Garland (Dissidia 012): Difference between revisions

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= Overview =
= Overview =
Garland is a defensive close / mid-range character who is defined by good whiff punish ability, combo game, EX meter economy and crushingly good bravery damage output.
Garland is a defensive close / mid-range character. His strengths are defined by his braveries that are good at {{keyword|whiff punishing|whiffpunish=1}}, combos and accumulating EX and bravery.


On the ground, Garland can take advantage of higher priorities, gap closers and mixups. With the character-defining Deathblow bravery, Garland can reliably generate assist meter on whiff, anti-air opponents and combo into Twist Drill for a considerable amount of damage and EX meter.
On the ground, Garland {{keyword|pokes|poke=1}} with Deathblow to fill assist gauge safely and threaten anyone approaching him from the air. Lance Charge, ground HP attacks and timing {{keyword|mixups|mixup=1}} complement the defensive strategy.


In the air, Garland can utilise attacks with well defined tracking through a variety of braveries. Twist Drill anti-airs and pokes through projectiles, Chain Cast covers his air dodges and enables dodge cancel combos and the infamous Bardiche crushes anyone caught below the mighty axe.
Garland fights in the air with a mixture of offense and defense. Twist Drill {{keyword|anti-airs|anti-air=1}} opponents, Bardiche comes down with high damage potential, Cyclone provides area denial and Chain Cast is a whiff punisher and a solo combo starter rolled into one.


He boasts above average attack and defense stat, but his attributes are a bit lacking elsewhere. Movement speed is below average, air dodges are floaty, post-dodge defensive options are risky, he lacks independent HP links and air dodge punish attempts have considerable limitations. Not to mention, his braveries have well defined ranges that can hinder his approaches at times.
Garland has above average base ATK and DEF stats, but his other attributes are a bit lacking. Below average movement speed, no solo {{keyword|HP links|hplink=1}} and floaty air dodges. His offensive options are limited against air dodges due to air braveries being telegraphed by their specified range, with notable blind spots for each. Garland's own options for protection after evading are slow and risky as well.


However, one aspect where Garland is a cut above the rest is in the usage of EX meter. Not only can Garland acquire a full EX meter efficiently through combos, his EX Burst is one of the more damaging bursts in the game. But what he is ''really'' infamous for, is his EX Revenge damage output. Being able to combo into a high damaging Bardiche five times is enough to secure a bravery break against any character at their base bravery. This creates a dangerous dynamic with Garland where he can end matches early with a full EX bar if the opponent is below half health. If the player was able to amass a couple bravery breaks before using EX Revenge, Garland can practically ''kill any character from full health''.
Historically Garland has been considered a low tier character. However, his representation in competitive play in recent years present a case for a higher position. His grounded defense shuts down many close-range aerial approaches, and most hits lead to lots of bravery and EX. Garland's win condition is defined by his full EX gauge and high bravery stack, where he can end matches with one EX Revenge 5x Bardiche combo. He can exploit the opponent's positioning as a defender on the ground, but his aerial offense is much more linear and restricted by comparison. Garland's long-term strategy is strong, but it always requires multiple hits and resources to guarantee a win.
 
Historically Garland has been considered a low tier character. However, his representation in competitive play in recent years present a case for a '''mid tier''' or even '''high tier''' position. Garland is not without faults, nor is he the easiest character to succeed with. He is decent at exploiting the opponent's flaws with proper positioning, but if ''he'' is forced to try and create a mistake, he can fall apart completely against opponents with proper knowledge, positioning and reactions. Garland's long-term gameplan is strong, but it always requires landing hits with resources to later back him up.
 
With consistent grounded defensive play, he can overpower many conventionally strong characters who have to engage with him first.


{{ProConTable
{{ProConTable
|pros=
|pros=
*'''Whiff punishment'''
*'''Whiff Punishment''' - Several braveries allow Garland to react from various angles.
*'''Bravery damage'''
*'''Bravery Damage''' - Bardiche, Kuja assist and Chain Cast solo combos can bravery break quickly.
*'''EX meter economy''' - Generates meter efficiently through combos and can kill earlier with EX Revenge than any other character
*'''Safe Ground {{keyword|Neutral|neutral=1}}''' - Deathblow lets Garland define the pace with less risk than most characters.
*'''Disjoints''' great at poking through projectiles and walls
*'''EX Gauge Economy''' - Generates and collects EX efficiently through combos. He can kill earlier with EX Revenge than any other character thanks to Bardiche and Bravery stacking.
* '''Good ground-to-ground presence''', except against area denial melee HPs
*'''Disjoints''' that can go through projectiles.
* '''Good ground-to-ground presence''' against close-range characters


|cons=
|cons=
* '''Bad movement'''
* '''Below average movement''' - Garland is slightly slower on all fronts.
* '''Post-dodge vulnerability'''
* '''Post-dodge vulnerability''' - Garland's air dodges leave him vulnerable, and Chain Cast does not protect with invincibility.
* '''Limited aerial dodge punish capability'''
* '''Limited aerial dodge punish capability''' - HPs, Twist Drill and Bardiche need specific angles to hit. Garland struggles to hit fast fallers (e.g. {{012kain}}) and back air dodges. Offensive momentum can be difficult to create in these cases.
* '''EX meter gameplan hurt by poor neutral HPs and assist punish vulnerability'''
* '''Flawed aerial neutral and mixups''' - He can struggle against block in the air, and air HPs provide little utility against most characters.
* '''Fast + long range vulnerability'''
* '''Fast + long range vulnerability''' - Air braveries are slower on average, so Garland can get interrupted more easily in face-offs. His anti-{{keyword|zoning|zoning=1}} options are mostly limited to dashing and '''[[Multiplayer_Build_Guide_(Dissidia_012)#Bravery_Boost_on_Dodge|Bravery Boost on Dodge builds]]'''.
* '''Difficulties creating offensive momentum consistently'''
* '''Bad at making the opponent whiff without forcing a dodge'''
* '''Flawed aerial mixups''', can struggle against block in the air
* '''Bad against area denial melee HPs'''
}}
}}


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[[File:Brv_garland_round_edge_long.jpeg|thumb|300px|Round Edge (Long).]]
[[File:Brv_garland_round_edge_long.jpeg|thumb|300px|Round Edge (Long).]]


Three sword swipes with a chase or a wall rush ender. Press circle {{pspcir}} before the third swipe for a wall rush ender or press circle {{pspcir}} after it for a chase ender. Garland's movement can be controlled freely during the first two swipes, but it does not make it safe to use.
Three sword swipes with two different follow-ups. Press circle {{pspcir}} before the third swipe for a wall rush finisher, or press circle {{pspcir}} after it for a chase finisher. Garland's movement can be controlled freely during the first two swipes.
 
Round Edge isn't very safe or effective as a {{keyword|neutral|Neutral}} tool. Its {{keyword|start-up|startup}} can be reacted to with practice, it doesn't have high coverage against defensive options and it takes well over a second to cancel it into a dodge. This is not ideal, considering Garland's limited post-dodge defensive options. However, Round Edge can {{keyword|link|link}} into Garland's Deathblow with precise timing for a much more rewarding combo. This means Round Edge may be best used in {{keyword|punishes|Punish}}, but it can also work as a surprise attack once in a while.


The first two hits' vertical range is quite bad. They do hit behind Garland, so if the opponent blocks early at mid-range, Garland can try to move around and hit them. The higher priorities apply to Round Edge when it has not been {{keyword|cancelled|cancel}} into a wall rush ender. Since movement is halted by the third hit, it can be challenging to enforce its high priority against moving opponents.
Round Edge is a high commitment attack, which is mainly used after block staggers or to catch opponents by surprise. It is risky to use due to its long {{keyword|startup|startup=1}} and animation length. Garland cannot dodge until the first three slashes are done. However, this move also provides notable reward on hit thanks to the precise Deathblow follow-ups; Bravery damage, EX and assist gauge are all great for Garland. Even without Deathblow follow-ups, Round Edge still provides assist combos, above average base damage and EX on the long finisher.


Round Edge has potential as a punisher, but it is generally outclassed by Deathblow and Lance Charge in that area. Its long animation and arguably diminishing returns for disproportional risk compared to other ground moves make Round Edge difficult to justify for the third slot bravery.
Round Edge is not very safe or effective as a {{keyword|neutral|neutral=1}} tool. It is quite slow and has little coverage against opponent's defensive options. The second and third round slashes have higher priority which can work sometimes, but given the overall speed, this is easier for opponents to anticipate. Since Garland stops moving by the third slash, its high priority can be difficult to use against moving opponents. It is recommended to use this move with caution.


When '''[[Lock_Off|locked off]]''', Garland can move in any direction on the ground with Round Edge.
When '''[[Lock_Off|locked off]]''', Garland can move in any direction on the ground with Round Edge.
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A mid priority gap closer and a {{keyword|whiff punisher|Whiff punish}} that goes in a straight line. Staggers block and can be followed up with a built-in Bardiche if it staggered the opponent. Lance Charge works well as a deterrent for blocking Garland's other ground braveries. And because it travels quickly, it can punish '''[[Landing_lag|landing lag]]''' as well. Its range extends slightly past the visual.
Lance Charge is a staple move for Garland. It's a very strong ground-to-ground bravery for its speed, mid priority and assist combos on hit. This is a midrange gap closer and a {{keyword|whiff punisher|whiffpunish=1}} that goes in a straight line. It's quite effective when used in tandem with Deathblow, such as against blocks, low priority attacks and ground dodges.
 
Lance Charge's damage is complemented by Kuja / Sephiroth assist combos and subsequent Bardiche fillers. If it staggers a blocking opponent, the wall rush hit can also get a critical hit.
 
Lance Charge can be a difficult move to {{keyword|punish|punish}} on its own due to its short recovery and mid priority. Top speed assists, higher priority attacks and blocks can counter it directly. Lance Charge also doesn't catch fast sideway and upward movement well. Using this move also leaves Garland airborne, so whiffing can put Garland in a worse defensive position.


If Garland staggers an opponent with a '''[[Blodge|blodge]]''', Garland can use Lance Charge to retaliate after blodging backwards or sideways.
Lance Charge staggers regular blocks, and it can follow up with a ground wall rush even if it was blocked. The ground wall rush finisher sets up high damaging Kuja assist combos, so Lance Charge's reward is pretty high with meter. It can punish '''[[Landing_lag|landing lag]]''' and counter opponents after a successful backwards / sideways '''[[Blodge|blodge]]'''. Lance Charge travels pretty quickly once {{keyword|active|active=1}} and the range extends slightly past the weapon visuals. It can be a difficult move to {{keyword|punish|punish=1}} at ground level due to its short recovery and mid priority


Lance Charge is a staple in Garland's kit and is one of the best ground-to-ground bravery attacks in the game. It can contest low priority {{keyword|whiffs|Whiff}}, punish most ground dodges and serves {{keyword|mixup|mixup}} to his Deathblow pokes.
However, this move is quite linear. It loses to fast sideways and upward movement, and higher priority in general. If Lance Charge misses, Garland is left airborne. He is vulnerable to attacks from above and fast assists, and his air dodge can put him in an even worse situation. It will not see much use in aerial focused {{keyword|matchups|matchup=1}} either, such as against {{012seph}}.


|-|Deathblow=
|-|Deathblow=
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One of Garland's strongest bravery attacks. Very fast {{keyword|start-up|Startup}}, low recovery, long {{keyword|active|active}} {{keyword|hitbox|hitbox}}, combo starter, great tracking and {{keyword|anti-air|ANti-air}} capability in close range. The low natural {{keyword|recovery|recovery}} is Deathblow's highlight, because it is one of the few braveries in the game that do not have to be {{keyword|dodge cancelled|dodge cancel}} for safety.
One of Garland's strongest bravery attacks. It's a safe {{keyword|poke|poke=1}}, {{keyword|anti-air|anti-air=1}} and a combo starter. The {{keyword|active|active=1}} frames are long, the {{keyword|tracking|tracking=1}} is strong and it {{keyword|recovers|recovery=1}} quickly, which make this a difficult move to contest. Deathblow is great for filling assist gauge and threatening nearby opponents. Garland does not have to dodge to make this move safe, which is very rare in this game. On hit, it combos into jump > Twist Drill, assist and generates lots of EX Force as a result.
 
Garland can use Deathblow to {{keyword|poke|poke}} reliably for assist gauge, and capitalize on opponent's mistakes. The long active frames means approaching Garland head-on can be difficult. On hit he can jump and combo into Twist Drill for more meter and lots of bravery damage with assist.


Deathblow is a must-have for many close-range {{keyword|match-ups|matchup}} where Garland can fight on the ground. When used well, this is a move that ties Garland's defensive gameplay together.
Deathblow is a must-have for close-range ground combat. It ties Garland's defensive gameplay together very well. Even so, it is important to mix things up, so the opponent doesn't catch Garland at a bad time. It still loses to higher priority attacks and well timed blocks. And because it's a ground move, it does little to contest {{keyword|halo camping|halocamp=1}}. It does make it easier to fight with full assist gauge, though.


|-|Highbringer=
|-|Highbringer=
[[File:Brv_garland_highbringer_%28low%29.jpeg|thumb|300px|Highbringer (Low)]]


{{AbilityInfo2
{{AbilityInfo2
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|imgpos=
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[[File:Brv_garland_highbringer_(high).jpeg|thumb|300px|Highbringer (High). Garland follows up with built-in wall rush combo.]]


An uppercut with two built-in follow-up attacks. Tap the button twice for a chase ender and 90 EX or hold the button to become airborne and then tap it again for wall rush attack.
[[File:Brv_garland_highbringer_%28low%29.jpeg|thumb|300px|Highbringer (Low). Press Circle for a chain stab.]]


Highbringer functions as a {{keyword|poke|Poke}}, post-block punisher and an assist combo starter. The first slash shares its animation with Deathblow. Even though it has similar speed, hitbox and anti-air capability with Deathblow, Highbringer's recovery is much longer. If Garland remains on the ground, Highbringer's startup is also slower. Telling the two moves apart is not very practical though, so Garland can get away with {{keyword|whiffing|WHiff}} this move occasionally.
[[File:Brv_garland_highbringer_(high).jpeg|thumb|300px|Highbringer (High). Press Circle for a combo attack.]]


The high version can be used as an {{keyword|anti-air|Anti-air}}, but missing it leaves Garland airborne, where he has to defend against dodge punishes.
Highbringer functions as a {{keyword|poke|poke=1}}, post-block punisher and an assist combo starter. It is best used as an secondary ground bravery, particularly for aspiring players learning Garland. Highbringer is an uppercut with two built-in follow-up attacks. For low version, tap Circle {{pspcir}} twice for a chase ender and 90 EX. For high version, hold Circle {{pspcir}} to become airborne and then tap again for wall rush attack.


{{keyword|Dodge cancel|Dodge cancel}} makes both low and high versions' recovery much shorter. Highbringer's (High) first hit can also be dodge cancelled early on hit. However, if Highbringer's (Low) first hit connects, the dodge cancel cannot be done as quickly.
Highbringer is quite fast, and it is more beginner friendly for assist combos compared to Deathblow. Both low and high versions can {{keyword|anti-air|anti-air=1}}, and the {{keyword|hit stun|hitstun=1}} and wall rush allow a variety of assist combo routes. The first slash also looks and acts very similarly to Deathblow, so Highbringer often goes uncontested.


Highbringer is riskier to whiff compared to Deathblow, but it is still one of the safer moves to whiff. It's a practical assist combo starter thanks to its hit stun and follow-ups, though the reward on hit is weaker on average. Walls make all Kuja assist combos much easier and more damaging.
However, this attack is is outclassed by Deathblow at higher levels of play. It has much longer {{keyword|recovery|recovery=1}}, so dodges are needed for long term safety. Highbringer does not lead to the consistent Twist Drill follow-ups, so the reward on hit is weaker and more reliant on assist gauge. The high version has more requirements for notable reward such as short reaction time, assist and sometimes wall rush. It also leaves Garland airborne even if it misses, where he has to avoid getting caught after a dodge.


When learning the game, Highbringer can be easier to use for assist combos compared to Deathblow, but it is ultimately outclassed at higher levels of play.
As a side note, Highbringer (High) first hit can also be dodge cancelled early on hit. However, if Highbringer (Low) first hit connects, the {{keyword|dodge cancel|dc=1}} cannot be done as quickly.


|-|Thundaga (ground)=
|-|Thundaga (ground)=
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Venerable strength in the form of three lightning bolts. The bolts spawn on the opponent, bypassing obstacles or lingering projectiles in front of the opponent. It is commonly used for interrupting opponents.
Three bolts spawn on the opponent in a sequence, and push the opponent away. Thundaga is a long range {{keyword|poke|poke=1}}, that is mostly used to interrupt opponents. It bypasses solid objects and lingering projectiles, but the damage is low and it needs wall for combos. Garland is vulnerable to attacks during the animation, but the {{keyword|recovery|recovery=1}} is rather short for a move like this. It can be difficult to {{keyword|whiff punish|whiffpunish=1}} from a distance. Just watch out for opponent's Free Air Dash and assist.


Thundaga has enough {{keyword|hit stun|hit stun}} for all three bolts to combo into most of Garland's attacks, including Flare and air BRV assists, but the opponent must be against the wall for it to work. The upward knockback's direction is also based on the player's camera. Using Thundaga as a combo starter is not usually practical,
Thundaga is not used in competitive play often due to its low damage, EX generation and situational combos.


Thundaga is good at interrupting opponents from a distance, but it does not represent a big threat consistently. Garland is vulnerable during this move, but its recovery is quite low for an attack of its kind, which can make it tricky to {{keyword|whiff punish|WHiff punish}} with slower assists. It is not chosen often due to its low damage, situational conversions and lack of EX generation.
About the wall combos: If opponent is against a wall, the bolts can combo into each other. Garland can follow up with Flare, Chain Cast and even air bravery assists. The upward knockback's direction is also based on where the player's camera is facing.
</tabber>
</tabber>


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Garland's primary aerial bravery that advances forward. It's fast, but not fast enough to be always unreactable, though the start-up is tricky to see. Given how Garland's other braveries are telegraphed by their effective range, Twin Swords is similarly linear in application; Twin Swords' main strength lies in having some tracking in all directions, which makes it a consistent counter attack after blocking.
Garland's dedicated advancing air bravery. Twin Swords' main strength lies in having some tracking in all directions, which makes it more consistent as a counter attack after blocks.


Despite that, Twin Swords' range is average and the homing period is brief. The animation is also rather long. This means it can be dangerous to whiff Twin Swords, and the need for wall rushes skews the risk/reward ratio against Garland. In small stages with low ceilings, Twin Swords can represent a threat more consistently in {{keyword|air-to-air|air-to-air}} situations. It is not a staple in Garland's aerial kit, but it's not entirely without merit either. Generally speaking it can be difficult to justify over Bardiche, Twist Drill and Chain Cast which provide more utility and reward on hit overall.
Twin Swords suffers from a 3-slot bravery dilemma, where it is outclassed by Twist Drill, Chain Cast and Bardiche in utility and reward. It covers a range that other braveries don't do as consistently, but it's flawed in many other ways. It's fast, but not fast enough to be always unreactable. The animation is long and every hit is low priority, which risks getting blocked or {{keyword|whiff punished|whiffpunish=1}}. The overall range is average and the {{keyword|tracking|tracking=1}} period is brief. Twin Swords also has to wall rush for assist combos, which further skews the risk / reward ratio against Garland. It is risky to use in {{keyword|neutral|neutral=1}} overall.


|-|Chain Cast=
|-|Chain Cast=
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Garland positions himself above in relation to the opponent for two vertical attacks. Air combo starter, air-to-ground {{keyword|whiff punisher|whiff punish}} and Garland's primary post-dodge defensive option in the air. It is not invincible, but the movement can help him evade slower dodge punish attempts. On hit, Garland can dodge cancel and combo into Twist Drill for a total of 180 EX (almost 20 % of an EX bar) or Bardiche / Twin Swords at the wall. Chain Cast's consistent damage output, meter generation and applications in the neutral make it an appealing choice for a third bravery slot along with Bardiche and Twist Drill.
Garland positions himself above in relation to the opponent for two vertical attacks. This is an air combo starter, {{keyword|air-to-ground|air-to-ground=1}} {{keyword|whiff punisher|whiffpunish=1}} and Garland's primary post-dodge defensive option in the air. It is not invincible, but the movement can help him evade slower dodge punish attempts. On hit, Garland can {{keyword|dodge cancel|dc=1}} and combo into Twist Drill for a total of 180 EX (almost 20 % of an EX bar). Chain Cast's consistent damage output, meter generation and applications in the neutral make it an appealing choice for a third bravery slot along with Bardiche and Twist Drill. It is pretty slow and telegraphed though, so it can be blocked or dodged easily.


Chain Cast has enough hit stun to make empty chase attempts safer on average, although it is not entirely safe to use in all instances. It can also hit behind the opponent's block, though exact conditions are unclear. Being significantly below or above the opponent helps, though.
Chain Cast has enough {{keyword|hit stun|hitstun=1}} to make empty chase attempts safer on average, although it is not entirely safe to use in all instances. It can also hit behind the opponent's block, though exact conditions are unclear. Being significantly below or above the opponent helps, though.


The hitbox has some oddities. It has gaps and possibly slight deadzones between the chain itself and the tip. Before reaching proper down-forward hitbox there may be a gap just below level height. It could have a small deadzone right in front of Garland as well. This requires further research.
The {{keyword|hitbox|hitbox=1}} has some oddities. It has gaps and possibly slight deadzones between the chain itself and the tip. Before reaching proper down-forward hitbox there may be a gap just below level height. It could have a small deadzone right in front of Garland as well. This requires further research.


|-|Bardiche=
|-|Bardiche=
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Garland's iconic crushing swing. A staple in Garland's kit due to its speed, average whiff recovery and infamous damage output. It can be used to build assist gauge on whiff and punish long recovery attacks below Garland. Bardiche is primarily run for its reward on hit, namely with ground wall rush {{keyword|assist combos|Assist combo}} and EX Revenge. The high base damage makes Garland one of the best users of wall rush bravery enhancements (primarily {{accbas}} Booster).
Garland's iconic crushing swing. A staple in Garland's kit due to its speed, average whiff recovery and infamous damage output. It can be used to build assist gauge on whiff and punish long {{keyword|recovery|recovery=1}} attacks below Garland. Bardiche is primarily run for its reward on hit, namely ground wall rush assist combos and EX Revenge. The high base damage makes Garland one of the best users of wall rush bravery enhancements (primarily {{accbas}} Booster).


Outside of combos, Bardiche's reward is lacking with no EX, short assist confirm window and no automatic Sneak Attack activations. Its other applications in the {{keyword|neutral|neutral}} are also weak due to it exclusively tracking downwards, having a small hitbox and flawed mixup options to support it. It is a loud, telegraphed and relatively slow to start low priority move on a character whose other downward attacks are all slower than 40 frames.
Outside of combos, Bardiche's reward is lacking with no EX, short assist confirm window and no automatic Sneak Attack activation. Its other applications in the {{keyword|neutral|neutral=1}} are also weak due to it exclusively tracking downwards, having a small hitbox and flawed mixup options to support it. It is a loud, telegraphed and relatively slow to start low priority move on a character whose other downward attacks are all slower than 40 frames.


Despite these flaws, Bardiche is commonly used because the damage output is high enough to outweigh the cons.
Despite these flaws, Bardiche is commonly used because the damage output is high enough to outweigh the cons.
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Fast anti-air attack with good combo potential, damage and EX output. Twist Drill primarily tracks opponents above Garland, and it is used as a {{keyword|whiff punisher|WHiff Punish}} or an occasional aerial {{keyword|poke|POke}}. It has good range and can be combo'd into from Deathblow for 180 EX.
Another staple bravery. Twist Drill is a fast {{keyword|anti-air|anti-air=1}} attack with good combo potential, damage and EX output. Twist Drill primarily tracks opponents above Garland, and it is used as a {{keyword|whiff punisher|whiffpunish=1}} or an occasional {{keyword|poke|poke=1}}. It has enough range to connect after Deathblow for 180 EX (almost 20 % of the gauge).


Twist Drill has lots of {{keyword|hitstun|HIt stun}}. It is one of the few moves in the game that provide a safe {{keyword|empty chase|empty chase}} anywhere. This is great for both assist combos and taking EX force reliably. A late dodge cancel window and empty chase are both viable starters for Garland's commonly used assists. While Garland is safe after an empty chase, he can still lose to {{keyword|command blocks|command block}} if he attempts to push his advantage immediately. Challenging recovery attack pokes depends on the {{keyword|matchup|Matchup}} and stage positioning as well; Chasing at a corner can leave Garland closer to the opponent than usual.
Twist Drill has lots of {{keyword|hitstun|hitstun=1}}. It is one of the few moves in the game that provide a safe {{keyword|empty chase|emptychase=1}} anywhere. This is great for both assist combos and taking EX force reliably. A late {{keyword|dodge cancel|dc=1}} window and empty chase are both viable starters for Garland's commonly used assists. While Garland is safe after an empty chase, he can still lose to fast attacks and {{keyword|command blocks|commandblock=1}} if he tries to push his advantage immediately. Challenging recovery attack pokes depends on the {{keyword|matchup|matchup=1}} and stage positioning as well; Chasing at a corner can leave Garland closer to the opponent than usual, which is more dangerous for him.


Twist Drill's whiff recovery is long enough for it to be punishable on reaction. It has a blind spot above Garland's head, and it's only effective at dodge punishing from below. If the opponent has a good read on Garland, they can even use an air BRV assist to shut down Twist Drill.
Twist Drill's whiff {{keyword|recovery|recovery=1}} is long enough for it to be punishable on reaction. It has a blind spot above Garland's head, and it's only effective at dodge punishing from below. If the opponent has a good read on Garland, they can even use an air BRV assist to shut down Twist Drill.


Even so, Twist Drill is a staple in Garland's air combat. The {{keyword|disjointed|disjoint}} {{keyword|hitbox|Hitbox}} allows him to poke through {{keyword|projectiles|projectile}} and traps, such as {{012ulti}} charged Knight's Lance. The first part can be {{keyword|dodge cancelled|DOdge cancel}} early enough to contest {{012emp}}'s Dreary Cells, and the startup speed can be difficult to react to without practice.
Even so, Twist Drill is a staple in Garland's air combat. The {{keyword|disjointed|disjoint=1}} {{keyword|hitbox|hitbox=1}} allows him to poke through {{keyword|projectiles|projectile=1}} and traps, such as {{012ulti}} charged Knight's Lance. The first part can be {{keyword|dodge cancelled|dc=1}} early enough to contest {{012emp}}'s Dreary Cells, and the startup speed can be difficult to react to without practice.


Twist Drill can also hit behind the opponent's block at the right distance and angle below the opponent.
Twist Drill can also hit behind the opponent's block at the right distance and angle, below the opponent.


|-|Thundaga (midair)=
|-|Thundaga (midair)=
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Same as the ground version, except it can be done anywhere in the air. A valid option against mages and characters with poor mobility, it's main application is still interrupting opponents.
Same as the ground version, except it can be done anywhere in the air. A valid option against mages and characters with poor mobility, though it's main application is still interrupting opponents.


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Earthquake is a decent {{keyword|mixup|Mixup}} against grounded opponents trying to crack Garland's defense. It tracks well, has strong {{keyword|knockback|knockback}} and it cannot be staggered reactively with '''[[Assist_(Dissidia_012)#LV2_Assist_Change|LV2 Assist Change]]''' after the first hit without avoiding '''[[Assist_(Dissidia_012)#Assist_Lock|Assist Lock]]'''. Earthquake has minor {{keyword|anti-air|ANTi-air}} potential, both on the initial axe slam and the rock that deals HP damage at the end.  
Earthquake is a decent {{keyword|mixup|mixup=1}} against aggressive ground opponents in close range. It tracks well, has strong {{keyword|knockback|knockback=1}} and the unblockable rocks ignore '''[[Assist_(Dissidia_012)#LV2_Assist_Change|LV2 Assist Change]]''' entirely. Earthquake can {{keyword|anti-air|anti-air=1}} forward ground dodges, particularly with the axe slam. The rocks can anti-air as well. This is an effective move when used sparingly.


Because the rocks act independently after activating, Earthquake can be used to punish fairly safe approaching '''[[Attack_Priority_(Dissidia_012)#High|Melee High]]''' attacks, such as {{012tifa}}'s Rolling Blaze or {{012squ}}'s Revolver Drive by clashing with them.
Because the rocks act independently, Earthquake can be used to clash with '''[[Attack_Priority_(Dissidia_012)#High|Melee High]]''' attacks, such as {{012tifa}}'s Rolling Blaze or {{012squ}}'s Revolver Drive and punish them for it. If it {{keyword|trades|trade=1}}, the situation is also often in Garland's favor. Earthquake is difficult to punish without mid range attacks or assist, but use it with caution. Aerial attacks can still hit Garland. He often has to dodge to reduce the {{keyword|recovery|recovery=1}}, which is risky. And assist is the primary way to make it safer on {{keyword|whiff|whiff=1}} as well. That can be expensive for Garland despite his ground {{keyword|neutral|neutral=1}} capability.
 
Earthquake is one of Garland's many moves that can be used and not get cleanly {{keyword|punished|PUNish}} for it. But it is also followed by some of the worse disadvantage states in the game due to poor movement, risky defensive options and lack of safe follow-ups on whiff. That's true for a lot of Garland's tools, but it's by far most evident on Earthquake.
 
The active duration, tracking and dodge cancel window can make punishing Earthquake on the ground difficult without mid range attacks or dodge punish tools. Earthquake is effective when used sparingly, but aerial attacks from above can still punish it. It is prone to trades, but they don't backfire on Garland as often as one might expect. This is a good, staple HP attack for Garland.


|-|Blaze (ground)=
|-|Blaze (ground)=
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}}
}}


Homing fireballs that can be dodged with well placed dodge. Not commonly used on the ground when Garland has other attacks with better properties and reward on hit.
Homing fireballs that can be dodged with well placed dodge. The ground version is not used often, since he already has relatively complete kit on the ground.


Blaze has a bad deadzone in front of Garland and each fireball can inflict meter depletion on hit. These are traits that carry over to its aerial version, which sees much more use in competitive play.
Blaze has a bad deadzone in front of Garland, and each fireball can inflict meter depletion on hit. These are traits that carry over to its aerial version, which sees much more use in competitive play.


|-|Tsunami=
|-|Tsunami=
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}}
}}


One of Garland's post-dodge defensive options on the ground. Much like Chain Cast, the swift movement helps Garland evade, rather than plain invincibility. However, it is dangerous to whiff this attack due to its lenghty animation and late cancel window.
Tsunami is a {{keyword|tracking|tracking=1}}, high risk, high reward option against ground dodges. It is also a post-dodge defensive option thanks to the swift upward movement during {{keyword|startup|startup=1}}. Tsunami catches ground dodges consistently, and leads to assist combos on hit. That makes this move something of an instigator when assist gauge is available.


Tsunami's strong tracking against grounded opponents works very well as a dodge punisher and as an instigator when assist meter is available. Against opponents without {{keyword|command blocks|Command block}} options, doing Tsunami and reacting with an assist can be effective, because it usually forces a dodge. It can also hit aerial opponents who are close to Garland at the time of impact.
Against opponents without {{keyword|command blocks|commandblock=1}}, doing Tsunami and reacting with an assist can be effective for a {{keyword|checkmate|checkmate=1}} interaction. Tsunami can also hit aerial opponents who are close to Garland at the time of impact. Lastly, if Garland staggers an opponent with a '''[[Blodge|blodge]]''' (backwards / sideway dodge), Tsunami is guaranteed.


This attack also combos into assists on hit. It is a good mixup akin to Earthquake, with stronger tracking at the expense of wall rush and worse trade interactions without assist. If Garland staggers an opponent with a '''[[Blodge|blodge]]''', he can also use Tsunami to retaliate after blodging backwards or sideways.
If Tsunami misses, Garland is vulnerable to counter attacks for a few seconds. Assist is needed to offset this drawback, but Garland must be sure the opponent is going to strike back.


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}}
}}


Blaze is commonly used as an occasional long range harassment tool along with Cyclone. While this cannot wall rush, each fireball can deplete assist / EX gauge on hit. Though the projectiles have tracking, their {{keyword|hitbox|HItbox}} is not large. As they home in on the opponent, they all try to focus on a singular point of impact, reducing their overall screen presence.
Blaze is a secondary long range harassment tool, often used with Cyclone for safe {{keyword|zoning|zoning=1}}. The projectiles {{keyword|track|track=1}} towards the opponent, and they all focus on a singular point of impact. This reduces their screen presence, but each fireball can hit the opponent. That is notable, because each fireball activates the meter depletion effect with Battle Hammer {{accbas}} and the like.


Despite the projectiles' speed and relatively brief duration, it is possible to reflect one of them back at Garland. That is rarely a concern for Garland though. A more common downside to Blaze is the lack of protection around Garland once the projectiles have been fired; There is enough time to hit Garland out of Blaze after firing the projectiles, but ''before'' he can act again. Using Blaze without protection from Cyclone (or even assist) can lead to unfavorable trades with opponent's assist (Blaze hits, opponent's assist '''[[Bravery_(Dissidia_012)#Bravery_Break|breaks]]''' Garland), or {{keyword|assist punishes|assist punish}}.  
Despite the projectiles' speed and relatively brief duration, it is possible to reflect one of them back at Garland. That is rarely a concern for Garland though. A more common downside to Blaze is the lack of protection around Garland once the projectiles have been fired; There is enough time to hit Garland out of Blaze after firing the projectiles, but ''before'' he can act again. Using Blaze without protection from Cyclone (or even assist) can lead to unfavorable trades with opponent's assist (Blaze hits, opponent's assist '''[[Bravery_(Dissidia_012)#Bravery_Break|breaks]]''' Garland), or {{keyword|assist punishes|assist punish}}.  
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}}
}}


Two Ranged High projectiles occupy space temporarily while gradually splintering off from their starting position. Cyclone is often used as a passive defensive tool, assist combo extender or a safer combo finisher after assist. It has good reward on hit thanks to its EX generation and {{keyword|hit stun|HIT stun}} - It combos into assists on hit, and even Garland can follow up on his own if Cyclone hits after Garland is actionable. Cyclone plays an important role in optimizing Garland's air combos for EX, namely at the ceiling and / or after EX Revenge.
Cyclone is used as a passive defensive tool, assist combo extender or a safer combo finisher after assist. It has good reward on hit thanks to its EX generation and {{keyword|hit stun|hitstun=1}} - It combos into assists on hit, and even Garland can follow up if Cyclone hits late. Cyclone plays an important role in optimizing Garland's air combos for EX, namely at the ceiling and / or after EX Revenge.


Cyclone does not protect Garland effectively from all angles. {{keyword|Disjointed|Disjoint}} attacks and assists such as {{012aer}}'s Seal Evil can consistently punish Garland for using this move. Advancing high priority moves such as {{012clo}}'s Braver and {{012squ}}'s Rough Divide can also power through Cyclone. Because Garland cannot act again early and or take advantage of the projectiles for long, it can be difficult to establish offensive momentum with Cyclone.
Cyclone consists of two Ranged High projectiles that linger for a moment. But they don't protect Garland from all angles. {{keyword|Disjointed|disjoint=1}} attacks such as {{012seph}}'s Sudden Cruelty and {{012aer}}'s Seal Evil can hit Garland out of it. Advancing high priority moves such as {{012clo}}'s Braver and {{012squ}}'s Rough Divide can also power through Cyclone. Because Garland cannot act again early and or take advantage of Cyclone for long, it is not suited for building offensive momentum.


However, characters without Aerith assist, {{keyword|projectiles|Projectile}}, {{keyword|command blocks|COmmand block}}, disjointed {{keyword|hitbox|HITbox}} or a relatively fast advancing Melee High attack will find Cyclone to be difficult to neutralize. In these cases, Cyclone provides a consistent defensive barrier and a disruptor for Garland.
However, Cyclone can exploit certain shortcomings: Characters without Aerith assist, {{keyword|projectiles|projectile=1}}, {{keyword|command blocks|commandblock=1}}, disjointed {{keyword|hitbox|hitbox=1}} or a relatively fast advancing Melee High attack. In these cases, Cyclone provides a consistent defensive barrier for Garland.


|-|Flare=
|-|Flare=
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}}
}}


Garland's primary HP attack after blocking and as an assist combo ender. It tracks the opponent well, though it's bad at turning around from a bit before Garland starts moving. The {{keyword|knockback|Knockback}} is very high with good wall rush potential, which lets Garland deal more damage pretty consistently after a bravery break.
Garland's primary HP attack after blocking and finishing assist combos. It tracks the opponent, though it's bad at turning around shortly before moving. The {{keyword|knockback|knockback=1}} has high wall rush potential, which adds more damage consistently after bravery breaks.


Flare's active frames are very brief and as such, it is not effective at punishing early blocks and catching aerial dodges with Evasion Boost. It also has plenty of {{keyword|recovery frames|Recovery}}, which leaves Garland vulnerable to {{keyword|punishes|PUnish}} for a good moment.
Flare's active frames are very brief and as such, it is not effective at punishing early blocks and catching aerial dodges with Evasion Boost. It also has plenty of {{keyword|recovery frames|recovery=1}}, which leave Garland vulnerable to attacks for a moment.


If Flare makes contact, Garland will transition into the second hit that deals HP damage. This is true whether the opponent escapes with LV1 Assist Change afterwards or he clashes with a lower priority melee move. It doesn't have particularly strong tracking and Garland can be hit during the animation. Cyclone and Blaze can make up for this weakness, but Flare remains a staple in Garland's arsenal regardless. It is his only aerial HP he can consistently connect after staggering an opponent with a block and it works reliably after assists.
If Flare makes contact, Garland will transition into the second hit that deals HP damage. This is true whether the opponent escapes with LV1 Assist Change afterwards or he clashes with a lower priority melee move. It doesn't have particularly strong tracking and Garland can be hit during the animation. Cyclone and Blaze can make up for this weakness, but Flare remains a staple in Garland's arsenal regardless. It is his only consistent aerial HP for block counters.


</tabber>
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}}


= Builds =
== Builds ==


<tabber>
<tabber>
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|ast=Kuja
|ast=Kuja
|wpn=Gigant Axe
|wpn=Gigant Axe
|hand=Lufenian Dirk
|hand=Lufenian Dirk {{equip}}
|head=Lufenian Hairpin
|head=Lufenian Hairpin {{equip}}
|armor=Lufenian Vest
|armor=Lufenian Vest
|acc1={{accbas}} Hyper Ring
|acc1={{accbas}} Hyper Ring
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|summon=Rubicante
|summon=Rubicante
}}
}}
Use the [[CP Glitch (Dissidia 012)|'''CP Glitch''']] with Thief's Gear and Bard's Gear.


Substitutes
Substitutes
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</tabber>


== Assist ==


= Assist =
=== Garland Assist Data ===
 
Garland's assist data.


{{012Assist
{{012Assist
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}}
}}


Garland works with most meta assists, but only Kuja (and to a lesser extent, Sephiroth) provides the signature damage output, consistent combo opportunities and whiff punish capabilities. Other assists have diminishing returns.
=== Assist Overview ===
 
Garland is one of the weaker assists in the game. His {{keyword|holds|hold=1}} are short, so he relies on wall rush for damage and combo opportunities. Bardiche is fast and it avoids LV2 Assist Change staggers easily if it hits in {{keyword|neutral|neutral=1}}, but it leaves very little time to follow up. Tsunami has high coverage on grounded opponents and leads to Assist Chase, but it also has high assist cost. Cyclone covers space, but it is difficult to combo into.


<tabber>
Generally speaking Garland assist does not see much use in competitive play, because he does not enable HP attacks consistently anywhere, or complement most characters' strengths otherwise.
|-|Kuja=
 
The strongest known assist for Garland. Solid whiff punisher, consistent combo conversions and BRV damage. Even though the slow ground BRV assist makes it harder to react in time to max distance ground wall rushes off of Bardiche, the damage output that follows with 2x Bardiche more than makes up for it. Both BRV assists allow Garland to combo into Chain Cast > DC > Twist Drill almost anywhere for added EX meter and bravery.  
=== Synergies ===
 
Garland works with most competitive assists.


Kuja also converts off of full Twist Drill consistently, with empty chase or dodge cancel alike. And if you need to play around LV2 Assist Change, Kuja's HP assists can come in handy with Bardiche > Flare Star or Chain Cast > Force Symphony.
;Kuja
:Kuja is the strongest assist for Garland, because he maximizes Garland's strengths on hit. Great combo potential, high damage output and retains {{keyword|whiff punish|whiffpunish=1}} capability. Air BRV sets up Chain Cast combos in the air for lots of EX, while ground BRV holds the opponent for two damaging Bardiche {{keyword|fillers|filler=1}}. Garland can stack bravery and EX gauge to force a checkmate situation, but Kuja's Force Symphony can help in Chase sequences. The main thing to watch out for is confirming Kuja ground BRV after Bardiche, as there is not much time to react. If opponent escapes from an assist combo early, Garland has to forgo the extra Bardiches to avoid an easy Assist Lock.


It's about as straightforward as it gets - Kuja synergises with Garland in places where it's needed the most.
;Sephiroth
:Sephiroth assist has less damaging and versatile combo routes, but he attacks faster on the ground and has wider {{keyword|hitboxes|hitbox=1}}. He is great for whiff punishing on the ground specifically. Bardiche ground combos are also easier to react with Sephiroth ground BRV. Bardiche fillers are still possible on the ground, and even in the air with air BRV assist. The strong pushback on Sephiroth's finishers makes Chain Cast follow-ups much less practical. Twist Drill, Bardiche and Flare still work though. That means Garland gets way less EX compared to Kuja assist, but still does competitive BRV damage with Sephiroth. And of course, Sephiroth cannot bypass LV2 Assist Change staggers as consistently as Kuja can.


|-|Sephiroth=
;Aerith
Sephiroth trades a bit of bravery damage, consistent Chain Cast follow-ups and Ranged High priority HP assists for faster speed on the ground and wider hitboxes. Double Bardiche is still possible during Reaper, but Sudden Cruelty's horizontal knockback makes it difficult to do much more than a Twist Drill or Flare. <br><br>If you need an assist to whiff punish grounded opponents more reliably, Sephiroth can substitute Kuja.
:Aerith lets Garland avoid LV2 Assist Change staggers consistently at the cost of damage and whiff punish capability. Twist Drill and Chain Cast combo into Seal Evil consistently with {{keyword|empty chase|emptychase=1}}, and long range Blaze completes the synergy. This can lead to stronger meter depletion, and Aerith still lets Garland get lots of EX with Chain Cast combos afterwards. Garland rarely needs Aerith to be competitive, but it is possible to use her for double assist combos with Cyclone if needed. If Garland lands Earthquake, Aerith does Cure because Garland is on the ground.


|-|Aerith=
;Tidus
Garland can already combo into assists with Kuja and Sephiroth, but Aerith lets Garland do that even if the opponent has two assist bars. This comes at the expense of fast whiff punishes, EX meter depletion (assist hit) and Earthquake follow-ups. <br><br>Garland rarely has to prioritise LV2 Assist Change stalemate counterstrategies over everything else that Kuja / Sephiroth can already achieve.
:Tidus assist provides one of the fastest air BRVs for whiff punishes and a slower ground BRV for extended ground combos. If Garland needs The Emperor to stop doing Dreary Cells, Tidus gets the job done. The ground BRV is also nice for people who want to practice Garland's solo ground combos. Garland does not benefit much from Tidus assist otherwise, even though the air BRV combos are functional.
</tabber>


= References =
= References =

Latest revision as of 10:23, 26 March 2026


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




Info
Name Garland (ガーランド)
Original game Final Fantasy
Base ATK (LV100) 111 (High)
Base DEF (LV100) 112 (High)
Run Speed 10.5 (Very Slow)
Dash Speed 81 (Below Average)
Fall Speed 77 (Above Average)
Fall Speed Ratio After Dodge 41 (Below Average)
Fastest BRV 13F (Deathblow, Highbringer high ver.)
Fastest HP 39F (Earthquake)
1-Hit HP Yes (Cyclone, Blaze)
HP Links Yes (Combos only)
Command Block No
Weapon Axes, Greatswords, Katanas, Spears
Armor Gauntlets, Heavy Armor, Helms,
Light Armor, Shields
Exclusive weapons Ogrekiller, Viking Axe, Gigant Axe
Unlock
Alignment Chaos
Voice Actor (JP) Kenji Utsumi
Voice Actor (ENG) Christopher Sabat


Overview

Garland is a defensive close / mid-range character. His strengths are defined by his braveries that are good at whiff punishing, combos and accumulating EX and bravery.

On the ground, Garland pokes with Deathblow to fill assist gauge safely and threaten anyone approaching him from the air. Lance Charge, ground HP attacks and timing mixups complement the defensive strategy.

Garland fights in the air with a mixture of offense and defense. Twist Drill anti-airs opponents, Bardiche comes down with high damage potential, Cyclone provides area denial and Chain Cast is a whiff punisher and a solo combo starter rolled into one.

Garland has above average base ATK and DEF stats, but his other attributes are a bit lacking. Below average movement speed, no solo HP links and floaty air dodges. His offensive options are limited against air dodges due to air braveries being telegraphed by their specified range, with notable blind spots for each. Garland's own options for protection after evading are slow and risky as well.

Historically Garland has been considered a low tier character. However, his representation in competitive play in recent years present a case for a higher position. His grounded defense shuts down many close-range aerial approaches, and most hits lead to lots of bravery and EX. Garland's win condition is defined by his full EX gauge and high bravery stack, where he can end matches with one EX Revenge 5x Bardiche combo. He can exploit the opponent's positioning as a defender on the ground, but his aerial offense is much more linear and restricted by comparison. Garland's long-term strategy is strong, but it always requires multiple hits and resources to guarantee a win.

Strengths Weaknesses
  • Whiff Punishment - Several braveries allow Garland to react from various angles.
  • Bravery Damage - Bardiche, Kuja assist and Chain Cast solo combos can bravery break quickly.
  • Safe Ground Neutral - Deathblow lets Garland define the pace with less risk than most characters.
  • EX Gauge Economy - Generates and collects EX efficiently through combos. He can kill earlier with EX Revenge than any other character thanks to Bardiche and Bravery stacking.
  • Disjoints that can go through projectiles.
  • Good ground-to-ground presence against close-range characters
  • Below average movement - Garland is slightly slower on all fronts.
  • Post-dodge vulnerability - Garland's air dodges leave him vulnerable, and Chain Cast does not protect with invincibility.
  • Limited aerial dodge punish capability - HPs, Twist Drill and Bardiche need specific angles to hit. Garland struggles to hit fast fallers (e.g. Kain) and back air dodges. Offensive momentum can be difficult to create in these cases.
  • Flawed aerial neutral and mixups - He can struggle against block in the air, and air HPs provide little utility against most characters.
  • Fast + long range vulnerability - Air braveries are slower on average, so Garland can get interrupted more easily in face-offs. His anti-zoning options are mostly limited to dashing and Bravery Boost on Dodge builds.


Bravery Attacks

Ground

Short Long
Base Damage 45 (7, 8, 30) 45 (7, 8, 9, 2, 2, 2, 15)
Startup Frame 23F 23F
Damage Type Physical Physical
Priority Melee Low
Melee Mid (2nd hit)
Melee Low, Melee Mid (2nd hit)
Melee High (3rd hit)
EX Force 30 90
Effects Wall Rush Chase
Cancels Dodge Dodge
Assist Gain (Hit)
CP (Mastered) 30 (15)
[Close] Broad sword sweep.
Change combo with input timing.
Unlocked at
level 1
Mastered at
100 AP


Round Edge (Short)
Round Edge (Long).

Three sword swipes with two different follow-ups. Press circle ddff-icon-button-circle.png before the third swipe for a wall rush finisher, or press circle ddff-icon-button-circle.png after it for a chase finisher. Garland's movement can be controlled freely during the first two swipes.

Round Edge is a high commitment attack, which is mainly used after block staggers or to catch opponents by surprise. It is risky to use due to its long startup and animation length. Garland cannot dodge until the first three slashes are done. However, this move also provides notable reward on hit thanks to the precise Deathblow follow-ups; Bravery damage, EX and assist gauge are all great for Garland. Even without Deathblow follow-ups, Round Edge still provides assist combos, above average base damage and EX on the long finisher.

Round Edge is not very safe or effective as a neutral tool. It is quite slow and has little coverage against opponent's defensive options. The second and third round slashes have higher priority which can work sometimes, but given the overall speed, this is easier for opponents to anticipate. Since Garland stops moving by the third slash, its high priority can be difficult to use against moving opponents. It is recommended to use this move with caution.

When locked off, Garland can move in any direction on the ground with Round Edge.

Base Damage 30 (2 x 5, 5, 15)
Startup Frame 31F
Damage Type Physical
Priority Melee Mid
EX Force 30
Effects Wall Rush
Cancels Dodge
Assist Gain (Hit)
CP (Mastered) 30 (15)
[Mid] High-speed sword thrust.
Vertically limited, good range.
Unlocked at
level 8
Mastered at
100 AP


Lance Charge is a staple move for Garland. It's a very strong ground-to-ground bravery for its speed, mid priority and assist combos on hit. This is a midrange gap closer and a whiff punisher that goes in a straight line. It's quite effective when used in tandem with Deathblow, such as against blocks, low priority attacks and ground dodges.

Lance Charge staggers regular blocks, and it can follow up with a ground wall rush even if it was blocked. The ground wall rush finisher sets up high damaging Kuja assist combos, so Lance Charge's reward is pretty high with meter. It can punish landing lag and counter opponents after a successful backwards / sideways blodge. Lance Charge travels pretty quickly once active and the range extends slightly past the weapon visuals. It can be a difficult move to punish at ground level due to its short recovery and mid priority

However, this move is quite linear. It loses to fast sideways and upward movement, and higher priority in general. If Lance Charge misses, Garland is left airborne. He is vulnerable to attacks from above and fast assists, and his air dodge can put him in an even worse situation. It will not see much use in aerial focused matchups either, such as against Sephiroth.

Base Damage 15
Startup Frame 13F
Damage Type Physical
Priority Melee Low
EX Force 60
Effects -
Cancels Dodge, Block, Attack, Movement
Assist Gain (Hit)
CP (Mastered) 30 (15)
[Mid] Swift upwards sword swipe.
Low accuracy, quick strike.
Unlocked at
level 1
Mastered at
100 AP


One of Garland's strongest bravery attacks. It's a safe poke, anti-air and a combo starter. The active frames are long, the tracking is strong and it recovers quickly, which make this a difficult move to contest. Deathblow is great for filling assist gauge and threatening nearby opponents. Garland does not have to dodge to make this move safe, which is very rare in this game. On hit, it combos into jump > Twist Drill, assist and generates lots of EX Force as a result.

Deathblow is a must-have for close-range ground combat. It ties Garland's defensive gameplay together very well. Even so, it is important to mix things up, so the opponent doesn't catch Garland at a bad time. It still loses to higher priority attacks and well timed blocks. And because it's a ground move, it does little to contest halo camping. It does make it easier to fight with full assist gauge, though.

Low High
Base Damage 24 (5, 19) 24 (5, 2, 2, 15)
Startup Frame 17F 13F
Damage Type Physical Physical
Priority Melee Low Melee Low
EX Force 90 30
Effects Chase Wall Rush
Cancels Dodge Dodge
Assist Gain (Hit)
CP (Mastered) 30 (15)
[Mid] Swing sword upwards.
Change combo with input timing.
Unlocked at
level 32
Mastered at
100 AP


Highbringer (Low). Press Circle for a chain stab.
Highbringer (High). Press Circle for a combo attack.

Highbringer functions as a poke, post-block punisher and an assist combo starter. It is best used as an secondary ground bravery, particularly for aspiring players learning Garland. Highbringer is an uppercut with two built-in follow-up attacks. For low version, tap Circle ddff-icon-button-circle.png twice for a chase ender and 90 EX. For high version, hold Circle ddff-icon-button-circle.png to become airborne and then tap again for wall rush attack.

Highbringer is quite fast, and it is more beginner friendly for assist combos compared to Deathblow. Both low and high versions can anti-air, and the hit stun and wall rush allow a variety of assist combo routes. The first slash also looks and acts very similarly to Deathblow, so Highbringer often goes uncontested.

However, this attack is is outclassed by Deathblow at higher levels of play. It has much longer recovery, so dodges are needed for long term safety. Highbringer does not lead to the consistent Twist Drill follow-ups, so the reward on hit is weaker and more reliant on assist gauge. The high version has more requirements for notable reward such as short reaction time, assist and sometimes wall rush. It also leaves Garland airborne even if it misses, where he has to avoid getting caught after a dodge.

As a side note, Highbringer (High) first hit can also be dodge cancelled early on hit. However, if Highbringer (Low) first hit connects, the dodge cancel cannot be done as quickly.

Base Damage each (10)
Startup Frame 51F
Damage Type Magical
Priority Ranged Low
EX Force 0
Effects -
Cancels Dodge, Block, Attack
Assist Gain (Hit)
CP (Mastered) 30 (15)
[Long] Call down lightning strikes
that home in on opponent.
Unlocked at
level 19
Mastered at
100 AP


Three bolts spawn on the opponent in a sequence, and push the opponent away. Thundaga is a long range poke, that is mostly used to interrupt opponents. It bypasses solid objects and lingering projectiles, but the damage is low and it needs wall for combos. Garland is vulnerable to attacks during the animation, but the recovery is rather short for a move like this. It can be difficult to whiff punish from a distance. Just watch out for opponent's Free Air Dash and assist.

Thundaga is not used in competitive play often due to its low damage, EX generation and situational combos.

About the wall combos: If opponent is against a wall, the bolts can combo into each other. Garland can follow up with Flare, Chain Cast and even air bravery assists. The upward knockback's direction is also based on where the player's camera is facing.

Aerial

Base Damage 30 (7, 8, 15)
Startup Frame 21F
Damage Type Physical
Priority Melee Low
EX Force 30
Effects Wall Rush
Cancels Dodge
Assist Gain (Hit)
CP (Mastered) 30 (15)
[Mid] Swipe with twin blades.
Approaches foe; limited height.
Unlocked at
level 1
Mastered at
100 AP


Garland's dedicated advancing air bravery. Twin Swords' main strength lies in having some tracking in all directions, which makes it more consistent as a counter attack after blocks.

Twin Swords suffers from a 3-slot bravery dilemma, where it is outclassed by Twist Drill, Chain Cast and Bardiche in utility and reward. It covers a range that other braveries don't do as consistently, but it's flawed in many other ways. It's fast, but not fast enough to be always unreactable. The animation is long and every hit is low priority, which risks getting blocked or whiff punished. The overall range is average and the tracking period is brief. Twin Swords also has to wall rush for assist combos, which further skews the risk / reward ratio against Garland. It is risky to use in neutral overall.

Base Damage 15 (7, 8)
Startup Frame 45F
Damage Type Physical
Priority Melee Low
EX Force 90
Effects Chase
Cancels Dodge
Assist Gain (Hit)
CP (Mastered) 30 (15)
[Mid] Swing chain. Low accuracy,
but effective against any height.
Unlocked at
level 1
Mastered at
100 AP


Garland positions himself above in relation to the opponent for two vertical attacks. This is an air combo starter, air-to-ground whiff punisher and Garland's primary post-dodge defensive option in the air. It is not invincible, but the movement can help him evade slower dodge punish attempts. On hit, Garland can dodge cancel and combo into Twist Drill for a total of 180 EX (almost 20 % of an EX bar). Chain Cast's consistent damage output, meter generation and applications in the neutral make it an appealing choice for a third bravery slot along with Bardiche and Twist Drill. It is pretty slow and telegraphed though, so it can be blocked or dodged easily.

Chain Cast has enough hit stun to make empty chase attempts safer on average, although it is not entirely safe to use in all instances. It can also hit behind the opponent's block, though exact conditions are unclear. Being significantly below or above the opponent helps, though.

The hitbox has some oddities. It has gaps and possibly slight deadzones between the chain itself and the tip. Before reaching proper down-forward hitbox there may be a gap just below level height. It could have a small deadzone right in front of Garland as well. This requires further research.

Base Damage 30
Startup Frame 23F
Damage Type Physical
Priority Melee Low
EX Force 0
Effects Wall Rush
Cancels Dodge
Assist Gain (Hit)
CP (Mastered) 30 (15)
[Dive] Mighty axe swing.
Great for attacking from above.
Unlocked at
level 4
Mastered at
100 AP


Garland's iconic crushing swing. A staple in Garland's kit due to its speed, average whiff recovery and infamous damage output. It can be used to build assist gauge on whiff and punish long recovery attacks below Garland. Bardiche is primarily run for its reward on hit, namely ground wall rush assist combos and EX Revenge. The high base damage makes Garland one of the best users of wall rush bravery enhancements (primarily accessory_basic.png Booster).

Outside of combos, Bardiche's reward is lacking with no EX, short assist confirm window and no automatic Sneak Attack activation. Its other applications in the neutral are also weak due to it exclusively tracking downwards, having a small hitbox and flawed mixup options to support it. It is a loud, telegraphed and relatively slow to start low priority move on a character whose other downward attacks are all slower than 40 frames.

Despite these flaws, Bardiche is commonly used because the damage output is high enough to outweigh the cons.

Base Damage 30 (4 x 2, 8, 14)
Startup Frame 21F
Damage Type Physical
Priority Melee Low
EX Force 90
Effects Chase
Cancels Dodge
Assist Gain (Hit)
CP (Mastered) 30 (15)
[Rise] Upwards lunge with sword.
Great for attacking from below.
Unlocked at
level 28
Mastered at
100 AP


Another staple bravery. Twist Drill is a fast anti-air attack with good combo potential, damage and EX output. Twist Drill primarily tracks opponents above Garland, and it is used as a whiff punisher or an occasional poke. It has enough range to connect after Deathblow for 180 EX (almost 20 % of the gauge).

Twist Drill has lots of hitstun. It is one of the few moves in the game that provide a safe empty chase anywhere. This is great for both assist combos and taking EX force reliably. A late dodge cancel window and empty chase are both viable starters for Garland's commonly used assists. While Garland is safe after an empty chase, he can still lose to fast attacks and command blocks if he tries to push his advantage immediately. Challenging recovery attack pokes depends on the matchup and stage positioning as well; Chasing at a corner can leave Garland closer to the opponent than usual, which is more dangerous for him.

Twist Drill's whiff recovery is long enough for it to be punishable on reaction. It has a blind spot above Garland's head, and it's only effective at dodge punishing from below. If the opponent has a good read on Garland, they can even use an air BRV assist to shut down Twist Drill.

Even so, Twist Drill is a staple in Garland's air combat. The disjointed hitbox allows him to poke through projectiles and traps, such as Ultimecia charged Knight's Lance. The first part can be dodge cancelled early enough to contest The Emperor's Dreary Cells, and the startup speed can be difficult to react to without practice.

Twist Drill can also hit behind the opponent's block at the right distance and angle, below the opponent.

Base Damage each (10)
Startup Frame 51F
Damage Type Magical
Priority Ranged Low
EX Force 0
Effects -
Cancels Dodge, Block, Attack
Assist Gain (Hit)
CP (Mastered) 30 (15)
[Long] Call down lightning strikes
that home in on opponent.
Unlocked at
level 25
Mastered at
100 AP


Same as the ground version, except it can be done anywhere in the air. A valid option against mages and characters with poor mobility, though it's main application is still interrupting opponents.

HP Attacks

Ground

Base Damage 18 (8, 2 x 5)
Startup Frame 39F
Damage Type Physical (axe)
Magical (rocks)
Priority Melee High (axe)
Unblockable (rocks)
EX Force 36
Effects Wall Rush
Cancels Dodge
Assist Gain (Hit)
CP (Mastered) 30 (15)
[Close] Split ground with axe.
Steals bravery, then takes HP.
Unlocked at
level 1
Mastered at
130 AP


Earthquake is a decent mixup against aggressive ground opponents in close range. It tracks well, has strong knockback and the unblockable rocks ignore LV2 Assist Change entirely. Earthquake can anti-air forward ground dodges, particularly with the axe slam. The rocks can anti-air as well. This is an effective move when used sparingly.

Because the rocks act independently, Earthquake can be used to clash with Melee High attacks, such as Tifa's Rolling Blaze or Squall's Revolver Drive and punish them for it. If it trades, the situation is also often in Garland's favor. Earthquake is difficult to punish without mid range attacks or assist, but use it with caution. Aerial attacks can still hit Garland. He often has to dodge to reduce the recovery, which is risky. And assist is the primary way to make it safer on whiff as well. That can be expensive for Garland despite his ground neutral capability.

Base Damage -
Startup Frame 59F
Damage Type -
Priority Ranged High
EX Force each (9)
Effects -
Cancels Dodge
Assist Gain (Hit)
CP (Mastered) 30 (15)
[Long] Shoot multiple fireballs
that chase opponent.
Unlocked at
level 16
Mastered at
130 AP


Homing fireballs that can be dodged with well placed dodge. The ground version is not used often, since he already has relatively complete kit on the ground.

Blaze has a bad deadzone in front of Garland, and each fireball can inflict meter depletion on hit. These are traits that carry over to its aerial version, which sees much more use in competitive play.

Base Damage 12 (2 x 6)
Startup Frame 45F
Damage Type Physical
Priority Melee High
EX Force 96
Effects -
Cancels Dodge
Assist Gain (Hit)
CP (Mastered) 30 (15)
[Mid] Hurl chain sword.
Vertically limited, very accurate.
Unlocked at
level 36
Mastered at
130 AP


Tsunami is a tracking, high risk, high reward option against ground dodges. It is also a post-dodge defensive option thanks to the swift upward movement during startup. Tsunami catches ground dodges consistently, and leads to assist combos on hit. That makes this move something of an instigator when assist gauge is available.

Against opponents without command blocks, doing Tsunami and reacting with an assist can be effective for a checkmate interaction. Tsunami can also hit aerial opponents who are close to Garland at the time of impact. Lastly, if Garland staggers an opponent with a blodge (backwards / sideway dodge), Tsunami is guaranteed.

If Tsunami misses, Garland is vulnerable to counter attacks for a few seconds. Assist is needed to offset this drawback, but Garland must be sure the opponent is going to strike back.

Aerial

Base Damage -
Startup Frame 59F
Damage Type -
Priority Ranged High
EX Force each (9)
Effects -
Cancels Dodge
Assist Gain (Hit)
CP (Mastered) 30 (15)
[Long] Shoot multiple fireballs
that chase opponent.
Unlocked at
level 1
Mastered at
130 AP


Blaze is a secondary long range harassment tool, often used with Cyclone for safe zoning. The projectiles track towards the opponent, and they all focus on a singular point of impact. This reduces their screen presence, but each fireball can hit the opponent. That is notable, because each fireball activates the meter depletion effect with Battle Hammer accessory_basic.png and the like.

Despite the projectiles' speed and relatively brief duration, it is possible to reflect one of them back at Garland. That is rarely a concern for Garland though. A more common downside to Blaze is the lack of protection around Garland once the projectiles have been fired; There is enough time to hit Garland out of Blaze after firing the projectiles, but before he can act again. Using Blaze without protection from Cyclone (or even assist) can lead to unfavorable trades with opponent's assist (Blaze hits, opponent's assist breaks Garland), or assist punishes.

Blaze is a staple for Garland, despite not having strong neutral applications. It has a low hit rate at high level play, but also low risk when used sparingly from a distance. It supports Garland at a range where he doesn't have much presence, and if his opponent struggles to deal with Cyclone, it makes Blaze that much more prominent.

If the opponent has Auto Assist Lock On equipped, and the opponent escapes an assist combo as Garland uses Blaze, the projectiles won't track to the opponent. They will disperse instead.

Base Damage -
Startup Frame 51F
Damage Type -
Priority Ranged High
EX Force each (60)
Effects Absorb
Cancels Dodge
Assist Gain (Hit)
CP (Mastered) 30 (15)
[Close] Call forth tornado.
Slow speed, homing ability.
Unlocked at
level 12
Mastered at
130 AP


Cyclone is used as a passive defensive tool, assist combo extender or a safer combo finisher after assist. It has good reward on hit thanks to its EX generation and hit stun - It combos into assists on hit, and even Garland can follow up if Cyclone hits late. Cyclone plays an important role in optimizing Garland's air combos for EX, namely at the ceiling and / or after EX Revenge.

Cyclone consists of two Ranged High projectiles that linger for a moment. But they don't protect Garland from all angles. Disjointed attacks such as Sephiroth's Sudden Cruelty and Aerith's Seal Evil can hit Garland out of it. Advancing high priority moves such as Cloud's Braver and Squall's Rough Divide can also power through Cyclone. Because Garland cannot act again early and or take advantage of Cyclone for long, it is not suited for building offensive momentum.

However, Cyclone can exploit certain shortcomings: Characters without Aerith assist, projectiles, command blocks, disjointed hitbox or a relatively fast advancing Melee High attack. In these cases, Cyclone provides a consistent defensive barrier for Garland.

Base Damage 15
Startup Frame 47F
Damage Type Physical
Priority Melee High
EX Force 30
Effects Wall Rush
Cancels Dodge
Assist Gain (Hit)
CP (Mastered) 30 (15)
[Mid] Strike with greatsword,
causing large explosion on hit.
Unlocked at
level 22
Mastered at
130 AP


Garland's primary HP attack after blocking and finishing assist combos. It tracks the opponent, though it's bad at turning around shortly before moving. The knockback has high wall rush potential, which adds more damage consistently after bravery breaks.

Flare's active frames are very brief and as such, it is not effective at punishing early blocks and catching aerial dodges with Evasion Boost. It also has plenty of recovery frames, which leave Garland vulnerable to attacks for a moment.

If Flare makes contact, Garland will transition into the second hit that deals HP damage. This is true whether the opponent escapes with LV1 Assist Change afterwards or he clashes with a lower priority melee move. It doesn't have particularly strong tracking and Garland can be hit during the animation. Cyclone and Blaze can make up for this weakness, but Flare remains a staple in Garland's arsenal regardless. It is his only consistent aerial HP for block counters.

EX Mode: Class Change!

Effects:

  • Regen
  • Critical Boost
  • Indomitable Resolve

Garland's EX mode is conventionally strong due to his damage output. The threat of his high damaging EX Revenge combos also complements his EX mode, which depletes the opponent's assist gauge upon activation. There aren't many unique perks here, but because Garland can fill his EX gauge effectively through combos, he can get more opportunities to close out matches with it.

Indomitable Resolve

[Active while attacking] Even while taking damage, attacks can be performed without flinching.

Rare instance of super armor in Dissidia 012. During an attack animation, Garland will not flinch from any attack that does not inflict HP damage. This can be good as a surprise attack, and it can also work in a pinch against characters with HP links (Cyclone, anyone?), but remember that EX mode does not alter Garland's attack properties; He can still be blocked.

EX Burst: Soul of Chaos

An attack terrible enough to shake the heavens. Repeatedly press circle to add strength to the attack.

Damage multiplier (initial) Damage multiplier (rest) Type
12, 12 (24) 4x3, 3x4, 16, 16, 5x4 (100 total) Physical


Soul of Chaos requires filling the gauge by repeatedly pressing circle ddff-icon-button-circle.png. It's not the strongest EX Burst in the game, but well above average in power thanks to Garland's high base ATK, good initial hits and bravery stacking with a full EX gauge.

Combos

Main article: Garland (Combos)

Solo

Garland has a handful of solo combos, but his most practical ones start with Deathblow or Chain Cast. Both can lead to Twist Drill for plenty of damage and EX, which is great for Garland.

Condition Combo Base Damage EX Notes
Poke starter
Ground
Deathblow > move > jump > Twist Drill 45 150


Video

Base Damage (Breakdown): 15 > 30 Opponent Assist (Comrade's Vow): ??? EX Force (Breakdown): 60 > 90
Staple combo. High EX and leads to damaging Kuja assist combos for even more EX. Move and jump as quickly as possible. The later Deathblow hits, the more time Garland has to combo into Twist Drill.
Punish starter
Air, above opponent
Chain Cast > DC > Twist Drill 45 180


Video

Base Damage (Breakdown): 15 > 30 Opponent Assist (Comrade's Vow): ??? EX Force (Breakdown): 90 > 90
Staple air combo, commonly used as a punish or an assist combo ender. 180 EX is great, which Garland can get by empty chasing immediately. If Garland has assist, he can also start an assist combo by dodge cancelling, or after empty chase ends.
If opponent is far after Chain Cast, Twist Drill may not land all initial hits. This combo does not require wall, but it can be easier to do near walls and corners due to reduced knockback. Garland should remain cautious when empty chasing at a corner, because being closer to the opponent makes him a bit more vulnerable to recovery attack attempts.
When wall is not nearby, Garland can dodge cancel towards opponent more reliably by moving camera sideways after Assist Chase, and then moving with a quarter-circle motion. For example, the camera is tilted to the right so Garland faces to the left. The quarter-circle motion would then be left > left/up > up. The initial left should be held for almost a split second.


EX Revenge

Garland gets access to some of his strongest combos during EX Revenge, including the notorious Bardiche combo. With EX Revenge, Garland becomes very dangerous to interact with due to its damage potential.

Condition Combo Base Damage EX Notes
Air starter, close to opponent
Full EX Gauge, near ground
Bardiche > WR > Bardiche > WR > Bardiche > WR > Bardiche > WR > Bardiche > Flare 165 + HP & WR (x5) 0



Base Damage (Breakdown): 30 + WR > 30 + WR > 30 + WR > 30 + WR > 30 + WR > 15 + HP WR Opponent Assist (Comrade's Vow): ??? EX Force (Breakdown): 0 > 0 > 0 > 0 > 0 > 0
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 ddff-icon-button-circle.png 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 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

Garland has a well-rounded combo game with few competitive assists. He can start assist combos with most of his moves and any wall rush he gets. This is great for learning the character, but the combos also scale well with builds and a little bit of execution; Garland is capable of doing lots of bravery damage with Bardiche during ground assists, and Chain Cast solo combos generate lots of EX for Garland. Both are great for him, as a full EX gauge is a fantastic win condition.

Main article: Garland Combos (Kuja Assist)

Kuja does just about everything Garland would want from assist. Combos off of Garland's most important moves, great holding potential for Bardiche fillers and sets up Chain Cast combos for damage and EX.

Condition Combo Base Damage EX Notes
Poke starter
Ground
Highbringer 1st hit (Low) > AST BRV > AC > Flare 70 + HP WR 48



Base Damage (Breakdown): 5 > 50 (Assist) > 15 + HP WR Opponent Assist (Comrade's Vow): ??? EX Force (Breakdown): 18 > 30
Gap closer / Punish starter
Ground
Lance Charge > WR > AST BRV > AC > Flare 92 + HP WR 60



Base Damage (Breakdown): 30 > 47 (Assist) > 15 + HP WR Opponent Assist (Comrade's Vow): ??? EX Force (Breakdown): 30 > 30
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.
Poke / punish starter, Wall Rush
Air
Bardiche > WR > AST BRV > AC > Flare 92 + HP WR 30



Base Damage (Breakdown): 30 + WR > 47 (Assist) > 15 + HP WR Opponent Assist (Comrade's Vow): ??? EX Force (Breakdown): 0 > 30
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.
Poke starter
Air
Twist Drill (1st part) > AST BRV > AC > Twist Drill 96 120


Video

Base Damage (Breakdown): 16 > 50 (Assist) > 30 Opponent Assist (Comrade's Vow): ??? EX Force (Breakdown): 30 > 90
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.
HP starter
Ground
Tsunami > AST BRV > AC > Flare 77 + HP WR 111



Base Damage (Breakdown): 12 > 50 (Assist) > 15 + HP WR Opponent Assist (Comrade's Vow): ??? EX Force (Breakdown): 96 > 15
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.
HP starter, Wall Rush
Air
Flare > WR > AST BRV > AC > Twist Drill 95 + HP WR 120



Base Damage (Breakdown): 15 + HP WR > 50 (Assist) > 30 Opponent Assist (Comrade's Vow): ??? EX Force (Breakdown): 30 > 90
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.


Builds

Stats
HP 9644
CP 450
BRV 956 (1147 initial)
ATK 182
DEF 184
LUK 60
Max Booster x3.5
Special Effect: Seal of Lufenia
Equipment
Assist Kuja
Weapon ddff-icon-equip-weapon.png Gigant Axe
Hand ddff-icon-equip-hand.png Lufenian Dirk ddff-icon-equip%20ability.png
Head ddff-icon-equip-head.png Lufenian Hairpin ddff-icon-equip%20ability.png
Body ddff-icon-equip-body.png Lufenian Vest
Accessory 1 accessory_basic.png Hyper Ring
Accessory 2 accessory_basic.png Muscle Belt
Accessory 3 accessory_basic.png Booster
Accessory 4 accessory_booster.png Large Gap in HP
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_special.png White Gem
Accessory 9 accessory_special.png Glutton
Accessory 10 accessory_special.png First to Victory
Summon ddff-icon-summonstone.png Rubicante
{{{dataBRV}}} {{{dataHP}}}
Bravery attacks
Ground Aerial
HP attacks
Ground Aerial

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


Substitutes Basic: Booster for Battle Hammer (assist depletion) or Dismay Shock (EX depletion).

A strong, versatile build. High bravery damage output, enhanced EX absorption and an initial boost for meter and bravery help Garland reach a full EX bar and a subsequent OHKO faster. Use this build as your default.

Equip Master Guardsman for over 10,000 health.

Stats
HP 9644
CP 450
BRV 957 (1148 initial)
ATK 180
DEF 185
LUK 60
Max Booster x2.7
Special Effect: King of Tragedy
Equipment
Assist Kuja
Weapon ddff-icon-equip-weapon.png Rhongomiant
Hand ddff-icon-equip-hand.png Prytwen
Head ddff-icon-equip-head.png Dragon Sallet
Body ddff-icon-equip-body.png Wygar
Accessory 1 accessory_basic.png Muscle Belt
Accessory 2 accessory_basic.png Booster
Accessory 3 accessory_basic.png Dismay Shock
Accessory 4 accessory_booster.png Large Gap in BRV
Accessory 5 accessory_booster.png EX Revenge
Accessory 6 accessory_booster.png Summon Unused
Accessory 7 accessory_special.png Spider Web
Accessory 8 accessory_special.png Spider's Bane
Accessory 9 accessory_special.png Avenger
Accessory 10 accessory_special.png First to Victory
Summon ddff-icon-summonstone.png Rubicante
{{{dataBRV}}} {{{dataHP}}}
Bravery attacks
Ground Aerial
HP attacks
Ground Aerial

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


A dedicated EX Revenge build.

Against a Tidus with 184 DEF, a critical hit Bardiche can inflict 600+ bravery damage. It is possible to accumulate 5000 bravery during EX Revenge alone. Add two more Bardiches during a Kuja assist combo into a Flare and it amounts to about 7000 HP damage total. One way to mitigate damage from this combo is by equipping the extra ability Disable Sneak Attack.

Assist

Garland Assist Data

Type Attack Startup Position Spawn Damage multiplier Effects
BRV Round Edge 23F Ground Opponent 2 x 4, 6, 16 (30) Wall Rush
BRV Bardiche 23F Air Opponent 30 Wall Rush
HP Tsunami 45F Ground Opponent 2 x 6 (12) Chase
HP Cyclone 51F Air Opponent - Chase


Assist Overview

Garland is one of the weaker assists in the game. His holds are short, so he relies on wall rush for damage and combo opportunities. Bardiche is fast and it avoids LV2 Assist Change staggers easily if it hits in neutral, but it leaves very little time to follow up. Tsunami has high coverage on grounded opponents and leads to Assist Chase, but it also has high assist cost. Cyclone covers space, but it is difficult to combo into.

Generally speaking Garland assist does not see much use in competitive play, because he does not enable HP attacks consistently anywhere, or complement most characters' strengths otherwise.

Synergies

Garland works with most competitive assists.

Kuja
Kuja is the strongest assist for Garland, because he maximizes Garland's strengths on hit. Great combo potential, high damage output and retains whiff punish capability. Air BRV sets up Chain Cast combos in the air for lots of EX, while ground BRV holds the opponent for two damaging Bardiche fillers. Garland can stack bravery and EX gauge to force a checkmate situation, but Kuja's Force Symphony can help in Chase sequences. The main thing to watch out for is confirming Kuja ground BRV after Bardiche, as there is not much time to react. If opponent escapes from an assist combo early, Garland has to forgo the extra Bardiches to avoid an easy Assist Lock.
Sephiroth
Sephiroth assist has less damaging and versatile combo routes, but he attacks faster on the ground and has wider hitboxes. He is great for whiff punishing on the ground specifically. Bardiche ground combos are also easier to react with Sephiroth ground BRV. Bardiche fillers are still possible on the ground, and even in the air with air BRV assist. The strong pushback on Sephiroth's finishers makes Chain Cast follow-ups much less practical. Twist Drill, Bardiche and Flare still work though. That means Garland gets way less EX compared to Kuja assist, but still does competitive BRV damage with Sephiroth. And of course, Sephiroth cannot bypass LV2 Assist Change staggers as consistently as Kuja can.
Aerith
Aerith lets Garland avoid LV2 Assist Change staggers consistently at the cost of damage and whiff punish capability. Twist Drill and Chain Cast combo into Seal Evil consistently with empty chase, and long range Blaze completes the synergy. This can lead to stronger meter depletion, and Aerith still lets Garland get lots of EX with Chain Cast combos afterwards. Garland rarely needs Aerith to be competitive, but it is possible to use her for double assist combos with Cyclone if needed. If Garland lands Earthquake, Aerith does Cure because Garland is on the ground.
Tidus
Tidus assist provides one of the fastest air BRVs for whiff punishes and a slower ground BRV for extended ground combos. If Garland needs The Emperor to stop doing Dreary Cells, Tidus gets the job done. The ground BRV is also nice for people who want to practice Garland's solo ground combos. Garland does not benefit much from Tidus assist otherwise, even though the air BRV combos are functional.

References


Navigation


Wiki Roadmap (012 Garland)

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Page Completed In progress To-do Score
General Add images for attacks (from PSP if possible). / 86
Pros / Cons Done. Elaborate on bravery damage, whiff punishment and bad movement. ? / ?
Overview / Character Data Done. Review overview. 2 / 2
Bravery Attacks Ability info, overviews and images. 5 / 5
HP Attacks Ability info, overviews and images. 5 / 5
EX Mode Basic info, EX mode effects and EX burst overview. Images. 3 / 3
Combos Solo combos, most Kuja assist combos. Add Kuja assist ceiling combo. EX Revenge combos. Add Sephiroth, Tidus and Aerith assist combos and video examples of them. 6 / 7
Builds 2 example build. Create dedicated build page. Leave only 1 build in Garland's main page. More niche builds. Add build overviews, attack loadouts and substitutes as seen on Cloud's page. 2 / 10
Assist Assist data and recommended assists added. Add an overview for Tidus assist and Garland when used as an assist. 2 / 3
Matchups Create the page, add matchup analysis and tips against every character. 0 / 32
Frame Data Create the page. A concise PvP guide with core concepts and bare essentials explained concisely. Roughly 25 % of character's total page content. 0 / 1
Starter Guide 0 / 8
Strategy Create the page and add basic offensive and defensive strategies. Use Jecht and Squall pages as examples. 0 / 10