|
|
| Line 155: |
Line 155: |
| |data= | | |data= |
| {{Combo-012Data | | {{Combo-012Data |
| |combo=Twist Drill 1st hit > {{clr|astbrv=1}} > {{clr|ac=1}} > Twist Drill | | |combo='''Highbringer 1st hit (Low)''' > {{clr|astbrv=1}} > {{clr|ac=1}} > Flare |
| | |condition=Poke starter |
| | |requirement=Ground |
| | |characters= |
| | |damage=70 + HP WR |
| | |damagehits=5 > 50 (Assist) > 15 + HP WR |
| | |ex=48 |
| | |exhits=18 > 30 |
| | |meteropp= |
| | |video= |
| | |notes= |
| | }} |
| | {{Combo-012Data |
| | |combo='''Lance Charge''' > {{clr|wr=1}} > {{clr|astbrv=1}} > {{clr|ac=1}} > Flare |
| | |condition=Gap closer / Punish starter |
| | |requirement=Ground |
| | |characters= |
| | |damage=92 + HP WR |
| | |damagehits=30 > 47 (Assist) > 15 + HP WR |
| | |ex=60 |
| | |exhits=30 > 30 |
| | |meteropp= |
| | |video= |
| | |notes=Lance Charge can be used against blocks and for sniping landing lag, which leads to a consistent Kuja assist combo on the ground. If Lance Charge hits from afar or against a blocking opponent, it deals slightly less damage without critical hits. Call Kuja assist quickly after Garland wall rushes. |
| | }} |
| | {{Combo-012Data |
| | |combo='''Bardiche''' > {{clr|wr=1}} > {{clr|astbrv=1}} > {{clr|ac=1}} > Flare |
| | |condition=Poke / punish starter, Wall Rush |
| | |requirement=Air |
| | |characters= |
| | |damage=92 + HP WR |
| | |damagehits=30 + WR > 47 (Assist) > 15 + HP WR |
| | |ex=30 |
| | |exhits=0 > 30 |
| | |meteropp= |
| | |video= |
| | |notes=Garland's infamous assist combo starter. Kuja's ground BRV assist is rather slow, so there is not much time to call Kuja assist after wall rush. It has to be done rather early, and reacting to it can be harder if Bardiche connects high above the ground. Once Kuja assist does connect, Garland has lots of time to prepare for Assist Chase or add more Bardiches for extra damage. This is an important combo starter for Garland, so getting used to this move will pay in dividends. |
| | }} |
| | {{Combo-012Data |
| | |combo='''Twist Drill (1st part)''' > {{clr|astbrv=1}} > {{clr|ac=1}} > Twist Drill |
| |condition=Poke starter | | |condition=Poke starter |
| |requirement=Ground | | |requirement=Ground |
| Line 166: |
Line 205: |
| |video=https://www.youtube.com/watch?v=_E2EVyWjRFM&t=107 | | |video=https://www.youtube.com/watch?v=_E2EVyWjRFM&t=107 |
| |notes=A basic, reliable assist combo that works intuitively for players not used to dodge cancel combos. Chain Cast into Twist Drill is still possible, adds another 15 base damage and 90 EX if Garland can manage it. | | |notes=A basic, reliable assist combo that works intuitively for players not used to dodge cancel combos. Chain Cast into Twist Drill is still possible, adds another 15 base damage and 90 EX if Garland can manage it. |
| | }} |
| | {{Combo-012Data |
| | |combo='''Twin Swords''' > {{clr|wr=1}} > {{clr|astbrv=1}} > {{clr|ac=1}} > Flare |
| | |condition=Punish starter |
| | |requirement=Air |
| | |characters= |
| | |damage=95 + HP WR |
| | |damagehits=30 + WR > 50 (Assist) > 15 + HP WR |
| | |ex=60 |
| | |exhits=30 > 30 |
| | |meteropp= |
| | |video= |
| | |notes=A basic wall rush combo. Call Kuja assist after Twin Swords has wall rushed. |
| | }} |
| | {{Combo-012Data |
| | |combo='''Earthquake''' > {{clr|wr=1}} > {{clr|astbrv=1}} > {{clr|ac=1}} > Flare |
| | |condition=HP starter, Wall Rush |
| | |requirement=Ground |
| | |characters= |
| | |damage=83 + HP WR (x2) |
| | |damagehits=18 + HP WR > 50 (Assist) > 15 + HP WR |
| | |ex=66 |
| | |exhits=36 > 30 |
| | |meteropp= |
| | |video= |
| | |notes=Grounded HP mixup against blocks or poorly placed whiffs. Needs wall rush to start a combo, but Earthquake has high knockback to help with it. |
| | }} |
| | {{Combo-012Data |
| | |combo='''Tsunami''' > {{clr|astbrv=1}} > {{clr|ac=1}} > Flare |
| | |condition=HP starter |
| | |requirement=Ground |
| | |characters= |
| | |damage=77 + HP WR |
| | |damagehits=12 > 50 (Assist) > 15 + HP WR |
| | |ex=111 |
| | |exhits=96 > 15 |
| | |meteropp= |
| | |video= |
| | |notes=Tsunami can catch ground dodges and blocks a bit easier than Earthquake, and it doesn't require a wall rush. Once Tsunami has dealt HP damage, the opponent will fly upwards a little bit. Call Kuja assist when the opponent is about to stop moving upwards. |
| | }} |
| | {{Combo-012Data |
| | |combo='''Flare''' > {{clr|wr=1}} > {{clr|astbrv=1}} > {{clr|ac=1}} > Twist Drill |
| | |condition=HP starter, Wall Rush |
| | |requirement=Air |
| | |characters= |
| | |damage=95 + HP WR |
| | |damagehits=15 + HP WR > 50 (Assist) > 30 |
| | |ex=120 |
| | |exhits=30 > 90 |
| | |meteropp= |
| | |video= |
| | |notes=Just like other wall rush starters, Garland can follow up with Kuja assist. Garland can go for another Flare after Kuja, but the reward won't be very good if base bravery doesn't fully recover. Instead, Twist Drill can help deal more bravery damage and fill EX gauge faster. This is a concept that Garland's core combos will capitalize on greatly. |
| }} | | }} |
| }} | | }} |
Overview
Solo
Garland has plenty of solo combos, though most of them are either situational or difficult to do for new players. Luckily Garland has two solo combos that he can rely on consistently for damage and especially EX; Deathblow > Twist Drill supports Garland's ground poking strategy, while Chain Cast > Twist Drill is excellent for punishes and ending assist combos. Both combos end in Twist Drill and generate lots of EX for Garland, which he can collect safely by doing empty chase immediately.
| Condition
|
Combo
|
Base Damage
|
EX
|
Notes
|
|
Poke starter Ground
|
Deathblow > move > jump > Twist Drill
|
45
|
150
|
Video
|
| Base Damage (Breakdown): 15 > 30 |
Opponent Assist (Comrade's Vow): ??? |
EX Force (Breakdown): 60 > 90 |
| Staple combo. High EX and leads to damaging Kuja assist combos for even more EX. Move and jump as quickly as possible. The later Deathblow hits, the more time Garland has to combo into Twist Drill. |
|
|
Punish starter Ground
|
Round Edge 3rd hit (Long) > Deathblow > move > jump > Twist Drill
|
69
|
180
|
Video
|
| Base Damage (Breakdown): 24 > 15 > 30 |
Opponent Assist (Comrade's Vow): ??? |
EX Force (Breakdown): 30 > 60 > 90 |
| This is Garland's highest damaging ground combo without wall. Guaranteed Deathblow after Round Edge, but timing is strict. It is recommended to attempt Deathblow later than earlier to avoid inputting Round Edge's finisher. If the opponent knows Garland tries this, they may try to block or dodge. Garland could use this as a mixup opportunity, if the execution is not consistent. |
|
|
Punish starter Air, above opponent
|
Chain Cast > DC > Twist Drill
|
45
|
180
|
Video
|
| Base Damage (Breakdown): 15 > 30 |
Opponent Assist (Comrade's Vow): ??? |
EX Force (Breakdown): 90 > 90 |
Staple air combo, commonly used as a punish or an assist combo ender. 180 EX is great, which Garland can get by empty chasing immediately. If Garland has assist, he can also start an assist combo by dodge cancelling, or after empty chase ends.
- If opponent is far after Chain Cast, Twist Drill may not land all initial hits. This combo does not require wall, but it can be easier to do near walls and corners due to reduced knockback. Garland should remain cautious when empty chasing at a corner, because being closer to the opponent makes him a bit more vulnerable to recovery attack attempts.
When wall is not nearby, Garland can dodge cancel towards opponent more reliably by moving camera sideways after Assist Chase, and then moving with a quarter-circle motion. For example, the camera is tilted to the right so Garland faces to the left. The quarter-circle motion would then be left > left/up > up. The initial left should be held for almost a split second. |
|
|
| Air, above opponent
|
Chain Cast > DC > Twin Swords
|
45
|
120
|
Video
|
| Base Damage (Breakdown): 15 > 30 |
Opponent Assist (Comrade's Vow): ??? |
EX Force (Breakdown): 90 > 30 |
| Garland must be nearly at same height with opponent after Chain Cast for this to work. Less EX generation, but can wall rush. |
|
|
Air, above opponent Near ground
|
Chain Cast > DC > Bardiche
|
45
|
90
|
Video
|
| Base Damage (Breakdown): 15 > 30 + WR |
Opponent Assist (Comrade's Vow): ??? |
EX Force (Breakdown): 90 > 0 |
| Same as Twin Swords, but without additional EX gain. Harder to land than Twin Swords due to lack of forward tracking, but can be more practical if Chain Cast whiff punished something near the ground. As an assist combo starter, this can be better for damage with Kuja assist, because Garland can do more Bardiches during the assist. |
|
|
Projectile starter Wall / corner
|
Thundaga (2 hits) > DC > Twin Swords
|
50 + WR
|
30
|
Video
|
| Base Damage (Breakdown): 10 > 10 > 30 + WR |
Opponent Assist (Comrade's Vow): ??? |
EX Force (Breakdown): 0 > 0> 30 |
| Near wall or corner to reduce Thundaga pushback. All Thundaga combos rely on this and are situational because of it. |
|
|
Projectile starter Wall / corner
|
Thundaga (3 hits) > Twist Drill
|
60
|
90
|
Video
|
| Base Damage (Breakdown): 10 > 10 > 10 > 30 |
Opponent Assist (Comrade's Vow): ??? |
EX Force (Breakdown): 0 > 0 > 0 > 90 |
| Near wall or corner to reduce Thundaga pushback. |
|
|
Projectile starter Wall / corner
|
Thundaga (3 hits) > Chain Cast > DC > Twist Drill
|
75
|
180
|
Video
|
| Base Damage (Breakdown): 10 > 10 > 10 > 15 > 30 |
Opponent Assist (Comrade's Vow): ??? |
EX Force (Breakdown): 0 > 0 > 0 > 90 > 90 |
| Near wall or corner to reduce Thundaga pushback. |
|
|
Projectile starter Wall / corner
|
Thundaga (3 hits) > Flare
|
45 + HP WR
|
30
|
Video
|
| Base Damage (Breakdown): 10 > 10 > 10 > 15 + HP WR |
Opponent Assist (Comrade's Vow): ??? |
EX Force (Breakdown): 0 > 0 > 0 > 30 |
| Near wall or corner to reduce Thundaga pushback. Garland must be close enough to opponent for Flare to connect, which is not the range Thundaga is often used at. |
|
|
EX Revenge
Assist Combos (Kuja)
Garland works very well with Kuja assist. He enables combos from all relevant moves and provides highest reward on hit, both in bravery damage and EX. This is great for Garland, since he can leverage a full EX gauge very well with high bravery.
Combo Theory (Kuja AST)
Garland can start damaging combos with any Wall Rush, most melee moves and the Deathblow > Twist Drill solo combo. Kuja's braveries allow simple and reliable follow-ups, including Twist Drill or Flare. Garland can also end combos with Chain Cast > Twist Drill, which is his staple air combo for bravery damage and EX. This is what Garland prefers at higher levels of play, as it lets him build a good win condition without risking immediate Assist Change countermeasures. Walls are not strictly required for Garland thanks to his solo combos, but they benefit him at any point in a combo.
If Garland gets a ground wall rush with Bardiche or Lance Charge, the Kuja BRV assist enables high damaging Bardiche combo fillers. Two Bardiche > Dodge Cancels is enough to shred the bravery, so this is the combo that opponents will most likely escape from with assist. Garland may want to refrain from immediately going for a Bardiche filler if the opponent can escape, because being stuck in a Bardiche animation makes it harder to protect Kuja from Assist Lock.
Ending combos with HP attacks is straightforward. Flare for HP damage + Wall Rush, and Cyclone for more safety against LV2 Assist Change staggers. Cyclone can also be good for threatening the opponent when Garland has enough bravery to end a match.
Basic Combos (Kuja AST)
![]()
◆ Basic Combos
Basic combos are simple combos with fewest conditions.
- Can be performed from most positions, or with Wall Rush
- Require no adjustments, or very few simple adjustments
- Intended for players new to the game, or the character
| Condition
|
Combo
|
Base Damage
|
EX
|
Notes
|
|
Poke starter Ground
|
Highbringer 1st hit (Low) > AST BRV > AC > Flare
|
70 + HP WR
|
48
|
|
| Base Damage (Breakdown): 5 > 50 (Assist) > 15 + HP WR |
Opponent Assist (Comrade's Vow): ??? |
EX Force (Breakdown): 18 > 30 |
|
|
Gap closer / Punish starter Ground
|
Lance Charge > WR > AST BRV > AC > Flare
|
92 + HP WR
|
60
|
|
| Base Damage (Breakdown): 30 > 47 (Assist) > 15 + HP WR |
Opponent Assist (Comrade's Vow): ??? |
EX Force (Breakdown): 30 > 30 |
| Lance Charge can be used against blocks and for sniping landing lag, which leads to a consistent Kuja assist combo on the ground. If Lance Charge hits from afar or against a blocking opponent, it deals slightly less damage without critical hits. Call Kuja assist quickly after Garland wall rushes. |
|
|
Poke / punish starter, Wall Rush Air
|
Bardiche > WR > AST BRV > AC > Flare
|
92 + HP WR
|
30
|
|
| Base Damage (Breakdown): 30 + WR > 47 (Assist) > 15 + HP WR |
Opponent Assist (Comrade's Vow): ??? |
EX Force (Breakdown): 0 > 30 |
| Garland's infamous assist combo starter. Kuja's ground BRV assist is rather slow, so there is not much time to call Kuja assist after wall rush. It has to be done rather early, and reacting to it can be harder if Bardiche connects high above the ground. Once Kuja assist does connect, Garland has lots of time to prepare for Assist Chase or add more Bardiches for extra damage. This is an important combo starter for Garland, so getting used to this move will pay in dividends. |
|
|
Poke starter Ground
|
Twist Drill (1st part) > AST BRV > AC > Twist Drill
|
96
|
120
|
Video
|
| Base Damage (Breakdown): 16 > 50 (Assist) > 30 |
Opponent Assist (Comrade's Vow): ??? |
EX Force (Breakdown): 30 > 90 |
| A basic, reliable assist combo that works intuitively for players not used to dodge cancel combos. Chain Cast into Twist Drill is still possible, adds another 15 base damage and 90 EX if Garland can manage it. |
|
|
Punish starter Air
|
Twin Swords > WR > AST BRV > AC > Flare
|
95 + HP WR
|
60
|
|
| Base Damage (Breakdown): 30 + WR > 50 (Assist) > 15 + HP WR |
Opponent Assist (Comrade's Vow): ??? |
EX Force (Breakdown): 30 > 30 |
| A basic wall rush combo. Call Kuja assist after Twin Swords has wall rushed. |
|
|
HP starter, Wall Rush Ground
|
Earthquake > WR > AST BRV > AC > Flare
|
83 + HP WR (x2)
|
66
|
|
| Base Damage (Breakdown): 18 + HP WR > 50 (Assist) > 15 + HP WR |
Opponent Assist (Comrade's Vow): ??? |
EX Force (Breakdown): 36 > 30 |
| Grounded HP mixup against blocks or poorly placed whiffs. Needs wall rush to start a combo, but Earthquake has high knockback to help with it. |
|
|
HP starter Ground
|
Tsunami > AST BRV > AC > Flare
|
77 + HP WR
|
111
|
|
| Base Damage (Breakdown): 12 > 50 (Assist) > 15 + HP WR |
Opponent Assist (Comrade's Vow): ??? |
EX Force (Breakdown): 96 > 15 |
| Tsunami can catch ground dodges and blocks a bit easier than Earthquake, and it doesn't require a wall rush. Once Tsunami has dealt HP damage, the opponent will fly upwards a little bit. Call Kuja assist when the opponent is about to stop moving upwards. |
|
|
HP starter, Wall Rush Air
|
Flare > WR > AST BRV > AC > Twist Drill
|
95 + HP WR
|
120
|
|
| Base Damage (Breakdown): 15 + HP WR > 50 (Assist) > 30 |
Opponent Assist (Comrade's Vow): ??? |
EX Force (Breakdown): 30 > 90 |
| Just like other wall rush starters, Garland can follow up with Kuja assist. Garland can go for another Flare after Kuja, but the reward won't be very good if base bravery doesn't fully recover. Instead, Twist Drill can help deal more bravery damage and fill EX gauge faster. This is a concept that Garland's core combos will capitalize on greatly. |
|
|
Core Combos (Kuja AST)
![]()
◆ Core Combos
Core combos balance potency with consistency.
- They work against most characters in the game
- May require adjustments due to position, assist, resources or builds
- May require combo fillers during assist
- May require different combo enders from basic combos
- Are expected to be consistently performable by most intermediate and advanced players who main the character
Because Chain Cast > Twist Drill is a consistent strong combo for Garland, it will be usually listed as a combo ender in this section. Flare is also okay for HP damage specifically, and is great after a bravery break.
| Condition
|
Combo
|
Base Damage
|
EX
|
Notes
|
|
Gap closer / Punish starter Ground
|
Lance Charge > WR > Kuja > DC > Bardiche > DC > Bardiche > DC > AC > Flare
|
152 + HP & WR
|
45
|
Video
|
| Base Damage (Breakdown): 30 + WR > 47 (Assist) > 30 + WR > 30 + WR > 15 + HP WR |
Opponent Assist (Comrade's Vow): ??? |
EX Force (Breakdown): 30 > 0 > 0 > 15 |
| Staple high power assist combo, with a staple HP ender instead of another dodge cancel combo. |
|
|
Gap closer / Punish starter Ground
|
Lance Charge > WR > AST BRV > DC > Bardiche > DC > Bardiche > DC > AC Twist Drill
|
167
|
120
|
Video
|
| Base Damage (Breakdown): 30 + WR > 47 AST > 30 + WR + 30 + WR, 30 |
Opponent Assist (Comrade's Vow): ??? |
EX Force (Breakdown): 30 > 0 > 0 > 90 |
| Basic Twist Drill ender. |
|
|
Gap closer / Punish starter Ground
|
Lance Charge > WR > AST BRV > DC > Bardiche > DC > Bardiche > DC > AC Chain Cast > DC > Twist Drill
|
182 + WR
|
210
|
Video
|
| Base Damage (Breakdown): 30 + WR > 47 (Assist) > 30 + WR + 30 + WR > 15 > 30 |
Opponent Assist (Comrade's Vow): ??? |
EX Force (Breakdown): 30 > 0 > 0 > 90 > 90 |
| Staple high power assist combo. Since Lance Charge can stagger blocks, this combo can inflict critical hits frequently. Second Bardiche during assist may not wall rush depending on when it hits. |
|
|
Poke starter Ground
|
Highbringer 1st hit (High) > AST BRV > AC Chain Cast > DC Twist Drill
|
100
|
198
|
Video
|
| Base Damage (Breakdown): 5 > 50 (Assist) > 15 > 30 |
Opponent Assist (Comrade's Vow): ??? |
EX Force (Breakdown): 18 > 90 > 90 |
|
|
Poke starter Ground, wall
|
Highbringer 2nd hit (High) > WR > AST BRV > DC > AC > Chain Cast > DC > Twist Drill
|
119 + WR
|
210
|
Video
|
| Base Damage (Breakdown): 24 + WR > 50 (Assist) > 15 > 30 |
Opponent Assist (Comrade's Vow): ??? |
EX Force (Breakdown): 30 > 90 > 90 |
|
|
Poke starter Ground
|
Highbringer 1st hit (low) > DC > AST BRV > AC > Chain Cast > DC Twist Drill
|
100
|
198
|
Video
|
| Base Damage (Breakdown): 5 > 50 (Assist) > 15 > 30 |
Opponent Assist (Comrade's Vow): ??? |
EX Force (Breakdown): 18 > 90 > 90 |
|
|
Punish starter Ground
|
Round Edge 3rd hit (Long) > AST BRV > AC > Chain Cast > DC > Twist Drill
|
119
|
210
|
Video
|
| Base Damage (Breakdown): 24 > 50 (Assist) > 15 > 30 |
Opponent Assist (Comrade's Vow): ??? |
EX Force (Breakdown): 30 > 90 > 90 |
| No wall rush. |
|
|
Punish starter Ground, wall
|
Round Edge 3rd hit (Short) > WR > AST BRV > AC > Chain Cast > DC > Twist Drill
|
140 + WR
|
210
|
Video
|
| Base Damage (Breakdown): 45 + WR 50 (Assist) > 15 > 30 |
Opponent Assist (Comrade's Vow): ??? |
EX Force (Breakdown): 30 > 90 > 90 |
|
|
Poke starter Ground
|
Deathblow > move > jump > Twist Drill 1st > AST BRV > AC Chain Cast > DC > Twist Drill
|
126
|
270
|
Video
|
| Base Damage (Breakdown): 15 > 16 > 50 (Assist) > 15 > 30 |
Opponent Assist (Comrade's Vow): ??? |
EX Force (Breakdown): 60 > 30 > 90 > 90 |
| Easier, lower damage assist conversion without dodge cancel or empty chase. |
|
|
Poke starter Ground
|
Deathblow > move > jump > Twist Drill 2nd > Empty Chase > AST BRV > AC Chain Cast > DC > Twist Drill
|
140
|
330
|
Video
|
| Base Damage (Breakdown): 15 > 30 > 50 (Assist) > 15 > 30 |
Opponent Assist (Comrade's Vow): ??? |
EX Force (Breakdown): 60 > 90 > 90 > 90 |
| Empty chase version. Both empty chase and the assist call afterwards must be performed as soon as possible. Tricky to time, but will absorb all EX Force on the field. Can use Auto Chase support ability to help with timing. |
|
|
|
|
Gap closer Airborne, wall
|
Twin Swords > WR > AST BRV > DC > Twist Drill 1st > DC > AC > Chain Cast > DC > Twist Drill
|
141~ + WR
|
240
|
Video
|
| Base Damage (Breakdown): 30 + WR > 50 (Assist) + 16 > 15 > 30 |
Opponent Assist (Comrade's Vow): ??? |
EX Force (Breakdown): 30 > 30 > 90 > 90 |
|
|
Poke / punish starter Airborne
|
Bardiche > WR Kuja > DC > Bardiche > DC > Bardiche > DC > AC > Chain Cast > DC > Twist Drill
|
182 + WR
|
180
|
Video
|
| Base Damage (Breakdown): 30 + WR > 47 (Assist) + 30 + WR + 30 + WR > 15 > 30 |
Opponent Assist (Comrade's Vow): ??? |
EX Force (Breakdown): 0 > 0 > 0 > 90 > 90 |
| Garland's highest damaging, iconic soul crushing assist combo. Second Bardiche during assist may not wall rush depending on when it hits. If wall rushed from afar, Garland usually has time for only one Bardiche instead of two. |
|
|
Poke / punish starter Airborne
|
Bardiche > WR > Kuja > DC > Bardiche > DC > Bardiche > DC > AC > Flare
|
152 + BRV & HP WR
|
30
|
Video
|
| Base Damage (Breakdown): 30 + WR > 47 (Assist) + 30 + WR + 30 + WR > 15 + HP WR |
Opponent Assist (Comrade's Vow): ??? |
EX Force (Breakdown): 0 > 0 > 0 > 30 |
| HP conversion. |
|
|
Punish starter Airborne
|
Chain Cast > DC > AST BRV > AC > Flare
|
80 + HP WR
|
120
|
Video
|
| Base Damage (Breakdown): 15 > 50 (Assist) > 15 + HP WR |
Opponent Assist (Comrade's Vow): ??? |
EX Force (Breakdown): 30 > 90 |
| Early assist conversion. |
|
|
HP starter, Wall Rush Ground
|
Earthquake > WR > AST BRV > AC > Chain Cast > DC > Twist Drill
|
113 + HP WR
|
216
|
Video
|
| Base Damage (Breakdown): 18 + HP WR > 50 (Assist) > 15 > 30 |
Opponent Assist (Comrade's Vow): ??? |
EX Force (Breakdown): 36 > 90 > 90 |
| Grounded HP wall rush conversion. Nothing fancy, but good reward when mixed up appropriately. |
|
|
HP starter Ground
|
Tsunami > AST BRV > AC > Chain Cast > DC > Twist Drill
|
107
|
276
|
Video
|
| Base Damage (Breakdown): 12 + HP > 50 (Assist) > 15 > 30 |
Opponent Assist (Comrade's Vow): ??? |
EX Force (Breakdown): 96 > 90 > 90 |
| Another grounded HP conversion. Less damage than Earthquake, but works better as a dodge punisher. Still functional as a mixup too. |
|
|
HP starter, Wall Rush Ground
|
Flare > WR > AST BRV > AC > Chain Cast > DC > Twist Drill
|
110 + HP WR
|
210
|
Video
|
| Base Damage (Breakdown): 15 + HP WR > 50 (Assist) > 15 > 30 |
Opponent Assist (Comrade's Vow): ??? |
EX Force (Breakdown): 30 > 90 > 90 |
|
|
| HP starter
|
Cyclone > AST BRV > AC > Chain Cast > DC Twist Drill
|
91~95 + HP
|
240
|
Video
|
| Base Damage (Breakdown): HP > 50 (Assist) > 15 > 26-30 |
Opponent Assist (Comrade's Vow): ??? |
EX Force (Breakdown): 60 > 90 > 90 |
| Good if the opponent fails to counter Cyclone, or otherwise gets hit by it. |
|
|
Specialized Combos (Kuja AST)
![]()
◆ Specialized Combos
Specialized combos are advanced routes which require more knowledge and awareness, but offer advantages over core combos.
- Can have any number or combination of requirements and conditions; Character, position, resource, or specific situation
- Offers some advantage over core combos; Damage, wall carry, meter gain, more lenient positioning, safety against LV2 Assist Change etc.
- Might not necessarily be harder than core combos, but require more specific circumstances and knowledge to execute
| Condition
|
Combo
|
Base Damage
|
EX
|
Notes
|
|
Punish starter Ground, wall
|
Round Edge (Long) > AST BRV > Empty Chase > AC > Chain Cast > DC > Twist Drill
|
140
|
270
|
Video
|
| Base Damage (Breakdown): 45 > 50 (Assist) > 15 > 30 |
Opponent Assist (Comrade's Vow): ??? |
EX Force (Breakdown): 90 > 90 > 90 |
| More EX. Works when knocked towards wall or corner. |
|
|
Poke starter Ground, wall
|
Highbringer 2nd hit (low) > DC > AST BRV > AC > Chain Cast > DC > Twist Drill
|
119
|
270
|
Video
|
| Base Damage (Breakdown): 24 > 50 (Assist) > 15 > 30 |
Opponent Assist (Comrade's Vow): ??? |
EX Force (Breakdown): 90 > 90 > 90 |
|
|
References
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