }} |
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| == Overview ==
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| Garland is a defensive close / mid-range character with good whiff punish capability and bravery damage output.
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| == Bravery Attacks == | | == Bravery Attacks == |
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| <tabber> | | <tabber> |
| |-|Round Edge= | | |-|Round Edge= |
| {{AbilityInfo | | |
| |damage=7,8,30 (45, Short) / 7,8,9,2,2,2,15 (45, Long) | | {{AbilityInfo2 |
| |startup=23F | | |ver1=Short |
| |type=Physical | | |damage1='''45''' (7, 8, 30) |
| |priority=Melee Low, Melee Mid (2nd hit), Melee High (3rd hit, Long) | | |startup1=23F |
| |ex=30 (Short) / 90 (Long) | | |type1=Physical |
| |effect=Wall Rush (Short) / Chase (Long) | | |priority1=Melee Low <br>Melee Mid (2nd hit) |
| | |ex1=30 |
| | |effect1=Wall Rush |
| | |cancels1=Dodge |
| | |asthit1= |
| | |gametext=[Close] Broad sword sweep. <br>Change combo with input timing. |
| | |level=1 |
| | |ap=100 |
| |cp=30 (15) | | |cp=30 (15) |
| | |ver2=Long |
| | |damage2='''45''' (7, 8, 9, 2, 2, 2, 15) |
| | |startup2=23F |
| | |type2=Physical |
| | |priority2=Melee Low, Melee Mid (2nd hit) <br>Melee High (3rd hit) |
| | |ex2=90 |
| | |effect2=Chase |
| | |cancels2=Dodge |
| | |asthit2= |
| | |image=https://dissidia.wiki/images/b/b3/Brv_garland_round_edge.jpeg |
| }} | | }} |
| ''[Close] Broad sword sweep. Change combo with input timing.''
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| Three sword swipes with a chase or a wall rush ender. Press circle before the third swipe for a wall rush ender or press circle after it for a chase ender. Garland's movement can be controlled freely during the first two swipes, but it does not make it particularly safe to use. While the start-up is somewhat fast, it takes well over a second to cancel it into a dodge. With Garland's limited post-dodge defensive options this is not an ideal situation to find yourself in. Confirming a combo with Deathblow into a Twist Drill is safer, inflicts more bravery damage and generates more EX meter on hit as well. Round Edge still has combo potential with assists though.
| | [[File:Brv_garland_round_edge_short.jpeg|thumb|300px|Round Edge (Short)]] |
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| It might work occasionally as a surprise gimmick attack, especially if you fake out with movement during the first sword swipe. But the long animation and diminishing returns for disproportional risk compared to other ground moves make Round Edge difficult to justify for the third slot bravery.
| | [[File:Brv_garland_round_edge_long.jpeg|thumb|300px|Round Edge (Long).]] |
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| The increased priorities apply to Round Edge when has not been cancelled into a wall rush ender. Since movement is halted by the third hit, it can be challenging to enforce it's high priority against moving opponents.
| | 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 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 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. |
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| |-|Lance Charge= | | |-|Lance Charge= |
| {{AbilityInfo | | {{AbilityInfo |
| |damage=2x5,5,15 (30) | | |damage='''30''' (2 x 5, 5, 15) |
| |startup=31F | | |startup=31F |
| |type=Physical | | |type=Physical |
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| |effect=Wall Rush | | |effect=Wall Rush |
| |cp=30 (15) | | |cp=30 (15) |
| | |image=https://dissidia.wiki/images/0/00/Brv_garland_lance_charge.jpeg |
| | |imgpos= |
| | |cancels=Dodge |
| | |asthit= |
| | |level=8 |
| | |ap=100 |
| | |gametext=[Mid] High-speed sword thrust. <br>Vertically limited, good range. |
| }} | | }} |
| ''[Mid] High-speed sword thrust. Vertically limited, good range.''
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| A gap closer and a whiff punisher that goes in a straight line. Staggers regular block, it works well as a deterrent for blocking his other ground braveries. It is commonly used in tandem with Deathblow. With a Kuja / Sephiroth assist following up the wall rush, the damage output is consistently high and makes this move a notable threat. High priority braveries and running sideways can work against it.
| | 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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| If you stagger an opponent with a [[Blodge|'''blodge''']], you 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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| | 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 |
| | |imgpos= |
| | |cancels=Dodge, Block, Attack, Movement |
| | |asthit= |
| | |level=1 |
| | |ap=100 |
| | |gametext=[Mid] Swift upwards sword swipe. <br>Low accuracy, quick strike. |
| }} | | }} |
| ''[Mid] Swift upwards sword swipe. Low accuracy, quick strike.''
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| One of Garland's strongest bravery attacks. Very fast start-up, low recovery, long active hitbox, combo starter, great tracking and anti-air capability within close range. The big cherry on top is that it can be cancelled into a neutral state, making this one of the few bravery attacks that do not have to be dodge cancelled for safety. This also allows Garland to jump and combo into Twist Drill for meter and a lot of bravery damage with assist. | | 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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| Due to it's speed and cancel window, it can be used to quickly generate assist meter. A must have for many close-range match-ups 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= |
| {{AbilityInfo | | |
| |damage=5,19 (24, Low) / 5,2,2,15 (24, High) | | {{AbilityInfo2 |
| |startup=17F (Low) / 13F (High) | | |ver1=Low |
| |type=Physical | | |damage1='''24''' (5, 19) |
| |priority=Melee Low | | |startup1=17F |
| |ex=90 (Low) / 30 (High) | | |type1=Physical |
| |effect=Chase (Low) / Wall Rush (High) | | |priority1=Melee Low |
| | |ex1=90 |
| | |effect1=Chase |
| | |cancels1=Dodge |
| | |asthit1= |
| | |gametext=[Mid] Swing sword upwards. <br>Change combo with input timing. |
| | |level=32 |
| | |ap=100 |
| |cp=30 (15) | | |cp=30 (15) |
| | |ver2=High |
| | |damage2='''24''' (5, 2, 2, 15) |
| | |startup2=13F |
| | |type2=Physical |
| | |priority2=Melee Low |
| | |ex2=30 |
| | |effect2=Wall Rush |
| | |cancels2=Dodge |
| | |asthit2= |
| | |image=https://dissidia.wiki/images/7/70/Brv_garland_highbringer.jpeg |
| | |imgpos= |
| }} | | }} |
| ''[Mid] Swing sword upwards. Change combo with input timing.''
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| Deathblow 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 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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| | [[File:Brv_garland_highbringer_(high).jpeg|thumb|300px|Highbringer (High). Press Circle for a combo attack.]] |
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| | 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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| Unfortunately this is not as potent as it might sound - Even though the speed, tracking and anti-air capability remain mostly intact, it cannot be cancelled into a neutral state. As a result, any whiffs put Garland in greater danger compared to Deathblow. While all attacks have a fair amount of hit stun, converting off of them with assist compromises Garland's EX gain, damage or requires a wall. All that fall short when compared to the Deathblow > Twist Drill combo. However, those combos can be easier to understand and perform when learning the character early on.
| | 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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| | 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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| | 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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| |priority=Ranged Low | | |priority=Ranged Low |
| |ex=0 | | |ex=0 |
| |effect= | | |effect=- |
| |cp=30 (15) | | |cp=30 (15) |
| | |image=https://dissidia.wiki/images/2/2b/Brv_garland_thundaga_g.jpeg |
| | |imgpos=55% |
| | |cancels=Dodge, Block, Attack |
| | |asthit= |
| | |level=19 |
| | |ap=100 |
| | |gametext=[Long] Call down lightning strikes <br>that home in on opponent. |
| }} | | }} |
| ''[Long] Call down lightning strikes that home in on opponent.''
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| Venerable strength manifests in the form three lightning bolts. The bolts spawn on the opponent, bypassing obstacles or lingering projectiles in front of the opponent. It has enough hit stun to combo into an assist, but due to the knockback angle, it is only practical when the opponent is near a wall / corner. If you find your opponent in that position, all of three Thundaga's bolts can combo into each other for an assist combo.
| | 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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| Garland is vulnerable to whiff punishes from assists during this attack. That, along with the absence of EX generation, low damage output and situational combo conversions make Thundaga something of a niche move in Garland's repertoire. It's good at poking through opponents at a distance, but it does not represent a big threat frequently.
| | Thundaga is not used in competitive play often due to its low damage, EX generation and situational combos. |
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| | 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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| |-|Twin Swords= | | |-|Twin Swords= |
| {{AbilityInfo | | {{AbilityInfo |
| |damage=7,8,15 (30) | | |damage='''30''' (7, 8, 15) |
| |startup=21F | | |startup=21F |
| |type=Physical | | |type=Physical |
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| |effect=Wall Rush | | |effect=Wall Rush |
| |cp=30 (15) | | |cp=30 (15) |
| | |image=https://dissidia.wiki/images/5/58/Brv_garland_twin_swords.jpeg |
| | |imgpos= |
| | |cancels=Dodge |
| | |asthit= |
| | |level=1 |
| | |ap=100 |
| | |gametext=[Mid] Swipe with twin blades. <br>Approaches foe; limited height. |
| }} | | }} |
| ''[Mid] Swipe with twin blades. Approaches foe; limited height.'' | | |
| | 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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| | 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= |
| {{AbilityInfo | | {{AbilityInfo |
| |damage=7,8 (15) | | |damage='''15''' (7, 8) |
| |startup=45F | | |startup=45F |
| |type=Physical | | |type=Physical |
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| |effect=Chase | | |effect=Chase |
| |cp=30 (15) | | |cp=30 (15) |
| | |image=https://dissidia.wiki/images/1/1d/Brv_garland_chain_cast.jpeg |
| | |imgpos= |
| | |cancels=Dodge |
| | |asthit= |
| | |level=1 |
| | |ap=100 |
| | |gametext=[Mid] Swing chain. Low accuracy, <br>but effective against any height. |
| }} | | }} |
| ''[Mid] Swing chain. Low accuracy, but effective against any height.''
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| Air combo starter, air-to-ground whiff punisher 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), but it does not work at all heights.
| | 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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| The consistency of Chain Cast's 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.
| | 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 {{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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| |effect=Wall Rush | | |effect=Wall Rush |
| |cp=30 (15) | | |cp=30 (15) |
| | |image=https://dissidia.wiki/images/7/7e/Brv_garland_bardiche.jpeg |
| | |imgpos= |
| | |cancels=Dodge |
| | |asthit= |
| | |level=4 |
| | |ap=100 |
| | |gametext=[Dive] Mighty axe swing. <br>Great for attacking from above. |
| }} | | }} |
| ''[Dive] Mighty axe swing. Great for attacking from above.''
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| Garland's iconic crushing repertoire. A staple in Garland's kit thanks to it's speed, relative safety on whiff and infamous damage output. The designated vertical, downward tracking and the lack of forward momentum limits Bardiche's hit rate in the air. But it functions well as an assist meter generator and air-to-ground attack. | | 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 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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| With one of the higher bravery damage multipliers (30) and wall rush, repeated use of Bardiche is known to be the strongest EX Revenge combo in the entire game.
| | Despite these flaws, Bardiche is commonly used because the damage output is high enough to outweigh the cons. |
|
| |
|
| |-|Twist Drill= | | |-|Twist Drill= |
| {{AbilityInfo | | {{AbilityInfo |
| |damage=4x2,8,14 (30) | | |damage='''30''' (4 x 2, 8, 14) |
| |startup=21F | | |startup=21F |
| |type=Physical | | |type=Physical |
| Line 166: |
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| |effect=Chase | | |effect=Chase |
| |cp=30 (15) | | |cp=30 (15) |
| | |image=https://dissidia.wiki/images/d/dc/Brv_garland_twist_drill.jpeg |
| | |imgpos= |
| | |cancels=Dodge |
| | |asthit= |
| | |level=28 |
| | |ap=100 |
| | |gametext=[Rise] Upwards lunge with sword. <br>Great for attacking from below. |
| }} | | }} |
| ''[Rise] Upwards lunge with sword. Great for attacking from below.''
| |
|
| |
|
| Fast anti-air attack with good combo potential, damage and EX output. Primarily designed to home in on opponents above Garland, Twist Drill is often used as a combo move after Deathblow, as a whiff punisher or as an approach tool.
| | 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). |
| | |
| | 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. |
|
| |
|
| It's hitstun is long enough to combo into an assist from a relatively late dodge cancel window or an empty chase. That also means Twist Drill is a bravery attack that is ''consistently safe on hit after initiating an empty chase'' for EX intake.
| | 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. |
|
| |
|
| While it cannot effectively hit opponents directly in front of him or above his head, Twist Drill is still a staple in Garland's air combat. The extended hitbox allows him to poke through projectiles and traps, such as Ultimecia's charged Knight's Lance. The first part can be dodge cancelled early enough to contest The Emperor's Dreary Cell traps and the overall speed can be difficult to react to. Drill the threat into the opponent's head.
| | 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. |
|
| |
|
| | Twist Drill can also hit behind the opponent's block at the right distance and angle, below the opponent. |
|
| |
|
| |-|Thundaga (midair)= | | |-|Thundaga (midair)= |
| Line 183: |
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| |priority=Ranged Low | | |priority=Ranged Low |
| |ex=0 | | |ex=0 |
| |effect= | | |effect=- |
| |cp=30 (15) | | |cp=30 (15) |
| | |image=https://dissidia.wiki/images/2/2d/Brv_garland_thundaga_a.jpeg |
| | |imgpos= |
| | |cancels=Dodge, Block, Attack |
| | |asthit= |
| | |level=25 |
| | |ap=100 |
| | |gametext=[Long] Call down lightning strikes <br>that home in on opponent. |
| }} | | }} |
| ''[Long] Call down lightning strikes that home in on opponent.''
| |
|
| |
|
| Same as ground version. Difficult to justify with four other strong braveries competing for slots. | | 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. |
|
| |
|
| </tabber> | | </tabber> |
| Line 199: |
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| |-|Earthquake= | | |-|Earthquake= |
| {{AbilityInfo | | {{AbilityInfo |
| |damage=8, 2x5 (18) | | |damage='''18''' (8, 2 x 5) |
| |startup=39F | | |startup=39F |
| |type=Physical (axe) / Magical (rocks) | | |type=Physical (axe) <br>Magical (rocks) |
| |priority=Melee High (axe) / Unblockable (rocks) | | |priority=Melee High (axe) <br>Unblockable (rocks) |
| |ex=36 | | |ex=36 |
| |effect=Wall Rush | | |effect=Wall Rush |
| |cp=30 (15) | | |cp=30 (15) |
| | |image=https://dissidia.wiki/images/2/28/Hp_garland_earthquake.jpeg |
| | |imgpos= |
| | |cancels=Dodge |
| | |asthit= |
| | |level=1 |
| | |ap=130 |
| | |gametext=[Close] Split ground with axe. <br>Steals bravery, then takes HP. |
| }} | | }} |
| ''[Close] Split ground with axe. Steals bravery, then takes HP.''
| |
|
| |
|
| A decent mix-up against grounded opponents trying to crack Garland's defense. Tracks well, strong knockback and cannot be staggered by LV2 Assist Change after the first hit. The HP-inflicting rock that spawns at the end has minor anti-air potential.
| | 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. |
|
| |
|
| The active duration, the relative space control and dodge cancel window can make punishing this move on the ground difficult without mid range attacks. Earthquake is effective when used sparingly, but aerial attacks from above can still punish it.
| | 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. |
|
| |
|
| |-|Blaze (ground)= | | |-|Blaze (ground)= |
| {{AbilityInfo | | {{AbilityInfo |
| |damage=-- | | |damage=- |
| |startup=59F | | |startup=59F |
| |type=-- | | |type=- |
| |priority=Ranged High | | |priority=Ranged High |
| |ex=each (9) | | |ex=each (9) |
| |effect=-- | | |effect=- |
| |cp=30 (15) | | |cp=30 (15) |
| | |image=https://dissidia.wiki/images/c/c9/Hp_garland_blaze_g.jpeg |
| | |imgpos= |
| | |cancels=Dodge |
| | |asthit= |
| | |level=16 |
| | |ap=130 |
| | |gametext=[Long] Shoot multiple fireballs <br>that chase opponent. |
| }} | | }} |
| ''[Long] Shoot multiple fireballs that chase opponent.''
| |
|
| |
|
| 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. |
|
| |
|
| Each fireball can inflict meter depletion if they hit, a trait that carries over to it's aerial version.
| | 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. |
|
| |
|
| |-|Tsunami= | | |-|Tsunami= |
| {{AbilityInfo | | {{AbilityInfo |
| |damage=2x6 (12) | | |damage='''12''' (2 x 6) |
| |startup=45F | | |startup=45F |
| |type=Physical | | |type=Physical |
| |priority=Melee High | | |priority=Melee High |
| |ex=96 | | |ex=96 |
| |effect=-- | | |effect=- |
| |cp=30 (15) | | |cp=30 (15) |
| | |image=https://dissidia.wiki/images/8/8f/Hp_garland_tsunami.jpeg |
| | |imgpos= |
| | |cancels=Dodge |
| | |asthit= |
| | |level=36 |
| | |ap=130 |
| | |gametext=[Mid] Hurl chain sword. <br>Vertically limited, very accurate. |
| }} | | }} |
| ''[Mid] Hurl chain sword. Vertically limited, very accurate.''
| |
|
| |
|
| One of Garland's primary post-dodge defensive options on the ground. Much like Chain Cast, the swift movement makes it safe rather than plain invincibility. Strong tracking against grounded opponents works very well as a dodge punisher and as an instigator (when assist meter is available). Can also hit aerial opponents who are close to Garland at the time of impact.
| | 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. |
|
| |
|
| Combos into assists on hit. A good mixup akin to Earthquake, with stronger tracking at the expense of wall rush. The animation is long, so exercise caution before using this.
| | 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. |
|
| |
|
| If you stagger an opponent with a [[Blodge|'''blodge''']], you can 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. |
|
| |
|
| </tabber> | | </tabber> |
| Line 253: |
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| |-|Blaze (midair)= | | |-|Blaze (midair)= |
| {{AbilityInfo | | {{AbilityInfo |
| |damage=-- | | |damage=- |
| |startup=59F | | |startup=59F |
| |type=-- | | |type=- |
| |priority=Ranged High | | |priority=Ranged High |
| |ex=each (9) | | |ex=each (9) |
| |effect=-- | | |effect=- |
| |cp=30 (15) | | |cp=30 (15) |
| | |image=https://dissidia.wiki/images/8/8e/Hp_garland_blaze.jpeg |
| | |imgpos=40% |
| | |cancels=Dodge |
| | |asthit= |
| | |level=1 |
| | |ap=130 |
| | |gametext=[Long] Shoot multiple fireballs <br>that chase opponent. |
| }} | | }} |
| ''[Long] Shoot multiple fireballs that chase opponent.''
| |
|
| |
|
| Commonly used as an occasional long range harassment tool along with Cyclone. While this cannot inflict wall rush, each fireball can deplete meter on hit. A decent choice in that regard when used with Aerith assist, but it's threat is otherwise somewhat limited.
| | 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. |
| | |
| | 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}}. |
| | |
| | Blaze is a staple for Garland, despite not having strong {{keyword|neutral|NEutral}} applications. It has a low hit rate at high level play, but also low risk when used sparingly from a distance. It supports Garland at a range where he doesn't have much presence, and if his opponent struggles to deal with Cyclone, it makes Blaze that much more prominent. |
| | |
| | If the opponent has Auto Assist Lock On equipped, and the opponent escapes an assist combo as Garland uses Blaze, the projectiles won't track to the opponent. They will disperse instead. |
|
| |
|
| |-|Cyclone= | | |-|Cyclone= |
| {{AbilityInfo | | {{AbilityInfo |
| |damage=-- | | |damage=- |
| |startup=51F | | |startup=51F |
| |type=-- | | |type=- |
| |priority=Ranged High | | |priority=Ranged High |
| |ex=each (60) | | |ex=each (60) |
| |effect=Absorb | | |effect=Absorb |
| |cp=30 (15) | | |cp=30 (15) |
| | |image=https://dissidia.wiki/images/e/ed/Hp_garland_cyclone.jpeg |
| | |imgpos= |
| | |cancels=Dodge |
| | |asthit= |
| | |level=12 |
| | |ap=130 |
| | |gametext=[Close] Call forth tornado. <br>Slow speed, homing ability. |
| }} | | }} |
| ''[Close] Call forth tornado. Slow speed, homing ability.''
| |
|
| |
|
| Two ranged high projectiles that temporarily occupy space while gradually splintering off from their starting position. Often used as a passive defensive tool, a combo extender after an assist or a safer match ender during an assist combo. Combos into assists hit.
| | 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. |
|
| |
|
| It does not protect Garland effectively from all angles. However, characters without projectiles, command blocks, disjointed hitbox or a relatively fast advancing Melee High attack will find Cyclone to be difficult to neutralise.
| | 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. |
| | |
| | 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. |
|
| |
|
| |-|Flare= | | |-|Flare= |
| Line 290: |
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| |effect=Wall Rush | | |effect=Wall Rush |
| |cp=30 (15) | | |cp=30 (15) |
| | |image=https://dissidia.wiki/images/2/2e/Hp_garland_flare.jpeg |
| | |imgpos= |
| | |cancels=Dodge |
| | |asthit= |
| | |level=22 |
| | |ap=130 |
| | |gametext=[Mid] Strike with greatsword, <br>causing large explosion on hit. |
| }} | | }} |
| ''[Mid] Strike with greatsword, causing large explosion on hit.''
| |
|
| |
|
| Garland's primary post-block HP retaliation and assist combo ender inflicting HP damage. Homes in on the opponent well, but only occupies space briefly. The knockback has good wall rush potential. | | 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. |
|
| |
|
| If the opponent uses LV1 Assist Change as soon as Flare's first hit has made contact, Garland can be hit during the animation. Cyclone and Blaze HPs can make up for this weakness, but Flare remains a staple in Garland's arsenal regardless. It is the only aerial HP he can consistently connect after staggering an opponent with a block. Rack up the bravery and unleash the fury. | | 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. |
| | |
| | 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. |
|
| |
|
| </tabber> | | </tabber> |
|
| |
|
| == EX Mode == | | == EX Mode: Class Change! == |
| Effects: | | Effects: |
| * Regen | | * Regen |
| * Critical Boost | | * Critical Boost |
| * Indomitable Resolve | | * Indomitable Resolve |
| | |
| | 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. |
|
| |
|
| === Indomitable Resolve === | | === Indomitable Resolve === |
| | {{image|https://dissidia.wiki/images/5/51/Ex_mode_garland.jpeg}} |
| | |
| ''[Active while attacking] Even while taking damage, attacks can be performed without flinching.'' | | ''[Active while attacking] Even while taking damage, attacks can be performed without flinching.'' |
|
| |
|
| Rare instance of [https://glossary.infil.net/?t=Armor '''super armor'''] in Dissidia 012. During an attack animation, Garland will not flinch from any attack that does not inflict HP damage. Can work in a pinch against characters with HP links (Cyclone, anyone?), but remember that EX mode does not alter Garland's attack properties. | | Rare instance of {{keyword|super armor|superarmor=1}} 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. |
|
| |
|
| === EX Burst: Soul of Chaos === | | === EX Burst: Soul of Chaos === |
| | {{image|https://dissidia.wiki/images/6/6a/Ex_burst_garland.jpeg}} |
| | |
| ''An attack terrible enough to shake the heavens. Repeatedly press circle to add strength to the attack.'' | | ''An attack terrible enough to shake the heavens. Repeatedly press circle to add strength to the attack.'' |
|
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| Line 319: |
Line 512: |
| }} | | }} |
|
| |
|
| == Assist == | | 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. |
| Garland's assist data. | | |
| | == 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. |
| | |
| | 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. |
| | }} |
| | }} |
| | |
| | === EX Revenge === |
| | |
| | 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. |
| | |
| | {{Combo-012 |
| | |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. |
|
| |
|
| {| class="wikitable"
| | 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. |
| |-
| |
| ! Attack !! Startup !! Spawns near !! Damage Multiplier !! Additional properties
| |
| |-
| |
| | Round Edge (Ground BRV) || 23F || Opponent || 2 x 4, 6, 16 (30) || Melee Mid (third hit), Wall Rush
| |
| |-
| |
| | Bardiche (Midair BRV) || 23F || Opponent || 30 (30) || Wall Rush
| |
| |-
| |
| | Tsunami (Ground HP) || 45F || Opponent || 2 x 6 (12) || Chase
| |
| |-
| |
| | Cyclone (Midair HP) || 51F || Opponent || - || Chase
| |
| |-
| |
| |}
| |
|
| |
|
| 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. | | 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. |
| | }} |
| | }} |
|
| |
|
| <tabber>
| | === Assist === |
| |-|Kuja=
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| 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.
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| 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.
| | 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. |
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| It's about as straightforward as it gets - Kuja synergises with Garland in places where it's needed the most.
| | ''Main article: '''[[Garland_(Dissidia_012)/Combos#Assist_Combos_(Kuja)|Garland Combos (Kuja Assist)]]''' '' |
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| |-|Sephiroth=
| | 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. |
| 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.
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| |-|Aerith= | | {{Combo-012 |
| 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>Not necessarily a bad choice, but Garland rarely has to prioritise LV2 Assist Change stalemate counterstrategies over everything else that Kuja / Sephiroth can already achieve.
| | |data= |
| </tabber>
| | {{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. |
| | }} |
| | }} |
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| == Builds == | | == Builds == |
| Line 369: |
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 384: |
Line 702: |
| |summon=Rubicante | | |summon=Rubicante |
| }} | | }} |
| Use the [[CP Glitch (Dissidia 012)|'''CP Glitch''']] with Thief's Gear and Bard's Gear.
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| Substitutes | | Substitutes |
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Line 742: |
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| </tabber> | | </tabber> |
| | |
| | == Assist == |
| | |
| | === Garland Assist Data === |
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| | {{012Assist |
| | |type1=BRV |
| | |attack1=Round Edge |
| | |startup1=23F |
| | |position1=Ground |
| | |spawn1=Opponent |
| | |damage1=2 x 4, 6, 16 (30) |
| | |effect1=Wall Rush |
| | |type2=BRV |
| | |attack2=Bardiche |
| | |startup2=23F |
| | |position2=Air |
| | |spawn2=Opponent |
| | |damage2=30 |
| | |effect2=Wall Rush |
| | |type3=HP |
| | |attack3=Tsunami |
| | |startup3=45F |
| | |position3=Ground |
| | |spawn3=Opponent |
| | |damage3=2 x 6 (12) |
| | |effect3=Chase |
| | |type4=HP |
| | |attack4=Cyclone |
| | |startup4=51F |
| | |position4=Air |
| | |spawn4=Opponent |
| | |damage4=- |
| | |effect4=Chase |
| | }} |
| | |
| | === Assist Overview === |
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| | 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. |
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| | 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. |
| | |
| | === Synergies === |
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| | Garland works with most competitive assists. |
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| | ;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. |
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| | ;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. |
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| | ;Aerith |
| | :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. |
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| | ;Tidus |
| | :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 /> |
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| | {{navbox012}} |
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| | {{roadmap012gar}} |