|
|
Line 128: |
Line 128: |
| }} | | }} |
| ''[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= |
Line 140: |
Line 144: |
| }} | | }} |
| ''[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= |
Line 152: |
Line 164: |
| }} | | }} |
| ''[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= |
Line 164: |
Line 182: |
| }} | | }} |
| ''[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. |
|
| |
|
| </tabber> | | </tabber> |
Revision as of 05:05, 3 May 2024
![]()
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) |
|
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.
|
Base damage |
Startup frame |
Type |
Priority |
EX Force
|
[5, 6, 8, 10, 5, 5, 16] (55) (110) |
13F |
Physical |
Melee Low |
90
|
Effects |
CP (Mastered) |
Cancels |
Assist Gain (Hit)
|
Chase |
30 (15) |
|
|
Unlocked at level |
Mastered at AP |
|
[Close] Repeated slashes. Short range; quick and powerful.
Another fast bravery with shorter reach than Upper Blues, but better EX generation. Much like Upper Blues, this can be dodge cancelled quickly to generate assist meter and cancelling the third hit even enables the well known "golden combo".
The knockback on the last hit does not lend well to assist combos, but because each attack can be pressed within a generous input window, assist conversions can be confirmed reliably.
Due to Solid Barrel's short range, it is not often used to punish whiffs or poke moving opponents. Dashing helps in applying Solid Barrel in it's effective range, but it works more consistently as a block punisher against grounded opponents and as a combo starter / extender after Thunder Barret. Having higher damage and EX Force output than Upper Blues, along with good frame data are enough to justify this attack as a staple for Squall.
|
Base damage |
Startup frame |
Type |
Priority |
EX Force
|
10 (10) |
33F |
Magical |
Ranged Low |
0
|
Effects |
CP (Mastered) |
Cancels |
Assist Gain (Hit)
|
- |
30 (15) |
|
|
Unlocked at level |
Mastered at AP |
|
[Long] Fire one ice bullet. Long range, strong homing.
A slow single hit projectile with low priority. Due to it's overall speed, lackluster hit stun and unfavorable risk / reward ratio, Blizzard Barret is rarely, if ever prioritized in competitive play. If it does hit an opponent with a bit of delay after firing it, the projectile can act as a combo starter.
|
Base damage |
Startup frame |
Type |
Priority |
EX Force
|
each (3) |
33F (furthest bolt appears first) |
Magical |
Ranged Low |
each 9
|
Effects |
CP (Mastered) |
Cancels |
Assist Gain (Hit)
|
|
30 (15) |
|
|
Unlocked at level |
Mastered at AP |
|
[Mid] Lightning that draws foes. Good start for combos
A signature Squall combo starter. Four vertical lightning bolts are cast in front of Squall, which can act as a longer range disjointed poke, anti-air, dodge punisher and as a combo starter. These traits make Thunder Barret a great move for Squall in most match-ups as it can control a decent amount of space with good reward on hit.
It's not without faults however. The Ranged Low priority and the relatively slow startup make it easier for the opponent to react and power through bolts with a dash or an attack, creating an opening for hitting Squall when he is vulnerable. Furthermore, the lightning bolts do not have enough tracking to hit high speed lateral movement. Even though Thunder Barret's recovery can be cancelled into other actions, Squall is completely stationary and has no protection beyond the active lightning bolts. As such, using this move predictably can quickly backfire against vigilant opponents.
|
Base damage |
Startup frame |
Type |
Priority |
EX Force
|
6, 6, 6, 6 each 6 (24+) |
33F |
Magical |
Ranged Low, Mid (only thunder) |
60~90
|
Effects |
CP (Mastered) |
Cancels |
Assist Gain (Hit)
|
Chase |
30 (15) |
|
|
Unlocked at level |
Mastered at AP |
|
[Mid] Magic barrage. Can combo without hitting.
A combination of magic projectiles with good EX generation. The startup and initial Ranged Low priority do not serve well for poking or assist meter purposes. However, Fusillade can still work in situations where Solid Barrel would normally be used. That is, after staggering with a block or starting a combo with Thunder Barret. Much like Solid Barrel, the holding potential is great for assist conversions and the EX generation can be exceeded depending on the assist.
Due to functional overlap with Solid Barrel with few standout traits elsewhere, Fusillade is not often prioritized in competitive play.
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.
|
Base damage |
Startup frame |
Type |
Priority |
EX Force
|
[3, 5], 7, [2 x 6, 13] (40) [73] |
15F |
Physical |
Melee Low |
30
|
Effects |
CP (Mastered) |
Cancels |
Assist Gain (Hit)
|
Wall Rush |
30 (15) |
|
|
Unlocked at level |
Mastered at AP |
|
[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 The Emperor'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 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 Tidus and Tifa. 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.
|
Base damage |
Startup frame |
Type |
Priority |
EX Force
|
each 1 x 8, 7 (15) |
33F |
Magical |
Ranged Low |
each 30
|
Effects |
CP (Mastered) |
Cancels |
Assist Gain (Hit)
|
Wall Rush |
30 (15) |
|
|
Unlocked at level |
Mastered at AP |
|
[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.
|
Base damage |
Startup frame |
Type |
Priority |
EX Force
|
each (5) |
33F |
Magical |
Ranged Low |
0
|
Effects |
CP (Mastered) |
Cancels |
Assist Gain (Hit)
|
- |
30 (15) |
|
|
Unlocked at level |
Mastered at AP |
|
[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.
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.
|
Base damage |
Startup frame |
Type |
Priority |
EX Force
|
1 x N (max 50) |
43F |
Physical |
Melee High |
each 3
|
Effects |
CP (Mastered) |
Cancels |
Assist Gain (Hit)
|
Wall rush |
30 (15) |
|
|
Unlocked at level |
Mastered at AP |
|
[Mid] Rage-filled charge. Can aim with the analog stick.
|
Base damage |
Startup frame |
Type |
Priority |
EX Force
|
6, 1 x 4 (10) |
41F |
Magical |
Melee High |
90
|
Effects |
CP (Mastered) |
Cancels |
Assist Gain (Hit)
|
- |
30 (15) |
|
|
Unlocked at level |
Mastered at AP |
|
[Mid] Chop with massive blade of light that flies forward.
Very strong tracking during start-up, good anti-air and dodge punishment tool.
|
Base damage |
Startup frame |
Type |
Priority |
EX Force
|
- |
59F |
- |
Melee High |
0
|
Effects |
CP (Mastered) |
Cancels |
Assist Gain (Hit)
|
Wall rush |
30 (15) |
|
|
Unlocked at level |
Mastered at AP |
|
[Long] Leap into a charge. Slow start, but very fast charge.
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.
|
Base damage |
Startup frame |
Type |
Priority |
EX Force
|
- |
59F |
- |
Melee High |
0
|
Effects |
CP (Mastered) |
Cancels |
Assist Gain (Hit)
|
Wall rush |
30 (15) |
|
|
Unlocked at level |
Mastered at AP |
|
[Long] Leap into a charge. Slow start, but very fast charge.
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
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).
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 ![]()
|
Lionheart
|
Hand ![]()
|
Lufenian Shield
|
Head ![]()
|
Lufenian Helm
|
Body ![]()
|
Lufenian Armor (CP Glitch)
|
Accessory 1 |
![]() Hyper Ring
|
Accessory 2 |
![]() Zephyr Cloak
|
Accessory 3 |
![]() Dismay Shock
|
Accessory 4 |
![]() Large Gap in HP
|
Accessory 5 |
![]() Summon Unused
|
Accessory 6 |
![]() Pre-EX Mode
|
Accessory 7 |
![]() Pre-EX Revenge
|
Accessory 8 |
![]() Tenacious Attacker
|
Accessory 9 |
![]() Glutton
|
Accessory 10 |
![]() First to Victory
|
Summon ![]()
|
Rubicante
|
{{{dataBRV}}}
{{{dataHP}}}
Bravery attacks
|
Ground |
Aerial
|
HP attacks
|
Ground |
Aerial
|
![]()
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.
Stats
|
HP |
9972
|
CP |
450
|
BRV |
877 (1052 with First to Victory)
|
ATK |
178
|
DEF |
185
|
LUK |
--
|
Max Booster |
x3.5
|
Special Effect: Adamant Chains
Equipment
|
Assist |
Kuja
|
Weapon ![]()
|
Earthbreaker (CP Glitch)
|
Hand ![]()
|
Adamant Shield
|
Head ![]()
|
Adamant Helm
|
Body ![]()
|
Adamant Vest
|
Accessory 1 |
![]() Muscle Belt
|
Accessory 2 |
![]() Dismay Shock
|
Accessory 3 |
![]() Battle Hammer
|
Accessory 4 |
![]() Summon Unused
|
Accessory 5 |
![]() Pre-EX Mode
|
Accessory 6 |
![]() Pre-EX Revenge
|
Accessory 7 |
![]() Aerial
|
Accessory 8 |
![]() Tenacious Attacker
|
Accessory 9 |
![]() First to Victory
|
Accessory 10 |
![]() Back-Breaking Straw
|
Summon ![]()
|
Rubicante
|
{{{dataBRV}}}
{{{dataHP}}}
Bravery attacks
|
Ground |
Aerial
|
HP attacks
|
Ground |
Aerial
|
![]()
indicates a "Gear" extra ability or the use of CP / Equipment glitch. The total CP cost will assume the glitch is done.
Weapon can be changed according to match-up or player preference.
This set primarily takes advantage of the added air dodge distance that the set bonus provides. Squall's air dodges leave him vulnerable with no strong options to cover them, so the additional dodge distance helps him stay safe and whiff punish.
Against Onion Knight, Jecht or Cloud, you may need to adjust the accessories to suit Side by Side special accessory for assist meter. Tenacious Attacker is not a necessity, but good to have. Hero's Essence for more CP, Winged Boots for banish traps, Glutton for characters with strong EX generation (e.g. Lightning, Shantotto).
Stats
|
HP |
10299
|
CP |
450
|
BRV |
996
|
ATK |
177
|
DEF |
185
|
LUK |
--
|
Max Booster |
x5.3
|
Special Effect: Soul of Yamato
Equipment
|
Assist |
Kuja
|
Weapon ![]()
|
Lionheart
|
Hand ![]()
|
Genji Shield
|
Head ![]()
|
Genji Helm
|
Body ![]()
|
Genji Armor (CP Glitch)
|
Accessory 1 |
![]() Sniper Eye
|
Accessory 2 |
![]() Dragonfly Orb
|
Accessory 3 |
![]() Battle Hammer
|
Accessory 4 |
![]() EX Core Present
|
Accessory 5 |
![]() Summon Unused
|
Accessory 6 |
![]() Pre-EX Mode
|
Accessory 7 |
![]() Pre-EX Revenge
|
Accessory 8 |
![]() Aerial
|
Accessory 9 |
![]() Tenacious Attacker
|
Accessory 10 |
![]() First to Victory
|
Summon ![]()
|
Rubicante
|
{{{dataBRV}}}
{{{dataHP}}}
Bravery attacks
|
Ground |
Aerial
|
HP attacks
|
Ground |
Aerial
|
![]()
indicates a "Gear" extra ability or the use of CP / Equipment glitch. The total CP cost will assume the glitch is done.
Enhanced EX intake through EX cores.
Substitutes: Sniper Eye, Dragonfly Orb, Aerial and special accessories can be substituted according to player preference. First to Victory can be replaced with Dismay Shock. Previously mentioned substitutes are decent picks, such as Muscle Belt. With EX cores being your primary source for the meter, Together as One and Platinum Hourglass are not completely unviable.
Stats
|
HP |
9971
|
CP |
450
|
BRV |
1453 (2179 with Hero's Seal)
|
ATK |
176
|
DEF |
182
|
LUK |
--
|
Max Booster |
x3.8
|
Special Effect: None
Equipment
|
Assist |
Kuja
|
Weapon ![]()
|
Piggy's Stick
|
Hand ![]()
|
Hero's Shield
|
Head ![]()
|
Royal Crown (CP Glitch)
|
Body ![]()
|
Maximillian (CP Glitch)
|
Accessory 1 |
![]() Sniper Eye
|
Accessory 2 |
![]() Dismay Shock
|
Accessory 3 |
![]() Battle Hammer
|
Accessory 4 |
![]() BRV = 0
|
Accessory 5 |
![]() Empty EX Gauge
|
Accessory 6 |
![]() Pre-EX Mode
|
Accessory 7 |
![]() Pre-EX Revenge
|
Accessory 8 |
![]() Hero's Seal
|
Accessory 9 |
![]() Together as One
|
Accessory 10 |
![]() Side by Side
|
Summon ![]()
|
Rubicante
|
{{{dataBRV}}}
{{{dataHP}}}
Bravery attacks
|
Ground |
Aerial
|
HP attacks
|
Ground |
Aerial
|
![]()
indicates a "Gear" extra ability or the use of CP / Equipment glitch. The total CP cost will assume the glitch is done.
Recommended for small stages or even / favorable match-ups. With Together as One, Squall can whiff twice and already have one assist bar ready. Every time you stagger the opponent with LV2 Assist Change and hit them with Aerial Circle, you are also couple whiffs away from an assist bar. Meter lead can be easy to maintain to an extent.
Substitutes:
- Basic - Hyper Ring, Muscle Belt, Bravery Orb
- Booster - Large Gap in HP, Summon Unused, Grounded, Aerial, Assist
- Special - Blue Gem, Growth Egg, Great Gospel, Winged Boots, Hero's Essence, Badge of Trust.
Stats
|
HP |
10298
|
CP |
450
|
BRV |
996
|
ATK |
179
|
DEF |
182
|
LUK |
--
|
Max Booster |
x6.9
|
Special Effect: Seal of Lufenia
Equipment
|
Assist |
Yuna
|
Weapon ![]()
|
Lufenian Lance (CP Glitch)
|
Hand ![]()
|
Lufenian Dirk (CP Glitch)
|
Head ![]()
|
Lufenian Headband (CP Glitch)
|
Body ![]()
|
Maximillian (CP Glitch)
|
Accessory 1 |
![]() Dismay Shock
|
Accessory 2 |
![]() Battle Hammer
|
Accessory 3 |
![]() BRV = 0
|
Accessory 4 |
![]() Assist
|
Accessory 5 |
![]() Summon Unused
|
Accessory 6 |
![]() Pre-EX Mode
|
Accessory 7 |
![]() Pre-EX Revenge
|
Accessory 8 |
![]() Aerial
|
Accessory 9 |
Free choice
|
Accessory 10 |
Free choice
|
Summon ![]()
|
|
{{{dataBRV}}}
{{{dataHP}}}
Bravery attacks
|
Ground |
Aerial
|
HP attacks
|
Ground |
Aerial
|
![]()
indicates a "Gear" extra ability or the use of CP / Equipment glitch. The total CP cost will assume the glitch is done.
Yuna's air bravery assist with Aerial Circle for maximum effect. Press Aerial Circle as the second brv hit lands to ensure a maximum amount of hits from Aerial Circle. Even though no additional damage occurs (aside from wall rush), each HP hit depletes meter.
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.
Strongest meter depletion anywhere on the stage with air BRV assist. By timing Aerial Circle to hit simultaneously with Yuna air BRV's third hit, the knockback will be cancelled briefly by the assist and enable the HP to hit multiple times, applying depletion each time.
Other assist moves have far more limited application and diminishing returns on investment. Ranged Low priority on air BRV assist means LV2 Assist Change will not stagger Yuna, making this very applicable.
Be careful however - If the opponent Assist Changes after Yuna has connected the second hit, you will not be able to protect her during Aerial Circle...A good all-rounder assist. Fast start-up can convert off of any (traded) hit with relative ease and holding potential ensures an HP at varying positions.
Both bravery assists allow Thunder Barret follow-ups as long as ground is available. This means an abundance of Revolver Drive enders for a lot of EX, but it also means you may have to protect Jecht sometimes to avoid being locked out of using him.
Fast air bravery assist for whiff punishes and low damage output, slower ground bravery assist for trades and higher damage via Thunder Barret.
A serviceable assist, but he doesn't provide Squall any distinct advantages beyond air assist start-up and it's relative safety.
Faster ground BRV assist than Kuja with similiar holding potential for Aerial Circle or Thunder Barret. However, the knockback on both BRV assists restricts combo structure. Not a terrible assist, but practical follow-ups often commit to all BRV or an early HP.
Sephiroth also stays on the field for a fairly long time, so protecting him can result in diminishing returns.
Squall's holding potential lets him convert to the relatively slow Seal Evil attack even without ground. With wall rush on the ground however, Squall can generate some of the spent assist meter back thanks to Ground Dash + Assist Gauge Up Dash abilities while the opponent is stuck in Seal Evil.
All ground conversions are compromised due to Aerith's Cure not having any hitstun. Coupled with the weakest meter depletion overall, Aerith assist can be difficult to justify for Squall specifically.
A viable assist, but arguably one of the weaker meta options for Squall.Niche, empowered ground play and very damaging mines through Beat Fang wall rushes. With Squall's liberal combo sequences on the ground, he can also combo into the Thunder Crest assist with ease.
LV2 Assist Change does not stagger The Emperor and the opponent's assist will be locked upon use thanks to the trap's Unblockable priority. Thunder Crest's holding potential allows an HP of your choice and of course, you can cover yourself by being inside the trap itself.
In addition, if The Emperor is called just as the Beat Fang wall rushes, the Ranged Low air BRV assist Mine can connect for a lot of bravery damage.
Other wall rush conversions and whiff punishment are weakened or compromised, but this assist is definitely not without merit!A serviceable assist. Similiar to The Emperor, grounded wall rushes provide utility in the form of Blizzard's Ranged Low priority and holding potential. Turbo-Hit does not require a wall for an HP, but converting off of an opponent's whiffed attack can be difficult if you're far away. Blizzard can also intercept attacks from further away, which may prove to be helpful during grounded interactions.
Functionally similiar to Yuna assist. Longer range compared to Yuna, but no Ranged Low priority, meaning he will lose to LV2 Assist Change. Does exhibit highest raw bravery damage with Excalibur however, worth considering if you're going for extended combos.
Cecil assist can be likened to a slower version of Yuna / Gilgamesh assist with middle-of-the-pack damage and longer holding potential. If you have ground available, Cecil works off of most combo starters just fine.
Outside of this combo-centric appeal, Cecil does not provide any distinct advantages over other assists.
Limited air conversions and punish opportunities, but more extravagant ground combos with Graviga assist and Fusillade. As Fusillade is not an essential move for Squall, this is something of a flamboyant combination. With two assist bars, it's possible to combo into Fusillade twice in a row for a minimum of 60 base damage multiplier and 120 ex!
Graviga could act as an instigator due to it's tracking, but do note it can still be dodged and that Terra is vulnerable while casting.