Terra Branford (Dissidia 012): Difference between revisions

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(Added base atk and def.)
(→‎Aerial: Fixed lv2 and lv3 meltdown differences.)
 
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[[Category:Dissidia 012 Final Fantasy]]
[[Category:Dissidia 012 Final Fantasy]]
{{012CharNavTer}}


{{CharacterInfo
{{CharacterInfo
|portrait=https://resources.dissidia.wiki/ddff/portraits/ddff-port-terra.png
|name=Terra Branford (ティナ・ブランフォード)
|name=Terra Branford (ティナ・ブランフォード)
|origin=Final Fantasy VI
|origin=Final Fantasy VI
|weapon=Daggers, Instruments, Rods, Staves
|armor=Bangles, Clothing, Hairpins, Hats, Headbands, Ribbons, Robes
|atk= 111 (High)
|atk= 111 (High)
|def= 110 (Low)
|def= 110 (Low)
Line 12: Line 13:
|fall=85 (Average)
|fall=85 (Average)
|fallr=43 (Slow)
|fallr=43 (Slow)
|fastestbrv=17F (Blizzard Combo)
|fastesthp=43F (Tornado)
|1hithp=Yes (Multiple)
|hplinks=Yes
|cmdblock=No
|weapon=Daggers, Instruments, Rods, Staves
|armor=Bangles, Clothing, Hairpins, Hats,<br>Headbands, Ribbons, Robes
|exclusives=Chain Flail, Morning Star, Maduin's Horn
|exclusives=Chain Flail, Morning Star, Maduin's Horn
|unlock=
|alignment=Chaos (012) <br>Cosmos ('''[[Glossary_(Dissidia_012)#013|013]]''')
|vajp=[https://en.wikipedia.org/wiki/Yukari_Fukui Yukari Fukui]
|vaeng=Natalie Lander
}}


}}
= Overview =
Terra is a playable character in Dissidia 012.


{{ProConTable
{{ProConTable
Line 21: Line 35:
}}
}}


== Overview ==
= Bravery Attacks =
 
Blizzard Combo and Holy Combo have separate damage multipliers when used during EX mode. These values are outlined after the regular damage multipliers and highlighted in bold.
 
== Ground ==
 
<tabber>
|-|Blizzard Combo (ground)=
{{AbilityInfo
|damage=4, 3, 3, 10 (20) / '''4, 3, 3, 14, 2 x 3 (30)'''
|startup=17F
|type=Magical
|priority=Melee Low
|ex=30
|effect=Wall Rush
|cp=30 (15)
}}
''[Close] Shoot ice shards. Change combo with analog stick.''
 
This attack has an upward version. The sum of damage multipliers is identical with the regular verison. It can only wall rush on the side and not at the ceiling.
 
{{AbilityInfo
|damage=4, 6, 10 (20) / '''4, 6, 14, 2 x 3 (30)'''
|startup=17F
|type=Magical
|priority=Melee Low
|ex=30
|cp=-
}}
 
|-|Blizzara (ground)=
{{AbilityInfo
|damage=20, 5 x 3 (35)
|startup=27F
|type=Magical
|priority=Ranged Low
|ex=30
|effect=Magic Block, Wall Rush
|cp=30 (15)
}}
''[Mid] Fire large ice block. On hit, add ice shard attack.''
 
|-|Fire=
{{AbilityInfo
|damage=40
|startup=25F
|type=Magical
|priority=Ranged Low, Unblockable (explosion)
|ex=60
|effect=Chase
|cp=30 (15)
}}
''[Mid] Shoot low fireballs that home in on foe and explode.''
 
|-|Graviga=
{{AbilityInfo
|damage=2 x N, 40 (40+)
|startup=183F
|type=Magical
|priority=Unblockable
|ex=each 6
|effect=Absorb, Wall Rush
|cp=30 (15)
}}
''[Long] Drop gravity sphere. Can aim with the analog stick.''
 
|-|Meteor=
{{AbilityInfo
|damage=each (15)
|startup=65F (3rd), 133F (7th)
|type=Magical
|priority=Ranged Low
|ex=0
|effect=-
|cp=30 (15)
}}
''[Long] Rain down fire on foe. Powerful, not very accurate.''
 
Contains 7 hits. The 3rd and 7th hits always spawn right above the opponent's head. Others spawn randomly.
 
</tabber>
 
== Aerial ==
 
<tabber>
 
|-|Blizzard Combo (midair)=
 
{{AbilityInfo2
|ver1=Normal
|damage1='''20''' (4, 3, 3, 10) <br>'''20''' (Upward. 4, 6, 10)
|startup1=17F
|type1=Magical
|priority1=Melee Low
|ex1=30
|effect1=Wall Rush
|cancels1=Dodge
|asthit1=
|gametext=[Close] Shoot ice shards. <br>Change combo with analog stick.
|level=
|ap=
|cp=30 (15)
|ver2=EX Mode
|damage2='''30''' (4, 3, 3, 14, 2 x 3) <br>'''30''' (Upward. 4, 6, 14, 2 x 3)
|startup2=17F
|type2=Magical
|priority2=Melee Low
|ex2=30
|effect2=Wall Rush (Side only)
|cancels2=Dodge
|asthit2=
|image=
|imgpos=
}}
 
* Press Circle {{pspcir}} once for two follow-up hits. Aim the analog stick {{pspana}} up to send the opponent flying upwards.
 
Blizzard Combo is a close-range {{keyword|poke|poke=1}} and one of Terra's most important moves. It's a fast close-range {{keyword|keepout|keepout=1}} tool with melee priority. Terra can use this defensively to {{keyword|whiff punish|whiffpunish=1}}, interrupt approaches and dashes. The first hit can combo into assists for HP damage. As such, Blizzard Combo represents a threat in close-range, where Terra is not usually at her strongest.
 
Blizzard Combo has the fastest {{keyword|startup|startup=1}} out of Terra's moves at 17 frames, so she won't always get blocked on reaction. The relatively short animation and {{keyword|dodge cancel|dc=1}} window makes Blizzard Combo decent for filling assist gauge on {{keyword|whiff|whiff=1}} occasionally. Terra needs to be wary of dodge punish attempts that may follow, however.
 
This is an important move for Terra, but it's not without flaws. Blizzard Combo may be fast, but it's on the slower end compared to similar pokes like {{012clo}}'s Double Cut (13F) or {{012squ}}'s Beat Fang (15F). Terra can only combo into assists with the first hit which has a short window, or wall rush which isn't consistent in most positions. The base damage for first hit is one of the lowest in the game, which limits Blizzard Combo's damage potential. This is a reliable move for generating EX Force, but 30 EX is pretty low for a poke. The knockback is relatively weak for creating space, which is what Terra usually aims for. Furthermore, this is Terra's only melee low priority move. That means Terra has to take risks with delayed timing and HPs, or risk getting staggered from blocks.
 
|-|Blizzara (midair)=
{{AbilityInfo
|damage=20, 5 x 3 (35)
|startup=27F
|type=Magical
|priority=Ranged Low
|ex=30
|effect=Magic Block, Wall Rush
|cp=30 (15)
|gametext=[Mid] Fire large ice block. On hit, add ice shard attack.
 
}}
 
 
|-|Holy Combo=
{{AbilityInfo
|damage=each (6), 7 x 4  (34+) / '''7 x 9 (69+)'''
|startup=37F / 13F (EX mode)
|type=Magical
|priority=Ranged Low (Holy), Mid (Flare)
|ex=0
|effect=-
|cp=30 (15)
|gametext=[Long] Shoot light projectiles. If Holy hits, follow with Flare.
}}
 
 
|-|Thundara=
{{AbilityInfo
|damage=each (4)
|startup=19F
|type=Magical
|priority=Ranged Low
|ex=each 9
|effect=Chase
|cp=30 (15)
|gametext=[Long] Surround foe with contracting ring of lightning.
}}
 
 
|-|Holy=
{{AbilityInfo
|damage=each (6)
|startup=37F / 13F (EX mode)
|type=Magical
|priority=Ranged Low
|ex=0
|effect=Chase
|cp=-
|gametext=[Long] Shoot light projectiles. Normal speed, strong homing.
}}
 
 
</tabber>
 
= HP Attacks =
 
== Ground ==
 
<tabber>
|-|Flood=
{{AbilityInfo
|damage=-
|startup=71F
|type=-
|priority=Unblockable
|ex=60
|effect=-
|cp=30 (15)
|gametext=[Long] Generate three water pillars <br>at opponent's position
}}
 
Flood is a secondary ground HP for Terra. Its main application is interrupting attacks with long {{keyword|startup|startup=1}} (e.g. {{012clo}} Meteorain, {{012gar}} Cyclone etc.) or punishing air dodges with short movement. Terra conjures two water pillars at opponent's position, which explode in rapid succession. These pillars are true unblockable priority, so they cannot be reflected or blocked.
As such, Flood encourages opponents to move. The second pillar spawns at opponent's position once it goes off, so it can catch '''[[Landing_lag|landing lag]]''' if opponent dodges near the ground. Flood knocks straight up on hit with a lot of {{keyword|hit stun|hitstun=1}}, which can start assist combos.
 
Flood is not often used due to its slow speed and low coverage against movement or {{keyword|halo camping|halocamp=1}}. Terra is vulnerable to attacks while casting and the pillars can be dodged consistently with Evasion Boost.
 
In EX Mode, Terra casts Flood two times, for a total of 6 water pillars. This can be harder to dodge, as the pillars cover more space.
 
|-|Tornado (ground)=
{{AbilityInfo
|damage=1 x 10 (10)
|startup=43F
|type=Magical
|priority=Melee High
|ex=30
|effect=Absorb, Wall Rush
|cp=30 (15)
}}
''[Close] Summon tornado around self. Can be moved.''
 
|-|Firaga=
{{AbilityInfo
|damage='''20''' (EX mode only)
|startup=?
|type=-
|priority=?
|ex=0
|effect=Wall Rush
|cp=30 (15)
}}
''Branching from Fire. [Combo] Ignite explosions on foe.''


</tabber>


=== Bravery Moves ===
== Aerial ==
==== Grounded Moves ====
===== insert move here =====


<tabber>
|-|Tornado (midair)=
{{AbilityInfo
{{AbilityInfo
|damage=
|damage='''10''' (1 x 10)
|startup=
|startup=43F
|type=
|type=Magical
|priority=
|priority=Melee High
|ex=
|ex=30
|effect=
|effect=Absorb, Wall Rush
|cp=
|cp=30 (15)
|gametext=[Close] Summon tornado around self. Can be moved.
}}
}}


''In-game description here.''


Overview of the move here.
|-|Meltdown=
{{AbilityInfo
|damage=-
|startup=55F (LV1) / 91F (LV2) / 145F (LV3)
|type=-
|priority=Ranged High
|ex=0
|effect=Wall Rush
|cp=30 (15)
|gametext=[Long] Shoot fireball at foe. <br>Charge to change its strength.
}}
 
* LV1 Meltdown travels a short distance quickly, and explodes
* LV2 Meltdown appears in front of Terra, and then starts slowly accelerating towards opponent.
* LV3 Meltdown travels a short distance quickly, and then starts slowly accelerating towards opponent.
 
Meltdown is Terra's only 1-hit HP attack in the air and one of her main self-defense tools. It is used to occupy space and threaten air dodges. Meltdown is a key move for pressuring opponents, as long as Terra can cast it safely.
 
Meltdown has two versions: Uncharged and charged. Uncharged Meltdown is a close-range fire blast, which is useful after block staggers or as a {{keyword|mixup|mixup=1}} to her charged versions. Uncharged Meltdown travels very quickly once fired, and it has limited maximum distance. If opponent is expecting a charged version, uncharged Meltdown can catch them. Both versions can wall rush.
 
Meltdown's charged versions are done by holding Square {{pspsqu}}. LV2 must be released before 145 frames and LV3 happens at max charge. This is a large homing fireball with long {{keyword|active|active=1}} duration and maximum travel distance. Both versions, especially LV3 can be used to harass opponents from afar and force them to approach Terra. Since charged Meltdown stays active for a while, Terra can act alongside the projectile. This can provide a lot of screen presence and force close-range characters into making a mistake, such as dodging into Terra's next move. Charged Meltdown can also hit off-camera from behind, as it bounces off of solid ground and walls.
 
This move has long {{keyword|startup|startup=1}} and {{keyword|recovery|recovery=1}}. Terra's reliance on Meltdown makes her more vulnerable to {{keyword|whiff punishes|whiffpunish=1}} and {{keyword|assist punishes|assistpunish=1}} whenever it misses. Furthermore, opponents can use assist in close-range to take HP damage from Meltdown and then '''[[Bravery_(Dissidia_012)#Bravery_Break|Bravery Break]]''' Terra. Due to Ranged High priority, charged Meltdowns can be reflected back by high priority attacks, such as {{012clo}}'s Braver, {{012squ}}'s Blasting Zone and {{012jec}} Block. Charged Meltdown will also vanish if Terra gets hit, so it cannot protect her in those cases. Charged Meltdown also has medium max speed, so opponents can attempt to '''[[Blodge|blodge]]''' it, or activate Precision Evasion against it.
 
|-|Ultima=
{{AbilityInfo
|damage='''7''' (1 x 7)
|startup=?
|type=Magical
|priority=Unblockable
|ex=0
|effect=Absorb, Wall Rush
|cp=30 (15)
|gametext=Branching from Holy Combo. <br>[Combo] Cast the ultimate spell.
}}
 


==== BRV to HP Attack (if exists) ====
</tabber>
===== insert move here =====


=== EX Mode: Trance ===
= EX Mode: Trance! =
Effects:
Effects:
* Regen
* Regen
Line 52: Line 325:
* Chainspell
* Chainspell


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


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


==== EX Burst: Riot Blade ====
== EX Burst: Riot Blade ==
''Power is focused in both hands and fired as countless blades. Repeatedly press left and circle to raise the gauges on the left and righht.''
''Power is focused in both hands and fired as countless blades. Repeatedly press left and circle to raise the gauges on the left and righht.''


Line 67: Line 340:
|type=Magical
|type=Magical
}}
}}
= Combos =
== Solo ==
== Assist ==
= Builds =
Builds here.
<tabber>
|-|High Initial EX=
{{Build
|hp=9971
|cp=450
|brv=1075 (1827 with Hero's Seal)
|atk=177
|def=182
|luk=60
|booster=x1.5
|setbonus=Seal of Lufenia
|ast={{012jec}} / {{012aer}}
|wpn=Zwill Crossblade
|hand=Lufenian Bangle
|head=Lufenian Hairpin
|armor=Lufenian Jacket
|acc1={{accbas}} Hyper Ring
|acc2={{accbas}} Earring
|acc3={{accboo}} Large Gap in HP
|acc4={{accsp}} Cyan Drop
|acc5={{accsp}} Cyan Drop
|acc6={{accsp}} Cyan Drop
|acc7={{accsp}} Red Gem
|acc8={{accsp}} Cyan Gem
|acc9={{accsp}} First to Victory
|acc10={{accsp}} Hero's Seal
|summon=Rubicante
}}
{| class="wikitable"
|+colspan="3"|Substitutes
! Equipment !! Replacement !! Notes
|-
|{{accsp}} Red Gem || Free choice  || While Red Gem's +5% damage increase works for this build, it can be swapped out for whatever the player may want in a match-up or a stage.
|}
This build has Terra start the fight at 90 % EX bar filled. Terra's EX generation is one of her weaker aspects, so this is a good way to guarantee access to her powerful EX Mode with just a few successful interactions. Meteor > Fire > Chase is enough to fill the EX meter on hit. A single EX Core also fills the rest of the EX meter if Terra does not generate enough EX Force before then.
Extra abilities First Strike, EX Critical Boost and Precision Evasion are recommended for this build.
== Combo ==
Once Terra confirms an assist combo with Jecht (or Aerith), the goal is to inflict enough damage to bravery break, reset to base bravery and wall rush for extra damage. Prepare an EX Mode Meltdown which casts two HP projectiles instead of one. As long as one Meltdown connects, Terra can chain Holy Combo into Ultima which is plenty of damage as it is, but the second Meltdown will reset base bravery recovery on hit.
After using Holy Combo, be sure to delay the first Ultima to unlock your assist bar and catch the opponent's dodge. Without [[Dodge_(Dissidia_012)#Evasion_Boost|'''Evasion Boost''']] and [[Dodge_(Dissidia_012)#Precision_Evasion|'''Precision Evasion''']], Ultima is basically guaranteed and can lead to another wall rush assist combo if Terra has more assist meter to spend. Depending on the circumstances and the opponent's build, this can outright finish the opponent.
If the opponent is at the wall, it is possible to throw a quick Meltdown during Jecht assist before using Holy Combo.
|-|Side by Side=
{{Build
|hp=9683
|cp=450
|brv=1284
|atk=178
|def=183
|luk=60
|booster=x4.6
|setbonus=Judgment of Lufenia
|ast={{012jec}} / {{012aer}} / {{012seph}}
|wpn=Lufenian Claw ([[CP_Glitch_(Dissidia_012)|'''CP Glitch''']])
|hand=Lufenian Shield ([[CP_Glitch_(Dissidia_012)|'''CP Glitch''']])
|head=Thornlet
|armor=Lufenian Armor ([[CP_Glitch_(Dissidia_012)|'''CP Glitch''']])
|acc1={{accbas}} Protect Stud
|acc2={{accbas}} Dismay Shock
|acc3={{accbas}} Battle Hammer
|acc4={{accboo}} Empty EX Gauge
|acc5={{accboo}} Summon Unused
|acc6={{accboo}} Pre-EX Mode
|acc7={{accboo}} Pre-EX Revenge
|acc8={{accboo}} Opponent Summon Unused
|acc9={{accsp}} Together As One
|acc10={{accsp}} Side By Side
|summon=Rubicante
}}
</tabber>
= Assist =
== Terra's assist data ==
{{012Assist
|type1=BRV
|attack1=Graviga
|startup1=183F
|position1=Ground
|spawn1=Player
|damage1=2 x N, 40 (40+)
|effect1=Wall Rush
|type2=BRV
|attack2=Blizzara
|startup2=27F
|position2=Air
|spawn2=Opponent
|damage2=20, 5 x 3 (35)
|effect2=Wall Rush
|type3=HP
|attack3=Flood
|startup3=71F
|position3=Ground
|spawn3=Player
|damage3=-
|effect3=Chase
|type4=HP
|attack4=Meltdown
|startup4=145F
|position4=Air
|spawn4=Player
|damage4=-
|effect4=Wall Rush
}}
== Assists ==
Terra works well with Aerith, Kuja and Jecht.
<tabber>
|-|Jecht=
|-|Aerith=
|-|Kuja=
</tabber>
= References =
<references />
{{navbox012}}
{{roadmap012ter}}

Latest revision as of 09:35, 28 June 2025


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




Info
Name Terra Branford (ティナ・ブランフォード)
Original game Final Fantasy VI
Base ATK (LV100) 111 (High)
Base DEF (LV100) 110 (Low)
Run Speed 10.5 (Very Slow)
Dash Speed 81 (Below Average)
Fall Speed 85 (Average)
Fall Speed Ratio After Dodge 43 (Slow)
Fastest BRV 17F (Blizzard Combo)
Fastest HP 43F (Tornado)
1-Hit HP Yes (Multiple)
HP Links Yes
Command Block No
Weapon Daggers, Instruments, Rods, Staves
Armor Bangles, Clothing, Hairpins, Hats,
Headbands, Ribbons, Robes
Exclusive weapons Chain Flail, Morning Star, Maduin's Horn
Unlock
Alignment Chaos (012)
Cosmos (013)
Voice Actor (JP) Yukari Fukui
Voice Actor (ENG) Natalie Lander


Overview

Terra is a playable character in Dissidia 012.

Strengths Weaknesses


Bravery Attacks

Blizzard Combo and Holy Combo have separate damage multipliers when used during EX mode. These values are outlined after the regular damage multipliers and highlighted in bold.

Ground

Base Damage 4, 3, 3, 10 (20) / 4, 3, 3, 14, 2 x 3 (30)
Startup Frame 17F
Damage Type Magical
Priority Melee Low
EX Force 30
Effects Wall Rush
Cancels
Assist Gain (Hit)
CP (Mastered) 30 (15)
Unlocked at
level
Mastered at
AP


[Close] Shoot ice shards. Change combo with analog stick.

This attack has an upward version. The sum of damage multipliers is identical with the regular verison. It can only wall rush on the side and not at the ceiling.

Base Damage 4, 6, 10 (20) / 4, 6, 14, 2 x 3 (30)
Startup Frame 17F
Damage Type Magical
Priority Melee Low
EX Force 30
Effects
Cancels
Assist Gain (Hit)
CP (Mastered)
Unlocked at
level
Mastered at
AP

Base Damage 20, 5 x 3 (35)
Startup Frame 27F
Damage Type Magical
Priority Ranged Low
EX Force 30
Effects Magic Block, Wall Rush
Cancels
Assist Gain (Hit)
CP (Mastered) 30 (15)
Unlocked at
level
Mastered at
AP


[Mid] Fire large ice block. On hit, add ice shard attack.

Base Damage 40
Startup Frame 25F
Damage Type Magical
Priority Ranged Low, Unblockable (explosion)
EX Force 60
Effects Chase
Cancels
Assist Gain (Hit)
CP (Mastered) 30 (15)
Unlocked at
level
Mastered at
AP


[Mid] Shoot low fireballs that home in on foe and explode.

Base Damage 2 x N, 40 (40+)
Startup Frame 183F
Damage Type Magical
Priority Unblockable
EX Force each 6
Effects Absorb, Wall Rush
Cancels
Assist Gain (Hit)
CP (Mastered) 30 (15)
Unlocked at
level
Mastered at
AP


[Long] Drop gravity sphere. Can aim with the analog stick.

Base Damage each (15)
Startup Frame 65F (3rd), 133F (7th)
Damage Type Magical
Priority Ranged Low
EX Force 0
Effects -
Cancels
Assist Gain (Hit)
CP (Mastered) 30 (15)
Unlocked at
level
Mastered at
AP


[Long] Rain down fire on foe. Powerful, not very accurate.

Contains 7 hits. The 3rd and 7th hits always spawn right above the opponent's head. Others spawn randomly.

Aerial

Normal EX Mode
Base Damage 20 (4, 3, 3, 10)
20 (Upward. 4, 6, 10)
30 (4, 3, 3, 14, 2 x 3)
30 (Upward. 4, 6, 14, 2 x 3)
Startup Frame 17F 17F
Damage Type Magical Magical
Priority Melee Low Melee Low
EX Force 30 30
Effects Wall Rush Wall Rush (Side only)
Cancels Dodge Dodge
Assist Gain (Hit)
CP (Mastered) 30 (15)
[Close] Shoot ice shards.
Change combo with analog stick.
Unlocked at
level
Mastered at
AP


  • Press Circle ddff-icon-button-circle.png once for two follow-up hits. Aim the analog stick ddff-icon-analog.png up to send the opponent flying upwards.

Blizzard Combo is a close-range poke and one of Terra's most important moves. It's a fast close-range keepout tool with melee priority. Terra can use this defensively to whiff punish, interrupt approaches and dashes. The first hit can combo into assists for HP damage. As such, Blizzard Combo represents a threat in close-range, where Terra is not usually at her strongest.

Blizzard Combo has the fastest startup out of Terra's moves at 17 frames, so she won't always get blocked on reaction. The relatively short animation and dodge cancel window makes Blizzard Combo decent for filling assist gauge on whiff occasionally. Terra needs to be wary of dodge punish attempts that may follow, however.

This is an important move for Terra, but it's not without flaws. Blizzard Combo may be fast, but it's on the slower end compared to similar pokes like Cloud's Double Cut (13F) or Squall's Beat Fang (15F). Terra can only combo into assists with the first hit which has a short window, or wall rush which isn't consistent in most positions. The base damage for first hit is one of the lowest in the game, which limits Blizzard Combo's damage potential. This is a reliable move for generating EX Force, but 30 EX is pretty low for a poke. The knockback is relatively weak for creating space, which is what Terra usually aims for. Furthermore, this is Terra's only melee low priority move. That means Terra has to take risks with delayed timing and HPs, or risk getting staggered from blocks.

Base Damage 20, 5 x 3 (35)
Startup Frame 27F
Damage Type Magical
Priority Ranged Low
EX Force 30
Effects Magic Block, Wall Rush
Cancels
Assist Gain (Hit)
CP (Mastered) 30 (15)
[Mid] Fire large ice block. On hit, add ice shard attack. Unlocked at
level
Mastered at
AP

Base Damage each (6), 7 x 4 (34+) / 7 x 9 (69+)
Startup Frame 37F / 13F (EX mode)
Damage Type Magical
Priority Ranged Low (Holy), Mid (Flare)
EX Force 0
Effects -
Cancels
Assist Gain (Hit)
CP (Mastered) 30 (15)
[Long] Shoot light projectiles. If Holy hits, follow with Flare. Unlocked at
level
Mastered at
AP

Base Damage each (4)
Startup Frame 19F
Damage Type Magical
Priority Ranged Low
EX Force each 9
Effects Chase
Cancels
Assist Gain (Hit)
CP (Mastered) 30 (15)
[Long] Surround foe with contracting ring of lightning. Unlocked at
level
Mastered at
AP

Base Damage each (6)
Startup Frame 37F / 13F (EX mode)
Damage Type Magical
Priority Ranged Low
EX Force 0
Effects Chase
Cancels
Assist Gain (Hit)
CP (Mastered)
[Long] Shoot light projectiles. Normal speed, strong homing. Unlocked at
level
Mastered at
AP

HP Attacks

Ground

Base Damage -
Startup Frame 71F
Damage Type -
Priority Unblockable
EX Force 60
Effects -
Cancels
Assist Gain (Hit)
CP (Mastered) 30 (15)
[Long] Generate three water pillars
at opponent's position
Unlocked at
level
Mastered at
AP


Flood is a secondary ground HP for Terra. Its main application is interrupting attacks with long startup (e.g. Cloud Meteorain, Garland Cyclone etc.) or punishing air dodges with short movement. Terra conjures two water pillars at opponent's position, which explode in rapid succession. These pillars are true unblockable priority, so they cannot be reflected or blocked. As such, Flood encourages opponents to move. The second pillar spawns at opponent's position once it goes off, so it can catch landing lag if opponent dodges near the ground. Flood knocks straight up on hit with a lot of hit stun, which can start assist combos.

Flood is not often used due to its slow speed and low coverage against movement or halo camping. Terra is vulnerable to attacks while casting and the pillars can be dodged consistently with Evasion Boost.

In EX Mode, Terra casts Flood two times, for a total of 6 water pillars. This can be harder to dodge, as the pillars cover more space.

Base Damage 1 x 10 (10)
Startup Frame 43F
Damage Type Magical
Priority Melee High
EX Force 30
Effects Absorb, Wall Rush
Cancels
Assist Gain (Hit)
CP (Mastered) 30 (15)
Unlocked at
level
Mastered at
AP


[Close] Summon tornado around self. Can be moved.

Base Damage 20 (EX mode only)
Startup Frame ?
Damage Type -
Priority ?
EX Force 0
Effects Wall Rush
Cancels
Assist Gain (Hit)
CP (Mastered) 30 (15)
Unlocked at
level
Mastered at
AP


Branching from Fire. [Combo] Ignite explosions on foe.

Aerial

Base Damage 10 (1 x 10)
Startup Frame 43F
Damage Type Magical
Priority Melee High
EX Force 30
Effects Absorb, Wall Rush
Cancels
Assist Gain (Hit)
CP (Mastered) 30 (15)
[Close] Summon tornado around self. Can be moved. Unlocked at
level
Mastered at
AP

Base Damage -
Startup Frame 55F (LV1) / 91F (LV2) / 145F (LV3)
Damage Type -
Priority Ranged High
EX Force 0
Effects Wall Rush
Cancels
Assist Gain (Hit)
CP (Mastered) 30 (15)
[Long] Shoot fireball at foe.
Charge to change its strength.
Unlocked at
level
Mastered at
AP


  • LV1 Meltdown travels a short distance quickly, and explodes
  • LV2 Meltdown appears in front of Terra, and then starts slowly accelerating towards opponent.
  • LV3 Meltdown travels a short distance quickly, and then starts slowly accelerating towards opponent.

Meltdown is Terra's only 1-hit HP attack in the air and one of her main self-defense tools. It is used to occupy space and threaten air dodges. Meltdown is a key move for pressuring opponents, as long as Terra can cast it safely.

Meltdown has two versions: Uncharged and charged. Uncharged Meltdown is a close-range fire blast, which is useful after block staggers or as a mixup to her charged versions. Uncharged Meltdown travels very quickly once fired, and it has limited maximum distance. If opponent is expecting a charged version, uncharged Meltdown can catch them. Both versions can wall rush.

Meltdown's charged versions are done by holding Square ddff-icon-button-square.png. LV2 must be released before 145 frames and LV3 happens at max charge. This is a large homing fireball with long active duration and maximum travel distance. Both versions, especially LV3 can be used to harass opponents from afar and force them to approach Terra. Since charged Meltdown stays active for a while, Terra can act alongside the projectile. This can provide a lot of screen presence and force close-range characters into making a mistake, such as dodging into Terra's next move. Charged Meltdown can also hit off-camera from behind, as it bounces off of solid ground and walls.

This move has long startup and recovery. Terra's reliance on Meltdown makes her more vulnerable to whiff punishes and assist punishes whenever it misses. Furthermore, opponents can use assist in close-range to take HP damage from Meltdown and then Bravery Break Terra. Due to Ranged High priority, charged Meltdowns can be reflected back by high priority attacks, such as Cloud's Braver, Squall's Blasting Zone and Jecht Block. Charged Meltdown will also vanish if Terra gets hit, so it cannot protect her in those cases. Charged Meltdown also has medium max speed, so opponents can attempt to blodge it, or activate Precision Evasion against it.

Base Damage 7 (1 x 7)
Startup Frame ?
Damage Type Magical
Priority Unblockable
EX Force 0
Effects Absorb, Wall Rush
Cancels
Assist Gain (Hit)
CP (Mastered) 30 (15)
Branching from Holy Combo.
[Combo] Cast the ultimate spell.
Unlocked at
level
Mastered at
AP

EX Mode: Trance!

Effects:

  • Regen
  • Critical Boost
  • Glide
  • Chainspell

Glide

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

Chainspell

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

EX Burst: Riot Blade

Power is focused in both hands and fired as countless blades. Repeatedly press left and circle to raise the gauges on the left and righht.

Damage multiplier (initial) Damage multiplier (rest) Type
10x3 (30) 14x5 (70) (100 total) Magical


Combos

Solo

Assist

Builds

Builds here.

Stats
HP 9971
CP 450
BRV 1075 (1827 with Hero's Seal)
ATK 177
DEF 182
LUK 60
Max Booster x1.5
Special Effect: Seal of Lufenia
Equipment
Assist Jecht / Aerith
Weapon ddff-icon-equip-weapon.png Zwill Crossblade
Hand ddff-icon-equip-hand.png Lufenian Bangle
Head ddff-icon-equip-head.png Lufenian Hairpin
Body ddff-icon-equip-body.png Lufenian Jacket
Accessory 1 accessory_basic.png Hyper Ring
Accessory 2 accessory_basic.png Earring
Accessory 3 accessory_booster.png Large Gap in HP
Accessory 4 accessory_special.png Cyan Drop
Accessory 5 accessory_special.png Cyan Drop
Accessory 6 accessory_special.png Cyan Drop
Accessory 7 accessory_special.png Red Gem
Accessory 8 accessory_special.png Cyan Gem
Accessory 9 accessory_special.png First to Victory
Accessory 10 accessory_special.png Hero's Seal
Summon ddff-icon-summonstone.png Rubicante
{{{dataBRV}}} {{{dataHP}}}
Bravery attacks
Ground Aerial
HP attacks
Ground Aerial

ddff-icon-equip%20ability.pngindicates a "Gear" extra ability or the use of CP / Equipment glitch. The total CP cost will assume the glitch is done.


Substitutes
Equipment Replacement Notes
accessory_special.png Red Gem Free choice While Red Gem's +5% damage increase works for this build, it can be swapped out for whatever the player may want in a match-up or a stage.

This build has Terra start the fight at 90 % EX bar filled. Terra's EX generation is one of her weaker aspects, so this is a good way to guarantee access to her powerful EX Mode with just a few successful interactions. Meteor > Fire > Chase is enough to fill the EX meter on hit. A single EX Core also fills the rest of the EX meter if Terra does not generate enough EX Force before then.

Extra abilities First Strike, EX Critical Boost and Precision Evasion are recommended for this build.

Combo

Once Terra confirms an assist combo with Jecht (or Aerith), the goal is to inflict enough damage to bravery break, reset to base bravery and wall rush for extra damage. Prepare an EX Mode Meltdown which casts two HP projectiles instead of one. As long as one Meltdown connects, Terra can chain Holy Combo into Ultima which is plenty of damage as it is, but the second Meltdown will reset base bravery recovery on hit.

After using Holy Combo, be sure to delay the first Ultima to unlock your assist bar and catch the opponent's dodge. Without Evasion Boost and Precision Evasion, Ultima is basically guaranteed and can lead to another wall rush assist combo if Terra has more assist meter to spend. Depending on the circumstances and the opponent's build, this can outright finish the opponent.

If the opponent is at the wall, it is possible to throw a quick Meltdown during Jecht assist before using Holy Combo.

Stats
HP 9683
CP 450
BRV 1284
ATK 178
DEF 183
LUK 60
Max Booster x4.6
Special Effect: Judgment of Lufenia
Equipment
Assist Jecht / Aerith / Sephiroth
Weapon ddff-icon-equip-weapon.png Lufenian Claw (CP Glitch)
Hand ddff-icon-equip-hand.png Lufenian Shield (CP Glitch)
Head ddff-icon-equip-head.png Thornlet
Body ddff-icon-equip-body.png Lufenian Armor (CP Glitch)
Accessory 1 accessory_basic.png Protect Stud
Accessory 2 accessory_basic.png Dismay Shock
Accessory 3 accessory_basic.png Battle Hammer
Accessory 4 accessory_booster.png Empty EX Gauge
Accessory 5 accessory_booster.png Summon Unused
Accessory 6 accessory_booster.png Pre-EX Mode
Accessory 7 accessory_booster.png Pre-EX Revenge
Accessory 8 accessory_booster.png Opponent Summon Unused
Accessory 9 accessory_special.png Together As One
Accessory 10 accessory_special.png Side By Side
Summon ddff-icon-summonstone.png Rubicante
{{{dataBRV}}} {{{dataHP}}}
Bravery attacks
Ground Aerial
HP attacks
Ground Aerial

ddff-icon-equip%20ability.pngindicates a "Gear" extra ability or the use of CP / Equipment glitch. The total CP cost will assume the glitch is done.

Assist

Terra's assist data

Type Attack Startup Position Spawn Damage multiplier Effects
BRV Graviga 183F Ground Player 2 x N, 40 (40+) Wall Rush
BRV Blizzara 27F Air Opponent 20, 5 x 3 (35) Wall Rush
HP Flood 71F Ground Player - Chase
HP Meltdown 145F Air Player - Wall Rush


Assists

Terra works well with Aerith, Kuja and Jecht.

References


Navigation


Wiki Roadmap (012 Terra Branford)

Please edit this page's roadmap template when relevant additions and changes are made.

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Page Completed In progress To-do Score
General Add images for attacks. 1 / 5 / 86
Pros / Cons Pros and cons. 0 / 5 / ?
Overview / Character Data Overview 0 / 5 / 2
Bravery Attacks Ability info overviews 1 / 5 / 5
HP Attacks Ability info overviews 1 / 5 / 5
EX Mode Basic info Overview / detailed info 1 / 5 / 3
Combos Add solo and assist combos with video examples. 0 / 5 / 7
Builds 2 builds. Add more builds with overviews like on Tifa's page. Add recommended attacks for initial ex and Side by Side builds. 2 / 5 / 10
Assist Assist data Common assists with overviews. 1 / 5 / 3
Matchups Create page. Matchup analysis and tips. 0 / 5 / 32
Frame Data / 1
Starter Guide Create page. Concise PvP guide with core concepts and essentials. 0 / 5 / 8
Strategy Create page. Strategies and counterplays. Refer to Cecil's strategy page. 0 / 5 / 10