Squall Leonhart (Dissidia 012): Difference between revisions

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(Added assists, assist data.)
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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.
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.
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== Assists ==
Squall's assist data
{| class="wikitable"
|-
! Attack !! Startup !! Spawns near !! Damage Multiplier !! Additional properties
|-
| Solid Barrel (Ground BRV) || 13F || Opponent || 5, 6, 8, 10, 5, 5, 16 (55) || Chase
|-
| Heel Crush (Midair BRV) || 41F || Opponent || 20 (20) || Melee Mid, Wall Rush, Block (Ranged Low)
|-
| Blasting Zone (Ground HP) || 41F || Opponent || 6, 1 x 4 (10) || Chase
|-
| Aerial Circle (Midair HP) || 43F || Opponent || - || Wall Rush, Block (Ranged Low)
|-
|}
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.
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|-|Kuja=
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.
|-|Yuna=
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...
|-|Jecht=
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.
|-|Tidus=
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.
|-|Sephiroth=
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.
|-|Aerith=
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.
|-|The Emperor=
Niche, empowered ground play and exceptionally damaging and safe Beat Fang wall rushes. Due to Thunder Crest's condition requiring a grounded player character, Squall's liberal ground attacks can combo into it 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!
|-|Onion Knight=
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.
|-|Gilgamesh=
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=
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.
|-|Terra=
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.


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Revision as of 10:38, 7 October 2023


Info
Name Squall Leonhart (スコール・レオンハート)
Original game Final Fantasy VIII
Base ATK (LV100)
Base DEF (LV100)
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.

Build styles:

  • Adamant Chains
  • Side by Side
  • EX Core
  • Hybrid
  • Depletion

Bravery Moves

Ground

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

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.

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.

HP Moves

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


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
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 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.


Use the CP glitch for Cavalier's Gear.

A general all-rounder build.

Assists

Squall's assist data

Attack Startup Spawns near Damage Multiplier Additional properties
Solid Barrel (Ground BRV) 13F Opponent 5, 6, 8, 10, 5, 5, 16 (55) Chase
Heel Crush (Midair BRV) 41F Opponent 20 (20) Melee Mid, Wall Rush, Block (Ranged Low)
Blasting Zone (Ground HP) 41F Opponent 6, 1 x 4 (10) Chase
Aerial Circle (Midair HP) 43F Opponent - Wall Rush, Block (Ranged Low)

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.