Cecil Harvey (Dissidia 012): Difference between revisions

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== Overview ==
== Overview ==


Cecil Harvey is a playable character in Dissidia 012.
Cecil Harvey is a close / mid-range character who functions with two different movesets - Dark Knight and Paladin. Due to the risky nature of changing jobs and their distinct strengths, it is often recommended to focus on one job over the other. Cecil can whiff punish effectively from a variety of angles, has decent assist synergy and bravery damage output.  


=== Bravery Moves ===
However he struggles to generate assist meter on whiff due to long start-ups, animation length and late cancel opportunities. EX generation is good for Paladin, but weaker in Dark Knight. With less than ideal speed and tracking, limited effective angles, difficulties staying safe and keeping up in meter economy, Cecil often takes relatively high risks for a lower return.


==== Grounded Moves ====
His arguably safer repertoire is restricted to ground (Dark Knight), which also does not often force his opponents to play into his strengths.
 
Cecil has been primarily a bottom tier character, with some hope for low tier status. Temper your expectations and you may discover a fun character for yourself.
 
Build styles:
* Side by Side (Dark Knight)
* EX (Paladin)
 
== Bravery Moves ==
 
=== Ground (Dark Knight) ===
<tabber>
|-|Valiant Blow=
{{AbilityInfo
|damage=10,10,20 (40)
|startup=15F
|type=Physical
|priority=Melee Low
|ex=30
|effect=Wall rush
|cp=20 (10)
}}
''[Close] Jab foe with blade. Can send foe flying.''
 
|-|Dark Cannon=
{{AbilityInfo
|damage=1x4, 2x4, 3 (15)
|startup=41F
|type=Magical
|priority=Ranged Low (forward), Ranged Mid (backward)
|ex=each 3
|effect=Block (Ranged Low)
|cp=20 (10)
}}
''[Long] Draw foe with projectile. Good start for other combos.''
 
|-|Shadow Lance=
{{AbilityInfo
|damage=8, 7x6 (50)
|startup=35F
|type=Physical
|priority=Melee High (close), Ranged Low (far)
|ex=~20
|effect=Wall rush
|cp=20 (10)
}}
''[Mid] Throw weapon. Major damage if lands near opponent.''
 
</tabber>
 
 
=== Aerial (Dark Knight) ===
<tabber>
|-|Gravity Ball=
{{AbilityInfo
|damage=7, 2x4 (15)
|startup=37F
|type=Magical
|priority=Ranged Low
|ex=0
|effect=
|cp=
}}
''[Mid] Fire off gravity ball. Good start for ground attacks.''
 
|-|Nightfall=
{{AbilityInfo
|damage=1 each, 24 (25+)
|startup=37F
|type=Physical
|priority=Melee Low (falling), Ranged Mid (landing)
|ex=60+
|effect=Chase
|cp=20 (10)
}}
''[Close] High-speed dive. Useful for quick descents.''
 
|-|Paladin Arts=
{{AbilityInfo
|damage=7, 2x4, 3x5 (30)
|startup=37F
|type=Magical
|priority=Ranged Low
|ex=0
|effect=Job change
|cp=20 (10)
}}
''[Mid] Change job to Paladin during combo.''
 
</tabber>


===== insert move here =====
===== insert move here =====

Revision as of 11:04, 7 October 2023


Info
Name Cecil Harvey (セシル・ハーヴィ)
Original game Final Fantasy IV
Base ATK (LV100)
Base DEF (LV100)
Run Speed 9 (Dark Knight, Slow) / 5 (Paladin, Above Average)
Dash Speed 81 (Dark Knight, Below Average) / 77 (Paladin, Average / Good)
Fall Speed 81 (Dark Knight, Average) / 89 (Paladin, Below Average)
Fall Speed Ratio After Dodge 39 (Dark Knight, Average) / 40 (Paladin, Average)
Fastest BRV
Fastest HP
1-Hit HP
HP Links
Command Block
Weapon Axes, Greatswords, Swords
Armor Gauntlets, Heavy Armor, Helms, Light Armor, Shields
Exclusive weapons Dark Sword, Mythgraven Blade, Lustrous Sword, Lightbringer, Cimmerian Edge
Unlock
Alignment
Voice Actor (JP)
Voice Actor (ENG)


Strengths Weaknesses


Overview

Cecil Harvey is a close / mid-range character who functions with two different movesets - Dark Knight and Paladin. Due to the risky nature of changing jobs and their distinct strengths, it is often recommended to focus on one job over the other. Cecil can whiff punish effectively from a variety of angles, has decent assist synergy and bravery damage output.

However he struggles to generate assist meter on whiff due to long start-ups, animation length and late cancel opportunities. EX generation is good for Paladin, but weaker in Dark Knight. With less than ideal speed and tracking, limited effective angles, difficulties staying safe and keeping up in meter economy, Cecil often takes relatively high risks for a lower return.

His arguably safer repertoire is restricted to ground (Dark Knight), which also does not often force his opponents to play into his strengths.

Cecil has been primarily a bottom tier character, with some hope for low tier status. Temper your expectations and you may discover a fun character for yourself.

Build styles:

  • Side by Side (Dark Knight)
  • EX (Paladin)

Bravery Moves

Ground (Dark Knight)

Base Damage 10,10,20 (40)
Startup Frame 15F
Damage Type Physical
Priority Melee Low
EX Force 30
Effects Wall rush
Cancels
Assist Gain (Hit)
CP (Mastered) 20 (10)
Unlocked at
level
Mastered at
AP


[Close] Jab foe with blade. Can send foe flying.

Base Damage 1x4, 2x4, 3 (15)
Startup Frame 41F
Damage Type Magical
Priority Ranged Low (forward), Ranged Mid (backward)
EX Force each 3
Effects Block (Ranged Low)
Cancels
Assist Gain (Hit)
CP (Mastered) 20 (10)
Unlocked at
level
Mastered at
AP


[Long] Draw foe with projectile. Good start for other combos.

Base Damage 8, 7x6 (50)
Startup Frame 35F
Damage Type Physical
Priority Melee High (close), Ranged Low (far)
EX Force ~20
Effects Wall rush
Cancels
Assist Gain (Hit)
CP (Mastered) 20 (10)
Unlocked at
level
Mastered at
AP


[Mid] Throw weapon. Major damage if lands near opponent.


Aerial (Dark Knight)

Base Damage 7, 2x4 (15)
Startup Frame 37F
Damage Type Magical
Priority Ranged Low
EX Force 0
Effects
Cancels
Assist Gain (Hit)
CP (Mastered)
Unlocked at
level
Mastered at
AP


[Mid] Fire off gravity ball. Good start for ground attacks.

Base Damage 1 each, 24 (25+)
Startup Frame 37F
Damage Type Physical
Priority Melee Low (falling), Ranged Mid (landing)
EX Force 60+
Effects Chase
Cancels
Assist Gain (Hit)
CP (Mastered) 20 (10)
Unlocked at
level
Mastered at
AP


[Close] High-speed dive. Useful for quick descents.

Base Damage 7, 2x4, 3x5 (30)
Startup Frame 37F
Damage Type Magical
Priority Ranged Low
EX Force 0
Effects Job change
Cancels
Assist Gain (Hit)
CP (Mastered) 20 (10)
Unlocked at
level
Mastered at
AP


[Mid] Change job to Paladin during combo.

insert move here
Base Damage
Startup Frame
Damage Type
Priority
EX Force
Effects
Cancels
Assist Gain (Hit)
CP (Mastered)
Unlocked at
level
Mastered at
AP


In-game description here.

Overview of the move here.

BRV to HP Attack (if exists)

insert move here

EX Mode: Job Augment

Effects:

  • Regen
  • Critical Boost
  • Proteus
  • Inner Strength

Proteus

[Activate with R + Square] Bridles light and darkness to instantly change jobs without attacking.

Inner Strength

[Always active while in EX Mode] Each is 1.5 times as powerful.

EX Burst: Soul Shift

A chain of attacks combining the power of light and darkness. Enter the commands that appear on both sides of the screen at the same time.

Damage multiplier (initial) Damage multiplier (rest) Type
6,9 (15, DK) 15 (PA), 25 (DK), 7x2 (DK), 30 (PA) (99 total) Both