The Emperor (Dissidia 012): Difference between revisions

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|name=The Emperor (皇帝)
|name=The Emperor (皇帝)
|origin=Final Fantasy II
|origin=Final Fantasy II
|weapon=Daggers, Poles, Rods, Staves
|armor=Bangles, Clothing, Hairpins, Hats, Headbands, Robes
|atk=110 (Average)
|atk=110 (Average)
|def=112 (High)
|def=112 (High)
Line 14: Line 12:
|fall=97 (Slow)
|fall=97 (Slow)
|fallr=44 (Slow)
|fallr=44 (Slow)
|fastestbrv=21F (Bombard)
|fastesthp=35F (Flare, Ground)
|1hithp=Yes (Flare, Dreary Cell)
|hplinks=Yes (Combos only)
|cmdblock=Yes (Magic Block)
|weapon=Daggers, Poles, Rods, Staves
|armor=Bangles, Clothing, Hairpins, Hats, Headbands, Robes
|exclusives=Diamond Mace, Demon's Rod, Mateus's Malice
|exclusives=Diamond Mace, Demon's Rod, Mateus's Malice
|unlock=
|alignment=Chaos
|vajp=[https://en.wikipedia.org/wiki/Kenyu_Horiuchi Kenyu Horiuchi]
|vaeng=[https://en.wikipedia.org/wiki/Christopher_Corey_Smith Christopher Corey Smith]
}}
}}
== Overview ==
The Emperor is a defensive, trap-laying powerhouse. His strategy revolves around filling the stage with lingering projectiles and uninteractable spells that force nearby opponents to move. Deny space with the unblockable Thunder Crest, pollute the stage with Flares and set up Dreary Cells for airborne threats. The Emperor is effective in stopping characters in close range, because his traps stay active even when he gets hit. This makes him hard to catch, and lets him take advantage of traded hits more than anyone else in the game. If The Emperor is left alone, the chargeable homing Starfall HP attack creates a unique win condition for him; This is a barrage of projectiles that rain down on the field, which allow The Emperor to call Jecht assist and charge another one to chain them together in large stages. '''[[Multiplayer_Build_Guide_(Dissidia_012)#Side_by_Side|Side by Side builds]]''' are very strong because of this and traps leading to HP damage in general. EX builds are also viable if they are needed, and the assist synergy is adequate for interruptions and combos.
Historically The Emperor has been considered a high tier character. His traps restrict melee characters’ options a lot and force them to take big risks to stop further escalation. However, without traps he relies on fundamental defense (blocks, dodge timing) to stay alive. His aerial offense is exceptionally flawed due to lack of conventional melee {{keyword|pokes|poke=1}} and fast mid range tools. Long range fighters (e.g. {{012ulti}}, {{012kef}}) give him a lot of trouble, who can largely ignore The Emperor's traps. The Emperor also has to watch out for {{keyword|disjointed|disjoint=1}} attacks, such as Squall’s Blasting Zone or Firion’s Rope Knife. When played well, The Emperor is a strong, suffocating character with free-form combo conversions and a high skill ceiling. However, his disadvantages are also far more pronounced when they are in effect, creating one of the most lopsided characters in competitive Dissidia 012.


{{ProConTable
{{ProConTable
|pros=
|pros=
* '''Traps and Area-Denial''': Emperor specializes in traps that fill space and deny the opponents options, creating tricky setups to create chain reactions for reward and trade into their moves
* '''Area-Denial''': Traps fill space and deny the opponent's options, which can create rewarding chain reactions.


* '''Unique Win Condition''': Starfall gives him a unique win condition in the form of a move that is unavoidable once it started, but takes time to be charged. This gives him a tool to force approaches and force them to interact with his traps in some way to stop it or have meter to assist change/EX Revenge out
* '''Unique Win Condition''': Starfall takes time to cast, but it is unavoidable once it starts. It forces opponents to approach and interact with his traps, or expend resources to avoid HP damage.


* '''Defensive mixups''': Low recovery on most of his moves, projectiles staying while getting hit and low dodge recovery gives Emperor plenty of options after any move to keep the opponent guessing on how to approach him
* '''Defensive mixups''': The Emperor can adjust his attack and dodge timing even against adept opponents thanks to low full {{keyword|recovery|recovery=1}} on most of his moves and {{keyword|trade|trade=1}} potential with projectiles.


* '''Assist Gain''': Low recovery moves, rotating them and repeated Starfall lets Emperor quickly build assist meter while setting up his gameplan, often staying afloat in the meter economy
* '''Assist Gain''': Rotating low recovery moves, such as Starfall, Mine and Dreary Cell fill the assist gauge quickly. Every trap and Flare can lead to HP damage, which fill the assist gauge even faster with Side by Side {{accsp}} builds.


* '''High Damage Punishes''': Huge upsides of combining Thunder Crest, Mines and Dynamite. Emperor can deal loads of bravery damage any time an opponent gets hit by Thunder Crest or Dynamite, and with assist into ground rush it can double the damage. A break from 2000 bravery is possible with Thunder Crest
* '''High Damage Punishes''': Thunder Crest and Dynamite enable high damage combos, which can be greatly boosted with Mines. Assists that knock downwards (e.g. {{012jec}} and {{012yuna}}) can practically double the damage with repeated combos. A Thunder Crest combo can secure a '''[[Bravery_(Dissidia_012)#Bravery_Break|Bravery Break]]''' break from 2000 bravery.


|cons=
|cons=
* '''Polarizing matchups''': Both a good and a bad thing. With all his upsides, Emperor lacks severely in rushdown, giving him the most polarizing matchup spread in the entire game. Some characters are outright denied with the right conditions and some give him absolute hell without tricky setups and clever use of assist. Any character that can play around Starfall and traps requires a different approach to beat
* '''Lack of Air Melee {{keyword|Abare|abare=1}}''': The lack of Melee moves in the air is a huge downside when there are no traps around him. Although emergency Mine and Dreary Cell can still trade with certain moves, they are unreliable, and a major flaw in his game plan.
 
* '''Polarizing {{keyword|Matchups|matchup=1}}''': Both a good and a bad thing. With all his upsides, The Emperor lacks severely in offense, giving him the most polarizing matchup spread in the entire game. Some characters are outright denied with the right conditions, while others can neglect the traps and eventually force offense that The Emperor is not well suited for.


* '''Polarizing stage strengths''': Stages change Emperors gameplan harder than most other characters, requiring you to sometimes learn new effective strategies for some of the more unorthodox / smaller stages
* '''Polarizing Stage Strengths''': Stages affect his game plan harder than most other characters, requiring him to sometimes learn new effective strategies for some of the more unorthodox / smaller stages.


}}
}}


= Overview =
== Bravery Attacks ==
Emperor Mateus is a '''trap-laying powerhouse''' with loads of trap-style moves to pollute the stage, an unblockable cast for defensive pressure, high damage and low risk zoning.
 
Emperor is hard to catch in neutral due to his wide array of traps that stay out when he gets hit, fast and low recovery moves, and Starfall allowing for faster dodge chains. His gameplan focuses around Starfall no matter how effective it is in the matchup, setting up for the opponent to have to stop it in some way and punishing their approach.
 
Uniquely, Emperor can utilize trade punishes the most out of any character, able to throw Flare and Dreary Cell into attacks to punish them even if he gets hit back. Often times its good to manage resources well, and if this results in a worthwhile trade in his favor.
 
Knowing which traps stop what, trade or punish or the opponent has to play risky into is key to playing him to his highest potential. ALSO you get the satisfaction of free-styling confirms with stray trap hits and assist all day.


= Bravery Moves =
=== Ground ===
 
== Ground ==


<tabber>
<tabber>
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|ex=84
|ex=84
|effect=Chase
|effect=Chase
|image=https://dissidia.wiki/images/c/ca/Brv_the_emperor_bombard.jpeg
|imgpos=
|cp=30 (15)
|cp=30 (15)
|cancels=
|asthit=
|level=
|ap=
|gametext=[Close] Sweep with staff. <br>Extra explosion damage on hit.
}}
}}
''[Close] Sweep with staff. Extra explosion damage on hit.''


A 21F Melee High?? What a bargain!
Bombard is The Emperor's close-range {{keyword|poke|poke=1}}. It breaks blocks, counterpokes lower priority attacks in {{keyword|neutral|neutral=1}} and creates assist combos on hit. If the blue Flare is reflected, The Emperor can use Bombard to reflect it back and regain its control. This is a very useful move to have. It is very safe to use by itself due to its short (actionable) {{keyword|recovery|recovery=1}}. The combination of Melee High priority and 21-frame {{keyword|startup|startup=1}} speed are exceptional.


Very low range and awkward hitbox that follows exactly the staff motion, longer active to the right of Mateus.
Despite these strengths, Bombard can be risky to use without traps protecting The Emperor. It has very short range and the staff's {{keyword|hitbox|hitbox=1}} is a bit awkward. It follows the staff motion precisely, while being {{keyword|active|active=1}} longer to The Emperor's right.


Amazing move to reflect Blue Flare back first and foremost, but also amazing as a close range poke and whiff punish in grounded footsies. The move sends them away and straight up, and has so much hitstun that a ton of assists can confirm off of it easily. Also it's a nice filler ender after TC if possible since it gives a good position and EX Force.
Bombard sends opponents away and straight up. It has so much {{keyword|hit stun|hitstun=1}} that several assists can combo from it easily. Also it's a nice combo ender after Thunder Crest, since it gives better positioning and EX Force. Bombard can be combo'd into the vacuum of Mines and Dreary Cell with specific positioning as well. This makes it useful for some setups that can confuse the opponent even more.
 
It can be comboed into the vacuum of Mines and Dreary Cell with specific positioning aswell, making it useful for some setups to trick the opponent even more.


|-|Landmine=
|-|Landmine=
{{AbilityInfo
{{AbilityInfo
|image=https://dissidia.wiki/images/9/9c/Brv_the_emperor_landmine_1.jpeg
|imgpos=
|damage=each (35)
|damage=each (35)
|startup=29F
|startup=29F
Line 79: Line 92:
|effect=Absorb
|effect=Absorb
|cp=30 (15)
|cp=30 (15)
|cancels=
|asthit=
|level=
|ap=
|gametext=[Close] Lay mine. <br>Multiples OK; they will persist a long time.
}}
}}
''[Close] Lay mine. Multiples OK; they will persist a long time.''


Exactly what it says, throws out landmines that spread out like bombs. '''Can have up to 8 grounded Mines out at a time.'''
[[File:Brv_the_emperor_landmine_2.jpeg|300px|thumb|A maximum of 8 Landmines can be set.]]


Great non-committal, fast projectile to just litter the ground with and to stop movement aside from dashing. Also has a slight vacuum to them, but due to position doesn't come into play too often.
* Up to 8 Landmines can be on the field.


With Vacuum from Dreary Cell and Mine around, you can combo into assists. Be careful as they can mess up ground rush assists into Thunder Crest should the opponent land directly into them without activating Crest first. In that case, landing them into Flare can be a backup.
Landmine is a staple move for The Emperor. It fills assist gauge safely, adds lots of damage during Thunder Crest combos, and quickly occupies a bit of space. The short {{keyword|recovery|recovery=1}} makes this attack rather non-committal, which is great for filling assist gauge when nothing else is going on. Landmines can stop basic movement, but they lose to dashes. They have a slight vacuum effect against opponents who are in {{keyword|hit stun|hitstun=1}}, but it doesn't come into play often due to the grounded position.


They explode after a set amount of time on their own, causing the hitbox to activate that way aswell.
The vacuum effect from Dreary Cell and Landmines can create assist combos. However, this can mess up '''[[Wall_Rush_(Dissidia_012_Final_Fantasy)#Wall_Rush_(Ground)|ground Wall Rush]]''' assists (e.g. Jecht, Yuna, Gilgamesh) if the opponent falls into them first, instead of Thunder Crest. Flare can salvage the situation, which is worth noting.
 
The Emperor lays 2 Landmines at a time. If The Emperor tries setting more than 8 Landmines, the earliest Landmines will simply disappear.


|-|Light Crest (ground)=
|-|Light Crest (ground)=
{{AbilityInfo
{{AbilityInfo
|image=https://dissidia.wiki/images/1/14/Brv_the_emperor_light_crest_g_1.jpeg
|imgpos=
|damage=each (7)
|damage=each (7)
|startup=37F
|startup=37F
Line 99: Line 120:
|effect=-
|effect=-
|cp=30 (15)
|cp=30 (15)
|cancels=
|asthit=
|level=
|ap=
|gametext=[Mid] Draw vertical light sigil. Fires when foe <br>enters range; large vertical range.
}}
}}
''[Mid] Draw vertical light sigil. Fires when foe enters range; large vertical range.''


Mateus draws a Light Crest that points upwards. '''Can have only 1 grounded Light Crest out at a time.'''
[[File:Brv_the_emperor_light_crest_g_2.jpeg|thumb|300px|Light Crest fires upwards.]]


The sigil spawns slightly above the ground which makes it not hit standing characters immediately as it spawns. If the opponent gets above it, 5 projectiles fire at them that additonally bounce off of walls/projectiles and slightly home in.
* Only 1 grounded Light Crest can be on the field.


Low hitstun makes it hard to use effectively, but excels at keeping opponents out the air above you in pair with Flare and Dreary Cell. If a Mine or Dreary Cell vacuum is near you can combo off of it with assists or set up for trap chains.  
Light Crest is a secondary tool, best used in conjunction with Flare and Dreary Cell to {{keyword|anti-air|anti-air=1}} opponents. It has situational combo potential with assists, prior aerial traps and vacuum effect from Mine / Dreary Cell, but usually it sees less use than The Emperor's other moves. It has fairly high {{keyword|recovery|recovery=1}} when used, and the low {{keyword|hit stun|hitstun=1}} makes it difficult to use for combos. Light Crest does give The Emperor more time to set up more traps if it hits, though.
If used, using it just for additional pressure keeps aerial characters busy enough while Mateus creates more dangerous setups.
 
Light Crest activates when the opponent is above the light sigil. It fires 5 projectiles, which have slight {{keyword|tracking|tracking=1}}. They can also bounce off of walls and projectiles. The firing angle can {{keyword|cross up|cross-up=1}} blocks, which isn't reliable, but happens more often than not. The sigil spawns slightly above the ground, which makes it miss against standing characters immediately.  


|-|Dynamite (ground)=
|-|Dynamite (ground)=
{| class="wikitable"
|-
! Version !! Damage multiplier !! Startup frame !! Type !! Priority !! EX Force !! Effects !! CP (Mastered)
|-
| LV1 || 1 x 5, 25 (30) || 43F || Magical || Ranged Low (Special when sticked on surface) || 60+ || Absorb, Wall Rush || 30 (15)
|-
| LV2 || 1 x 7, 33 (40) || 80F (charge), 3F (hitbox after shot) || Magical || Ranged Mid (Special when sticked on surface) || 60+ || Absorb, Wall Rush || -
|-
| LV3 || 1 x 10, 40 (50) || 120F (charge), 3F (hitbox after shot) || Magical || Ranged High (Special when sticked on surface) || each hit 3 || Absorb, Wall Rush || -
|}
''[Long] Emit bomb from staff that lands and draws in foe.''


Quite literally the same move as the aerial version, but with the key factor that it puts Emperor airborne. Hugely relevant for assist punishes on it since it triggers air versions, aswell as being able to avoid jumping for Pre-Jump booster.
{{AbilityInfo3
|ver1=Level 1
|damage1='''30''' (1 x 5, 25)
|startup1=43F
|type1=Magical
|priority1=Ranged Low <br>(Special when sticked)
|ex1=60+
|effect1=Absorb, Wall Rush
|cancels1=Dodge
|asthit1=
|gametext=[Long] Emit bomb from staff<br>that lands and draws in foe.
|level=9
|ap=100
|cp=30 (15)
|ver2=Level 2
|damage2='''40''' (1 x 7, 33)
|startup2=80F (charge) <br>3F (hitbox after shot)
|type2=Magical
|priority2=Ranged Mid <br>(Special when sticked)
|ex2=60+
|effect2=Absorb, Wall Rush
|cancels2=Dodge
|asthit2=
|ver3=Level 3
|damage3='''50''' (1 x 10, 40)
|startup3=120F (charge) <br>3F (hitbox after shot)
|type3=Magical
|priority3=Ranged High <br>(Special when sticked)
|ex3=each hit (3)
|effect3=Absorb, Wall Rush
|cancels3=Dodge
|asthit3=
|image=https://dissidia.wiki/images/3/31/Brv_the_emperor_dynamite_g_1.jpeg
}}
 
[[File:Brv_the_emperor_dynamite_g_3.jpeg|thumb|Dynamite sticks to surfaces.]]


Also uniquely, this can be used unlike the aerial version to place a Dynamite directly in your face, which can be useful for certain setups or against certain characters. Aerial Dynamite can't shoot straight down, so this covers a niche angle if needed in a pinch.
[[File:Brv_the_emperor_dynamite_g_4.jpeg|thumb|Dynamite explodes after some time.]]
 
[[File:Brv_the_emperor_dynamite_g_5.jpeg|thumb|Dynamite can be aimed as well.]]
 
Dynamite's ground version is mostly identical with the aerial version. It puts The Emperor airborne, which is useful for placing the projectile in front of The Emperor. Aerial Dynamite can't shoot straight down, so this covers a niche angle if needed in a pinch. This is also useful for maintaining Pre-Jump {{accboo}} accessory booster.
 
Since The Emperor becomes airborne with this attack, he becomes more vulnerable to air brv {{keyword|assist punishes|assistpunish=1}}. This is notable when fighting anyone with {{012kuja}} or {{012tid}} assist, for example.
 
For more information, please refer to the aerial version.


|-|Thunder Crest=
|-|Thunder Crest=
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|effect=Absorb
|effect=Absorb
|cp=30 (15)
|cp=30 (15)
|cancels=Dodge
|asthit=
|level=
|ap=
|gametext=[Mid] Draw sigil on the ground. <br>Paralyzes foe when in range.
|image=https://dissidia.wiki/images/5/5e/Brv_the_emperor_thunder_crest_1.jpeg
|imgpos=60%
}}
}}
''[Mid] Draw sigil on the ground. Paralyzes foe when in range.''


THE trap of all time. '''Can have only 1 Thunder Crest out at a time.'''
[[File:Brv_the_emperor_thunder_crest_2.jpeg|thumb|300px|Thunder Crest holds the opponent in place. Excellent for combos.]]


Draws a sigil that travels forward on the ground for a little, bounces off of walls and outright stops at edges. Mateus can turn and place the crest into any direction with [[Lock_Off|'''lock off''']],  if it's set on neutral circle input.
* Only 1 idle Thunder Crest can be on the field.
* If Thunder Crest activates, another Thunder Crest can be placed.


It has a slight upward hitbox and the sigil itself is very accurate to its hitbox, just clipping into it is enough to activate it. When active it slightly draws in characters and assists. It can activate as soon as it's visible right infront of Mateus.
Thunder Crest is THE trap of all time, a must-have for The Emperor. It is used for area denial, block staggers and various combos. It is quite effective against close-range characters, such as {{012ok}}, {{012jec}} and {{012pri}}. The Emperor can combo into Flares for solo HP damage with this move, and the BRV damage potential skyrockets with Landmines. Getting hit by Thunder Crest is deadly, but there's more: Thunder Crest is a true unblockable, which means it ignores every other priority. Blocks and '''[[Assist_(Dissidia_012)#LV2_Assist_Change|LV2 Assist Change]]''' always lose to it. Standing near Thunder Crest provides a notable advantage for these reasons. Once Thunder Crest is set, The Emperor can start setting up other traps, such as Landmines, Flares and Dreary Cell. Since Thunder Crest remains {{keyword|active|active=1}} even when The Emperor gets hit, it can be used to {{keyword|trade|trade=1}} against attacks, such as {{012fir}}'s Lord of Arms. Trading with HP attacks in this fashion can lead to guaranteed Bravery Breaks.


Thunder Crest is slow enough that The Emperor can get {{keyword|punished|punish=1}} by fast attacks if he uses it after a ground dodge. The Emperor may need to use Starfall to provoke opponents into Thunder Crest's range. It is ground only and it does not interact with projectiles or {{keyword|disjointed|disjoint=1}} attacks. Just to name a few, watch out for {{012kef}}'s Trine, {{012clo}}'s Firaga and {{012squ}}'s Thunder Barret and Blasting Zone.


The crest staying out when Mateus is hit makes it extremely annoying for trades since its Unblockable and beats every other priority. Its able to be used as an intentional trade into BRVs, or HPs like Lord of Arms for a guaranteed break, making footsies against him risky to approach.
The Thunder Crest sigil travels a short distance forward on the ground. It can bounce off of walls, and it stops at ledges. Thunder Crest has a slight upward {{keyword|hitbox|hitbox=1}} and the sigil itself is very accurate to its hitbox. It can activate as soon as it's visible right in front of The Emperor. The opponent can dodge Thunder Crest and activate it this way, but then The Emperor can place another Thunder Crest. When Thunder Crest is {{keyword|active|active=1}}, it slightly draws in characters and assists.  


The damage is amazing already and with Mine skyrockets his damage potential, making any TC hit potentially deadly especially with assist.  
The Emperor can '''[[Lock Off|lock off]]''' and place Thunder Crest in any direction he faces, if it is set to neutral Circle {{pspcir}} input.


</tabber>
</tabber>


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


<tabber>
<tabber>
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|effect=Absorb
|effect=Absorb
|cp=30 (15)
|cp=30 (15)
|image=https://dissidia.wiki/images/1/15/Brv_the_emperor_mine_1.jpeg
|cancels=
|asthit=
|level=
|ap=
|gametext=[Close] Drop mine. <br>Multiples OK; they will persist a long time.
}}
}}
''[Close] Drop mine. Multiples OK; they will persist a long time.''


Landmine but in the air and with a different spread! More Mines! '''Can have up to 8 air Mines out at a time'''
[[File:Brv_the_emperor_mine_2.jpeg|thumb|A maximum of 8 Mines can be set.]]


Just like Landmine, non-commmital, fast, and litters the air space with small bombs. Same hitstun as grounded, but the position makes them nicely to stop movement other than dashing.
* Up to 8 Mines can be on the field.


Mine is similar to Landmine in many ways, a key move for The Emperor. It is fast, non-committal and occupies the air space quickly. Great for filling assist gauge in {{keyword|neutral|neutral=1}} safely, thanks to its low {{keyword|recovery|recovery=1}}. Mine is also a high BRV damage option as combo {{keyword|filler|filler=1}}, such as during Thunder Crest and assist combos in the corner specifically.


They also explode after a set time, have a vacuum when opponent is in hitstun and can be used that way for setups into trap chains or for assist conversions off of other traps. Great to have out either way as a filler and to build assist.
Mine has a different spread compared to Landmines. It still pulls opponents in if they are in {{keyword|hit stun|hitstun=1}}, which can cause chain reactions into other traps or even assist combo {{keyword|conversions|conversion=1}}.
 
The Emperor always sets 2 Mines at a time. The projectiles explode after a set time. Up to 8 Mines can be {{keyword|active|active=1}}. If The Emperor tries setting more than 8 Mines, the earliest Mines will simply disappear.


|-|Light Crest (midair)=
|-|Light Crest (midair)=
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|effect=-
|effect=-
|cp=30 (15)
|cp=30 (15)
|image=https://dissidia.wiki/images/b/be/Brv_the_emperor_light_crest_a_1.jpeg
|cancels=
|asthit=
|level=
|ap=
|gametext=[Mid] Draw horizontal light sigil. Fires when <br>foe enters range; faces opponent's direction.
}}
}}
''[Mid] Draw horizontal light sigil. Fires when foe enters range; faces opponent's direction.''


Light Crest but horizontal as it says. '''Can only have 1 air Light Crest out at a time'''
[[File:Brv_the_emperor_light_crest_a_2.jpeg|thumb|]]
 
* Only 1 midair Light Crest can be on the field.


It has a huge vertical activation range and tracks the opponent 360° around. As soon as the opponent gets close it fires 5 projectiles at them just like grounded Light Crest and with the same hitstun/homing.
Midair Light Crest is more horizontally aligned, but acts similarly to ground version otherwise. It is still a secondary tool, best used as a preemptive {{keyword|anti-air|anti-air=1}}, or stopping slow moves above The Emperor, such as {{012exd}}'s Black Hole.


It has a huge activation range vertically, and strong 360° detection range. Unfortunately this makes it easy to disarm with movement alone. If opponents gets close, Light Crest fires 4 projectiles at them with same {{keyword|hit stun|hitstun=1}} and {{keyword|homing|tracking=1}} as ground version. On its own the hit stun is not that threatening, but it still has potential to chain into other traps with vacuum effect (Dreary Cell, Mine). Wall hits can help with {{keyword|converting|conversion=1}} to assist combos.


Due to the massive vertical activation it is easily disarmed this way, making it best used to stop vertical approaches before they happen or to stop long setup moves like Exdeath's Black Hole. On its own the hitstun isn't very scary, but paired with potential vacuum from other traps it can chain into much more and confirm into assist.
If the opponent is not careful, Light Crest can also activate '''[[Assist_(Dissidia_012)#Assist_Charge|Assist Charge]]''', which greatly benefits The Emperor.


|-|Dynamite (midair)=
|-|Dynamite (midair)=
{| class="wikitable"
|-
! Version !! Damage multiplier !! Startup frame !! Type !! Priority !! EX Force !! Effects !! CP (Mastered)
|-
| LV1 || 1 x 5, 25 (30) || 43F || Magical || Ranged Low (Special when sticked on surface) || 60+ || Absorb, Wall Rush || 30 (15)
|-
| LV2 || 1 x 7, 33 (40) || 80F (charge), 3F (hitbox after shot) || Magical || Ranged Mid (Special when sticked on surface) || 60+ || Absorb, Wall Rush || -
|-
| LV3 || 1 x 10, 40 (50) || 120F (charge), 3F (hitbox after shot) || Magical || Ranged High (Special when sticked on surface) || each hit 3 || Absorb, Wall Rush || -
|}
''[Long] Emit bomb from staff that lands and draws in foe.''


Charges a ball that tracks the opponent while aiming, and can be manually adjusted a little into any direction. Can't shoot directly up or down, only at about 45 degrees max.
{{AbilityInfo3
|ver1=Level 1
|damage1='''30''' (1 x 5, 25)
|startup1=43F
|type1=Magical
|priority1=Ranged Low (Special when sticked on surface)
|ex1=60+
|effect1=Absorb, Wall Rush
|cancels1=Dodge
|asthit1=
|gametext=[Long] Emit bomb from staff<br>that lands and draws in foe.
|level=Level 32
|ap=100
|cp=30 (15)
|ver2=Level 2
|damage2='''40''' (1 x 7, 33)
|startup2=80F (charge) <br>3F (hitbox after shot)
|type2=Magical
|priority2=Ranged Mid (Special when sticked on surface)
|ex2=60+
|effect2=Absorb, Wall Rush
|cancels2=Dodge
|asthit2=
|ver3=Level 3
|damage3='''50''' (1 x 10, 40)
|startup3=120F (charge) <br>3F (hitbox after shot)
|type3=Magical
|priority3=Ranged High (Special when sticked on surface)
|ex3=each hit (3)
|effect3=Absorb, Wall Rush
|cancels3=Dodge
|asthit3=
|image=https://dissidia.wiki/images/f/f2/Brv_the_emperor_dynamite_a_lv1.jpeg
}}


Has 3 charge levels that change priority, damage, max range, strength of vacuum, and the time it lasts after it hit a surface. As it sticks to a surface it vacuums in and explodes after a set time, which does 80% of its damage and knocks back into a wallrush.
[[File:Brv_the_emperor_dynamite_a_lv2.jpeg|thumb|LV2 Dynamite is larger than uncharged.]]


It becomes Special Priority as it sticks, making it '''dashable and clashable''' but '''unblockable'''. However when clashing, it triggers an explosion which has to be clashed through as well. Moves with little active frames or projectiles that clash with it can lose to it and result in the opponent getting hit by the explosion anyway.
[[File:Brv_the_emperor_dynamite_a_lv3.jpeg|thumb|LV3 Dynamite is even larger.]]


Dynamite is used as a tool for pressure and combos. Charging it increases priority, which staggers or crushes blocks the longer it is charged. This, along with strong pull effect and generous {{keyword|hit stun|hitstun=1}} make it good for starting assist combos whether it hits or gets blocked. The max charge (LV3) Dynamite can also combo naturally into the sticking ball against characters on the ground / at a wall. LV3 Dynamite holds the opponent in place long enough to knock them into other traps, such as Flares or Dreary Cells.


The hitstun as it lands as a ball is great for assist conversions, and if it hits at max charge combos into the vacuum of the sticking ball by itself if hitting a character grounded/at a wall.
Once Dynamite sticks on the surface, it starts pulling opponents in from midrange and deal damage continuously on contact. Here, Dynamite turns into a Special priority move for the consecutive hits and the final explosion. Blocking it is impossible due to the priority, but attacks, dashes and higher Ranged priority moves can still nullify it. The explosion has a decently sized {{keyword|hitbox|hitbox=1}}, so attacks with few {{keyword|active|active=1}} frames can fail to protect the opponent if they are misplaced. The explosion always knocks the opponent away from The Emperor, which means it can be influenced with the camera. This is useful for getting the best angle for '''[[Wall_Rush_(Dissidia_012_Final_Fantasy)|Wall Rush]]''' or chaining other traps together.


Since the knockback always knocks them away from Mateus, it can be controlled into the needed wall/groundrush direction or knocking the opponent into Flare, Mines or Thunder Crest.
The Emperor takes aim at the opponent during {{keyword|startup|startup=1}}, but any further adjustments must be done manually before firing. The Emperor can adjust the aim in any direction, with a maximum angle of ~45°. This can be done even without charging Dynamite. Charging Dynamite affects all of its properties, such as '''[[Attack_Priority_(Dissidia_012)|attack priority]]''', BRV damage, max range, the strength of the absorb vacuum effect and duration once it sticks to surface. The explosion does most of the damage, so finding ways to connect it is important for maximizing Dynamite's potential.


</tabber>
</tabber>


= HP Attacks =
== HP Attacks ==


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


<tabber>
<tabber>
Line 232: Line 337:
|effect=Absorb, Wall Rush, Block Low (Ranged)
|effect=Absorb, Wall Rush, Block Low (Ranged)
|cp=30 (15)
|cp=30 (15)
|image=https://dissidia.wiki/images/a/aa/Hp_the_emperor_starfall_g_1.jpeg
|imgpos=
|cancels=
|asthit=
|level=
|ap=
|gametext=[Long] Call down giant meteor. <br>Long cast. Aim with analog stick.
}}
}}
''[Long] Call down giant meteor. Long cast. Aim with analog stick.''


Your win condition and the reason they should be scared of you.
<gallery mode="packed" widths=165 heights=170>
File:Hp_the_emperor_starfall_g_2.jpeg|(1) Sigils are drawn as Starfall reaches completion...
File:Hp_the_emperor_starfall_g_3.jpeg|(2) Once completed, projectiles rain down.
File:Hp_the_emperor_starfall_g_4.jpeg|(3) The Emperor can move while the meteor falls!
</gallery>


Mateus starts casting, and after 8.6 secs (521F), 3 small meteors and a giant meteors starts coming down on the opponent.
[[File:Hp_the_emperor_starfall_g_5.jpeg|thumb|Traps can protect The Emperor while casting.]]


Without casting it's already useful as has a constant ranged low priority block while casting, its great for assist building, dodge chains are slightly faster by casting and dodge cancelling, and pops Mateus up slightly for positioning. During casting can float around at a set speed, letting Mateus position more precisely and avoid certain moves that follow and home in.
Starfall is The Emperor's signature long-range pressure tool. It is used to get quick access to low altitude air HP attacks, fill assist gauge quickly with repeated button presses, and force HP damage on anyone who plays too passively. Casting Starfall takes over 8,5 seconds, but it hits almost anywhere and becomes borderline inescapable without meter. The long attack duration and the ability to move while Starfall does damage allow repositioning and casting more Starfalls. In essence, this is a provocation tool and a unique win condition with Side by Side {{accsp}}, since The Emperor gets enough assist gauge from Starfall hits to loop it with {{012jec}} assist multiple times.


Once its done casting, it's '''completely unblockable''' and stays out even if Mateus gets hit. 3 small meteors start coming down to lock them down, and a giant meteor afterwards that deals some damage and the HP hit. Always knocks them down to the ground regardless of distance.
The Emperor can move while casting, and is completely actionable once he is finished casting. When Starfall is successfully cast, The Emperor also gets brief {{keyword|invincibility|invincibility=1}} before his casting state ends.
Important to note is that it also tracks assists with assist lock on, and after it did will instantly switch target to the opponent.


The Emperor blocks Ranged Low attacks while casting, which is great for protecting against moves such as {{012seph}}'s Shadow Flare, {{012lig}}'s Blizzara and {{012shan}}'s Stun. If Starfall is only pressed briefly, The Emperor becomes actionable very quickly. This is great for filling assist gauge faster, but it also functions as a type of {{keyword|command block|commandblock=1}} for The Emperor.


By far the most important move he has. Getting an idea how to checkmate with it, when to go for it and when to fake out into block or dodge is key to his playstyle and completes his pressure. Make your opponent scared with this and force them to engage and take risks, Mateus traps will do the rest.
Starfall's grounded version is mostly identical with the midair version, which is used more often. However, the slight initial upward movement lets The Emperor avoid very low grounded attacks, such as {{012tifa}}'s Waterkick and {{012cec}}'s Valiant Blow. Since Starfall puts The Emperor airborne, it also preserves the Pre-Jump {{accboo}} booster without actually using a jump. Overall a great attack, even if it does not activate all that often.


|-|Flare (ground)=
|-|Flare (ground)=
Line 256: Line 371:
|effect=-
|effect=-
|cp=30 (15)
|cp=30 (15)
|image=https://dissidia.wiki/images/b/b8/Hp_the_emperor_flare_g1.jpeg
|imgpos=
|cancels=
|asthit=
|level=
|ap=
|gametext=[Mid] Gather globe of blue light <br>that slowly homes in on opponent.
}}
}}
''[Mid] Gather globe of blue light that slowly homes in on opponent.''


Commonly known as Blue Flare. Mateus throws out a blue Flare ball that slowly homes in. '''Can only have 1 out at a time.'''
[[File:Hp_the_emperor_flare_g2.jpeg|thumb|Blue Flare follows the opponent for long distances.]]
 
* Only 1 Flare can be set at a time.
* If Flare is reflected, The Emperor can set another Flare.
* The Emperor can reclaim Flares by reflecting with Bombard, but using Flare again removes all reclaimed Flares.


The Flare itself has little hitstun and doesn't lead to much, but the homing makes it good for annoying the opponent and scare them from approaching recklessly. It can take out assists, shield from most moves, and to sneak in a hit on committal moves.  
Blue Flare is one of The Emperor's signature moves. It is often used to occupy space and make it harder for opponents to fight near The Emperor. It is also used in Thunder Crest combos for solo HP damage. Flare can force opponents to move or reflect it with an HP attack, which gives The Emperor a chance to strike back. Flare has little {{keyword|hit stun|hitstun=1}} and mostly leads to situational combos, but it can take out assists with Auto Assist Lock On and protect The Emperor against various melee attacks.


If the opponent keeps reflecting them they can be reflected back with '''Bombard''' for as many times as they last. Throwing out a Blue Flare will despawn all the ones currently belonging to your side though.
While Flare is a good move, The Emperor is briefly vulnerable to counterattacks after using it. This requires good reactions from the opponent, but caution is advised anyway. Watch out for characters dodging through Flare, or assists hitting from the sides. High priority command blocks (Jecht Block, {{012exd}} Omni Block) and Bravery Boost on Dodge builds also work against The Emperor here.


If the opponent decides to reflect it, throwing out another or setting up more important traps buys time and builds assist, while keeping them busy with dealing with Flare. Overall an amazing trap just to have some passive pressure flying around.
If blue Flare is reflected, The Emperor can reflect it back with Bombard as many times as he wants while they last. The opponent's choice to reflect Flare can be used to set up more traps or fill assist gauge.


|-|Dreary Cell (ground)=
|-|Dreary Cell (ground)=
Line 276: Line 401:
|effect=Absorb
|effect=Absorb
|cp=30 (15)
|cp=30 (15)
|image=https://dissidia.wiki/images/1/1b/Hp_the_emperor_dreary_cell_g1.jpeg
|imgpos=
|cancels=
|asthit=
|level=
|ap=
|gametext=[Close] Set discreet light trap. <br>Detonates when foe approaches.
}}
}}
''[Close] Set discreet light trap. Detonates when foe approaches.''


Grounded Cell. Mateus places a cell, a sigil flashing afterwards before it remains as a spark. '''Can only have 3 Cells out at a time.'''
[[File:Hp_the_emperor_dreary_cell_g2.jpeg|thumb|Dreary Cell activates when the opponent gets close...]]
 
[[File:Hp_the_emperor_dreary_cell_g3.jpeg|thumb|... and stops them from pressuring The Emperor.]]
 
* Up to 3 Dreary Cells can be set, regardless of version.
 
Dreary Cell is a single hit trap that detonates once the opponent gets close to it. Similar to other traps, Dreary Cell is used for area denial, disrupting aggressive play and solo HP combos. Even if The Emperor gets hit, Dreary Cell can stop the opponent afterwards. The unblockable priority ignores other moves, so opponents must evade the explosion to avoid damage. Since Dreary Cell only does HP damage after detonating, it also activates meter depletion and Side by Side {{accsp}} assist gain effects. For these reasons, Dreary Cell is very effective as an anti-melee character tool. If that's not enough, the absorb effect pulls in anyone without strong momentum or short {{keyword|recovery|recovery=1}} for their attacks. Many assists can also get caught in the blast, which makes Dreary Cell even safer to use.


The sigil that flashes as its placed indicates its activation range, requiring the opponent to touch it in order for Dreary Cell to activate and turn into unblockable bombs that pop up and vacuum in. Dreary Cell by itself vacuums in opponents in hitstun even when not activated, and has stronger vacuum than Mine, making it able to be used to drag opponents into Flares or more Mines.
The ground version is often used in tandem with Thunder Crest for support. The Emperor has no innate protection while using Dreary Cell, so watch out for projectiles and other midrange attacks that avoid the sigil; {{012squ}}'s Thunder Barret, {{012kuja}}'s Snatch Shot and {{012fir}}'s Reel Axe to name a few. Dreary Cell also has an innate weakness against '''[[Multiplayer_Build_Guide_(Dissidia_012)#Bravery_Boost_on_Dodge|Bravery Boost on Dodge]]''' builds, though that's normal for The Emperor.


Setting them up wisely and spaced well can limit your opponent immensely as it outright punishes alot of moves and assists on hit when Mateus is caught inside. Take care of moves that avoid the sigil however, as the characters hurtbox has to touch it to activate the trap.
The placed sigil is rather small, but it depicts the activation range pretty accurately. The absorb effect works even when the sigil is idle and the opponent is in {{keyword|hit stun|hitstun=1}}. The pull effect is stronger than Mine, so it has more potential to drag opponents into Flares and Mines.


</tabber>
</tabber>


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


<tabber>
<tabber>
Line 293: Line 430:
{{AbilityInfo
{{AbilityInfo
|damage=each (3)
|damage=each (3)
|startup=521F
|startup=521F (8.6 seconds)
|type=Magical
|type=Magical
|priority=Unblockable
|priority=Unblockable
Line 299: Line 436:
|effect=Absorb, Wall Rush, Block Low (Ranged)
|effect=Absorb, Wall Rush, Block Low (Ranged)
|cp=30 (15)
|cp=30 (15)
|image=https://dissidia.wiki/images/3/3b/Hp_the_emperor_starfall_a1.jpeg
|imgpos=
|cancels=
|asthit=
|level=
|ap=
|gametext=[Long] Call down giant meteor. <br>Long cast. Aim with analog stick.
}}
}}
''[Long] Call down giant meteor. Long cast. Aim with analog stick.''


Your win condition and the reason they should be scared of you....but in the air!
[[File:Hp_the_emperor_starfall_a_2.jpeg|thumb|The Emperor can still move while the meteor falls.]]


Mateus starts casting, and after 8.6 secs (521F), 3 small meteors and a giant meteors starts coming down on the opponent.
[[File:Hp_the_emperor_starfall_a_3.jpeg|thumb|Traps can protect The Emperor while casting.]]


Without casting it's already useful as has a constant ranged low priority block while casting, its great for assist building, dodge chains are slightly faster by casting and dodge cancelling, and pops Mateus up slightly for positioning. During casting can float around at a set speed, letting Mateus position more precisely and avoid certain moves that follow and home in.
Starfall's midair version is mostly identical with the ground version, but it is even more important. This is used more often since it's an aerial move. The practical applications are the same; Forced HP damage, constant magic shield while casting and quick assist gains by tapping Square {{pspsqu}} and dodging. The Emperor wants to use Starfall after the traps have been set, since it forces most opponents to approach and interact with his traps. This can be difficult for some characters to deal with, such as {{012tifa}}, {{012zid}} and {{012jec}}, as it creates disproportionate risk for them to stop the situation.


Once its done casting, it's '''completely unblockable''' and stays out even if Mateus gets hit. 3 small meteors start coming down to lock them down, and a giant meteor afterwards that deals some damage and the HP hit. Always knocks them down to the ground regardless of distance.
If The Emperor succeeds, the opponent is forced to take HP damage or spend Assist / EX gauge to avoid it. The {{keyword|frame advantage|frameadvantage=1}} is huge; Thanks to {{012jec}} assist, and Side by Side's {{accsp}} assist gain effect, a successful Starfall enables further Starfalls that are pretty much guaranteed. At bare minimum, Starfall's grounded Wall Rush ensures the second Starfall can be cast halfway.
Important to note is that it also tracks assists with assist lock on, and after it did will instantly switch target to the opponent.


Once Starfall is cast, it can be very overwhelming. The Emperor gets invincibility as he recovers from the cast. Starfall is completely unblockable and stays out even if The Emperor gets hit somehow. It hits almost anywhere. Auto Assist Lock On ability stops the opponent's assist and then switches back to the main target afterwards.


By far the most important move he has. Getting an idea how to checkmate with it, when to go for it and when to fake out into block or dodge is key to his playstyle and completes his pressure. Make your opponent scared with this and force them to engage and take risks, Mateus traps will do the rest.
This is easily one of the most important moves for The Emperor. It rounds out his screen pressure, so building intuition for {{keyword|checkmate|checkmate=1}} situations, when to fake out and when to just move while casting are crucial for effective high level play


|-|Flare (midair)=
|-|Flare (midair)=
Line 323: Line 466:
|effect=Wall Rush
|effect=Wall Rush
|cp=30 (15)
|cp=30 (15)
|image=https://dissidia.wiki/images/e/e1/Hp_the_emperor_flare_a1.jpeg
|imgpos=60%
|cancels=
|asthit=
|level=
|ap=
|gametext=[Mid] Gather globe of red light <br>that awaits remote detonation.
}}
}}
''[Mid] Gather globe of red light that awaits remote detonation.''


Commonly known as Orange Flare. Mateus throws out a Flare ball, but instead only homes in for a short time before it stops in place and stays out. '''Can only have 1 out at a time.'''
* Only 1 red Flare can be set on the field.
* Wall Rushes downward on hit.


Unlike Blue Flare its a more defensive trap, staying out to hide behind as a shield, for tricky setups with Mines and Dreary Cell vacuum, and stop reckless dashing in the air. Just like Blue Flare, as soon as it spawns it will come out regardless if Mateus was hit.
[[File:Hp_the_emperor_flare_a2.jpeg|thumb|Red Flare travels a little, then stays in place for some time.]]


Orange Flare instead causes a wallrush straight down when it hits for huge damage and assist conversions. Good to keep in mind to maximize damage from Thunder Crest confirms.
The red Flare is also used for area denial, protection and combos. It has two main differences; It Wall Rushes downwards for more HP damage and assist combos, which is great for Thunder Crest combos. It also {{keyword|tracks|tracking=1}} the opponent for a short period, and then stays in place for some time. This is more of a defensive trap by comparison. The Emperor can use it to stop reckless air dashes and create tricky setups with Mines and Dreary Cell vacuum effect. Just like blue Flare, it will stay on the field after {{keyword|startup|startup=1}} no matter what. That means it can {{keyword|trade|trade=1}} with opponent's attacks.
 
If given enough time, The Emperor can also use Flare to create tricky {{keyword|okizeme|okizeme=1}} setups.


|-|Dreary Cell (midair)=
|-|Dreary Cell (midair)=
Line 341: Line 493:
|effect=Absorb
|effect=Absorb
|cp=30 (15)
|cp=30 (15)
|image=https://dissidia.wiki/images/1/11/Hp_the_emperor_dreary_cell_a.jpeg
|imgpos=
|cancels=
|asthit=
|level=
|ap=
|gametext=[Close] Set discreet light trap. <br>Detonates when foe approaches.
}}
}}
''[Close] Set discreet light trap. Detonates when foe approaches.''


Air Cell. Mateus places a cell, a sigil flashing afterwards before it remains as a spark. '''Can only have 3 Cells out at a time.'''
* Up to 3 Dreary Cells can be set, regardless of version.
 
[[File:Hp_the_emperor_dreary_cell_a2.jpeg|thumb|A maximum of 3 Dreary Cells can be set.]]


The sigil that flashes as its placed indicates its activation range, requiring the opponent to touch it in order for Dreary Cell to activate and turn into unblockable bombs that pop up and vacuum in.
Aerial Dreary Cell substitutes Thunder Crest in the air, which makes this version more important for The Emperor. It can be placed anywhere, although only three Dreary Cells can be set at a time. Its traits are otherwise shared with the ground version, including the single hit HP, absorb effect and vulnerability to Bravery Boost on Dodge builds.
Dreary Cell by itself vacuums in opponents in hitstun even when not activated, and has stronger vacuum than Mine, making it able to be used to drag opponents into Flares or more Mines.


Setting them up wisely and spaced well can limit your opponent immensely as it outright punishes alot of moves and assists on hit when Mateus is caught inside. Take care of moves that avoid the sigil however, as the characters hurtbox has to touch it to activate the trap.
This Dreary Cell is still effective against close-range attacks with longer {{keyword|recovery|recovery=1}}, such as Jecht Stream, Cloud's Slashing Blow and {{012ok}}'s Turbo-Hit. However, The Emperor should watch out for attacks with strong aerial momentum and medium range; {{012squ}}'s Beat Fang and {{012pri}}'s Raging Fists can evade the explosion, while {{012yuna}}'s Sonic Wings can pierce through without activating Dreary Cell. Tidus air BRV assist is also a universal {{keyword|whiff punish|whiffpunish=1}} option against air Dreary Cell, so caution is advised when opponent has assist gauge.


</tabber>
</tabber>


= EX Mode: Power of Hellfire! =
== EX Mode: Power of Hellfire! ==
Effects:
Effects:
* Regen
* Regen
Line 359: Line 518:
* Blood Magic
* Blood Magic


== Blood Magic ==
The Emperor's EX mode is fairly powerful, despite the compact perks. Critical hits are great for Thunder Crest and Landmines, while Blood Magic restores enough health for a serious momentum shift. The Emperor generates a decent amount of EX with his key moves, and playing the long game with Starfall complements his traps and EX Core races alike. He may not be the fastest to reach EX mode, but the effects are devastating once he activates it.
 
=== Blood Magic ===
 
{{image|https://dissidia.wiki/images/8/84/Ex_mode_the_emperor.jpeg}}
 
''[Activates when HP attack hits] Absorbs HP equivalent to damage dealt.''
''[Activates when HP attack hits] Absorbs HP equivalent to damage dealt.''


A seemingly unfitting EX Mode but with an evil twist. Blood Magic heals back all HP dealt.
Blood Magic heals the same amount of HP damage that The Emperor inflicts on the opponent. This is quite potent when considering The Emperor's high bravery damage output and his ability to connect HP attacks. A single assist combo can prove to be very beneficial. Having EX Mode is already good for the assist gauge drain and its guaranteed match finishes, but it is also very effective for creating comebacks and cementing huge health leads.


Having EX is already good, but with his high damage and ability to stack high amounts of bravery, Emperor can make comebacks through the Blood Magic perk and heal back loads of damage with a guaranteed assist conversion. Health is a resource for Emperor, and being able to heal alot of it back quickly can change the round entirely.
=== EX Burst: Absolute Dominion ===


While the guaranteed finish and assist drain from EX Mode is appreciated too, healing back 5000 through a single Thunder Crest confirm is very satisfying.
{{image|https://dissidia.wiki/images/1/17/Ex_burst_the_emperor.jpeg}}


== EX Burst: Absolute Dominion ==
''An attack that takes over the opponent's mind. Absorbs HP damage dealt. Enter the commands that display on screen.
''An attack that takes over the opponent's mind. Absorbs HP damage dealt. Enter the commands that display on screen.


Line 377: Line 540:
}}
}}


= Combos =
Absolute Dominion is a relatively straightforward EX Burst to execute. Tap whatever button is shown on screen five times to get a perfect EX Burst. Even if character movement is set to directional buttons {{pspdpad}}, they must always be used when prompted. No analog stick inputs for this EX Burst.
 
== Combos ==
 
''Main combo article pending''
 
=== Solo ===
 
The Emperor has various combos, though most of the practical combos revolve around Thunder Crest.
 
{{ComboLegend-012}}
 
{{Combo-012
| data      =
{{Combo-012Data
|combo='''Thunder Crest''' > Flare
|condition={{keyword|Punish|punish=1}} / Trap Starter
|requirement=Ground
|purpose=Staple BRV > HP Combo
|damage=~40 + HP
|damagehits=2 x 17, 6 + HP
|ex=120
|exhits=60 > 60
|meteropp=
|video=
|notes=The Emperor's staple solo combo for HP damage. A {{keyword|bread-and-butter|bnb=1}}, so to speak. This can be done whenever Thunder Crest connects and The Emperor is close to opponent. Block staggers, {{keyword|trades|trade=1}} or just stray hits are all ok. If Thunder Crest connects before The Emperor can move afterwards, the grounded blue Flare can be pressed repeatedly and it works consistently.
}}
{{Combo-012Data
|combo='''Thunder Crest''' > {{clr|dc=1}} (↑) > Flare (Midair)
|condition={{keyword|Punish|punish=1}} / Trap Starter
|requirement=Ground
|purpose=Higher HP Damage
|damage=17~ + HP & WR
|damagehits=2 x 17 > HP + WR
|ex=120~
|exhits=60? > 60
|meteropp=
|video=
|notes=In close range, The Emperor can also dodge upwards and combo into the red midair Flare for more HP damage with Wall Rush. The {{keyword|dodge cancel|dc=1}} can be pressed repeatedly and the Flare has enough time to connect afterwards. Since red Flare forces ground Wall Rush, an early hit can take away max damage from Thunder Crest. This is often negligible, as The Emperor benefits a lot from assist combos and Side by Side's {{accsp}} assist gain.
 
<br>For assist combos, it is best to call assist right before red Flare Wall Rushes. This is to ensure The Emperor can do another Thunder Crest as a follow-up.
}}
{{Combo-012Data
|combo='''Thunder Crest''' > Move Closer {{pspana}} > Landmine
|condition={{keyword|Punish|punish=1}} / Trap Starter
|requirement=Ground
|purpose=BRV Damage
|damage=110
|damagehits=2 x 17 > 35 + 35
|ex=60
|exhits=60 > 0 + 0
|meteropp=
|video=
|notes=This combo capitalizes on Landmine's high damage for Bravery. To ensure both Landmines connect, move closer to the opponent for a split-second before using the attack. This can be made slightly easier if Landmines are set to up ↑ + Circle {{pspcir}}. That makes it so that The Emperor only has to hold up and press Circle {{pspcir}} when appropriate.
}}
}}
 
=== Assist (Jecht) ===
 
The Emperor primarily uses Jecht's air BRV assist for assist combos. The downward slam makes it ideal for additional Thunder Crest combos. Whenever Thunder Crest connects, Jecht air BRV can follow up. Use that if nothing else works. Optimizing damage for Thunder Crest routes takes some work, but it is worth the effort.
 
{{ComboLegend-012}}
 
{{Combo-012
| data      =
{{Combo-012Data
|combo='''Thunder Crest''' > Move Closer {{pspana}} > Landmine > {{clr|astbrv=1}} > Move Closer {{pspana}} > Thunder Crest > Jump > Flare (Midair)
|condition={{keyword|Punish|punish=1}} / Trap Starter
|requirement=Ground
|purpose=BRV Damage, HP
|damage=190 + HP & WR
|damagehits=40 > 35 + 35 (Landmine) > 40 (AST) > 40 > HP + WR
|ex=180~
|exhits=60 > 0 + 0 > 60~ > 60
|meteropp=
|video=
|notes=A fairly standard mid level Thunder Crest combo with Landmine {{keyword|fillers|filler=1}} and HP Wall Rush. The following notes assume that Thunder Crest is done close to opponent.
 
<br>After Thunder Crest, The Emperor must move closer to connect both Landmines consistently. The BRV damage is high enough to outclass several combo fillers in the game, so it's recommended to practice this. Call assist immediately after doing Landmine, but before they connect. When done correctly, Landmines should hit and Jecht assist still picks up successfully.


== Solo ==
<br>After Jecht assist connects, move towards opponent with basic movement {{pspana}} or a Ground Dash. Then use Thunder Crest after Jecht assist has done two downward hits (he says "I'll give it to you!" during this). If done correctly, Jecht slams the opponent down and Thunder Crest connects smoothly afterwards. If Thunder Crest hits a bit later, The Emperor has more time to jump and midair Flare more easily.
}}
{{Combo-012Data
|combo='''Thunder Crest''' > Flare > {{clr|astbrv=1}} > Move Closer {{pspana}} > Thunder Crest > Jump > Flare (Midair)
|condition={{keyword|Punish|punish=1}} / Trap Starter
|requirement=Ground
|purpose=Combo After Side by Side {{accsp}} Assist Gain
|damage=114~ + HP & WR
|damagehits=40 + HP > 40 (AST) > 34~ + HP & WR
|ex=180~
|exhits=60 + 60 > 60~ + 0
|meteropp=
|video=
|notes=If The Emperor needs assist gauge from HP attacks (EXP to Assist or Side by Side {{accsp}}), this is a useful route for air BRV assist. The timing is a bit strict though; Call assist almost immediately after blue Flare does HP damage. If done correctly, Jecht assist should pick up before Thunder Crest knocks the opponent too far. Afterwards the execution is fairly straightforward. Move closer to opponent and use Thunder Crest again. If Thunder Crest hits a bit later, The Emperor has more time to jump and midair Flare more easily.
}}
{{Combo-012Data
|combo='''1st Starfall''' > {{clr|dc=1}} > 2nd Starfall (Hold {{pspsqu}}, Move Away {{pspana}}) > 1st Starfall {{clr|wr=1}} > {{clr|astbrv=1}} > 2nd Starfall OK > {{clr|dc=1}} > Repeat...
|condition=HP Starter
|requirement=Starfall, 1 Assist Gauge, Side by Side {{accsp}}
|purpose=Starfall Loop
|damage=69+ HP & WR
|damagehits=~9 x 3 + HP & WR > 42 + WR (AST) > Repeat...
|ex=0
|exhits=0 > 0...
|meteropp=
|video=https://www.youtube.com/watch?v=Y-r0hk6Xm9k
|notes=The infamous Starfall loop. This is what The Emperor works towards in any given match, so if he gets this far, victory is pretty much guaranteed. If Starfall activates, The Emperor can use Jecht assist to buy himself enough time to cast another Starfall before the opponent can interrupt it. Side by Side {{accsp}} causes subsequent Starfalls to fill assist gauge even with the initial bravery hits, which guarantees assist for each repetition. This may not be intended by developers, but it is a very strong side effect for The Emperor.


== Assist ==
<br>The mileage of Starfall loop can vary greatly depending on the {{keyword|matchup|matchup=1}} and the stage, but the general rule is longer distance means higher chance of Starfall activation. If the opponent has no long-range attacks to stop The Emperor, that is even better. This is best done in large stages such as Order's Sanctuary or Old Chaos Shrine, where Jecht assist can create larger gaps while The Emperor is running away.


= Builds =
<br>The Emperor must start casting the second Starfall while the first one is raining down. Assist must be called after the Wall Rush, while still casting Starfall. To ensure only BRV assist is used, hold Square {{pspsqu}} and Circle {{pspcir}}, then press L {{pspl}}. This can be tricky to perform with the face buttons, but it is the most consistent way to do it with 2 full assist gauges. Remember to move away from the opponent {{pspana}} while casting Starfall as well.
Builds here.


<tabber>
<br>Once Starfall has activated, the only thing opponent can do is use Assist or EX to escape. If they mistime Assist Change early (see video example), they can still get hit by Starfall and suffer the loop regardless. Without Side by Side {{accsp}}, The Emperor cannot guarantee nearly as many Starfalls even with 2 assist gauges. This is still unavoidable HP damage, but naturally it gets cut off much earlier, while relying on existing resources. This is one reason to use Side by Side builds over others.
|-|Side by Side=
}}
{{Build
|hp=10172
|cp=450
|brv=1157
|atk=177
|def=186
|luk=61
|booster=
|setbonus=Succubus' Soul
|ast={{012yuna}}
|wpn=Blood Sword ([[CP_Glitch_(Dissidia_012)|'''CP Glitch''']])
|hand=Sanguine Shield ([[CP_Glitch_(Dissidia_012)|'''CP Glitch''']])
|head=Blood Helm ([[CP_Glitch_(Dissidia_012)|'''CP Glitch''']])
|armor=Blood Armor ([[CP_Glitch_(Dissidia_012)|'''CP Glitch''']])
|acc1={{accbas}} Earring
|acc2={{accbas}} Bravery Orb
|acc3={{accbas}} Dismay Shock
|acc4={{accbas}} Battle Hammer
|acc5={{accbas}} A Comrade's Vow
|acc6={{accboo}} Empty EX Gauge
|acc7={{accboo}} Pre-EX Mode
|acc8={{accsp}} Blue Gem
|acc9={{accsp}} Miracle Shoes
|acc10={{accsp}} Side by Side
|summon=Rubicante
}}
}}


== Builds ==


Equip Master Protector extra ability.
''Main page: '''[[The_Emperor_(Dissidia_012)/Builds|The Emperor (012) Builds]]''' ''
 
The Emperor works well with various builds. He can use EX as an inevitable factor or invest into bravery damage. Side by Side {{accsp}} is also very effective for a couple reasons; The Emperor commonly lands HP attacks without assist, so he benefits from the assist gain effect every time it happens. It also lets The Emperor get assist gauge consistently with subsequent Starfalls once the first Starfall has been cast. This leads to the notorious Starfall loop with Jecht assist.
 
Because of this, Side by Side builds are very powerful for The Emperor. However, his synergy with other build styles leave room for player expression without compromising his other strengths.
 
=== Side by Side + High Base BRV ===


|-|Damage Build with Earthbreaker=
{{Build
{{Build
|hp=9644
|hp=9683
|cp=450
|cp=450
|brv=1095
|brv=1683
|atk=180
|atk=177
|def=183
|def=184
|luk=60
|luk=60
|booster=6.4x
|booster=x3.5
|setbonus=Seal of Lufenia
|setbonus=
|ast={{012yuna}},{{012gil}},{{012cec}}
|ast={{012jec}} / {{012yuna}}
|wpn=Earthbreaker ([[CP_Glitch_(Dissidia_012)|'''CP Glitch''']])
|wpn=Piggy's Stick {{equip}} <br>(Peltast's Gear)
|hand=Lufenian Dirk ([[CP_Glitch_(Dissidia_012)|'''CP Glitch''']])
|hand=Chainsaw {{equip}} <br>(Equip Machines)
|head=Lufenian Hairpin ([[CP_Glitch_(Dissidia_012)|'''CP Glitch''']])
|head=Thornlet
|armor=Lufenian Jacket
|armor=Maximillian {{equip}} <br>(Cavalier's Gear)
|acc1={{accbas}} Earring
|acc1=Bravery Orb {{accbas}}
|acc2={{accbas}} Hyper Ring
|acc2=Dismay Shock {{accbas}}
|acc3={{accbas}} Power Ring
|acc3=Battle Hammer {{accbas}}
|acc4={{accboo}} Grounded
|acc4=Empty EX Gauge {{accboo}}
|acc5={{accboo}} (etc) Summon Unused
|acc5=Summon Unused {{accboo}}
|acc6={{accboo}} Pre-EX Mode
|acc6=Pre-EX Mode {{accboo}}
|acc7={{accboo}} Pre-EX Revenge
|acc7=Pre-EX Revenge {{accboo}}
|acc8={{accboo}} Pre-Jump
|acc8=Blue Gem {{accsp}}
|acc9={{accboo}} (Opp) Summon Unused
|acc9=Hero's Seal {{accsp}}
|acc10={{accsp}} Glutton
|acc10=Side by Side {{accsp}}
|summon=Rubicante
|summon=Rubicante
|dataBRV=
{{Build-AttackData
|brv1-g=Landmine
|branch-1gbrv=
|branch-1ghp=
|brv2-g=Bombard
|branch-2gbrv=
|branch-2ghp=
|brv3-g=Thunder Crest
|branch-3gbrv=
|branch-3ghp=
|brv1-a=Mine
|branch-1abrv=
|branch-1ahp=
|brv2-a=Dynamite
|branch-2abrv=
|branch-2ahp=
|brv3-a=Light Crest
|branch-3abrv=
|branch-3ahp=
}}
| dataHP      =
{{Build-AttackDataHP
|hp1-g=Flare
|hp2-g=
|hp3-g=Dreary Cell
|hp1-a=Flare
|hp2-a=Starfall
|hp3-a=Dreary Cell
}}
}}
{{Build-Ability
|action=
{{Build-AbilitySet
|1=Ground Evasion}}
{{Build-AbilitySet
|1=Midair Evasion}}
{{Build-AbilitySet
|1=Ground Block}}
{{Build-AbilitySet
|1=Midair Block}}
{{Build-AbilitySet
|1=Aerial Recovery}}
{{Build-AbilitySet
|1=Recovery Attack}}
{{Build-AbilitySet
|1=Controlled Recovery}}
{{Build-AbilitySet
|1=Wall Jump}}
{{Build-AbilitySet
|1=Omni Air Dash+}}
{{Build-AbilitySet
|1=Omni Ground Dash+}}
{{Build-AbilitySet
|1=Speed Boost++}}
{{Build-AbilitySet
|1=Jump Boost++}}
{{Build-AbilitySet
|1=Jump Times Boost++}}
{{Build-AbilitySet
|1=Ground Evasion Boost}}
{{Build-AbilitySet
|1=Midair Evasion Boost}}
{{Build-AbilitySet
|1=Evasion Boost}}
{{Build-AbilitySet
|1=Descent Speed Boost}}
|support=
{{Build-AbilitySet
|1=Always Target Indicator}}
{{Build-AbilitySet
|1=EX Core Lock On}}
{{Build-AbilitySet
|1=Auto Assist Lock On}}
|extra=
{{Build-AbilitySet
|1=Perseverance}}
{{Build-AbilitySet
|1=Disable Counterattack}}
{{Build-AbilitySet
|1=EXP to HP}}
{{Build-AbilitySet
|1=Machinery}}
|cp=450 / 450
}}
}}


'''Equip Best Dresser CP Ability for 100 Brv'''
=== Build Overview ===
 
This high base bravery with Side by Side is very similar to the ones that {{012zid}}, {{012fir}} and {{012bez}} use. The idea is also similar: High burst damage with each HP attack and assist combo that follows. The Emperor can build lots of momentum against close-range characters who struggle to break through traps, such as {{012jec}} and Zidane. If The Emperor can cast Starfall successfully, the subsequent '''[[The_Emperor_(Dissidia_012)#Assist_(Jecht)|Starfall loops]]''' can end the match very quickly and decisively.
 
== Assist ==
 
=== Synergies ===
 
 
;Jecht
:One of The Emperor’s strongest assists. Jecht trades some range issues from Yuna for fast braveries, long setup time for traps and deadly win condition with Starfall. He holds the opponent long enough to enable the infamous Starfall loops from a successful Starfall cast. This is very strong with assist gauge depletion, Side by Side and in large stages especially.
:Jecht also sets up Thunder Crest follow-ups, similar to Yuna and Gilgamesh. Jecht’s ground BRV is also useful for converting from stray midair Flare or Dynamite Wall Rush on reaction. It’s great for building momentum, though The Emperor can struggle to combo afterwards from afar. In this regard, jecht assist provides notable benefits both in large stages and small stages.
:Jecht’s usual downsides are in effect here. He gets locked from LV2 Assist Change easily. If the opponent escapes with LV1 Assist Change, The Emperor can struggle to protect Jecht or get high reward due to missing fast aerial melee attacks.
 
;Yuna
:One of the strongest and reliable assists for The Emperor. Yuna's air BRV is the main draw here. It has immunity against LV2 Assist Change staggers. It {{keyword|converts|conversion=1}} reliably from Thunder Crest and Bombard. It has adequate range for {{keyword|whiff punishes|whiffpunish=1}} and interruptions. The air BRV also leads to Thunder Crest on the ground consistently, though the short attack duration makes it hard sometimes in {{keyword|neutral|neutral=1}}. Yuna can also stabilize trap setups, and is one of the safest assists against Assist Change > Assist Lock attempts. This is great for keeping assist gauge advantage.
:Yuna's ground BRV is less reliable, but it allows The Emperor to do Dynamite combos even from far away. Yuna's air HP is also fast and save against LV2 Assist Change if needed for interruptions or combos. Ground HP is not as fast, but nice for scramble situations or interrupting opponents when casting Starfall.
:Yuna assist has a few downsides too. Her lateral range is lacking, and she sometimes struggles to pierce through projectiles. Her Wall Rush range is on the shorter side too, and the short attack duration on air BRV makes it harder to combo with out of the blue in {{keyword|neutral|neutral=1}}. Her HP assists cannot reflect back blue Flare easily despite ground HP having a Melee High priority {{keyword|hitbox|hitbox=1}}.
 
<tabber>
|-|Gilgamesh=
Something akin to a "Melee Yuna", Gilgamesh trades LV2 Assist Change immunity for more range, melee HP attacks. Air BRV is slower than Yuna for whiff punishes, but it has more range and BRV damage (with Excalibur). It combos reliably from Thunder Crest and Bombard, and the ground Wall Rush lets The Emperor set up another Thunder Crest for more damage. Gilgamesh air BRV has similar duration as Yuna's, so setups only need minimal adjustment. His ground BRV Wall Rushes from longer distances, and if it doesn't, The Emperor can try to salvage the combo with Flare in close-range.
 
Gilgamesh's air HP is a fast melee HP for whiff punishment, and it can reflect back blue Flares. Ground HP is considerably slower, but it can be a decent (albeit expensive) option for finishing matches in grounded scramble situations.


Damage build focused on maximizing damage from TC, Dynamite and assist confirms into groundrush, but also makes random Mine and Dynamite tags hurt way harder. Also keeps EX open as a resource with Glutton to win the endgame
Similar to Yuna, Gilgamesh has no Assist Chase and relies on mid-range ground Wall Rush. Gilgamesh is less reliable with vacuum effect setups and he is more vulnerable to LV2 Assist Change staggers than Yuna.


'''Alternatives'''
|-|Tidus=
Tidus assist has no height requirement for HP combos, and he is safer against Assist Lock attempts than most assists.


Swapping '''Pre-Jump'''{{accboo}} for '''Assist in 30 Seconds'''{{accboo}} for a more stable 5.4x max booster
The air BRV Hop Step is once again the main draw here. Its fast {{keyword|startup|startup=1}} is great for {{keyword|whiff punishing|whiffpunish=1}} on reaction. A delayed Assist Chase lets The Emperor combo into Flare or Mine, so the basic needs are met.


Swapping '''Grounded'''{{accboo}} for '''Aerial'''{{accboo}} if air play is more favored
Ground BRV allows consistent combos from red Flare, though there is little time to react. It can lead to Thunder Crest follow-ups on flat ground though. Air HP Slice n Dice can also pin opponents down and deal HP damage even if The Emperor's traps happen to hit too early. Spiral Cut can punish some attacks, but it's not used often.


Swapping '''Power Ring'''{{accbas}} for '''Dismay Shock'''{{accbas}} or '''Battle Hammer'''{{accbas}} if more depletion is wanted
|-|Cecil=
A helpful assist when long lateral reach is needed.


Swapping '''Power Ring'''{{accbas}} for '''Bravery Orb'''{{accbas}} for safer post-HP hit situations
Air BRV has huge range for both unique {{keyword|whiff punishes|whiffpunish=1}} and {{keyword|conversions|conversion=1}} from weird hits, where even Gilgamesh might not reach. It also provides a ground Wall Rush to work with, and works fine from his important hits. Ground BRV is a niche {{keyword|punish|punish=1}} tool, only really used if The Emperor is in range to convert from the Wall Rush.


Air HP can be very annoying for the opponent if put into a bad situation by traps, as well as catch floaty air dodges when anticipated. And it gives a ground Wall Rush too for a nice damaging combo.
Ground HP is once again a niche punish, although a fine one at that. It can catch ground dodges if anticipated, but it's often avoided like the ground BRV.
Cecil's huge air BRV and HP range makes him good for The Emperor, as he can uniquely punish and deal with moves that can otherwise completely shut him down with how safe they are. Not the first choice, but worth considering when weighing options.
|-|Kuja=
Duodecim's top tier assist, reliable when you need him. He has few notable traits for The Emperor, but far from the worst choice in general.
Not the most optimal of combo {{keyword|conversions|conversion=1}}, but still has a great air BRV {{keyword|whiff punisher|whiffpunish=1}} and a decent ground BRV for catching dodges. Both BRVs have Assist Chase and lots of {{keyword|hit stun|hitstun=1}}, which makes Kuja most reliable for Assist Chase combos specifically. The air BRV is particularly noteworthy, because it moves forward and up so much, that it largely ignores reflected Blue Flares. Kuja's BRVs have strong {{keyword|tracking|tracking=1}}, so Dreary Cell's vacuum can easily pull in nearby opponents.
Kujas HPs are also very notable: Air HP is one more thing to throw into scramble situations with The Emperor's traps. Ground HP works as a possible dodge punish, whiff punish and Red Flare combo extender if it's ever needed to close the match.
|-|Sephiroth=
A niche {{keyword|matchup|matchup=1}} specific assist. Yet another option for The Emperor in case other assists are not cutting it.
His range is a point of interest, as his air and ground BRV are both good {{keyword|whiff punish|whiffpunish=1}} tools, and can poke through certain moves. They also lead to Assist Chase, but The Emperor needs to manually delay his follow-up to combo afterwards.
Sephiroth's air HP is even more of a niche punish and scramble glue. It has strong homing in such situations, and it can cover plenty of space. It can be hard to avoid when traps have been set. Ground HP is much the same, but least notable for The Emperor.
</tabber>
</tabber>


= Assist =
=== The Emperor Assist Data ===
 
== The Emperor's assist data ==


{{012Assist
{{012Assist
Line 497: Line 871:
}}
}}


== Assists ==
=== Assist Overview ===
The Emperor works well with {{012tid}}, {{012yuna}} and {{012jec}}.
 
The Emperor assist is niche, but powerful under certain circumstances. He enables various ground combos with Thunder Crest, and Mines do lots of damage after long holds and early ground Wall Rush assist calls. Contrary to most assists, The Emperor is difficult to '''[[Assist_(Dissidia_012)#Assist_Lock|Assist Lock]]''' due to his priorities ignoring '''[[Assist_(Dissidia_012)#LV2_Assist_Change|LV2 Assist Change]]''' staggers. Hitting The Emperor manually is also challenging, since he disappears quickly after his attacks. This gives him a distinct advantage, even if it comes at the cost of accessible assist combos for many characters.
 
The main thing that limits The Emperor's combo potential is having his attack tied to the player's position; Thunder Crest only comes out if the player character is on the ground, and Mine only comes out if the character is in the air. That being said, The Emperor is one of the few assists viable for double assist combos thanks to his disappearance before Thunder Crest (and sometimes Mine) combo disables assist gauge temporarily. {{012squ}} is especially effective at capitalizing on The Emperor's strengths and combo potential. {{012pri}} can also combo into Mines with delayed Raging Fists, creating elaborate high damaging air combos. Other than that, The Emperor assist is not commonly used in competitive play.
 
Further reading: '''[[Tier_List_(Assist)#The_Emperor|The Emperor (Assist Tier List)]]'''


= References =
= References =

Latest revision as of 07:26, 30 April 2026


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




Info
Name The Emperor (皇帝)
Original game Final Fantasy II
Base ATK (LV100) 110 (Average)
Base DEF (LV100) 112 (High)
Run Speed 8 (Below Average)
Dash Speed 81 (Below Average)
Fall Speed 97 (Slow)
Fall Speed Ratio After Dodge 44 (Slow)
Fastest BRV 21F (Bombard)
Fastest HP 35F (Flare, Ground)
1-Hit HP Yes (Flare, Dreary Cell)
HP Links Yes (Combos only)
Command Block Yes (Magic Block)
Weapon Daggers, Poles, Rods, Staves
Armor Bangles, Clothing, Hairpins, Hats, Headbands, Robes
Exclusive weapons Diamond Mace, Demon's Rod, Mateus's Malice
Unlock
Alignment Chaos
Voice Actor (JP) Kenyu Horiuchi
Voice Actor (ENG) Christopher Corey Smith


Overview

The Emperor is a defensive, trap-laying powerhouse. His strategy revolves around filling the stage with lingering projectiles and uninteractable spells that force nearby opponents to move. Deny space with the unblockable Thunder Crest, pollute the stage with Flares and set up Dreary Cells for airborne threats. The Emperor is effective in stopping characters in close range, because his traps stay active even when he gets hit. This makes him hard to catch, and lets him take advantage of traded hits more than anyone else in the game. If The Emperor is left alone, the chargeable homing Starfall HP attack creates a unique win condition for him; This is a barrage of projectiles that rain down on the field, which allow The Emperor to call Jecht assist and charge another one to chain them together in large stages. Side by Side builds are very strong because of this and traps leading to HP damage in general. EX builds are also viable if they are needed, and the assist synergy is adequate for interruptions and combos.

Historically The Emperor has been considered a high tier character. His traps restrict melee characters’ options a lot and force them to take big risks to stop further escalation. However, without traps he relies on fundamental defense (blocks, dodge timing) to stay alive. His aerial offense is exceptionally flawed due to lack of conventional melee pokes and fast mid range tools. Long range fighters (e.g. Ultimecia, Kefka) give him a lot of trouble, who can largely ignore The Emperor's traps. The Emperor also has to watch out for disjointed attacks, such as Squall’s Blasting Zone or Firion’s Rope Knife. When played well, The Emperor is a strong, suffocating character with free-form combo conversions and a high skill ceiling. However, his disadvantages are also far more pronounced when they are in effect, creating one of the most lopsided characters in competitive Dissidia 012.

Strengths Weaknesses
  • Area-Denial: Traps fill space and deny the opponent's options, which can create rewarding chain reactions.
  • Unique Win Condition: Starfall takes time to cast, but it is unavoidable once it starts. It forces opponents to approach and interact with his traps, or expend resources to avoid HP damage.
  • Defensive mixups: The Emperor can adjust his attack and dodge timing even against adept opponents thanks to low full recovery on most of his moves and trade potential with projectiles.
  • Assist Gain: Rotating low recovery moves, such as Starfall, Mine and Dreary Cell fill the assist gauge quickly. Every trap and Flare can lead to HP damage, which fill the assist gauge even faster with Side by Side accessory_special.png builds.
  • High Damage Punishes: Thunder Crest and Dynamite enable high damage combos, which can be greatly boosted with Mines. Assists that knock downwards (e.g. Jecht and Yuna) can practically double the damage with repeated combos. A Thunder Crest combo can secure a Bravery Break break from 2000 bravery.
  • Lack of Air Melee Abare: The lack of Melee moves in the air is a huge downside when there are no traps around him. Although emergency Mine and Dreary Cell can still trade with certain moves, they are unreliable, and a major flaw in his game plan.
  • Polarizing Matchups: Both a good and a bad thing. With all his upsides, The Emperor lacks severely in offense, giving him the most polarizing matchup spread in the entire game. Some characters are outright denied with the right conditions, while others can neglect the traps and eventually force offense that The Emperor is not well suited for.
  • Polarizing Stage Strengths: Stages affect his game plan harder than most other characters, requiring him to sometimes learn new effective strategies for some of the more unorthodox / smaller stages.


Bravery Attacks

Ground

Base Damage 5, 5 x 3 (20)
Startup Frame 21F
Damage Type Physical > Magical
Priority Melee High
EX Force 84
Effects Chase
Cancels
Assist Gain (Hit)
CP (Mastered) 30 (15)
[Close] Sweep with staff.
Extra explosion damage on hit.
Unlocked at
level
Mastered at
AP


Bombard is The Emperor's close-range poke. It breaks blocks, counterpokes lower priority attacks in neutral and creates assist combos on hit. If the blue Flare is reflected, The Emperor can use Bombard to reflect it back and regain its control. This is a very useful move to have. It is very safe to use by itself due to its short (actionable) recovery. The combination of Melee High priority and 21-frame startup speed are exceptional.

Despite these strengths, Bombard can be risky to use without traps protecting The Emperor. It has very short range and the staff's hitbox is a bit awkward. It follows the staff motion precisely, while being active longer to The Emperor's right.

Bombard sends opponents away and straight up. It has so much hit stun that several assists can combo from it easily. Also it's a nice combo ender after Thunder Crest, since it gives better positioning and EX Force. Bombard can be combo'd into the vacuum of Mines and Dreary Cell with specific positioning as well. This makes it useful for some setups that can confuse the opponent even more.

Base Damage each (35)
Startup Frame 29F
Damage Type Magical
Priority Ranged Low
EX Force 0
Effects Absorb
Cancels
Assist Gain (Hit)
CP (Mastered) 30 (15)
[Close] Lay mine.
Multiples OK; they will persist a long time.
Unlocked at
level
Mastered at
AP


A maximum of 8 Landmines can be set.
  • Up to 8 Landmines can be on the field.

Landmine is a staple move for The Emperor. It fills assist gauge safely, adds lots of damage during Thunder Crest combos, and quickly occupies a bit of space. The short recovery makes this attack rather non-committal, which is great for filling assist gauge when nothing else is going on. Landmines can stop basic movement, but they lose to dashes. They have a slight vacuum effect against opponents who are in hit stun, but it doesn't come into play often due to the grounded position.

The vacuum effect from Dreary Cell and Landmines can create assist combos. However, this can mess up ground Wall Rush assists (e.g. Jecht, Yuna, Gilgamesh) if the opponent falls into them first, instead of Thunder Crest. Flare can salvage the situation, which is worth noting.

The Emperor lays 2 Landmines at a time. If The Emperor tries setting more than 8 Landmines, the earliest Landmines will simply disappear.

Base Damage each (7)
Startup Frame 37F
Damage Type Magical
Priority Ranged Low
EX Force 0
Effects -
Cancels
Assist Gain (Hit)
CP (Mastered) 30 (15)
[Mid] Draw vertical light sigil. Fires when foe
enters range; large vertical range.
Unlocked at
level
Mastered at
AP


Light Crest fires upwards.
  • Only 1 grounded Light Crest can be on the field.

Light Crest is a secondary tool, best used in conjunction with Flare and Dreary Cell to anti-air opponents. It has situational combo potential with assists, prior aerial traps and vacuum effect from Mine / Dreary Cell, but usually it sees less use than The Emperor's other moves. It has fairly high recovery when used, and the low hit stun makes it difficult to use for combos. Light Crest does give The Emperor more time to set up more traps if it hits, though.

Light Crest activates when the opponent is above the light sigil. It fires 5 projectiles, which have slight tracking. They can also bounce off of walls and projectiles. The firing angle can cross up blocks, which isn't reliable, but happens more often than not. The sigil spawns slightly above the ground, which makes it miss against standing characters immediately.

Level 1 Level 2 Level 3
Base Damage 30 (1 x 5, 25) 40 (1 x 7, 33) 50 (1 x 10, 40)
Startup Frame 43F 80F (charge)
3F (hitbox after shot)
120F (charge)
3F (hitbox after shot)
Damage Type Magical Magical Magical
Priority Ranged Low
(Special when sticked)
Ranged Mid
(Special when sticked)
Ranged High
(Special when sticked)
EX Force 60+ 60+ each hit (3)
Effects Absorb, Wall Rush Absorb, Wall Rush Absorb, Wall Rush
Cancels Dodge Dodge Dodge
Assist Gain (Hit)
CP (Mastered) 30 (15)
[Long] Emit bomb from staff
that lands and draws in foe.
Unlocked at
level 9
Mastered at
100 AP


Dynamite sticks to surfaces.
Dynamite explodes after some time.
Dynamite can be aimed as well.

Dynamite's ground version is mostly identical with the aerial version. It puts The Emperor airborne, which is useful for placing the projectile in front of The Emperor. Aerial Dynamite can't shoot straight down, so this covers a niche angle if needed in a pinch. This is also useful for maintaining Pre-Jump accessory_booster.png accessory booster.

Since The Emperor becomes airborne with this attack, he becomes more vulnerable to air brv assist punishes. This is notable when fighting anyone with Kuja or Tidus assist, for example.

For more information, please refer to the aerial version.

Base Damage 2 x 17, 6 (40)
Startup Frame 35F
Damage Type Magical
Priority Unblockable
EX Force 60
Effects Absorb
Cancels Dodge
Assist Gain (Hit)
CP (Mastered) 30 (15)
[Mid] Draw sigil on the ground.
Paralyzes foe when in range.
Unlocked at
level
Mastered at
AP


Thunder Crest holds the opponent in place. Excellent for combos.
  • Only 1 idle Thunder Crest can be on the field.
  • If Thunder Crest activates, another Thunder Crest can be placed.

Thunder Crest is THE trap of all time, a must-have for The Emperor. It is used for area denial, block staggers and various combos. It is quite effective against close-range characters, such as Onion Knight, Jecht and Prishe. The Emperor can combo into Flares for solo HP damage with this move, and the BRV damage potential skyrockets with Landmines. Getting hit by Thunder Crest is deadly, but there's more: Thunder Crest is a true unblockable, which means it ignores every other priority. Blocks and LV2 Assist Change always lose to it. Standing near Thunder Crest provides a notable advantage for these reasons. Once Thunder Crest is set, The Emperor can start setting up other traps, such as Landmines, Flares and Dreary Cell. Since Thunder Crest remains active even when The Emperor gets hit, it can be used to trade against attacks, such as Firion's Lord of Arms. Trading with HP attacks in this fashion can lead to guaranteed Bravery Breaks.

Thunder Crest is slow enough that The Emperor can get punished by fast attacks if he uses it after a ground dodge. The Emperor may need to use Starfall to provoke opponents into Thunder Crest's range. It is ground only and it does not interact with projectiles or disjointed attacks. Just to name a few, watch out for Kefka's Trine, Cloud's Firaga and Squall's Thunder Barret and Blasting Zone.

The Thunder Crest sigil travels a short distance forward on the ground. It can bounce off of walls, and it stops at ledges. Thunder Crest has a slight upward hitbox and the sigil itself is very accurate to its hitbox. It can activate as soon as it's visible right in front of The Emperor. The opponent can dodge Thunder Crest and activate it this way, but then The Emperor can place another Thunder Crest. When Thunder Crest is active, it slightly draws in characters and assists.

The Emperor can lock off and place Thunder Crest in any direction he faces, if it is set to neutral Circle ddff-icon-button-circle.png input.

Aerial

Base Damage each (35)
Startup Frame 23F
Damage Type Magical
Priority Ranged Low
EX Force 0
Effects Absorb
Cancels
Assist Gain (Hit)
CP (Mastered) 30 (15)
[Close] Drop mine.
Multiples OK; they will persist a long time.
Unlocked at
level
Mastered at
AP


A maximum of 8 Mines can be set.
  • Up to 8 Mines can be on the field.

Mine is similar to Landmine in many ways, a key move for The Emperor. It is fast, non-committal and occupies the air space quickly. Great for filling assist gauge in neutral safely, thanks to its low recovery. Mine is also a high BRV damage option as combo filler, such as during Thunder Crest and assist combos in the corner specifically.

Mine has a different spread compared to Landmines. It still pulls opponents in if they are in hit stun, which can cause chain reactions into other traps or even assist combo conversions.

The Emperor always sets 2 Mines at a time. The projectiles explode after a set time. Up to 8 Mines can be active. If The Emperor tries setting more than 8 Mines, the earliest Mines will simply disappear.

Base Damage each (7)
Startup Frame 37F
Damage Type Magical
Priority Ranged Low
EX Force 0
Effects -
Cancels
Assist Gain (Hit)
CP (Mastered) 30 (15)
[Mid] Draw horizontal light sigil. Fires when
foe enters range; faces opponent's direction.
Unlocked at
level
Mastered at
AP


  • Only 1 midair Light Crest can be on the field.

Midair Light Crest is more horizontally aligned, but acts similarly to ground version otherwise. It is still a secondary tool, best used as a preemptive anti-air, or stopping slow moves above The Emperor, such as Exdeath's Black Hole.

It has a huge activation range vertically, and strong 360° detection range. Unfortunately this makes it easy to disarm with movement alone. If opponents gets close, Light Crest fires 4 projectiles at them with same hit stun and homing as ground version. On its own the hit stun is not that threatening, but it still has potential to chain into other traps with vacuum effect (Dreary Cell, Mine). Wall hits can help with converting to assist combos.

If the opponent is not careful, Light Crest can also activate Assist Charge, which greatly benefits The Emperor.

Level 1 Level 2 Level 3
Base Damage 30 (1 x 5, 25) 40 (1 x 7, 33) 50 (1 x 10, 40)
Startup Frame 43F 80F (charge)
3F (hitbox after shot)
120F (charge)
3F (hitbox after shot)
Damage Type Magical Magical Magical
Priority Ranged Low (Special when sticked on surface) Ranged Mid (Special when sticked on surface) Ranged High (Special when sticked on surface)
EX Force 60+ 60+ each hit (3)
Effects Absorb, Wall Rush Absorb, Wall Rush Absorb, Wall Rush
Cancels Dodge Dodge Dodge
Assist Gain (Hit)
CP (Mastered) 30 (15)
[Long] Emit bomb from staff
that lands and draws in foe.
Unlocked at
level Level 32
Mastered at
100 AP


LV2 Dynamite is larger than uncharged.
LV3 Dynamite is even larger.

Dynamite is used as a tool for pressure and combos. Charging it increases priority, which staggers or crushes blocks the longer it is charged. This, along with strong pull effect and generous hit stun make it good for starting assist combos whether it hits or gets blocked. The max charge (LV3) Dynamite can also combo naturally into the sticking ball against characters on the ground / at a wall. LV3 Dynamite holds the opponent in place long enough to knock them into other traps, such as Flares or Dreary Cells.

Once Dynamite sticks on the surface, it starts pulling opponents in from midrange and deal damage continuously on contact. Here, Dynamite turns into a Special priority move for the consecutive hits and the final explosion. Blocking it is impossible due to the priority, but attacks, dashes and higher Ranged priority moves can still nullify it. The explosion has a decently sized hitbox, so attacks with few active frames can fail to protect the opponent if they are misplaced. The explosion always knocks the opponent away from The Emperor, which means it can be influenced with the camera. This is useful for getting the best angle for Wall Rush or chaining other traps together.

The Emperor takes aim at the opponent during startup, but any further adjustments must be done manually before firing. The Emperor can adjust the aim in any direction, with a maximum angle of ~45°. This can be done even without charging Dynamite. Charging Dynamite affects all of its properties, such as attack priority, BRV damage, max range, the strength of the absorb vacuum effect and duration once it sticks to surface. The explosion does most of the damage, so finding ways to connect it is important for maximizing Dynamite's potential.

HP Attacks

Ground

Base Damage each (3)
Startup Frame 521F
Damage Type Magical
Priority Unblockable
EX Force 0
Effects Absorb, Wall Rush, Block Low (Ranged)
Cancels
Assist Gain (Hit)
CP (Mastered) 30 (15)
[Long] Call down giant meteor.
Long cast. Aim with analog stick.
Unlocked at
level
Mastered at
AP


Traps can protect The Emperor while casting.

Starfall is The Emperor's signature long-range pressure tool. It is used to get quick access to low altitude air HP attacks, fill assist gauge quickly with repeated button presses, and force HP damage on anyone who plays too passively. Casting Starfall takes over 8,5 seconds, but it hits almost anywhere and becomes borderline inescapable without meter. The long attack duration and the ability to move while Starfall does damage allow repositioning and casting more Starfalls. In essence, this is a provocation tool and a unique win condition with Side by Side accessory_special.png, since The Emperor gets enough assist gauge from Starfall hits to loop it with Jecht assist multiple times.

The Emperor can move while casting, and is completely actionable once he is finished casting. When Starfall is successfully cast, The Emperor also gets brief invincibility before his casting state ends.

The Emperor blocks Ranged Low attacks while casting, which is great for protecting against moves such as Sephiroth's Shadow Flare, Lightning's Blizzara and Shantotto's Stun. If Starfall is only pressed briefly, The Emperor becomes actionable very quickly. This is great for filling assist gauge faster, but it also functions as a type of command block for The Emperor.

Starfall's grounded version is mostly identical with the midair version, which is used more often. However, the slight initial upward movement lets The Emperor avoid very low grounded attacks, such as Tifa's Waterkick and Cecil's Valiant Blow. Since Starfall puts The Emperor airborne, it also preserves the Pre-Jump accessory_booster.png booster without actually using a jump. Overall a great attack, even if it does not activate all that often.

Base Damage -
Startup Frame 35F
Damage Type -
Priority Ranged High
EX Force 60
Effects -
Cancels
Assist Gain (Hit)
CP (Mastered) 30 (15)
[Mid] Gather globe of blue light
that slowly homes in on opponent.
Unlocked at
level
Mastered at
AP


Blue Flare follows the opponent for long distances.
  • Only 1 Flare can be set at a time.
  • If Flare is reflected, The Emperor can set another Flare.
  • The Emperor can reclaim Flares by reflecting with Bombard, but using Flare again removes all reclaimed Flares.

Blue Flare is one of The Emperor's signature moves. It is often used to occupy space and make it harder for opponents to fight near The Emperor. It is also used in Thunder Crest combos for solo HP damage. Flare can force opponents to move or reflect it with an HP attack, which gives The Emperor a chance to strike back. Flare has little hit stun and mostly leads to situational combos, but it can take out assists with Auto Assist Lock On and protect The Emperor against various melee attacks.

While Flare is a good move, The Emperor is briefly vulnerable to counterattacks after using it. This requires good reactions from the opponent, but caution is advised anyway. Watch out for characters dodging through Flare, or assists hitting from the sides. High priority command blocks (Jecht Block, Exdeath Omni Block) and Bravery Boost on Dodge builds also work against The Emperor here.

If blue Flare is reflected, The Emperor can reflect it back with Bombard as many times as he wants while they last. The opponent's choice to reflect Flare can be used to set up more traps or fill assist gauge.

Base Damage -
Startup Frame 69F (total), 43F (activation)
Damage Type Magical
Priority Unblockable
EX Force 36/54/72
Effects Absorb
Cancels
Assist Gain (Hit)
CP (Mastered) 30 (15)
[Close] Set discreet light trap.
Detonates when foe approaches.
Unlocked at
level
Mastered at
AP


Dreary Cell activates when the opponent gets close...
... and stops them from pressuring The Emperor.
  • Up to 3 Dreary Cells can be set, regardless of version.

Dreary Cell is a single hit trap that detonates once the opponent gets close to it. Similar to other traps, Dreary Cell is used for area denial, disrupting aggressive play and solo HP combos. Even if The Emperor gets hit, Dreary Cell can stop the opponent afterwards. The unblockable priority ignores other moves, so opponents must evade the explosion to avoid damage. Since Dreary Cell only does HP damage after detonating, it also activates meter depletion and Side by Side accessory_special.png assist gain effects. For these reasons, Dreary Cell is very effective as an anti-melee character tool. If that's not enough, the absorb effect pulls in anyone without strong momentum or short recovery for their attacks. Many assists can also get caught in the blast, which makes Dreary Cell even safer to use.

The ground version is often used in tandem with Thunder Crest for support. The Emperor has no innate protection while using Dreary Cell, so watch out for projectiles and other midrange attacks that avoid the sigil; Squall's Thunder Barret, Kuja's Snatch Shot and Firion's Reel Axe to name a few. Dreary Cell also has an innate weakness against Bravery Boost on Dodge builds, though that's normal for The Emperor.

The placed sigil is rather small, but it depicts the activation range pretty accurately. The absorb effect works even when the sigil is idle and the opponent is in hit stun. The pull effect is stronger than Mine, so it has more potential to drag opponents into Flares and Mines.

Aerial

Base Damage each (3)
Startup Frame 521F (8.6 seconds)
Damage Type Magical
Priority Unblockable
EX Force 0
Effects Absorb, Wall Rush, Block Low (Ranged)
Cancels
Assist Gain (Hit)
CP (Mastered) 30 (15)
[Long] Call down giant meteor.
Long cast. Aim with analog stick.
Unlocked at
level
Mastered at
AP


The Emperor can still move while the meteor falls.
Traps can protect The Emperor while casting.

Starfall's midair version is mostly identical with the ground version, but it is even more important. This is used more often since it's an aerial move. The practical applications are the same; Forced HP damage, constant magic shield while casting and quick assist gains by tapping Square ddff-icon-button-square.png and dodging. The Emperor wants to use Starfall after the traps have been set, since it forces most opponents to approach and interact with his traps. This can be difficult for some characters to deal with, such as Tifa, Zidane and Jecht, as it creates disproportionate risk for them to stop the situation.

If The Emperor succeeds, the opponent is forced to take HP damage or spend Assist / EX gauge to avoid it. The frame advantage is huge; Thanks to Jecht assist, and Side by Side's accessory_special.png assist gain effect, a successful Starfall enables further Starfalls that are pretty much guaranteed. At bare minimum, Starfall's grounded Wall Rush ensures the second Starfall can be cast halfway.

Once Starfall is cast, it can be very overwhelming. The Emperor gets invincibility as he recovers from the cast. Starfall is completely unblockable and stays out even if The Emperor gets hit somehow. It hits almost anywhere. Auto Assist Lock On ability stops the opponent's assist and then switches back to the main target afterwards.

This is easily one of the most important moves for The Emperor. It rounds out his screen pressure, so building intuition for checkmate situations, when to fake out and when to just move while casting are crucial for effective high level play

Base Damage -
Startup Frame 35F
Damage Type -
Priority Ranged High
EX Force 60
Effects Wall Rush
Cancels
Assist Gain (Hit)
CP (Mastered) 30 (15)
[Mid] Gather globe of red light
that awaits remote detonation.
Unlocked at
level
Mastered at
AP


  • Only 1 red Flare can be set on the field.
  • Wall Rushes downward on hit.
Red Flare travels a little, then stays in place for some time.

The red Flare is also used for area denial, protection and combos. It has two main differences; It Wall Rushes downwards for more HP damage and assist combos, which is great for Thunder Crest combos. It also tracks the opponent for a short period, and then stays in place for some time. This is more of a defensive trap by comparison. The Emperor can use it to stop reckless air dashes and create tricky setups with Mines and Dreary Cell vacuum effect. Just like blue Flare, it will stay on the field after startup no matter what. That means it can trade with opponent's attacks.

If given enough time, The Emperor can also use Flare to create tricky okizeme setups.

Base Damage -
Startup Frame 69F (total), 43F (activation)
Damage Type Magical
Priority Unblockable
EX Force 36/54/72
Effects Absorb
Cancels
Assist Gain (Hit)
CP (Mastered) 30 (15)
[Close] Set discreet light trap.
Detonates when foe approaches.
Unlocked at
level
Mastered at
AP


  • Up to 3 Dreary Cells can be set, regardless of version.
A maximum of 3 Dreary Cells can be set.

Aerial Dreary Cell substitutes Thunder Crest in the air, which makes this version more important for The Emperor. It can be placed anywhere, although only three Dreary Cells can be set at a time. Its traits are otherwise shared with the ground version, including the single hit HP, absorb effect and vulnerability to Bravery Boost on Dodge builds.

This Dreary Cell is still effective against close-range attacks with longer recovery, such as Jecht Stream, Cloud's Slashing Blow and Onion Knight's Turbo-Hit. However, The Emperor should watch out for attacks with strong aerial momentum and medium range; Squall's Beat Fang and Prishe's Raging Fists can evade the explosion, while Yuna's Sonic Wings can pierce through without activating Dreary Cell. Tidus air BRV assist is also a universal whiff punish option against air Dreary Cell, so caution is advised when opponent has assist gauge.

EX Mode: Power of Hellfire!

Effects:

  • Regen
  • Critical Boost
  • Blood Magic

The Emperor's EX mode is fairly powerful, despite the compact perks. Critical hits are great for Thunder Crest and Landmines, while Blood Magic restores enough health for a serious momentum shift. The Emperor generates a decent amount of EX with his key moves, and playing the long game with Starfall complements his traps and EX Core races alike. He may not be the fastest to reach EX mode, but the effects are devastating once he activates it.

Blood Magic

[Activates when HP attack hits] Absorbs HP equivalent to damage dealt.

Blood Magic heals the same amount of HP damage that The Emperor inflicts on the opponent. This is quite potent when considering The Emperor's high bravery damage output and his ability to connect HP attacks. A single assist combo can prove to be very beneficial. Having EX Mode is already good for the assist gauge drain and its guaranteed match finishes, but it is also very effective for creating comebacks and cementing huge health leads.

EX Burst: Absolute Dominion

An attack that takes over the opponent's mind. Absorbs HP damage dealt. Enter the commands that display on screen.

Damage multiplier (initial) Damage multiplier (rest) Type
6, 13 (19) 16x4, 17 (100 total) Magical


Absolute Dominion is a relatively straightforward EX Burst to execute. Tap whatever button is shown on screen five times to get a perfect EX Burst. Even if character movement is set to directional buttons ddff-icon-button-dpad.png, they must always be used when prompted. No analog stick inputs for this EX Burst.

Combos

Main combo article pending

Solo

The Emperor has various combos, though most of the practical combos revolve around Thunder Crest.

Notation Info
AC Assist Chase ddff-icon-button-cross.png
AST BRV Assist (Bravery) ddff-icon-button-l.png + ddff-icon-button-circle.png
AST HP Assist (HP) ddff-icon-button-l.png + ddff-icon-button-square.png
Chase Chase ddff-icon-button-cross.png
Empty Chase Begins Chase, then nothing.
DC Dodge Cancel ddff-icon-button-r.png + ddff-icon-button-cross.png
LL Landing Lag
WR Wall Rush
Condition Combo Base Damage EX Notes
Punish / Trap Starter
Ground
Staple BRV > HP Combo
Thunder Crest > Flare ~40 + HP 120



Base Damage (Breakdown): 2 x 17, 6 + HP Opponent Assist (Comrade's Vow): ??? EX Force (Breakdown): 60 > 60
The Emperor's staple solo combo for HP damage. A bread-and-butter, so to speak. This can be done whenever Thunder Crest connects and The Emperor is close to opponent. Block staggers, trades or just stray hits are all ok. If Thunder Crest connects before The Emperor can move afterwards, the grounded blue Flare can be pressed repeatedly and it works consistently.
Punish / Trap Starter
Ground
Higher HP Damage
Thunder Crest > DC (↑) > Flare (Midair) 17~ + HP & WR 120~



Base Damage (Breakdown): 2 x 17 > HP + WR Opponent Assist (Comrade's Vow): ??? EX Force (Breakdown): 60? > 60
In close range, The Emperor can also dodge upwards and combo into the red midair Flare for more HP damage with Wall Rush. The dodge cancel can be pressed repeatedly and the Flare has enough time to connect afterwards. Since red Flare forces ground Wall Rush, an early hit can take away max damage from Thunder Crest. This is often negligible, as The Emperor benefits a lot from assist combos and Side by Side's accessory_special.png assist gain.
For assist combos, it is best to call assist right before red Flare Wall Rushes. This is to ensure The Emperor can do another Thunder Crest as a follow-up.
Punish / Trap Starter
Ground
BRV Damage
Thunder Crest > Move Closer ddff-icon-analog.png > Landmine 110 60



Base Damage (Breakdown): 2 x 17 > 35 + 35 Opponent Assist (Comrade's Vow): ??? EX Force (Breakdown): 60 > 0 + 0
This combo capitalizes on Landmine's high damage for Bravery. To ensure both Landmines connect, move closer to the opponent for a split-second before using the attack. This can be made slightly easier if Landmines are set to up ↑ + Circle ddff-icon-button-circle.png. That makes it so that The Emperor only has to hold up and press Circle ddff-icon-button-circle.png when appropriate.


Assist (Jecht)

The Emperor primarily uses Jecht's air BRV assist for assist combos. The downward slam makes it ideal for additional Thunder Crest combos. Whenever Thunder Crest connects, Jecht air BRV can follow up. Use that if nothing else works. Optimizing damage for Thunder Crest routes takes some work, but it is worth the effort.

Notation Info
AC Assist Chase ddff-icon-button-cross.png
AST BRV Assist (Bravery) ddff-icon-button-l.png + ddff-icon-button-circle.png
AST HP Assist (HP) ddff-icon-button-l.png + ddff-icon-button-square.png
Chase Chase ddff-icon-button-cross.png
Empty Chase Begins Chase, then nothing.
DC Dodge Cancel ddff-icon-button-r.png + ddff-icon-button-cross.png
LL Landing Lag
WR Wall Rush
Condition Combo Base Damage EX Notes
Punish / Trap Starter
Ground
BRV Damage, HP
Thunder Crest > Move Closer ddff-icon-analog.png > Landmine > AST BRV > Move Closer ddff-icon-analog.png > Thunder Crest > Jump > Flare (Midair) 190 + HP & WR 180~



Base Damage (Breakdown): 40 > 35 + 35 (Landmine) > 40 (AST) > 40 > HP + WR Opponent Assist (Comrade's Vow): ??? EX Force (Breakdown): 60 > 0 + 0 > 60~ > 60
A fairly standard mid level Thunder Crest combo with Landmine fillers and HP Wall Rush. The following notes assume that Thunder Crest is done close to opponent.


After Thunder Crest, The Emperor must move closer to connect both Landmines consistently. The BRV damage is high enough to outclass several combo fillers in the game, so it's recommended to practice this. Call assist immediately after doing Landmine, but before they connect. When done correctly, Landmines should hit and Jecht assist still picks up successfully.


After Jecht assist connects, move towards opponent with basic movement ddff-icon-analog.png or a Ground Dash. Then use Thunder Crest after Jecht assist has done two downward hits (he says "I'll give it to you!" during this). If done correctly, Jecht slams the opponent down and Thunder Crest connects smoothly afterwards. If Thunder Crest hits a bit later, The Emperor has more time to jump and midair Flare more easily.
Punish / Trap Starter
Ground
Combo After Side by Side accessory_special.png Assist Gain
Thunder Crest > Flare > AST BRV > Move Closer ddff-icon-analog.png > Thunder Crest > Jump > Flare (Midair) 114~ + HP & WR 180~



Base Damage (Breakdown): 40 + HP > 40 (AST) > 34~ + HP & WR Opponent Assist (Comrade's Vow): ??? EX Force (Breakdown): 60 + 60 > 60~ + 0
If The Emperor needs assist gauge from HP attacks (EXP to Assist or Side by Side accessory_special.png), this is a useful route for air BRV assist. The timing is a bit strict though; Call assist almost immediately after blue Flare does HP damage. If done correctly, Jecht assist should pick up before Thunder Crest knocks the opponent too far. Afterwards the execution is fairly straightforward. Move closer to opponent and use Thunder Crest again. If Thunder Crest hits a bit later, The Emperor has more time to jump and midair Flare more easily.
HP Starter
Starfall, 1 Assist Gauge, Side by Side accessory_special.png
Starfall Loop
1st Starfall > DC > 2nd Starfall (Hold ddff-icon-button-square.png, Move Away ddff-icon-analog.png) > 1st Starfall WR > AST BRV > 2nd Starfall OK > DC > Repeat... 69+ HP & WR 0


Video

Base Damage (Breakdown): ~9 x 3 + HP & WR > 42 + WR (AST) > Repeat... Opponent Assist (Comrade's Vow): ??? EX Force (Breakdown): 0 > 0...
The infamous Starfall loop. This is what The Emperor works towards in any given match, so if he gets this far, victory is pretty much guaranteed. If Starfall activates, The Emperor can use Jecht assist to buy himself enough time to cast another Starfall before the opponent can interrupt it. Side by Side accessory_special.png causes subsequent Starfalls to fill assist gauge even with the initial bravery hits, which guarantees assist for each repetition. This may not be intended by developers, but it is a very strong side effect for The Emperor.


The mileage of Starfall loop can vary greatly depending on the matchup and the stage, but the general rule is longer distance means higher chance of Starfall activation. If the opponent has no long-range attacks to stop The Emperor, that is even better. This is best done in large stages such as Order's Sanctuary or Old Chaos Shrine, where Jecht assist can create larger gaps while The Emperor is running away.


The Emperor must start casting the second Starfall while the first one is raining down. Assist must be called after the Wall Rush, while still casting Starfall. To ensure only BRV assist is used, hold Square ddff-icon-button-square.png and Circle ddff-icon-button-circle.png, then press L ddff-icon-button-l.png. This can be tricky to perform with the face buttons, but it is the most consistent way to do it with 2 full assist gauges. Remember to move away from the opponent ddff-icon-analog.png while casting Starfall as well.


Once Starfall has activated, the only thing opponent can do is use Assist or EX to escape. If they mistime Assist Change early (see video example), they can still get hit by Starfall and suffer the loop regardless. Without Side by Side accessory_special.png, The Emperor cannot guarantee nearly as many Starfalls even with 2 assist gauges. This is still unavoidable HP damage, but naturally it gets cut off much earlier, while relying on existing resources. This is one reason to use Side by Side builds over others.


Builds

Main page: The Emperor (012) Builds

The Emperor works well with various builds. He can use EX as an inevitable factor or invest into bravery damage. Side by Side accessory_special.png is also very effective for a couple reasons; The Emperor commonly lands HP attacks without assist, so he benefits from the assist gain effect every time it happens. It also lets The Emperor get assist gauge consistently with subsequent Starfalls once the first Starfall has been cast. This leads to the notorious Starfall loop with Jecht assist.

Because of this, Side by Side builds are very powerful for The Emperor. However, his synergy with other build styles leave room for player expression without compromising his other strengths.

Side by Side + High Base BRV

Stats
HP 9683
CP 450
BRV 1683
ATK 177
DEF 184
LUK 60
Max Booster x3.5
Special Effect:
Equipment
Assist Jecht / Yuna
Weapon ddff-icon-equip-weapon.png Piggy's Stick ddff-icon-equip%20ability.png
(Peltast's Gear)
Hand ddff-icon-equip-hand.png Chainsaw ddff-icon-equip%20ability.png
(Equip Machines)
Head ddff-icon-equip-head.png Thornlet
Body ddff-icon-equip-body.png Maximillian ddff-icon-equip%20ability.png
(Cavalier's Gear)
Accessory 1 Bravery Orb accessory_basic.png
Accessory 2 Dismay Shock accessory_basic.png
Accessory 3 Battle Hammer accessory_basic.png
Accessory 4 Empty EX Gauge accessory_booster.png
Accessory 5 Summon Unused accessory_booster.png
Accessory 6 Pre-EX Mode accessory_booster.png
Accessory 7 Pre-EX Revenge accessory_booster.png
Accessory 8 Blue Gem accessory_special.png
Accessory 9 Hero's Seal accessory_special.png
Accessory 10 Side by Side accessory_special.png
Summon ddff-icon-summonstone.png Rubicante
Bravery attacks
Ground Aerial
ddff-icon-button-circle.png Landmine ddff-icon-button-circle.png Mine
↑+ddff-icon-button-circle.png Bombard ↑+ddff-icon-button-circle.png Dynamite
↓+ddff-icon-button-circle.png Thunder Crest ↓+ddff-icon-button-circle.png Light Crest
HP attacks
Ground Aerial
ddff-icon-button-square.png Flare ddff-icon-button-square.png Flare
↑+ddff-icon-button-square.png Starfall
↓+ddff-icon-button-square.png Dreary Cell ↓+ddff-icon-button-square.png Dreary Cell

ddff-icon-equip%20ability.png indicates a "Gear" extra ability or the use of Equip Glitch. The total Capacity Point cost assumes the equip glitch is done.


Actions
Ground Evasion
Midair Evasion
Ground Block
Midair Block
Aerial Recovery
Recovery Attack
Controlled Recovery
Wall Jump
Omni Air Dash+
Omni Ground Dash+
Speed Boost++
Jump Boost++
Jump Times Boost++
Ground Evasion Boost
Midair Evasion Boost
Evasion Boost
Descent Speed Boost
Support
Always Target Indicator
EX Core Lock On
Auto Assist Lock On
Extra
Perseverance
Disable Counterattack
EXP to HP
Machinery
CP
450 / 450



Build Overview

This high base bravery with Side by Side is very similar to the ones that Zidane, Firion and Golbez use. The idea is also similar: High burst damage with each HP attack and assist combo that follows. The Emperor can build lots of momentum against close-range characters who struggle to break through traps, such as Jecht and Zidane. If The Emperor can cast Starfall successfully, the subsequent Starfall loops can end the match very quickly and decisively.

Assist

Synergies

Jecht
One of The Emperor’s strongest assists. Jecht trades some range issues from Yuna for fast braveries, long setup time for traps and deadly win condition with Starfall. He holds the opponent long enough to enable the infamous Starfall loops from a successful Starfall cast. This is very strong with assist gauge depletion, Side by Side and in large stages especially.
Jecht also sets up Thunder Crest follow-ups, similar to Yuna and Gilgamesh. Jecht’s ground BRV is also useful for converting from stray midair Flare or Dynamite Wall Rush on reaction. It’s great for building momentum, though The Emperor can struggle to combo afterwards from afar. In this regard, jecht assist provides notable benefits both in large stages and small stages.
Jecht’s usual downsides are in effect here. He gets locked from LV2 Assist Change easily. If the opponent escapes with LV1 Assist Change, The Emperor can struggle to protect Jecht or get high reward due to missing fast aerial melee attacks.
Yuna
One of the strongest and reliable assists for The Emperor. Yuna's air BRV is the main draw here. It has immunity against LV2 Assist Change staggers. It converts reliably from Thunder Crest and Bombard. It has adequate range for whiff punishes and interruptions. The air BRV also leads to Thunder Crest on the ground consistently, though the short attack duration makes it hard sometimes in neutral. Yuna can also stabilize trap setups, and is one of the safest assists against Assist Change > Assist Lock attempts. This is great for keeping assist gauge advantage.
Yuna's ground BRV is less reliable, but it allows The Emperor to do Dynamite combos even from far away. Yuna's air HP is also fast and save against LV2 Assist Change if needed for interruptions or combos. Ground HP is not as fast, but nice for scramble situations or interrupting opponents when casting Starfall.
Yuna assist has a few downsides too. Her lateral range is lacking, and she sometimes struggles to pierce through projectiles. Her Wall Rush range is on the shorter side too, and the short attack duration on air BRV makes it harder to combo with out of the blue in neutral. Her HP assists cannot reflect back blue Flare easily despite ground HP having a Melee High priority hitbox.

Something akin to a "Melee Yuna", Gilgamesh trades LV2 Assist Change immunity for more range, melee HP attacks. Air BRV is slower than Yuna for whiff punishes, but it has more range and BRV damage (with Excalibur). It combos reliably from Thunder Crest and Bombard, and the ground Wall Rush lets The Emperor set up another Thunder Crest for more damage. Gilgamesh air BRV has similar duration as Yuna's, so setups only need minimal adjustment. His ground BRV Wall Rushes from longer distances, and if it doesn't, The Emperor can try to salvage the combo with Flare in close-range.

Gilgamesh's air HP is a fast melee HP for whiff punishment, and it can reflect back blue Flares. Ground HP is considerably slower, but it can be a decent (albeit expensive) option for finishing matches in grounded scramble situations.

Similar to Yuna, Gilgamesh has no Assist Chase and relies on mid-range ground Wall Rush. Gilgamesh is less reliable with vacuum effect setups and he is more vulnerable to LV2 Assist Change staggers than Yuna.

Tidus assist has no height requirement for HP combos, and he is safer against Assist Lock attempts than most assists.

The air BRV Hop Step is once again the main draw here. Its fast startup is great for whiff punishing on reaction. A delayed Assist Chase lets The Emperor combo into Flare or Mine, so the basic needs are met.

Ground BRV allows consistent combos from red Flare, though there is little time to react. It can lead to Thunder Crest follow-ups on flat ground though. Air HP Slice n Dice can also pin opponents down and deal HP damage even if The Emperor's traps happen to hit too early. Spiral Cut can punish some attacks, but it's not used often.

A helpful assist when long lateral reach is needed.

Air BRV has huge range for both unique whiff punishes and conversions from weird hits, where even Gilgamesh might not reach. It also provides a ground Wall Rush to work with, and works fine from his important hits. Ground BRV is a niche punish tool, only really used if The Emperor is in range to convert from the Wall Rush.

Air HP can be very annoying for the opponent if put into a bad situation by traps, as well as catch floaty air dodges when anticipated. And it gives a ground Wall Rush too for a nice damaging combo.

Ground HP is once again a niche punish, although a fine one at that. It can catch ground dodges if anticipated, but it's often avoided like the ground BRV.

Cecil's huge air BRV and HP range makes him good for The Emperor, as he can uniquely punish and deal with moves that can otherwise completely shut him down with how safe they are. Not the first choice, but worth considering when weighing options.

Duodecim's top tier assist, reliable when you need him. He has few notable traits for The Emperor, but far from the worst choice in general.

Not the most optimal of combo conversions, but still has a great air BRV whiff punisher and a decent ground BRV for catching dodges. Both BRVs have Assist Chase and lots of hit stun, which makes Kuja most reliable for Assist Chase combos specifically. The air BRV is particularly noteworthy, because it moves forward and up so much, that it largely ignores reflected Blue Flares. Kuja's BRVs have strong tracking, so Dreary Cell's vacuum can easily pull in nearby opponents.

Kujas HPs are also very notable: Air HP is one more thing to throw into scramble situations with The Emperor's traps. Ground HP works as a possible dodge punish, whiff punish and Red Flare combo extender if it's ever needed to close the match.

A niche matchup specific assist. Yet another option for The Emperor in case other assists are not cutting it.

His range is a point of interest, as his air and ground BRV are both good whiff punish tools, and can poke through certain moves. They also lead to Assist Chase, but The Emperor needs to manually delay his follow-up to combo afterwards.

Sephiroth's air HP is even more of a niche punish and scramble glue. It has strong homing in such situations, and it can cover plenty of space. It can be hard to avoid when traps have been set. Ground HP is much the same, but least notable for The Emperor.

The Emperor Assist Data

Type Attack Startup Position Spawn Damage multiplier Effects
BRV Thunder Crest 35F Ground Player 2 x 17, 6 (40) Absorb
BRV Mine 23F Air Opponent 35 each (up to 70) Chase, Absorb
HP Flare 35F Ground Player - -
HP Flare 37F Air Opponent - Wall Rush


Assist Overview

The Emperor assist is niche, but powerful under certain circumstances. He enables various ground combos with Thunder Crest, and Mines do lots of damage after long holds and early ground Wall Rush assist calls. Contrary to most assists, The Emperor is difficult to Assist Lock due to his priorities ignoring LV2 Assist Change staggers. Hitting The Emperor manually is also challenging, since he disappears quickly after his attacks. This gives him a distinct advantage, even if it comes at the cost of accessible assist combos for many characters.

The main thing that limits The Emperor's combo potential is having his attack tied to the player's position; Thunder Crest only comes out if the player character is on the ground, and Mine only comes out if the character is in the air. That being said, The Emperor is one of the few assists viable for double assist combos thanks to his disappearance before Thunder Crest (and sometimes Mine) combo disables assist gauge temporarily. Squall is especially effective at capitalizing on The Emperor's strengths and combo potential. Prishe can also combo into Mines with delayed Raging Fists, creating elaborate high damaging air combos. Other than that, The Emperor assist is not commonly used in competitive play.

Further reading: The Emperor (Assist Tier List)

References


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Wiki Roadmap (012 The Emperor)

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Page Completed In progress To-do Score
General 31 / 86
Pros / Cons / ?
Overview / Character Data 2 / 2
Bravery Attacks Ability info added, images, overviews. 5 / 5
HP Attacks Ability info added, images, overviews. 5 / 5
EX Mode Basic info added, images, overviews. 3 / 3
Combos Few example solo and Jecht assist combos Create a combo page, add more solo and assist combos with video examples. 3 / 7
Builds 4 builds, dedicated build page. Adjust based on feedback. 10 / 10
Assist Assist data, synergies, Emperor assist overview. 3 / 3
Matchups Create page. Matchup analysis and tips against each character. 0 / 32
Frame Data Create page and add info. 0 / 1
Starter Guide Create page. A concise PvP guide with core concepts and bare essentials. 0 / 8
Strategy Create page. More in-depth tips, tricks and counterplay (ground and air) 0 / 10