Garland (Dissidia 012)/Combos: Difference between revisions
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== Solo == | == Solo == | ||
Garland has plenty of solo combos, though most of them are either situational or difficult to do for new players. Luckily Garland has two solo combos that he can rely on consistently for damage and especially EX; '''Deathblow > Twist Drill''' supports Garland's ground poking strategy, while '''Chain Cast > Twist Drill''' is excellent for punishes and ending assist combos. Both combos end in Twist Drill and generate lots of EX for Garland, which he can collect safely by doing '''[[Chase_(Dissidia_012)#Empty_Chase|empty chase]]''' immediately. | |||
{{ComboLegend-012}} | |||
{{Combo-012 | {{Combo-012 | ||
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|meteropp= | |meteropp= | ||
|video=https://www.youtube.com/watch?v=_E2EVyWjRFM&t=19 | |video=https://www.youtube.com/watch?v=_E2EVyWjRFM&t=19 | ||
|notes=Staple air combo, commonly used as a punish or an assist combo ender. 180 EX | |notes=Staple air combo, commonly used as a punish or an assist combo ender. 180 EX is great, which Garland can get by '''[[Chase_(Dissidia_012)#Empty_Chase|empty chasing]]''' immediately. If Garland has assist, he can also start an assist combo by dodge cancelling, or after empty chase ends. | ||
:If opponent is far after Chain Cast, Twist Drill may not land all initial hits. This combo does not require wall, but it can be easier to do near walls and corners due to reduced knockback. Garland should remain cautious when empty chasing at a corner, because being closer to the opponent makes him a bit more vulnerable to recovery attack attempts. | |||
When wall is not nearby, Garland can dodge cancel towards opponent more reliably by moving camera sideways after Assist Chase, and then moving with a quarter-circle motion. For example, the camera is tilted to the right so Garland faces to the left. The quarter-circle motion would then be left > left/up > up. The initial left should be held for almost a split second. | |||
}} | }} | ||
{{Combo-012Data | {{Combo-012Data | ||
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|meteropp= | |meteropp= | ||
|video=https://www.youtube.com/watch?v=_E2EVyWjRFM&t=32 | |video=https://www.youtube.com/watch?v=_E2EVyWjRFM&t=32 | ||
|notes=Same as Twin Swords, but without additional EX gain. Harder to land than Twin Swords due to lack of forward tracking, but can be more practical if Chain Cast whiff punished something | |notes=Same as Twin Swords, but without additional EX gain. Harder to land than Twin Swords due to lack of forward tracking, but can be more practical if Chain Cast whiff punished something near the ground. As an assist combo starter, this can be better for damage with Kuja assist, because Garland can do more Bardiches during the assist. | ||
}} | }} | ||
{{Combo-012Data | {{Combo-012Data | ||
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=== EX Revenge === | === EX Revenge === | ||
EX Revenge unlocks some of Garland's strongest combos. The Bardiche combo is notorious for its damage output and relatively low execution. Garland can also use assist and his solo combo routes to extend any EX Revenge combo much further, whether it's with wall rush or without it. At the ceiling, Garland can even attempt to fill another EX gauge by routing Kuja assist combos with Cyclone and Chain Cast. | |||
Garland is one of, if not the strongest character in using EX Revenge. His damage output is reliable and it only scales with player execution, assist and builds. It is the reason why interacting with him can be so dangerous when he has a full EX gauge. | |||
{{Combo-012 | |||
|data= | |||
{{Combo-012Data | |||
|combo='''Bardiche''' > {{clr|wr=1}} > Bardiche > {{clr|wr=1}} > Bardiche > {{clr|wr=1}} > Bardiche > {{clr|wr=1}} > Bardiche > Flare | |||
|condition=Air starter, close to opponent | |||
|requirement=Full EX Gauge, near ground | |||
|characters= | |||
|damage=165 + HP & WR (x5) | |||
|damagehits=30 + WR > 30 + WR > 30 + WR > 30 + WR > 30 + WR > 15 + HP WR | |||
|ex=0 | |||
|exhits=0 > 0 > 0 > 0 > 0 > 0 | |||
|meteropp= | |||
|video= | |||
|notes=Garland's EX Revenge combo is infamous for its insane damage output. It is one of, if not THE strongest EX Revenge combo in the game without assist. As long as Garland is close to the opponent, he can repeatedly use Bardiche up to five times. Each Bardiche can also wall rush, which adds even more damage near ground. This combo requires little adjustment for Garland and it should be fairly easy to execute, as long as pressing Circle {{pspcir}} repeatedly is not an issue. | |||
This combo is the reason a full EX gauge is so beneficial for Garland. It practically guarantees a bravery break for Garland. And even if it doesn't, the wall rush still lets assists follow up. As a result, this combo can do far more damage than just the listed 165 + HP WR. 4,000 HP is practically killing range for Garland, while having more health usually means being put into '''[[Statistic_(Dissidia_012)#Near_Death|Near Death]]''' state. | |||
It is important to note, that wall rush contributes a lot to this combo's damage output. Therefore, if Garland cannot wall rush with Bardiche or especially Flare, he won't do nearly as much damage. Furthermore, if Garland needs to approach opponent from a distance, he has less time to do Bardiches. In order to ensure maximum damage, Garland should consider activating EX Revenge close to opponent, while being near ground. Garland can also consider dodging behind the opponent at the beginning to get more critical hits from Sneak Attack extra ability. | |||
}} | |||
}} | |||
== Assist Combos (Kuja) == | == Assist Combos (Kuja) == | ||
Garland works very well with Kuja assist. He enables combos from all relevant moves and provides highest reward on hit, both in bravery damage and EX. | Garland works very well with Kuja assist. He enables combos from all relevant moves and provides highest reward on hit, both in bravery damage and EX. This is great for Garland, since he can leverage a full EX gauge very well with high bravery. | ||
=== Combo Theory (Kuja AST) === | |||
Garland can start damaging combos with any Wall Rush, most melee moves and the Deathblow > Twist Drill solo combo. Kuja's braveries allow simple and reliable follow-ups, including Twist Drill or Flare. Garland can also end combos with Chain Cast > Twist Drill, which is his staple air combo for bravery damage and EX. This is what Garland prefers at higher levels of play, as it lets him build a good win condition without risking immediate Assist Change countermeasures. Walls are not strictly required for Garland thanks to his solo combos, but they benefit him at any point in a combo. | |||
If Garland gets a ground wall rush with Bardiche or Lance Charge, the Kuja BRV assist enables high damaging Bardiche combo fillers. Two Bardiche > Dodge Cancels is enough to shred the bravery, so this is the combo that opponents will most likely escape from with assist. Garland may want to refrain from immediately going for a Bardiche filler if the opponent can escape, because being stuck in a Bardiche animation makes it harder to protect Kuja from '''[[Assist_(Dissidia_012)#Assist_Lock|Assist Lock.]]''' | |||
Ending combos with HP attacks is straightforward. Flare for HP damage + Wall Rush, and Cyclone for more safety against '''[[Assist_(Dissidia_012)#LV2_Assist_Change|LV2 Assist Change]]''' staggers. Cyclone can also be good for threatening the opponent when Garland has enough bravery to end a match. | |||
=== Basic Combos (Kuja AST) === | === Basic Combos (Kuja AST) === | ||
{{ComboDefBasic}} | {{ComboDefBasic}} | ||
{{ComboLegend-012}} | |||
{{Combo-012 | {{Combo-012 | ||
|data= | |data= | ||
{{Combo-012Data | {{Combo-012Data | ||
|combo=Twist Drill 1st | |combo='''Highbringer 1st hit (Low)''' > {{clr|astbrv=1}} > {{clr|ac=1}} > Flare | ||
|condition=Poke starter | |||
|requirement=Ground | |||
|characters= | |||
|damage=70 + HP WR | |||
|damagehits=5 > 50 (Assist) > 15 + HP WR | |||
|ex=48 | |||
|exhits=18 > 30 | |||
|meteropp= | |||
|video= | |||
|notes= | |||
}} | |||
{{Combo-012Data | |||
|combo='''Lance Charge''' > {{clr|wr=1}} > {{clr|astbrv=1}} > {{clr|ac=1}} > Flare | |||
|condition=Gap closer / Punish starter | |||
|requirement=Ground | |||
|characters= | |||
|damage=92 + HP WR | |||
|damagehits=30 > 47 (Assist) > 15 + HP WR | |||
|ex=60 | |||
|exhits=30 > 30 | |||
|meteropp= | |||
|video= | |||
|notes=Lance Charge can be used against blocks and for sniping landing lag, which leads to a consistent Kuja assist combo on the ground. If Lance Charge hits from afar or against a blocking opponent, it deals slightly less damage without critical hits. Call Kuja assist quickly after Garland wall rushes. | |||
}} | |||
{{Combo-012Data | |||
|combo='''Bardiche''' > {{clr|wr=1}} > {{clr|astbrv=1}} > {{clr|ac=1}} > Flare | |||
|condition=Poke / punish starter, Wall Rush | |||
|requirement=Air | |||
|characters= | |||
|damage=92 + HP WR | |||
|damagehits=30 + WR > 47 (Assist) > 15 + HP WR | |||
|ex=30 | |||
|exhits=0 > 30 | |||
|meteropp= | |||
|video= | |||
|notes=Garland's infamous assist combo starter. Kuja's ground BRV assist is rather slow, so there is not much time to call Kuja assist after wall rush. It has to be done rather early, and reacting to it can be harder if Bardiche connects high above the ground. Once Kuja assist does connect, Garland has lots of time to prepare for Assist Chase or add more Bardiches for extra damage. This is an important combo starter for Garland, so getting used to this move will pay in dividends. | |||
}} | |||
{{Combo-012Data | |||
|combo='''Twist Drill (1st part)''' > {{clr|astbrv=1}} > {{clr|ac=1}} > Twist Drill | |||
|condition=Poke starter | |condition=Poke starter | ||
|requirement=Ground | |requirement=Ground | ||
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|video=https://www.youtube.com/watch?v=_E2EVyWjRFM&t=107 | |video=https://www.youtube.com/watch?v=_E2EVyWjRFM&t=107 | ||
|notes=A basic, reliable assist combo that works intuitively for players not used to dodge cancel combos. Chain Cast into Twist Drill is still possible, adds another 15 base damage and 90 EX if Garland can manage it. | |notes=A basic, reliable assist combo that works intuitively for players not used to dodge cancel combos. Chain Cast into Twist Drill is still possible, adds another 15 base damage and 90 EX if Garland can manage it. | ||
}} | |||
{{Combo-012Data | |||
|combo='''Twin Swords''' > {{clr|wr=1}} > {{clr|astbrv=1}} > {{clr|ac=1}} > Flare | |||
|condition=Punish starter | |||
|requirement=Air | |||
|characters= | |||
|damage=95 + HP WR | |||
|damagehits=30 + WR > 50 (Assist) > 15 + HP WR | |||
|ex=60 | |||
|exhits=30 > 30 | |||
|meteropp= | |||
|video= | |||
|notes=A basic wall rush combo. Call Kuja assist after Twin Swords has wall rushed. | |||
}} | |||
{{Combo-012Data | |||
|combo='''Earthquake''' > {{clr|wr=1}} > {{clr|astbrv=1}} > {{clr|ac=1}} > Flare | |||
|condition=HP starter, Wall Rush | |||
|requirement=Ground | |||
|characters= | |||
|damage=83 + HP WR (x2) | |||
|damagehits=18 + HP WR > 50 (Assist) > 15 + HP WR | |||
|ex=66 | |||
|exhits=36 > 30 | |||
|meteropp= | |||
|video= | |||
|notes=Grounded HP mixup against blocks or poorly placed whiffs. Needs wall rush to start a combo, but Earthquake has high knockback to help with it. | |||
}} | |||
{{Combo-012Data | |||
|combo='''Tsunami''' > {{clr|astbrv=1}} > {{clr|ac=1}} > Flare | |||
|condition=HP starter | |||
|requirement=Ground | |||
|characters= | |||
|damage=77 + HP WR | |||
|damagehits=12 > 50 (Assist) > 15 + HP WR | |||
|ex=111 | |||
|exhits=96 > 15 | |||
|meteropp= | |||
|video= | |||
|notes=Tsunami can catch ground dodges and blocks a bit easier than Earthquake, and it doesn't require a wall rush. Once Tsunami has dealt HP damage, the opponent will fly upwards a little bit. Call Kuja assist when the opponent is about to stop moving upwards. | |||
}} | |||
{{Combo-012Data | |||
|combo='''Flare''' > {{clr|wr=1}} > {{clr|astbrv=1}} > {{clr|ac=1}} > Twist Drill | |||
|condition=HP starter, Wall Rush | |||
|requirement=Air | |||
|characters= | |||
|damage=95 + HP WR | |||
|damagehits=15 + HP WR > 50 (Assist) > 30 | |||
|ex=120 | |||
|exhits=30 > 90 | |||
|meteropp= | |||
|video= | |||
|notes=Just like other wall rush starters, Garland can follow up with Kuja assist. Garland can go for another Flare after Kuja, but the reward won't be very good if base bravery doesn't fully recover. Instead, Twist Drill can help deal more bravery damage and fill EX gauge faster. This is a concept that Garland's core combos will capitalize on greatly. | |||
}} | }} | ||
}} | }} | ||
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{{ComboDefCore}} | {{ComboDefCore}} | ||
Because Chain Cast > Twist Drill is a consistent strong combo for Garland, it will be usually listed as a combo ender in this section. It adds roughly 180 EX and ~45 base damage, which depends on how close Twist Drill hits the opponent. Flare is okay for HP damage specifically, and is great after a bravery break. It adds 30 EX and 15 base damage, so it's obviously weaker than the Chain Cast combo without high bravery to back it up. | |||
{{Combo-012 | {{Combo-012 | ||
Latest revision as of 10:43, 25 August 2025
| General | Starter Guide | Combos | Strategy | Frame Data |
|---|---|---|---|---|
| Matchups | Builds | Match Videos | Gallery | Resources |
Overview
Solo
Garland has plenty of solo combos, though most of them are either situational or difficult to do for new players. Luckily Garland has two solo combos that he can rely on consistently for damage and especially EX; Deathblow > Twist Drill supports Garland's ground poking strategy, while Chain Cast > Twist Drill is excellent for punishes and ending assist combos. Both combos end in Twist Drill and generate lots of EX for Garland, which he can collect safely by doing empty chase immediately.
| Notation Info | |
|---|---|
| AC | Assist Chase |
| AST BRV | Assist (Bravery) |
| AST HP | Assist (HP) |
| Chase | Chase |
| Empty Chase | Begins Chase, then nothing. |
| DC | Dodge Cancel |
| LL | Landing Lag |
| WR | Wall Rush |
EX Revenge
EX Revenge unlocks some of Garland's strongest combos. The Bardiche combo is notorious for its damage output and relatively low execution. Garland can also use assist and his solo combo routes to extend any EX Revenge combo much further, whether it's with wall rush or without it. At the ceiling, Garland can even attempt to fill another EX gauge by routing Kuja assist combos with Cyclone and Chain Cast.
Garland is one of, if not the strongest character in using EX Revenge. His damage output is reliable and it only scales with player execution, assist and builds. It is the reason why interacting with him can be so dangerous when he has a full EX gauge.
Assist Combos (Kuja)
Garland works very well with Kuja assist. He enables combos from all relevant moves and provides highest reward on hit, both in bravery damage and EX. This is great for Garland, since he can leverage a full EX gauge very well with high bravery.
Combo Theory (Kuja AST)
Garland can start damaging combos with any Wall Rush, most melee moves and the Deathblow > Twist Drill solo combo. Kuja's braveries allow simple and reliable follow-ups, including Twist Drill or Flare. Garland can also end combos with Chain Cast > Twist Drill, which is his staple air combo for bravery damage and EX. This is what Garland prefers at higher levels of play, as it lets him build a good win condition without risking immediate Assist Change countermeasures. Walls are not strictly required for Garland thanks to his solo combos, but they benefit him at any point in a combo.
If Garland gets a ground wall rush with Bardiche or Lance Charge, the Kuja BRV assist enables high damaging Bardiche combo fillers. Two Bardiche > Dodge Cancels is enough to shred the bravery, so this is the combo that opponents will most likely escape from with assist. Garland may want to refrain from immediately going for a Bardiche filler if the opponent can escape, because being stuck in a Bardiche animation makes it harder to protect Kuja from Assist Lock.
Ending combos with HP attacks is straightforward. Flare for HP damage + Wall Rush, and Cyclone for more safety against LV2 Assist Change staggers. Cyclone can also be good for threatening the opponent when Garland has enough bravery to end a match.
Basic Combos (Kuja AST)
◆ Basic Combos
Basic combos are simple combos with fewest conditions.
- Can be performed from most positions, or with Wall Rush
- Require no adjustments, or very few simple adjustments
- Intended for players new to the game, or the character
| Notation Info | |
|---|---|
| AC | Assist Chase |
| AST BRV | Assist (Bravery) |
| AST HP | Assist (HP) |
| Chase | Chase |
| Empty Chase | Begins Chase, then nothing. |
| DC | Dodge Cancel |
| LL | Landing Lag |
| WR | Wall Rush |
Core Combos (Kuja AST)
◆ Core Combos
Core combos balance potency with consistency.
- They work against most characters in the game
- May require adjustments due to position, assist, resources or builds
- May require combo fillers during assist
- May require different combo enders from basic combos
- Are expected to be consistently performable by most intermediate and advanced players who main the character
Because Chain Cast > Twist Drill is a consistent strong combo for Garland, it will be usually listed as a combo ender in this section. It adds roughly 180 EX and ~45 base damage, which depends on how close Twist Drill hits the opponent. Flare is okay for HP damage specifically, and is great after a bravery break. It adds 30 EX and 15 base damage, so it's obviously weaker than the Chain Cast combo without high bravery to back it up.
Specialized Combos (Kuja AST)
◆ Specialized Combos
Specialized combos are advanced routes which require more knowledge and awareness, but offer advantages over core combos.
- Can have any number or combination of requirements and conditions; Character, position, resource, or specific situation
- Offers some advantage over core combos; Damage, wall carry, meter gain, more lenient positioning, safety against LV2 Assist Change etc.
- Might not necessarily be harder than core combos, but require more specific circumstances and knowledge to execute
References