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| === Bravery Moves === | | === Bravery Moves === |
| ==== Grounded Moves ==== | | ==== Grounded Moves ==== |
| ===== Blade Crash =====
| | <tabber> |
| | |-|Blade Crash= |
| {{AbilityInfo | | {{AbilityInfo |
| |damage=8,7,6,1 x4,15 (40) | | |damage=8,7,6,1 x4,15 (40) |
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| One of Bartz's slower moves, the advantage that this move brings is that, just like Lightning's version, it moves Bartz slightly forward whenever he does it, making it good to catch opponents whiffing a move in range. However, this slowness also means that you need to think before throwing out this move, as it is easily blockable and punishable. The EX Force generation is good, but it is your choice to run either Blade Crash or Hazard Raid. | | One of Bartz's slower moves, the advantage that this move brings is that, just like Lightning's version, it moves Bartz slightly forward whenever he does it, making it good to catch opponents whiffing a move in range. However, this slowness also means that you need to think before throwing out this move, as it is easily blockable and punishable. The EX Force generation is good, but it is your choice to run either Blade Crash or Hazard Raid. |
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| ===== Reel Impulse =====
| | |-|Reel Impulse= |
| {{AbilityInfo | | {{AbilityInfo |
| |damage=7,7,3 x3,4,16 (43) | | |damage=7,7,3 x3,4,16 (43) |
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| The EX Intake Effect is useless on a Side by Side Build, but an SBS Bartz would still rather prefer running Reel Impulse due to the advantages stated above that none of his other grounded moves can offer. | | The EX Intake Effect is useless on a Side by Side Build, but an SBS Bartz would still rather prefer running Reel Impulse due to the advantages stated above that none of his other grounded moves can offer. |
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| ===== Hazard Raid =====
| | |-|Hazard Raid= |
| {{AbilityInfo | | {{AbilityInfo |
| |damage=3 x4,5,8,10 (35) | | |damage=3 x4,5,8,10 (35) |
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| ===== Solid Ascension =====
| | |-|Solid Ascension= |
| {{AbilityInfo | | {{AbilityInfo |
| |damage=4,5,6,7,5,7,16 (50) | | |damage=4,5,6,7,5,7,16 (50) |
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| Despite the disadvantages, it is a very good move that does all of the important things (Being fast, dealing great damage, generating great EX Force) at the cost of poor range, which can be mitigated by his great anti-air HP attacks. | | Despite the disadvantages, it is a very good move that does all of the important things (Being fast, dealing great damage, generating great EX Force) at the cost of poor range, which can be mitigated by his great anti-air HP attacks. |
| | </tabber> |
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| ==== Air Moves ==== | | ==== Air Moves ==== |
| ===== Holy =====
| | <tabber> |
| | |-|Holy= |
| {{AbilityInfo | | {{AbilityInfo |
| |damage=each (8) | | |damage=each (8) |
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| With these advantages and disadvantages, Holy is in the middle of the road for how unreliable it is. If it works, it brings your damage, punishes and HP hits in quite easily. If it doesn't work, you will wonder why you even decided on using the move. | | With these advantages and disadvantages, Holy is in the middle of the road for how unreliable it is. If it works, it brings your damage, punishes and HP hits in quite easily. If it doesn't work, you will wonder why you even decided on using the move. |
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| ===== Rush Impact =====
| | |-|Rush Impact= |
| {{AbilityInfo | | {{AbilityInfo |
| |damage=6,8,16 (30) | | |damage=6,8,16 (30) |
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| Unfortunately slower than most air pokes, it is almost as slow as Cloud's Slashing Blow, which is a big deal when considering Rush Impact is Bartz's fastest move in the air. It has some range and it is easily comboable to an assist, but it is also predictable and not that good at approaching or whiffing. Not much to say about this move, since you have to run this move, but not having a better faster option than this move makes Bartz's air game miserable, as a dodge cancel window is not available very early. | | Unfortunately slower than most air pokes, it is almost as slow as Cloud's Slashing Blow, which is a big deal when considering Rush Impact is Bartz's fastest move in the air. It has some range and it is easily comboable to an assist, but it is also predictable and not that good at approaching or whiffing. Not much to say about this move, since you have to run this move, but not having a better faster option than this move makes Bartz's air game miserable, as a dodge cancel window is not available very early. |
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| ===== Slide Shooter =====
| | |-|Slide Shooter= |
| {{AbilityInfo | | {{AbilityInfo |
| |damage=1 x6,5,6,3,3,5,12 (40) | | |damage=1 x6,5,6,3,3,5,12 (40) |
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| Unfortunately the assist synergy for this strategy is similiarly restricted as it is with Tidus. Kuja and Jecht are more commonly used with Bartz for their fast start-up (assist follow-ups) and damage potential (Holy -> Flare setups), but this particular strategy relies on [[Assist#Aerith_Gainsborough|Aerith]] assist. Losing out on early conversions from Bartz's other aerial moves can hurt and ground-oriented playstyles may suffer even more. Please take that into consideration before relying on this. | | Unfortunately the assist synergy for this strategy is similiarly restricted as it is with Tidus. Kuja and Jecht are more commonly used with Bartz for their fast start-up (assist follow-ups) and damage potential (Holy -> Flare setups), but this particular strategy relies on [[Assist#Aerith_Gainsborough|Aerith]] assist. Losing out on early conversions from Bartz's other aerial moves can hurt and ground-oriented playstyles may suffer even more. Please take that into consideration before relying on this. |
| | </tabber> |
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| === HP Attacks === | | === HP Attacks === |