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| [[Category:Dissidia 012 Final Fantasy]] | | [[Category:Dissidia 012 Final Fantasy]] |
| [[File:Bartz.png|frame]]
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| {{CharacterInfo | | {{CharacterInfo |
| |name=Bartz Klauser | | |name=Vaan (ヴァン) |
| |origin=Final Fantasy V | | |origin=Final Fantasy XII |
| |weapon=All | | |weapon=Parrying Weapons, all normal weapons except instruments |
| |armor=All | | |armor=Shields, Bangles, Hats, Helms, Headbands, Clothing, Light Armor, Chestplates |
| |atk=110 (Average) | | |atk=109 (Low) |
| |def=111 (Average) | | |def=112 (High) |
| |runspeed=6 (Average / Good) | | |runspeed=6 (Good) |
| |dash=77F (Average / Good) | | |dash=77F (Average / Good) |
| |fall=89F (Below Average) | | |fall=73F (Great) |
| |fallr=39F (Average) | | |fallr=28 (Above Average) |
| |exclusives=Chocoblade, Dayspring, Dorgann's Blade | | |exclusives=Reks's Blade, Sword of Kings, Zodiac Blade |
| }} | | }} |
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| == Overview ==
| | = Overview = |
| Bartz Klauser is the carefree protagonist of Final Fantasy V. In Dissidia 012, he is representing the Mime Class from his original game. This is evident in the fact that is moveset is borrowed from other Warriors of Cosmos.
| | Vaan is a close to mid range character in Dissidia 012 with a variety of bravery attacks in his arsenal. By utilising his unique "Switch" mechanic, Vaan can access a different bravery attack based on the bravery he previously used. |
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| {{ProConTable
| | This is a double-edged sword - While Vaan has access to attacks with an abundance of above average properties, he is forced to commit to attacking if the player wants to use a specific bravery attack in the future. Many of Vaan's attacks have long start-up or long recovery and are designed to work at specific ranges and angles. As such, Vaan's necessity to whiff is mandated not just by the assist mechanic, but also the accessibility of his repertoire. |
| |pros=
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| * '''Solid ground game''', with fast pokes and HPs that can cover good space above him
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| * '''Can utilize the boosts''' gained from his copied moves to run creative builds
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| |cons=
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| * '''Aerial game''', while average on it's own, is often outclassed by many other characters
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| * '''Lackluster pokes.''' Slow, punishable air pokes makes it more difficult to generate assist meter safely
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| * '''Weak zoning'''. Holy, while deals heavy damage alongside a great BRV to HP Link, can easily backfire due to it's Ranged Low priority
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| * '''Weak EX Force Generation'''
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| }}
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| == Moveset Data ==
| | However, the nature of his gameplay actually lends well to low and intermediate players. Vaan's mechanical diversity exposes players to various aspects of decision making and gameplay interactions. While few staple loadouts exist, each match-up may demand specific combinations. This kind of diversity makes Vaan a compelling character to experiment with. He can crush blocks, engage from mid range, bypass projectiles, he even has infinite combos. Few solo combos exist, but assists expand his combo potential even further. Despite the relatively high damage multipliers on attacks, the below average base ATK stat means Vaan's damage output is only average without heavy investment. He scales well with investment and his mobility is good overall while boasting an above average base defense stat. Vaan's EX intake is slightly above average, but also has one of the most underwhelming EX modes in the game. |
| info here
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| == Bravery Attacks ==
| | Vaan has been ranked mid and low tier throughout the game's competitive history. He is not known to be an effective counterpick character and optimising his play requires a lot of effort one might expect from a specialist. Even at his strongest, Vaan's gameplay is not necessarily polarising. He suffers from a three-slot-bravery dilemma and often times below average frame data or tracking. He is not proficient at building assist meter and he struggles against command blocks designed around mid and high priority attacks. |
| === Ground ===
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| <tabber>
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| |-|Blade Crash=
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| {{AbilityInfo
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| |damage=8, 7, 6, 1x4, 15 (40)
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| |startup=23
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| |type=Physical
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| |priority=Melee Low
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| |ex=90
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| |effect=Chase, Minor Speed Boost
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| |cp=30 (15)
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| }}
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| ''[Close] Slash with two swords. Minor Speed Boost effect.'' Speed Boost increases running speed by 8% with each equipped Blade Crash.
| | Players have to make compromises and take advantage of every mechanic, quirk and strategy they can. In a way, Vaan may truly exemplify the saying "jack of all trades is a master of none". |
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| Swing Blazefire Saber twice to knock them into the air, then dash through with katana to hit multiple times and slash them away. Copied from Lightning and Vaan.
| | = Bravery Attacks = |
| | All of Vaan's bravery attacks have two versions. Switch (SW) versions are performed when Vaan has not previously used the attack in question e.g. at the start of a match. On-hand (OH) versions are only performed if Vaan uses the same attack again after the Switch version. |
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| One of Bartz's slower moves, the advantage that this move brings is that, just like Lightning's version, it moves Bartz slightly forward whenever he does it, making it good to catch opponents whiffing a move in range. However, this slowness also means that you need to think before throwing out this move, as it is easily blockable and punishable. The EX Force generation is good, but it is your choice to run either Blade Crash or Hazard Raid.
| | All attacks have a ground and midair version. |
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| |-|Reel Impulse= | | <tabber> |
| {{AbilityInfo | | |-|Sword & Shield= |
| |damage=7, 7, 3x3, 4, 16 (43) | | {{AbilityInfoVaan |
| |startup=47 | | |damage1=30 |
| |type=Physical | | |startup1=39F (Block 1~30F) |
| |priority=Ranged High (Axe), Melee Low (Dagger) | | |type1=Physical |
| |ex=27 | | |priority1=Block Mid / Melee Low |
| |effect=Wall Rush, EX Intake Range +1m | | |ex1=60 |
| |cp=35 (15) | | |effect1=Chase, block |
| | |cp1=40 (20) |
| | |damage2=5, 7, 13 (25) |
| | |startup2=19F |
| | |type2=Physical |
| | |priority2=Melee Low |
| | |ex2=90 |
| | |effect2=Chase |
| | |cp2=- |
| | |damage3=30 |
| | |startup3=39F (Block 1~30F) |
| | |type3=Physical |
| | |priority3=Block High / Melee Low |
| | |ex3=60 |
| | |effect3=Chase, block, increased block priority |
| | |cp3=- |
| }} | | }} |
| | ''[Close] Sword and shield attack. Block attacks while switching.'' |
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| ''[Long] Throw axe forwards. EX Intake range +1m.'' | | EX Version's blocking priority is upgraded from Block Mid to Block High, the same as few other command blocks such as [[Cloud_of_Darkness_(Dissidia_012)|'''Cloud of Darkness''']]' Wrath or [[Exdeath_(Dissidia_012)|'''Exdeath''']]'s Protect / Shell Guard. It will stagger opponents using Melee Mid attacks and Vaan himself will stagger against high priority (HP) attacks. |
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| Throw an axe that rebounds to pull the opponent closer, then leap and slash with twin swords multiple times and knock them away. Copied from Firion and Zidane.
| | |-|Axe & Shield= |
| | {{AbilityInfoVaan |
| | |damage1=30 |
| | |startup1=33F |
| | |type1=Physical |
| | |priority1=Melee High |
| | |ex1=0 |
| | |effect1=Wall rush |
| | |cp1=40 (20) |
| | |damage2=2 hits, 4 hits, 1 hit (7 ~ 25) |
| | |startup2=19F |
| | |type2=Physical |
| | |priority2=Melee Low |
| | |ex2=30 |
| | |effect2=Wall rush |
| | |cp2=- |
| | |damage3=4 hits, 25 (29 ~ 45) |
| | |startup3=33F |
| | |type3=Physical |
| | |priority3=Melee High |
| | |ex3=30 |
| | |effect3=Wall rush, extra follow-up |
| | |cp3=- |
| | }} |
| | ''[Close] Swipe with axe. Break foe's defense while switching.'' |
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| Although very slow, the axe throw has the longest range of all of Bartz's grounded attacks, making it viable for punishes in long range. In addition to that, it has high priority, meaning it cannot be blocked by normal blocks and must be dodged, allowing Bartz to get an assist dodge punish if the opponent didn't perfect dodge the axe.
| | |-|Greatsword= |
| | {{AbilityInfoVaan |
| | |damage1=10, 10, 20 (40) |
| | |startup1=11F / 43F (max charge) |
| | |type1=Physical |
| | |priority1=Melee Low / Melee Mid |
| | |ex1=30 |
| | |effect1=Wall rush |
| | |cp1=40 (20) |
| | |damage2=13, 17 (30) |
| | |startup2=23F |
| | |type2=Physical |
| | |priority2=Melee Low |
| | |ex2=30 |
| | |effect2=Wall rush |
| | |cp2=- |
| | |damage3=10, 10, 20 (40) |
| | |startup3=11F / 33F (max charge) |
| | |type3=Physical |
| | |priority3=Melee Low / Melee Mid (3rd hit / Max Charge all hits) |
| | |ex3=30 |
| | |effect3=Wall rush, reduced charge time |
| | |cp3=- |
| | }} |
| | ''[Mid] Two-handed blade slash. Hold button to change range.'' |
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| Another advantage this move offers is its Additional Effect, which increases the EX Intake Range by 1 meter. This additional effect is stackable, so that you can equip two Reel Impulses to get +2m EX Intake Range, which is almost equal to equipping a Heaven's Cloud. An EX Build could forgo equipping both Blade Crash and Hazard Raid and just equip another Reel Impulse to strengthen Bartz's EX Game.
| | One of Vaan's strongest bravery attacks. Close + mid-range. Commonly used as a close-range initiator, combo extender, a gap closer and a commital dodge punish (SW charged). |
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| Despite these advantages, you rarely want to throw this move, as the recovery of this move is extremely long, making it easily punishable by a variety of ways. After throwing the axe, Bartz is vulnerable to assist punishes as well, so one should only throw this move out when Bartz has at least one bar of assist gauge.
| | SW is his fastest attack at 11 frames (60 FPS) and boasts great knockback and good tracking when fully charged. The damage multiplier is great, higher than [[Garland_(Dissidia_012)|'''Garland''']]'s Bardiche. Charging increases tracking and turns the attack into a Melee Mid priority attack. The initial hitbox is active for majority of the movement, making it very good at catching dodges that stay within the move's path. However, while it can continue travelling forward and vertically, greatsword is poor at turning around after the initial charge. |
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| The EX Intake Effect is useless on a Side by Side Build, but an SBS Bartz would still rather prefer running Reel Impulse due to the advantages stated above that none of his other grounded moves can offer.
| | SW Greatsword can also be used as a dodge cancel follow-up from SW Katana, SW Staff, SW Crossbow and Windburst. |
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| |-|Hazard Raid=
| | OH version is a decent advancing poke with relatively good speed, but weaker on hit compared to SW version. It is one of his fastest attacks to whiff in terms of duration and recovery. The first hit can be easily hit-confirmed for an assist without a wall, which is where Vaan is normally a bit worse on average. The tracking up close is deceptively good and the attack works well as an assist combo filler. |
| {{AbilityInfo
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| |damage=3x4, 5, 8, 10 (35)
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| |startup=27
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| |type=Physical
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| |priority=Melee low
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| |ex=90
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| |effect=Chase, Chase bravery damage +10 %
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| |cp=30 (15)
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| }}
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| ''[Mid] Charge and pummel foe. Chase bravery damage +10 %.'' | | Though it is somewhat predictable at it's commonly used range if not used in tandem with Katana or Crossbow, it has a rare upside that's shared among many of Vaan's on-hand braveries - It does not have an instant sound queue on start-up. The animation is not explicit and it does not emit any visual effects early to telegraph the attack. That can make it difficult for the opponent to visually react to OH Greatsword consistently. |
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| Charge forward impaling the opponent with Buster Sword, then punch them three times to launch them into the air. Copied from Cloud and Tifa.
| | EX version only reduces required time for a maximum charge. Can catch unwary opponents off guard, but the EX mode's Free Switch is more valuable overall as it lets Vaan access the SW version more frequently with less risk. |
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| A really good distance closer thanks to the first part of Cloud's Climhazzard. However, the same problems that Climhazzard has also applies to this move, with it arguabily being worse than it, since instead of the Wall Rush Climhazzard has, the second and the third part of this move is replaced by Tifa's Beat Rush, which leads into Chase. Due to this, it doesn't offer much advantage in SBS Builds that Reel Impluse cannot provide.
| | Greatsword is a consistently powerful bravery for Vaan and is a popular choice in many match-ups, such as Cecil, Cloud and Squall. |
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| An EX Build can try to utilise this move to take advantage of it's EX Force Generation, but since it's a slow grounded BRV Attack, it will be rarely utilized, while the side effect of it doesn't provide much benefit to it. You can safely ignore this move in most EX Builds, or you can choose between Hazard Raid and Blade Crash in SBS Builds.
| | |-|Katana= |
| | {{AbilityInfoVaan |
| | |damage1=1 x 12, 30, 8 (50) |
| | |startup1=39F |
| | |type1=Physical |
| | |priority1=Melee Mid |
| | |ex1=60 ~ 90 |
| | |effect1=Chase |
| | |cp1=40 (20) |
| | |damage2=9,1 x 4, 17 (30) |
| | |startup2=23F |
| | |type2=Physical |
| | |priority2=Melee Low |
| | |ex2=90 |
| | |effect2=Chase |
| | |cp2=- |
| | |damage3=1 x 12, 30, 8 (50) |
| | |startup3=39F |
| | |type3=Physical |
| | |priority3=Melee Mid |
| | |ex3=60 ~ 90 |
| | |effect3=Chase, longer input for 2nd hit |
| | |cp3=- |
| | }} |
| | ''[Mid] Katana slash. Power rises with slow combo while switching.'' |
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| | | |-|Spear= |
| |-|Solid Ascension= | | {{AbilityInfoVaan |
| {{AbilityInfo | | |damage1=4 x 5, 15 (35) |
| |damage=4, 5, 6, 7, 5, 7, 16 (50) | | |startup1=23F |
| |startup=13 | | |type1=Physical |
| |type=Physical | | |priority1=Melee Mid |
| |priority=Melee Low | | |ex1=15 |
| |ex=96 | | |effect1=Wall rush, absorb |
| |effect=Chase, Wall Rush, Minor Physical Shield | | |cp1=40 (20) |
| |cp=30 (15) | | |damage2=2 x 4, 7, 13 (28) |
| | |startup2=21F |
| | |type2=Physical |
| | |priority2=Melee Low |
| | |ex2=30 |
| | |effect2=Wall rush |
| | |cp2=- |
| | |damage3=4 x 5, 4 x 5, 15 (55) |
| | |startup3=23F |
| | |type3=Physical |
| | |priority3=Melee Mid |
| | |ex3=24 |
| | |effect3=Wall Rush, Absorb |
| | |cp3=- |
| }} | | }} |
| | ''[Mid] Swipe with spear. Draw foe near while switching.'' |
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| ''[Close] Repeated slashes. Minor Physical Shield effect.'' The shield effect activates at near death for a 10 % boost with each equipped Solid Ascension.
| | |-|Staff= |
| | | {{AbilityInfoVaan |
| Slash the opponent four times from close-range with four quick slashes, then perform a sword combo to knock them into the air. Copied from Squall and the Warrior of Light.
| | |damage1=1 x 8, 22 (30) |
| | | |startup1=23F |
| His best grounded BRV Move. The start up is extremely quick, and can punish slower moves in range quite easily. It also deals the best damage on the ground with generating almost 1/10th of a Full EX Bar. It's quick start up also allows Bartz to build up assist quickly on the ground, which means that he can reliably get at least one assist bar to keep him safe from assist punishes or use an assist himself.
| | |type1=Magical |
| | | |priority1=Melee Low |
| One glaring disadvantage of this move is that it has very poor range. Bartz must be very close to standing next to his opponent to make the move connect. In addition to that, it also suffers from poor vertical range, making it a very poor choice to punish air approaches or any whiffed attack in the air.
| | |ex1=108 |
| | | |effect1=Chase |
| Despite the disadvantages, it is a very good move that does all of the important things (Being fast, dealing great damage, generating great EX Force) at the cost of poor range, which can be mitigated by his great anti-air HP attacks.
| | |cp1=40 (20) |
| </tabber>
| | |damage2=3 x 3, 11 (20) |
| | | |startup2=21F |
| === Aerial === | | |type2=Physical |
| <tabber>
| | |priority2=Melee Low |
| |-|Holy= | | |ex2=114 |
| {{AbilityInfo
| | |effect2=Chase |
| |damage=each (8) | | |cp2=- |
| |startup=37 | | |damage3=1 x 8, 1 x 8, 22 (38) |
| |type=Magical | | |startup3=150 |
| |priority=Ranged Low | | |type3=Magical |
| |ex=0 | | |priority3=Melee Low |
| |effect=Chase, Minor Jump Booost | | |ex3=150 |
| |cp=30 (15) | | |effect3=Chase |
| | |cp3=- |
| }} | | }} |
| | ''[Mid] Swipe with staff. Generates extra EX Force. SW: Move OK.'' |
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| ''[Long] Emit light projectiles. Minor Jump Boost effect.''
| | |-|Crossbow= |
| | | {{AbilityInfoVaan |
| Conjure five balls of light that home in on the opponent. Copied from Terra.
| | |damage1=1 x 15, 15 (30) |
| | | |startup1=41F |
| Almost an iconic move for Bartz, his de facto zoning tool. If it doesn't work, it's the most useless tool Bartz can have. When it works however, it is one of the best moves he has. The orbs track down the opponent for some good distance, and is effective if the opponent is way below or way above you. Each orb also has solid base damage, so if all 5 orbs connect with the opponent it will deal solid damage. The range also allows for long distance punishes, although rare since the orbs don't travel fast enough for some punishes. It also punishes over dodging in the air, and poor dodges on the ground if the opponent forgoes blocking. Even while blocking, one must block each individual orb, allowing a misblock to be deadly. These advantages come in handy, as it can link into Flare, which is a good move in its own right.
| | |type1=Physical |
| | | |priority1=Ranged Low |
| One major positive of this move is that it is susceptible to the [[Link Glitch]]. What it means for Holy is that you can use Holy at a distance and then use another set of Holy before the first set hits the opponent. The first set of Holy won't disappear when you use Holy again, and if the first set hits the opponent, it will count as the second set of Holy hitting the opponent, allowing Bartz to link it into Flare. This glitch makes his confirms much easier and allows Bartz to deal much more damage than he is normally supposed to.
| | |ex1=max 105 |
| | | |effect1=Chase |
| Unfortunately, despite all of these advantages, the disadvantages this move provides almost equals out, making it just an average move. It is easily deflected by the opponent Free Air Dashing at Bartz. In the previous game, this wasn't that much of a problem, since everyone ran Omni Air Dash. However, Free Air Dashing shuts down Holy spamming without much effort. This wouldn't be as bad if for the fact that the orbs don't disappear on hitting the opponent, allowing them to hit you even if you have connected an attack. This messes up most of Bartz's attacks, since they don't cover his vertical hurtbox. In addition to that, the orbs also have longer hitstun than most projectiles, making it easy for an opponent to capitalize off of a reflected Holy. The start up of this move is also extremely long, allowing the opponent to punish the move easily even before it goes off. It is also susceptible to getting Assist punished, meaning that it shouldn't be spammed if the opponent has one bar of assist gauge filled up.
| | |cp1=40 (20) |
| | | |damage2=4 x 3 (12) |
| With these advantages and disadvantages, Holy is in the middle of the road for how unreliable it is. If it works, it brings your damage, punishes and HP hits in quite easily. If it doesn't work, you will wonder why you even decided on using the move.
| | |startup2=31F |
| | | |type2=Physical |
| |-|Rush Impact= | | |priority2=Ranged Low |
| {{AbilityInfo
| | |ex2=0 |
| |damage=6, 8, 16 (30) | | |effect2=Chase |
| |startup=19 | | |cp2=- |
| |type=Physical | | |damage3=1 x 15, 15 (30) |
| |priority=Melee Low | | |startup3=41F |
| |ex=30 | | |type3=Physical |
| |effect=Wall Rush, Jump Times Boost | | |priority3=Ranged Low |
| |cp=30 (15) | | |ex3=max 105 |
| | |effect3=Chase, increased range |
| | |cp3=- |
| }} | | }} |
| | ''[Long] Shoot at foe with bowgun. SW: Hold button for rapid-fire.'' |
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| ''[Close] Wield spear and sword. Jump Times Boost effect.''
| | |-|Rifle= |
| | | {{AbilityInfoVaan |
| Swing Kain's lance to hit the opponent twice, then swing Blazefire Saber to slam them down. Copied from Kain and Lightning.
| | |damage1=3 x 6 (18) |
| | | |startup1=49F (Dodge 1~20F) |
| Unfortunately slower than most air pokes, it is almost as slow as Cloud's Slashing Blow, which is a big deal when considering Rush Impact is Bartz's fastest move in the air. It has some range and it is easily comboable to an assist, but it is also predictable and not that good at approaching or whiffing. Not much to say about this move, since you have to run this move, but not having a better faster option than this move makes Bartz's air game miserable, as a dodge cancel window is not available very early.
| | |type1=Physical |
| | | |priority1=Ranged Low |
| |-|Slide Shooter= | | |ex1=0 |
| {{AbilityInfo
| | |effect1=Wall rush, dodge |
| |damage=1x6, 5, 6, 3, 3, 5, 12 (40) | | |cp1=40 (20) |
| |startup=25 | | |damage2=3 x 6 (18) |
| |type=Physical | | |startup2=29F |
| |priority=Melee Low | | |type2=Physical |
| |ex=30 | | |priority2=Ranged Low |
| |effect=Wall Rush, Wall Rush Bravery damage +30 % | | |ex2=0 |
| |cp=30 (15) | | |effect2=Wall rush |
| | |cp2=- |
| | |damage3=3 x 6, 3 x 6 (36) |
| | |startup3=49F (Dodge 1~20F) |
| | |type3=Physical |
| | |priority3=Ranged Low |
| | |ex3=0 |
| | |effect3=Wall rush, dodge |
| | |cp3=- |
| }} | | }} |
| | ''[Long] Shoot at foe with gun. Dodge ability while switching.'' |
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| ''[Mid] Charge repeatedly. Wall rush bravery damage +10 %.'' The 10 % damage boost is a ''typo'' in the North American version of the game.
| | </tabber> |
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| Slide through the opponent twice, then hit them multiple times with Kain's lance and knock them upwards. Copied from Tidus and Kain.
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| A gap closer and a supplementary assist generation tool. The generous input windows and hit stun make it fairly easy to confirm an assist combo, even without a wall rush at the ceiling. If the player has set this move to a neutral+circle input, they can attempt to utilise [[Lock Off]] to generate assist meter safely for a bit longer.
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| Much like Tidus' Full Slide, Bartz can take advantage of the slowdown that occurs during an assist call to greatly increase Slide Shooter's vertical tracking. This utility is primarily applied in punish situations or other confrontations where the Bartz player is confident in their approach.
| | = HP Attacks = |
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| Unfortunately the assist synergy for this strategy is similiarly restricted as it is with Tidus. Kuja and Jecht are more commonly used with Bartz for their fast start-up (assist follow-ups) and damage potential (Holy -> Flare setups), but this particular strategy relies on [[Assist#Aerith_Gainsborough|Aerith]] assist. Losing out on early conversions from Bartz's other aerial moves can hurt and ground-oriented playstyles may suffer even more. Please take that into consideration before relying on this.
| | == Ground == |
| </tabber>
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| == HP Attacks ==
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| === Ground ===
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| <tabber> | | <tabber> |
| |-|Hellfire= | | |-|Torrent= |
| {{AbilityInfo | | {{AbilityInfo |
| |damage=10 (10) | | |damage=2 [up], 2, 3, 3, [down] (10) |
| |startup=39 | | |startup=21F (up) / 69F (down) |
| |type=Physical | | |type=Magical |
| |priority=Melee (Claw) / Ranged High (Pillars) | | |priority=Ranged High |
| |ex=60~150 | | |ex=24 |
| |effect=Wall | | |effect=Wall rush |
| |cp=30 (15) | | |cp=40 (20) |
| }} | | }} |
| | ''[Long] Call down water torrents. Water fires from magic array.'' |
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| ''[Close] Summon Ifrit. Assist Gauge time +10 %.''
| | |-|Cataclysm= |
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| Summon Ifrit to attack with pillars of fire. EX generation increases if more flame pillars hit.
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| |-|Dark Flame= | |
| {{AbilityInfo | | {{AbilityInfo |
| |damage=- | | |damage=- |
| |startup=53 | | |startup=45F |
| |type=-- | | |type=- |
| |priority=Ranged High | | |priority=Melee High (close) / Ranged High (rocks) |
| |ex=0 | | |ex=30~60 |
| |effect=Wall Rush, Minor Ground Evasion Boost | | |effect=- |
| |cp=30 (15) | | |cp=40 (20) |
| }} | | }} |
| | ''[Mid] Summon multiple boulders that charge at opponent.'' |
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| ''[Long] Summon dark fire. Minor Ground Evasion Boost.''
| |
|
| |
| Stab the ground to summon bursts of black fire. Tracks the opponent into the air and through walls.
| |
| </tabber> | | </tabber> |
|
| |
|
| === Aerial ===
| | == Aerial == |
| <tabber> | | <tabber> |
| |-|Ragnarok Blade= | | |-|Inferno= |
| {{AbilityInfo | | {{AbilityInfo |
| |damage=- | | |damage=1 x 9 (9) |
| |startup=45 | | |startup=51F |
| |type=- | | |type=Magical |
| |priority=Melee High | | |priority=Melee High |
| |ex=0 | | |ex=3 per hit (27 max) |
| |effect=Wall Rush, Wall Rush HP damage +5% | | |effect=Wall rush |
| |cp=30 (15) | | |cp=40 (20) |
| }} | | }} |
| | ''[Mid] Focus flames and charge. Strong homing capability.'' |
|
| |
|
| ''[Mid] Choop with energy blade. Wall rushh HP damage +5%.
| | |-|Windburst= |
| | |
| Create a long-range beam of energy and slice it like a sword.
| |
| | |
| |-|Luminous Shard= | |
| {{AbilityInfo | | {{AbilityInfo |
| |damage=- | | |damage=15 |
| |startup=61 | | |startup=29F (step) / 99F (wind) |
| |type=-
| | |type=Physical |
| |priority=Ranged High
| | |priority=Melee High (step) / Ranged High (wind) |
| |ex=60
| | |ex=30 / 60 |
| |effect=Minor Midair Evasion Boost
| | |effect=Absorb |
| |cp=30 (15)
| | |cp=40 (20) |
| }}
| |
| | |
| ''[Long] Shoot light projectiles. Minor Midair Evasion Boost.''
| |
| | |
| Quickly swing sword to send a blade of light energy towards the opponent.
| |
| | |
| | |
| |-|Flare=
| |
| {{AbilityInfo
| |
| |damage=1 x12 (12)
| |
| |startup=?
| |
| |type=Magical | |
| |priority=Unblockable (?) | |
| |ex=96 | |
| |effect=Minor Magic Shield | |
| |cp=30 (15) | |
| }} | | }} |
| | ''[Long] Generate tornado. Draws in foe for a set time.'' |
|
| |
|
| ''Branching from Holy. Minor Magic Shield effect.''
| |
|
| |
| An HP link. Summon three beams of fire that converge to trap the opponent and then explode.
| |
| </tabber> | | </tabber> |
|
| |
|
| == EX Mode == | | == EX Mode: Obtained all Licenses! == |
| Effects: | | Effects: |
| * Regen | | * Regen |
| * Critical Boost | | * Critical Boost |
| * Goblin Punch | | * Free Switch |
| | * Zodiak |
|
| |
|
| Bartz's EX mode is a generic EX Mode, with the added benefit of granting him the HP Move Goblin Punch.
| | == Free Switch == |
| | ''[Activate with R + square] Revert to unarmed attacks at any time.'' |
|
| |
|
| === Goblin Punch ===
| | Starts at 1F, ends at 31F, dodge oor attack cancelable at 21F. |
| {{AbilityInfo
| | |
| |damage=(same LV) 8 x5 (40)
| | == Zodiak == |
| |startup=15
| | ''[Always active while in EX Mode] Boosts stats and abilities, and greatly strengthens attacks.'' |
| |type=Magical
| | |
| |priority=Unblockable
| | Each Switch variant of a bravery attack gains a boost, such as increased range, invincibility, shorter charge time or an additional follow-up. Please refer to the bravery attack section for details. |
| |ex=75
| |
| |effect=Wall Rush
| |
| |cp=-
| |
| }}
| |
|
| |
|
| ''[Activate with R + Square] Attack bravery, then perform an HP attack. If you are the same level as the foe, your power massively increases.'' | | == EX Burst: Quickening == |
| | ''A powerful attack infused with Mist. Shuffle options with R. Press X to select moves to use.'' |
|
| |
|
| Goblin Punch is an incredible melee move that has a very quick start up, while dealing solid damage if the target is the same level as Bartz. However, this move also has poor range, so one should be careful before throwing it out, unless they want to get punished.
| | A consistent method for a successful EX Burst is to press R, then press X repeatedly a few times and loop this for a total of three repetitions for each Quickening. |
|
| |
|
| === EX Burst: Master Mime ===
| |
| {{burst | | {{burst |
| |damage1=3x4, 8 (20 | | |damage1=4, 6 (10) |
| |damage2=6, 8, 11, 4, 9, 10, 7, 5, 20 | | |damage2=10 x 3, 5 x 6, 3 x 10 (90) (100 total) |
| |type=Physical | | |type=Magical |
| }} | | }} |
|
| |
|
| ''Adds the strength of his allies to his own job abilities for a series of masterful blows. Up, down, left, right - each directional button corresponds to 1 hit.''
| | = Combos = |
| | |
| | == Solo == |
|
| |
|
| == Assist == | | == Assist == |
|
| |
|
| Bartz's assist data.
| | = Builds = |
| | |
| {{012Assist
| |
| |type1=BRV
| |
| |attack1=Blade Crash
| |
| |startup1=23F
| |
| |position1=Ground
| |
| |spawn1=Opponent
| |
| |damage1=8, 7, 6, 1x4, 15 (40)
| |
| |effect1=Chase
| |
| |type2=BRV
| |
| |attack2=Slide Shooter
| |
| |startup2=25F
| |
| |position2=Air
| |
| |spawn2=Opponent
| |
| |damage2=1x6, 5, 6, 3, 3, 5, 12 (40)
| |
| |effect2=Wall Rush
| |
| |type3=HP
| |
| |attack3=Dark Flame
| |
| |startup3=53F
| |
| |position3=Ground
| |
| |spawn3=Player
| |
| |damage3=--
| |
| |effect3=Wall Rush
| |
| |type4=HP
| |
| |attack4=Ragnarok Blade
| |
| |startup4=45F
| |
| |position4=Air
| |
| |spawn4=Opponent
| |
| |damage4=--
| |
| |effect4=Wall Rush
| |
| }}
| |
| | |
| Bartz works well with most tournament viable assists.
| |
| | |
| == Builds ==
| |
| Builds here. | | Builds here. |
|
| |
|
| <tabber> | | <tabber> |
| |-|Build #1= | | |-|Damage (Seal of Lufenia)= |
| {{Build | | {{Build |
| |hp= | | |hp=11299 |
| |cp= | | |cp=450 |
| |brv= | | |brv=957 |
| |atk= | | |atk=178 |
| |def= | | |def=184 |
| |luk= | | |luk=60 |
| |booster= | | |booster=x4.4 |
| |setbonus= | | |setbonus=Seal of Lufenia |
| |ast= | | |ast={{012kuja}} |
| |wpn= | | |wpn=Zodiac Blade |
| |hand= | | |hand=Lufenian Dirk |
| |head= | | |head=Lufenian Headband |
| |armor= | | |armor=Lufenian Vest |
| |acc1= | | |acc1={{accbas}} Muscle Belt |
| |acc2= | | |acc2={{accbas}} Battle Hammer |
| |acc3= | | |acc3={{accboo}} Summon Unused |
| |acc4= | | |acc4={{accboo}} Pre-EX Mode |
| |acc5= | | |acc5={{accboo}} Pre-EX Revenge |
| |acc6= | | |acc6={{accboo}} After 30 Seconds |
| |acc7= | | |acc7={{accboo}} After 30 Seconds |
| |acc8= | | |acc8={{accboo}} Opponent Summon Unused |
| |acc9= | | |acc9={{accsp}} Glutton |
| |acc10= | | |acc10={{accsp}} First to Victory |
| |summon= | | |summon=Rubicante |
| }} | | }} |
| | |
| | Ground: Spear, Axe & Shield, Sword & Shield. |
| | Air: Katana, Greatsword, Rifle |
| | |
| | Equip Master Guardsman for +1000 HP. |
|
| |
|
| |-|Build #2= | | |-|Build #2= |
| Line 394: |
Line 415: |
|
| |
|
| </tabber> | | </tabber> |
| | |
| | = Assist = |
| | |
| | == Vaan's assist data == |
| | |
| | {{012Assist |
| | |type1=BRV |
| | |attack1=Greatsword |
| | |startup1=23F |
| | |position1=Ground |
| | |spawn1=Opponent |
| | |damage1=13, 17 (30) |
| | |effect1=Wall Rush |
| | |type2=BRV |
| | |attack2=Staff |
| | |startup2=21F |
| | |position2=Air |
| | |spawn2=Opponent |
| | |damage2=3 x 3, 11 (20) |
| | |effect2=Chase |
| | |type3=HP |
| | |attack3=Cataclysm |
| | |startup3=45F |
| | |position3=Ground |
| | |spawn3=Opponent |
| | |damage3=- |
| | |effect3=Chase |
| | |type4=HP |
| | |attack4=Inferno |
| | |startup4=45F |
| | |position4=Air |
| | |spawn4=Opponent |
| | |damage4=- |
| | |effect4=Chase |
| | }} |
| | |
| | == Assists == |
| | Vaan works well with Kuja, Aerith and Jecht assists. |