Firion (Dissidia 012)/Matchups: Difference between revisions
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:If Firion gets hit by Deathblow or an assist combo in general, he will be knocked into the air. Use Multi Air Slide / Descent Speed Boost to reposition and get to the ground as quickly as possible. After Twist Drill {{keyword|empty chase|emptychase=1}}, Firion is not in range to strike back with Swordslash. Air recover and move away instead. Firion's other moves are too slow to contest here, so using them allows Garland to do Twist Drill and chase Firion again. The one exception to this is the ceiling, in a corner; The corner won't push Firion further, while Garland moves much closer to Firion. This is where Swordslash can actually hit him if Garland tries to push his advantage. | :If Firion gets hit by Deathblow or an assist combo in general, he will be knocked into the air. Use Multi Air Slide / Descent Speed Boost to reposition and get to the ground as quickly as possible. After Twist Drill {{keyword|empty chase|emptychase=1}}, Firion is not in range to strike back with Swordslash. Air recover and move away instead. Firion's other moves are too slow to contest here, so using them allows Garland to do Twist Drill and chase Firion again. The one exception to this is the ceiling, in a corner; The corner won't push Firion further, while Garland moves much closer to Firion. This is where Swordslash can actually hit him if Garland tries to push his advantage. | ||
:Shield Bash won't see much use due to Garland's options against blocks and dodges. Tsunami beats dodges, Lance Charge beats Rope Knife | :Shield Bash won't see much use due to Garland's options against blocks and dodges. Shield Bash loses to Tsunami and Lance Charge, moves that also beat some of Firion's other options. Tsunami beats dodges, Lance Charge beats Rope Knife and block. Even Swordslash isn't safe from Lance Charge if Firion {{keyword|auto pilots|autopilot=1}}. But if Garland is trying to catch Rope Knife from above with Chain Cast (or even Thundaga), Shield Bash gives Firion the long range counter for assist gauge and combos. | ||
;Offense | ;Offense | ||
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|charicon=empy | |charicon=empy | ||
|charpage=The Emperor (Dissidia 012) | |charpage=The Emperor (Dissidia 012) | ||
|favorability= | |favorability=Slightly Firion Favor | ||
|videop1name=Firion | |videop1name=Firion | ||
|videop2name=The+Emperor | |videop2name=The+Emperor | ||
|build= | |build=Side by Side or EX | ||
|data= | |data= | ||
The Emperor relies on Starfall | Intro | ||
:The Emperor relies on activating Starfall and people running into his traps. Firion can avoid traps and prevent worst case scenarios, but it can take some time to establish momentum. Use assist (or EX) gauge to your advantage if possible. | |||
;Neutral | |||
:Firion's neutral and offense are somewhat intertwined. The Emperor's goal is to create traps to protect himself while he casts Starfall. Magic Arts: Bolt is good for slowing down The Emperor while he's laying down the traps. It's less rewarding in the air, but near the ground the Wall Rush can combo into assists. This is difficult for The Emperor to stop without assist or brief Starfall blocks, so use Magic Arts: Bolt early to establish that setting up traps is not a free action. | |||
:Even so, expect to see Thunder Crest and Dreary Cell a lot, though. Stay out of their range, then use Rope Knife and Reel Axe to poke through them. Reel Axe and Straightarrow can force The Emperor to dodge. Once again Straightarrow's aiming and delayed shots form a backbone of Firion's strategy. If The Emperor dodges early, hold and release Straightarrow after he has dodged. If The Emperor has assist gauge, be careful he doesn't call assist and '''[[Bravery_(Dissidia_012)#Bravery_Break|Bravery Break]]''' you in exchange for HP damage. | |||
:If Firion is not engaging with The Emperor, try to fill assist gauge with Swordslash {{keyword|whiffs|whiff=1}} and Ground Dash / Free Air Dash with Assist Gauge Up Dash ability equipped. Having assist gauge makes it safer to prevent Starfall from activating. If Firion gets hit by Thunder Crest (e.g. after assist), do not use LV2 Assist Change to escape, as the assist gets locked anyway. | |||
:If The Emperor uses Landmine or Mine without support from Thunder Crest, use Shield Bash to fish for HP damage. Don't expect to rely on this, but do it if the opportunity presents itself. | |||
;Offense (Stopping Starfall) | |||
:Why stop Starfall? It's a strong win condition for The Emperor with Jecht assist loops and Unblockable priority. Once it goes off, it's difficult to fight back. Stopping Starfall takes time and a good understanding of the opponent's patterns. A fight can quickly stagnate, because Straightarrow interrupts Starfall, but doesn't stop The Emperor from doing it again. This is why the match-up is considered even and challenging to win quickly. Small stages like Pandaemonium and M.S Prima Vista can help, since The Emperor cannot create as much distance for Starfall. | |||
:If The Emperor creates distance, it is important to not leave him alone. Pursue him with Free Air Dash. If The Emperor has not set up any traps (Flare, Dreary Cell), Firion can afford to move closer to The Emperor and attempt to use Swordslash. The Emperor may use Dreary Cell to stop Firion from doing this, so be careful about using Swordslash as soon as Firion is in range. {{012tid}} air BRV assist ({{pspl}} + {{pspcir}}) is a universal counter to midair Dreary Cell, so use it if possible. If The Emperor uses midair Flare, dodge it. Tidus assist also works, but do it after the projectile has come out. Use Straightarrow to catch The Emperor's air dodges if he is trying to get away. Firion cannot use Magic Arts to interrupt Starfall, because Starfall blocks them (Ranged Low priority). | |||
:What if The Emperor has his traps set up? Firion must use an HP attack to stop Starfall. Straightarrow is the safer option here with Auto Assist Lock On and delayable timing. If The Emperor is at the ceiling, Weaponsmaster can work as a high risk {{keyword|mixup|mixup=1}} option. Firion usually relies on Straightarrow, though. It forces The Emperor to dodge, but he doesn't have to move away from traps to do Starfall again. It's also important to note, that if Firion is far away, The Emperor can evade Straightarrow by moving during Starfall. | |||
:This is where assist gauge comes into play. 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 Firion fires Straightarrow with maximum delay, this may become easier for The Emperor to anticipate. This is why having assist gauge is important; Firion can escape interceptions with Assist Change. It lets him stay closer to The Emperor, which is also important. If LV2 Assist Change is used, it can also block Jecht assist and lock The Emperor's assist gauge. This gives Firion some much needed momentum to go on the offensive. If The Emperor uses Yuna assist to avoid LV2 Assist Change blocks, he also sacrifices consistency for Starfall loops. | |||
;Defense | |||
:Usually The Emperor's defense is his offense. However, if The Emperor approaches first and uses Flare, Firion can use Lord of Arms or Weaponsmaster in response. This is best done with some distance from The Emperor, so Flare won't hit Firion first. Omni Ground Dash and Multi Air Slide can help. Note, that Firion's HP attacks have long {{keyword|recovery|recovery=1}}, so they're not recommended purely for reflecting Flares. The Emperor can use assist to hit {{keyword|whiff punish|whiffpunish=1}} after Firion uses an HP attack, so make sure this doesn't cause huge setbacks for Firion. Firion can also use assist to {{keyword|punish|punish=1}} Flares, most notably BRV assists when The Emperor is in the air. | |||
{{spoilerbox | |||
|title=Side by Side {{accsp}} or EX build? | |||
|data= | |||
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. Here are some benefits and downsides for both Side by Side and EX builds. | |||
;Side by Side | |||
:+ Assist gauge is more readily available after any HP attack connects. More damage can be done in bursts with assist combos. | |||
:+ {{keyword|Reads|read=1}} with HP attacks are rewarded more in small stages on average. | |||
:- If Firion doesn't land HP attacks often, Side by Side provides diminishing returns. | |||
;EX | |||
:+ Assist gauge is less readily available, but can be filled safely with Swordslash | |||
:+ If Firion doesn't land HP attacks often, he can still fill EX gauge for long term benefits. | |||
:+ EX mode depletes The Emperor's assist gauge, and '''[[Firion_(Dissidia_012)#Blood_Weapon|Blood Weapon]]''' can cause huge health leads or comebacks. | |||
:- Filling EX gauge requires multiple EX Cores, and which take time. | |||
:- The Emperor can charge Starfall while Firion goes for EX Cores, causing a dilemma for Firion. The Emperor can also get EX Cores. | |||
}} | |||
}} | }} | ||
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|charicon=ok | |charicon=ok | ||
|charpage=Onion Knight (Dissidia 012) | |charpage=Onion Knight (Dissidia 012) | ||
|favorability= | |favorability=Onion Knight Favor | ||
|videop1name=Firion | |videop1name=Firion | ||
|videop2name=Onion+Knight | |videop2name=Onion+Knight | ||
|build=[[Multiplayer_Build_Guide_(Dissidia_012)#Side_by_Side|Side by Side + High Base BRV]] | |build=[[Multiplayer_Build_Guide_(Dissidia_012)#Side_by_Side|Side by Side + High Base BRV]] | ||
|data= | |data= | ||
Onion Knight | Intro | ||
:Firion and Onion Knight are both {{keyword|HP linkers|hplinker=1}} with high damage output, albeit different in other areas. Firion is slower, but has longer reach. Onion Knight has shorter reach, but he can move around Firion's attacks and hit him afterwards. This creates a lot of risk for Firion, which makes it hard to gain advantage or make comebacks. Ultimately both characters try to outsmart each other in close-range, and whoever has assist gauge can offset any risk they will take. Both characters are expected to use Side by Side {{accsp}} builds, so each hit can swing the momentum greatly. | |||
;{{keyword|Neutral|neutral=1}} | |||
:Onion Knight can run sideways to evade most attacks, including Straightarrow, Rope Knife, Lord of Arms and Weaponsmaster. This makes the match-up difficult for Firion, because he usually cannot force Onion Knight to do something unsafe. If Firion misses, he is vulnerable to dash > Multi-Hit and Turbo-Hit whether he dodges or not. If those moves miss, use Rope Knife to {{keyword|whiff punish|whiffpunish=1}} him. Firion cannot outrun Onion Knight, so he has to dash to reposition safely. All this means Firion relies more on reading the Onion Knight player rather than forcing them to play his game. As such, his options aren't often definitive answers. | |||
:'''Close-range''' | |||
:* Swordslash to push Onion Knight away, and to fill assist gauge | |||
:* Rope Knife and Lance Combo can hit in this range, but they're still prone to missing. | |||
:* Reposition with (Omni) Ground Dash to avoid getting cornered. Be wary of blocks, though. | |||
:* Use Lord of Arms to {{keyword|anti-air|anti-air=1}} Onion Knight if he is jumping above Firion | |||
:* Block / Shield Bash Onion Knight's dash or Multi-Hit / Turbo-Hit | |||
:Onion Knight's {{keyword|mixups|mixup=1}} involve delayed attack timing (air jumps) and {{keyword|raw|raw=1}} HP attacks. The threat of fast braveries makes it difficult to account for all options, so use ground dashes and other forms of movement to at least encourage Onion Knight to act. If Firion blocks early, Onion Knight can wait it out and attack on reaction. | |||
:'''Midrange (Rope Knife max distance)''' | |||
:* Run on the ground and gauge Onion Knight's reaction. Be willing to leave gaps between your actions. | |||
:* Use Swordslash to fill assist gauge. | |||
:* Use Rope Knife sparingly, it's reactable from this distance. | |||
:* If Onion Knight is expected to block Rope Knife, mix up with Lord of Arms or Reel Axe. | |||
:* '''[[Dash_feint|Spot dash]]''' with Ground Dash to fill assist gauge without attacking. | |||
:'''Long range''' | |||
:* Use Swordslash + dodge to fill assist gauge (ground or midair) | |||
:* Use Straightarrow at the beginning of a match, it's usually the one safe Straightarrow attempt for Firion. | |||
:* Use Magic Arts: Fire as a secondary, passive space control tool. If you see it hitting Onion Knight from behind, prepare Rope Knife or Straightarrow to combo afterwards. | |||
:If Magic Arts: Fire is reflected, Firion can use it for long range Shield Bash counters. Note, that Onion Knight can use Wind Shear to power through the projectiles. Firion can use this to his advantage and not do Shield Bash, so reading the Onion Knight player is the key here. | |||
;Defense | |||
:If Firion has to run away, (Omni) Ground Dash and Multi Air Slide are recommended options. Onion Knight can hit Firion out of Multi Air Slide with Turbo-Hit, so try not to move too close to him with it. If Firion gets knocked into the air, '''[[Quickmove_(Dissidia_012)|Quickmoves]]''' and Descent Speed Boost can help as well. Onion Knight is fast and Firion's air dodges leave him floating in the air for a moment, so it's important to pick a good time to dodge instead of doing it as soon as possible. Midair Swordslash can help as a self-defense tool thanks to its speed, but the risk of air dodges remain. Of course, Firion can also block Onion Knight's dash if he is confident in it. | |||
:Shield Bash protects Firion after ground dodges. It works against dashes, Multi-Hit and Turbo-Hit. Onion Knight may have to adjust his timing to get around this, so try to stay unpredictable with Shield Bash timing. That can make Onion Knight hesitate to approach, which gives Firion more time to reposition or retaliate. If Onion Knight is specifically waiting for Shield Bash, not doing it lets Firion get away with a dodge that was otherwise dangerous to do. | |||
:Shield Bash also works against Blizzard or Thunder. React with Shield Bash to discourage ranged combat from afar. It's safer for Onion Knight to use Blizzard or Thunder if he has assist gauge, but Auto Assist Lock On can stop his assist interceptions during Shield Bash counter. Do not expect to get damage this way often, unless Onion Knight insists on it. If Onion Knight is directly above Firion, Thunder can {{keyword|cross-up|cross-up=1}} Firion and bypass Shield Bash. Try to move away from Onion Knight, so that Shield Bash blocks Thunder from the front. | |||
;Offense | |||
:Firion's offensive options are somewhat limited or risky. Most of his moves hit in close-range, but Onion Knight can strike first there. Rope Knife and Straightarrow can catch '''[[Landing_lag|landing lag]]''' if Onion Knight lands on the ground, but it relies on his timing instead of Firion's. Straightarrow can also catch Onion Knight's air dodges from below or above, but it's best used after Onion Knight misses an attack. If Firion is above him at this time, Straightarrow can catch the next air dodge that moves towards him. Onion Knight's fast fall speed after air dodge makes it harder to use Straightarrow from other angles. | |||
:Even if Firion gets a hit, his advantage isn't outstanding compared to Onion Knight. Straightarrow and Magic Arts: Bolt still miss easily after Double Trouble wall rush. Swordslash gives Firion time to fill assist gauge with Ground Dash or another Swordslash, but doesn't give notable advantages otherwise. If Lord of Arms hits in {{keyword|neutral|neutral=1}}, Onion Knight can escape with Assist Change and force a mixup against Firion's next dodge. Blocking and using Straightarrow doesn't guarantee a hit against Assist Change either, and once again Firion must answer to Onion Knight who dashes towards him. '''[[Firion_(Dissidia_012)/Combos#Core_Combos_(Kuja_AST)|Kuja assist combo into Weaponsmaster]]''' is one of the strongest things Firion can do, but doesn't leave much wiggle room for other things. | |||
:If Onion Knight is jumping around Firion, midair Swordslash and Lord of Arms are relatively high risk options. Both put Firion in a weaker position if he misses, but they also give something for Onion Knight to think about. | |||
:If Onion Knight is far from Firion, it's safe to use Magic Arts: Bolt at least once. Don't expect to hit with this often, but use them occasionally to fill assist gauge and represent ranged combat against Onion Knight's Booster BRVs. | |||
{{spoilerbox | |||
|title=About Assist Gauge Management | |||
|data=This match-up hinges a lot on how assist gauge is used. The following notes assume that Firion is using Side by Side {{accsp}}. | |||
* Battle Hammer {{accbas}} depletes Onion Knight's gauge, great for setting momentum with assist combos. | |||
* Try to have at least 1 assist gauge available at all times. | |||
* Use BRV Assist ({{pspl}} + {{pspcir}}) for combos if Firion has 2 assist gauges. | |||
* Together as One {{accsp}} and Badge of Trust {{accsp}} make early interactions safer. | |||
* Use '''[[Assist_(Dissidia_012)#Assist_Change|Assist Change]]''' to escape from HP links. | |||
* Use LV2 Assist Change against last hit of Guiding Swipe / Swordshower / Flare to avoid '''[[Assist_(Dissidia_012)#Assist_Lock|Assist Lock]]'''. | |||
:* Time LV2 Assist Change early, so it blocks Guiding Swipe / Swordshower late. This gives time to counter with Free Air Dash > Swordslash. | |||
It is very important that Firion has at least 1 assist gauge available. It lets him escape from combos and {{keyword|whiff punish|whiffpunish=1}} Thunder or HP attacks. Most importantly, it gets him much closer to 2 full gauges with any HP hit. Having 2 assist gauges is ideal for Firion, since it lets him escape HP links without the 20-second Assist Lock penalty. And if he uses BRV Assist, he still has another gauge as a backup. If Onion Knight escapes from Kuja assist with LV1 Assist Change, he will try to hit Kuja and cause Assist Lock. Use Straightarrow to potentially recoup some assist gauge. | |||
Since both characters are trying to outsmart each other, filling assist gauge can be tricky outside of combos. Firion wants to fill it with Swordslash, but he also wants to avoid getting hit. Meanwhile Onion Knight doesn't want to miss his braveries, since they leave him open to Rope Knife and other moves. Spot dashing is the safest way for both characters, but they have to attack eventually to stop the gauge from depleting on its own. Onion Knight has Strength / Magic Booster and Firion has Swordslash / Shield Bash, but making reads in this situation is riskier for Firion. | |||
If Firion has 2 assist gauges and Onion Knight has none, it is much safer to do anything in neutral. If the situation is reversed, Firion has to take bigger risks just to make Onion Knight spend assist gauge. This is one of the worst situations Firion can find himself in, so doing anything that throws Onion Knight off helps. Similarly, it's recommended to defend more passively during Assist Lock. Onion Knight is looking to punish any move Firion makes, so moving around and not flailing recklessly buys him time. If the stage allows it, Quickmoves can help Firion stall for time. Remember, that Side by Side and assist gauge depletion work even during Assist Lock, so every hit has future ramifications. | |||
}} | |||
}} | }} | ||
Latest revision as of 05:31, 19 February 2026
| General | Starter Guide | Combos | Strategy | Frame Data |
|---|---|---|---|---|
| Matchups | Builds | Match Videos | Gallery | Resources |
Matchups
Warrior of Light
| Warrior of Light
Even
|
|---|
Intro
About Meter Management Both characters will likely use Side by Side to leverage assist meter more consistently. The damage output from assist combos and high base bravery builds is enough to swing the match in one's favor. One assist combo can do 3000+ HP damage, which Firion cannot afford to lose more than 2-3 times. Therefore it's recommended to escape with Assist Change at least once if Firion gets hit.
Side by Side fills assist gauge even when it is locked. So even if Firion needs to avoid damage with Assist Change, he is not forced on his back foot so to speak. If WoL has assist available, be careful he doesn't call assist to coincide with a Straightarrow hit; This will do HP damage to WoL, but his assist (usually Sephiroth) will Bravery Break Firion afterwards. Firion and WoL are vulnerable to attacks after LV1 Assist Change; Firion can escape from WoL's Bitter End and use Straightarrow to get HP damage and assist meter. Conversely, WoL can escape from Firion's Double Trouble and use Shield Strike / Crossover. The good thing about that is if Firion hits first, WoL will lose this sequence of Assist Changes in the end. For example: Rope Knife > Double Trouble > WoL escapes (Assist Locked) > Shield Strike into Bitter End > Firion escapes (Assist Locked) > Straightarrow. Neither character gets consistent HP damage from LV2 Assist Change staggers in most situations. However, with Firion's Double Trouble, WoL can attempt to use LV2 Change early to block Double Trouble late. This gives him more time to dash and line up Shield Strike. Something to keep in mind.
About Wall Rush 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. Low ceiling stages such as Pandaemonium - Top Floor and M. S. Prima Vista make this even easier, so try to avoid getting hit by Ascension on the ground and Crossover in the air. 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
| Garland
Even
|
|---|
Intro
About Meter Management Firion has a few good ways to use assist gauge.
Please note, that sometimes it may be better to preserve assist gauge instead of using it. This becomes especially important if Garland has full EX gauge. More info in the About EX Revenge Checkmates section.
About EX Revenge Checkmates If Garland has a full EX gauge, assist gauge becomes Firion's lifeline. If possible, avoid using assist until 2 gauges are filled. This gives Firion coverage against EX Revenge if he gets an assist combo, and EX mode combos if he takes damage himself.
If Firion has to spend assist gauge to avoid damage, it has certain ramifications. It means Garland go on the offensive and severely restrict Firion's options. Only Straightarrow can deplete EX gauge instantly if it hits (and EX depletion is in Firion's build). That makes it more predictable as well. Multi Air Slide, (Omni) Ground Dash and Quickmoves allow Firion to run away, but they won't necessarily resolve the situation. Remember that you can block Garland's dash and that banish traps disrupt Garland's combos entirely. There really isn't much that Firion can do to easily escape this situation. Getting a block stagger is risky and makes his situation worse if he misses. Reverse Ground Dash can work if he has it equipped, but certain stages limit its effectiveness. It's one of the safest options for filling assist gauge, although it's a notable trade-off in other situations, since Firion could only ground dash away from Garland. If Firion gets repeatedly hit by Twist Drill with no assist gauge, Garland can use chase HP attacks without consequences until he has assist gauge to finish the match. Retaliating with Recovery Attack or chase bravery is futile with no assist gauge to back up the interaction. Try to avoid this situation at all costs.
After Assist Change... If Garland can still use LV1 Assist Change during the combo, be wary of using Straightarrow filler. Auto Assist Lock On is great for countering assist punish attempts when pressuring from afar, but it ruins Firion's aim if Garland escapes afterwards. That means Garland is free to hit Kuja assist and lock Firion's gauge.
However, Firion can also use his assist gauge to escape combos and lock Garland's assist. Lance Charge > ground Kuja BRV assist + 2x Bardiche is a classic high damaging route for Garland. But he can't do two Bardiches, because Firion can escape with LV1 Assist Change ( This is where assist protection interactions come into play. Let's look at some of the options for Lance Charge > ground Kuja BRV assist. This assumes that Firion escapes after Kuja assist hits.
There are even more options, such as blocking Garland's Twist Drill. But the general idea is hitting Kuja immediately or bypassing Garland's interception. Since Firion also uses Kuja assist in this match-up, Garland can create a similar situation with LV1 Assist Change. If he escapes, he can lock Kuja with Chain Cast, Thundaga or dodge > Flare. Here, 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.
Can Garland use Side by Side Usually no. However, it's a slightly better idea against Firion, since Garland can contest Firion with Tsunami (and Earthquake). One good read can swing the match in his favor, so dodge with caution. If you see Side by Side in the battle briefing, that's your cue that Garland may attempt to use Tsunami more frequently.
|
Firion
| Firion
Even
|
|---|
| This mirror match is 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, but it also stops the other Firion from finishing Straightarrow if they start firing a split second later. It's strong both as a pre-emptive attack and a sort of "pacemaker", but be careful if the opponent has assist gauge; A well placed Kuja assist can divert Firion's aim (with Auto Assist Lock On), or even Bravery Break if the arrow hits at the same time. Having assist gauge is important, but if both Firions don't have it filled, there is room for upsets HPs, Shield Bash counters and daring braveries.
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, it's possible to escape from Double Trouble with LV1 Assist Change and retaliate with Straightarrow. Firion doesn't stay still for long during Double Trouble, 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 though. |
The Emperor
| The Emperor
Slightly Firion Favor
|
|---|
Intro
Side by Side 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. Here are some benefits and downsides for both Side by Side and EX builds.
|
Onion Knight
| Onion Knight
Onion Knight Favor
|
|---|
Intro
About Assist Gauge Management This match-up hinges a lot on how assist gauge is used. The following notes assume that Firion is using Side by Side .
It is very important that Firion has at least 1 assist gauge available. It lets him escape from combos and whiff punish Thunder or HP attacks. Most importantly, it gets him much closer to 2 full gauges with any HP hit. Having 2 assist gauges is ideal for Firion, since it lets him escape HP links without the 20-second Assist Lock penalty. And if he uses BRV Assist, he still has another gauge as a backup. If Onion Knight escapes from Kuja assist with LV1 Assist Change, he will try to hit Kuja and cause Assist Lock. Use Straightarrow to potentially recoup some assist gauge. Since both characters are trying to outsmart each other, filling assist gauge can be tricky outside of combos. Firion wants to fill it with Swordslash, but he also wants to avoid getting hit. Meanwhile Onion Knight doesn't want to miss his braveries, since they leave him open to Rope Knife and other moves. Spot dashing is the safest way for both characters, but they have to attack eventually to stop the gauge from depleting on its own. Onion Knight has Strength / Magic Booster and Firion has Swordslash / Shield Bash, but making reads in this situation is riskier for Firion. If Firion has 2 assist gauges and Onion Knight has none, it is much safer to do anything in neutral. If the situation is reversed, Firion has to take bigger risks just to make Onion Knight spend assist gauge. This is one of the worst situations Firion can find himself in, so doing anything that throws Onion Knight off helps. Similarly, it's recommended to defend more passively during Assist Lock. Onion Knight is looking to punish any move Firion makes, so moving around and not flailing recklessly buys him time. If the stage allows it, Quickmoves can help Firion stall for time. Remember, that Side by Side and assist gauge depletion work even during Assist Lock, so every hit has future ramifications. |
Cloud of Darkness
| Cloud of Darkness
Slightly Firion Favor?
|
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| (REVISION COMING SOON)
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
| Cecil
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| (REVISION COMING SOON)
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
| Golbez
Slightly Golbez Favor?
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| (REVISION COMING SOON)
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. |
Sephiroth
| Sephiroth
Even
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Intro
After Assist Change... Sephiroth often uses Kuja or Aerith assist. Due to Aerith assist chase setups, Firion is not often in a position to hit Aerith after escaping with Assist Change. Whether it's Kuja or Aerith assist, Magic Arts: Bolt is Firion's go-to option. Look out for Sephiroth's Oblivion though, it has enough vertical tracking to hit Firion if he anticipates Firion will do something.
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to leverage assist meter more consistently. The damage output from assist combos and high base bravery builds is enough to swing the match in one's favor. One assist combo can do 3000+ HP damage, which Firion cannot afford to lose more than 2-3 times. Therefore it's recommended to escape with Assist Change at least once if Firion gets hit.
depletes Onion Knight's gauge, great for setting momentum with assist combos.