Kain Highwind (Dissidia 012): Difference between revisions

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[[Category:Dissidia 012 Final Fantasy]]
[[Category:Dissidia 012 Final Fantasy]]
{{012CharNavKain}}


{{CharacterInfo
{{CharacterInfo
|portrait=https://resources.dissidia.wiki/ddff/portraits/ddff-port-kain.png
|name=Kain Highwind (カイン・ハイウインド)
|name=Kain Highwind (カイン・ハイウインド)
|origin=Final Fantasy IV
|origin=Final Fantasy IV
|weapon=Daggers, Greatswords, Katanas, Spears, Swords
|armor=Shields, Gauntlets, Large Shields, Helms, Light Armor, Heavy Armor
|atk=110 (Average)
|atk=110 (Average)
|def=111 (Average)
|def=111 (Average)
Line 12: Line 12:
|fall=67 (Fast)
|fall=67 (Fast)
|fallr=16 (Very Fast)
|fallr=16 (Very Fast)
|exclusives=Black Dragon Spear, Holy Dragon Spear, Abel's Lance, Highwind
|fastestbrv=19F (Spiral Blow, Lance Barrage)
|fastesthp=41F (Dragon's Fang)
|1hithp=Dragon's Fang, Lancet
|hplinks=Yes (Combos only)
|cmdblock=No
|weapon=Daggers, Greatswords, Katanas, Spears, Swords
|armor=Shields, Gauntlets, Large Shields,<br>Helms, Light Armor, Heavy Armor
|exclusives=Black Dragon Spear, Holy Dragon Spear,<br>Abel's Lance, Highwind
|unlock=Default
|alignment=Cosmos
|vajp=[https://en.wikipedia.org/wiki/Koichi_Yamadera Koichi Yamadera]
|vaeng=[https://en.wikipedia.org/wiki/Liam_O%27Brien Liam O'Brien]
}}
}}
== Overview ==
Kain is a close-range aerial fighter with high vertical movement. He has a unique homing air dash which can be done after melee bravery attacks. Kain excels defensively in the air largely due to his mobility; His air jumps and Precision Jumps are top class, and his fast fall speed makes his air dodges very safe to use. His aerial attacks are fast and cover diagonal angles well, which are effective for defensive {{keyword|punish|punish=1}}-oriented playstyles. When Kain gets a hit, he can alter the {{keyword|knockback|knockback=1}} direction with his branching follow-ups and few, but rewarding solo combos. His {{keyword|wall carry|wallcarry=1}} has high potential thanks to his Lance Barrage loops and very damaging aerial HP attacks. Even though Kain's base ATK is average, his damage output is much higher in practice due to his combos, critical hits and high base damage on wall rush moves, such as Rising Drive and Sky Rave. And if Kain finds himself on the ground, he can control air space with his signature Jump HP attack and slow down the pace on a moment's notice.
Kain is defensively strong, but he relies on air braveries that aren't best-in-class for {{keyword|rushdown|rushdown=1}}. He can {{keyword|poke|poke=1}}, but the attacks are all slower across the board. Kain doesn't move during their {{keyword|startup|startup=1}}, and their {{keyword|tracking|tracking=1}} is linear in one specific direction. His relatively slow {{keyword|recovery|recovery=1}} also makes him vulnerable to {{keyword|whiff punishment|whiffpunish=1}} in close-range. This puts Kain in an awkward spot; He is defensively difficult to hit, but he has trouble hitting opponents himself. He relies on timing {{keyword|mixups|mixup=1}} to avoid getting blocked, and he can't always stop fast movement either. Kain has few projectiles, but they are all telegraphed or risky for poking through traps, like {{012ulti}}'s charged Knight's Lance or {{012emp}}'s Thunder Crest. He is a close-range character without many standout traits for offense specifically.
In competitive play, Kain has been commonly ranked at mid tier. His defensive playstyle works reliably against a variety of characters, as he is good at avoiding damage in the air or powering through with charged Jumps on the ground. He's an explosive character when he gets a clean combo, but he can struggle to force openings against defensive opponents. His assist meter building is also somewhat slow, but that's mostly a problem in small stages while under pressure. In a game where defensive play is considered strong, Kain is a competent character with a fairly straightforward moveset and high damage.


{{ProConTable
{{ProConTable
Line 20: Line 38:
}}
}}


== Overview ==
== Unique Mechanic: Air Dash Cancel ==
Kain Highwind is a playable character in Dissidia 012.
 
{{image|https://dissidia.wiki/images/2/24/012_kain_dash.jpeg}}
When Kain finishes a melee bravery attack, he can {{keyword|cancel|cancel=1}} it into a homing air dash by pressing Triangle {{psptri}}. Its main application is filling assist gauge with Assist Gauge Up Dash ability while approaching opponent. This can be useful for optimizing ground assist combo starters, but it sees little use in other situations. The dash and Kain's relatively slow {{keyword|startup|startup=1}} speed for his air braveries do not open up solo combo routes for Kain.
 
This is built-in for Kain, so he does not need to equip any dash abilities to do this. Kain will perform the air dash even when Triangle {{pspcir}} is held down beforehand. In practice, it is similar to an {{keyword|input buffer|inputbuffer=1}}, which is rare in Dissidia 012.


== Bravery Attacks ==
== Bravery Attacks ==
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|-|Spiral Blow=
|-|Spiral Blow=
{{AbilityInfo
{{AbilityInfo
|damage=20
|damage='''20'''
|startup=19F
|startup=19F
|type=Physical
|type=Physical
Line 37: Line 59:
|effect=Wall Rush
|effect=Wall Rush
|cp=30 (15)
|cp=30 (15)
|image=https://dissidia.wiki/images/e/e0/Brv_kain_spiral_blow.jpeg
|imgpos=
|cancels=Dodge
|asthit=
|level=
|ap=
|gametext=[Close] Charge at opponent <br>while spinning diagonally upwards.
}}
}}
''[Close] Charge at opponent while spinning diagonally upwards.''
 
Spiral Blow is occasionally used as a {{keyword|poke|poke=1}} or a {{keyword|punish|punish=1}} tool near walls. Its relatively quick {{keyword|startup|startup=1}} and low vertical angle make it good for hitting opponents in front of Kain. The base damage is decent, and it has average {{keyword|knockback|knockback=1}} for wall rush. As such, Spiral Blow also works as an assist combo starter.
 
Kain becomes airborne when using Spiral Blow, so he cannot use this move repeatedly on the ground. It's one of the safer ground moves to {{keyword|whiff|whiff=1}}, but it's also low reward without wall rush and assist.


|-|Lance Burst=
|-|Lance Burst=
{{AbilityInfo
{{AbilityInfo
|damage=2x6, 5, 15 (32)
|damage='''32''' (2 x 6, 5, 15)
|startup=29F
|startup=29F
|type=Physical
|type=Physical
Line 49: Line 81:
|effect=Chase
|effect=Chase
|cp=30 (15)
|cp=30 (15)
|image=https://dissidia.wiki/images/3/3c/Brv_kain_lance_burst.jpeg
|imgpos=
|cancels=Dodge
|asthit=
|level=
|ap=
|gametext=[Mid] Stab w/lance and kick foe. <br>Deal more damage when close.
}}
}}
''[Mid] Stab w/lance and kick foe. Deal more damage when close.''
 
[[File:012_ex_force.jpeg|thumb|300px|Lance Burst sends opponent flying at the end.]]
 
Lance Burst is Kain's strongest ground bravery for damage. Its main application is in {{keyword|punish|punish=1}} situations against block or dodge. The base damage is above average, and it starts combos anywhere; Assist can follow up after the stab, and Kain can dodge cancel > Lance Barrage for a solo combo. Both routes are practical for Kain with some practice, so this is often equipped in competitive play.
 
Lance Burst moves Kain forward, and remains {{keyword|active|active=1}} until Kain stops moving. This is enough to punish ground dodges after a dash.
 
The main drawback is the {{keyword|reactable|reactable=1}} {{keyword|startup|startup=1}}. This is not a huge issue in most {{keyword|matchups|matchup=1}} though, as Kain does not need to fight on the ground often. He doesn't have many effective {{keyword|mixup|mixup=1}} options on the ground, often defaulting to charged Jumps for safety. Lance Burst also cannot {{keyword|anti-air|anti-air=1}} opponents.


|-|Cyclone (ground)=
|-|Cyclone (ground)=
{{AbilityInfo
{{AbilityInfo
|damage=10
|damage='''10'''
|startup=35F
|startup=35F
|type=Physical
|type=Physical
|priority=Ranged Low
|priority=Ranged Low
|ex=0
|ex=0
|effect=--
|effect=-
|cp=30 (15)
|cp=30 (15)
|image=https://dissidia.wiki/images/a/a7/Brv_kain_cyclone_g.jpeg
|imgpos=
|cancels=
|asthit=
|level=
|ap=
|gametext=[Long] Launch pockets of air at foe <br>to send upwards.
}}
}}
''[Long] Launch pockets of air at foe to send upwards.''


Can solo combo on hit from a distance.
Cyclone is a homing projectile that is sparingly used on the ground. On hit, Cyclone pulls opponents in and it has enough {{keyword|hit stun|hitstun=1}} to combo into HP attacks, notably Rising Drive. Kain needs to be in midrange to do these combos, so Cyclone is often reserved for assist combos. This is more practical for Cyclone's aerial version.
 
Kain is considered airborne for a very brief moment after {{keyword|recovery|recovery=1}}, which lets him combo into Rising Drive at a distance. This is easy to miss both due to positioning and strict timing, and Kain becomes grounded if he does not act with precise timing.
 
Kain's ground braveries are not well suited for long-term ground combat. Cyclone is no exception; It's not very effective for controlling space due to the low priority and slow {{keyword|startup|startup=1}}. It travels at medium speed once it is {{keyword|active|active=1}}, but it realigns gradually against vertical opponents. Kain also remains still for a moment after casting Cyclone, so it can lose to homing dashes.


</tabber>
</tabber>
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<tabber>
<tabber>
|-|Lance Barrage=
|-|Lance Barrage=
{{AbilityInfo
 
|damage=7, 8 + 2x4, 12/15 (35/30)
{{AbilityInfo2
|startup=19F
|ver1=Normal + Neutral
|type=Physical
|damage1='''35''' (7, 8 + 2 x 4, 12)
|priority=Melee Low
|startup1=19F
|ex=30 (Wall Rush) / 90 (Chase)
|type1=Physical
|effect=Chase, Wall Rush
|priority1=Melee Low
|ex1=30
|effect1=Wall Rush
|cancels1=Dodge
|asthit1=
|gametext=[Close] Multiple lance thrusts. <br>Change combo with analog stick.
|level=
|ap=
|cp=30 (15)
|cp=30 (15)
|ver2=Normal + Up / Down
|damage2='''30''' (7, 8 + 15)
|startup2=19F
|type2=Physical
|priority2=Melee Low
|ex2=90
|effect2=Chase
|cancels2=Dodge
|asthit2=
|image=https://dissidia.wiki/images/a/ac/Brv_kain_lance_barrage.jpeg
|imgpos=
}}
}}
''[Close] Multiple lance thrusts. Change combo with analog stick.''
 
<gallery mode="packed" widths=165 heights=170>
File:Brv_kain_lance_barrage_u.jpeg|Up Follow-up ↑+{{pspcir}}
File:Brv_kain_lance_barrage_n.jpeg|Neutral Follow-up {{pspcir}}
File:Brv_kain_lance_barrage_d.jpeg|Down Follow-up ↓+{{pspcir}}
</gallery>
 
Lance Barrage is Kain's main {{keyword|poke|poke=1}}. It moves Kain forward, which makes it the primary move for hitting opponents in front of him. This is a consistent move for {{keyword|punishing|punish=1}} opponents in close-range, whether it's after a {{keyword|whiff|whiff=1}}, block stagger or missed block. On hit, Kain can call assist for a combo or go for a directional follow-up. These follow-ups are crucial for Kain's combos and meter gain, but he benefits a lot from them.
 
;Up Follow-up ↑+{{pspcir}}
:Up Follow-up does not wall rush, but generates 90 EX. This lets Kain combo into another Lance Barrage after a {{keyword|dodge cancel|dc=1}}. It is Kain's primary {{keyword|midscreen|midscreen=1}} solo combo and also an infinite combo. The timing for the combo is somewhat strict, but Kain gets plenty of wall carry and assist gauge for successful repetitions. Once Kain is near a wall, he can end the Lance Barrage combo with Neutral Follow-up for a wall rush. As a result, Up Follow-up contributes greatly to Lance Barrage's damage potential. In competitive play, two Lance Barrages are always allowed, so Kain can get good mileage out of this follow-up. Up Follow-up also works in assist combos; {{012kuja}} assist connects in corners and {{012aer}} assist can combo via Chase.
 
;Neutral Follow-up {{pspcir}}
:Multiple advancing thrusts with lateral pushback. This has good {{keyword|wall carry|wallcarry=1}}, and it can wall rush for assist combos. Kain can use the Air Dash Cancel to get a little bit of assist gauge before going for the wall rush assist combo.
 
;Down Follow-up ↓+{{pspcir}}
:This is similar to Up Followup in terms of base damage and EX gain. It is mainly used to confirm assist combos on the ground, because the opponent is forced into a wall rush state near ground. Kain can use the Air Dash Cancel to get a little bit of assist gauge before going for the assist combo.
 
Lance Barrage is also used to build assist gauge on whiff. The {{keyword|startup|startup=1}} is fast enough to be unreactable as it is, but it's one of the slower moves in this regard. What makes Lance Barrage safer to use is the {{keyword|dodge cancel|dc=1}}. Kain's fall speed makes his (backward) air dodges safer on average. So as long as Kain is not {{keyword|whiff punished|whiffpunish=1}} or blocked during the two slashes, Lance Barrage is fairly safe in {{keyword|neutral|neutral=1}}. The whiff {{keyword|recovery|recovery=1}} is average, so it's not completely safe from whiff punishes though. Kain also stops during the startup, so it is more prone to missing against moving opponents.


|-|Celestial Shooter=
|-|Celestial Shooter=
{{AbilityInfo
 
|damage=2x4, 7 + 4, 4, 5, 12/15 (40/30)
{{AbilityInfo2
|startup=21F
|ver1=Normal + Up
|type=Physical
|damage1='''40''' (2 x 4, 7 + 4, 4, 5, 12)
|priority=Melee Low
|startup1=21F
|ex=30 (Wall Rush) / 90 (Chase)
|type1=Physical
|effect=Chase, Wall Rush
|priority1=Melee Low
|ex1=30
|effect1=Wall Rush
|cancels1=Dodge
|asthit1=
|gametext=Quick upward lunge. <br>Change combo with analog stick.
|level=
|ap=
|cp=30 (15)
|cp=30 (15)
|ver2=Normal + Neutral / Down
|damage2='''30''' (2 x 4, 7, 15)
|startup2=21F
|type2=Physical
|priority2=Melee Low
|ex2=90
|effect2=Chase
|cancels2=
|asthit2=
|image=https://dissidia.wiki/images/0/06/Brv_kain_celestial_shooter.jpeg
|imgpos=
}}
}}
''Quick upward lunge. Change combo with analog stick.''
 
<gallery mode="packed" widths=165 heights=170>
File:Brv_kain_celestial_shooter_up.jpeg|Up Follow-up ↑+{{pspcir}}
File:Brv_kain_celestial_shooter_n.jpeg|Neutral Follow-up {{pspcir}}
File:Brv_kain_lance_barrage_d.jpeg|Down Follow-up ↓+{{pspcir}}
</gallery>
 
Celestial Shooter is Kain's dedicated upward attack. It's mainly used to build assist gauge on {{keyword|whiff|whiff=1}} and {{keyword|punish|punish=1}} opponents above Kain. Missed blocks and attacks with long recovery are both good for using Celestial Shooter. The startup is slightly slower than Lance Barrage, but Kain will move at a diagonal angle afterwards. This movement contributes to Celestial Shooter's range and safety in {{keyword|neutral|neutral=1}}. By alternating between Celestial Shooter and other air braveries, Kain can keep moving while building assist gauge.
 
;Up Follow-up ↑+{{pspcir}}
:Multiple slices with an upward thrust at the end. This can wall rush near ceilings, and it's commonly used to start assist combos there.
 
;Neutral Follow-up {{pspcir}}
:This sends opponent forward. The base damage is lower compared to Up Follow-up, but EX gain is higher. It's mainly used in Aerith assist combos, but this move specifically is not often prioritized for that. Other assists can still combo at wall if Kain uses Chase.
 
;Down Follow-up ↓+{{pspcir}}
:Kain sends opponent downward. This is similar to Lance Barrage's Down Follow-up. However, because Celestial Shooter moves upwards first, the Down Follow-up cannot guarantee a wall rush reaction on the ground as consistently. Kain can combo into Aerith assist with Chase.
 
Celestial Shooter has average {{keyword|recovery|recovery=1}}, so it can be {{keyword|whiff punished|whiffpunish=1}} if Kain ends up near opponent. It's generally safe against {{keyword|assist punishes|assistpunish=1}} partly due to the movement. But similar to {{012wol}}'s Rising Buckler, Kain can only move in this one direction. Kain cannot hit directly upwards from a distance, so it has a blind spot right above Kain. That makes it harder to use Celestial Shooter unpredictably. To that end, timing {{keyword|mixups|mixup=1}} are important, even if this move is borderline {{keyword|reactable|reactable=1}}.
 


|-|Crashing Dive=
|-|Crashing Dive=
{{AbilityInfo
 
|damage=1x7, 8 + 1x7, 6, 12/15 (40/30)
{{AbilityInfo2
|startup=21F
|ver1=Normal + Down
|type=Physical
|damage1='''40''' (1 x 7, 8 + 1 x 7, 6, 12)
|priority=Melee Low
|startup1=21F
|ex=30 (Wall Rush) / 90 (Chase)
|type1=Physical
|effect=Chase, Wall Rush
|priority1=Melee Low
|ex1=30
|effect1=Wall Rush
|cancels1=Dodge
|asthit1=
|gametext=[Dive] A spinning charge. <br>Change combo with analog stick.
|level=
|ap=
|cp=30 (15)
|cp=30 (15)
|ver2=Normal + Up / Neutral
|damage2='''30''' (1 x 7, 8 + 15)
|startup2=21F
|type2=Physical
|priority2=Melee Low
|ex2=90
|effect2=Chase
|cancels2=Dodge
|asthit2=
|image=https://dissidia.wiki/images/9/93/Brv_kain_crashing_dive.jpeg
|imgpos=
}}
}}
''[Dive] A spinning charge. Change combo with analog stick.''
 
<gallery mode="packed" widths=165 heights=170>
File:Brv_kain_crashing_dive_u.jpeg|Up Follow-up ↑+{{pspcir}}
File:Brv_kain_celestial_shooter_n.jpeg|Neutral Follow-up {{pspcir}}
File:Brv_kain_crashing_dive_d1.jpeg|Down Follow-up ↓+{{pspcir}}
</gallery>
 
Crashing Dive is Kain's dedicated downward attack. It's mainly used to build assist gauge on {{keyword|whiff|whiff=1}} and {{keyword|punish|punish=1}} opponents below Kain. Missed blocks and attacks with long recovery are both good for Crashing Dive. Since this is a downward attack with decent travel distance, Kain can use this to occasionally approach grounded opponents. Kain can {{keyword|mixup|mixup=1}} Crashing Dive with '''[[Dash_feint|dash feints]]''' and other braveries to keep opponents guessing, but this only works near ground. By alternating between Crashing Dive and other air braveries, Kain can keep moving while building assist gauge safely.
 
On hit, Kain gets access to ground wall rush and a strict dodge cancel combo with Lance Barrage. The dodge cancel combo is good for Kain, but not mandatory. The wall rush opens up practical assist combos into Rising Drive for high damage.
 
;Up Follow-up ↑+{{pspcir}}
:Similar to Lance Barrage's Up Follow-up. This lets Kain generate 90 EX and combo into Lance Barrage after a dodge. Aerith assist can also combo afterwards with Chase. The two timings for {{keyword|dodge cancelling|dc=1}} into Lance Barrage are strict (the dodge, and Lance Barrage itself). However, this is still a very rewarding combo route for Kain for its meter gain, {{keyword|wall carry|wallcarry=1}} and independency from walls.
 
;Neutral Follow-up {{pspcir}}
:Same as Celestial Shooter; This sends opponent forward. The base damage is lower compared to Down Follow-up, but EX gain is higher. It's mainly used in Aerith assist combos, but this move specifically is not often prioritized for that. Other assists can still combo at wall if Kain uses Chase.
 
;Down Follow-up ↓+{{pspcir}}
:This is used for setting up damaging assist combos on the ground. It has decent {{keyword|knockback|knockback=1}}, so Kain does not need to be just above the ground to get a wall rush.
 
Similar to Celestial Shooter, Crashing Dive only travels in one direction. Kain moves downwards at a diagonal angle, and the move is {{keyword|active|active=1}} during the descent. That makes it harder to avoid blocks, especially from a distance. Timing {{keyword|mixups|mixup=1}} are important, even if this move is borderline {{keyword|reactable|reactable=1}}.


|-|Cyclone (midair)=
|-|Cyclone (midair)=
{{AbilityInfo
{{AbilityInfo
|damage=10
|damage='''10'''
|startup=35F
|startup=35F
|type=Physical
|type=Physical
|priority=Ranged Low
|priority=Ranged Low
|ex=0
|ex=0
|effect=--
|effect=-
|cp=30 (15)
|cp=30 (15)
|image=https://dissidia.wiki/images/a/a6/Brv_kain_cyclone_a.jpeg
|imgpos=
|cancels=
|asthit=
|level=
|ap=
|gametext=[Long] Launch pockets of air at foe <br>to send upwards.
}}
}}
''[Long] Launch pockets of air at foe to send upwards.''
 
Aerial Cyclone is practically similar to ground version. It can be used sparingly as a midrange {{keyword|poke|poke=1}} and in assist combos to setup Kain's solo combos. Cyclone adds a little bit of damage and it can even combo into another Cyclone from midrange / long-range. When optimized this way, Cyclone can add more bravery damage than his other air braveries (e.g. Lance Barrage 1st part). <ref>[https://www.youtube.com/watch?v=J1afqP4ldQQ&t=51 Cyclone combos into another Cyclone.]</ref>
 
Cyclone is not commonly used in competitive play due to its diminishing returns as a third bravery. It's too slow to work as a threatening {{keyword|zoning|zoning=1}} tool, and the reward on hit is low without situational positioning. Kain sacrifices important vertical coverage by removing Celestial Shooter or Crashing Dive. Cyclone does not make up for it in {{keyword|neutral|neutral=1}} because it is slower to {{keyword|punish|punish=1}} attacks in addition to being vulnerable to dashes and incoming attacks.


</tabber>
</tabber>
Line 130: Line 307:


{{AbilityInfo
{{AbilityInfo
|damage=2xN
|damage=2 x N
|startup=See table below
|startup=See table below
|type=Physical
|type=Physical
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|effect=Wall Rush
|effect=Wall Rush
|cp=40 (20)
|cp=40 (20)
|image=https://dissidia.wiki/images/b/b3/Hp_kain_jump_lv1_up.jpeg
|imgpos=
|cancels=Dodge (Landing)
|asthit=
|level=
|ap=
|gametext=[Close~Long] Pounce on foe. <br>Charge to change its strength.
}}
}}
''[Close~Long] Pounce on foe. Charge to change its strength.''
 
[[File:Hp_kain_jump_lv1_down.jpeg|thumb|300px|Jump deals bravery damage during the descent.]]
 
[[File:Hp_kain_jump_lv2_up.jpeg|thumb|300px|LV2 & LV3 Jump have a {{keyword|hitbox|hitbox=1}} during the ascent.]]


=== Jump's frame data ===
=== Jump's frame data ===
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|landing3=79F
|landing3=79F
}}
}}
Jump is a flexible defensive tool for Kain. It serves as a defensive option after ground dodges due to its {{keyword|invincibility|invincibility=1}}. It also strikes quickly with a downward wall rush, which is effective for assist combos and {{keyword|fillers|filler=1}}.
Kain can hold Square {{pspsqu}} to increase Jump's level and change its properties. This is an effective space control tool for a few reasons; When Kain charges Jump, it will have a {{keyword|hitbox|hitbox=1}} while rising. Like all HP attacks, this is high priority that breaks blocks and lower priority attacks. It comes out very quickly once Square {{pspsqu}} is released, or after Kain reaches maximum charge time. The hitbox remains {{keyword|active|active=1}} until Kain reaches max height. Charged Jump has {{keyword|tracks|tracking=1}} opponents while ascending and descending, so he can threaten airborne opponents with a fast {{keyword|anti-air|anti-air=1}}. What makes charged Jump safe and consistent is the {{keyword|dodge cancel|dc=1}} at the Jump's peak. This means Kain can charge Jump, react to opponent's actions and dodge if it's not safe to fall down. If charged Jump hits during the ascent, Kain gets a guaranteed HP hit at most heights. He can also dodge cancel and go for a solo combo, but only if opponent is at Jump's max height. Since Kain gets a LV2 Jump in roughly 0.5 seconds and he can hold the charge for a few seconds, Jump can force opponents to defend.
Only LV2 and LV3 Jump can be dodge cancelled. If Kain wants to evade with LV1 Jump, he is forced to land on the ground. It's better than not having emergency defensive options at all, but it's not very effective against short {{keyword|recovery|recovery=1}} {{keyword|pokes|poke=1}}. Because Kain only gets a hitbox with LV2 and LV3 Jumps, a forced LV1 Jump also lets opponents move towards Kain while he is ascending. As long as Kain has time to charge Jump, he can be very difficult to hit.
All Jumps have a maximum height, which cannot reach the ceiling in most large stages. It can reach it in few stages that have a low ceiling, such as Pandaemonium - Top Floor and M. S. Prima Vista. Therefore Jump won't see much success in large stages if the opponent is consistently {{keyword|halo camping|halocamping=1}}.
Jump deals bravery damage during descent. This happens very quickly, but it does mean Jump is technically vulnerable to EX Revenge {{keyword|checkmates|checkmate=1}}.


|-|Dragon's Fang=
|-|Dragon's Fang=
{{AbilityInfo
{{AbilityInfo
|damage=--
|damage=-
|startup=41F
|startup=41F
|type=--
|type=-
|priority=Melee High
|priority=Melee High
|ex=0
|ex=0
|effect=Wall Rush
|effect=Wall Rush
|cp=30 (15)
|cp=30 (15)
|image=https://dissidia.wiki/images/9/92/Hp_kain_dragons_fang_g.jpeg
|imgpos=
|cancels=Dodge
|asthit=
|level=
|ap=
|gametext=[Close] Stab foe with lance. <br>Effective against any height.
}}
}}
''[Close] Stab foe with lance. Effective against any height.''
 
Dragon's Fang is Kain's 1-hit HP attack, and his fastest HP in general. It's commonly used after block staggers. It's relatively fast and has decent vertical {{keyword|tracking|tracking=1}}. It has short reach, so Kain must be mindful of blocking {{keyword|disjoints|disjoint=1}} from a distance before countering with this.
 
The ground version is not used often due to Kain's mediocre ground combat outside of charged HP Jumps. The air version is functionally the same, but serves the 1-hit HP niche more reliably.


</tabber>
</tabber>
Line 178: Line 385:
|-|Rising Drive=
|-|Rising Drive=
{{AbilityInfo
{{AbilityInfo
|damage=2x32 (64)
|damage='''64''' (2 x 32)
|startup=49F
|startup=49F
|type=Physical
|type=Physical
Line 185: Line 392:
|effect=Wall Rush
|effect=Wall Rush
|cp=30 (15)
|cp=30 (15)
|image=https://dissidia.wiki/images/f/f8/Hp_kain_rising_drive.jpeg
|imgpos=
|cancels=Dodge
|asthit=
|level=
|ap=
|gametext=[Rise] Spin lance charging upwards <br>until hitting ceiling.
}}
}}
''[Rise] Spin lance charging upwards until hitting ceiling.''
 


|-|Sky Rave=
|-|Sky Rave=
{{AbilityInfo
{{AbilityInfo
|damage=2x37 (74)
|damage='''74''' (2 x 37)
|startup=49F
|startup=49F
|type=Physical
|type=Physical
Line 197: Line 411:
|effect=Wall Rush
|effect=Wall Rush
|cp=30 (15)
|cp=30 (15)
|image=https://dissidia.wiki/images/d/d5/Hp_kain_sky_rave.jpeg
|imgpos=
|cancels=Dodge
|asthit=
|level=
|ap=
|gametext=[Dive] Barrel downwards with <br>lance until hitting ground.
}}
}}
''[Dive] Barrel downwards with lance until hitting ground.''


|-|Dragon's Fang (midair)=
|-|Dragon's Fang (midair)=
{{AbilityInfo
{{AbilityInfo
|damage=--
|damage=-
|startup=41F
|startup=41F
|type=--
|type=-
|priority=Melee High
|priority=Melee High
|ex=0
|ex=0
|effect=Wall Rush
|effect=Wall Rush
|cp=30 (15)
|cp=30 (15)
|image=https://dissidia.wiki/images/8/8c/Hp_kain_dragons_fang_a.jpeg
|imgpos=
|cancels=Dodge
|asthit=
|level=
|ap=
|gametext=[Close] Stab foe with lance. <br>Effective against any height.
}}
}}
''[Close] Stab foe with lance. Effective against any height.''
 


|-|Gungnir=
|-|Gungnir=
{{AbilityInfo
{{AbilityInfo
|damage=2x30 (60)
|damage='''60''' (2 x 30)
|startup=55F
|startup=55F
|type=Physical
|type=Physical
Line 221: Line 448:
|effect=Wall Rush
|effect=Wall Rush
|cp=30 (15)
|cp=30 (15)
|image=https://dissidia.wiki/images/7/7d/Hp_kain_gungnir.jpeg
|imgpos=
|cancels=Dodge
|asthit=
|level=
|ap=
|gametext=[Mid] Throw energy infused lance. <br>Flies until hitting stage.
}}
}}
''[Mid] Throw energy infused lance. Flies until hitting stage.''
 
[[File:Hp_kain_gungnir_2.jpeg|thumb|300px|]]


</tabber>
</tabber>


=== EX Mode: Holy Strength ===
== EX Mode: Holy Strength! ==
Effects:
Effects:
* Regen
* Regen
Line 232: Line 467:
* Lancet
* Lancet


==== Lancet ====
== Lancet ==
''[Activate with R + Square] Damage dealt absorbed as HP and immediately recovers spent BRV. Cancel action with Air Dash.''
 
{{AbilityInfo
|image=https://dissidia.wiki/images/7/76/012_kain_lancet.jpeg
|imgpos=36%
|damage=-
|startup=51F
|type=-
|priority=Ranged High
|ex=60
|effect=EX Burst
|cp=-
|cancels=Dodge, Air Dash
|asthit=-
|level=1
|ap=-
|gametext=[Activate with R + Square] <br>Damage dealt absorbed as HP and <br>immediately recovers spent BRV. <br>Cancel action with Air Dash.
}}
 
== EX Burst: Dragoon's Pride ==
[[File:Ex_burst_kain.jpeg|400px|border]]


==== EX Burst: Dragoon's Pride ====
''The ultimate dragoon jump. Repeatedly press command displayed on the screen to raise the gauge. The command will change twice at random''
''The ultimate dragoon jump. Repeatedly press command displayed on the screen to raise the gauge. The command will change twice at random''


Line 244: Line 497:
}}
}}


== Builds ==
= Combos =
 
== Solo ==
 
== Assist ==
 
= Builds =


<tabber>
<tabber>
Line 259: Line 518:
|ast=Player Choice
|ast=Player Choice
|wpn=Highwind
|wpn=Highwind
|hand=Lufenian Dirk
|hand=Lufenian Dirk ([[CP_Glitch_(Dissidia_012)|'''CP Glitch''']])
|head=Lufenian Headband
|head=Lufenian Headband ([[CP_Glitch_(Dissidia_012)|'''CP Glitch''']])
|armor=Lufenian Vest
|armor=Lufenian Vest
|acc1={{accbas}} Hyper Ring
|acc1={{accbas}} Hyper Ring
Line 274: Line 533:
|summon=Rubicante
|summon=Rubicante
}}
}}
Use the [[CP Glitch (Dissidia 012)|'''CP Glitch''']] for Thief's Gear and Bard's Gear.


A high damage build utilising bravery damage and wall rush for small stages with low ceiling. The maximum booster value of x7.4 activates with ''both'' Large Gap in HP and BRV = 0. x5.3 when Large Gap in HP is in effect, but not BRV = 0.
A high damage build utilising bravery damage and wall rush for small stages with low ceiling. The maximum booster value of x7.4 activates with ''both'' Large Gap in HP and BRV = 0. x5.3 when Large Gap in HP is in effect, but not BRV = 0.
Line 293: Line 551:
|ast=Player Choice
|ast=Player Choice
|wpn=Heaven's Cloud
|wpn=Heaven's Cloud
|hand=Lufenian Dirk
|hand=Lufenian Dirk ([[CP_Glitch_(Dissidia_012)|'''CP Glitch''']])
|head=Lufenian Hairpin
|head=Lufenian Hairpin ([[CP_Glitch_(Dissidia_012)|'''CP Glitch''']])
|armor=Lufenian Vest
|armor=Lufenian Vest
|acc1={{accbas}} Muscle Belt
|acc1={{accbas}} Muscle Belt
Line 308: Line 566:
|summon=Rubicante
|summon=Rubicante
}}
}}
Use the [[CP Glitch (Dissidia 012)|'''CP Glitch''']] for Thief's Gear and Bard's Gear.


A damage build without sacrificing EX absorption. Recommended for medium to large stages. x2.3 booster before Large Gap in HP activates.
A damage build without sacrificing EX absorption. Recommended for medium to large stages. x2.3 booster before Large Gap in HP activates.
Line 318: Line 574:
If you intend to use Aerith assist, use Cleaver instead. Heaven's Cloud serves well if you are comfortable doing his aerial bravery loops (in the corner).
If you intend to use Aerith assist, use Cleaver instead. Heaven's Cloud serves well if you are comfortable doing his aerial bravery loops (in the corner).
</tabber>
</tabber>
= Assist =
== Kain's assist data ==
{{012Assist
|type1=BRV
|attack1=Lance Burst
|startup1=29F
|position1=Ground
|spawn1=Opponent
|damage1=2 x 6, 5, 15 (32)
|effect1=Chase
|type2=BRV
|attack2=Crashing Dive
|startup2=21F
|position2=Air
|spawn2=Opponent
|damage2=1 x 7, 8, 1 x 7, 6, 12 (40)
|effect2=Wall Rush
|type3=HP
|attack3=Jump
|startup3=62F
|position3=Ground
|spawn3=Opponent
|damage3=2xN
|effect3=Wall Rush
|type4=HP
|attack4=Dragon's Fang
|startup4=41F
|position4=Air
|spawn4=Opponent
|damage4=-
|effect4=Wall Rush
}}
== Assists ==
Kuja, Onion Knight.
= References =
<references />
{{navbox012}}
{{roadmap012kain}}

Latest revision as of 06:39, 7 July 2025


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




Info
Name Kain Highwind (カイン・ハイウインド)
Original game Final Fantasy IV
Base ATK (LV100) 110 (Average)
Base DEF (LV100) 111 (Average)
Run Speed 8 (Below Average)
Dash Speed 81 (Below Average)
Fall Speed 67 (Fast)
Fall Speed Ratio After Dodge 16 (Very Fast)
Fastest BRV 19F (Spiral Blow, Lance Barrage)
Fastest HP 41F (Dragon's Fang)
1-Hit HP Dragon's Fang, Lancet
HP Links Yes (Combos only)
Command Block No
Weapon Daggers, Greatswords, Katanas, Spears, Swords
Armor Shields, Gauntlets, Large Shields,
Helms, Light Armor, Heavy Armor
Exclusive weapons Black Dragon Spear, Holy Dragon Spear,
Abel's Lance, Highwind
Unlock Default
Alignment Cosmos
Voice Actor (JP) Koichi Yamadera
Voice Actor (ENG) Liam O'Brien


Overview

Kain is a close-range aerial fighter with high vertical movement. He has a unique homing air dash which can be done after melee bravery attacks. Kain excels defensively in the air largely due to his mobility; His air jumps and Precision Jumps are top class, and his fast fall speed makes his air dodges very safe to use. His aerial attacks are fast and cover diagonal angles well, which are effective for defensive punish-oriented playstyles. When Kain gets a hit, he can alter the knockback direction with his branching follow-ups and few, but rewarding solo combos. His wall carry has high potential thanks to his Lance Barrage loops and very damaging aerial HP attacks. Even though Kain's base ATK is average, his damage output is much higher in practice due to his combos, critical hits and high base damage on wall rush moves, such as Rising Drive and Sky Rave. And if Kain finds himself on the ground, he can control air space with his signature Jump HP attack and slow down the pace on a moment's notice.

Kain is defensively strong, but he relies on air braveries that aren't best-in-class for rushdown. He can poke, but the attacks are all slower across the board. Kain doesn't move during their startup, and their tracking is linear in one specific direction. His relatively slow recovery also makes him vulnerable to whiff punishment in close-range. This puts Kain in an awkward spot; He is defensively difficult to hit, but he has trouble hitting opponents himself. He relies on timing mixups to avoid getting blocked, and he can't always stop fast movement either. Kain has few projectiles, but they are all telegraphed or risky for poking through traps, like Ultimecia's charged Knight's Lance or The Emperor's Thunder Crest. He is a close-range character without many standout traits for offense specifically.

In competitive play, Kain has been commonly ranked at mid tier. His defensive playstyle works reliably against a variety of characters, as he is good at avoiding damage in the air or powering through with charged Jumps on the ground. He's an explosive character when he gets a clean combo, but he can struggle to force openings against defensive opponents. His assist meter building is also somewhat slow, but that's mostly a problem in small stages while under pressure. In a game where defensive play is considered strong, Kain is a competent character with a fairly straightforward moveset and high damage.

Strengths Weaknesses


Unique Mechanic: Air Dash Cancel

When Kain finishes a melee bravery attack, he can cancel it into a homing air dash by pressing Triangle ddff-icon-button-triangle.png. Its main application is filling assist gauge with Assist Gauge Up Dash ability while approaching opponent. This can be useful for optimizing ground assist combo starters, but it sees little use in other situations. The dash and Kain's relatively slow startup speed for his air braveries do not open up solo combo routes for Kain.

This is built-in for Kain, so he does not need to equip any dash abilities to do this. Kain will perform the air dash even when Triangle ddff-icon-button-circle.png is held down beforehand. In practice, it is similar to an input buffer, which is rare in Dissidia 012.

Bravery Attacks

Ground

Base Damage 20
Startup Frame 19F
Damage Type Physical
Priority Melee Low
EX Force 0
Effects Wall Rush
Cancels Dodge
Assist Gain (Hit)
CP (Mastered) 30 (15)
[Close] Charge at opponent
while spinning diagonally upwards.
Unlocked at
level
Mastered at
AP


Spiral Blow is occasionally used as a poke or a punish tool near walls. Its relatively quick startup and low vertical angle make it good for hitting opponents in front of Kain. The base damage is decent, and it has average knockback for wall rush. As such, Spiral Blow also works as an assist combo starter.

Kain becomes airborne when using Spiral Blow, so he cannot use this move repeatedly on the ground. It's one of the safer ground moves to whiff, but it's also low reward without wall rush and assist.

Base Damage 32 (2 x 6, 5, 15)
Startup Frame 29F
Damage Type Physical
Priority Melee Low
EX Force 90
Effects Chase
Cancels Dodge
Assist Gain (Hit)
CP (Mastered) 30 (15)
[Mid] Stab w/lance and kick foe.
Deal more damage when close.
Unlocked at
level
Mastered at
AP


Lance Burst sends opponent flying at the end.

Lance Burst is Kain's strongest ground bravery for damage. Its main application is in punish situations against block or dodge. The base damage is above average, and it starts combos anywhere; Assist can follow up after the stab, and Kain can dodge cancel > Lance Barrage for a solo combo. Both routes are practical for Kain with some practice, so this is often equipped in competitive play.

Lance Burst moves Kain forward, and remains active until Kain stops moving. This is enough to punish ground dodges after a dash.

The main drawback is the reactable startup. This is not a huge issue in most matchups though, as Kain does not need to fight on the ground often. He doesn't have many effective mixup options on the ground, often defaulting to charged Jumps for safety. Lance Burst also cannot anti-air opponents.

Base Damage 10
Startup Frame 35F
Damage Type Physical
Priority Ranged Low
EX Force 0
Effects -
Cancels
Assist Gain (Hit)
CP (Mastered) 30 (15)
[Long] Launch pockets of air at foe
to send upwards.
Unlocked at
level
Mastered at
AP


Cyclone is a homing projectile that is sparingly used on the ground. On hit, Cyclone pulls opponents in and it has enough hit stun to combo into HP attacks, notably Rising Drive. Kain needs to be in midrange to do these combos, so Cyclone is often reserved for assist combos. This is more practical for Cyclone's aerial version.

Kain is considered airborne for a very brief moment after recovery, which lets him combo into Rising Drive at a distance. This is easy to miss both due to positioning and strict timing, and Kain becomes grounded if he does not act with precise timing.

Kain's ground braveries are not well suited for long-term ground combat. Cyclone is no exception; It's not very effective for controlling space due to the low priority and slow startup. It travels at medium speed once it is active, but it realigns gradually against vertical opponents. Kain also remains still for a moment after casting Cyclone, so it can lose to homing dashes.

Aerial

Normal + Neutral Normal + Up / Down
Base Damage 35 (7, 8 + 2 x 4, 12) 30 (7, 8 + 15)
Startup Frame 19F 19F
Damage Type Physical Physical
Priority Melee Low Melee Low
EX Force 30 90
Effects Wall Rush Chase
Cancels Dodge Dodge
Assist Gain (Hit)
CP (Mastered) 30 (15)
[Close] Multiple lance thrusts.
Change combo with analog stick.
Unlocked at
level
Mastered at
AP


Lance Barrage is Kain's main poke. It moves Kain forward, which makes it the primary move for hitting opponents in front of him. This is a consistent move for punishing opponents in close-range, whether it's after a whiff, block stagger or missed block. On hit, Kain can call assist for a combo or go for a directional follow-up. These follow-ups are crucial for Kain's combos and meter gain, but he benefits a lot from them.

Up Follow-up ↑+ddff-icon-button-circle.png
Up Follow-up does not wall rush, but generates 90 EX. This lets Kain combo into another Lance Barrage after a dodge cancel. It is Kain's primary midscreen solo combo and also an infinite combo. The timing for the combo is somewhat strict, but Kain gets plenty of wall carry and assist gauge for successful repetitions. Once Kain is near a wall, he can end the Lance Barrage combo with Neutral Follow-up for a wall rush. As a result, Up Follow-up contributes greatly to Lance Barrage's damage potential. In competitive play, two Lance Barrages are always allowed, so Kain can get good mileage out of this follow-up. Up Follow-up also works in assist combos; Kuja assist connects in corners and Aerith assist can combo via Chase.
Neutral Follow-up ddff-icon-button-circle.png
Multiple advancing thrusts with lateral pushback. This has good wall carry, and it can wall rush for assist combos. Kain can use the Air Dash Cancel to get a little bit of assist gauge before going for the wall rush assist combo.
Down Follow-up ↓+ddff-icon-button-circle.png
This is similar to Up Followup in terms of base damage and EX gain. It is mainly used to confirm assist combos on the ground, because the opponent is forced into a wall rush state near ground. Kain can use the Air Dash Cancel to get a little bit of assist gauge before going for the assist combo.
Lance Barrage is also used to build assist gauge on whiff. The startup is fast enough to be unreactable as it is, but it's one of the slower moves in this regard. What makes Lance Barrage safer to use is the dodge cancel. Kain's fall speed makes his (backward) air dodges safer on average. So as long as Kain is not whiff punished or blocked during the two slashes, Lance Barrage is fairly safe in neutral. The whiff recovery is average, so it's not completely safe from whiff punishes though. Kain also stops during the startup, so it is more prone to missing against moving opponents.

Normal + Up Normal + Neutral / Down
Base Damage 40 (2 x 4, 7 + 4, 4, 5, 12) 30 (2 x 4, 7, 15)
Startup Frame 21F 21F
Damage Type Physical Physical
Priority Melee Low Melee Low
EX Force 30 90
Effects Wall Rush Chase
Cancels Dodge
Assist Gain (Hit)
CP (Mastered) 30 (15)
Quick upward lunge.
Change combo with analog stick.
Unlocked at
level
Mastered at
AP


Celestial Shooter is Kain's dedicated upward attack. It's mainly used to build assist gauge on whiff and punish opponents above Kain. Missed blocks and attacks with long recovery are both good for using Celestial Shooter. The startup is slightly slower than Lance Barrage, but Kain will move at a diagonal angle afterwards. This movement contributes to Celestial Shooter's range and safety in neutral. By alternating between Celestial Shooter and other air braveries, Kain can keep moving while building assist gauge.

Up Follow-up ↑+ddff-icon-button-circle.png
Multiple slices with an upward thrust at the end. This can wall rush near ceilings, and it's commonly used to start assist combos there.
Neutral Follow-up ddff-icon-button-circle.png
This sends opponent forward. The base damage is lower compared to Up Follow-up, but EX gain is higher. It's mainly used in Aerith assist combos, but this move specifically is not often prioritized for that. Other assists can still combo at wall if Kain uses Chase.
Down Follow-up ↓+ddff-icon-button-circle.png
Kain sends opponent downward. This is similar to Lance Barrage's Down Follow-up. However, because Celestial Shooter moves upwards first, the Down Follow-up cannot guarantee a wall rush reaction on the ground as consistently. Kain can combo into Aerith assist with Chase.
Celestial Shooter has average recovery, so it can be whiff punished if Kain ends up near opponent. It's generally safe against assist punishes partly due to the movement. But similar to Warrior of Light's Rising Buckler, Kain can only move in this one direction. Kain cannot hit directly upwards from a distance, so it has a blind spot right above Kain. That makes it harder to use Celestial Shooter unpredictably. To that end, timing mixups are important, even if this move is borderline reactable.

Normal + Down Normal + Up / Neutral
Base Damage 40 (1 x 7, 8 + 1 x 7, 6, 12) 30 (1 x 7, 8 + 15)
Startup Frame 21F 21F
Damage Type Physical Physical
Priority Melee Low Melee Low
EX Force 30 90
Effects Wall Rush Chase
Cancels Dodge Dodge
Assist Gain (Hit)
CP (Mastered) 30 (15)
[Dive] A spinning charge.
Change combo with analog stick.
Unlocked at
level
Mastered at
AP


Crashing Dive is Kain's dedicated downward attack. It's mainly used to build assist gauge on whiff and punish opponents below Kain. Missed blocks and attacks with long recovery are both good for Crashing Dive. Since this is a downward attack with decent travel distance, Kain can use this to occasionally approach grounded opponents. Kain can mixup Crashing Dive with dash feints and other braveries to keep opponents guessing, but this only works near ground. By alternating between Crashing Dive and other air braveries, Kain can keep moving while building assist gauge safely.

On hit, Kain gets access to ground wall rush and a strict dodge cancel combo with Lance Barrage. The dodge cancel combo is good for Kain, but not mandatory. The wall rush opens up practical assist combos into Rising Drive for high damage.

Up Follow-up ↑+ddff-icon-button-circle.png
Similar to Lance Barrage's Up Follow-up. This lets Kain generate 90 EX and combo into Lance Barrage after a dodge. Aerith assist can also combo afterwards with Chase. The two timings for dodge cancelling into Lance Barrage are strict (the dodge, and Lance Barrage itself). However, this is still a very rewarding combo route for Kain for its meter gain, wall carry and independency from walls.
Neutral Follow-up ddff-icon-button-circle.png
Same as Celestial Shooter; This sends opponent forward. The base damage is lower compared to Down Follow-up, but EX gain is higher. It's mainly used in Aerith assist combos, but this move specifically is not often prioritized for that. Other assists can still combo at wall if Kain uses Chase.
Down Follow-up ↓+ddff-icon-button-circle.png
This is used for setting up damaging assist combos on the ground. It has decent knockback, so Kain does not need to be just above the ground to get a wall rush.
Similar to Celestial Shooter, Crashing Dive only travels in one direction. Kain moves downwards at a diagonal angle, and the move is active during the descent. That makes it harder to avoid blocks, especially from a distance. Timing mixups are important, even if this move is borderline reactable.

Base Damage 10
Startup Frame 35F
Damage Type Physical
Priority Ranged Low
EX Force 0
Effects -
Cancels
Assist Gain (Hit)
CP (Mastered) 30 (15)
[Long] Launch pockets of air at foe
to send upwards.
Unlocked at
level
Mastered at
AP


Aerial Cyclone is practically similar to ground version. It can be used sparingly as a midrange poke and in assist combos to setup Kain's solo combos. Cyclone adds a little bit of damage and it can even combo into another Cyclone from midrange / long-range. When optimized this way, Cyclone can add more bravery damage than his other air braveries (e.g. Lance Barrage 1st part). [1]

Cyclone is not commonly used in competitive play due to its diminishing returns as a third bravery. It's too slow to work as a threatening zoning tool, and the reward on hit is low without situational positioning. Kain sacrifices important vertical coverage by removing Celestial Shooter or Crashing Dive. Cyclone does not make up for it in neutral because it is slower to punish attacks in addition to being vulnerable to dashes and incoming attacks.

HP Attacks

Ground

Base Damage 2 x N
Startup Frame See table below
Damage Type Physical
Priority Melee High
EX Force 3 each
Effects Wall Rush
Cancels Dodge (Landing)
Assist Gain (Hit)
CP (Mastered) 40 (20)
[Close~Long] Pounce on foe.
Charge to change its strength.
Unlocked at
level
Mastered at
AP


Jump deals bravery damage during the descent.
LV2 & LV3 Jump have a hitbox during the ascent.

Jump's frame data

Version Startup / charge time Max charge time = 180F Liftoff Peak Landing
LV1 8F After button release 7F 23F~41F 51F
LV2 32F After button release 9F 27F~49F 67F
LV3 62F After button release 9F 31F~57F 79F

Jump is a flexible defensive tool for Kain. It serves as a defensive option after ground dodges due to its invincibility. It also strikes quickly with a downward wall rush, which is effective for assist combos and fillers.

Kain can hold Square ddff-icon-button-square.png to increase Jump's level and change its properties. This is an effective space control tool for a few reasons; When Kain charges Jump, it will have a hitbox while rising. Like all HP attacks, this is high priority that breaks blocks and lower priority attacks. It comes out very quickly once Square ddff-icon-button-square.png is released, or after Kain reaches maximum charge time. The hitbox remains active until Kain reaches max height. Charged Jump has tracks opponents while ascending and descending, so he can threaten airborne opponents with a fast anti-air. What makes charged Jump safe and consistent is the dodge cancel at the Jump's peak. This means Kain can charge Jump, react to opponent's actions and dodge if it's not safe to fall down. If charged Jump hits during the ascent, Kain gets a guaranteed HP hit at most heights. He can also dodge cancel and go for a solo combo, but only if opponent is at Jump's max height. Since Kain gets a LV2 Jump in roughly 0.5 seconds and he can hold the charge for a few seconds, Jump can force opponents to defend.

Only LV2 and LV3 Jump can be dodge cancelled. If Kain wants to evade with LV1 Jump, he is forced to land on the ground. It's better than not having emergency defensive options at all, but it's not very effective against short recovery pokes. Because Kain only gets a hitbox with LV2 and LV3 Jumps, a forced LV1 Jump also lets opponents move towards Kain while he is ascending. As long as Kain has time to charge Jump, he can be very difficult to hit.

All Jumps have a maximum height, which cannot reach the ceiling in most large stages. It can reach it in few stages that have a low ceiling, such as Pandaemonium - Top Floor and M. S. Prima Vista. Therefore Jump won't see much success in large stages if the opponent is consistently halo camping.

Jump deals bravery damage during descent. This happens very quickly, but it does mean Jump is technically vulnerable to EX Revenge checkmates.

Base Damage -
Startup Frame 41F
Damage Type -
Priority Melee High
EX Force 0
Effects Wall Rush
Cancels Dodge
Assist Gain (Hit)
CP (Mastered) 30 (15)
[Close] Stab foe with lance.
Effective against any height.
Unlocked at
level
Mastered at
AP


Dragon's Fang is Kain's 1-hit HP attack, and his fastest HP in general. It's commonly used after block staggers. It's relatively fast and has decent vertical tracking. It has short reach, so Kain must be mindful of blocking disjoints from a distance before countering with this.

The ground version is not used often due to Kain's mediocre ground combat outside of charged HP Jumps. The air version is functionally the same, but serves the 1-hit HP niche more reliably.

Aerial

Base Damage 64 (2 x 32)
Startup Frame 49F
Damage Type Physical
Priority Melee High
EX Force 30
Effects Wall Rush
Cancels Dodge
Assist Gain (Hit)
CP (Mastered) 30 (15)
[Rise] Spin lance charging upwards
until hitting ceiling.
Unlocked at
level
Mastered at
AP

Base Damage 74 (2 x 37)
Startup Frame 49F
Damage Type Physical
Priority Melee High
EX Force 30
Effects Wall Rush
Cancels Dodge
Assist Gain (Hit)
CP (Mastered) 30 (15)
[Dive] Barrel downwards with
lance until hitting ground.
Unlocked at
level
Mastered at
AP

Base Damage -
Startup Frame 41F
Damage Type -
Priority Melee High
EX Force 0
Effects Wall Rush
Cancels Dodge
Assist Gain (Hit)
CP (Mastered) 30 (15)
[Close] Stab foe with lance.
Effective against any height.
Unlocked at
level
Mastered at
AP

Base Damage 60 (2 x 30)
Startup Frame 55F
Damage Type Physical
Priority Ranged High
EX Force 30
Effects Wall Rush
Cancels Dodge
Assist Gain (Hit)
CP (Mastered) 30 (15)
[Mid] Throw energy infused lance.
Flies until hitting stage.
Unlocked at
level
Mastered at
AP


EX Mode: Holy Strength!

Effects:

  • Regen
  • Critical Boost
  • Lancet

Lancet

Base Damage -
Startup Frame 51F
Damage Type -
Priority Ranged High
EX Force 60
Effects EX Burst
Cancels Dodge, Air Dash
Assist Gain (Hit) -
CP (Mastered)
[Activate with R + Square]
Damage dealt absorbed as HP and
immediately recovers spent BRV.
Cancel action with Air Dash.
Unlocked at
level 1
Mastered at
- AP


EX Burst: Dragoon's Pride

The ultimate dragoon jump. Repeatedly press command displayed on the screen to raise the gauge. The command will change twice at random

Damage multiplier (initial) Damage multiplier (rest) Type
20, 10 (30) 70 (100 total) Physical


Combos

Solo

Assist

Builds

Stats
HP 9971
CP 450
BRV 957
ATK 181
DEF 182
LUK 60
Max Booster x7.4
Special Effect: Seal of Lufenia
Equipment
Assist Player Choice
Weapon ddff-icon-equip-weapon.png Highwind
Hand ddff-icon-equip-hand.png Lufenian Dirk (CP Glitch)
Head ddff-icon-equip-head.png Lufenian Headband (CP Glitch)
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 Sniper Eye
Accessory 4 accessory_booster.png Large Gap in HP
Accessory 5 accessory_booster.png BRV = 0
Accessory 6 accessory_booster.png Empty EX Gauge
Accessory 7 accessory_booster.png Summon Unused
Accessory 8 accessory_booster.png Pre-EX Mode
Accessory 9 accessory_booster.png Pre-EX Revenge
Accessory 10 accessory_special.png Side by Side
Summon ddff-icon-summonstone.png Rubicante
{{{dataBRV}}} {{{dataHP}}}
Bravery attacks
Ground Aerial
HP attacks
Ground Aerial

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


A high damage build utilising bravery damage and wall rush for small stages with low ceiling. The maximum booster value of x7.4 activates with both Large Gap in HP and BRV = 0. x5.3 when Large Gap in HP is in effect, but not BRV = 0.

Substitutes

Basic: Hyper Ring for Battle Hammer (assist depletion) or Dismay Shock (enhanced EX depletion)

Stats
HP 9644
CP 450
BRV 1075
ATK 68
DEF 71
LUK 60
Max Booster x3.5
Special Effect: Seal of Lufenia
Equipment
Assist Player Choice
Weapon ddff-icon-equip-weapon.png Heaven's Cloud
Hand ddff-icon-equip-hand.png Lufenian Dirk (CP Glitch)
Head ddff-icon-equip-head.png Lufenian Hairpin (CP Glitch)
Body ddff-icon-equip-body.png Lufenian Vest
Accessory 1 accessory_basic.png Muscle Belt
Accessory 2 accessory_basic.png Sniper Eye
Accessory 3 accessory_basic.png Dismay Shock
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 Tenacious Attacker
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.pngindicates a "Gear" extra ability or the use of CP / Equipment glitch. The total CP cost will assume the glitch is done.


A damage build without sacrificing EX absorption. Recommended for medium to large stages. x2.3 booster before Large Gap in HP activates.

Substitutes

Weapon: Cleaver

If you intend to use Aerith assist, use Cleaver instead. Heaven's Cloud serves well if you are comfortable doing his aerial bravery loops (in the corner).

Assist

Kain's assist data

Type Attack Startup Position Spawn Damage multiplier Effects
BRV Lance Burst 29F Ground Opponent 2 x 6, 5, 15 (32) Chase
BRV Crashing Dive 21F Air Opponent 1 x 7, 8, 1 x 7, 6, 12 (40) Wall Rush
HP Jump 62F Ground Opponent 2xN Wall Rush
HP Dragon's Fang 41F Air Opponent - Wall Rush


Assists

Kuja, Onion Knight.

References

Navigation


Wiki Roadmap (012 Kain Highwind)

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

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Page Completed In progress To-do Score
General Add images for attacks. 15 / 86
Pros / Cons Strengths and weaknesses. ? / ?
Overview / Character Data Overview. 2 / 2
Bravery Attacks Ability info. Images. Overviews. 5 / 5
HP Attacks Ability info. Images. Overviews. 3 / 5
EX Mode Basic info. Images. Overview or detailed info. 2 / 3
Combos Add solo and assist combos with video examples. 0 / 7
Builds 2 example builds. Add more (niche) builds and overviews for each of them like on Tifa page. 2 / 10
Assist Assist data. Kain assist overview. Add assist synergies for Kain. 1 / 3
Matchups Create page. Matchup analysis and tips. 0 / 32
Frame Data Create page. Helpful links related to character. 0 / 1
Starter Guide Create page. Concise PvP guide with core conncepts and essentials. 0 / 8
Strategy Create page. Strategies and counterplay. 0 / 10