Cecil Harvey (Dissidia 012)/Combos: Difference between revisions

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== Overview ==
== Overview ==


=== Solo (Dark Knight) ===
== Solo (Dark Knight) ==


Dark Cannon is Cecil's only grounded solo combo starter. It cannot combo into Dark Flame or another Dark Cannon.
Dark Cannon is Cecil's only grounded solo combo starter. It cannot combo into Dark Flame or another Dark Cannon.
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=== Solo (Paladin) ===
== Solo (Paladin) ==


{{Combo-012
{{Combo-012

Revision as of 14:21, 5 June 2025


Cecil
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Overview

Solo (Dark Knight)

Dark Cannon is Cecil's only grounded solo combo starter. It cannot combo into Dark Flame or another Dark Cannon.

The projectiles travel in a forward-back motion, but the damage output fluctuates a lot with range. Once the projectiles have reached their max range, their damage multiplier (1x4) will become stronger (2x4, 3) and return to Cecil. This latter portion of the attack is often more practical, but because the projectiles don't have excessive hitboxes or much vertical tracking, Dark Cannon will realistically land at least four hits (2x3, 3 / 9 total) on its way back. Please keep this in mind when referencing damage tables for combos involving Dark Cannon.

Paladin Arts is Dark Knight Cecil's solo air combo starter that involves his Paladin bravery Searchlight. The combo structure is identical with Searchlight starters, but it can also be looped into itself during EX Mode.

Condition Combo Base Damage EX Notes
Projectile starter
Ground
Dark Cannon > Valiant Blow 49+ WR 42+



Base Damage (Breakdown): 9 > 40 + WR Opponent Assist (Comrade's Vow): ??? EX Force (Breakdown): 3, 3, 3, 3 > 30
Basic bravery combo with high damaging wall rush ender.
Projectile starter
Ground
Dark Cannon > Shadow Lance 59+ WR 32



Base Damage (Breakdown): 9 > 50 + WR Opponent Assist (Comrade's Vow): ??? EX Force (Breakdown): 3, 3, 3, 3 > ~20
Basic bravery combo with an even more damaging wall rush ender.
Projectile starter
Ground
Dark Cannon > Shadow Bringer / Soul Eater 29 + HP WR 42



Base Damage (Breakdown): 9 > 20 + HP WR Opponent Assist (Comrade's Vow): ??? EX Force (Breakdown): 3, 3, 3, 3 > 30
Basic HP combo with wall rush potential. Shadow Bringer ender is prioritized over Soul Eater since it has higher knockback.
Projectile starter
Air
Paladin Arts > Radiant Wings 70 + WR 30



Base Damage (Breakdown): 30 > 40 + WR Opponent Assist (Comrade's Vow): ??? EX Force (Breakdown): 0 > 30
High damage bravery ender.
Projectile starter
Air
Paladin Arts > Sacred Cross 60 90



Base Damage (Breakdown): 30 > 30 Opponent Assist (Comrade's Vow): ??? EX Force (Breakdown): 0 > 90
Sacrifice bravery damage to generate more EX Force.
Projectile starter
Air
Paladin Arts > Saint's Fall 40 + HP WR 30



Base Damage (Breakdown): 30 > 10 + HP WR Opponent Assist (Comrade's Vow): ??? EX Force (Breakdown): 0 > 30
Solo HP combo with ground wall rush. Similar to Soul Eater, Saint's Fall is typically outclassed by other HPs in damage, range or utility, so it's not often prioritized.
Projectile starter
Air
Paladin Arts > Paladin Force 45 + HP WR 30



Base Damage (Breakdown): 30 > 15 + HP WR Opponent Assist (Comrade's Vow): ??? EX Force (Breakdown): 0 > 30
Solo HP combo that also wall rushes on the ground. Good for ground assist combos. Paladin Force has slightly higher bravery damage output compared to Saint's Fall, and it also has better vertical tracking in close range, making this combo easier to land.
Projectile starter
Air
Paladin Arts > DC > Job Change > Paladin Arts > DC > Job Change > Paladin Arts > Paladin Force 105 + HP WR 30



Base Damage (Breakdown): 30 > 30 > 30 > 15 + HP WR Opponent Assist (Comrade's Vow): ??? EX Force (Breakdown): 0 > 0 > 0 > 30
EX Mode only. High damaging loop, but more reliable to set up with Aerith assist on the ground. This is one of Cecil's hardest solo combo routes, but also one of the most rewarding for him. Cecil can change jobs freely during EX Mode, which lets him combo into Dark Knight braveries without doing an HP first.
The goal is to stay at the opponent's height and at close range. Position Cecil just far enough so that he isn't touching them. The Dark Knight projectile will lift the opponent upwards, so you will have to dodge cancel slightly upwards at least once. More testing is required, but at bare minimum, Cecil can realistically do two Paladin Arts in a row, especially after assist.


Solo (Paladin)

Condition Combo Base Damage EX Notes

Ground
Slash > Free Air Dash > Radiant Wings 60 + WR 120



Base Damage (Breakdown): 20 > 40 + WR Opponent Assist (Comrade's Vow): ??? EX Force (Breakdown): 90 > 30
Ground combo into a wall rush. Cancel Slash's recovery into Free Air Dash and close the gap to follow up with Radiant Wings.

Ground
Slash > Free Air Dash > Sacred Cross 50 180



Base Damage (Breakdown): 20 > 30 Opponent Assist (Comrade's Vow): ??? EX Force (Breakdown): 90 > 90
Ground combo with higher EX generation.

Ground, wall
Slash > Paladin Force 35 + HP WR 120



Base Damage (Breakdown): 20 > 15 + HP WR Opponent Assist (Comrade's Vow): ??? EX Force (Breakdown): 90 > 30
Ground combo into HP wall rush. Cancel Slash's recovery into Paladin Force instead of Free Air Dash.
Projectile starter Searchlight > Radiant Wings 55 + WR 30



Base Damage (Breakdown): 15 > 40 + WR Opponent Assist (Comrade's Vow): ??? EX Force (Breakdown): 0 > 30
Highest damaging bravery followup, moreso if it wall rushes. Good for setting up ground assist combos.
Projectile starter Searchlight > Sacred Cross 45 90



Base Damage (Breakdown): 15 > 30 Opponent Assist (Comrade's Vow): ??? EX Force (Breakdown): 0 > 90
Less bravery damage, but more EX Force. Combos into Aerith assist with a chase setup.
Projectile starter Searchlight > Saint's Fall 25 + HP WR 30



Base Damage (Breakdown): 15 > 10 + HP WR Opponent Assist (Comrade's Vow): ??? EX Force (Breakdown): 0 > 30
Solo HP combo with a ground wall rush. Similiar to Soul Eater, Saint's Fall is typically outclassed by other HPs in damage, range or utility, so it's not often prioritized.
Projectile starter Searchlight > Paladin Force 30 + HP WR 30



Base Damage (Breakdown): 15 > 15 + HP WR Opponent Assist (Comrade's Vow): ??? EX Force (Breakdown): 0 > 30
Solo HP combo that also wall rushes on the ground. Good for ground assist combos. Paladin Force has slightly higher bravery damage output compared to Saint's Fall, but it also has far superior tracking after Searchlight connects. Naturally, the bravery damage is slightly reduced if Cecil has to close the distance with the attack first.
Projectile starter
EX Mode
Searchlight > DC > Job Change > Paladin Arts > Paladin Force 60 + HP WR 30



Base Damage (Breakdown): 15 > 30 > 15 + HP WR Opponent Assist (Comrade's Vow): ??? EX Force (Breakdown): 0 > 0 > 30
:EX Mode only. This is one of Cecil's harder solo combo routes, but also one of the more rewarding for him. This must be done in close-range (but not at point blank). Cecil must be at roughly the same height with the opponent, so Paladin Arts can connect. Adjust Cecil's positioning with the dodge as needed.
Cecil can change jobs freely during EX Mode, which lets him combo into Dark Knight braveries without doing an HP first. Start with Searchlight in Paladin, dodge cancel, then press R + square ddff-icon-button-r.png + ddff-icon-button-square.png right before Cecil can attack out of a dodge. Finally, follow up immediately with Paladin Arts in Dark Knight.


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