Firion (Dissidia 012)/Matchups: Difference between revisions

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(→‎Onion Knight: Revised info based on feedback.)
 
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|charicon=empy
|charicon=empy
|charpage=The Emperor (Dissidia 012)
|charpage=The Emperor (Dissidia 012)
|favorability=Even
|favorability=Slightly Firion Favor
|videop1name=Firion
|videop1name=Firion
|videop2name=The+Emperor
|videop2name=The+Emperor
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;Neutral
;Neutral
:Firion's neutral and offense are somewhat intertwined. The Emperor's goal is to create traps to protect himself while he casts Starfall. Expect to see Thunder Crest and Dreary Cell a lot. 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.
: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 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.
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: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).
: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.
: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.
: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.
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|charicon=ok
|charicon=ok
|charpage=Onion Knight (Dissidia 012)
|charpage=Onion Knight (Dissidia 012)
|favorability=Even
|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=(REVISION COMING SOON)
|data=
Onion Knight is an agile character with fast melee braveries, but much slower projectile moves. Firion can Shield Bash the projectiles (Blizzard, Thunder) on reaction and the long-range counter will do the rest. Onion Knight will want to avoid this until he has assist gauge, so Firion should not rely on this strategy for damage. A fast ground HP assist (e.g. {{012kuja}}) can power through Shield Bash and its counters, so playing {{keyword|neutral|neutral=1}} can become harder if Onion Knight has assist available.
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


Pressuring Onion Knight can be tricky, largely due to his mobility. He can evade Straightarrows by just moving sideways. Firion's dodge punishment in the air is also quite limited due to his air moveset, and the fact that Onion Knight falls fast after an air dodge. Even so, it is important to at least represent some pressure early to set the tone for the match. Jump high enough to use Straightarrow and Magic Arts, but stay close to ground if possible. Onion Knight may use Strength Booster / Magic Booster to delay assist gauge decay, but he can act quickly afterwards. This is not necessarily a consistent source of damage either, but it's a good idea to see if the Onion Knight player has any tendencies with using Booster move(s).
: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.


Eventually Onion Knight has to approach, whether he is camping for EX cores or not. That's when Firion will get a chance to make his biggest plays. Onion Knight's Multi-Hit and Turbo-Hit are his staples for close-range combat and HP damage. But they also leave him briefly vulnerable at the end of {{keyword|recovery|recovery=1}}. Their range is short, so being able to outspace Onion Knight with a ground dash (e.g. Omni Ground Dash) can lead to big reward with a Rope Knife {{keyword|whiff punish|whiffpunish=1}}. Onion Knight's mixups involve delayed attack timing (air jumps) and possibly {{keyword|raw|raw=1}} HP attacks. Most of them have enough speed and lateral reach to catch Firion blocking. Dodging can also backfire on Firion if he is too far to interrupt Onion Knight's HP after a dodge. However, if Onion Knight is trying to dodge punish Firion on the ground with Free Air Dash > melee BRV, Shield Bash is still a good option.
: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.
}}


Overall, Firion may struggle to have presence at a distance in this matchup. This is especially true in the air. Therefore it is recommended to play this matchup in a small stage with low ceiling, such as Pandaemonium or M. S. Prima Vista. Onion Knight is another Side by Side user, so momentum can swing greatly in both directions at the tip of a hat.
}}
}}



Latest revision as of 05:31, 19 February 2026


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




Matchups

Warrior of Light

ddff-icon-wol.png
Warrior of Light

Even
[Character Page] [Match Videos] [Recommended Build: Side by Side + High Base BRV]

Intro
Firion has stronger zoning tools, so it's recommended to take advantage of them. Start by defending and firing Straightarrows. This will show how Warrior of Light (WoL) reacts. If WoL evades Straightarrows consistently, he will eventually want to approach. Form your strategies around Straightarrow first, then focus on what WoL does in close-range. Both WoL and Firion can use Side by Side builds effectively thanks to HP links, Shield of Light (WoL) and Straightarrow (Firion), so a single hit can build a lot of momentum.
Neutral
First, let's cover long-range. If WoL starts using projectiles, use Straightarrow to pierce through them. Don't forget about Shield Bash! WoL's BRV projectiles Red Fang, Blue Fang and White Fang all activate Shield Bash's long-range counter, which is difficult to evade and leads to assist combos. WoL often uses White Fang to cover his approach, so Firion can counter it with Shield Bash or power through with Rope Knife or Lord of Arms with a good read. Against White Fang, Firion will want to be closer to WoL so Shield Bash counter activates before WoL gets started on his offense.
It is important to establish space control early. Straightarrow is great for keeping WoL in check. It can stop WoL from using Shining Wave, Radiant Sword, Shield Strike and Crossover recklessly. This reduces WoL's moves a lot; He can whiff Dayflash to fill assist gauge, but Firion can slow him down with Straightarrows. Firion doesn't need to hit WoL during Dayflash, but it's something WoL has to watch out for. When used from midrange, Straightarrow is quite difficult to react to when fired. This puts pressure on WoL to dodge at the right time, so try to hold Straightarrow for a moment to see if WoL dodges early, then release if he does. If done properly, Firion hits WoL who is stationary at the end of his air dodge. Otherwise WoL can use dashes and quickmoves to evade Straightarrow with little risk.
Defense
Let's talk about close-range now. Firion controls space with Rope Knife, and pokes with Swordslash to fill assist gauge and measure WoL's reactions. The idea is to see if WoL reacts to Rope Knife, or takes action on his own. Rope Knife can hit from midrange, but WoL has a few answers to it; On the ground, he can try to react with block or Shield of Light. In the air he can also dodge and use Shield Strike, so be careful if WoL is approaching from above. If WoL is on the ground, forward dodge into Shield Strike isn't as reliable. It's slower and more prone to clashing with Rope Knife. Don't rely on the ↓ + ddff-icon-button-circle.png lance follow-up against air dodges though, WoL can interrupt it with Shield Strike or wait before taking his turn.
The threat of Rope Knife HP links and overall speed of the move means WoL has an incentive to look out for it. However, WoL cannot rely on blocking Rope Knife to do damage. If WoL uses Shield of Light or blocks early, Firion can respond with Rope Knife HP links that do a lot of damage. That means WoL has to take risks in close range, where most of Firion's moves can reach.
If WoL gets too close, use Swordslash to push him away. Use other ground braveries if Firion gets a bigger opening for a counterattack. If Firion has to dodge on the ground, remember that Shield Bash acts as the last line of defense. It's good against Dayflash, Ascension, Crossover and Shield Strike. Also, WoL doesn't use Sword Thrust often, but it's a grounded Melee Mid priority gap closer. It breaks through Shield Bash and Rope Knife. Be careful he doesn't catch Firion off-guard.
As for aerial approaches, watch out for Shield Strike when WoL is above Firion. Shield Strike and Free Air Dash > Dayflash are the most common moves WoL will try to use. Firion can anti-air with Lord of Arms as a high commitment, high reward move. If it is set to Square ddff-icon-button-square.png, it can also avoid camera cross-ups, making it more reliable to use. Most of Firion's attacks miss at sharp vertical angles, so don't rely too much on Lord of Arms. If it misses, Firion becomes vulnerable to assist attacks or worse, Shield Strike HP links. Move around with (Omni) Ground Dash to avoid getting blindsided.
If Firion is knocked into the air, try to get to the ground as soon as possible. WoL can dash through Magic Arts and Straightarrow may become more predictable when Wol doesn't have to worry about other midrange moves. Basic abilities Multi Air Slide and Descent Speed Boost can help here, as well as Quickmoves.
Offense
Firion is not an offensive powerhouse, but he can use Ground Dash to get close and gamble with Swordslash, Rope Knife or Lord of Arms. This is risky to do without assist gauge though, so exercise caution when going in. Straightarrow mixups still apply if Firion has established he can threaten with other moves. If WoL wants to dodge Swordslash or Rope Knife, Straightarrow or Lord of Arms can catch him.
Firion often has to contend with halo camping. If WoL is doing this with Dayflash, Firion may have to follow him into the air with Free Air Dash eventually. Magic Arts are slow and low reward on hit, but safe to use if WoL is not dashing towards Firion. Otherwise it's a matter of using Straightarrow, or getting close to block bravery attacks or use Swordslash. This is not where Firion thrives, and without an EX build, he cannot play the long game with EX Cores either. WoL may be tempted to halo camp until he has 2 assist gauges, after which he gets diminishing returns from it. Be ready to strike after that.

About Meter Management

Both characters will likely use Side by Side accessory_special.png 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

ddff-icon-garland.png
Garland

Even
[Character Page] [Match Videos] [Recommended Build: Side by Side + High Base BRV]

Intro
Firion's goal is to pressure Garland with Straightarrow and prevent him from getting a full EX gauge and causing a checkmate situation. Firion has more control over the match at medium / long distances thanks to Straightarrow piercing Cyclone and forcing Garland to dash. In close-range both characters have more options; Firion can punish with Rope Knife, and Garland can power through with Lance Charge. Both can use HP attacks to punish dodges and build momentum with combos. Firion gets more reward in fewer interactions, but falls behind if Garland keeps him airborne with Twist Drill and gets a full EX gauge. Both characters use Kuja assist. Investing into EX gauge depletion is a good idea.
Neutral
Most of the time is spent harassing Garland from afar with Straightarrow. He will try to move around it with (Omni) Ground Dash and whiff Deathblow to fill assist gauge along the way. Sometimes he can be hit during dash startup. If Garland is already dashing, a charged Straightarrow may force him to dodge eventually. Keep an eye out for that when firing arrows.
Close-range is where things escalate. Now Firion can use Rope Knife as a general purpose move. It interrupts Bardiche and Tsunami from above. It whiff punishes Lance Charge and even Deathblow with a good read. Garland can bulldoze through Rope Knife with Lance Charge's Melee Mid priority, so try to stay unpredictable when using it. If Garland does Lance Charge first and he's close to Firion, Firion can dodge, and then attempt a Straightarrow mixup against Garland's dodge timing. Lord of Arms can also work if Garland doesn't dodge upwards. On that note, if Garland air dodges sideways or away, he can land on the ground and experience landing lag. Use Ground Dash and hit him with Rope Knife during that moment.
If the fight is going slow at midrange, Firion can use Magic Arts: Fire to passively pressure Garland, or set up a long-range Shield Bash counter if it's reflected.
Defense
Since Garland can threaten Rope Knife with Lance Charge, it's not always a good idea to attack first. Move around to avoid getting cornered. Use Swordslash to fill assist gauge and keep Garland guessing. Line up a Straightarrow if you're willing to take the risk of getting interrupted. Eventually he will be in range to use Deathblow. Block counters it of course, but leaves Firion wide open if Garland doesn't strike first. Use Ground Dash or jump and Multi Air Slide near ground to reposition. Just be careful Garland doesn't block Firion's dash or hit him during landing lag with Lance Charge.
If Firion has to dodge on the ground, side dodge is recommended. It evades Lance Charge and doesn't put Firion in a more vulnerable position against Deathblow. Neutral dodge (the backstep) leaves Firion closer to Garland if he does Deathblow or Lance Charge. Forward dodge avoids Lance Charge and Tsunami if done late enough, but loses to Earthquake. Tsunami works against all ground dodges, so Firion's timing is more important than the dodge direction. Jumping and then air dodging to be directly above Garland makes it harder for him to use Twist Drill, but it's not a position Firion wants to hold for long, even with Straightarrow pressure. Avoiding Deathblow and Twist Drill reduce Garland's EX gain, which is crucial to success here.
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 empty chase, 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. 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 auto pilots. 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
Firion's offense revolves around Straightarrow, so there isn't much to add to that. Straightarrow and Lord of Arms can catch air dodges near ground, but they should be used with caution. If Garland is getting too comfortable expecting Swordslash and Rope Knife, add Reel Axe into the mix and break through his guard. Also, exercise caution when using Double Trouble. If Garland has assist available, he can escape from Double Trouble with Assist Change and get a Chain Cast combo out of it for a lot of EX. Firion can use Kuja assist to interrupt Chain Cast as it comes out, but this requires having assist gauge already.

About Meter Management

Firion has a few good ways to use assist gauge.
  • Use assist gauge for assist combos (Double Trouble, wall rushes in general)
  • If Tsunami is about to hit, interrupt it with Kuja assist just before Tsunami connects.
  • If Chain Cast is about to hit while Firion is in the air, interrupt it with Kuja assist just before Chain Cast connects.
  • If Garland does Blaze, Kuja assist can whiff punish it.
  • If Garland uses Kuja Flare Star HP assist to ignore LV2 Assist Change staggers, it's ok to escape. Firion can still get assist even when his gauge is locked thanks to Side by Side.

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 (ddff-icon-button-l.png + ddff-icon-button-circle.png) and use Magic Arts: Bolt to hit Kuja for free. The same is true if Kuja air BRV assist hits, but watch out for Garland's Blaze.

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.

  • LV1 Assist Change > Magic Arts: Bolt locks Kuja if Garland commits to Bardiche.
  • LV1 Assist Change > Magic Arts: Bolt loses to Garland's Free Air Dash > Twist Drill. Does not lock Kuja.
  • LV1 Assist Change > Air Dodge avoids Garland's Free Air Dash > Twist Drill. Can lock Kuja with Swordslash if Garland attacked early.
  • LV1 Assist Change > Air Dodge loses to Garland's Free Air Dash > Twist Drill if Garland anticipates the dodge.

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 accessory_special.png builds?

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

ddff-icon-firion.png
Firion

Even
[Character Page] [Match Videos] [Recommended Build: Side by Side + High Base BRV]

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

ddff-icon-empy.png
The Emperor

Slightly Firion Favor
[Character Page] [Match Videos] [Recommended Build: Side by Side or EX]

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 Break you in exchange for HP damage.
If Firion is not engaging with The Emperor, try to fill assist gauge with Swordslash whiffs 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. Tidus air BRV assist (ddff-icon-button-l.png + ddff-icon-button-circle.png) 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 mixup 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 recovery, so they're not recommended purely for reflecting Flares. The Emperor can use assist to hit whiff punish after Firion uses an HP attack, so make sure this doesn't cause huge setbacks for Firion. Firion can also use assist to punish Flares, most notably BRV assists when The Emperor is in the air.

Side by Side accessory_special.png or EX build?

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.
+ Reads 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 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.


Onion Knight

ddff-icon-ok.png
Onion Knight

Onion Knight Favor
[Character Page] [Match Videos] [Recommended Build: Side by Side + High Base BRV]

Intro
Firion and Onion Knight are both HP linkers 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 accessory_special.png builds, so each hit can swing the momentum greatly.
Neutral
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 whiff punish 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 anti-air Onion Knight if he is jumping above Firion
  • Block / Shield Bash Onion Knight's dash or Multi-Hit / Turbo-Hit
Onion Knight's mixups involve delayed attack timing (air jumps) and raw 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.
  • 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, 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 cross-up 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 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 neutral, 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. 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.

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 accessory_special.png.
  • Battle Hammer accessory_basic.png 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 (ddff-icon-button-l.png + ddff-icon-button-circle.png) for combos if Firion has 2 assist gauges.
  • Together as One accessory_special.png and Badge of Trust accessory_special.png make early interactions safer.
  • Use Assist Change to escape from HP links.
  • Use LV2 Assist Change against last hit of Guiding Swipe / Swordshower / Flare to avoid 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 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

ddff-icon-cod.png
Cloud of Darkness

Slightly Firion Favor?
[Character Page] [Match Videos] [Recommended Build: ]

(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

ddff-icon-cecil.png
Cecil


[Character Page] [Match Videos] [Recommended Build: ]

(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

ddff-icon-golbez.png
Golbez

Slightly Golbez Favor?
[Character Page] [Match Videos] [Recommended Build: ]

(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

ddff-icon-sephi.png
Sephiroth

Even
[Character Page] [Match Videos] [Recommended Build: Side by Side + High Base BRV]

Intro
Sephiroth wants to use Shadow Flare. Firion can counter it with Shield Bash and discourage further Shadow Flares. This match-up is about navigating the desire to harass with projectiles and making plays in close quarters and midrange. Watch out for Hell's Gate dives, Sudden Cruelty and Oblivion when Sephiroth is close. They lead to assist combos and additional pressure in the air, where Firion has lackluster defensive options.
Neutral
Let's start with the Shield Bash counter. Normally Sephiroth pressures with Shadow Flare, but the long range Shield Bash counter has strong tracking and three projectiles that are difficult to avoid sequentially. This slows down Sephiroth considerably and lets Firion dictate the pace. When using Shield Bash against Shadow Flare, make sure to block the projectile that's in front of Firion. The projectiles coming from other sides can bypass Shield Bash.
One of the most consistent ways Sephiroth can bypass the Shield Bash counter is by using Shadow Flare and then coming down with Hell's Gate. He can only do this if he is high enough in the air, so pay attention to where he is when Shadow Flare comes out.
Sephiroth can also use Hell's Gate from above as a pre-emptive attack to power through some of Firion's attacks. Rope Knife, Straightarrow and even Reel Axe can lose to this move if they're done after Sephiroth has started Hell's Gate. Mix up your attack timing and move around with (Omni) Ground Dash to stay safe. If Sephiroth stops Hell's Gate early, Firion can attempt a Straightarrow mixup against Sephiroth's next air dodge. If Sephiroth comes down to the ground, Rope Knife can whiff punish it.
The idea of Straightarrow pressure remains similar as in match-ups like WoL and Garland. Firion wants to catch Sephiroth swinging or dodging at a bad time. Sephiroth can move after air dodges with Hell's Gate and Heaven's Light, but they're not very evasive in midrange. That being said, using Straightarrow makes Firion vulnerable to Shadow Flares. This can lead to a combo at worst if Sephiroth is close enough, but at bare minimum, it gives him more time to fill assist gauge before approaching. In large stages Sephiroth can actually halo camp with Shadow Flare far out of Firion's reach. This can prove to be challenging against patient Sephiroths, particularly with Side by Side builds that don't provide long term benefits outside of full assist gauge. Regardless of the build, Straightarrow remains Firion's most important move for threatening Sephiroth in the air.
Defense
Sephiroth will eventually try to do something in close-range to open up Firion. Expect Sudden Cruelty and Oblivion, they are Sephiroth's key moves in the air. Blocking works, but Firion can also do neutral dodge (backstep) and use Shield Bash as cover against the bravery attacks. Sudden Cruelty has enough reach to activate Shield Bash's close range counter, which can miss. Make sure Sephiroth is close to Firion when using Shield Bash. Ground Dash is also useful for getting away from walls when below Sephiroth, and it fills assist gauge as well.
If Firion gets hit by Hell's Gate, do not focus on retaliating with Magic Arts: Bolt. Sephiroth can dodge towards Firion, hit him with Sudden Cruelty and get Assist Charge from it.
If Firion gets hit by Sudden Cruelty, prioritize getting to the ground as soon as possible. Here, Sephiroth can do empty Chase and get all EX for little risk. Similar to Garland's Twist Drill chase scenario, the pushback is too much for Firion to retaliate consistently. If Firion tries to use Recovery Attack with Swordslash, Straightarrow or Weaponsmaster, Sephiroth can hit him with another Sudden Cruelty and Chase again. The one exception to this is Magic Arts: Frost, which requires a swift input with Recovery Attack ability enabled. And even when it works, it does little damage and barely pushes Sephiroth back at all. It's better than nothing, but may not be easy to justify for all Firion players.
Offense
Firion's offense revolves more around punishing dodges and applying what little pressure he can in the air. Use Rope Knife to hit Sephiroth after he dodges, but watch out for Scintilla. If used at max range, Rope Knife can actually make Scintilla miss. If Firion is confident Scintilla comes out, Lord of Arms is a great option for crushing Scintilla's block property.
As mentioned in the neutral section, Firion has few options against Sephiroth's Shadow Flare halo camping. Bravery Boost on Dodge build can discourage Shadow Flare abuse to an extent in large stages. It's not exactly an offensive solution, though.
The most prominent option is to Free Air Dash and get within Straightarrow's range. This lets Firion snipe poorly timed air dodges, but it should be used sparingly so Sephiroth doesn't get comfortable with Firion's attack patterns. Another option is being brave and using Free Air Dash to fight with Swordslash. This is far more dangerous and doesn't yield as much reward even if Firion succeeds. It doesn't guarantee wall rush assist combos, and the damage is not usually outstanding.

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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