Firion (Dissidia 012)/Matchups: Difference between revisions
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Generally speaking, this is not an inherently a difficult matchup for Firion. | Generally speaking, this is not an inherently a difficult matchup for Firion. | ||
Firion has stronger {{keyword|zoning|zoning=1}} tools here, so it's recommended to take advantage of that. Shield Bash can counter Red Fang and Blue Fang. But most importantly, it counters the most commonly used White Fang. This can restrict WoL's approaches, as Shield Bash's long-range counter activates more easily | Firion has stronger {{keyword|zoning|zoning=1}} tools here, so it's recommended to take advantage of that. Shield Bash can counter Red Fang and Blue Fang. But most importantly, it counters the most commonly used White Fang. This can restrict WoL's approaches, as any of these projectiles activate Shield Bash's long-range counter activates more easily. The counter covers a lot of space and it is difficult to dodge entirely in close range, so Firion should use Shield Bash early to establish that zoning is not a free action. | ||
Firion's Straightarrow is effective for checking {{keyword|whiffs|whiff=1}} and slower moves. If WoL is trying to zone with Shining Wave or Radiant Sword, Straightarrow can hit him out of those moves. | Firion's Straightarrow is effective for checking {{keyword|whiffs|whiff=1}} and slower moves. If WoL is trying to zone with Shining Wave or Radiant Sword, Straightarrow can hit him out of those moves. | ||
As such, WoL will attempt to get close to attack. If he is approaching from above, watch out for Shield Strike. Firion can avoid camera {{keyword|cross-ups|cross-up=1}} | As such, WoL will attempt to get close to attack. If he is approaching from above, watch out for Shield Strike. Firion can hit above him with Lord of Arms as a high commitment, high reward move. If it is set to Square {{pspsqu}}, it can also avoid camera {{keyword|cross-ups|cross-up=1}}, making it more reliable to use. Firion doesn't have many {{keyword|anti-air|antiair=1}} moves that can be used at sharp vertical angles. Try not to rely too much on Lord of Arms, as it still leaves Firion vulnerable if he misses. | ||
If WoL is trying to approach from the front, Firion can control space with Swordslash (ground) and Rope Knife. Swordslash is useful for building assist gauge, but it can also act as a {{keyword|mixup|mixup=1}} with Rope Knife. Rope Knife can hit from midrange, where WoL has no safe and reliable options to counter it. | If WoL is trying to approach from the front, Firion can control space with Swordslash (ground) and Rope Knife. Swordslash is useful for building assist gauge, but it can also act as a {{keyword|mixup|mixup=1}} with Rope Knife. Rope Knife can hit from midrange, where WoL has no safe and reliable options to counter it. That means WoL may have to take risks to get advantage. Either he has to dash close to Firion, or take action at a range where Firion is not immediately in danger. Outside of {{keyword|point blank|pointblank=1}} range, dash > block, or throwing out Shield of Light are both notable actions here. Sword Thrust is also a Melee Mid priority gap closer, which staggers Firion's Rope Knife. All that is to say - If Firion doesn't get predictable with Rope Knife, he can use it to control the pace of the match. If WoL misses, Firion can {{keyword|whiff punish|whiffpunish=1}} outright with Rope Knife, or force a mixup against WoL's dodge with Straightarrow, Lord of Arms or dash > Rope Knife. As for Firion's own defense, Shield Bash acts as the last line of defense after every grounded dodge, and provides a chunk of assist meter on hit with Side by Side {{accsp}}. | ||
Both WoL and Firion can use '''[[Multiplayer_Build_Guide_(Dissidia_012)#Side_by_Side|Side by Side builds]]''' effectively, so a single combo can build strong momentum. One thing worth noting is that Firion's usual combo starters guarantee HP Wall Rush consistently in most stages, whereas WoL's does not. | Both WoL and Firion can use '''[[Multiplayer_Build_Guide_(Dissidia_012)#Side_by_Side|Side by Side builds]]''' effectively, so a single combo can build strong momentum. One thing worth noting is that Firion's usual combo starters guarantee HP Wall Rush consistently in most stages, whereas WoL's does not. WoL's HP links featuring Bitter End send forward, and its knockback is not especially long. His Rune Saber HP links are a different story however; WoL can extend a Rune Saber combo with Sephiroth assist, follow up with Crossover and have a realistic chance at reaching ceiling on Order's Sanctuary. Furthermore, low ceiling stages such as Pandaemonium - Top Floor and M. S. Prima Vista make it easier for WoL's Ascension > Rune Saber to wall rush consistently as well. It is recommended to avoid the ceiling for long periods of time; WoL can dodge punish Firion's air dodges with Free Air Dash > Dayflash and challenge his zoning with Rising Buckler or even Crossover. | ||
|gar= | |gar= | ||
This is a matchup where Firion can pressure with Straightarrow from a distance (medium - long range). Straightarrow forces Garland to dash or approach out right to stop Firion. Straightarrow also gets through Garland's Cyclone, so he cannot use it as a defensive barrier for long. | |||
As such, Garland will likely approach Firion to create a situation. Be careful he doesn't break through with Lance Charge; Its Melee Mid priority beats Lance Combo, Rope Knife and Shield Bash, and it leads to an assist combo. Firion has to be more cautious about his {{keyword|whiffs|whiff=1}} at midrange, but a single combo can build a lot of momentum. | |||
That being said, exercise caution when using Double Trouble. If Garland has assist available, he can escape from Double Trouble with Assist Change and get a combo out of it. Garland's Thundaga can combo near walls, but Chain Cast also leads to a {{keyword|midscreen|midscreen=1}} combo that gives him 180+ EX. This is not ideal for late-game due to his potent EX Revenge combos. Firion can use Kuja assist to interrupt Chain Cast as it comes out, but this requires having assist gauge already when using Double Trouble. | That being said, exercise caution when using Double Trouble. If Garland has assist available, he can escape from Double Trouble with Assist Change and get a combo out of it. Garland's Thundaga can combo near walls, but Chain Cast also leads to a {{keyword|midscreen|midscreen=1}} combo that gives him 180+ EX. This is not ideal for late-game due to his potent EX Revenge combos. Firion can use Kuja assist to interrupt Chain Cast as it comes out, but this requires having assist gauge already when using Double Trouble. | ||
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Shield Bash counters Landmine and Mine, so if The Emperor uses them without support from Thunder Crest, use it to pressure for HP damage. | Shield Bash counters Landmine and Mine, so if The Emperor uses them without support from Thunder Crest, use it to pressure for HP damage. | ||
Whenever Firion is not actively engaging with The Emperor, it is recommended to build assist gauge with Swordslash and Ground Dash / Free Air Dash (with Assist Gauge Up Dash ability). This is to make Starfall counterplay safer to do. If The Emperor attempts to create distance by going high above, it is crucial to not leave him alone. He will most likely start casting Starfall, which gives him a strong win condition in large stages due to looping it with Jecht assist. Because Starfall blocks Ranged Low attacks during the casting animation, Firion must use an HP to stop | Whenever Firion is not actively engaging with The Emperor, it is recommended to build assist gauge with Swordslash and Ground Dash / Free Air Dash (with Assist Gauge Up Dash ability). This is to make Starfall counterplay safer to do. If The Emperor attempts to create distance by going high above, it is crucial to not leave him alone. He will most likely start casting Starfall, which gives him a strong win condition in large stages due to looping it with Jecht assist. Because Starfall blocks Ranged Low attacks during the casting animation, Firion cannot use Magic Arts to interrupt The Emperor. This is further compounded if The Emperor is casting Starfall inside his traps, so Swordslash is not always an option either. Therefore Firion must use an HP to stop Starfall. Straightarrow is the safer option here with Auto Assist Lock On and delayable timing. Do note, that by the time The Emperor casts Starfall, he can probably call assist to interrupt Straightarrow. If The Emperor calls assist right before Straightarrow hits, he gets a bravery break. If you choose to fire Straightarrow at maximum delay, this may become easier for The Emperor to anticipate. | ||
If The Emperor tries to approach Firion and use Flare, Firion can use an HP attack in response. It is not recommended to just reflect Flare, as Firion's HP attacks have long {{keyword|recovery|recovery=1}}. The best HP attack depends on the stage and the angle Firion is in, but Lord of Arms and Weaponsmaster have some lateral reach. | If The Emperor tries to approach Firion and use Flare, Firion can use an HP attack in response. It is not recommended to just reflect Flare, as Firion's HP attacks have long {{keyword|recovery|recovery=1}}. The best HP attack depends on the stage and the angle Firion is in, but Lord of Arms and Weaponsmaster have some lateral reach. | ||
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|ok= | |ok= | ||
Onion Knight is an agile character with fast melee braveries, but much slower projectile moves. Firion can Shield Bash the projectiles (Blizzard, Thunder) on reaction and the long-range counter will do the rest. Onion Knight will want to avoid this until he has assist gauge, so Firion should not rely on this strategy for damage. A fast ground HP assist (e.g. {{012kuja}}) can power through Shield Bash and its counters, so playing {{keyword|neutral|neutral=1}} can become harder if Onion Knight has assist available. | |||
Pressuring Onion Knight can be tricky, largely due to his mobility. He can evade Straightarrows by just moving sideways. Firion's dodge punishment in the air is also quite limited due to his air moveset, and the fact that Onion Knight falls fast after an air dodge. Even so, it is important to at least represent some pressure early to set the tone for the match. Jump high enough to use Straightarrow and Magic Arts, but stay close to ground if possible. Onion Knight may use Strength Booster / Magic Booster to delay assist gauge decay, but he can act quickly afterwards. This is not necessarily a consistent source of damage either, but it's a good idea to see if the Onion Knight player has any tendencies with using Booster move(s). | |||
Eventually Onion Knight has to approach, whether he is camping for EX cores or not. That's when Firion will get a chance to make his biggest plays. Onion Knight's Multi-Hit and Turbo-Hit are his staples for close-range combat and HP damage. But they also leave him briefly vulnerable at the end of {{keyword|recovery|recovery=1}}. Their range is short, so being able to outspace Onion Knight with a ground dash (e.g. Omni Ground Dash) can lead to big reward with a Rope Knife {{keyword|whiff punish|whiffpunish=1}}. Onion Knight's mixups involve delayed attack timing (air jumps) and possibly {{keyword|raw|raw=1}} HP attacks. Most of them have enough speed and lateral reach to catch Firion blocking. Dodging can also backfire on Firion if he is too far to interrupt Onion Knight's HP after a dodge. However, if Onion Knight is trying to dodge punish Firion on the ground with Free Air Dash > melee BRV, Shield Bash is still a good option. | |||
Overall, Firion may struggle to have presence at a distance in this matchup. This is especially true in the air. Therefore it is recommended to play this matchup in a small stage with low ceiling, such as Pandaemonium or M. S. Prima Vista. Onion Knight is another Side by Side user, so momentum can swing greatly in both directions at the tip of a hat. | |||
|cod= | |cod= | ||
This is a matchup where Firion can counter Cloud of Darkness' (CoD) moves with his own attacks. Since CoD's attacks have long uptime and / or relatively long recovery, Firion can power through them with Straightarrow, Reel Axe or even Lord of Arms. Reel Axe can stop CoD's bravery attacks, particularly if it commits to a followup. Alternatively, Firion can attempt to dodge punish afterwards with Straightarrow, Lord of Arms or Straightarrow. Just be careful not to get pushed back first in case CoD is close. If Firion is out of CoD's immediate range, most of Firion's HP attacks come out fast enough to hit CoD during an HP attack. Straightarrow is once again a reliable option here. | |||
CoD has to whiff at least occasionally to build assist gauge. Firion can try to use this to his advantage. Since CoD often fights at midrange, it can reflect Fire back at Firion without actually hitting him. This can be a good opportunity to counter the reflected fire with Shield Bash. Firion should be aware of CoD's Wrath Particle Beam though; If it counters a low priority projectile, it spawns an HP projectile at Firion's location. Firion should dodge the beam whenever possible, because it can lead to an assist combo on hit. If CoD counters a projectile in this way, Firion can {{keyword|assist punish|assistpunish=1}} during Wrath's recovery. It's a situation that resolves quickly, so there isn't much time to do other things, aside from getting hit. | |||
Overall, Firion does not have a lot of trouble fighting in this matchup. | |||
|cecil= | |cecil= | ||
Firion has some notable advantages against Cecil. Shield Bash works against Cecil's ranged bravery attacks, which are all {{keyword|reactable|reactable=1}}. This shuts down much of Cecil's {{keyword|zoning|zoning=1}} game, aside from occasional Dark Flame and assist call from long range. Cecil also struggles to fill assist gauge as quickly as Firion, or do it safely with attacks. That means Firion has high potential to establish a lead in wide, flat stages such as Order's Sanctuary and Pandaemonium - Top Floor. | |||
Dark Knight Cecil primarily works with Valiant Blow, Shadow Bringer, Dark Flame and occasional Shadow Lance. These can realistically become a threat in dodge punish situations, but otherwise Firion can comfortably move around with Omni Ground Dash. Firion can look for {{keyword|whiff punishes|whiffpunish=1}} (Rope Knife) or apply a dodge punish {{keyword|mixup|mixup=1}} (HPs, dash > Rope Knife) if Cecil attacks first. Dark Knight Cecil's braveries don't have high reward on hit without assist, except Dark Cannon, which is reactable at 41 frames. | |||
Paladin Cecil has poor {{keyword|tracking|tracking=1}} on the ground, so his approaches are limited to the air. Just like in Dark Knight form, Paladin Cecil needs to get close to hit Firion. Cecil can call out blocks and dodges with Paladin Force or Radiant Wings, but all of them can be {{keyword|assist punished|assistpunish=1}} during {{keyword|recovery|recovery=1}}. If Firion is close enough, he can also whiff punish with Rope Knife. Cecil's Sacred Cross can hit from above, but if Firion used Rope Knife or Lance Combo beforehand, he can cover himself with the '''[[Firion_(Dissidia_012)#Away_(Lance)-1|Lance Followup]]'''. It is recommended to move away from Cecil, as it makes it harder for him to apply {{keyword|mixups|mixup=1}}. | |||
In small stages, Dark Knight Cecil can use Side by Side builds more effectively. This increases his damage potential, but it won't necessarily make his {{keyword|neutral|neutral=1}} much stronger overall. | |||
|golb= | |golb= | ||
Firion has to be careful in this matchup, as Golbez has a competent midrange game and explosive damage output with Side by Side. Golbez's Nightglow can stop Swordslash, Rope Knife and Lance Combo in their tracks if they're close to Golbez. His Glare Hand and Rising Wave can interrupt Firion's Straightarrow, so it's recommended to pick a high angle relative to Golbez, or fire Straightarrows from long range just to be safe. | |||
Both Firion and Golbez are known to be proficient ground fighters, but Firion may not always have to luxury of controlling the pace here. If Golbez has a good read on Firion's attack timing, he can shut down many of Firion's options as they come up. Firion does not have exceptional tools for {{keyword|point blank|pointblank=1}} range, so it's important to understand what he can do in midrange. Glare Hand's wave projectile is Ranged Low, so using Shield Bash can put some pressure on Golbez. Glare Wave projectile is unblockable, but it cannot catch Firion if he dashes towards Golbez right when it is cast within range. If Firion gets close enough for Golbez to dodge, Rope Knife is one of his better moves for a dodge punish. Golbez often protects himself with Nightglow after a ground dodge, but it only becomes {{keyword|active|active=1}} after 15 frames. That's where Rope Knife's long reach and active frames can shine. | |||
If all else fails, Firion can try {{keyword|halo camping|halocamp=1}} for assist gauge before approaching. This is more practical in large stages such as Crystal World and Order's Sanctuary, but doesn't necessarily serve as an endpoint for Firion's strategy; Golbez with 2 assist gauges has to lose an interaction twice in a row to take guaranteed HP damage. | |||
|kain= | |kain= | ||
|bartz= | |bartz= | ||
Latest revision as of 02:08, 4 September 2025
| General | Starter Guide | Combos | Strategy | Frame Data |
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Matchups
Warrior of Light
Generally speaking, this is not an inherently a difficult matchup for Firion.
Firion has stronger zoning tools here, so it's recommended to take advantage of that. Shield Bash can counter Red Fang and Blue Fang. But most importantly, it counters the most commonly used White Fang. This can restrict WoL's approaches, as any of these projectiles activate Shield Bash's long-range counter activates more easily. The counter covers a lot of space and it is difficult to dodge entirely in close range, so Firion should use Shield Bash early to establish that zoning is not a free action.
Firion's Straightarrow is effective for checking whiffs and slower moves. If WoL is trying to zone with Shining Wave or Radiant Sword, Straightarrow can hit him out of those moves.
As such, WoL will attempt to get close to attack. If he is approaching from above, watch out for Shield Strike. Firion can hit above him with Lord of Arms as a high commitment, high reward move. If it is set to Square
, it can also avoid camera cross-ups, making it more reliable to use. Firion doesn't have many anti-air moves that can be used at sharp vertical angles. Try not to rely too much on Lord of Arms, as it still leaves Firion vulnerable if he misses.
If WoL is trying to approach from the front, Firion can control space with Swordslash (ground) and Rope Knife. Swordslash is useful for building assist gauge, but it can also act as a mixup with Rope Knife. Rope Knife can hit from midrange, where WoL has no safe and reliable options to counter it. That means WoL may have to take risks to get advantage. Either he has to dash close to Firion, or take action at a range where Firion is not immediately in danger. Outside of point blank range, dash > block, or throwing out Shield of Light are both notable actions here. Sword Thrust is also a Melee Mid priority gap closer, which staggers Firion's Rope Knife. All that is to say - If Firion doesn't get predictable with Rope Knife, he can use it to control the pace of the match. If WoL misses, Firion can whiff punish outright with Rope Knife, or force a mixup against WoL's dodge with Straightarrow, Lord of Arms or dash > Rope Knife. As for Firion's own defense, Shield Bash acts as the last line of defense after every grounded dodge, and provides a chunk of assist meter on hit with Side by Side
.
Both WoL and Firion can use Side by Side builds effectively, so a single combo can build strong momentum. One thing worth noting is that Firion's usual combo starters guarantee HP Wall Rush consistently in most stages, whereas WoL's does not. WoL's HP links featuring Bitter End send forward, and its knockback is not especially long. His Rune Saber HP links are a different story however; WoL can extend a Rune Saber combo with Sephiroth assist, follow up with Crossover and have a realistic chance at reaching ceiling on Order's Sanctuary. Furthermore, low ceiling stages such as Pandaemonium - Top Floor and M. S. Prima Vista make it easier for WoL's Ascension > Rune Saber to wall rush consistently as well. It is recommended to avoid the ceiling for long periods of time; WoL can dodge punish Firion's air dodges with Free Air Dash > Dayflash and challenge his zoning with Rising Buckler or even Crossover.
Garland
This is a matchup where Firion can pressure with Straightarrow from a distance (medium - long range). Straightarrow forces Garland to dash or approach out right to stop Firion. Straightarrow also gets through Garland's Cyclone, so he cannot use it as a defensive barrier for long.
As such, Garland will likely approach Firion to create a situation. Be careful he doesn't break through with Lance Charge; Its Melee Mid priority beats Lance Combo, Rope Knife and Shield Bash, and it leads to an assist combo. Firion has to be more cautious about his whiffs at midrange, but a single combo can build a lot of momentum.
That being said, exercise caution when using Double Trouble. If Garland has assist available, he can escape from Double Trouble with Assist Change and get a combo out of it. Garland's Thundaga can combo near walls, but Chain Cast also leads to a midscreen combo that gives him 180+ EX. This is not ideal for late-game due to his potent EX Revenge combos. Firion can use Kuja assist to interrupt Chain Cast as it comes out, but this requires having assist gauge already when using Double Trouble.
If the neutral is going slow at midrange, Firion can use Magic Arts: Fire for a couple things. Given enough time and proper positioning, it can stop Garland from punishing Firion. And of course, if it's reflected, Firion can use it for a Shield Bash counter later.
Garland can also use Tsunami as a hard callout tool against most moves and dodges on the ground. This puts Firion in the air, where Garland can try to dodge punish with Twist Drill and push for even more advantage. This is not a good position to be in, so it's recommended to use Multi Air Slide and Descent Speed Boost to get to ground as soon as possible. Once again, Kuja assist can interrupt Tsunami if Firion cannot avoid it in time. This situation can escalate if Garland escapes with LV1 Assist Change; He can lock Firion's assist with Chain Cast, Thundaga, Flare or dodge > Blaze. In this instance, Firion can use Straightarrow to force HP damage, or a dodge mixup at minimum. This is generally low risk for Firion even if Straightarrow barely misses.
Firion has the necessary tools to win this matchup, but Garland can challenge him head-on with good timing. Good use of your patterns, the stage and distance between Firion and Garland will be key to victory.
Firion
This mirror match is mostly about using Swordslash to build assist, firing Straightarrows and punishing with your own assist just right without getting Assist Locked. Straightarrow can catch air dodges and late Straightarrow counter attempts. Straightarrow is also vulnerable to assist punishes, so a well placed Kuja assist can occasionally discourage repeated Straightarrow use.
If you are far away, Magic Arts: Fire can be used to bait the opponent into using Shield Bash. And if that happens, Straightarrow can hit through the long range Shield Bash counter before it can hit you.
If you get hit by an HP link while having assist gauge, you can escape from Double Trouble with LV1 Assist Change and use Straightarrow to do some HP damage. Firion doesn't stay still for long, so there isn't a huge opening without risking a deflected Straightarrow. Side by Side fills assist gauge even when assist gauge is locked, which mitigates the cost. Just be careful the opponent won't call their own assist and bravery break you right before Straightarrow connects.
The Emperor
The Emperor relies on Starfall pressure and people running into his traps, so countering both is important here. Firion has adequate tools to at least prevent worst case scenarios. Against Thunder Crest and Dreary Cell (ground), Firion can use Rope Knife and Reel Axe as disjoints to poke through them. Straightarrow can force a dodge and punish The Emperor's air dodges. It can also hit through traps, so it's a good move for keeping The Emperor on his back foot.
Shield Bash counters Landmine and Mine, so if The Emperor uses them without support from Thunder Crest, use it to pressure for HP damage.
Whenever Firion is not actively engaging with The Emperor, it is recommended to build assist gauge with Swordslash and Ground Dash / Free Air Dash (with Assist Gauge Up Dash ability). This is to make Starfall counterplay safer to do. If The Emperor attempts to create distance by going high above, it is crucial to not leave him alone. He will most likely start casting Starfall, which gives him a strong win condition in large stages due to looping it with Jecht assist. Because Starfall blocks Ranged Low attacks during the casting animation, Firion cannot use Magic Arts to interrupt The Emperor. This is further compounded if The Emperor is casting Starfall inside his traps, so Swordslash is not always an option either. Therefore Firion must use an HP to stop Starfall. Straightarrow is the safer option here with Auto Assist Lock On and delayable timing. Do note, that by the time The Emperor casts Starfall, he can probably call assist to interrupt Straightarrow. If The Emperor calls assist right before Straightarrow hits, he gets a bravery break. If you choose to fire Straightarrow at maximum delay, this may become easier for The Emperor to anticipate.
If The Emperor tries to approach Firion and use Flare, Firion can use an HP attack in response. It is not recommended to just reflect Flare, as Firion's HP attacks have long recovery. The best HP attack depends on the stage and the angle Firion is in, but Lord of Arms and Weaponsmaster have some lateral reach.
Firion is not expected to trade with traps or stray projectiles often, but his attacks are also somewhat telegraphed if used in response to The Emperor. If The Emperor manages to avoid most Straightarrows, Side by Side builds may not always pull ahead. This means Firion may have more time to build assist gauge without landing HP attacks. EX cores can provide long term benefits with the EX gauge, especially if Firion can take advantage of his Blood Weapon perk in EX mode. This strategy may have more potential in large stages, but The Emperor can also pressure with Starfall if Firion goes for EX cores.
Onion Knight
Onion Knight is an agile character with fast melee braveries, but much slower projectile moves. Firion can Shield Bash the projectiles (Blizzard, Thunder) on reaction and the long-range counter will do the rest. Onion Knight will want to avoid this until he has assist gauge, so Firion should not rely on this strategy for damage. A fast ground HP assist (e.g. Kuja) can power through Shield Bash and its counters, so playing neutral can become harder if Onion Knight has assist available.
Pressuring Onion Knight can be tricky, largely due to his mobility. He can evade Straightarrows by just moving sideways. Firion's dodge punishment in the air is also quite limited due to his air moveset, and the fact that Onion Knight falls fast after an air dodge. Even so, it is important to at least represent some pressure early to set the tone for the match. Jump high enough to use Straightarrow and Magic Arts, but stay close to ground if possible. Onion Knight may use Strength Booster / Magic Booster to delay assist gauge decay, but he can act quickly afterwards. This is not necessarily a consistent source of damage either, but it's a good idea to see if the Onion Knight player has any tendencies with using Booster move(s).
Eventually Onion Knight has to approach, whether he is camping for EX cores or not. That's when Firion will get a chance to make his biggest plays. Onion Knight's Multi-Hit and Turbo-Hit are his staples for close-range combat and HP damage. But they also leave him briefly vulnerable at the end of recovery. Their range is short, so being able to outspace Onion Knight with a ground dash (e.g. Omni Ground Dash) can lead to big reward with a Rope Knife whiff punish. Onion Knight's mixups involve delayed attack timing (air jumps) and possibly raw HP attacks. Most of them have enough speed and lateral reach to catch Firion blocking. Dodging can also backfire on Firion if he is too far to interrupt Onion Knight's HP after a dodge. However, if Onion Knight is trying to dodge punish Firion on the ground with Free Air Dash > melee BRV, Shield Bash is still a good option.
Overall, Firion may struggle to have presence at a distance in this matchup. This is especially true in the air. Therefore it is recommended to play this matchup in a small stage with low ceiling, such as Pandaemonium or M. S. Prima Vista. Onion Knight is another Side by Side user, so momentum can swing greatly in both directions at the tip of a hat.
Cloud of Darkness
This is a matchup where Firion can counter Cloud of Darkness' (CoD) moves with his own attacks. Since CoD's attacks have long uptime and / or relatively long recovery, Firion can power through them with Straightarrow, Reel Axe or even Lord of Arms. Reel Axe can stop CoD's bravery attacks, particularly if it commits to a followup. Alternatively, Firion can attempt to dodge punish afterwards with Straightarrow, Lord of Arms or Straightarrow. Just be careful not to get pushed back first in case CoD is close. If Firion is out of CoD's immediate range, most of Firion's HP attacks come out fast enough to hit CoD during an HP attack. Straightarrow is once again a reliable option here.
CoD has to whiff at least occasionally to build assist gauge. Firion can try to use this to his advantage. Since CoD often fights at midrange, it can reflect Fire back at Firion without actually hitting him. This can be a good opportunity to counter the reflected fire with Shield Bash. Firion should be aware of CoD's Wrath Particle Beam though; If it counters a low priority projectile, it spawns an HP projectile at Firion's location. Firion should dodge the beam whenever possible, because it can lead to an assist combo on hit. If CoD counters a projectile in this way, Firion can assist punish during Wrath's recovery. It's a situation that resolves quickly, so there isn't much time to do other things, aside from getting hit.
Overall, Firion does not have a lot of trouble fighting in this matchup.
Cecil Harvey
Firion has some notable advantages against Cecil. Shield Bash works against Cecil's ranged bravery attacks, which are all reactable. This shuts down much of Cecil's zoning game, aside from occasional Dark Flame and assist call from long range. Cecil also struggles to fill assist gauge as quickly as Firion, or do it safely with attacks. That means Firion has high potential to establish a lead in wide, flat stages such as Order's Sanctuary and Pandaemonium - Top Floor.
Dark Knight Cecil primarily works with Valiant Blow, Shadow Bringer, Dark Flame and occasional Shadow Lance. These can realistically become a threat in dodge punish situations, but otherwise Firion can comfortably move around with Omni Ground Dash. Firion can look for whiff punishes (Rope Knife) or apply a dodge punish mixup (HPs, dash > Rope Knife) if Cecil attacks first. Dark Knight Cecil's braveries don't have high reward on hit without assist, except Dark Cannon, which is reactable at 41 frames.
Paladin Cecil has poor tracking on the ground, so his approaches are limited to the air. Just like in Dark Knight form, Paladin Cecil needs to get close to hit Firion. Cecil can call out blocks and dodges with Paladin Force or Radiant Wings, but all of them can be assist punished during recovery. If Firion is close enough, he can also whiff punish with Rope Knife. Cecil's Sacred Cross can hit from above, but if Firion used Rope Knife or Lance Combo beforehand, he can cover himself with the Lance Followup. It is recommended to move away from Cecil, as it makes it harder for him to apply mixups.
In small stages, Dark Knight Cecil can use Side by Side builds more effectively. This increases his damage potential, but it won't necessarily make his neutral much stronger overall.
Golbez
Firion has to be careful in this matchup, as Golbez has a competent midrange game and explosive damage output with Side by Side. Golbez's Nightglow can stop Swordslash, Rope Knife and Lance Combo in their tracks if they're close to Golbez. His Glare Hand and Rising Wave can interrupt Firion's Straightarrow, so it's recommended to pick a high angle relative to Golbez, or fire Straightarrows from long range just to be safe.
Both Firion and Golbez are known to be proficient ground fighters, but Firion may not always have to luxury of controlling the pace here. If Golbez has a good read on Firion's attack timing, he can shut down many of Firion's options as they come up. Firion does not have exceptional tools for point blank range, so it's important to understand what he can do in midrange. Glare Hand's wave projectile is Ranged Low, so using Shield Bash can put some pressure on Golbez. Glare Wave projectile is unblockable, but it cannot catch Firion if he dashes towards Golbez right when it is cast within range. If Firion gets close enough for Golbez to dodge, Rope Knife is one of his better moves for a dodge punish. Golbez often protects himself with Nightglow after a ground dodge, but it only becomes active after 15 frames. That's where Rope Knife's long reach and active frames can shine.
If all else fails, Firion can try halo camping for assist gauge before approaching. This is more practical in large stages such as Crystal World and Order's Sanctuary, but doesn't necessarily serve as an endpoint for Firion's strategy; Golbez with 2 assist gauges has to lose an interaction twice in a row to take guaranteed HP damage.
Kain Highwind
Bartz
Exdeath
Gilgamesh
Terra Branford
Kefka Palazzo
Cloud Strife
Sephiroth
Tifa Lockhart
Squall Leonhart
Ultimecia
Laguna Loire
Zidane Tribal
Kuja
Tidus
Jecht
Yuna
Shantotto
Prishe
Vaan
Gabranth
Lightning
Feral Chaos
Chaos
