The Emperor (Dissidia 012): Difference between revisions

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Shares traits with the ground version. Literally the same move.
Shares traits with the ground version. Literally the same move.
Charges a ball that tracks the opponent while aiming, and can be manually adjusted a little into any direction. Can't shoot directly up or down, only at about 45 degrees max.
Has 3 charge levels that change priority, damage, max range, strength of vacuum, and the time it lasts after it hit a surface. As it sticks to a surface it vacuums in and explodes after a set time, which does 80% of its damage and knocks back into a wallrush.
It becomes Special Priority as it sticks, making it '''dashable and clashable''' but '''unblockable'''. However when clashing, it triggers an explosion which has to be clashed through as well. Moves with little active frames or projectiles that clash with it can lose to it and result in the opponent getting hit by the explosion anyway.
The hitstun as it lands as a ball is great for assist conversions, and if it hits at max charge combos into the vacuum of the sticking ball by itself if hitting a character grounded/at a wall.
Since the knockback always knocks them away from Mateus, it can be controlled into the needed wall/groundrush direction or knocking the opponent into Flare, Mines or Thunder Crest.


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Revision as of 08:38, 3 January 2025


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




Info
Name The Emperor (皇帝)
Original game Final Fantasy II
Base ATK (LV100) 110 (Average)
Base DEF (LV100) 112 (High)
Run Speed 8 (Below Average)
Dash Speed 81 (Below Average)
Fall Speed 97 (Slow)
Fall Speed Ratio After Dodge 44 (Slow)
Fastest BRV
Fastest HP
1-Hit HP
HP Links
Command Block
Weapon Daggers, Poles, Rods, Staves
Armor Bangles, Clothing, Hairpins, Hats, Headbands, Robes
Exclusive weapons Diamond Mace, Demon's Rod, Mateus's Malice
Unlock
Alignment
Voice Actor (JP)
Voice Actor (ENG)


Strengths Weaknesses
  • Traps and Keepaway: Emperor specializes in Traps and Keepaway, layering multiple projectiles into a space to create a literal minefield for the opponent to deal with
  • Unique Win Condition: Starfall gives him a unique win condition in the form of a move that is unavoidable once it started, but takes time to be charged. This gives him a tool to force approaches and force them to interact with his traps in some way to stop it or have meter to assist change/EX Revenge out
  • Defensive mixups: Low recovery on most of his moves, projectiles staying while getting hit and low dodge recovery give Emperor plenty of options after any move to keep the opponent guessing on how to approach him
  • Assist Gain: Low recovery moves, rotating them and repeated Starfall lets Emperor quickly build assist meter while setting up his gameplan, often staying afloat in the meter economy
  • High Damage Punishes: Huge upsides of combining Thunder Crest, Mines and Dynamite. Emperor can deal loads of bravery damage any time an opponents gets hit by Thunder Crest or Dynamite, and with assist into ground rush it can double the damage. A break from 2000 bravery is possible with Thunder Crest
  • Polarizing matchups: Both a good and a bad thing. With all his upsides, Emperor lacks severely in rushdown, giving him the most polarizing matchup spread in the entire game. Some characters are outright denied with the right conditions and some give him absolute hell without tricky setups and clever use of assist. Any character that can play around Starfall and traps requires a different approach to beat
  • Polarizing stage strengths: Stages change The Emperor's gameplan harder than many other characters, requiring you to sometimes learn new effective strategies for some of the more unorthodox / smaller stages


Overview

Emperor Mateus is a keepaway zoning character with loads of trap-style moves, an unblockable cast, high damage and low risk zoning.

Emperor is hard to catch in neutral due to his wide array of traps that stay out when he gets hit, fast and low recovery moves, and Starfall allowing for faster dodge chains. His gameplan focuses around Starfall no matter how effective it is in the matchup, setting up for the opponent to have to stop it in some way and punishing their approach.

Uniquely, Emperor can utilize trade punishes out of the any character, able to throw Flare and Dreary Cell into attacks to punish them even if he gets hit back. Often times its good to manage resources well, and if this results in a worthwhile trade in his favor.

Knowing which traps stop what, trade or punish or the opponent has to play risky into is key to playing him to his highest potential. ALSO you get the satisfaction of free-styling confirms with stray trap hits and assist all day.

Bravery Moves

Ground

Base Damage 5, 5 x 3 (20)
Startup Frame 21F
Damage Type Physical > Magical
Priority Melee High
EX Force 84
Effects Chase
Cancels
Assist Gain (Hit)
CP (Mastered) 30 (15)
Unlocked at
level
Mastered at
AP


[Close] Sweep with staff. Extra explosion damage on hit.

A 21F Melee High?? What a bargain!

Very low range and awkward hitbox that follows exactly the staff motion, longer active to the right of Mateus.

Amazing move to reflect Blue Flare back first and foremost, but also amazing as a close range poke and whiff punish in grounded footsies. The move sends them away and straight up, and has so much hitstun that a ton of assists can confirm off of it easily. Also it's a nice filler ender after TC if possible since it gives a good position and EX Force.

It can be comboed into the vacuum of Mines and Dreary Cell with specific positioning aswell, making it useful for some setups to trick the opponent even more.

Base Damage each (35)
Startup Frame 29F
Damage Type Magical
Priority Ranged Low
EX Force 0
Effects Absorb
Cancels
Assist Gain (Hit)
CP (Mastered) 30 (15)
Unlocked at
level
Mastered at
AP


[Close] Lay mine. Multiples OK; they will persist a long time.

Exactly what it says, throws out landmines that spread out like bombs.

Great non-committal, fast projectile to just litter the ground with and to stop movement aside from dashing. The damage on hit with a damage build is scary enough to get hit by, easily reaching 300 to 400 with crits.

With Vacuum from Dreary Cell and Mine around, you can combo into assists. Be careful as they can mess up ground rush assists into Thunder Crest should the opponent land directly into them without activating Crest first. In that case, landing them into Flare can be a backup.

They explode after a set amount of time on their own, and Mateus can have 8 ground Mines and 8 air Mines out at once.

Base Damage each (7)
Startup Frame 37F
Damage Type Magical
Priority Ranged Low
EX Force 0
Effects -
Cancels
Assist Gain (Hit)
CP (Mastered) 30 (15)
Unlocked at
level
Mastered at
AP


[Mid] Draw vertical light sigil. Fires when foe enters range; large vertical range.

Mateus draws a Light Crest that points upwards

The sigil spawns slightly above the ground which makes it not hit standing characters immediately as it spawns. If the opponent gets above it, 5 projectiles fire at them that additonally bounce off of walls/projectiles and slightly home in.

Low hitstun makes it hard to use effectively, but excels at keeping opponents out the air above you in pair with Flare and Dreary Cell. If a Mine or Dreary Cell vacuum is near you can combo off of it with assists or set up for trap chains.

If used, using it just for additional pressure keeps aerial characters busy enough while Mateus creates more dangerous setups.

Version Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
LV1 1 x 5, 25 (30) 43F Magical Ranged Low (Special when sticked on surface) 60+ Absorb, Wall Rush 30 (15)
LV2 1 x 7, 33 (40) 80F (charge), 3F (hitbox after shot) Magical Ranged Mid (Special when sticked on surface) 60+ Absorb, Wall Rush -
LV3 1 x 10, 40 (50) 120F (charge), 3F (hitbox after shot) Magical Ranged High (Special when sticked on surface) each hit 3 Absorb, Wall Rush -

[Long] Emit bomb from staff that lands and draws in foe.

Charges a ball that tracks the opponent while aiming, and can be manually adjusted a little into any direction. Can't shoot directly up or down, only at about 45 degrees max.

Has 3 charge levels that change priority, damage, max range, strength of vacuum, and the time it lasts after it hit a surface. As it sticks to a surface it vacuums in and explodes after a set time, which does 80% of its damage and knocks back into a wallrush.

It becomes Special Priority as it sticks, making it dashable and clashable but unblockable. However when clashing, it triggers an explosion which has to be clashed through as well. Moves with little active frames or projectiles that clash with it can lose to it and result in the opponent getting hit by the explosion anyway.


The hitstun as it lands as a ball is great for assist conversions, and if it hits at max charge combos into the vacuum of the sticking ball by itself if hitting a character grounded/at a wall.

Since the knockback always knocks them away from Mateus, it can be controlled into the needed wall/groundrush direction or knocking the opponent into Flare, Mines or Thunder Crest.

Base Damage 2 x 17, 6 (40)
Startup Frame 35F
Damage Type Magical
Priority Unblockable
EX Force 60
Effects Absorb
Cancels
Assist Gain (Hit)
CP (Mastered) 30 (15)
Unlocked at
level
Mastered at
AP


[Mid] Draw sigil on the ground. Paralyzes foe when in range.

THE trap of all time Draws a sigil that travels forward on the ground for a little, bounces off of walls and outright stops at edges. Mateus can turn and place the crest into any direction with lock off, if it's set on neutral circle input.

It has a slight upward hitbox and the sigil itself is very accurate to its hitbox, just clipping into it is enough to activate it. When active it slightly draws in characters and assists. It can activate as soon as it's visible right infront of Mateus.


The crest staying out when Mateus is hit makes it extremely annoying for trades since its Unblockable and beats every other priority. Its able to be used as an intentional trade into BRVs, or HPs like Lord of Arms for a guaranteed break, making footsies against him risky to approach.

The damage is amazing already and with Mine skyrockets his damage potential, making any TC hit potentially deadly especially with assist.

Aerial

Base Damage each (35)
Startup Frame 23F
Damage Type Magical
Priority Ranged Low
EX Force 0
Effects Absorb
Cancels
Assist Gain (Hit)
CP (Mastered) 30 (15)
Unlocked at
level
Mastered at
AP


[Close] Drop mine. Multiples OK; they will persist a long time.

Landmine but in the air and with a different spread! More Mines!

Just like Landmine, non-commmital, fast, and litters the air space with small bombs. Can have 8 out at the same time aswell, same hitstun, but the position makes them nicely to stop movement other than dashing.


They also explode after a set time, have a vacuum when opponent is in hitstun and can be used that way for setups into trap chains or for assist conversions off of other traps. Great to have out either way as a filler and to build assist.

Base Damage each (7)
Startup Frame 37F
Damage Type Magical
Priority Ranged Low
EX Force 0
Effects -
Cancels
Assist Gain (Hit)
CP (Mastered) 30 (15)
Unlocked at
level
Mastered at
AP


[Mid] Draw horizontal light sigil. Fires when foe enters range; faces opponent's direction.

Light Crest but horizontal as it says.

It has a huge vertical activation range and tracks the opponent 360° around. As soon as the opponent gets close it fires 5 projectiles at them just like grounded Light Crest and with the same hitstun/homing.


Due to the massive vertical activation it is easily disarmed this way, making it best used to stop vertical approaches before they happen or to stop long setup moves like Exdeath's Black Hole. On its own the hitstun isn't very scary, but paired with potential vacuum from other traps it can chain into much more and confirm into assist.

Version Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
LV1 1 x 5, 25 (30) 43F Magical Ranged Low (Special when sticked on surface) 60+ Absorb, Wall Rush 30 (15)
LV2 1 x 7, 33 (40) 80F (charge), 3F (hitbox after shot) Magical Ranged Mid (Special when sticked on surface) 60+ Absorb, Wall Rush -
LV3 1 x 10, 40 (50) 120F (charge), 3F (hitbox after shot) Magical Ranged High (Special when sticked on surface) each hit 3 Absorb, Wall Rush -

[Long] Emit bomb from staff that lands and draws in foe.

Shares traits with the ground version. Literally the same move.


Charges a ball that tracks the opponent while aiming, and can be manually adjusted a little into any direction. Can't shoot directly up or down, only at about 45 degrees max.

Has 3 charge levels that change priority, damage, max range, strength of vacuum, and the time it lasts after it hit a surface. As it sticks to a surface it vacuums in and explodes after a set time, which does 80% of its damage and knocks back into a wallrush.

It becomes Special Priority as it sticks, making it dashable and clashable but unblockable. However when clashing, it triggers an explosion which has to be clashed through as well. Moves with little active frames or projectiles that clash with it can lose to it and result in the opponent getting hit by the explosion anyway.


The hitstun as it lands as a ball is great for assist conversions, and if it hits at max charge combos into the vacuum of the sticking ball by itself if hitting a character grounded/at a wall.

Since the knockback always knocks them away from Mateus, it can be controlled into the needed wall/groundrush direction or knocking the opponent into Flare, Mines or Thunder Crest.

HP Attacks

Ground

Base Damage each (3)
Startup Frame 521F
Damage Type Magical
Priority Unblockable
EX Force 0
Effects Absorb, Wall Rush, Block Low (Ranged)
Cancels
Assist Gain (Hit)
CP (Mastered) 30 (15)
Unlocked at
level
Mastered at
AP


[Long] Call down giant meteor. Long cast. Aim with analog stick.

Base Damage -
Startup Frame 35F
Damage Type -
Priority Ranged High
EX Force 60
Effects -
Cancels
Assist Gain (Hit)
CP (Mastered) 30 (15)
Unlocked at
level
Mastered at
AP


[Mid] Gather globe of blue light that slowly homes in on opponent.

Base Damage -
Startup Frame 69F (total), 43F (activation)
Damage Type Magical
Priority Unblockable
EX Force 36/54/72
Effects Absorb
Cancels
Assist Gain (Hit)
CP (Mastered) 30 (15)
Unlocked at
level
Mastered at
AP


[Close] Set discreet light trap. Detonates when foe approaches.

Aerial

Base Damage each (3)
Startup Frame 521F
Damage Type Magical
Priority Unblockable
EX Force 0
Effects Absorb, Wall Rush, Block Low (Ranged)
Cancels
Assist Gain (Hit)
CP (Mastered) 30 (15)
Unlocked at
level
Mastered at
AP


[Long] Call down giant meteor. Long cast. Aim with analog stick.

Base Damage -
Startup Frame 35F
Damage Type -
Priority Ranged High
EX Force 60
Effects Wall Rush
Cancels
Assist Gain (Hit)
CP (Mastered) 30 (15)
Unlocked at
level
Mastered at
AP


[Mid] Gather globe of red light that awaits remote detonation.

Base Damage -
Startup Frame 69F (total), 43F (activation)
Damage Type Magical
Priority Unblockable
EX Force 36/54/72
Effects Absorb
Cancels
Assist Gain (Hit)
CP (Mastered) 30 (15)
Unlocked at
level
Mastered at
AP


[Close] Set discreet light trap. Detonates when foe approaches.

EX Mode: Power of Hellfire!

Effects:

  • Regen
  • Critical Boost
  • Blood Magic

Blood Magic

[Activates when HP attack hits] Absorbs HP equivalent to damage dealt.

EX Burst: Absolute Dominion

An attack that takes over the opponent's mind. Absorbs HP damage dealt. Enter the commands that display on screen.

Damage multiplier (initial) Damage multiplier (rest) Type
6, 13 (19) 16x4, 17 (100 total) Magical


Combos

Solo

Assist

Builds

Builds here.

Stats
HP 10172
CP 450
BRV 1157
ATK 177
DEF 186
LUK 61
Max Booster
Special Effect: Succubus' Soul
Equipment
Assist Yuna
Weapon ddff-icon-equip-weapon.png Blood Sword (CP Glitch)
Hand ddff-icon-equip-hand.png Sanguine Shield (CP Glitch)
Head ddff-icon-equip-head.png Blood Helm (CP Glitch)
Body ddff-icon-equip-body.png Blood Armor (CP Glitch)
Accessory 1 accessory_basic.png Earring
Accessory 2 accessory_basic.png Bravery Orb
Accessory 3 accessory_basic.png Dismay Shock
Accessory 4 accessory_basic.png Battle Hammer
Accessory 5 accessory_basic.png A Comrade's Vow
Accessory 6 accessory_booster.png Empty EX Gauge
Accessory 7 accessory_booster.png Pre-EX Mode
Accessory 8 accessory_special.png Blue Gem
Accessory 9 accessory_special.png Miracle Shoes
Accessory 10 accessory_special.png Side by Side
Summon ddff-icon-summonstone.png Rubicante
{{{dataBRV}}} {{{dataHP}}}
Bravery attacks
Ground Aerial
HP attacks
Ground Aerial

ddff-icon-equip%20ability.pngindicates a "Gear" extra ability or the use of CP / Equipment glitch. The total CP cost will assume the glitch is done.



Equip Master Protector extra ability.

Stats
HP
CP
BRV
ATK
DEF
LUK
Max Booster
Special Effect:
Equipment
Assist
Weapon ddff-icon-equip-weapon.png
Hand ddff-icon-equip-hand.png
Head ddff-icon-equip-head.png
Body ddff-icon-equip-body.png
Accessory 1
Accessory 2
Accessory 3
Accessory 4
Accessory 5
Accessory 6
Accessory 7
Accessory 8
Accessory 9
Accessory 10
Summon ddff-icon-summonstone.png
{{{dataBRV}}} {{{dataHP}}}
Bravery attacks
Ground Aerial
HP attacks
Ground Aerial

ddff-icon-equip%20ability.pngindicates a "Gear" extra ability or the use of CP / Equipment glitch. The total CP cost will assume the glitch is done.

Assist

The Emperor's assist data

Type Attack Startup Position Spawn Damage multiplier Effects
BRV Thunder Crest 35F Ground Player 2 x 17, 6 (40) Absorb
BRV Mine 23F Air Opponent 35 each (up to 70) Chase, Absorb
HP Flare 35F Ground Player - -
HP Flare 37F Air Opponent - Wall Rush


Assists

The Emperor works well with Tidus, Yuna and Jecht.

References


Navigation


Wiki Roadmap (012 The Emperor)

Please edit this page's roadmap template when relevant additions and changes are made.

9,78 % done

   


Page Completed In progress To-do Score
General Add images for attacks. / 86
Pros / Cons Done. 4 / 5 / ?
Overview / Character Data Write overview. 0 / 5 / 2
Bravery Attacks Ability info added and Thunder Crest overview. Overviews for other braveries. 1 / 5 / 5
HP Attacks Ability info added. Overviews. 1 / 5 / 5
EX Mode Basic info added. Detailed info / overview. 1 / 5 / 3
Combos Add combo section, solo & assist combos with a video example. 0 / 5 / 7
Builds 1 example build. More builds for EX, brv boost dodge etc. Build overviews like on Tifa page. 1 / 5 / 10
Assist Assist data added. Add common viable assists with an overview (use tabber). 1 / 5 / 3
Matchups Create page. Matchup analysis and tips against each character. 0 / 32 / 32
Frame Data / 1
Starter Guide Create page. A concise PvP guide with core concepts and bare essentials. 0 / 5 / 8
Strategy Create page. More in-depth tips, tricks and counterplay (ground and air) 0 / 5 / 10