|gametext=[Mid] Swift slicing with linked weapons. <br>Can close in on foe. Cancel attack with EX Charge.
|gametext=[Mid] Swift slicing with linked weapons. <br>Can close in on foe. Cancel attack with EX Charge.
}}
}}
Sentence is a two-stage combo attack with decent {{keyword|knockback|knockback=1}}. It's intended to keep opponents away, and it's fast enough to be barely unreactable by itself. Unfortunately Gabranth relies on attack timing as his primary {{keyword|mixups|mixup=1}}, so Sentence may not always hit against vigilant opponents. If Gabranth connects Sentence, he can call assist after the first part. This can buy time for EX Charge or let Gabranth confirm an assist combo into EX mode immediately.
If Gabranth finishes Sentence, he can cancel the {{keyword|recovery|recovery=1}} into EX Charge to fill EX gauge faster.
The grounded version makes Gabranth airborne. It can be used more reliably as a post-block {{keyword|punish|punish=1}} compared to Lunge, but it also doesn't create as much space for Gabranth, which he needs in base form. Sentence can be {{keyword|dodge cancelled|dc=1}} if it misses, but it has enough recovery to make Gabranth vulnerable to {{keyword|whiff punishes|whiffpunish=1}} and dodge punish situations.
|-|Lunge=
|-|Lunge=
{{AbilityInfo
{{AbilityInfo
|damage=20
|damage='''20'''
|startup=23F
|startup=23F
|type=Physical
|type=Physical
Line 156:
Line 162:
}}
}}
Lunge is Gabranth's slower grounded keepout tool. It is commonly used after staggering opponent with a block, but the {{keyword|active|active=1}} frames can power through Ranged Low priority attacks as well. Lunge has higher {{keyword|knockback|knockback=1}} compared to Sentence, which can be {{keyword|cancelled|cancel=1}} into EX Charge. This means Lunge provides better advantage for Gabranth's EX Charge, as it creates more distance for his opponent on hit. Its slower {{keyword|startup|startup=1}} is easier for opponents to react to, so Gabranth has to be careful when using Lunge. Gabranth cannot {{keyword|confirm|confirm=1}} an assist combo with Lunge in the same way as Sentence, so this move has less damage potential overall.
If Gabranth uses Lunge while '''[[Lock_Off|locked off]]''', he will move in the direction he is facing.
</tabber>
</tabber>
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|-|Sentence (midair)=
|-|Sentence (midair)=
{{AbilityInfo
{{AbilityInfo
|damage=5, 2, 2, 6 (14)
|damage='''14''' (5, 2, 2, 6)
|startup=19F
|startup=19F
|type=Physical
|type=Physical
Line 180:
Line 189:
}}
}}
Midair Sentence is practically identical with the ground version. But since it's an aerial attack, Gabranth can use this move more freely while defending in base form. It's the closest base Gabranth has to an aerial {{keyword|poke|poke=1}}, but it's relatively slow. This version can still combo into assists and it has rather short knockback. If Gabranth finishes Sentence, he can {{keyword|cancel|cancel=1}} it into EX Charge.
As this is Gabranth's faster air bravery, he can catch opponents trying to react to his other bravery Circle of Judgment. Attack timing is key, because Gabranth has no offensive {{keyword|mixups|mixup=1}} in base form outside of delayed timing.
|-|Circle of Judgment=
|-|Circle of Judgment=
{{AbilityInfo
{{AbilityInfo
|damage=1, 1, 18 (20)
|damage='''20''' (1, 1, 18)
|startup=23F
|startup=23F
|type=Physical
|type=Physical
Line 198:
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|gametext=[Mid] Spin; create vacuum wave. <br>Cancel attack with EX Charge.
|gametext=[Mid] Spin; create vacuum wave. <br>Cancel attack with EX Charge.
}}
}}
Circle of Judgment is the midair equivalent of Lunge. It has long {{keyword|active|active=1}} frames and slower {{keyword|startup|startup=1}}, but pushes opponents much further on hit. As with other Therefore it is more advantageous for Gabranth as a keepout move, but it is also easier to react to. Circle of Judgment still has a decent amount of {{keyword|recovery|recovery=1}} before it can be {{keyword|dodge cancelled|dc=1}}, so caution is still advised.
Circle of Judgment pulls nearby opponents in, which increases its overall range. Gabranth can also move with analog stick {{pspana}} during the spinning motion. All these factors help Gabranth in {{keyword|whiff punish|whiffpunish=1}} in the air. Because of manual movement, Circle of Judgment can hit shallow and miss early hits, or the last hit with pushback. This is both a good thing and a bad thing; A shallow hit lets Gabranth combo into Jecht assist for more EX charging. But it also means Gabranth can lose a bit of damage if used from a distance, though the base damage is not particularly high.
If the opponent is near a wall, Circle of Judgment can start an assist combo. The wall reduces the move's knockback, which lets assists follow up. This is not a common position for Gabranth in base form due to his usual strategy of defending for EX gauge, but it can work as a situational combo for more EX.
A lengthy, grounded combo with a quick {{keyword|startup.|startup=1}} Enrage is used as a {{keyword|punish|punish=1}} tool and occasionally to approach. Dodge punishment, punishing blocks and {{keyword|whiffs|whiff=1}} are all feasible thanks to its reach and fast startup. Enrage is fast enough to be unreactable on startup, which lets Gabranth attempt {{keyword|mixups|mixup=1}} with Relentless Lunge if the opponent is trying to fight in close-range.
Enrage has the highest base damage out of Gabranth's braveries. Each follow-up must be done manually with Circle {{pspcir}}. Up to four follow-ups can be done, even if Gabranth misses. This makes Enrage safer to use in {{keyword|neutral|neutral=1}}, and it also makes {{keyword|hit confirming|hitconfirm=1}} assist combos more consistent. Enrage also has high knockback, which can wall rush for assist combos as well.
The first slashes move Gabranth forward, which has good reach. Afterwards Gabranth moves very little with subsequent follow-ups. If Gabranth is almost out of EX gauge, he can delay Enrage follow-ups to extend his EX mode and regenerate more health.
Gabranth usually fights in the air, so Enrage may not see much use in large stages. However, he can still end combos with it by using assists that knock down in the air, such as Jecht and Yuna.
|-|Aero (ground)=
|-|Aero (ground)=
{{AbilityInfo
{{AbilityInfo
|damage=15
|damage='''15'''
|startup=31F
|startup=31F
|type=Magical
|type=Magical
Line 242:
Line 267:
}}
}}
Aero is lingering projectile that moves towards opponent for ~5.5 seconds on average. The grounded version is not used often, but it shares traits with the aerial version. Gabranth becomes airborne when using Aero. It can be {{keyword|dodge cancelled|dc=1}} relatively early and it usually leads to chase on hit. If Aero connects, it will vanish.
Due to its Ranged Low priority, Aero does not occupy space effectively, since it loses to blocks, dashes and melee attacks. It also has fairly low reward on hit. As a result, Aero takes a more niche role as a passive defensive tool for building assist gauge. It is weak to {{keyword|rushdown|rushdown=1}}, but it's also safe against {{keyword|assist punishes|assistpunish=1}} due to its short recovery and coverage in front of Gabranth.
Generally speaking, Aero cannot pass through physical walls. If Gabranth uses Aero right in front of a wall, the projectile will not appear. If Aero is {{keyword|active|active=1}} and bumps into a wall, it may attempt to move along the wall. Whenever Aero is in the air, it will attempt to move towards opponent, including off the ledge. Aero can clip into Crystal World's platforms this way. Aero can also destroy weaker stage elements, like World of Darkness pillars or Ultimecia Castle's wooden platforms.
|-|Relentless Lunge=
|-|Relentless Lunge=
{{AbilityInfo
{{AbilityInfo
|damage=6, 9, 20 (35)
|damage='''35''' (6, 9, 20)
|startup=21F
|startup=21F
|type=Physical
|type=Physical
Line 260:
Line 290:
|gametext=[Mid] Charge up to 3 times <br>by pressing button.
|gametext=[Mid] Charge up to 3 times <br>by pressing button.
}}
}}
Relentless Lunge is a mid priority gap closer. Gabranth will lunge towards opponent, and follow up with two more lunges to knock opponents away. Both follow-ups must be done manually with Circle {{pspcir}}, and they can be done even if Gabranth misses with each hit. This move has a decent horizontal {{keyword|hitbox|hitbox=1}}, and Gabranth will automatically aim towards opponent with each subsequent lunge. As a melee mid priority move, Relentless Lunge can stagger regular blocks and beat low priority {{keyword|pokes|poke=1}}. Therefore it can be used to threaten space on the ground and punish grounded dodges.
On hit, Gabranth can use the first two lunges to do an assist combo. The third lunge leads to chase, where Gabranth can quickly grab the 90 EX he generated and go for another {{keyword|mixup|mixup=1}}. Relentless Lunge does not {{keyword|anti-air|anti-air=1}} well, and keeps Gabranth on the ground for the whole attack. If Gabranth does this move against a ledge, he cannot move in that direction. Gabranth often fights in the air, so Relentless Lunge won't always see use in competitive play. It is serviceable as a mixup option along with Enrage, but Gabranth won't get many opportunities to enforce this.
If Gabranth uses Relentless Lunge while locked off, he will move in the direction he is facing.
|-|Gaia Breach=
|-|Gaia Breach=
{{AbilityInfo
{{AbilityInfo
|damage=10, 10 (20)
|damage='''20''' (10, 10)
|startup=31F
|startup=31F
|type=Magical
|type=Magical
Line 279:
Line 315:
|gametext=[Long] Send column of flame along ground. <br>Homes in on foe.
|gametext=[Long] Send column of flame along ground. <br>Homes in on foe.
}}
}}
Gaia Breach is Gabranth's midrange projectile. It comes out fairly fast for a projectile, and it travels quickly as well. It is useful for punishing landing lag and dodges on the ground. On hit, Gabranth can go for chase {{keyword|mixups|mixup=1}} or {{keyword|dodge cancel|dc=1}} to do an assist combo.
The projectile is low priority, so it can blocked or dashed through. Gabranth has decent horizontal {{keyword|tracking|tracking=1}} during {{keyword|startup|startup=1}}, and the projectile tracks very slightly while its moving. Its relatively tall {{keyword|hitbox|hitbox=1}} can {{keyword|anti-air|anti-air=1}} opponents.
Gabranth's strategy often involves using his close-range attacks instead of {{keyword|zoning|zoning=1}} against opponents. Opponents often choose to retreat when Gabranth is in EX mode, so Gabranth may not get as many opportunities to use this move offensively either. Therefore Gaia Breach can function as a secondary grounded poke.
</tabber>
</tabber>
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|-|Dual Rend=
|-|Dual Rend=
{{AbilityInfo
{{AbilityInfo
|damage=10, 10, 10 (30)
|damage='''30''' (10, 10, 10)
|startup=15F
|startup=15F
|type=Physical
|type=Physical
Line 304:
Line 346:
}}
}}
Dual Rend is Gabranth's main air {{keyword|poke|poke=1}}. It's fast, {{keyword|recovers|recovery=1}} quickly and deals good damage on hit. This is a good move as a general-purpose tool for approaching, and {{keyword|punishing|punish=1}} blocks, {{keyword|whiffs|whiff=1}} or even dodges. It has decent vertical {{keyword|tracking|tracking=1}} with both hits, moreso the first.
Dual Rend's actionable recovery isn't long for a poke, but Gabranth always performs both slashes. That makes it a bit more committal compared to {{012wol}}'s Dayflash or {{012tid}}'s Hop Step. Dual Rend can wall rush, but this is the primary way Gabranth can {{keyword|convert|conversion=1}} this to HP damage.
Rupture is a vertical lunging move. Its fast, travels at a diagonal angle and wall rushes. The dive's direction depends on where the opponent is in relation to Gabranth; If opponent is above Gabranth, he will go up. If opponent is below Gabranth, he will go down.
Similar to {{012cec}}'s Sacred Cross, Gabranth moves forward slightly before performing the dive. The longer animation makes it more dangerous to {{keyword|whiff|whiff=1}}, but it's quite strong as an {{keyword|air-to-ground|air-to-ground=1}} {{keyword|punish|punish=1}} tool. Just like Dual Rend, Gabranth always finishes the whole attack, and he needs wall rush and assist to get HP damage out of it.
If Gabranth uses Rupture while locked off, he will move in the direction he is facing. The vertical direction still depends on opponent's height as it normally would.
|-|Aero (midair)=
|-|Aero (midair)=
{{AbilityInfo
{{AbilityInfo
|damage=15
|damage='''15'''
|startup=31F
|startup=31F
|type=Magical
|type=Magical
Line 342:
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|gametext=[Long] Generate tornado. <br>Slow speed, long duration.
|gametext=[Long] Generate tornado. <br>Slow speed, long duration.
}}
}}
Aero's midair version is functionally very similar to the ground version. It follows the opponent for roughly 5.5 seconds and leads to chase. As an aerial move, Gabranth has more opportunities to use this as a passive defensive tool for building assist gauge. The {{keyword|recovery|recovery=1}} is relatively short and spawns quickly in front of Gabranth. That makes it pretty safe to use in {{keyword|neutral|neutral=1}} at midrange, since it cannot be assist punished. It is still ranged low priority though, so Gabranth can make himself vulnerable to offense if used predictably.
Gabranth usually equips Vortex of Judgment and Dual Rend for close-range. The problem with Aero is that its lackluster space control against {{keyword|rushdown|rushdown=1}} and strict requirements for follow-ups make it less consistent in competitive play. It has decent {{keyword|hit stun|hitstun=1}}, but Gabranth cannot make use of it without walls and assist. As a result, Aero is not a clear cut recommendation for Gabranth's third midair EX mode bravery.
Aero's knockback depends on the camera angle. <ref>[https://www.youtube.com/watch?v=qUjhcyM5FwY Aero knockback depends on camera angle.]</ref> Gabranth can use this to route his assist combos near walls and ceilings.
|-|Vortex of Judgment=
|-|Vortex of Judgment=
{{AbilityInfo
{{AbilityInfo
|damage=3 x 3, 3 x 3, 3, 3, 6 (30)
|damage='''30''' (3 x 3, 3 x 3, 3, 3, 6)
|startup=23F
|startup=23F
|type=Physical
|type=Physical
Line 361:
Line 418:
}}
}}
Vortex of Judgment is one of Gabranth's most important braveries. It's a three-stage spinning attack with good base damage, EX gain and melee mid priority. That means Gabranth can punish opponents for blocking, and contest lower priority pokes. This is Gabranth's primary {{keyword|mixup|mixup=1}} in the air in conjunction with Dual Rend and HP attacks. Gabranth can complete this attack with Circle {{pspcir}} inputs even if it misses. It can be delayed for pressure, and {{keyword|hit confirmed|hitconfirm=1}} for assist combos. Similar to Circle of Judgment, this move can pull in nearby opponents, increasing its reach. The last hit leads to chase, which Gabranth can use to enforce more mixups. Since initiating chase grabs all EX force on the field, Gabranth can also extend his EX mode duration whenever this hits. Gabranth relies heavily on his EX mode, so he is more inclined to go for chase compared to other characters.
Vortex of Judgment can block Ranged Low attacks for majority of the animation. [https://www.youtube.com/watch?v=VzeDzz2oIiE?feature=shared&t=39 '''(Video)''']
This move occupies a decent amount of space around Gabranth, but it won't do much against opponents who are playing passively at a distance. It is only when the opponent chooses to engage with Gabranth in close-range where Vortex of Judgment becomes more powerful. Gabranth doesn't move very far even with the manual movement, so it has short lateral reach against dodges.
Vortex of Judgment can block Ranged Low attacks for majority of the animation. <ref>[https://www.youtube.com/watch?v=VzeDzz2oIiE?feature=shared&t=39 Vortex of Judgment blocks Ranged Low attacks]</ref>
Gabranth is a unique character who fills EX Gauge to quickly enter EX Mode. He is one of the weakest characters in the game outside EX Mode with slow movement and below average frame data. He is the only character in the game to have HP attacks that cannot deal HP damage. This forms the crux of his strategy: Build EX gauge with the distinct EX Charge HP attack while fending off the opponent, then unleash EX Mode at will.
Once in EX Mode, Gabranth becomes much stronger. High movement speed, bravery damage and mid priority are all more prominent. The universal benefits of EX have a causative effect too; Gabranth reaps the benefits of added critical hits, health regen and assist gauge depletion more frequently over the course of a match. One of Gabranth's distinct strengths is his ability to survive significantly longer than most characters thanks to the health regen.
Gabranth's reliance on EX demands time and strong defensive fundamentals. He can struggle against effective rushdown due to his floaty air dodges and relatively slow EX gain between interactions. His HP attacks aren't very effective neutral tools against high movement, and mixups aren't best in class even in EX Mode. HP conversions require assist (and often wall rush), which he cannot build very quickly. The relatively short uptime with EX mode also means Gabranth has a small window of opportunity to do what many characters can do without his constraints.
In competitive play, Gabranth has been ranked as a high tier and a mid tier character. Gabranth's matchups are rather volatile; His frequent access to EX mechanics is powerful against some of the best-in-class defense, which makes him very difficult to defeat over time. But he also struggles a lot against best-in-class offense, which can dismantle him quickly. Players who can stand their ground will find a rewarding character with a unique twist on the game's meter economy.
Strengths
Weaknesses
EX Generation is fastest in the game whenever Gabranth can stay still for a few seconds
High survivability against defensive characters thanks to EX mode's health regeneration
High burst damage with EX mode's critical hits, assist and EX Burst
Banish traps help Gabranth charge EX without suffering huge setbacks
Only character who is immune to EX Break's bravery effect
Slow, weak mixups and low damage without EX mode. No offensive HP attacks outside of EX mode or Chase.
Struggles against rushdown without EX mode. Gabranth builds EX slowly when under constant pressure
Reliance on EX mode limits Gabranth's ability to apply pressure and get results
Average HP attacks and mixup potential even in EX mode
Average assist building rate, even in EX mode
Unique Mechanic - EX Charge
Gabranth cannot normally deal HP damage without EX mode. Instead, he can fill EX gauge on demand with a unique EX Charge HP attack. This does not generate EX Force on the field, so opponents cannot grab it and fill their EX gauge. Gabranth's EX gauge fills up whenever he is using this move. Gabranth needs EX mode to unlock his full potential, so using EX Charge is very important to him.
EX Charge has ground and midair versions. The main difference between them is that ground EX Charge takes 5.5 seconds (334F) to fill EX gauge entirely, while aerial EX Charge takes 8.3 seconds (500F).
This is the core of base Gabranth. He stands still while gradually filling EX gauge. Ground version of EX Charge fills the gauge in 5.5 seconds (334 frames). Using this move is the fastest way to reach max EX gauge without EX Cores, so Gabranth should use it whenever possible.
Gabranth is vulnerable to attacks during this state, but the recovery is short. He can cancel it into a dodge, block or another attack, be it EX Charge or bravery. Block and dodge are the fastest options, but both present their own risks to Gabranth. That being said, Gabranth can chain EX Charge (tap input) and dodge together to create more movement without waiting through the recovery animation.
Using EX Charge does not fill assist gauge, but it still prevents it from depleting on its own.
Charge EX Gauge by holding button. Cancelled when you touch the ground.
Unlocked at level 1
Mastered at 150 AP
Aerial version of EX Charge shares some traits with the grounded version, but few things are also different.
Aerial EX Charge fills EX gauge slower. Reaching full gauge from empty takes 8.3 seconds (500 frames).
Gabranth descends slowly during this state.
Aerial EX Charge stops if Gabranth touches the ground. The recovery is the same as releasing the button.
If Gabranth activates EX Mode during this move, he will descend much faster, as per his EX Mode stats.
Just like the ground version, Gabranth can chain EX Charge (tap input) and dodge together to create more movement without waiting through the recovery animation. It doesn't build much EX gauge, but it can make it more difficult for opponents to hit Gabranth when used carefully.
Like the grounded version, EX Charge does not fill assist gauge, but it still prevents it from depleting on its own.
[Mid] Swift slicing with linked weapons. Can close in on foe. Cancel attack with EX Charge.
Unlocked at level 1
Mastered at 90 AP
Sentence is a two-stage combo attack with decent knockback. It's intended to keep opponents away, and it's fast enough to be barely unreactable by itself. Unfortunately Gabranth relies on attack timing as his primary mixups, so Sentence may not always hit against vigilant opponents. If Gabranth connects Sentence, he can call assist after the first part. This can buy time for EX Charge or let Gabranth confirm an assist combo into EX mode immediately.
If Gabranth finishes Sentence, he can cancel the recovery into EX Charge to fill EX gauge faster.
The grounded version makes Gabranth airborne. It can be used more reliably as a post-block punish compared to Lunge, but it also doesn't create as much space for Gabranth, which he needs in base form. Sentence can be dodge cancelled if it misses, but it has enough recovery to make Gabranth vulnerable to whiff punishes and dodge punish situations.
[Mid] Charging attack. Charge follows opponent. Cancel attack with EX Charge.
Unlocked at level 4
Mastered at 90 AP
Lunge is Gabranth's slower grounded keepout tool. It is commonly used after staggering opponent with a block, but the active frames can power through Ranged Low priority attacks as well. Lunge has higher knockback compared to Sentence, which can be cancelled into EX Charge. This means Lunge provides better advantage for Gabranth's EX Charge, as it creates more distance for his opponent on hit. Its slower startup is easier for opponents to react to, so Gabranth has to be careful when using Lunge. Gabranth cannot confirm an assist combo with Lunge in the same way as Sentence, so this move has less damage potential overall.
If Gabranth uses Lunge while locked off, he will move in the direction he is facing.
[Mid] Swift slicing with linked weapons. Can close in on foe. Cancel attack with EX Charge.
Unlocked at level 8
Mastered at 90 AP
Midair Sentence is practically identical with the ground version. But since it's an aerial attack, Gabranth can use this move more freely while defending in base form. It's the closest base Gabranth has to an aerial poke, but it's relatively slow. This version can still combo into assists and it has rather short knockback. If Gabranth finishes Sentence, he can cancel it into EX Charge.
As this is Gabranth's faster air bravery, he can catch opponents trying to react to his other bravery Circle of Judgment. Attack timing is key, because Gabranth has no offensive mixups in base form outside of delayed timing.
[Mid] Spin; create vacuum wave. Cancel attack with EX Charge.
Unlocked at level 1
Mastered at 90 AP
Circle of Judgment is the midair equivalent of Lunge. It has long active frames and slower startup, but pushes opponents much further on hit. As with other Therefore it is more advantageous for Gabranth as a keepout move, but it is also easier to react to. Circle of Judgment still has a decent amount of recovery before it can be dodge cancelled, so caution is still advised.
Circle of Judgment pulls nearby opponents in, which increases its overall range. Gabranth can also move with analog stick during the spinning motion. All these factors help Gabranth in whiff punish in the air. Because of manual movement, Circle of Judgment can hit shallow and miss early hits, or the last hit with pushback. This is both a good thing and a bad thing; A shallow hit lets Gabranth combo into Jecht assist for more EX charging. But it also means Gabranth can lose a bit of damage if used from a distance, though the base damage is not particularly high.
If the opponent is near a wall, Circle of Judgment can start an assist combo. The wall reduces the move's knockback, which lets assists follow up. This is not a common position for Gabranth in base form due to his usual strategy of defending for EX gauge, but it can work as a situational combo for more EX.
[Mid] Quick slash w/shortsword. Slash with each button press.
Unlocked at level 1
Mastered at 90 AP
A lengthy, grounded combo with a quick startup. Enrage is used as a punish tool and occasionally to approach. Dodge punishment, punishing blocks and whiffs are all feasible thanks to its reach and fast startup. Enrage is fast enough to be unreactable on startup, which lets Gabranth attempt mixups with Relentless Lunge if the opponent is trying to fight in close-range.
Enrage has the highest base damage out of Gabranth's braveries. Each follow-up must be done manually with Circle . Up to four follow-ups can be done, even if Gabranth misses. This makes Enrage safer to use in neutral, and it also makes hit confirming assist combos more consistent. Enrage also has high knockback, which can wall rush for assist combos as well.
The first slashes move Gabranth forward, which has good reach. Afterwards Gabranth moves very little with subsequent follow-ups. If Gabranth is almost out of EX gauge, he can delay Enrage follow-ups to extend his EX mode and regenerate more health.
Gabranth usually fights in the air, so Enrage may not see much use in large stages. However, he can still end combos with it by using assists that knock down in the air, such as Jecht and Yuna.
[Long] Generate tornado. Slow speed, long duration.
Unlocked at level 1
Mastered at 90 AP
Aero is lingering projectile that moves towards opponent for ~5.5 seconds on average. The grounded version is not used often, but it shares traits with the aerial version. Gabranth becomes airborne when using Aero. It can be dodge cancelled relatively early and it usually leads to chase on hit. If Aero connects, it will vanish.
Due to its Ranged Low priority, Aero does not occupy space effectively, since it loses to blocks, dashes and melee attacks. It also has fairly low reward on hit. As a result, Aero takes a more niche role as a passive defensive tool for building assist gauge. It is weak to rushdown, but it's also safe against assist punishes due to its short recovery and coverage in front of Gabranth.
Generally speaking, Aero cannot pass through physical walls. If Gabranth uses Aero right in front of a wall, the projectile will not appear. If Aero is active and bumps into a wall, it may attempt to move along the wall. Whenever Aero is in the air, it will attempt to move towards opponent, including off the ledge. Aero can clip into Crystal World's platforms this way. Aero can also destroy weaker stage elements, like World of Darkness pillars or Ultimecia Castle's wooden platforms.
Relentless Lunge is a mid priority gap closer. Gabranth will lunge towards opponent, and follow up with two more lunges to knock opponents away. Both follow-ups must be done manually with Circle , and they can be done even if Gabranth misses with each hit. This move has a decent horizontal hitbox, and Gabranth will automatically aim towards opponent with each subsequent lunge. As a melee mid priority move, Relentless Lunge can stagger regular blocks and beat low priority pokes. Therefore it can be used to threaten space on the ground and punish grounded dodges.
On hit, Gabranth can use the first two lunges to do an assist combo. The third lunge leads to chase, where Gabranth can quickly grab the 90 EX he generated and go for another mixup. Relentless Lunge does not anti-air well, and keeps Gabranth on the ground for the whole attack. If Gabranth does this move against a ledge, he cannot move in that direction. Gabranth often fights in the air, so Relentless Lunge won't always see use in competitive play. It is serviceable as a mixup option along with Enrage, but Gabranth won't get many opportunities to enforce this.
If Gabranth uses Relentless Lunge while locked off, he will move in the direction he is facing.
[Long] Send column of flame along ground. Homes in on foe.
Unlocked at level 16
Mastered at 120 AP
Gaia Breach is Gabranth's midrange projectile. It comes out fairly fast for a projectile, and it travels quickly as well. It is useful for punishing landing lag and dodges on the ground. On hit, Gabranth can go for chase mixups or dodge cancel to do an assist combo.
The projectile is low priority, so it can blocked or dashed through. Gabranth has decent horizontal tracking during startup, and the projectile tracks very slightly while its moving. Its relatively tall hitbox can anti-air opponents.
Gabranth's strategy often involves using his close-range attacks instead of zoning against opponents. Opponents often choose to retreat when Gabranth is in EX mode, so Gabranth may not get as many opportunities to use this move offensively either. Therefore Gaia Breach can function as a secondary grounded poke.
[Mid] Quick slash w/shortsword. Cut long distance in one bound.
Unlocked at level 31
Mastered at 90 AP
Dual Rend is Gabranth's main air poke. It's fast, recovers quickly and deals good damage on hit. This is a good move as a general-purpose tool for approaching, and punishing blocks, whiffs or even dodges. It has decent vertical tracking with both hits, moreso the first.
Dual Rend's actionable recovery isn't long for a poke, but Gabranth always performs both slashes. That makes it a bit more committal compared to Warrior of Light's Dayflash or Tidus's Hop Step. Dual Rend can wall rush, but this is the primary way Gabranth can convert this to HP damage.
[Rise][Dive] Pierce opponent. Direction depends on position.
Unlocked at level 12
Mastered at 90 AP
Rupture (Downward).
Rupture is a vertical lunging move. Its fast, travels at a diagonal angle and wall rushes. The dive's direction depends on where the opponent is in relation to Gabranth; If opponent is above Gabranth, he will go up. If opponent is below Gabranth, he will go down.
Similar to Cecil's Sacred Cross, Gabranth moves forward slightly before performing the dive. The longer animation makes it more dangerous to whiff, but it's quite strong as an air-to-groundpunish tool. Just like Dual Rend, Gabranth always finishes the whole attack, and he needs wall rush and assist to get HP damage out of it.
If Gabranth uses Rupture while locked off, he will move in the direction he is facing. The vertical direction still depends on opponent's height as it normally would.
[Long] Generate tornado. Slow speed, long duration.
Unlocked at level 1
Mastered at 90 AP
Aero's midair version is functionally very similar to the ground version. It follows the opponent for roughly 5.5 seconds and leads to chase. As an aerial move, Gabranth has more opportunities to use this as a passive defensive tool for building assist gauge. The recovery is relatively short and spawns quickly in front of Gabranth. That makes it pretty safe to use in neutral at midrange, since it cannot be assist punished. It is still ranged low priority though, so Gabranth can make himself vulnerable to offense if used predictably.
Gabranth usually equips Vortex of Judgment and Dual Rend for close-range. The problem with Aero is that its lackluster space control against rushdown and strict requirements for follow-ups make it less consistent in competitive play. It has decent hit stun, but Gabranth cannot make use of it without walls and assist. As a result, Aero is not a clear cut recommendation for Gabranth's third midair EX mode bravery.
Aero's knockback depends on the camera angle. [1] Gabranth can use this to route his assist combos near walls and ceilings.
[Mid] Create 3 vacuum waves. Can aim with the analog stick.
Unlocked at level 1
Mastered at 120 AP
Vortex of Judgment is one of Gabranth's most important braveries. It's a three-stage spinning attack with good base damage, EX gain and melee mid priority. That means Gabranth can punish opponents for blocking, and contest lower priority pokes. This is Gabranth's primary mixup in the air in conjunction with Dual Rend and HP attacks. Gabranth can complete this attack with Circle inputs even if it misses. It can be delayed for pressure, and hit confirmed for assist combos. Similar to Circle of Judgment, this move can pull in nearby opponents, increasing its reach. The last hit leads to chase, which Gabranth can use to enforce more mixups. Since initiating chase grabs all EX force on the field, Gabranth can also extend his EX mode duration whenever this hits. Gabranth relies heavily on his EX mode, so he is more inclined to go for chase compared to other characters.
This move occupies a decent amount of space around Gabranth, but it won't do much against opponents who are playing passively at a distance. It is only when the opponent chooses to engage with Gabranth in close-range where Vortex of Judgment becomes more powerful. Gabranth doesn't move very far even with the manual movement, so it has short lateral reach against dodges.
Vortex of Judgment can block Ranged Low attacks for majority of the animation. [2]
[Long] 4 sword shockwaves fly toward foe at high speed.
Unlocked at level 20
Mastered at 120 AP
Much like the ground version, this attack can block Ranged Low attacks when the blades have been fused. [3]
EX Mode: Mist
Effects:
Regen
Critical Boost
Stray's Tenacity
Jamming
Stray's Tenacity
[Always active while in EX Mode] Boosts stats and abilities, and greatly strengthens attacks.
ATK +4
DEF +3
Jamming
[Activates after EX Break] Prevents opponent from gaining stage bravery.
EX Burst: Quickening
Blows embodying wrath itself. Shuffle options with R. Press X to select moves to use.
A consistent method for a successful EX Burst is to press R , then press Cross repeatedly a few times. This can be done three times in a row for a consistent Quickening.