Squall Leonhart (Dissidia 012): Difference between revisions

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(→‎Assist: Added more combos. Just focusing on transferring old discord content for now)
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* Beat Fang (3 hits) > Yuna > DC > Aerial Circle when second assist hit connects
* Beat Fang (3 hits) > Yuna > DC > Aerial Circle when second assist hit connects
* Yuna > DC > Thunder Barret > BRV / HP (requires ground)
* Yuna > DC > Thunder Barret > BRV / HP (requires ground)
* Blasting Zone > Yuna > Ground Dash > Thunder Barret > BRV / HP <ref group="notes">'''Blasting Zone:''' Call Yuna as late as possible. She doesn't have much horizontal reach. Easier at a wall.</ref>
* Blasting Zone > Yuna > Ground Dash > Thunder Barret > BRV / HP <ref group="notesyuna">'''Blasting Zone:''' Call Yuna as late as possible. She doesn't have much horizontal reach. Easier at a wall.</ref>
* Fated Circle > WR > Yuna > Thunder Barret > BRV / HP
* Fated Circle > WR > Yuna > Thunder Barret > BRV / HP


==Notes==
==Notes==
<references group="footnotes" />
<references group="notesyuna" />


|-|Jecht=
|-|Jecht=
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* Fated Circle (floor WR) > Jecht > Ground Dash > Thunder Barret > BRV / HP
* Fated Circle (floor WR) > Jecht > Ground Dash > Thunder Barret > BRV / HP
* Aerial Circle / Rough Divide (WR) > Jecht > Thunder Barret > BRV / HP
* Aerial Circle / Rough Divide (WR) > Jecht > Thunder Barret > BRV / HP
==Notes==
<references group="notes" />


|-|Tidus=
|-|Tidus=
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* Upper Blues / Beat Fang (WR) > Tidus > DC > Thunder Barret > BRV / HP
* Upper Blues / Beat Fang (WR) > Tidus > DC > Thunder Barret > BRV / HP
* Beat Fang (3 hits) > Tidus > DC > Aerial Circle
* Beat Fang (3 hits) > Tidus > DC > Aerial Circle
* Blasting Zone > Tidus <ref group="notes"> Much like Yuna assist, timing must be delayed more than usual to make up for short reach.</ref>
* Blasting Zone > Tidus <ref group="notestidus"> Much like Yuna assist, timing must be delayed more than usual to make up for short reach.</ref>
* Fated Circle (floor WR) > Tidus > Ground Dash x2 > Upper Blues (delayed 2nd hit) > DC > LL > Beat Fang
* Fated Circle (floor WR) > Tidus > Ground Dash x2 > Upper Blues (delayed 2nd hit) > DC > LL > Beat Fang


==Notes==
<references group="notestidus" />


|-|Sephiroth=
|-|Sephiroth=
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* Solid Barrel (4th hit) > Sephiroth > DC (forward) > Rough Divide
* Solid Barrel (4th hit) > Sephiroth > DC (forward) > Rough Divide
* Solid Barrel (4th hit) > Sephiroth > DC (forward) > Beat Fang (1st hit) > DC > teleport > Beat Fang
* Solid Barrel (4th hit) > Sephiroth > DC (forward) > Beat Fang (1st hit) > DC > teleport > Beat Fang
* Upper Blues (3rd hit) > Sephiroth > DC (diagonally forward) > Rough Divide <ref group="notes">'''Upper Blues (3rd hit):'''Do Rough Divide when Sephiroth transitions to second part of his attack.</ref>
* Upper Blues (3rd hit) > Sephiroth > DC (diagonally forward) > Rough Divide <ref group="notessephi">'''Upper Blues (3rd hit):'''Do Rough Divide when Sephiroth transitions to second part of his attack.</ref>
* Upper Blues / Beat Fang (WR) > Sephiroth > DC > Aerial Circle > AC > Beat Fang <ref group="notes">Same idea as with Kuja ground assist. HP during the assist and leverage the increased critical hit rate afterwards with Beat Fang.</ref>
* Upper Blues / Beat Fang (WR) > Sephiroth > DC > Aerial Circle > AC > Beat Fang <ref group="notessephi">Same idea as with Kuja ground assist. HP during the assist and leverage the increased critical hit rate afterwards with Beat Fang.</ref>
* Beat Fang (3 hits)
* Beat Fang (3 hits)
* Blasting Zone
* Blasting Zone

Revision as of 05:48, 7 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
  • Flexible, straightforward moveset helps Squall onboard new and experienced players to compete.
  • Defensive punishment is relatively easy and effective thanks to Beat Fang, Blasting Zone and Aerial Circle.
  • Combo potential is great, particularly close to the ground. A variety of solo combos and assist conversions are available and he can combo into HPs reliably on the ground as well.
  • Assist synergy. Squall is great at using several assists to convert to HP damage thanks to multi-part attacks and wall rush capabilities.
  • EX Mode increases Squall's gunblade's range and damage exponentially.
  • Meter depletion, particularly with Yuna assist is among the strongest in the game.
  • Versatile builds can support Squall with a variety of different playstyles and matchups.
  • Average post-dodge defense. Beat Fang clashes being his primary defensive tool to cover for his floaty air dodges make Squall more vulnerable to dodge punishes.
  • Lackluster EX generation in the air can lead Squall to rely on EX Cores to stay competitive with EX meter.
  • Prone to whiffing against fast characters. Dodge punishing fast fallers such as Tidus and Prishe and hitting fast runners such as Onion Knight can put Squall at great risk for engaging first.
  • Below average air combo extensions. With limited ways to extend aerial assist combos without wall rush, Squall's bravery damage output can suffer in air-centric fights.


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 doesn't have a way to punish opponents in the air for using low recovery melee attacks outside of his blocking range. This is felt most with his Aerial Circle HP that pulls the opponent in. He also struggles 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 has been ranked as a high tier character throughout the game's competitive lifespan. In rulesets where meter depletion is not allowed, his effectiveness falls off a little. Nevertheless, his consistency and ease of use make him a good pick for new and experienced players alike, even if a few matchups can cripple him a lot.

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. And while it's not his strongest anti-air attack, it can still serve as one against opponents who are barely hovering off the ground.

On hit, Upper Blues can reliably wall rush on the floor for pressure or assist combos. Delaying the second hit allows comboing into Beat Fang with a dodge cancel for a higher damaging combo with more assist meter gain.


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.

A circular explosion surrounds Squall, pulling in nearby opponents and blowing them away. Fated Circle is a good secondary ground HP for Squall thanks to it's utility. The Ranged High priority cannot be staggered with blocks or LV2 Assist Change. It can wall rush for additional HP damage, bypass EX Revenge checkmates thanks to the lack of bravery damage, it can even block Ranged Low attacks similiar to Heel Crush! The animation is fairly quick with a slightly above average recovery for an HP, making it harder to whiff punish after escaping with an assist change. The absorb effect works well against guarding opponents from a short distance. Each explosion has it's own hitbox which won't necessarily hit often due to surrounding Squall. But they do contribute to the overall active duration when an opponent can be damaged.

If Fated Circle hits a grounded opponent, the knockback often causes a wall rush even on the floor which can be used to follow up with an assist. Your mileage may vary depending on positioning and assist, however.

Squall's grounded HP attacks are great for the most part and that may be Fated Circle's greatest shortcoming. While great in it's own right, two of his other HPs are often stronger or more applicable in practical situations. In any build that has 3 grounded HP attacks however, Fated Circle rounds out Squall's repertoire really well.

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.

Midair variant of Fated Circle, Aerial Circle is Squall's go-to HP attack while airborne. The surrounding explosions are formed vertically instead of horizontally, which leaves Squall vulnerable to attacks from his sides. This isn't as much of a weakness as it may seem at first, because Aerial Circle shares many traits with the grounded Fated Circle. The startup, absorb effect, Ranged Low block, single hit Ranged High priority and wall rush are all here.

Aerial Circle thrives partly due to lack of Revolver Drive and Blasting Zone. Because of how prominent aerial combat is in Dissidia 012, Squall has many opportunities to use Aerial Circle during assist combos and pre-emptively as a high risk approach against regular blocks and neutral air dodges. The absorb effect pulls in stationary opponents within it's range, letting Squall inflict HP damage consistently after blodging or using LV2 Assist Change.

A notable strength that Aerial Circle has is meter depletion. Due to the active frames provided by the surrounding explosions, Aerial Circle can hit multiple times with the help of Yuna assist, which requires no wall. The additional hits inflict no HP damage, but meter depletion will activate for each successful hit. This is more difficult to replicate with other assists or Fated Circle, as they require wall rush to go along with the subsequent hits.

One thing to look out for when using Aerial Circle in the neutral is the opponent's assist - If they call an assist right before Aerial Circle hits, Squall will be hit during the recovery and suffer a bravery break.

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. The landing lag link is prone to escape outside of EX Mode (1-2 frame timing), but if the opponent's dodge timing is off at any point, the combo becomes far more consistent.
Solid Barrel's 2nd and 4th hits can be more reliable, but will require having back against the wall.
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).

Note that the bolts do not hit at once - Each bolt hits consecutively, with the furthest bolt hitting first and the closest bolt hitting last. That means Thunder Barret inflicts more hit stun when used from longer range. This is important for comboing into Revolver Drive, Squall's most rewarding link.

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

  • AC = Assist Chase
  • DC = Dodge Cancel
  • LL = Landing Lag
  • WR = Wall Rush

Any attack that can be chained from Thunder Barret adds 3~12 extra damage and 9~36 EX Force depending on how many bolts hit.

Ground

Starter Combo Damage EX Force Notes Video
Solid Barrel (4th hit) -- 29 (5, 6, 8, 10) 24 (6, 6, 6, 6) -- --
Kuja > AC > Aerial Circle 79 + HP (29 + 50, HP) 24 Basic. HP ender. video
Kuja > AC > Beat Fang 119 (29, 50, 40) 54 (29, 30) Basic. BRV ender. video
Solid Barrel (last hit) -- 55 (5, 6, 8, 10, 5, 5, 16) 90 Knockback cancel or wall. [footnotes 1] --
Solid Barrel 4th > Call Kuja > Solid Barrel (last) > Kuja (hit) > Aerial Circle 105 + HP (55, 50, HP) 90 (90, 0) -- video
Upper Blues (3rd hit) -- 11 (3, 3, 5) 24 (9, 9, 6) -- --
Kuja > DC > AC > Aerial Circle 61 + HP (11, 50, HP) 24 Basic. video
Kuja > DC > AC > Beat Fang 101 (11, 50, 40) 54 (24, 30) Basic. video
Kuja > DC (back) Fire Barret > DC > AC > Beat Fang (1st hit) > DC > Fire (hit) > Beat Fang 109 (11, 50, 3, 5, 40) 63 (24, 9, 30) Advanced. Fire Barret tracking is finicky, but adds a bit of extra damage. video
Upper Blues -- 20 + WR 30 Wall Rush --
Kuja > DC > Aerial Circle (+WR) > AC > Beat Fang 107 + HP & WR (20 + WR, 47 + HP (WR) 40) 60 (30, 30) Staple. Aerial Circle enables crits during brv recovery for Beat Fang, increasing damage output. Use the HP from far enough to knock towards floor again. [footnotes 2] video
Blasting Zone -- 10 90 -- --
Kuja > AC > Beat Fang 100 + HP (10 + HP, 50, 40) 120 Call assist when opponent's knockback is slowing down. video
Fated Circle -- 0 0 Wall Rush --
WR > Kuja > Beat Fang 87 + HP & WR (0 + HP WR, 47, 40 + WR) 30 (0, 30) Against a grounded opponent, Fated Circle can wall rush on the floor without the extra damage for a combo. video
Fusillade -- 30+ (6,6,6,6 each 6) 60~90 Dodge cancel for an assist combo. video
DC > Kuja > Aerial Circle 80+ (30+, 50, HP) 60~90 -- video
Revolver Drive -- 1xN (max 50) each 3 (max 150) Wall Rush --
WR > Kuja > Beat Fang 91~140 + HP WR (1~50, 50, 40) 31~80 (1~50, 30) Basic. video

Aerial

Starter Combo Damage EX Force Notes Video
Beat Fang -- 27 (3, 5, 7, 2x6) 30 No wall. Call Kuja during last part.[footnotes 3] --
Kuja > AC > Aerial Circle 77 (27, 50, HP) 30 (30, 0) -- video
Beat Fang -- 40 (3, 5, 7, 2x6) 30 Wall Rush. --
WR > Kuja > DC > Aerial Circle > DC > AC > Beat Fang 127 + HP & WR (40 + WR, 47, HP + WR, 40 + WR) 60 (30, 0, 30) Same idea as with Upper Blues > Aerial Circle. HP during assist for extra crits. video
Aerial Circle -- HP + WR 0 Wall Rush. --
WR > Kuja > AC > Beat Fang 90 + HP WR (HP+ WR, 50, 40) 30 (0, 30) Basic. video


Notes

  1. Solid Barrel (last hit): Call Kuja as you press the last part of Solid Barrel. The assist should hit the opponent as Squall blows the opponent away. It's still technically more damage even with an early timing where the last hit misses.
  2. Upper Blues WR > Kuja > Aerial Circle: You have to dodge upwards a little bit to not pull the opponent out of Kuja assist, and to not push the opponent away from floor with the HP. This idea of hovering over the opponent applies to a Beat Fang Kuja combo as well.
  3. Beat Fang > Kuja: Similiar to Solid Barrel knockback cancel, call Kuja as you input the last part of Beat Fang. Kuja will pick up the opponent. If that's too difficult, Kuja can also combo off of Beat Fang's third hit for less damage.

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)


As an assist, Squall has niche strengths in exchange for overall viability in most practical situations. Solid Barrel is a fast grounded combo with Assist Chase at the end, but the range is short so it must be timed late into a grounded wall rush.

Heel Crush being Squall's air bravery assist hurts his viability a lot. It is not good at whiff punishing or providing the player character with easy or consistent followups, which are all important aspects for a typical assist to succeed. If an opponent opts to dodge the mid priority attack however, it can provide a dodge punish opportunity if it doesn't activate Precision Evasion.

The Blasting Zone HP is good for interruptions with an Assist Chase at the end for easier followups. Aerial Circle can become inescapable during chase. Outside of these contexts, Squall assist provides diminishing returns compared to the more powerful assists like Kuja, Jecht and Aerith.

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.


Cite error: <ref> tags exist for a group named "notessephi", but no corresponding <references group="notessephi"/> tag was found