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| [[Category:Dissidia 012 Final Fantasy]] [[Category:Combos (Dissidia 012)]] [[Category:Squall (Dissidia 012)]] | | [[Category:Dissidia 012 Final Fantasy]] [[Category:Combos (Dissidia 012)]] [[Category:Squall (Dissidia 012)]] |
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| | {{012CharNavSqu}} |
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| == Overview == | | == Overview == |
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| == Solo == | | == Solo == |
| | |
| | Thunder Barret alone provides a variety of combos for Squall. New players are recommended to start with Thunder Barret into Solid Barrel, and explore other options at their leisure. |
| | |
| | '''Note:''' Thunder Barret's damage and EX vary depending on how many bolts hit (3-12 damage, 9-36 EX). The listed base damage numbers may not always match the minimum or the maximum hits. |
| | |
| | {{Combo-012 |
| | | data = |
| | {{Combo-012Data |
| | |combo='''Thunder Barret''' > Solid Barrel |
| | |condition=Punish Starter |
| | |requirement=Ground |
| | |purpose=BRV Damage |
| | <span style="color:#008000;">'''Recommended!''</span> |
| | |damage=67 |
| | |damagehits=12 > 55 |
| | |ex=126 |
| | |exhits=36 > 90 |
| | |meteropp=100 |
| | |video=https://www.youtube.com/watch?v=G51x2dmDRgU&t=11 |
| | |notes=A staple combo and great for beginners. Solid Barrel can be pressed repeatedly after Thunder Barret, and it will generate a good amount of EX. It knocks the opponent far away, which lets Squall get some of the EX Force he generated. This also sets up various other combos, so it's a good idea to get comfortable with this. |
| | }} |
| | {{Combo-012Data |
| | |combo='''Thunder Barret''' > Upper Blues |
| | |condition=Punish Starter |
| | |requirement=Ground |
| | |purpose= |
| | |damage=32 + WR |
| | |damagehits=3-12 > 20 + WR |
| | |ex=66 |
| | |exhits=36 > 30 |
| | |meteropp=61 |
| | |video=https://www.youtube.com/watch?v=G51x2dmDRgU&t=26 |
| | |notes=A less damaging ground combo than the Solid Barrel one. However, it lets Squall use Fire Barret for more pressure and the Wall Rush allows assist combos as well. |
| | }} |
| | {{Combo-012Data |
| | |combo='''Thunder Barret''' > Fusillade |
| | |condition=Punish Starter |
| | |requirement=Ground |
| | |purpose=[[EX_(Dissidia_012)|EX Force]] |
| | |damage=48 |
| | |damagehits=12 > 36 |
| | |ex=132~ |
| | |exhits=36 > 96~ |
| | |meteropp=72 |
| | |video=https://www.youtube.com/watch?v=G51x2dmDRgU&t=32 |
| | |notes=This combo does a bit less bravery damage than Solid Barrel, but it barely produces more EX. This assumes that at least two bolts from Fusillade hit. If only one bolt hits for whatever reason, it is strictly outclassed by the Solid Barrel combo. Assist combos are also possible. |
| | }} |
| | {{Combo-012Data |
| | |combo='''Thunder Barret''' > Blizzard Barret |
| | |condition=Punish Starter |
| | |requirement=Ground |
| | |purpose=Niche |
| | |damage=22 |
| | |damagehits=12 > 10 |
| | |ex=36 |
| | |exhits=36 > 0 |
| | |meteropp=33 |
| | |video=https://www.youtube.com/watch?v=G51x2dmDRgU&t=38 |
| | |notes=This is easily Squall's weakest solo combo, largely due to Blizzard Barret's qualities. Low damage, low EX output, negligible advantage state. There really is no reason to do this combo by itself. However, Blizzard Barret forces landing lag, which allows solo extensions at the wall. And yes, even this combo allows assists to follow up. |
| | }} |
| | {{Combo-012Data |
| | |combo='''Thunder Barret''' > Blizzard Barret > {{clr|ll=1}} > Upper Blues |
| | |condition=Punish Starter |
| | |requirement=Ground, Wall |
| | |purpose=Niche Wall Combo |
| | |damage=39 + WR |
| | |damagehits=9 > 10 > 20 + WR |
| | |ex=57 |
| | |exhits=27 > 0 > 30 |
| | |meteropp=72 |
| | |video=https://www.youtube.com/watch?v=G51x2dmDRgU&t=43 |
| | |notes=The wall reduces Blizzard Barret's {{keyword|knockback|knockback=1}} just enough for Squall to combo with Upper Blues. It is not particularly strong, but it does allow Squall to setup assist combos with Wall Rush or extend the combo with landing lag Beat Fang. |
| | <br><br>Squall does not have time to dodge cancel and reset his state to neutral, which means he won't get a chunk of assist gauge just for performing a new move. |
| | }} |
| | {{Combo-012Data |
| | |combo='''Thunder Barret''' > Blizzard Barret > {{clr|ll=1}} > Upper Blues (2nd hit) > {{clr|ll=1}} > Beat Fang |
| | |condition=Punish Starter |
| | |requirement=Ground, Wall |
| | |purpose=Niche Wall Combo (Damage) |
| | |damage=65 + WR |
| | |damagehits=9 > 10 > 6 > 40 + WR |
| | |ex=75 |
| | |exhits=27 > 0 > 18 > 30 |
| | |meteropp=117 |
| | |video=https://www.youtube.com/watch?v=G51x2dmDRgU&t=50 |
| | |notes=Blizzard Barret combo taken to an extreme. This is one of the more damaging solo combos Squall can do, it does require a wall. Blizzard Barret is also notably not considered a strong move for Squall. Upper Blues' landing lag can also be avoided, even if it is very difficult. It is recommended to set up this combo with an assist like {{012jec}} or {{012yuna}}. A Revolver Drive Wall Rush can get the job done. |
| | }} |
| | {{Combo-012Data |
| | |combo='''Thunder Barret''' > Blasting Zone |
| | |condition=Punish Starter |
| | |requirement=Ground |
| | |purpose=HP Combo, EX Force |
| | |damage=16 + HP |
| | |damagehits=6 > 10 + HP |
| | |ex=108 |
| | |exhits=18 > 90 |
| | |meteropp=24 |
| | |video=https://www.youtube.com/watch?v=G51x2dmDRgU&t=106 |
| | |notes=This HP combo (barely) has the most lenient timing. It is Squall's second highest option for EX and it still allows assist combos as well. Since Blasting Zone is Squall's fastest HP on the ground, players can attempt to repeatedly press Blasting Zone to increase their success rate. The closer Thunder Barret hits, the easier the HP timing can become. |
| | }} |
| | {{Combo-012Data |
| | |combo='''Thunder Barret''' > Fated Circle |
| | |condition=Punish Starter |
| | |requirement=Ground |
| | |purpose={{keyword|Midscreen|midscreen=1}}, BRV Recovery |
| | |damage=6 + HP |
| | |damagehits=6 > HP |
| | |ex=18 |
| | |exhits=18 > 0 > 0 |
| | |meteropp=9 |
| | |video=https://www.youtube.com/watch?v=G51x2dmDRgU&t=112 |
| | |notes=This provides the least EX, but it can Wall Rush. Players can attempt to press Fated Circle repeatedly, though it may not always work since the {{keyword|startup|startup=1}} speed is slightly slower. |
| | }} |
| | {{Combo-012Data |
| | |combo='''Thunder Barret''' > Revolver Drive |
| | |condition=Punish Starter |
| | |requirement=Ground |
| | |purpose=EX, Damage, {{keyword|Wall Carry|wallcarry=1}} |
| | |damage=56 + HP & WR |
| | |damagehits=6 > 50 max + HP & WR |
| | |ex=168~ |
| | |exhits=18 > 150 max |
| | |meteropp=45 (in video) |
| | |video=https://www.youtube.com/watch?v=G51x2dmDRgU&t=117 |
| | |notes=Revolver Drive is Squall's most rewarding HP combo, but also the hardest. If Thunder Barret hits in close-range, try to press Revolver Drive after the second bolt has just connected. Please watch the linked video for visual aid if needed. |
| | <br> |
| | The bravery damage is on the higher end, while EX and travel potential is very high. This is great for guaranteeing Wall Rush HP damage and putting the opponent into a worse position in a stage. Squall cannot easily grab all the EX Force without increasing his EX intake range (e.g. {{equwpn}} Heaven's Cloud). However, he can still attempt to get a better position for the next EX Core during Revolver Drive. |
| | |
| | Revolver Drive and Fated Circle have the same {{keyword|startup|startup=1}} speed. What makes Revolver Drive more difficult to do is that HP button cannot be pressed repeatedly. If this is done, Revolver Drive may come out, but it will finish immediately. That makes this a slightly stronger version of Fated Circle, which isn't that beneficial. If Revolver Drive is pressed too early, nothing comes out. If it is pressed too late, the combo may drop. Since there is no input buffer to help, this is something Squall may have to practice to get right.If the furthest bolts hit, remember that Squall must delay the Revolver Drive input a little bit. |
| | <br> |
| | Even if the opponent escapes with Assist Change, Squall can react by releasing HP button. That makes this combo safer than it seems at first. |
| | }} |
| | {{Combo-012Data |
| | |combo='''Thunder Barret''' > Block > EX Mode > Jump > Beat Fang |
| | |condition=Punish Starter |
| | |requirement=Ground, Full EX Gauge |
| | |purpose=EX Mode Air Combo |
| | |damage=85 + WR |
| | |damagehits=12 > 73 + WR |
| | |ex=66 |
| | |exhits=36 > 30 |
| | |meteropp=129 |
| | |video=https://www.youtube.com/watch?v=G51x2dmDRgU&t=126 |
| | |notes=A rare {{keyword|kara cancel|karacancel=1}} combo featuring EX Mode. If EX Mode is activated right after block, Squall is free to act however he wants. This doesn't open up as many combo routes as one might expect, but it does let Squall do Beat Fang without relying on landing lag. The inputs must be done quickly and with precision, so the opponent won't escape. Please watch the linked video for visual aid if needed. The input timing is similar to '''[[Blodge|blodge]]''' and '''[[Dash_feint|dash feint]]'''. |
| | |
| | This is one of the highest damaging combos Squall can do. Beat Fang is also Squall's primary move for ground Wall Rush, which sets up strong assist combos. |
| | }} |
| | }} |
| | |
| | When Thunder Barret hits, it lets Squall chain into other attacks. It can combo into anything except Rough Divide. This means Squall can solo combo into HP attacks. HP combos have more strict timing though. Thunder Barret outputs more damage and EX if the bolts hit from afar. However, Squall cannot chain into HP attacks as easily since the {{keyword|cancel|cancel=1}} timing gets delayed. |
| | |
| | To make this easier, it is recommended to hit Thunder Barret in close-range. Closer is easier, further is harder. The two bolts that connect will provide enough time ({{keyword|hit stun|hitstun=1}}) to input an HP attack successfully. Even then, this can be challenging to do since there is no {{keyword|input buffer|inputbuffer=1}} to help with the timing. Squall can set up close-range Thunder Barret with assists like Kuja and Jecht. Even though Thunder Barret does less damage up close, the Revolver Drive combo makes up for it. |
| | |
| | If Squall is late on a Thunder Barret follow-up, the opponent has a very brief window to dodge and avoid incoming damage. If they miss their dodge, they will be in '''[[Landing_lag|landing lag]]'''. This provides more lenient input timing for the HP attack, but it is important to understand it relies on the opponent's mistake. |
| | |
| | === Landing Lag === |
| | |
| | '''[[Landing_lag|Landing lag]]''' is an important part of Squall's combos. More info after the combos. |
| | |
| | {{Combo-012 |
| | | data = |
| | {{Combo-012Data |
| | |combo='''Upper Blues''' > {{clr|ll=1}} > Beat Fang |
| | |condition={{keyword|Poke|poke=1}} Starter |
| | |requirement=Ground, Landing Lag |
| | |purpose=Assist Gauge |
| | <span style="color:#008000;">'''Recommended!''</span> |
| | |damage=46 + WR |
| | |damagehits=6 > 40 + WR |
| | |ex=48 |
| | |exhits=18 > 30 |
| | |meteropp=88 |
| | |video=https://www.youtube.com/watch?v=G51x2dmDRgU&t=204 |
| | |notes=A relatively practical combo. Delay the second Upper Blues hit as much as possible. This maximizes landing lag chance. Compared to just finishing Upper Blues, this combo does more bravery damage and fills assist gauge more. That is good for Squall who benefits a lot from certain ground assists and having assist gauge in general. |
| | }} |
| | {{Combo-012Data |
| | |combo='''Solid Barrel (3 hits)''' > {{clr|dc=1}} > {{clr|ll=1}} > Upper Blues (2 hits) > {{clr|dc=1}} > {{clr|ll=1}} > Beat Fang |
| | |condition=Poke Starter |
| | |requirement=Ground, Landing Lag |
| | |purpose=BRV Damage, Assist Gauge |
| | |damage=65 + WR |
| | |damagehits=19 > 6 > 40 + WR |
| | |ex=66 |
| | |exhits=18 > 18 > 30 |
| | |meteropp=117 |
| | |video=https://www.youtube.com/watch?v=G51x2dmDRgU&t=212 |
| | |notes=This has been historically known as a "Golden Combo" in an English speaking community. A combination of three braveries make this a rewarding combo for bravery, and especially assist gauge. Since Squall exits an attack state with the two dodges, both Upper Blues and Beat Fang also get a fresh move bonus for filling assist gauge. |
| | |
| | Try to delay Solid Barrel's hits as much as possible to maximize landing lag chance. After Solid Barrel (3), dodge (backstep) and attack as soon as possible. Remember to delay Upper Blues second hit as well. |
| | |
| | Squall can also perform this with 2 hits from Solid Barrel, if opponent misses their air dodge. Same thing with 4 hits from Solid Barrel; Squall's back must be against a wall. That reduces dodge distance enough for the combo to work. Even unequipping Ground Evasion Boost basic ability is not enough, so this kind of positioning makes the combo more situational. |
| | |
| | This combo works on Shantotto as well, despite her small size. And of course, EX Mode amplifies the damage output a lot with critical hits and increased base damage. |
| | }} |
| | {{Combo-012Data |
| | |combo='''Thunder Barret''' > Solid Barrel (3 hits) > {{clr|ll=1}} > {{clr|dc=1}} > Upper Blues (2 hits) > {{clr|ll=1}} > {{clr|dc=1}} > Beat Fang |
| | |condition=Punish Starter |
| | |requirement=Ground, Landing Lag |
| | |purpose=BRV Damage, Assist Gauge |
| | |damage=77 + WR |
| | |damagehits=12 > 5, 6, 8 > 3, 3 > 40 + WR |
| | |ex=102 |
| | |exhits=36 > 18 > 18 > 30 |
| | |meteropp=135 |
| | |video=https://www.youtube.com/watch?v=G51x2dmDRgU&t=248 |
| | |notes=Thunder Barret into Golden Combo. As expected, it has even higher damage and EX output. If Squall is confident that the opponent cannot avoid landing lag, this is the combo to go for. |
| | }} |
| | {{Combo-012Data |
| | |combo='''Beat Fang (1 hit)''' > {{clr|dc=1}} > {{clr|ll=1}} > repeat... |
| | |condition=Poke Starter |
| | |requirement=Ground, Landing Lag |
| | |purpose=Infinite Combo |
| | |damage=3+... |
| | |damagehits=9 per hit |
| | |ex=9+... |
| | |exhits=9 per hit |
| | |meteropp=4~5xN... |
| | |video=https://www.youtube.com/watch?v=G51x2dmDRgU&t=278 |
| | |notes=Beat Fang infinite combo. The fact that this relies on landing lag which is barely escapable makes this combo kind of an oxymoron. Despite that, not everyone is expected to get frame perfect dodges every time. That means Squall can take a chance with this combo in online matches. If an opponent dodges at the right time though, Squall can still {{keyword|mixup|mixup=1}} with Aerial Circle. |
| | <br> |
| | This is a low damaging infinite, so even if the opponent never escapes, it would take dozens, if not hundreds of repetitions to get lots of bravery. The more glaring benefit here is the assist gain. Even if Squall only does this combo once, the next full Beat Fang fills assist gauge a lot. In a good scenario, Squall gets enough assist gauge to start an assist combo or use it later as a contingency plan. It is worth noting, that infinite combos like this one are commonly banned in online tournaments, so Squall won't necessarily get maximum benefits from this combo. |
| | }} |
| | }} |
| | |
| | Squall is one of the strongest characters at exploiting landing lag, but this comes with a few caveats. |
| | |
| | '''Most of Squall's attacks do not guarantee landing lag.''' Only Blizzard Barret after Thunder Barret can do this. That means whenever Squall goes for Solid Barrel, Upper Blues or Beat Fang infinite, the opponent can dodge to avoid landing lag. The thing is, the opponent must dodge with precise timing. There is at least a 1-frame window, but any more is difficult to ascertain for sure. If the opponent misses the dodge, landing lag occurs and Squall can combo. If they dodge successfully, no landing lag and no combo extensions. Realistically speaking, human players are not expected to do borderline frame perfect dodges every time. This game does not have {{keyword|input buffer|inputbuffer=1}} for dodges in this instance. Because of this, Squall has combos that are practical against human opponents specifically. Both Squall and his opponent must time their actions precisely. If the opponent manages to dodge, Squall can still {{keyword|mixup|mixup=1}} with an HP attack and benefit regardless. |
| | |
| | Please keep all this in mind when trying these combos yourself. |
| | |
| | === Miscellaneous === |
| | |
| | {{Combo-012 |
| | | data = |
| | {{Combo-012Data |
| | |combo='''Heel Crush (Block Stagger)''' > {{clr|dc=1}} > Beat Fang |
| | |condition='''Block Stagger''' |
| | |requirement=Air |
| | |purpose=Block Punishment |
| | |damage=40 + WR |
| | |damagehits=0 > 40 + WR |
| | |ex=30~ |
| | |exhits=?? (stagger) > 30 |
| | |meteropp=79 |
| | |video=https://www.youtube.com/watch?v=G51x2dmDRgU&t=312 |
| | |notes=Practically a "guard break" combo, this capitalizes on Heel Crush's mid priority against blocks. Squall is incentivized to {{keyword|dodge cancel|dc=1}} after Heel Crush anyway, so if he sees it staggered an opponent, he can go for Beat Fang. This is one of the main benefits to having Heel Crush, since it makes Squall's offense a bit more ambiguous and rewarding when mixed up well. |
| | }} |
| | {{Combo-012Data |
| | |combo='''Blizzard Barret''' > Thunder Barret > Solid Barrel |
| | |condition={{keyword|Projectile|projectile=1}} Starter |
| | |requirement=Wall |
| | |purpose=Niche Wall Combo (Damage) |
| | |damage=77 |
| | |damagehits=10 > 12 > 55 |
| | |ex=126 |
| | |exhits=0 > 36 > 90 |
| | |meteropp=115 |
| | |video=https://www.youtube.com/watch?v=G51x2dmDRgU&t=320 |
| | |notes=This is a very impractical combo for competitive play. Not only does it require Blizzard Barret, one of Squall's weakest braveries, it also requires very specific positioning at the wall. The opponent must be at the wall, while Squall is just far enough to combo into Thunder Barret at its tip. Blizzard Barret into Thunder Barret alone is very easy to drop, and is just barely possible in any capacity. Squall may not even get a chance to try this in large stages, where online matches are often played. Please watch the linked video for visual aid if needed. |
| | |
| | Despite that, the max range Thunder Barret into Solid Barrel makes this rather rewarding. Assists can follow up any time during Solid Barrel too. That may not be enough to justify taking a risk with this combo, but |
| | }} |
| | {{Combo-012Data |
| | |combo='''Mystic Flurry''' > Beat Fang |
| | |condition=Projectile Starter |
| | |requirement= |
| | |purpose=Niche Combo |
| | |damage=55~ + WR (Varies) |
| | |damagehits=Varies > 40 + WR |
| | |ex=60~+ (Varies) |
| | |exhits=30+ (Varies) > 30 |
| | |meteropp=119~ |
| | |video=https://www.youtube.com/watch?v=G51x2dmDRgU&t=337 |
| | |notes=Impractical and inconsistent, Mystic Flurry combos suffer from a long animation lock and erratically aimed projectiles. Squall must pick up the opponent before Mystic Flurry knocks the opponent down (for Wall Rush). Since Squall fires the projectiles in different directions each time, this can be difficult to capitalize on even after using assist. 2 or more projectiles can help, but each projectile doesn't hold the opponent for very long. It is recommended to use Mystic Flurry with a bit of distance from opponent, and then go for a follow-up. |
| | |
| | Technically Aerial Circle can combo as well, but getting it is even harder than Beat Fang. |
| | }} |
| | {{Combo-012Data |
| | |combo='''Fire Barret''' > (Free Air Dash) > Beat Fang |
| | |condition=Projectile Starter |
| | |requirement=Air |
| | |purpose=Stray Projectile Combo |
| | |damage=45-55 + WR |
| | |damagehits=5-15 > 40 + WR |
| | |ex=30 |
| | |exhits=0 > 30 |
| | |meteropp=94 (2 projectiles) |
| | |video=https://www.youtube.com/watch?v=G51x2dmDRgU&t=355 |
| | |notes=Fire Barret has enough {{keyword|hit stun|hitstun=1}} for combos. If even one projectile hits by the time Squall is nearby, he can follow up with Beat Fang. HP attacks -namely Aerial Circle- work too if Squall is confident that Fire Barret will connect. |
| | |
| | This can be used in assist combos, but it also works in {{keyword|neutral|neutral=1}}. It is a useful combo, despite the low damage and difficulty hitting moving opponents. Do not expect to land this combo often without assist setups, though. |
| | }} |
| | }} |
| | |
| | === EX Revenge === |
| | |
| | Squall can stack Heel Crushes for bravery damage, which works almost anywhere. If he is near ground, he can also set up Revolver Drive, which can be easier to combo into thanks to EX Revenge slowdown. |
| | |
| | {{Combo-012 |
| | | data = |
| | {{Combo-012Data |
| | |combo='''Heel Crush''' > Heel Crush > Heel Crush > Aerial Circle |
| | |condition=EX Revenge, Midair |
| | |requirement=Full EX Gauge |
| | |purpose=Bravery into HP Damage |
| | <span style="color:#008000;">'''Recommended!''</span> |
| | |damage=60 + HP & WR |
| | |damagehits=20 + WR > 20 + WR > 20 + WR > HP + WR |
| | |ex=0 |
| | |exhits=0 > 0 > 0 > 0 |
| | |meteropp=90 |
| | |video=https://www.youtube.com/watch?v=G51x2dmDRgU&t=375 |
| | |notes=A staple combo that works pretty much anywhere. This can do more damage with Wall Rushes if opponent is near ground. This is a pretty lenient combo to perform, as Heel Crush and Aerial Circle can be pressed repeatedly with little concern for timing. |
| | }} |
| | {{Combo-012Data |
| | |combo='''Heel Crush''' > Heel Crush > Heel Crush > Beat Fang |
| | |condition=EX Revenge, Midair |
| | |requirement=Full EX Gauge |
| | |purpose=Bravery Damage |
| | |damage=100 + WR |
| | |damagehits=20 + WR > 20 + WR > 20 + WR > 40 + WR |
| | |ex=0 |
| | |exhits=0 > 0 > 0 >0 |
| | |meteropp=169 |
| | |video=https://www.youtube.com/watch?v=G51x2dmDRgU&t=384 |
| | |notes=Repeated Heel Crushes into Beat Fang. It's about as straightforward as it sounds. Beat Fang generates EX with the first three attacks, so if done early, this combo produces no EX at all. If Squall feels confident, he can try to time Beat Fang so it hits just before EX Revenge ends. This can produce a little bit of EX at the end. |
| | }} |
| | {{Combo-012Data |
| | |combo='''Heel Crush''' > Heel Crush > Free Air Dash > Thunder Barret > Revolver Drive |
| | |condition=EX Revenge, Midair |
| | |requirement=Full EX Gauge |
| | |purpose=EX + HP Damage Setup |
| | |damage=96 + HP & WR |
| | |damagehits=20 + WR > 20 + WR > 6 > 50 + HP & WR |
| | |ex=150 |
| | |exhits=0 > 0 > 0 > 150 |
| | |meteropp=144 |
| | |video=https://www.youtube.com/watch?v=G51x2dmDRgU&t=394 |
| | |notes=Air combo that transitions into Revolver Drive on the ground. This can be done 4~ jumps above the ground, but anything higher than that makes the combo less viable. |
| | |
| | Cancel the second Heel Crush into Free Air Dash and then do Thunder Barret as soon as possible. Expect to change sides with the opponent during Free Air Dash, so your mileage with Revolver Drive may vary. The faster Squall is on the ground, the more time there is to do Thunder Barret > Revolver Drive. |
| | |
| | If Squall is closer to the ground at the start, Fire Barret can add damage and still combo into Thunder Barret. Note, that this leaves less time for Thunder Barret > Revolver Drive, which is already a bit inconsistent to do at times. |
| | }} |
| | {{Combo-012Data |
| | |combo='''Beat Fang''' > Free Air Dash > Fire Barret > Aerial Circle |
| | |condition=EX Revenge, Midair |
| | |requirement=Full EX Gauge |
| | |purpose=Substitute Without Heel Crush |
| | |damage=45-55 + HP |
| | |damagehits=40 > 5-15 > HP |
| | |ex=0 |
| | |exhits=0 > 0 > 0 |
| | |meteropp=82 (3 projectiles) |
| | |video=https://www.youtube.com/watch?v=G51x2dmDRgU&t=423 |
| | |notes=Fire Barret adds damage, but Squall has to Free Air Dash to combo into HP afterwards. The opponent's size can influence how many Fire Barret shots hit; Against Shantotto it was more realistic to land one projectile instead of three. This is a minor damage loss in the grand scheme of things, so if Fire Barret seems too troublesome, just doing Beat Fang into Aerial Circle is fine. It's better than nothing if HP damage is needed. |
| | }} |
| | {{Combo-012Data |
| | |combo='''Thunder Barret''' > Blizzard Barret > Blizzard Barret > Thunder Barret > Revolver Drive |
| | |condition=EX Revenge, Ground |
| | |requirement=Full EX Gauge |
| | |purpose=Blizzard Barret Route |
| | |damage=82 + HP & WR |
| | |damagehits=6 > 10 > 10 > 6 > 50 + HP & WR |
| | |ex=150~ |
| | |exhits=0 > 0 > 0 > 0 > 150~ |
| | |meteropp=123 |
| | |video=https://www.youtube.com/watch?v=G51x2dmDRgU&t=442 |
| | |notes=A Revolver Drive combo for Blizzard Barret enthusiasts. It deals less damage than the Heel Crush route into Revolver Drive, but it's not the lowest damaging combo either. The available space for Revolver Drive makes a big difference for damage potential, though that is to be expected from every Revolver Drive combo. |
| | }} |
| | }} |
|
| |
|
| == Assist (Kuja) == | | == Assist (Kuja) == |
| | |
| | When following up after Kuja assist with Assist Chase, wait a moment before teleporting. This ensures Aerial Circle does not miss, since Squall moves closer to the opponent. |
|
| |
|
| === Basic Combos (Kuja AST) === | | === Basic Combos (Kuja AST) === |
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| {{ComboLegend-012}} | | {{ComboLegend-012}} |
| | |
| | {{Combo-012 |
| | | data = |
| | {{Combo-012Data |
| | |combo='''Solid Barrel (4 hits)''' > {{clr|astbrv=1}} > {{clr|ac=1}} > Aerial Circle |
| | |condition={{keyword|Poke|poke=1}} Starter |
| | |requirement=Ground |
| | |purpose={{keyword|Midscreen|midscreen=1}} BRV to HP |
| | <span style="color:#008000;">'''Recommended!''</span> |
| | |damage=79 + HP & WR |
| | |damagehits=5, 6, 8, 10 > 50 AST > HP + WR |
| | |ex=24 |
| | |exhits=24 > 0 |
| | |meteropp=118 |
| | |video=https://www.youtube.com/watch?v=UKixw8LkJM0&t=20 |
| | |notes=Ground combo, no wall needed. Squall has plenty of time to confirm an assist combo here. The fourth hit is the last part before the opponent is sent away, so assist should be called by then. If Squall is having trouble calling assist, try holding Circle {{pspcir}} on the fourth hit and then pressing L {{pspl}}. |
| | <br> |
| | This combo can be done after Thunder Barret as well. |
| | }} |
| | {{Combo-012Data |
| | |combo='''Upper Blues (3)''' > {{clr|astbrv=1}} > {{clr|dc=1}} > {{clr|ac=1}} > Aerial Circle |
| | |condition=Poke Starter |
| | |requirement=Ground |
| | |purpose=Avoid [[Bravery_(Dissidia_012)#Banish_Trap|Banish Trap]] |
| | |damage=61 + HP & WR |
| | |damagehits=3, 3, 5 > 50 > HP & WR |
| | |ex=30 |
| | |exhits=30 > 0 |
| | |meteropp=91 |
| | |video=https://www.youtube.com/watch?v=UKixw8LkJM0&t=29 |
| | |notes=Kuja assist can pick up from the air. Normally Upper Blues is completed for the Wall Rush. However, if there is banish trap or destructible environment below, this combo can avoid them and still do HP damage. |
| | }} |
| | {{Combo-012Data |
| | |combo='''Upper Blues''' > {{clr|wr=1}} > {{clr|astbrv=1}} > {{clr|ac=1}} > Aerial Circle |
| | |condition=Poke Starter |
| | |requirement=Ground, Wall Rush |
| | |purpose={{keyword|Midscreen|midscreen=1}} BRV to HP |
| | |damage=67 + HP & WR |
| | |damagehits=20 + WR > 47 AST > HP & WR |
| | |ex=30 |
| | |exhits=30 > 0 |
| | |meteropp=114 |
| | |video=https://www.youtube.com/watch?v=UKixw8LkJM0&t=39 |
| | |notes=A standard Wall Rush combo. Call Kuja assist as soon as Wall Rush happens. This is barely outclassed by the Solid Barrel (4) combo, but it becomes much more enticing past the beginner level. Kuja's ground assist (Snatch Blow) enables stronger combos with {{keyword|fillers|filler=1}} and even Thunder Barret extensions. |
| | }} |
| | {{Combo-012Data |
| | |combo='''Beat Fang''' > {{clr|wr=1}} > {{clr|astbrv=1}} > {{clr|ac=1}} > Aerial Circle |
| | |condition=Poke Starter |
| | |requirement=Air, Wall Rush (Ground) |
| | |purpose=BRV to HP Damage |
| | <span style="color:#008000;">'''Recommended!''</span> |
| | |damage=86 + HP & WR |
| | |damagehits=40 + WR > 46 AST > HP & WR |
| | |ex=30 |
| | |exhits=30 > 0 |
| | |meteropp=148 |
| | |video=https://www.youtube.com/watch?v=UKixw8LkJM0&t=49 |
| | |notes=A standard Wall Rush combo. Call assist as soon as Wall Rush happens, then teleport a moment after the Assist Chase {{pspcro}} prompt shows up, so Aerial Circle does not miss. Note, that Beat Fang will not Wall Rush from all heights, so it's not guaranteed everywhere. |
| | <br> |
| | '''Note:''' If Squall cannot Wall Rush, assist can still be called after Beat Fang's third hit. Kuja assist will do his air attack instead, but HP damage is still possible afterwards. |
| | }} |
| | {{Combo-012Data |
| | |combo='''Beat Fang''' > {{clr|wr=1}} > {{clr|astbrv=1}} > Blasting Zone |
| | |condition=Poke Starter |
| | |requirement=Air, Wall Rush (Ground) |
| | |purpose=EX, More BRV + HP |
| | |damage=96 + HP & WR |
| | |damagehits=40 + WR > 46 AST > 10 + HP |
| | |ex=120 |
| | |exhits=30 > 90 |
| | |meteropp=163 |
| | |video=https://www.youtube.com/watch?v=UKixw8LkJM0&t=60 |
| | |notes=Beat Fang combo for more EX & Bravery. For maximum damage, try to use Blasting Zone right before Kuja sends the opponent flying up. Blasting Zone produces plenty of EX (90), so feel free to dodge forward and collect some of it after the combo. |
| | }} |
| | {{Combo-012Data |
| | |combo='''Fated Circle''' > {{clr|wr=1}} > {{clr|astbrv=1}} > {{clr|ac=1}} > Beat Fang |
| | |condition=HP Starter |
| | |requirement=Ground, Wall Rush |
| | |purpose=HP into BRV Damage |
| | |damage=90 + HP & WR |
| | |damagehits=HP + WR > 50 AST > 40 + WR |
| | |ex=30 |
| | |exhits=0 > 30 |
| | |meteropp=138 |
| | |video=https://www.youtube.com/watch?v=UKixw8LkJM0&t=72 |
| | |notes=HP Attack Wall Rush combo. Call assist after Wall Rush happens, then follow up with Beat Fang. Two reasons for this; Squall's {{keyword|base bravery|basebrv=1}} does not recover fast enough for another HP to do as much damage. Also, the critical hit rate increases momentarily after HP damage. It may not raise Squall's bravery by much, but the opponent's bravery may drop a lot more instead. This is a common theme when comboing with Kuja assist, so brace yourself for it. |
| | <br> |
| | Other HP attacks that Wall Rush also work here. Revolver Drive, Rough Divide and Aerial Circle are all OK. |
| | <br> |
| | If Squall's build has increased Bravery recovery, this issue of lower damage for second HP can be solved. Royal Crown {{equhead}} or Bravery Orb {{accbas}} are a good starting point for builds. |
| | }} |
| | {{Combo-012Data |
| | |combo='''Heel Crush''' > {{clr|wr=1}} > {{clr|astbrv=1}} > {{clr|ac=1}} > Aerial Circle |
| | |condition=BRV Gap Closer |
| | |requirement=Air, Wall Rush (Ground) |
| | |purpose=BRV to HP |
| | |damage=66 + HP & WR |
| | |damagehits=20 + WR > 46 AST > HP & WR |
| | |ex=0 |
| | |exhits=0 > 0 |
| | |meteropp=129 |
| | |video=https://www.youtube.com/watch?v=UKixw8LkJM0&t=92 |
| | |notes=A standard ground Wall Rush combo. The difference here is that Heel Crush gives much less time to react to a Wall Rush. The reason being that Kuja ground bravery assist is much slower than most in its category. So even though this is considered a basic combo, new players may struggle to do this in the heat of the moment. That is ok, since Heel Crush is used as a {{keyword|mixup|mixup=1}} tool, instead of as a frequent all-purpose move. |
| | }} |
| | }} |
|
| |
|
| === Core Combos (Kuja AST) === | | === Core Combos (Kuja AST) === |
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| {{ComboLegend-012}} | | {{ComboLegend-012}} |
| | |
| | {{Combo-012 |
| | | data = |
| | {{Combo-012Data |
| | |combo='''Beat Fang''' > {{clr|wr=1}} > {{clr|astbrv=1}} > {{clr|dc=1}} > Aerial Circle > {{clr|wr=1}} > {{clr|dc=1}} > {{clr|ac=1}} > Beat Fang |
| | |condition=Poke Starter |
| | |requirement=Air, Wall Rush (Ground) |
| | |purpose=HP Damage & Critical Hits |
| | |damage=124 + HP & WR |
| | |damagehits=40 + WR > 44 AST + HP & WR> 40 + WR |
| | |ex=60 |
| | |exhits=30 > 0 > 30 |
| | |meteropp=225 |
| | |video=https://www.youtube.com/watch?v=UKixw8LkJM0&t=112 |
| | |notes=Beat Fang with Aerial Circle {{keyword|filler|filler=1}}. Press Aerial Circle as Kuja pulls the opponent to himself. The goal here is to knock the opponent towards ground with Aerial Circle and then quickly follow up with Beat Fang for critical hits. Again, the critical hit rate goes up momentarily after connecting an HP attack, which improves Beat Fang's damage. |
| | <br> |
| | Squall must be at certain height to ensure Aerial Circle pushes the opponent downwards. Upper Blues is a good reference point for this. If Squall gets a ground Wall Rush from higher up in the air, he may have to measure the distance manually to do this combo. Being too high can pull opponent out of Kuja assist due to Aerial Circle's absorb effect. Conversely, being too low can push the opponent away with no guarantee for finishing the combo. Squall's position makes a big difference here. He can also push the opponent diagonally down, and Kuja may still be able to finish his attack. This does mean that Kuja may do slightly less damage, or that Squall may even lose HP Wall Rush damage entirely. |
| | <br> |
| | Squall can also do Fire Barret into Beat Fang (no dodge cancel) after Assist Chase. This depends more on the Assist Chase timing, but try not to teleport too late so the fireballs can hit. And even then, Beat Fang might barely miss if the angle is a little off. Please see the linked video for an example. |
| | }} |
| | {{Combo-012Data |
| | |combo='''Beat Fang''' > {{clr|wr=1}} > {{clr|astbrv=1}} > {{clr|dc=1}} > Heel Crush > {{clr|dc=1}} > {{clr|ac=1}} > Aerial Circle |
| | |condition=Poke Starter |
| | |requirement=Air, Wall Rush (Ground) |
| | |purpose=More Bravery / Bravery Break |
| | |damage=106 + HP & WR |
| | |damagehits=40 + WR > 46 AST + 20 & WR > HP & WR |
| | |ex=30 |
| | |exhits=30 > 0 > 0 |
| | |meteropp=205 |
| | |video=https://www.youtube.com/watch?v=UKixw8LkJM0&t=159 |
| | |notes=Beat Fang with Heel Crush {{keyword|filler|filler=1}}. This adds bravery damage to the next HP attack, which is very useful for Bravery Breaks. If opponent's bravery is low, the extra bravery can secure a victory. |
| | }} |
| | {{Combo-012Data |
| | |combo='''Upper Blues''' > {{clr|wr=1}} > {{clr|astbrv=1}} > {{clr|dc=1}} > Aerial Circle > {{clr|wr=1}} > {{clr|dc=1}} > {{clr|ac=1}} > Beat Fang |
| | |condition=Poke Starter |
| | |requirement=Ground, Wall Rush (Ground) |
| | |purpose=HP Damage & Critical Hits |
| | |damage=105 + HP & WR |
| | |damagehits=20 + WR > 45 AST + HP & WR > 40 + WR |
| | |ex=60 |
| | |exhits=30 > 0 > 30 |
| | |meteropp=187 |
| | |video=https://www.youtube.com/watch?v=UKixw8LkJM0&t=171 |
| | |notes=Upper Blues with Aerial Circle {{keyword|filler|filler=1}}. Upper Blues into stationary air dodge provides the ideal height for Wall Rushing with Aerial Circle. Press Aerial Circle when Kuja assist pulls the opponent towards himself. Then let Beat Fang do its job with the momentary critical hit rate increase. Kuja assist may lose a couple bravery hits in the process, but Squall's critical hits can compensate. |
| | }} |
| | {{Combo-012Data |
| | |combo='''Beat Fang''' > {{clr|astbrv=1}} > {{clr|ac=1}} > Aerial Circle |
| | |condition=Poke Starter |
| | |requirement=Air |
| | |purpose={{keyword|Midscreen|midscreen=1}} Pickup |
| | |damage=77 + HP & WR |
| | |damagehits=27 > 50 AST > HP & WR |
| | |ex=30 |
| | |exhits=30 > 0 |
| | |meteropp=115 |
| | |video=https://www.youtube.com/watch?v=UKixw8LkJM0&t=183 |
| | |notes=Beat Fang combo, no Wall Rush needed. This can be done almost anywhere, and Aerial Circle can Wall Rush at the ceiling too. Call Kuja assist when Beat Fang's rapid hits are about to start. He should be able to pick up the opponent before Squall pushes them down. |
| | }} |
| | }} |
| | |
|
| |
|
| === Specialized Combos (Kuja AST) === | | === Specialized Combos (Kuja AST) === |
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| {{ComboLegend-012}} | | {{ComboLegend-012}} |
| | |
| | {{Combo-012 |
| | | data = |
| | {{Combo-012Data |
| | |combo='''Solid Barrel''' + {{clr|astbrv=1}} > {{clr|ac=1}} > Aerial Circle |
| | |condition=Poke Starter |
| | |requirement=Ground |
| | |purpose={{keyword|Midscreen|midscreen=1}} Knockback Cancel |
| | |damage=105 + HP & WR |
| | |damagehits=55 > 50 AST > HP & WR |
| | |ex=90 |
| | |exhits=90 > 0 |
| | |meteropp=157 |
| | |video=https://www.youtube.com/watch?v=UKixw8LkJM0&t=220 |
| | |notes=This combo does more damage and EX than just doing the four hits. Kuja assist can pick up the opponent just as Squall blows them away. Call Kuja assist right before Squall deals damage with the finishing move. He'll stab his sword into the opponent before doing so. |
| | <br> |
| | This combo still works if Kuja picks up the opponent during the Solid Barrel finisher. It's a minor damage loss, though the generated EX drops by a lot. |
| | <br> |
| | This combo also allows a Fire Barret extension for even more damage. Check out the extra combo section for Kuja assist about that. |
| | }} |
| | {{Combo-012Data |
| | |combo='''Blasting Zone''' > {{clr|astbrv=1}} > {{clr|dc=1}} (↑) > {{clr|ac=1}} > Beat Fang |
| | |condition=HP Starter |
| | |requirement=Ground (Squall) |
| | |purpose=HP & BRV Damage |
| | |damage=96 + HP & WR |
| | |damagehits=10 + HP > 46 AST > 40 + WR |
| | |ex=120 |
| | |exhits=90 > 30 |
| | |meteropp=144 |
| | |video=https://www.youtube.com/watch?v=UKixw8LkJM0&t=240 |
| | |notes=Blasting Zone combo, no wall needed. Call Kuja assist a moment after HP damage is dealt. The opponent will gradually slow down while flying in the air, which makes it possible for Kuja assist to combo. |
| | <br> |
| | This is mostly to add bravery damage and EX depletion from assist. If Squall needs the damage for Bravery Break, a well placed Blasting Zone can turn the match in his favor. Be sure to dodge forward after Blasting Zone to get some of the EX Force floating around. |
| | }} |
| | {{Combo-012Data |
| | |combo='''Beat Fang''' > {{clr|wr=1}} > {{clr|astbrv=1}} > {{clr|dc=1}} > Thunder Barret > Revolver Drive |
| | |condition=Poke Starter |
| | |requirement=Air, Wall Rush (Ground) |
| | |purpose=BRV Damage, EX & {{keyword|Wall Carry|wallcarry=1}} |
| | |damage=143 + HP & WR |
| | |damagehits=40 + WR > 47 AST > 6 > 50 + HP & WR |
| | |ex=198 |
| | |exhits=30 > 18 > 150 |
| | |meteropp=232 |
| | |video=https://www.youtube.com/watch?v=UKixw8LkJM0&t=251 |
| | |notes=Beat Fang into Revolver Drive. Kuja holds the opponent too high to combo into Revolver Drive naturally, so Thunder Barret is needed. BRV damage and EX output are some of the highest among Squall combos thanks to Revolver Drive. |
| | <br> |
| | The challenge mostly comes from connecting Thunder Barret and Revolver Drive together. Use Thunder Barret before Kuja knocks the opponent away, and time the Revolver Drive precisely. Try to hit Thunder Barret close to the opponent to make this combo a little bit easier. Thunder Barret won't deal maximum damage that way, but Squall can easily make up for it with the long travel distance. |
| | }} |
| | {{Combo-012Data |
| | |combo='''Beat Fang''' > {{clr|wr=1}} > {{clr|astbrv=1}} > {{clr|dc=1}} > Thunder Barret > Solid Barrel |
| | |condition=Poke Starter |
| | |requirement=Air, Wall Rush (Ground) |
| | |purpose=BRV Damage & EX |
| | |damage=153 + WR |
| | |damagehits=40 + WR > 46 AST > 12 > 55 |
| | |ex=156 |
| | |exhits=30 > 36 > 90 |
| | |meteropp=249 |
| | |video=https://www.youtube.com/watch?v=UKixw8LkJM0&t=266 |
| | |notes=Beat Fang into a more lenient Thunder Barret combo. If Revolver Drive is too difficult to do, Solid Barrel serves as a substitute for bravery damage and EX. This combo assumes Thunder Barret is done from max range, where all four bolts hit. |
| | }} |
| | {{Combo-012Data |
| | |combo='''Beat Fang''' > {{clr|wr=1}} > {{clr|asthp=1}} > {{clr|dc=1}} > Beat Fang |
| | |condition=Air Poke Starter |
| | |requirement=Wall Rush (Ground), 2 Assist Gauges |
| | |purpose=Bypass [[Assist_(Dissidia_012)#LV2_Assist_Change|LV2 Assist Change]] |
| | |damage=95 + HP & WR |
| | |damagehits=40 + WR > 15 AST HP > 40 + WR |
| | |ex=60 |
| | |exhits=30 > 30 |
| | |meteropp=181 |
| | |video=https://www.youtube.com/watch?v=UKixw8LkJM0&t=278 |
| | |notes=HP assist combo with Kuja's Flare Star. Beat Fang can follow up, but the timing is strict because the opponent must be caught during knockback. The main purpose of this combo is to simply avoid getting Kuja assist locked against LV2 Assist Change. Kuja's Flare Star is Ranged priority, which means even if it makes contact with LV2 Assist Change, Kuja won't get staggered from it. |
| | <br> |
| | If Squall has high bravery, the opponent may be tempted to escape the HP assist regardless of follow-ups. That can diminish the importance of practicing the Beat Fang follow-up, but it is important to remember that health can also be spent as a resource. If the opponent lets Squall do this combo, there is little reason not to take that opportunity. |
| | }} |
| | {{Combo-012Data |
| | |combo='''Beat Fang''' > {{clr|wr=1}} > {{clr|asthp=1}} > Fast Fall {{pspcro}} > Thunder Barret > Solid Barrel |
| | |condition=Air Poke Starter |
| | |requirement=Wall Rush (Ground), 2 Assist Gauges |
| | |purpose=HP Assist into BRV Damage |
| | |damage=115 + HP & WR |
| | |damagehits=40 + WR > 14 + HP AST > 6 > 55 |
| | |ex=138 |
| | |exhits=30 > 18 > 90 |
| | |meteropp=189 |
| | |video=https://www.youtube.com/watch?v=UKixw8LkJM0&t=288 |
| | |notes=Fast fall requires Descent Speed Boost (basic ability). This is more situational than the prior HP assist combo. With Descent Speed Boost, Squall can fast fall and combo into Thunder Barret after Kuja assist. That requires not having any jumps or Multi Air Slides left, as Descent Speed Boost activates after they've been used. A single air dodge removes any remaining air jumps, so that can help set up this combo. <br> |
| | If both Squall and his opponent have been in the {{keyword|neutral|neutral=1}}, at some point Squall can connect Beat Fang when all other movement options have been exhausted. Stay vigilant. |
| | }} |
| | {{Combo-012Data |
| | |combo='''Heel Crush''' > {{clr|wr=1}} > {{clr|astbrv=1}} > {{clr|ac=1}} > Aerial Circle |
| | |condition=BRV Gap Closer |
| | |requirement=Wall Rush (Ground), '''[[Assist_Storage_Glitch|Assist Storage Glitch]]''' |
| | |purpose=More Lenient Reaction Time |
| | |damage=67 + HP & WR |
| | |damagehits=20 + WR > 47 AST > HP & WR |
| | |ex=20 |
| | |exhits=20 > 0 |
| | |meteropp=130 |
| | |video=https://www.youtube.com/watch?v=UKixw8LkJM0&t=299 |
| | |notes=Assist Storage Glitch makes assists attack faster, so Squall has more time to react to a Wall Rush. That's about it. |
| | }} |
| | {{Combo-012Data |
| | |combo='''Fire Barret''' > {{clr|astbrv=1}} > {{clr|ac=1}} > Aerial Circle |
| | |condition=Projectile Starter |
| | |requirement='''[[Assist_Storage_Glitch|Assist Storage Glitch]]''' |
| | |purpose=Stray Projectile {{keyword|Conversion|conversion=1}} |
| | |damage=60 + HP & WR |
| | |damagehits=10 > 50 AST > HP & WR |
| | |ex=0 |
| | |exhits=0 > 0 |
| | |meteropp=90 |
| | |video=https://www.youtube.com/watch?v=UKixw8LkJM0&t=310 |
| | |notes=Fire Barret has enough hit stun for combos. Squall hardly has any time to react with assist when one of the fireballs hit, so this combo is listed because Assist Storage Glitch makes reacting easier. ''Technically'' this can be done without the glitch, but Squall must make sure that Fire Barret will hit the opponent. |
| | }} |
| | }} |
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| {{ComboLegend-012}} | | {{ComboLegend-012}} |
| | |
| | {{Combo-012 |
| | | data = |
| | {{Combo-012Data |
| | |combo='''Fated Circle''' > {{clr|wr=1}} > {{clr|astbrv=1}} > {{clr|ac=1}} > Aerial Circle |
| | |condition=HP Starter |
| | |requirement=Ground |
| | |purpose=2x HP Damage |
| | |damage=47 + HP & WR |
| | |damagehits=HP > 47 AST > HP + WR |
| | |ex=0 |
| | |exhits=0 > 0 |
| | |meteropp=70 |
| | |video=https://www.youtube.com/watch?v=UKixw8LkJM0&t=328 |
| | |notes=Fated Circle forces a Wall Rush reaction on flat ground. If the opponent is standing on the ground, this combo works on all characters. The grounded Wall Rush deals no damage, but it is a great opportunity for Kuja ground assist to deal damage. Kuja's Snatch Blow holds the opponent for longer than his air BRV assist, which gives more time for base bravery to fully recover. At typical base bravery (950~), this is enough to secure another Aerial Circle at full base bravery. It can take a bit of practice to get the assist timing down, but Fated Circle always has the same amount of {{keyword|knockback|knockback=1}}. |
| | <br> |
| | This might sound obvious, but it is worth mentioning anyway; If Fated Circle Wall Rushes on a proper wall, Kuja's air assist will come out instead. That fundamentally changes the combo, so keep an eye on the stage when doing this. |
| | }} |
| | {{Combo-012Data |
| | |combo='''Fusillade''' > {{clr|dc=1}} > {{clr|astbrv=1}} > {{clr|ac=1}} > Aerial Circle |
| | |condition=Projectile Starter |
| | |requirement=Ground |
| | |purpose={{keyword|Midscreen|midscreen=1}} BRV to HP |
| | |damage=86 + HP & WR |
| | |damagehits=36 > 50 AST > HP |
| | |ex=96 |
| | |exhits=96 > 0 |
| | |meteropp=129 |
| | |video=https://www.youtube.com/watch?v=UKixw8LkJM0&t=339 |
| | |notes=Fusillade combo into air Kuja assist. Technically Kuja assist can combo during Fusillade's initial shots, but this lets Squall complete the move for more EX. {{keyword|Dodge cancelling|dc=1}} the Chase prompt instantly allows Kuja assist to follow up. |
| | <br> |
| | Players must be quick to input the dodge and assist, because there is very little time to do so without dropping the combo. Holding Cross {{pspcro}} and pressing R guarantees Squall never does Chase. This way Squall only dodges if it was timed properly. The player can go as far as repeatedly pressing R if they want. |
| | <br> |
| | This combo can be done after Thunder Barret for even more damage and EX (98 + HP & WR, 132 EX). |
| | }} |
| | {{Combo-012Data |
| | |combo='''Thunder Barret''' > Revolver Drive > {{clr|astbrv=1}} > {{clr|ac=1}} > Aerial Circle |
| | |condition=Punish Starter |
| | |requirement=Ground, Ledge |
| | |purpose=Ledge Pickup, BRV to HP |
| | |damage=85 + HP & WR |
| | |damagehits=6 > 29 > 50 AST > HP & WR |
| | |ex=105 |
| | |exhits=18 > 87 > 0 |
| | |meteropp=127 |
| | |video=https://www.youtube.com/watch?v=UKixw8LkJM0&t=361 |
| | |notes=Revolver Drive holds the opponent while Kuja assist continues the combo. This combo is mostly for dealing more Bravery damage before doing HP damage. It is situational, since not all stages have ledges. But in stages that do (e.g. Orphan's Cradle, Lunar Subterrane), Wall Rush might not be possible from any given ledge. |
| | If Squall can finish a match with an extra push from assist, this can get the job done. |
| | <br> |
| | Calling BRV assist requires an input trick; First, hold Square {{pspsqu}} (Revolver Drive). Then start holding Circle {{pspcir}}, and finally press L {{pspl}}. This works for all characters, but Squall specifically benefits from it due to Revolver Drive requiring a hold input. |
| | }} |
| | {{Combo-012Data |
| | |combo='''Thunder Barret''' > Blizzard Barret > {{clr|astbrv=1}} > {{clr|ac=1}} > Aerial Circle |
| | |condition=Punish Starter |
| | |requirement=Ground |
| | |purpose=Blizzard Barret Combo |
| | |damage=68 + HP & WR |
| | |damagehits=12 > 10 > 46 AST > HP & WR |
| | |ex=36 |
| | |exhits=36 > 0 > 0 |
| | |meteropp=102 |
| | |video=https://www.youtube.com/watch?v=UKixw8LkJM0&t=373 |
| | |notes=Thunder Barret into Blizzard Barret is a rather weak combo by itself, but it does combo into Kuja assist without issues. Generally speaking this combo is outclassed by other Thunder Barret routes due to its lower damage and EX output. |
| | }} |
| | {{Combo-012Data |
| | |combo='''Beat Fang''' > {{clr|wr=1}} > {{clr|astbrv=1}} > Blasting Zone > {{clr|dc=1}} > {{clr|ac=1}} > Fire Barret > Beat Fang |
| | |condition=Poke Starter |
| | |requirement=Air, Wall Rush (Ground) |
| | |purpose=EX & HP into Critical Hits |
| | |damage=141 + HP & WR |
| | |damagehits=40 + WR > 46 AST > 10 + HP > 5 > 40 + WR |
| | |ex=150 |
| | |exhits=30 > 90 > 0 > 30 |
| | |meteropp=247 |
| | |video=https://www.youtube.com/watch?v=UKixw8LkJM0&t=420 |
| | |notes=Beat Fang into Blasting Zone {{keyword|filler|filler=1}} knockback cancel. The idea is similar to Aerial Circle fillers; Do HP damage before Kuja sends the opponent flying, then follow up with post-HP critical hits. The timing for Blasting Zone is quite strict, but it produces a lot more EX (90 vs. Aerial Circle's 0). |
| | <br> |
| | After Blasting Zone, Squall can teleport and attempt to use Fire Barret in close-range. After that, he can transition into Beat Fang without dodging, which adds a little bit of extra damage. Fire Barret will miss if Squall teleports too late, and Beat Fang is not entirely immune to missing after Fire Barret either. In that sense, adding Fire Barret may not always be worth the risk when it realistically adds 15 base damage at most. Even without Fire Barret, the Beat Fang ender works reliably and does plenty of damage on its own. |
| | }} |
| | {{Combo-012Data |
| | |combo='''Solid Barrel (4 hits)''' > {{clr|astbrv=1}} > {{clr|dc=1}} > Lock Off {{pspl}} > Fated Circle {{pspsqu}} > {{clr|dc=1}} > {{clr|ac=1}} > Beat Fang |
| | |condition=Poke Starter |
| | |requirement=Ground |
| | |purpose={{keyword|Midscreen|midscreen=1}} HP into Critical Hits |
| | |damage=119 + HP & WR |
| | |damagehits=29 + 50 AST > 40 + WR |
| | |ex=54 |
| | |exhits=24 > 30 |
| | |meteropp=195 |
| | |video=https://www.youtube.com/watch?v=UKixw8LkJM0&t=433 |
| | |notes=Yes, ground Bravery into Fated Circle filler. This requires Fated Circle being mapped to neutral Square {{pspsqu}} (no directional inputs). Once again the idea is similar to Beat Fang + Aerial Circle fillers. Connect Fated Circle during air Kuja assist and follow up with Beat Fang critical hits. |
| | <br> |
| | The execution is different though; After calling Kuja assist, Squall must neutral dodge (the backstep) and lock off from opponent immediately. After Squall lands from the backstep dodge, he must do Fated Circle. This pulls the opponent in, and sends them back to Kuja. {{keyword|Dodge cancel|dc=1}} Fated Circle's {{keyword|recovery|recovery=1}}, follow with Assist Chase and finish the combo with Beat Fang. After Assist Chase, Squall can do Fire Barret into Beat Fang for a minor damage boost. The projectiles can easily miss, though. |
| | <br> |
| | This requires swift button inputs overall, so it's not the easiest combo to do. Be sure to call Kuja assist a bit after Solid Barrel's fourth hit, so Squall has enough time to dodge and line up Fated Circle. Also, if Squall attempts to use Fated Circle while locked on, it makes the combo a lot more inconsistent. When locked on, Squall moves towards opponent with Fated Circle while pulling in. Without lock on, Squall moves nowhere, but Fated Circle still pulls in. This also means that if an EX Core is on the field, it can interfere with this combo. The reason being that EX Core is the next lock on target when present. |
| | }} |
| | {{Combo-012Data |
| | |combo='''Beat Fang (2 hits)''' > {{clr|astbrv=1}} > {{clr|dc=1}} (↓) > Lock Off {{pspl}} > Aerial Circle > {{clr|dc=1}} > {{clr|ac=1}} > Beat Fang |
| | |condition=Poke Starter |
| | |requirement=Air |
| | |purpose={{keyword|Midscreen|midscreen=1}} HP into Critical Hits |
| | |damage=102 + HP |
| | |damagehits=8 > 54 AST (exceptional 2x9 in video) > 40 |
| | |ex=51 |
| | |exhits=21 > 0 > 30 |
| | |meteropp=153 |
| | |video=https://www.youtube.com/watch?v=UKixw8LkJM0&t=463 |
| | |notes=Beat Fang with Aerial Circle, but without ground Wall Rush. This requires Aerial Circle being mapped to neutral Square {{pspsqu}} (no directional inputs). The main appeal still remains the same; Land the HP during assist and reap the rewards with Beat Fang critical hits afterwards. If Squall cannot guarantee Wall Rush, this can be a decent alternative. |
| | <br> |
| | The execution requires swift inputs, and is similar to the above Solid Barrel > Fated Circle combo. Dodge (backwards), press lock on so Squall doesn't have a target, and then press Aerial Circle. This pulls the opponent towards Kuja, and then sends them back to him. This can also have the side effect of increasing total number of Kuja's hits, since Squall actively pushes opponent towards Kuja, as seen in the video example. It is a slight damage increase, but worth noting. |
| | }} |
| | }} |
| | |
| | Squall can also extend air combos with Fire Barret. Generally speaking these introduce more complexity for a small damage boost due to Fire Barret's low base damage. The main idea is this: Use Fire Barret during assist and hold the opponent in place with 1 Beat Fang hit so Fire Barret connects in time. This can be followed up with another full Beat Fang, or even Aerial Circle if multiple Fire Barret projectiles hit at intervals. Either way, Squall needs enough space to do this, so cramped stages like Phantom Train aren't well suited for this. |
| | |
| | Fire Barret spreads out when fired, but this can be mitigated with certain angles. If Squall is almost directly below the opponent, this can keep the projectiles closer together. That also works at walls, which can be used to Squall's advantage. |
| | |
| | {{Combo-012 |
| | | data = |
| | {{Combo-012Data |
| | |combo='''Thunder Barret''' > Blasting Zone > {{clr|astbrv=1}} > {{clr|dc=1}} (↑) > Fire Barret > {{clr|dc=1}} > {{clr|ac=1}} > Beat Fang (1 hit) > {{clr|dc=1}} + Fire Barret (2 hits) > Aerial Circle |
| | |condition=Punish Starter |
| | |requirement=Ground, Wall |
| | |purpose=2x HP Damage |
| | |damage=85 + HP & WR |
| | |damagehits=12 > 10 + HP > 50 AST > 3 > 5, 5 > HP & WR |
| | |ex=126 |
| | |exhits=36 > 90 > 0 > 0 |
| | |meteropp=127 |
| | |video=https://www.youtube.com/watch?v=UKixw8LkJM0&t=482 |
| | |notes=HP combo into a Fire Barret extension at the wall. The wall and (mostly) straight angle force Fire Barret projectiles to stay closer together. This lets Squall do extended combos with Beat Fang and even combo into HP afterwards. It is important that Squall is at the wall when doing Fire Barret so they {{keyword|track|tracking=1}} appropriately (see linked video example). |
| | <br> |
| | Going for Aerial Circle specifically is pretty risky, and prone to consistency issues. If Fire Barret shots hit at intervals (one, then two), they give Squall more time to combo into Aerial Circle. If all Fire Barret shots connect around the same time (or too early), that leaves much less time for an HP. Squall can only do so much to influence the fireball tracking, so if going for HP is too inconsistent, do Beat Fang instead. |
| | }} |
| | {{Combo-012Data |
| | |combo='''Thunder Barret''' > Blasting Zone > {{clr|astbrv=1}} > {{clr|dc=1}} > Fire Barret > {{clr|dc=1}} > {{clr|ac=1}} > Beat Fang (1 hit) > {{clr|dc=1}} + Fire Barret (3 hits) > Beat Fang |
| | |condition=Punish Starter |
| | |requirement=Ground, Wall |
| | |purpose= |
| | |damage=130 + HP |
| | |damagehits=12 > 10 + HP > 50 AST > 3 > 15 > 40 |
| | |ex=165 |
| | |exhits=36 > 90 > 0 > 9 > 30 |
| | |meteropp=192 |
| | |video=https://www.youtube.com/watch?v=UKixw8LkJM0&t=406 |
| | |notes=Fire Barret extension with Beat Fang ender. Since at least one Fire Barret hit is expected with this route, Squall can go for Beat Fang (1), dodge and then go for a full Beat Fang more reliably. Naturally this loses the second HP for HP damage, but it is also one of the only ways Squall can extend his air combos for Bravery. |
| | }} |
| | {{Combo-012Data |
| | |combo='''Solid Barrel''' + {{clr|astbrv=1}} > {{clr|dc=1}} (↑) > Fire Barret > {{clr|dc=1}} > {{clr|ac=1}} > Beat Fang (1 hit) > {{clr|dc=1}} > Fire Barret (hit) > Beat Fang |
| | |condition=Poke Starter |
| | |requirement=Ground |
| | |purpose={{keyword|Midscreen|midscreen=1}} Knockback Cancel + BRV Damage |
| | |damage=153 |
| | |damagehits=55 > 50 AST > 3 > 5 > 40 |
| | |ex=129 |
| | |exhits=90 > 9 > 0 > 30 |
| | |meteropp=229 |
| | |video=https://www.youtube.com/watch?v=UKixw8LkJM0&t=474 |
| | |notes=Solid Barrel knockback cancel pushed to an extreme with a Fire Barret extension. This is not a very lenient combo to do; Squall barely has enough time to dodge, Assist Chase and still connect Beat Fang. The good thing is that this works without walls, largely due to the angle at which Squall uses Fire Barret from. |
| | }} |
| | {{Combo-012Data |
| | |combo='''Upper Blues (3 hits)''' > {{clr|astbrv=1}} > {{clr|dc=1}} (↓) > Fire Barret > {{clr|dc=1}} > {{clr|ac=1}} > Beat Fang (1 hit) > {{clr|dc=1}} > Fire Barret (hit) > Beat Fang |
| | |condition=Poke Starter |
| | |requirement=Ground |
| | |purpose={{keyword|Midscreen|midscreen=1}} + BRV Damage |
| | |damage=109 |
| | |damagehits=11 > 50 AST > 3 > 5 > 40 |
| | |ex=69 |
| | |exhits=30 > 9 > 0 > 30 |
| | |meteropp=171 |
| | |video=https://www.youtube.com/watch?v=UKixw8LkJM0&t=485 |
| | |notes=Upper Blues with Fire Barret extension. Similar to the Solid Barrel combo, this adds Bravery damage without Wall Rush. It is actually weaker than the Solid Barrel version, so this combo is moreso listed for posterity than anything else. Going for ground Kuja BRV assist with Aerial Circle can also deal more damage due to post-HP critical hits, too. |
| | }} |
| | {{Combo-012Data |
| | |combo='''Upper Blues (3 hits)''' > {{clr|astbrv=1}} > {{clr|dc=1}} (↓) > Fire Barret > {{clr|dc=1}} > {{clr|ac=1}} > Beat Fang (1 hit) > {{clr|dc=1}} > Fire Barret (hit) > Aerial Circle |
| | |condition=Poke Starter |
| | |requirement=Ground |
| | |purpose=BRV to HP, More BRV Damage |
| | |damage=74 + HP |
| | |damagehits=11 > 50 AST > 3 > 5, 5 > HP |
| | |ex=30 |
| | |exhits=30 > 0 > 0 |
| | |meteropp=111 |
| | |video=https://www.youtube.com/watch?v=UKixw8LkJM0&t=496 |
| | |notes=Upper Blues with Fire Barret, ends with HP. The Fire Barret extensions work without walls here, but the HP ender remains risky to attempt. The fireballs still need to hit at certain intervals to give Squall enough time to connect Aerial Circle. Ultimately the damage increase from Fire Barret is quite small, so if this combo seems too inconsistent, there's no shame in prioritizing other combos. |
| | }} |
| | {{Combo-012Data |
| | |combo='''Beat Fang (3 hits)''' > {{clr|astbrv=1}} > {{clr|dc=1}} > Fire Barret > {{clr|dc=1}} > {{clr|ac=1}} > Beat Fang (1 hit) > {{clr|dc=1}} > Fire Barret (hit) > Beat Fang |
| | |condition=Poke Starter |
| | |requirement=Air |
| | |purpose={{keyword|Midscreen|midscreen=1}} BRV Damage |
| | |damage=113 |
| | |damagehits=15 > 50 AST > 3 > 5 > 40 |
| | |ex=69 |
| | |exhits=30 > 0 > 9 > 30 |
| | |meteropp=169 |
| | |video=https://www.youtube.com/watch?v=UKixw8LkJM0&t=516 |
| | |notes=Beat Fang with Fire Barret extension. No wall needed. Try to use Fire Barret slightly above Kuja assist, before he goes up with the attack. The angle at which Squall uses Fire Barret from matters a lot. It can easily drop if used from most angles due to how the fireballs can spread out. |
| | }} |
| | }} |
| | |
| | {{Combo-012 |
| | | data = |
| | {{Combo-012Data |
| | |combo='''Beat Fang (3 hits)''' > {{clr|asthp=1}} > Beat Fang (4th hit) > {{clr|dc=1}} > {{clr|ac=1}} > Beat Fang (2 delayed hits) > {{clr|dc=1}} (↑) > Beat Fang |
| | |condition=Poke Starter |
| | |requirement=Air, 2 Assist Gauges |
| | |purpose={{keyword|Midscreen|midscreen=1}} HP Assist Combo + BRV Damage |
| | |damage=88 + HP |
| | |damagehits=40 > HP AST > 8 > HP AST > 40 |
| | |ex=81 |
| | |exhits=30 > 21 > 30 |
| | |meteropp=132 |
| | |video=https://www.youtube.com/watch?v=UKixw8LkJM0&t=539 |
| | |notes=A delicate midair HP assist combo. Lots of moving parts here. First, Kuja assist (Force Symphony) must hit right before Beat Fang sends the opponent down. Then, Squall has to Assist Chase and delay two Beat Fang hits for Kuja assist to hit again. Assist Chase won't trigger a second time here. Squall must dodge the moment when Kuja assist hits. This is because the game's camera influences Force Symphony's knockback direction. If Squall resets the camera, or dodges early, the camera will change direction. This can push the opponent too far from Squall. |
| | <br> |
| | This can be difficult to visualize without an example, so please refer to the linked video example. The second Force Symphony pushes the opponent in the direction the camera is facing, which is enough for Squall to get the combo there. Overall, this isn't exactly the most optimal Squall combo available. But it doesn't require a Wall Rush. And within the constraints of Squall's moveset and air Kuja HP assist, this is about as good as it gets. |
| | }} |
| | {{Combo-012Data |
| | |combo='''Mystic Flurry''' > {{clr|astbrv=1}} > {{clr|ac=1}} > Aerial Circle |
| | |condition=Projectile Starter |
| | |requirement=Air, Near Ground |
| | |purpose=Projectile {{keyword|Conversion|conversion=1}} into HP |
| | |damage=Varies |
| | |damagehits=8 per Mystic Flurry (+7 if finishes) > 47-50 AST > HP |
| | |ex=30+ |
| | |exhits=30 per Mystic Flurry > 0 |
| | |meteropp=141 (in video) |
| | |video=https://www.youtube.com/watch?v=UKixw8LkJM0&t=550 |
| | |notes=Mystic Flurry can combo into assist, whether it Wall Rushes or not. Wall Rush is more reliable of course. However, because Mystic Flurry can be difficult to connect without assist, the damage output can vary. |
| | }} |
| | {{Combo-012Data |
| | |combo='''Solid Barrel''' > {{clr|dc=1}} > {{clr|astbrv=1}} > {{clr|ac=1}} > Aerial Circle |
| | |condition=Poke Starter |
| | |requirement=Ground, '''[[Assist_Storage_Glitch|Assist Storage Glitch]]''' |
| | |purpose={{keyword|Midscreen|midscreen=1}} {{keyword|Conversion|conversion=1}} |
| | |damage=105 + HP & WR |
| | |damagehits=55 > 50 AST > HP |
| | |ex=90 |
| | |exhits=90 > 0 |
| | |meteropp=169 |
| | |video=https://www.youtube.com/watch?v=UKixw8LkJM0&t=561 |
| | |notes=The faster assist call lets Squall finish Solid Barrel and then use Kuja assist to do combos. This combo is useful if Squall needs to complete Solid Barrel in order to use assist. It also doesn't require timing a knockback cancel with assist, but it doesn't have much utility otherwise. |
| | }} |
| | }} |
| | |
| | === Chase Setups === |
| | |
| | Squall can force HP damage via Solid Barrel Chase. Its main application is as a checkmate for ending the match, but can be useful for bypassing LV2 Assist Change as well. This must be done near wall, where Kuja HP assist (Force Symphony) can reach. |
| | |
| | {{Combo-012 |
| | | data = |
| | {{Combo-012Data |
| | |combo='''Solid Barrel''' > {{clr|asthp=1}} > Chase HP > Opponent Evades > AST HP HIT > {{clr|ac=1}} > Beat Fang |
| | |condition=Poke Starter |
| | |requirement=Wall, 2 Assist Gauges |
| | |purpose=Forced HP Damage |
| | |damage=107 + HP |
| | |damagehits=12 > 55 > HP AST > 40 |
| | |ex=171 |
| | |exhits=36 > 90 > 15 Chase Dodge > 30 |
| | |meteropp=161 |
| | |video=https://www.youtube.com/watch?v=UKixw8LkJM0&t=576 |
| | |notes= |
| | }} |
| | }} |
| | |
| | If the opponent... |
| | |
| | ;Evades Chase HP |
| | :Gets hit by Kuja before they can act. |
| | |
| | ;Evades Chase BRV |
| | :Gets hit by Kuja before they can act. Same result. |
| | |
| | ;Takes Chase HP |
| | :Gets hit, wall rushed. Kuja can still hit, and Squall may follow up. Second HP hit adds more EX depletion. (EX Force: 216, P2 Assist Comrade's Vow: 180) |
| | |
| | ;Takes Chase BRV |
| | :Gets hit, wall rushed. Kuja can miss. If Kuja hits, be sure not to follow up too fast. (EX Force: 180. P2 Assist Comrade's Vow: 225) |
| | |
| | == Other Assists == |
| | |
| | This section is work in progress. |
| | |
| | <tabber> |
| | |-|Yuna= |
| | * Solid Barrel (4th hit) > Yuna > DC (neutral) > Thunder Barret > Solid Barrel (damage) / Revolver Drive (EX) |
| | * Upper Blues (3rd hit) > Yuna > DC > Aerial Circle when second assist hit connects |
| | * Upper Blues (3rd hit) > Yuna > DC > Thunder Barret > BRV / HP |
| | * Upper Blues or Beat Fang (wall rush) > Yuna > WR > Thunder Barret / Rough Divide (depending on distance) |
| | * Beat Fang (3 hits) > Yuna > DC > Aerial Circle when second assist hit connects |
| | * Yuna > DC > Thunder Barret > BRV / HP (requires ground) |
| | * Blasting Zone > Yuna > Ground Dash > Thunder Barret > BRV / HP |
| | Call Yuna as late as possible. She doesn't have much horizontal reach. Easier at a wall. |
| | |
| | * Fated Circle > WR > Yuna > Thunder Barret > BRV / HP |
| | |
| | |-|Jecht= |
| | |
| | * Solid Barrel (4th hit) > Jecht > Thunder Barret > DC > move backwards > Thunder Barret > BRV / HP |
| | * Upper Blues (3rd hit) > Jecht > DC > Thunder Barret > BRV / HP |
| | * Upper Blues or Beat Fang (wall rush) > DC > Jecht > Thunder Barret > BRV / HP |
| | * Beat Fang (3 hits) > DC > Thunder Barret > BRV / HP (requires ground) |
| | * Beat Fang (3 hits) > Jecht > DC (diagonally forward) > Rough Divide |
| | * Blasting Zone > Jecht > Ground Dash > Thunder Barret > BRV / HP |
| | Similiar to Kuja assist, call Jecht when the opponent's momentum has slowed down. Without wall, only the second kick will hit and follow through with the air combo. |
| | |
| | * Fated Circle (floor WR) > Jecht > Ground Dash > Thunder Barret > BRV / HP |
| | * Aerial Circle / Rough Divide (WR) > Jecht > Thunder Barret > BRV / HP |
| | |
| | |-|Tidus= |
| | * Solid Barrel (4th hit) > Tidus > Beat Fang / Aerial Circle |
| | * Upper Blues (3rd hit) > Tidus > Beat Fang / Aerial Circle |
| | * Upper Blues / Beat Fang (WR) > Tidus > DC > Thunder Barret > BRV / HP |
| | * Beat Fang (3 hits) > Tidus > DC > Aerial Circle |
| | * Blasting Zone > Tidus |
| | Much like Yuna assist, timing must be delayed more than usual to make up for short reach. |
| | |
| | * Fated Circle (floor WR) > Tidus > Ground Dash x2 > Upper Blues (delayed 2nd hit) > DC > LL > Beat Fang |
| | |
| | |-|Sephiroth= |
| | |
| | * Solid Barrel (4th hit) > Sephiroth > DC (forward) > Rough Divide |
| | * Solid Barrel (4th hit) > Sephiroth > DC (forward) > Beat Fang (1st hit) > DC > teleport > Beat Fang |
| | * Upper Blues (3rd hit) > Sephiroth > DC (diagonally forward) > Rough Divide |
| | * Do Rough Divide when Sephiroth transitions to second part of his attack. |
| | * Upper Blues / Beat Fang (WR) > Sephiroth > DC > Aerial Circle > AC > Beat Fang |
| | :Same idea as with Kuja ground assist. HP during the assist and leverage the increased critical hit rate afterwards with Beat Fang. |
| | |
| | * Upper Blues / Beat Fang (WR) > Sephiroth > DC > Heel Crush > teleport > Beat Fang / Aerial Circle |
| | * Beat Fang (3 hits) > Sephiroth > DC (diagonally forward) > Rough Divide |
| | * Beat Fang (3 hits) > Sephiroth > DC > Aerial Circle (during assist) |
| | * Blasting Zone > Sephiroth > Beat Fang |
| | * Fated Circle (floor WR) > Sephiroth > AC > Beat Fang |
| | |
| | |-|Onion Knight= |
| | * Solid Barrel (4th hit) > Onion Knight > DC (forward) > Rough Divide |
| | * Solid Barrel (4th hit) > Onion Knight > DC (neutral) > Thunder Barret > DC (neutral) > Blasting Zone |
| | * Upper Blues (3rd hit) > Onion Knight > DC > Rough Divide |
| | * Upper Blues / Beat Fang (WR) > Onion Knight > DC > Aerial Circle > WR > DC > AC > Beat Fang |
| | Same as with Kuja and Sephiroth assist. Wall rush with Aerial Circle during the assist. |
| | |
| | * Beat Fang (3 hits) > Onion Knight > DC > Rough Divide |
| | * Blasting Zone > Onion Knight > DC (forward) > Free Air Dash > BRV / HP if wall rushed. Requires later timing than other listed assists, therefore margin for error is small. |
| | * Fated Circle (floor WR) > Onion Knight > AC > Beat Fang |
| | |
| | |-|The Emperor= |
| | * Solid Barrel (4th hit) > The Emperor > Solid Barrel (last hit) > The Emperor (hit) > Thunder Barret > BRV / HP |
| | * Upper Blues > The Emperor (call during 1st hit) - Upper Blues wall rush > The Emperor (trap) HIT > DC > Heel Crush > DC > Thunder Barret > BRV / HP |
| | * Upper Blues > The Emperor (call during 2nd hit, continue after slowdown ends) > Upper Blues wall rush > The Emperor (Mine) HIT > DC > AC > Beat Fang |
| | * Beat Fang (WR) > Beat Fang WR > The Emperor > AC > Beat Fang |
| | Call The Emperor just as wall rush happen |
| | * Beat Fang (3 hits) |
| | * Blasting Zone |
| | * Fated Circle (floor WR) |
| | |
| | |-|Terra= |
| | * Solid Barrel (4th hit) > Terra > Solid Barrel last hit > chase > chase HP > opponent dodges and does chase BRV > Terra HIT > (If you dodged chase BRV): Thunder Barret - BRV / HP]. (If hit by chase BRV): Recovery attack Rough Divide |
| | * Solid Barrel (4th hit) > Terra > Solid Barrel last hit > chase > chase HP > opponent dodges and does chase HP > player dodge HP* > Terra HIT > Thunder Barret > BRV / HP |
| | * You will want to evade chase HP, as the movement can make Terra's Graviga miss. |
| | * Upper Blues (3rd hit) > Terra > DC > Aerial Circle / Rough Divide (requires wall rush, HP depending on distance) |
| | * Upper Blues / Beat Fang (WR) |
| | * Beat Fang (3 hits) > Terra > DC > Aerial Circle / Rough Divide (requires wall rush, HP depending on distance) |
| | * Fusillade > Fusillade (1st hit) > Terra > delay all Fusillade hits and finish > Terra HIT - BRV / HP |
| | If you have second assist bar, you can follow up "Terra HIT" with: Thunder Barret > before Thunder hits, call Terra > Fusillade no delayed hits > Terra HIT > BRV / HP |
| | |
| | </tabber> |
|
| |
|
| {{navbox012}} | | {{navbox012}} |