Squall Leonhart (Dissidia 012): Difference between revisions

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(→‎Bravery Attacks: Changed ex mode damage multiplier info position. Adjusted wording with Solid Barrel)
(→‎Aerial: Added info on air braveries.)
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''[Mid] Unleash heel drop. Slow start, fast movement.''
''[Mid] Unleash heel drop. Slow start, fast movement.''
An advancing mid priority attack. Squall can block Ranged Low priority attacks during the startup animation such as {{012lig}}'s Thunder or {{012yuna}}'s Heavenly Strike. Heel Crush works as a callout against these kinds of attacks and because of the mid priority, it will also stagger opponents looking to block Beat Fang. This move can be dodge cancelled somewhat early during the recovery animation, but the lengthy startup gives the opponent time to prepare for a counter attack.
Heel Crush is often used in conjunction with Beat Fang and Fire Barret to create mixups and otherwise create meaningful interactions at close range. It is not mandatory for all matchups.


|-|Beat Fang=
|-|Beat Fang=
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''[Close] Float, then strike down foe. Short reach, but fast.''
''[Close] Float, then strike down foe. Short reach, but fast.''
The defacto Squall bravery. A poke, a great whiff punisher, a flexible combo starter with an occasional guard crossup. Beat Fang shares many characteristics with his ground braveries, such as it's speed, multi-hit attacks with lenient input window and combo potential. But because this is Squall's only quick melee bravery, it is at the heart of his aerial combat.
Beat Fang has a lot of utility. It's fast startup and early dodge cancel window make it great for building assist meter on whiff. The homing movement during startup lets him punish missed attacks with ease. And once it connects, the second upward slash can evade incoming attacks, namely {{012emp}}'s Dreary Cell or assists that were called in an attempt to interrupt Beat Fang. Wall rushing near the ground not only enables a variety of assist followups, but also allows Squall to impose defensive decision making on the opponent and potentially repeat the situation, akin to the [https://glossary.infil.net/?t=Okizeme '''okizeme'''] concept in other fighting games.
There are a few things Squall players should be wary of, however. For one, Squall can only cancel Beat Fang's recovery into an air dodge which reduces ambiguity for the opponent. Despite the tracking during startup, Beat Fang has no hitbox below Squall. This means it can and will miss against dashes, air dodges with fast fall speed and fast runners on the ground such as {{012tid}} and {{012tifa}}. And if Squall commits to the finishing series of blows, he can be easily staggered with a LV2 Assist Change for a punish. Given how much Squall relies on this move, these factors can greatly reduce his hit rate and bravery damage output. Since critical hits are not distributed in a binary "all or nothing" fashion, the damage increase from critical hits can fluctuate greatly.
Regardless, Beat Fang is one of Squall's most important and effective moves. Anything Solid Barrel and Upper Blues could achieve is relegated to it in the air and much of his success hinges on how he can leverage Beat Fang to his advantage.


|-|Mystic Flurry=
|-|Mystic Flurry=
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''[Mid] Magic barrage. Can combo without hitting.''
''[Mid] Magic barrage. Can combo without hitting.''
A barrage of multi hitting low priority projectiles. Mystic Flurry is not commonly prioritized in competitive play. On paper, it has good potential for damage and generating EX Force. However, each projectile is fired somewhat erratically in front of Squall and they do not combo into each other consistently at the end of their duration. Because of this, the projectiles are often positioned unfavorably and not necessarily right in front of Squall. And if one projectile wall rushes on the ground, the remaining projectiles cannot inflict damage without assist.
That creates complications for punishes and combos alike, but Squall's safety is also at risk - He is completely stationary for Mystic Flurry's duration whether he fires all projectiles or not. Coupled with the fact that Ranged Low projectiles lose to attacks, blocks and dashes, Mystic Flurry provides very little reward in proportion to the risk it presents for using it.
Any projectile that does connect on the opponent causes downward knockback on their last hit, which can wall rush. This can be used to combo into assists, but setting up Mystic Flurry can be just as worthwhile for daring players - Squall can pick up opponents stuck in a barrage of hits with Beat Fang or Aerial Circle, but due to Mystic Flurry's inconsistent behavior, this can be difficult to perform or justify.


|-|Fire Barret=
|-|Fire Barret=
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''[Long] Launch multiple fireballs. Normal speed, strong homing.''
''[Long] Launch multiple fireballs. Normal speed, strong homing.''
Three homing fireballs pursue the opponent for a period of time. Fire Barret is often used in conjunction with Beat Fang to build assist meter more efficiently in the air. The range is good for occupying space and creating a potential combo conversion later. Each projectile inflicts a decent amount of hit stun which is difficult to spontaneously react to, but it does allow Squall to combo into other attacks if the player has a good read on the situation. And even if Fire Barret is used up close, the recovery can be cancelled into an attack -usually Beat Fang- for additional damage on hit.
Squall remains stationary for a moment after firing and cannot dodge cancel until the split projectiles begin pursuing in earnest. This can make Squall vulnerable to whiff punishes with an assist when done with a precise timing even if he has Auto Assist Lock On extra ability equipped.
Fire Barret is a staple air bravery for Squall due to it's consistency and relatively low commitment in many situations. It complements his ability to interact in close and mid ranges and can provide opportunities for additional damage from time to time. In a way, it's usage could be likened to a conventional projectile in a traditional 2D fighting game.


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Revision as of 05:05, 3 May 2024


ddff-icon-squall.png

Info
Name Squall Leonhart (スコール・レオンハート)
Original game Final Fantasy VIII
Base ATK (LV100) 109 (Low)
Base DEF (LV100) 111 (Average)
Run Speed 5 (Above Average)
Dash Speed 77 (Average / Good)
Fall Speed 81 (Average)
Fall Speed Ratio After Dodge 38 (Average)
Fastest BRV
Fastest HP
1-Hit HP
HP Links
Command Block
Weapon Swords, Daggers, Katanas, Guns
Armor Shields, Bangles, Hats, Helms, Clothing, Light Armor, Large Shields, and Chestplates
Exclusive weapons Revolver, Twin Lance, Punishment, Lionheart
Unlock
Alignment
Voice Actor (JP)
Voice Actor (ENG)


Strengths Weaknesses


Overview

Squall is a flexible close range character who can engage from further away and approach from a variety of angles. Above average running speed, fast multi-part bravery attacks, strong anti-air, strong combo & meter drain potential and Ranged Low block properties, Squall has a lot going for him.

On the ground, he can hit people outside of their effective range to lead into combos, easily anti-air and catch their dodges as well as play the conventional close range interactions. Air combat is handled with good usage of air movement, single hit HPs and the infamous Beat Fang. Building assist meter is consistent, with fast bravery whiffs and retaliatory HPs when using Side by Side. EX generation is weak in the air, but finishing ground attacks and investing into EX Core absorption with his exclusive weapon can make up the difference. Due to his holding potential, Squall can work with a variety of assists, though HP follow-ups may suffer depending on position and assist choice.

Squall is versatile and relatively easy to use, but he can struggle to punish air dodges effectively against fall fallers such as Kefka or Prishe. Similiarly, fast running speed can make most of his moves whiff effortlessly. On top of that, his primary way of protecting himself after a dodge is clashing with a bravery attack. Combined with his floaty air dodges, the reliance on dodge cancels can put Squall at great risk for any approach attempts.

Squall is a high tier character. Barring a few unfavorable match-ups, his consistency, flexibility and ease of use make him a good pick for new and experienced players alike.

Bravery Attacks

During EX Mode, damage multipliers inside brackets [ ] hit twice instead of once.

Ground

Base damage Startup frame Type Priority EX Force
[3, 3, 5],9 (20) [31] 13F Physical Melee Low 30
Effects CP (Mastered) Cancels Assist Gain (Hit)
Wall Rush 30 (15)
Unlocked at
level
Mastered at
AP


[Close] Leap into the air. Quick launch, easy wall rush.

A quick forward slash with combo potential. Upper Blues is commonly used as a poke, whiff punisher, in combos and to fill assist meter faster with dodge cancels. Due to the forward movement, it is more reliable in catching moving opponents than his other ground braveries. A good bravery to have in most match-ups and builds.

Aerial

Base damage Startup frame Type Priority EX Force
20 (20) 41F Physical Melee Mid 0
Effects CP (Mastered) Cancels Assist Gain (Hit)
Block Low (Ranged), Wall Rush 30 (15)
Unlocked at
level
Mastered at
AP


[Mid] Unleash heel drop. Slow start, fast movement.

An advancing mid priority attack. Squall can block Ranged Low priority attacks during the startup animation such as Lightning's Thunder or Yuna's Heavenly Strike. Heel Crush works as a callout against these kinds of attacks and because of the mid priority, it will also stagger opponents looking to block Beat Fang. This move can be dodge cancelled somewhat early during the recovery animation, but the lengthy startup gives the opponent time to prepare for a counter attack.

Heel Crush is often used in conjunction with Beat Fang and Fire Barret to create mixups and otherwise create meaningful interactions at close range. It is not mandatory for all matchups.

HP Attacks

Ground

Base damage Startup frame Type Priority EX Force
- 43F - Ranged High 0
Effects CP (Mastered) Cancels Assist Gain (Hit)
Block Low (Ranged), wall rush, absorb 30 (15)
Unlocked at
level
Mastered at
AP


[Close] Surround self with explosions. Block foe's spells.

Aerial

Base damage Startup frame Type Priority EX Force
- 43F - Ranged High 0
Effects CP (Mastered) Cancels Assist Gain (Hit)
Block Low (Ranged), wall rush, absorb 30 (15)
Unlocked at
level
Mastered at
AP


[Close] Surround self with explosions. Blocks foe's spells.

EX Mode: Lionheart equipped!

Effects:

  • Regen
  • Critical Boost
  • Lionheart (RANGE)
  • Lionheart (HIT)

Lionheart (RANGE)

[Always active while in EX Mode] Transfers the heart of a lion to the weapon, increasing it's range.

Lionheart (HIT)

[Always active while in EX Mode] Pushes the weapon's specs to the limit, increasing the force of each blast.

EX Burst: Renzokuken

A flurry of attacks ending in one shattering blow. Watch your timing and press R when the cursor is in the frame.

Damage multiplier (initial) Damage multiplier (rest) Type
2,2 (4) 9x7, 13, 20 (96) (100 total) Physical


Combos

Solo

Squall has several solo combos on the ground and is one of the best characters at taking advantage of landing lag.

DC = Dodge cancel
LL = Landing lag

Combo Approximate damage (multipliers) Approximate EX Force Notes Video
Solid Barrel (3 hits) > DC > LL > Upper Blues (2 hits, delay the 2nd hit) > DC > LL > Beat Fang 65 + WR (5, 6, 8, 3, 3, 40 + WR) ?? The notorious "golden combo". Highest assist gain. Solid Barrel DC into Upper Blues is particularly difficult to time, but if the opponent's dodge timing is off at any point, the combo becomes that much easier. video
Beat Fang (1st hit) > DC > LL > Beat Fang (1st hit) > repeat 6+ (3, 3, 3...) ?? Infinite combo. Reliant on landing lag and difficult to time, but it is inescapable if the opponent cannot use assist or EX. Can be easier during EX Mode due to the added hit. On average this is a very low damaging infinite, but even with one repetition the added assist generation on attack is a great asset to Squall. This can be used to the player's advantage in tournaments where infinites are banned. video
Mystic Flurry > DC > Beat Fang / Aerial Circle ?? ?? Very inconsistent due to Mystic Flurry's projectile positioning and reliance on connecting another attack during one of the projectiles. video
Fire Barret > Beat Fang 45~55 +WR (5~15, 40 + WR) ?? A single Fire Barret projectile has enough hit stun to combo into Beat Fang or even Aerial Circle if it hit moments after firing it. Can be difficult to visually confirm in the heat of the moment. video

Thunder Barret

Squall's Thunder Barret inherently allows cancelling into another attack and causes enough hitstun to even chain into HP attacks with precise timing. In short, Thunder Barret can combo into any grounded attack except Rough Divide.

Each Thunder Barret bolt has a damage multiplier of 3 and further bolts can miss if performed close to the opponent. Therefore, the overall damage and meter generation depend largely on the initial distance and followup(s).

Combo Approximate damage (multipliers) Approximate EX Force Notes Video
Thunder Barret > Solid Barrel 58~67 (3~12, 55) 99~126 (9~36, 90) Easy to do, high EX gain. video
Thunder Barret > Upper Blues 23~32 + WR (3~12, 20 + WR) 39~66 (9~36, 30) Wall rush and dodge cancel Beat Fang help facilitate ground assist followups. video
Thunder Barret > Blizzard Barret 13~22 (3~12, 10) 9~36 (9~36, 0) No known utility to prioritise this over other followups. video
Thunder Barret > Fusillade 33~42+ 69~96+ Not often prioritised due to other braveries, but this cannot be staggered by LV2 Assist Change. Can be used in conjunction with assists with downward knockback for added EX Force. video
Thunder Barret > Fated Circle 3~12 + HP WR 9~36 Same timing requirement as Revolver Drive, does not inflict additional bravery damage or generate EX. Similiar to Fusillade, LV2 Assist Change cannot stagger Squall. Overall the weakest HP option of the three in terms of reward, but can still wall rush. video
Thunder Barret > Blasting Zone 13~22 (3~12, 10) 99~126 (9~36, 90) Easiest HP attack timing due to faster start-up. Good EX gain and can still combo into air assists. video
Thunder Barret > Revolver Drive 4~86 + HP WR (3~12, 1xN, max 50) 12~186 Highest EX gain, great wall rush potential and stage position manipulation. One of Squall's strongest solo combos. Repeatedly pressing Revolver Drive will not register a held input once the HP attack begins, which can cause issues when practicing the timing. video
Thunder Barret > Solid Barrel (3 hits) > DC > LL > Upper Blues (2 hits, delay the 2nd hit) > DC > LL > Beat Fang 68~77 + WR (3xN, 5, 6, 8, 3, 3, 40 + WR) ?? The most extensive solo ground combo. Comboing into Solid Barrel also enables the golden combo, increasing bravery damage and assist meter gain even further. video

Assist

Builds

Stats
HP 10299
CP 450
BRV 996
ATK 177
DEF 185
LUK --
Max Booster x3.5
Special Effect: Judgment of Lufenia
Equipment
Assist Kuja
Weapon ddff-icon-equip-weapon.png Lionheart
Hand ddff-icon-equip-hand.png Lufenian Shield
Head ddff-icon-equip-head.png Lufenian Helm
Body ddff-icon-equip-body.png Lufenian Armor (CP Glitch)
Accessory 1 accessory_basic.png Hyper Ring
Accessory 2 accessory_basic.png Zephyr Cloak
Accessory 3 accessory_basic.png Dismay Shock
Accessory 4 accessory_booster.png Large Gap in HP
Accessory 5 accessory_booster.png Summon Unused
Accessory 6 accessory_booster.png Pre-EX Mode
Accessory 7 accessory_booster.png Pre-EX Revenge
Accessory 8 accessory_special.png Tenacious Attacker
Accessory 9 accessory_special.png Glutton
Accessory 10 accessory_special.png First to Victory
Summon ddff-icon-summonstone.png Rubicante
{{{dataBRV}}} {{{dataHP}}}
Bravery attacks
Ground Aerial
HP attacks
Ground Aerial

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



A general all-rounder build.

Assists

Squall's assist data

Type Attack Startup Position Spawn Damage multiplier Effects
BRV Solid Barrel 13F Ground Opponent 5, 6, 8, 10, 5, 5, 16 (55) Chase
BRV Heel Crush 41F Air Opponent 20 Wall Rush, Block (Ranged Low)
HP Blasting Zone 41F Ground Opponent 6, 1 x 4, (10) Chase
HP Aerial Circle 43F Air Opponent - Wall Rush, Absorb, Block (Ranged Low)


Assists

All meta assists can work, with Kuja being the strongest. Because of Squall's holding potential, conversion ability during a combo and wall rush potential on Upper Blues and Beat Fang, he synergises with a myriad of assists.

High damage and reliable conversions, but also quite vulnerable if the opponent escapes with Assist Change. Converts off of wall rushes and bravery attacks with ease. When using air BRV assist, delaying the teleport for a moment before using Aerial Circle will make it much more reliable. This assist also has safety against LV2 Change thanks to the Flare Star HP's Ranged High priority, which works well off of Beat Fang and Upper Blues.