Cecil Harvey (Dissidia 012): Difference between revisions

From Dissidia Wiki
(→‎Combos: Added link to combo page.)
(Changed header levels to be lower than lv1. Added images for attacks, EX mode and EX burst. Updated attacks' info tables. Added unlock condition to profile. Added images for unique mechanic section.)
Line 14: Line 14:
|fastestbrv=15F (Valiant Blow)
|fastestbrv=15F (Valiant Blow)
|fastesthp=13F (Shadow Bringer)
|fastesthp=13F (Shadow Bringer)
|1hithp=Yes (Dark Flame, Luminous Shard)
|1hithp=Dark Flame <br>Luminous Shard
|hplinks=Yes (Combos only)
|hplinks=Yes (Combos only)
|cmdblock=No
|cmdblock=No
Line 20: Line 20:
|armor=Gauntlets, Heavy Armor, Helms, Light Armor, Shields
|armor=Gauntlets, Heavy Armor, Helms, Light Armor, Shields
|exclusives=Dark Sword, Mythgraven Blade, Lustrous Sword<br>Lightbringer, Cimmerian Edge
|exclusives=Dark Sword, Mythgraven Blade, Lustrous Sword<br>Lightbringer, Cimmerian Edge
|unlock=
|unlock=Default
|alignment=Cosmos
|alignment=Cosmos
|vajp=[https://en.wikipedia.org/wiki/Shizuma_Hodoshima Shizuma Hodoshima]
|vajp=[https://en.wikipedia.org/wiki/Shizuma_Hodoshima Shizuma Hodoshima]
Line 26: Line 26:
}}
}}


= Overview =
== Overview ==


Cecil Harvey is a close / mid-range character who functions with two different movesets - Dark Knight and Paladin. Due to the risky nature of changing jobs and their distinct strengths, it is often recommended to focus on one job over the other. Cecil can whiff punish effectively from a variety of angles, has decent assist synergy and bravery damage output.  
Cecil Harvey is a close / mid-range character who functions with two different movesets - Dark Knight and Paladin. Due to the risky nature of changing jobs and their distinct strengths, it is often recommended to focus on one job over the other. Cecil can whiff punish effectively from a variety of angles, has decent assist synergy and bravery damage output.  
Line 48: Line 48:
}}
}}


= Bravery Attacks =
== Bravery Attacks ==


== Ground (Dark Knight) ==
=== Ground (Dark Knight) ===
<tabber>
<tabber>
|-|Valiant Blow=
|-|Valiant Blow=
{{AbilityInfo
{{AbilityInfo
|damage=10, 10, 20 (40)
|damage='''40''' (10, 10, 20)
|startup=15F
|startup=15F
|type=Physical
|type=Physical
|priority=Melee Low
|priority=Melee Low
|ex=30
|ex=30
|effect=Wall rush
|effect=Wall Rush
|cp=20 (10)
|cp=20 (10)
|image=https://dissidia.wiki/images/6/61/Brv_cecil_valiant_blow.jpeg
|imgpos=
|cancels=Dodge
|asthit=
|level=
|ap=
|gametext=[Close] Jab foe with blade. <br>Can send foe flying.
}}
}}
''[Close] Jab foe with blade. Can send foe flying.''
 


|-|Dark Cannon=
|-|Dark Cannon=
{{AbilityInfo
{{AbilityInfo
|damage=1 x 4, 2 x 4, 3 (15)
|damage='''15''' (1 x 4, 2 x 4, 3)
|startup=41F
|startup=41F
|type=Magical
|type=Magical
|priority=Ranged Low (forward), Ranged Mid (backward)
|priority=Ranged Low (forward) <br>Ranged Mid (backward)
|ex=each 3
|ex=each 3
|effect=Block (Ranged Low)
|effect=Block (Ranged Low)
|cp=20 (10)
|cp=20 (10)
|image=https://dissidia.wiki/images/1/1a/Brv_cecil_dark_cannon.jpeg
|imgpos=
|cancels=Dodge
|asthit=
|level=
|ap=
|gametext=[Long] Draw foe with projectile. <br>Good start for other combos.
}}
}}
''[Long] Draw foe with projectile. Good start for other combos.''
 


|-|Shadow Lance=
|-|Shadow Lance=
{{AbilityInfo
{{AbilityInfo
|damage=8, 7 x 6 (50)
|damage='''50''' (8, 7 x 6)
|startup=35F
|startup=35F
|type=Physical
|type=Physical
|priority=Melee High (close), Ranged Low (far)
|priority=Melee High (close) <br>Ranged Low (far)
|ex=~20
|ex=~20
|effect=Wall rush
|effect=Wall Rush
|cp=20 (10)
|cp=20 (10)
|image=https://dissidia.wiki/images/7/74/Brv_cecil_shadow_lance.jpeg
|imgpos=
|cancels=Dodge
|asthit=
|level=
|ap=
|gametext=[Mid] Throw weapon. Major damage <br>if lands near opponent.
}}
}}
''[Mid] Throw weapon. Major damage if lands near opponent.''


</tabber>
</tabber>


== Ground (Paladin) ==
=== Ground (Paladin) ===
<tabber>
<tabber>
|-|Slash=
|-|Slash=
{{AbilityInfo
{{AbilityInfo
|damage=10, 10 (20)
|damage='''20''' (10, 10)
|startup=23F
|startup=23F
|type=Physical
|type=Physical
Line 101: Line 121:
|effect=Chase
|effect=Chase
|cp=20 (10)
|cp=20 (10)
|image=https://dissidia.wiki/images/9/91/Brv_cecil_slash_%281%29.jpeg
|imgpos=
|cancels=Dodge ({{keyword|Whiff|whiff=1}})<br>Attack or Dash (On Hit)
|asthit=
|level=
|ap=
|gametext=[Close] Hit foe upwards. <br>Slow, but very accurate strike.
}}
}}
''[Close] Hit foe upwards. Slow, but very accurate strike.''
 


|-|Lightning Rise=
|-|Lightning Rise=
{{AbilityInfo
{{AbilityInfo
|damage=3, 3, 5, 4, 4, 11 (30)
|damage='''30''' (3, 3, 5, 4, 4, 11)
|startup=43F
|startup=43F
|type=Physical
|type=Physical
|priority=Melee Mid (first half), Melee Low (second half)
|priority=Melee Mid (first half) <br>Melee Low (second half)
|ex=90
|ex=90
|effect=Chase, Block (Ranged Low)
|effect=Chase, Block (Ranged Low)
|cp=20 (10)
|cp=20 (10)
|image=https://dissidia.wiki/images/d/df/Brv_cecil_lightning_rise.jpeg
|imgpos=
|cancels=
|asthit=
|level=
|ap=
|gametext=[Mid] Charge, then leap. <br>Good start for midair attacks.
}}
}}
''[Mid] Charge, then leap. Good start for midair attacks.''
 


Contrary to what the description says in the game, it is ''not'' a good start for midair attacks. The slow startup time makes it impractical against vigilant players and chase limits viable assist combo conversions.
Contrary to what the description says in the game, it is ''not'' a good start for midair attacks. The slow startup time makes it impractical against vigilant players and chase limits viable assist combo conversions.
Line 120: Line 154:
|-|Dark Step=
|-|Dark Step=
{{AbilityInfo
{{AbilityInfo
|damage=5, 10, 1 x 2, 10 (27)
|damage='''27''' (5, 10, 1 x 2, 10)
|startup=23F
|startup=23F
|type=Physical
|type=Physical
|priority=Melee Low
|priority=Melee Low
|ex=90
|ex=90
|effect=Chase, job change
|effect=Chase, Job Change
|cp=20 (10)
|cp=20 (10)
|image=https://dissidia.wiki/images/9/98/Brv_cecil_dark_step_1.jpeg
|imgpos=
|cancels=
|asthit=
|level=
|ap=
|gametext=[Close] Change job to Dark Knight <br>during combo.
}}
}}
''[Close] Change job to Dark Knight during combo.''
 
[[File:Brv_cecil_dark_step_2.jpeg|300px|thumb|Cecil changes to Dark Knight.]]


</tabber>
</tabber>


== Aerial (Dark Knight) ==
=== Aerial (Dark Knight) ===
<tabber>
<tabber>
|-|Gravity Ball=
|-|Gravity Ball=
{{AbilityInfo
{{AbilityInfo
|damage=7, 2 x 4 (15)
|damage='''15''' (7, 2 x 4)
|startup=37F
|startup=37F
|type=Magical
|type=Magical
Line 143: Line 185:
|effect=Wall Rush
|effect=Wall Rush
|cp=20 (10)
|cp=20 (10)
|image=https://dissidia.wiki/images/0/02/Brv_cecil_gravity_ball.jpeg
|imgpos=
|cancels=Dodge
|asthit=
|level=
|ap=
|gametext=[Mid] Fire off gravity ball. <br>Good start for ground attacks.
}}
}}
''[Mid] Fire off gravity ball. Good start for ground attacks.''
 


|-|Nightfall=
|-|Nightfall=
{{AbilityInfo
{{AbilityInfo
|damage=1 each, 24 (25+)
|damage='''25+''' (1 each hit, 24 finish)
|startup=37F
|startup=37F
|type=Physical
|type=Physical
|priority=Melee Low (falling), Ranged Mid (landing)
|priority=Melee Low (falling) <br>Ranged Mid (landing)
|ex=60+
|ex=60+
|effect=Chase
|effect=Chase
|cp=20 (10)
|cp=20 (10)
|image=https://dissidia.wiki/images/3/32/Brv_cecil_nightfall.jpeg
|imgpos=
|cancels=Dodge
|asthit=
|level=
|ap=
|gametext=[Close] High-speed dive. <br>Useful for quick descents.
}}
}}
''[Close] High-speed dive. Useful for quick descents.''
 


Dark Knight attacks do not produce much EX force, but comboing into Nightfall can provide 60+ EX if the descent has room to travel.
Dark Knight attacks do not produce much EX force, but comboing into Nightfall can provide 60+ EX if the descent has room to travel.
Line 162: Line 218:
|-|Paladin Arts=
|-|Paladin Arts=
{{AbilityInfo
{{AbilityInfo
|damage=7, 2 x 4, 3 x 5 (30)
|damage='''30''' (7, 2 x 4, 3 x 5)
|startup=37F
|startup=37F
|type=Magical
|type=Magical
|priority=Ranged Low
|priority=Ranged Low
|ex=0
|ex=0
|effect=Job change
|effect=Job Change
|cp=20 (10)
|cp=20 (10)
|image=https://dissidia.wiki/images/3/3b/Brv_cecil_paladin_arts.jpeg
|imgpos=
|cancels=Dodge
|asthit=
|level=
|ap=
|gametext=[Mid] Change job to Paladin during combo.
}}
}}
''[Mid] Change job to Paladin during combo.''


Paladin Arts lets you transition to Paladin job, but all projectiles are Ranged Low priority. While the Paladin projectile (Searchlight) comes out faster with this attack, Cecil can be hit out of this move that leaves him stationary and vulnerable for a long time. Use from afar or during assist combos. Both projectiles can combo into air attacks on hit.
 
Paladin Arts lets Cecil transition to Paladin job, but all projectiles are Ranged Low priority. While the Paladin projectile (Searchlight) comes out faster with this attack, Cecil can be hit out of this move that leaves him stationary and vulnerable for a long time. Use from afar or during assist combos. Both projectiles can combo into air attacks on hit.


</tabber>
</tabber>


== Aerial (Paladin) ==
=== Aerial (Paladin) ===
<tabber>
<tabber>
|-|Radiant Wings=
|-|Radiant Wings=
{{AbilityInfo
{{AbilityInfo
|damage=3, 3, 7, 6, 6, 6, 9 (40)
|damage='''40''' (3, 3, 7, 6, 6, 6, 9)
|startup=19F
|startup=19F
|type=Physical
|type=Physical
|priority=Melee Low
|priority=Melee Low
|ex=30
|ex=30
|effect=Wall rush
|effect=Wall Rush
|cp=20 (10)
|cp=20 (10)
|image=https://dissidia.wiki/images/c/c5/Brv_cecil_radiant_wings.jpeg
|imgpos=
|cancels=Dodge
|asthit=
|level=
|ap=
|gametext=[Close] Splendid swordplay. <br>Long reach, fast strike speed.
}}
}}


|-|Sacred Cross=
|-|Sacred Cross=
{{AbilityInfo
{{AbilityInfo
|damage=3 x 5, 5, 10 (30)
|damage='''30''' (3 x 5, 5, 10)
|startup=21F
|startup=21F
|type=Physical
|type=Physical
Line 198: Line 268:
|effect=Chase
|effect=Chase
|cp=20 (10)
|cp=20 (10)
|image=https://dissidia.wiki/images/4/4d/Brv_cecil_sacred_cross_1.jpeg
|imgpos=
|cancels=Dodge
|asthit=
|level=
|ap=
|gametext=Vertical charge. <br>Direction depends on position.
}}
}}
[[File:Brv_cecil_sacred_cross_2.jpeg|300px|thumb|Sacred Cross dives when used from above.]]




|-|Searchlight=
|-|Searchlight=
{{AbilityInfo
{{AbilityInfo
|damage=3 x 5 (15)
|damage='''15''' (3 x 5)
|startup=95F
|startup=95F
|type=Magical
|type=Magical
Line 210: Line 289:
|effect=-
|effect=-
|cp=20 (10)
|cp=20 (10)
|image=https://dissidia.wiki/images/8/82/Brv_cecil_searchlight.jpeg
|imgpos=
|cancels=Dodge
|asthit=
|level=
|ap=
|gametext=[Long] Launch magic orb. Orb fires projectiles. <br>Effective vs. any height, good diversion.
}}
}}


Line 216: Line 302:
</tabber>
</tabber>


= HP Attacks =
== HP Attacks ==


== Ground ==
=== Ground ===
<tabber>
<tabber>
|-|Soul Eater=
|-|Soul Eater=
{{AbilityInfo
{{AbilityInfo
|damage=4, 2 x 5, 6 (20)
|damage='''20''' (4, 2 x 5, 6)
|startup=39F
|startup=39F
|type=Physical
|type=Physical
|priority=Melee High
|priority=Melee High
|ex=30
|ex=30
|effect=Wall rush
|effect=Wall Rush
|cp=30 (15)
|cp=30 (15)
|image=https://dissidia.wiki/images/4/4e/Hp_cecil_soul_eater.jpeg
|imgpos=
|cancels=Dodge
|asthit=
|level=
|ap=
|gametext=[Close] Stab fore and devour his soul. <br>Limited height, quick strike.
}}
}}
''[Close] Stab fore and devour his soul. Limited height, quick strike.''


|-|Dark Flame=
|-|Dark Flame=
Line 239: Line 331:
|priority=Ranged High
|priority=Ranged High
|ex=0
|ex=0
|effect=Wall rush
|effect=Wall Rush
|cp=30 (15)
|cp=30 (15)
|image=https://dissidia.wiki/images/2/2f/Hp_cecil_dark_flame.jpeg
|imgpos=
|cancels=Dodge
|asthit=
|level=
|ap=
|gametext=[Long] Summon dark fire. <br>Slow speed, strong homing.
}}
}}
''[Long] Summon dark fire. Slow speed, strong homing.''
 


Dark Flame is reactable, but stays on the field for a few seconds and has decent tracking throughout the active period.
Dark Flame is reactable, but stays on the field for a few seconds and has decent tracking throughout the active period.
Line 250: Line 349:
|-|Shadow Bringer=
|-|Shadow Bringer=
{{AbilityInfo
{{AbilityInfo
|damage=10, 10 (20)
|damage='''20''' (10, 10)
|startup=13F
|startup=13F
|type=Physical
|type=Physical
|priority=Melee High
|priority=Melee High
|ex=30
|ex=30
|effect=Wall rush, Dark Knight BRV damage +3%, Paladin BRV damage -3%
|effect=Wall Rush <br>Dark Knight BRV damage +3% <br>Paladin BRV damage -3%
|cp=30 (15)
|cp=30 (15)
|image=https://dissidia.wiki/images/e/ee/Hp_cecil_shadow_bringer.jpeg
|imgpos=
|cancels=Dodge
|asthit=
|level=
|ap=
|gametext=[Ultra-close] Dark sword slash. <br>Dark Knight BRV damage +3%, <br>Paladin BRV damage -3%.
}}
}}
''[Ultra-close] Dark sword slash. Dark Knight BRV damage +3%, Paladin BRV damage -3%.''
 


Equipping Shadow Bringer will lock you out equipping the aerial Luminous Shard HP for the Paladin job.
Equipping Shadow Bringer will lock you out equipping the aerial Luminous Shard HP for the Paladin job.
</tabber>
</tabber>


== Aerial ==
=== Aerial ===


<tabber>
<tabber>
|-|Saint's Fall=
|-|Saint's Fall=
{{AbilityInfo
{{AbilityInfo
|damage=1 x 3, 2, 1 x 2, 3 (10)
|damage='''10''' (1 x 3, 2, 1 x 2, 3)
|startup=53F
|startup=53F
|type=Physical
|type=Physical
|priority=Melee High
|priority=Melee High
|ex=30
|ex=30
|effect=Wall rush
|effect=Wall Rush
|cp=30 (15)
|cp=30 (15)
|image=https://dissidia.wiki/images/4/46/Hp_cecil_saints_fall.jpeg
|imgpos=
|cancels=Dodge
|asthit=
|level=
|ap=
|gametext=[Mid] Focus light and charge. <br>From afar, good vs. any height.
}}
}}
''[Mid] Focus light and charge. From afar, good vs. any height.''
 


|-|Paladin Force=
|-|Paladin Force=
{{AbilityInfo
{{AbilityInfo
|damage=2 x 5, 5 (15)
|damage='''15''' (2 x 5, 5)
|startup=43F
|startup=43F
|type=Both
|type=Both
|priority=Ranged High (first hit), Melee High (other hits)
|priority=Ranged High (first hit) <br>Melee High (other hits)
|ex=30
|ex=30
|effect=Wall rush
|effect=Wall Rush
|cp=30 (15)
|cp=30 (15)
|image=https://dissidia.wiki/images/0/0c/Hp_cecil_paladin_force_1.jpeg
|imgpos=
|cancels=Dodge
|asthit=
|level=
|ap=
|gametext=[Close] Holy sword magic. <br>Effective against any height.
}}
}}
''[Close] Holy sword magic. Effective against any height.''
 
[[File:Hp_cecil_paladin_force_2.jpeg|300px|thumb|Paladin Force becomes a homing onslaught of attacks if it connects.]]


Using Paladin Force right after connecting with Searchlight activates the homing followup attacks even if Paladin Force would've otherwise missed.
Using Paladin Force right after connecting with Searchlight activates the homing followup attacks even if Paladin Force would've otherwise missed.
Line 299: Line 420:
|priority=Ranged High
|priority=Ranged High
|ex=60
|ex=60
|effect=Paladin BRV damage +3%, Dark Knight BRV damage -3%
|effect=Paladin BRV damage +3% <br>Dark Knight BRV damage -3%
|cp=30 (15)
|cp=30 (15)
|image=https://dissidia.wiki/images/4/46/Hp_cecil_luminous_shard.jpeg
|imgpos=
|cancels=Dodge
|asthit=
|level=
|ap=
|gametext=[Long] Shoot light projectiles. <br>Paladin BRV damage +3%. <br>Dark Knight BRV damage -3%.
}}
}}
''[Long] Shoot light projectiles. Paladin BRV damage +3%. Dark Knight BRV damage -3%.''


Equipping Luminous Shard will lock you out equipping the grounded Shadow Bringer HP for the Dark Knight job.
Equipping Luminous Shard will lock you out equipping the grounded Shadow Bringer HP for the Dark Knight job.
Line 310: Line 437:
</tabber>
</tabber>


= EX Mode: Job Augment! =
== EX Mode: Job Augment! ==


Effects:
Effects:
Line 319: Line 446:
* Inner Strength
* Inner Strength


== Proteus ==
=== Proteus ===
 
<gallery mode="nolines" widths=290 heights=250>
File:Ex_mode_cecil_proteus_1.jpeg
File:Ex_mode_cecil_proteus_2.jpeg
</gallery>


''[Activate with R + Square] Bridles light and darkness to instantly change jobs without attacking.''
''[Activate with R + Square] Bridles light and darkness to instantly change jobs without attacking.''


== Inner Strength ==
=== Inner Strength ===


''[Always active while in EX Mode] Each attack is 1.5 times as powerful.''
''[Always active while in EX Mode] Each attack is 1.5 times as powerful.''


== EX Burst: Face Shift ==
=== EX Burst: Face Shift ===
 
{{image|https://dissidia.wiki/images/b/b9/Ex_burst_cecil.jpeg}}


''A chain of attacks combining the power of light and darkness. Enter the commands that appear on both sides of the screen at the same time.''
''A chain of attacks combining the power of light and darkness. Enter the commands that appear on both sides of the screen at the same time.''
Line 341: Line 475:
}}
}}


= About the Job System =
== Unique Mechanic: Job System ==
 
<gallery mode="packed-overlay" widths=320 heights=190>
File:Brv_cecil_valiant_blow.jpeg|Dark Knight (Ground)
File:Hp_cecil_paladin_force_1.jpeg|Paladin (Midair)
</gallery>
 
Cecil has two jobs, but only has access to one of them at a time. To change jobs, use an attack that transitions into the other job. Dark Step or Paladin Arts braveries can only be done Dark Knight and Paladin jobs respectively. HP attacks on the other hand are always available and change Cecil's job depending on if he's grounded or not. Ground HP attacks change to a Dark Knight job, while midair HP attacks change to a Paladin job.
Cecil has two jobs, but only has access to one of them at a time. To change jobs, use an attack that transitions into the other job. Dark Step or Paladin Arts braveries can only be done Dark Knight and Paladin jobs respectively. HP attacks on the other hand are always available and change Cecil's job depending on if he's grounded or not. Ground HP attacks change to a Dark Knight job, while midair HP attacks change to a Paladin job.


Line 348: Line 488:
Cecil ALWAYS starts a fight in Dark Knight form, meaning Paladin-focused players will have to perform an HP attack as soon as the match starts, or bide their time in Dark Knight form until they have an opportunity to change forms without being punished.
Cecil ALWAYS starts a fight in Dark Knight form, meaning Paladin-focused players will have to perform an HP attack as soon as the match starts, or bide their time in Dark Knight form until they have an opportunity to change forms without being punished.


= Combos =
== Combos ==


''Main article: '''[[Cecil_Harvey_(Dissidia_012)/Combos|Cecil (Combos)]]''' ''
''Main article: '''[[Cecil_Harvey_(Dissidia_012)/Combos|Cecil (Combos)]]''' ''


== Solo ==
=== Solo ===


Cecil has a couple combo starters with both jobs, which can lead to bravery and HP follow-ups alike. Most of his attacks can be used as follow-ups, so Cecil has rather flexible combo routing. Cecil's most reliable starters (Dark Cannon & Searchlight) are telegraphed low priority projectiles, so he may need assist to do these combos more consistently.
Cecil has a couple combo starters with both jobs, which can lead to bravery and HP follow-ups alike. Most of his attacks can be used as follow-ups, so Cecil has rather flexible combo routing. Cecil's most reliable starters (Dark Cannon & Searchlight) are telegraphed low priority projectiles, so he may need assist to do these combos more consistently.
Line 450: Line 590:
}}
}}


== Assist ==
=== Assist ===


=== Dark Knight ===
=== Dark Knight ===
Line 494: Line 634:
Note, that if an opponent does not evade a chase HP attack during an Aerith setup, they can get wall rushed when close to a wall or a corner. This will net Cecil HP damage on ''top'' of the assist combo.
Note, that if an opponent does not evade a chase HP attack during an Aerith setup, they can get wall rushed when close to a wall or a corner. This will net Cecil HP damage on ''top'' of the assist combo.


== Ground ==
=== Ground ===


Slash solo combos also serve as assist combo starters for Aerith, so the damage and EX gain differ with the starter. Slash > Free Air Dash > Radiant Wings is more damage, while Slash > Free Air Dash > Sacred Cross is more EX.
Slash solo combos also serve as assist combo starters for Aerith, so the damage and EX gain differ with the starter. Slash > Free Air Dash > Radiant Wings is more damage, while Slash > Free Air Dash > Sacred Cross is more EX.
Line 525: Line 665:
|}
|}


== Aerial ==
=== Aerial ===


{|class="wikitable sortable"
{|class="wikitable sortable"
Line 576: Line 716:
</tabber>
</tabber>


= Builds =
== Builds ==
<tabber>
<tabber>
|-|Side by Side (Dark Knight)=
|-|Side by Side (Dark Knight)=
Line 645: Line 785:
</tabber>
</tabber>


= Assists =
== Assists ==


== Cecil Assist Data ==
=== Cecil Assist Data ===


{{012Assist
{{012Assist
Line 680: Line 820:
}}
}}


== Assists (Dark Knight) ==
=== Synergies (Dark Knight) ===
<tabber>
<tabber>
|-|Jecht=
|-|Jecht=
Line 692: Line 832:
</tabber>
</tabber>


== Assists (Paladin) ==
=== Assists (Paladin) ===
<tabber>
<tabber>
|-|Aerith=
|-|Aerith=
Line 705: Line 845:
</tabber>
</tabber>


= References =
== References ==
<references />
<references />



Revision as of 02:52, 14 June 2025


Cecil
General Starter Guide Combos Strategy Frame Data
Matchups Builds Match Videos Gallery Resources




Info
Name Cecil Harvey (セシル・ハーヴィ)
Original game Final Fantasy IV
Base ATK (LV100) 109 (Low / +2 as Dark Knight, High)
Base DEF (LV100) 111 (Average / +2 as Paladin, Very High)
Run Speed 9 (Dark Knight, Slow)
5 (Paladin, Above Average)
Dash Speed 81 (Dark Knight, Below Average)
77 (Paladin, Average / Good)
Fall Speed 81 (Dark Knight, Average)
89 (Paladin, Below Average)
Fall Speed Ratio After Dodge 39 (Dark Knight, Average)
40 (Paladin, Average)
Fastest BRV 15F (Valiant Blow)
Fastest HP 13F (Shadow Bringer)
1-Hit HP Dark Flame
Luminous Shard
HP Links Yes (Combos only)
Command Block No
Weapon Axes, Greatswords, Swords
Armor Gauntlets, Heavy Armor, Helms, Light Armor, Shields
Exclusive weapons Dark Sword, Mythgraven Blade, Lustrous Sword
Lightbringer, Cimmerian Edge
Unlock Default
Alignment Cosmos
Voice Actor (JP) Shizuma Hodoshima
Voice Actor (ENG) Yuri Lowenthal


Overview

Cecil Harvey is a close / mid-range character who functions with two different movesets - Dark Knight and Paladin. Due to the risky nature of changing jobs and their distinct strengths, it is often recommended to focus on one job over the other. Cecil can whiff punish effectively from a variety of angles, has decent assist synergy and bravery damage output.

However he struggles to generate assist meter on whiff due to long start-ups, animation length and late cancel opportunities. EX generation is good for Paladin, but weaker in Dark Knight. With less than ideal speed and tracking, limited effective angles, difficulties staying safe and keeping up in meter economy, Cecil often takes relatively high risks for a lower return.

His arguably safer repertoire is restricted to ground (Dark Knight), which also does not often force his opponents to play into his strengths.

Cecil has been primarily a bottom tier character, with some hope for low tier status. Temper your expectations and you may discover a fun character for yourself.

Build styles:

  • Side by Side (Dark Knight)
  • EX (Paladin)
Strengths Weaknesses


Bravery Attacks

Ground (Dark Knight)

Base Damage 40 (10, 10, 20)
Startup Frame 15F
Damage Type Physical
Priority Melee Low
EX Force 30
Effects Wall Rush
Cancels Dodge
Assist Gain (Hit)
CP (Mastered) 20 (10)
[Close] Jab foe with blade.
Can send foe flying.
Unlocked at
level
Mastered at
AP

Base Damage 15 (1 x 4, 2 x 4, 3)
Startup Frame 41F
Damage Type Magical
Priority Ranged Low (forward)
Ranged Mid (backward)
EX Force each 3
Effects Block (Ranged Low)
Cancels Dodge
Assist Gain (Hit)
CP (Mastered) 20 (10)
[Long] Draw foe with projectile.
Good start for other combos.
Unlocked at
level
Mastered at
AP

Base Damage 50 (8, 7 x 6)
Startup Frame 35F
Damage Type Physical
Priority Melee High (close)
Ranged Low (far)
EX Force ~20
Effects Wall Rush
Cancels Dodge
Assist Gain (Hit)
CP (Mastered) 20 (10)
[Mid] Throw weapon. Major damage
if lands near opponent.
Unlocked at
level
Mastered at
AP

Ground (Paladin)

Base Damage 20 (10, 10)
Startup Frame 23F
Damage Type Physical
Priority Melee Low
EX Force 90
Effects Chase
Cancels Dodge (Whiff)
Attack or Dash (On Hit)
Assist Gain (Hit)
CP (Mastered) 20 (10)
[Close] Hit foe upwards.
Slow, but very accurate strike.
Unlocked at
level
Mastered at
AP

Base Damage 30 (3, 3, 5, 4, 4, 11)
Startup Frame 43F
Damage Type Physical
Priority Melee Mid (first half)
Melee Low (second half)
EX Force 90
Effects Chase, Block (Ranged Low)
Cancels
Assist Gain (Hit)
CP (Mastered) 20 (10)
[Mid] Charge, then leap.
Good start for midair attacks.
Unlocked at
level
Mastered at
AP



Contrary to what the description says in the game, it is not a good start for midair attacks. The slow startup time makes it impractical against vigilant players and chase limits viable assist combo conversions.

Base Damage 27 (5, 10, 1 x 2, 10)
Startup Frame 23F
Damage Type Physical
Priority Melee Low
EX Force 90
Effects Chase, Job Change
Cancels
Assist Gain (Hit)
CP (Mastered) 20 (10)
[Close] Change job to Dark Knight
during combo.
Unlocked at
level
Mastered at
AP


Cecil changes to Dark Knight.

Aerial (Dark Knight)

Base Damage 15 (7, 2 x 4)
Startup Frame 37F
Damage Type Magical
Priority Ranged Low
EX Force 0
Effects Wall Rush
Cancels Dodge
Assist Gain (Hit)
CP (Mastered) 20 (10)
[Mid] Fire off gravity ball.
Good start for ground attacks.
Unlocked at
level
Mastered at
AP

Base Damage 25+ (1 each hit, 24 finish)
Startup Frame 37F
Damage Type Physical
Priority Melee Low (falling)
Ranged Mid (landing)
EX Force 60+
Effects Chase
Cancels Dodge
Assist Gain (Hit)
CP (Mastered) 20 (10)
[Close] High-speed dive.
Useful for quick descents.
Unlocked at
level
Mastered at
AP



Dark Knight attacks do not produce much EX force, but comboing into Nightfall can provide 60+ EX if the descent has room to travel.

Base Damage 30 (7, 2 x 4, 3 x 5)
Startup Frame 37F
Damage Type Magical
Priority Ranged Low
EX Force 0
Effects Job Change
Cancels Dodge
Assist Gain (Hit)
CP (Mastered) 20 (10)
[Mid] Change job to Paladin during combo. Unlocked at
level
Mastered at
AP



Paladin Arts lets Cecil transition to Paladin job, but all projectiles are Ranged Low priority. While the Paladin projectile (Searchlight) comes out faster with this attack, Cecil can be hit out of this move that leaves him stationary and vulnerable for a long time. Use from afar or during assist combos. Both projectiles can combo into air attacks on hit.

Aerial (Paladin)

Base Damage 40 (3, 3, 7, 6, 6, 6, 9)
Startup Frame 19F
Damage Type Physical
Priority Melee Low
EX Force 30
Effects Wall Rush
Cancels Dodge
Assist Gain (Hit)
CP (Mastered) 20 (10)
[Close] Splendid swordplay.
Long reach, fast strike speed.
Unlocked at
level
Mastered at
AP

Base Damage 30 (3 x 5, 5, 10)
Startup Frame 21F
Damage Type Physical
Priority Melee Low
EX Force 90
Effects Chase
Cancels Dodge
Assist Gain (Hit)
CP (Mastered) 20 (10)
Vertical charge.
Direction depends on position.
Unlocked at
level
Mastered at
AP


Sacred Cross dives when used from above.

Base Damage 15 (3 x 5)
Startup Frame 95F
Damage Type Magical
Priority Ranged Low
EX Force 0
Effects -
Cancels Dodge
Assist Gain (Hit)
CP (Mastered) 20 (10)
[Long] Launch magic orb. Orb fires projectiles.
Effective vs. any height, good diversion.
Unlocked at
level
Mastered at
AP


Be wary of using Searchlight near walls and ceilings, as the catalyst AND the projectiles can vanish if they collide with physical stage objects. "Paladin Arts" attack suffers from the same issue.

HP Attacks

Ground

Base Damage 20 (4, 2 x 5, 6)
Startup Frame 39F
Damage Type Physical
Priority Melee High
EX Force 30
Effects Wall Rush
Cancels Dodge
Assist Gain (Hit)
CP (Mastered) 30 (15)
[Close] Stab fore and devour his soul.
Limited height, quick strike.
Unlocked at
level
Mastered at
AP

Base Damage -
Startup Frame 53F
Damage Type -
Priority Ranged High
EX Force 0
Effects Wall Rush
Cancels Dodge
Assist Gain (Hit)
CP (Mastered) 30 (15)
[Long] Summon dark fire.
Slow speed, strong homing.
Unlocked at
level
Mastered at
AP



Dark Flame is reactable, but stays on the field for a few seconds and has decent tracking throughout the active period.

Dark Flame can adjust it's tracking, so if Auto Assist Lock On is enabled, it can protect Cecil against slower ground assists

Base Damage 20 (10, 10)
Startup Frame 13F
Damage Type Physical
Priority Melee High
EX Force 30
Effects Wall Rush
Dark Knight BRV damage +3%
Paladin BRV damage -3%
Cancels Dodge
Assist Gain (Hit)
CP (Mastered) 30 (15)
[Ultra-close] Dark sword slash.
Dark Knight BRV damage +3%,
Paladin BRV damage -3%.
Unlocked at
level
Mastered at
AP



Equipping Shadow Bringer will lock you out equipping the aerial Luminous Shard HP for the Paladin job.

Aerial

Base Damage 10 (1 x 3, 2, 1 x 2, 3)
Startup Frame 53F
Damage Type Physical
Priority Melee High
EX Force 30
Effects Wall Rush
Cancels Dodge
Assist Gain (Hit)
CP (Mastered) 30 (15)
[Mid] Focus light and charge.
From afar, good vs. any height.
Unlocked at
level
Mastered at
AP

Base Damage 15 (2 x 5, 5)
Startup Frame 43F
Damage Type Both
Priority Ranged High (first hit)
Melee High (other hits)
EX Force 30
Effects Wall Rush
Cancels Dodge
Assist Gain (Hit)
CP (Mastered) 30 (15)
[Close] Holy sword magic.
Effective against any height.
Unlocked at
level
Mastered at
AP


Paladin Force becomes a homing onslaught of attacks if it connects.
Using Paladin Force right after connecting with Searchlight activates the homing followup attacks even if Paladin Force would've otherwise missed.

Base Damage -
Startup Frame 63F
Damage Type -
Priority Ranged High
EX Force 60
Effects Paladin BRV damage +3%
Dark Knight BRV damage -3%
Cancels Dodge
Assist Gain (Hit)
CP (Mastered) 30 (15)
[Long] Shoot light projectiles.
Paladin BRV damage +3%.
Dark Knight BRV damage -3%.
Unlocked at
level
Mastered at
AP


Equipping Luminous Shard will lock you out equipping the grounded Shadow Bringer HP for the Dark Knight job.

As Ranged High priority, Luminous Shard will prevent Cecil from staggering during LV2 Assist Change. This relative safety is about all the move has going for it though, only worth consideration for Paladin-oriented playstyles.

EX Mode: Job Augment!

Effects:

  • Regen
  • Critical Boost
  • Proteus
  • Inner Strength

Proteus

[Activate with R + Square] Bridles light and darkness to instantly change jobs without attacking.

Inner Strength

[Always active while in EX Mode] Each attack is 1.5 times as powerful.

EX Burst: Face Shift

A chain of attacks combining the power of light and darkness. Enter the commands that appear on both sides of the screen at the same time.

Damage multiplier (initial) Damage multiplier (rest) Type
6, 9 (15, DK) 15 (PA), 25 (DK), 7 x 2 (DK), 30 (PA) (99 total) Both


Unique Mechanic: Job System

Cecil has two jobs, but only has access to one of them at a time. To change jobs, use an attack that transitions into the other job. Dark Step or Paladin Arts braveries can only be done Dark Knight and Paladin jobs respectively. HP attacks on the other hand are always available and change Cecil's job depending on if he's grounded or not. Ground HP attacks change to a Dark Knight job, while midair HP attacks change to a Paladin job.

Jobs can be changed freely outside of attack animations during EX mode by pressing R+Square. This means that outside of EX mode, Cecil often makes himself vulnerable in order to change movesets, making this adjustment rather risky for Cecil at times. Not only that, equipping Shadow Bringer or Luminous Shard HP attack locks Cecil out of equipping the other HP, further incentivising dedicated Dark Knight or Paladin playstyle.

Cecil ALWAYS starts a fight in Dark Knight form, meaning Paladin-focused players will have to perform an HP attack as soon as the match starts, or bide their time in Dark Knight form until they have an opportunity to change forms without being punished.

Combos

Main article: Cecil (Combos)

Solo

Cecil has a couple combo starters with both jobs, which can lead to bravery and HP follow-ups alike. Most of his attacks can be used as follow-ups, so Cecil has rather flexible combo routing. Cecil's most reliable starters (Dark Cannon & Searchlight) are telegraphed low priority projectiles, so he may need assist to do these combos more consistently.

Dark Knight

Dark Knight can combo with either Dark Cannon or Paladin Arts. Dark Cannon leads to other Dark Knight melee attacks, while Paladin Arts leads to Paladin attacks. Cecil gets decent damage with Dark Cannon starters, but its low damage can vary due to how projectiles move. On average, Dark Cannon can deal four hits (3x3, 3 / 9 total).

Condition Combo Base Damage EX Notes
Projectile starter
Ground
Dark Cannon > Valiant Blow 49+ WR 42+



Base Damage (Breakdown): 9 > 40 + WR Opponent Assist (Comrade's Vow): ??? EX Force (Breakdown): 3, 3, 3, 3 > 30
Basic bravery combo with high damaging wall rush ender.
Projectile starter
Ground
Dark Cannon > Shadow Bringer / Soul Eater 29 + HP WR 42



Base Damage (Breakdown): 9 > 20 + HP WR Opponent Assist (Comrade's Vow): ??? EX Force (Breakdown): 3, 3, 3, 3 > 30
Basic HP combo with wall rush potential. Shadow Bringer ender is prioritized over Soul Eater since it has higher knockback.
Projectile starter
Air
Paladin Arts > Paladin Force 45 + HP WR 30



Base Damage (Breakdown): 30 > 15 + HP WR Opponent Assist (Comrade's Vow): ??? EX Force (Breakdown): 0 > 30
Solo HP combo that also wall rushes on the ground. Good for ground assist combos. Paladin Force has slightly higher bravery damage output compared to Saint's Fall, and it also has better vertical tracking in close range, making this combo easier to land.


Paladin

Cecil's combos expand considerably with Slash and Searchlight. Slash provides a few good Paladin combos on the ground. Searchlight also supports both jobs (and in EX Mode), and Cecil can do more if the opponent is on the ground. With Searchlight, Cecil can also go for the hit glitch with Paladin Force as means to do HP damage in the neutral.

Condition Combo Base Damage EX Notes
Punish starter
Ground
Slash > Free Air Dash > Radiant Wings 60 + WR 120



Base Damage (Breakdown): 20 > 40 + WR Opponent Assist (Comrade's Vow): ??? EX Force (Breakdown): 90 > 30
Ground combo into a wall rush. Cancel Slash's recovery into Free Air Dash and close the gap to follow up with Radiant Wings.
Punish starter
Ground
Slash > Free Air Dash > Sacred Cross 50 180



Base Damage (Breakdown): 20 > 30 Opponent Assist (Comrade's Vow): ??? EX Force (Breakdown): 90 > 90
Ground combo with higher EX generation.
Projectile starter Searchlight > Paladin Force 30 + HP WR 30



Base Damage (Breakdown): 15 > 15 + HP WR Opponent Assist (Comrade's Vow): ??? EX Force (Breakdown): 0 > 30
Solo HP combo that also wall rushes on the ground. Good for ground assist combos. Paladin Force has slightly higher bravery damage output compared to Saint's Fall, but it also has far superior tracking after Searchlight connects. Naturally, the bravery damage is slightly reduced if Cecil has to close the distance with the attack first.


Assist

Dark Knight

Cecil can convert off of wall rush, first part of a bravery attack or by initiating chase. Dark Knight primarily converts off of the first two, while Paladin can also convert off of chase.


Note that Dark Flame can wall rush in stages with low ceiling such Pandaemonium - Top Floor and M.S. Prima Vista!

* Valiant Blow (1st part) - Jecht - Dark Cannon - Valiant Blow / Shadow Lance / Shadow Bringer / Soul Eater

  • Shadow Lance / HP (wall rush) - Jecht - Dark Cannon - Valiant Blow / Shadow Lance / Shadow Bringer / Soul Eater
  • Shadow Lance / HP (wall rush) - Jecht - Paladin Arts - Radiant Wings / Sacred Cross / Paladin Force
  • Gravity Ball (wall rush) - Jecht - dodge cancel forward - Paladin Arts - dodge cancel - Paladin Force
  • Gravity Ball (wall rush) - Jecht - ground dash - Dark Flame
  • Paladin Arts (dark sphere) - Jecht - Dark Cannon - Valiant Blow / Shadow Lance / Shadow Bringer / Soul Eater

The same principles apply as with Jecht assist, except ground wall rush off of Gravity Ball requires a wall for follow-ups. Yuna holds for a shorter amount of time as well.

  • Valiant Blow (1st part) - Yuna - Dark Cannon - BRV / HP
  • Shadow Lance / HP (wall rush) - ground dash if at a distance - Dark Cannon - BRV / HP
  • Valiant Blow / HP (wall rush) - ground dash if at a distance - jump - Paladin Arts - dodge cancel - BRV / HP

Due to the assist's knockback, ending combos in Paladin Force is often most reliable. Shadow Bringer can help in safely transitioning back to Dark Knight, however.

  • Valiant Blow 2nd part + Assist call upon inputting 2nd part - assist teleport - Paladin Force
  • Valiant Blow 2nd part + Assist call upon inputting 2nd part - lock off - assist teleport - turn around to face opponent - Paladin Arts - BRV / HP
  • Shadow Bringer - Assist call after second hit of Shadow Bringer - assist teleport - Paladin Force
  • Valiant Blow / Shadow Lance / HP (wall rush) - Sephiroth - Paladin Force

Paladin

Chase sequences allow Cecil to trap the opponent inside Aerith's Seal Evil or brute force an HP attack via chase. What Cecil loses in EX depletion on assist hit, he makes up for it with opportunities to set up solo combos and accumulate bravery or inflict HP damage.

Any grounded wall rush Aerith combo can be followed up with a Searchlight solo combo or an HP attack. This creates a lot of variance, but they all do the same things as they normally would - The Slash solo combo adds bravery damage or EX depending on the ender (Radiant Wings or Sacred Cross respectively), but landing an HP is also an option with Paladin Force or even Shadow Bringer.

Note, that if an opponent does not evade a chase HP attack during an Aerith setup, they can get wall rushed when close to a wall or a corner. This will net Cecil HP damage on top of the assist combo.

Ground

Slash solo combos also serve as assist combo starters for Aerith, so the damage and EX gain differ with the starter. Slash > Free Air Dash > Radiant Wings is more damage, while Slash > Free Air Dash > Sacred Cross is more EX.

Starter Combo Damage EX Force Notes Video
Lightning Rise -- 30 (3, 3, 5, 4, 4, 11) 90 Not often used due to Lightning Rise's shortcomings, but Cecil can follow up after setting up Aerith assist with a chase HP. --
Aerith > Chase > Chase HP > opp dodged > Searclight > Paladin Force 60 + HP WR (30 > 3x5 > 2x5, 5) 135 (90, 15 chase, 30) Chase setup. Call Aerith before the chase prompt appears, then proceed to enforce an HP attack on the opponent. video
Slash > Free Air Dash > Radiant Wings -- 60 (10, 10, 3, 3, 7, 6, 6, 6, 9 + WR) 120 (90, 30) Higher damaging starter combo. --
Aerith > WR > Searchlight (right before landing) > Land > Searchlight (hit) > Slash > Free Air Dash > Radiant Wings 135 + WR (3x5 > 10, 10 > 40 + WR) 240 (120, 0, 90, 30) Bravery damage. video
Slash > Free Air Dash > Sacred Cross -- 50 (10, 10, 3x5, 5, 10) 180 (90, 90) No wall rush, Sacred Cross ender prioritizes EX Force generation. --
Aerith > Chase > Chase HP > opp dodged > Searchlight > Sacred Cross 95 (50 > 3x5 > 3x5, 5, 10) 285 (180, 15 chase, 0, 90) EX focused combo with no HP at the end. video
Aerith > Chase > Chase HP > opp dodged > Searchlight > Paladin Force 80 + HP(50 > 3x5 > 2x5, 5) 225 (180, 15 chase, 30) HP ender sacrifices brv damage and EX. video
Dark Step -- 27 (5, 10, 1x2, 10) 90 Chase setup. Call Aerith before Cecil becomes grounded, then initiate chase. --
Aerith > Land > Chase > Chase HP > opp dodged > Searchlight > Paladin Force 57 (27, 3x5 > 2x5, 5 + HP WR) 135 (90, 15 chase, 0, 30) -- video

Aerial

Starter Combo Damage EX Force Notes Video
Sacred Cross -- 30 (3x5, 5, 10) 90 Air combo starter. Doesn't require a wall and Sacred Cross is one of Cecil's better aerial moves, which will see use often. --
Aerith > Chase > Chase HP > Opp dodged > Aerith (hit) > Searchlight > Paladin Force 60 + HP WR (3x5, 5, 10 > 3x5 > 2x5, 5 + HP WR) 135 (90, 15 chase, 30) Air chase setup into a solo HP combo. Aerith must be called quickly after Sacred Cross' last hit, because of the early chase prompt. video
Aerith > Chase > Chase HP > Opp dodged > Aerith (hit) > Searchlight > Sacred Cross 75 (3x5, 5, 10 > 3x5 > 3x5, 5, 10) 195 (90, 15 chase, 90) Air chase setup into solo BRV combo. Ending the combo with Sacred Cross generates a lot more EX Force. video
Aerith > Empty Chase > WR (ground) > Aerith (hit) > Jump > Searchlight > Land > Slash > Free Air Dash > Sacred Cross 95 (3x5, 5, 10 > 3x5 > 10, 10 > 3x5, 5, 10) 270 (90, 0, 90, 90) Air-to-ground assist combo with a solo combo ender. This one has highest EX gain. Must be near ground for empty chase to cause wall rush. Delay the chase a little bit to force the grounded wall rush from higher altitude. video
Radiant Wings -- 40 + WR (3, 3, 7, 6, 6, 6, 9 + WR) 30 Wall Rush. Aerith is too slow to convert off of Radiant Wings' first part unless done pre-emptively as a punish. --
Aerith > WR > Searchlight > Paladin Force 65 + HP WR (40 + WR > 3x5 > 2x5, 5 + HP WR) 60 (30, 0, 30) Wall Rush, basic assist combo into HP. Call Aerith after last hit, but before wall rush happens. video
Aerith > WR > Searchlight (right before landing) > Land > Slash > Free Air Dash > Radiant Wings 115 + WR (40 + WR > 3x5 > 10, 10 > 40 + WR) 150 (30, 0, 90, 30) Wall Rush. Slash combo that prioritises bravery damage. video

* Searchlight - Tidus (air) - BRV / HP

  • Radiant Wings (1st part) - Tidus (air) - BRV / HP
  • Radiant Wings (wall rush) - Tidus (ground) - dodge cancel - Searchlight - land on ground and approach - Slash - Free Air Dash cancel and dash for a split second - Radiant Wings or Sacred Cross
  • Sacred Cross (near wall) - Assist call - empty chase - BRV / Paladin Force
  • Sacred Cross (above opponent on the ground) - empty chase - Tidus (ground) - Free Air Dash - Searchlight - land on ground and approach
  • Slash - Free Air Dash cancel and dash for a split second - Radiant Wings or Sacred Cross
  • Dark Step (1st part) - Tidus - BRV / HP

* Searchlight - Yuna (air) - Free Air Dash if at a distance - BRV / HP

  • Radiant Wings (1st part) - Yuna (air) - BRV / HP
  • Radiant Wings (right before wall rush) - Yuna (air) - BRV / HP. Being closer to ground makes Yuna more likely to connect.
  • Sacred Cross (near wall) - Assist call - empty chase - BRV / Paladin Force
  • Dark Step (1st part, near wall) - Yuna (air) - BRV / HP
  • Paladin Force (after BRV damage, but before HP hit) - Yuna (air) - Sacred Cross (if far from ground) / Paladin Force (if close to ground)

Builds

Stats
HP 9883
CP 450
BRV 1623
ATK 176
DEF 182
LUK 61
Max Booster x3.8
Special Effect: None
Equipment
Assist Jecht / Sephiroth / Yuna
Weapon ddff-icon-equip-weapon.png Piggy's Stick
Hand ddff-icon-equip-hand.png Chainsaw
Head ddff-icon-equip-head.png Thornlet
Body ddff-icon-equip-body.png Maximillian
Accessory 1 accessory_basic.png Sniper Eye
Accessory 2 accessory_basic.png Dismay Shock
Accessory 3 accessory_basic.png Battle Hammer
Accessory 4 accessory_booster.png BRV = 0
Accessory 5 accessory_booster.png Empty EX Gauge
Accessory 6 accessory_booster.png Pre-EX Mode
Accessory 7 accessory_booster.png Pre-EX Revenge
Accessory 8 accessory_special.png Blue Gem
Accessory 9 accessory_special.png Miracle Shoes
Accessory 10 accessory_special.png Side by Side
Summon ddff-icon-summonstone.png Rubicante
{{{dataBRV}}} {{{dataHP}}}
Bravery attacks
Ground Aerial
HP attacks
Ground Aerial

ddff-icon-equip%20ability.pngindicates 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 with Equip Machines and Bard's Gear.

Blue Gem and Miracle Shoes can be substituted with Together as One, Hero's Seal or Back-Breaking Straw (to offset Thornlet penalties).

Boosters "Grounded" and "BRV = 0" can enhance HP wall rush damage with a higher multiplier at the cost of lower base bravery.

Stats
HP 10299
CP 450
BRV 956 (1147 with First to Victory)
ATK 178
DEF 183
LUK 60
Max Booster x3.0
Special Effect: Judgment of Lufenia
Equipment
Assist Kuja / Aerith
Weapon ddff-icon-equip-weapon.png Cleaver
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 accessory_basic.png Hyper Ring
Accessory 2 accessory_basic.png Muscle Belt
Accessory 3 accessory_basic.png Dismay Shock
Accessory 4 accessory_booster.png Summon Unused
Accessory 5 accessory_booster.png Pre-EX Mode
Accessory 6 accessory_booster.png Pre-EX Revenge
Accessory 7 accessory_booster.png Opponent Summon Unused
Accessory 8 accessory_special.png White Gem
Accessory 9 accessory_special.png Tenacious Attacker
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.pngindicates 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 with Ranger's Gear.

"Muscle Belt" basic accessory and "Opponent Summon Unused" booster can be substituted with what the player wants more.

Tenacious Attacker is not essential if Aerith assist is used. Hero's Essence can be used for additional Extra Abilities (critical hit rate). Winged Boots is good for banish trap stages.

Assists

Cecil Assist Data

Type Attack Startup Position Spawn Damage multiplier Effects
BRV Shadow Lance 35F Ground Opponent 8, 7 x 6 (up to 50) Wall Rush
BRV Radiant Wings 19F Air Opponent 3, 3, 7, 6, 6, 9 Wall Rush
HP Soul Eater 39F Ground Opponent 4, 2 x 5, 6 (20) Wall Rush
HP Saint's Fall 53F Air Opponent 1 x 3, 2, 1 x 2, 3 (10) Wall Rush


Synergies (Dark Knight)

Fast whiff punishes, converts off of Cecil's key moves and wall rush, sets up solo combos and lets him transition into Dark Knight from Paladin on hit as part of a combo.

Whiff punishes and more notably, easy knockback cancels. With assist meter, Cecil won't have to rely on wall rushes for assist conversions.

Ranged Low priority that isn't staggered by LV2 Assist Change, converts off of key moves, wall rush and often works within Cecil's effective range in smaller stages.

Assists (Paladin)

Lets Cecil combo Sacred Cross into an HP by initiating a chase at the cost of no EX depletion on hit. As such, can set up solo combos anywhere. Combos safely into Luminous Shard without being staggered by LV2 Assist Change.

Fastest whiff punisher in the air with less air combo potential, but ground assist can wall rush on the ground for extended solo combos.

Air conversions have restrictions, but doesn't stagger from LV2 Assist Change. Works well when playing near the ground.

References


Navigation


Wiki Roadmap (012 Cecil Harvey)

Please edit this page's roadmap template when relevant additions and changes are made.

31,39 % done

   


Page Completed In progress To-do Score
General 27 / 86
Pros / Cons Write strengths and weaknesses. / ?
Overview / Character Data Rewritten overview and strengths and weaknesses. 2 / 2
Bravery Attacks Ability info, images and overviews. 5 / 5
HP Attacks Ability info, images and overviews. 5 / 5
EX Mode Basic info, images and overviews. Overview for Inner Strength? 3 / 3
Combos Combo page created. Solo combos listed. Assist combos (Aerith & Tidus) listed. Categorize combos more appropriately. Add video examples and other previously written Dark Knight combos on combo page. 3 / 7
Builds 2 example builds. Add overviews, substitutes etc, as seen on Cloud's build page. Leave one general use build on Cecil's main page. 2 / 10
Assist Assist data. Elaborate on viable assists more? Clean up section. Write overview for Cecil assist. 2 / 3
Matchups Page created. Matchup analysis and tips. 0 / 32
Frame Data Create page. 0 / 1
Starter Guide Create page. 0 / 8
Strategy Strategies, dodge punishment and counterplay added. Add more if possible. Categorize sections more concisely while retaining coherency. 5 / 10