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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=
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[[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)=
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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.
Can solo combo on hit from a distance.
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.
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 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 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)=
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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>
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|landing3=79F
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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=
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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.
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 . 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 is held down beforehand. In practice, it is similar to an input buffer, which is rare in Dissidia 012.
[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.
[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 reactablestartup. 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.
[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.
[Close] Multiple lance thrusts. Change combo with analog stick.
Unlocked at level
Mastered at AP
Up Follow-up ↑+
Neutral Follow-up
Down Follow-up ↓+
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 ↑+
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
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 ↓+
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.
Quick upward lunge. Change combo with analog stick.
Unlocked at level
Mastered at AP
Up Follow-up ↑+
Neutral Follow-up
Down Follow-up ↓+
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 ↑+
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
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 ↓+
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.
[Dive] A spinning charge. Change combo with analog stick.
Unlocked at level
Mastered at AP
Up Follow-up ↑+
Neutral Follow-up
Down Follow-up ↓+
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 ↑+
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
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 ↓+
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.
[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.
[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 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 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 recoverypokes. 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.
[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.
indicates 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)
indicates 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).