Terra Branford (Dissidia 012): Difference between revisions

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Revision as of 11:43, 25 June 2025


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




Info
Name Terra Branford (ティナ・ブランフォード)
Original game Final Fantasy VI
Base ATK (LV100) 111 (High)
Base DEF (LV100) 110 (Low)
Run Speed 10.5 (Very Slow)
Dash Speed 81 (Below Average)
Fall Speed 85 (Average)
Fall Speed Ratio After Dodge 43 (Slow)
Fastest BRV 17F (Blizzard Combo)
Fastest HP 43F (Tornado)
1-Hit HP Yes (Multiple)
HP Links Yes
Command Block No
Weapon Daggers, Instruments, Rods, Staves
Armor Bangles, Clothing, Hairpins, Hats,
Headbands, Ribbons, Robes
Exclusive weapons Chain Flail, Morning Star, Maduin's Horn
Unlock
Alignment Chaos (012)
Cosmos (013)
Voice Actor (JP) Yukari Fukui
Voice Actor (ENG) Natalie Lander


Overview

Terra is a playable character in Dissidia 012.

Strengths Weaknesses


Bravery Attacks

Blizzard Combo and Holy Combo have separate damage multipliers when used during EX mode. These values are outlined after the regular damage multipliers and highlighted in bold.

Ground

Base Damage 4, 3, 3, 10 (20) / 4, 3, 3, 14, 2 x 3 (30)
Startup Frame 17F
Damage Type Magical
Priority Melee Low
EX Force 30
Effects Wall Rush
Cancels
Assist Gain (Hit)
CP (Mastered) 30 (15)
Unlocked at
level
Mastered at
AP


[Close] Shoot ice shards. Change combo with analog stick.

This attack has an upward version. The sum of damage multipliers is identical with the regular verison. It can only wall rush on the side and not at the ceiling.

Base Damage 4, 6, 10 (20) / 4, 6, 14, 2 x 3 (30)
Startup Frame 17F
Damage Type Magical
Priority Melee Low
EX Force 30
Effects
Cancels
Assist Gain (Hit)
CP (Mastered)
Unlocked at
level
Mastered at
AP

Base Damage 20, 5 x 3 (35)
Startup Frame 27F
Damage Type Magical
Priority Ranged Low
EX Force 30
Effects Magic Block, Wall Rush
Cancels
Assist Gain (Hit)
CP (Mastered) 30 (15)
Unlocked at
level
Mastered at
AP


[Mid] Fire large ice block. On hit, add ice shard attack.

Base Damage 40
Startup Frame 25F
Damage Type Magical
Priority Ranged Low, Unblockable (explosion)
EX Force 60
Effects Chase
Cancels
Assist Gain (Hit)
CP (Mastered) 30 (15)
Unlocked at
level
Mastered at
AP


[Mid] Shoot low fireballs that home in on foe and explode.

Base Damage 2 x N, 40 (40+)
Startup Frame 183F
Damage Type Magical
Priority Unblockable
EX Force each 6
Effects Absorb, Wall Rush
Cancels
Assist Gain (Hit)
CP (Mastered) 30 (15)
Unlocked at
level
Mastered at
AP


[Long] Drop gravity sphere. Can aim with the analog stick.

Base Damage each (15)
Startup Frame 65F (3rd), 133F (7th)
Damage Type Magical
Priority Ranged Low
EX Force 0
Effects -
Cancels
Assist Gain (Hit)
CP (Mastered) 30 (15)
Unlocked at
level
Mastered at
AP


[Long] Rain down fire on foe. Powerful, not very accurate.

Contains 7 hits. The 3rd and 7th hits always spawn right above the opponent's head. Others spawn randomly.

Aerial

Base Damage 4, 3, 3, 10 (20) / 4, 3, 3, 14, 2 x 3 (30)
Startup Frame 17F
Damage Type Magical
Priority Melee Low
EX Force 30
Effects Wall Rush
Cancels
Assist Gain (Hit)
CP (Mastered) 30 (15)
[Close] Shoot ice shards. Change combo with analog stick. Unlocked at
level
Mastered at
AP



Terra performs a 3 hits combo at close range. Aim the analog stick to send the opponent flying upwards instead or forward. It has a weak knockback but it can wall rush.

This is Terra's fastest attack at 17F and one of her most essential moves. It serves a fast "get off me" attack, can easily combo into assist, and can be whiffed safely to charge the assist gauge.

Note that Blizzard Combo's 3 hits only require 2 button presses as the 2nd and 3rd hits go off with one button press. So one should follow up with an assist after the first hit.

Base Damage 20, 5 x 3 (35)
Startup Frame 27F
Damage Type Magical
Priority Ranged Low
EX Force 30
Effects Magic Block, Wall Rush
Cancels
Assist Gain (Hit)
CP (Mastered) 30 (15)
[Mid] Fire large ice block. On hit, add ice shard attack. Unlocked at
level
Mastered at
AP

Base Damage each (6), 7 x 4 (34+) / 7 x 9 (69+)
Startup Frame 37F / 13F (EX mode)
Damage Type Magical
Priority Ranged Low (Holy), Mid (Flare)
EX Force 0
Effects -
Cancels
Assist Gain (Hit)
CP (Mastered) 30 (15)
[Long] Shoot light projectiles. If Holy hits, follow with Flare. Unlocked at
level
Mastered at
AP

Base Damage each (4)
Startup Frame 19F
Damage Type Magical
Priority Ranged Low
EX Force each 9
Effects Chase
Cancels
Assist Gain (Hit)
CP (Mastered) 30 (15)
[Long] Surround foe with contracting ring of lightning. Unlocked at
level
Mastered at
AP

Base Damage each (6)
Startup Frame 37F / 13F (EX mode)
Damage Type Magical
Priority Ranged Low
EX Force 0
Effects Chase
Cancels
Assist Gain (Hit)
CP (Mastered)
[Long] Shoot light projectiles. Normal speed, strong homing. Unlocked at
level
Mastered at
AP

HP Attacks

Ground

Base Damage -
Startup Frame 71F
Damage Type -
Priority Unblockable
EX Force 60
Effects -
Cancels
Assist Gain (Hit)
CP (Mastered) 30 (15)
[Long] Generate three water pillars at opponent's position Unlocked at
level
Mastered at
AP



Terra conjures a water pillar at the opponent's position, then after a short delay two other splashes in a rapid succession. Sends the opponent flying upwards.

Flood is a slow spell that can be easily dodged and punished since Terra is completely vulnerable while charging which makes its use situational. The second wave of water pillars comes slow enough for a trained opponent to dodge it with ease.

It can however be used for hard reads, as to interrupt an attack with a long casting time (e.g. Meteorain, Cyclone, Windburst) or to punish a dodge, especially if the opponent is dodging in midair close to the ground they could get hit by the second wave of water because of their landing lag. Flood has a lot of hitstun and sends the opponent flying straight upwards so it can be easily followed with assist.

Ex Mode : Terra casts floods two times, for a total of 6 water pillars. This can catch an opponent off-guard as it is much harder to dodge.

Base Damage 1 x 10 (10)
Startup Frame 43F
Damage Type Magical
Priority Melee High
EX Force 30
Effects Absorb, Wall Rush
Cancels
Assist Gain (Hit)
CP (Mastered) 30 (15)
Unlocked at
level
Mastered at
AP


[Close] Summon tornado around self. Can be moved.

Base Damage 20 (EX mode only)
Startup Frame ?
Damage Type -
Priority ?
EX Force 0
Effects Wall Rush
Cancels
Assist Gain (Hit)
CP (Mastered) 30 (15)
Unlocked at
level
Mastered at
AP


Branching from Fire. [Combo] Ignite explosions on foe.

Aerial

Base Damage 1 x 10 (10)
Startup Frame 43F
Damage Type Magical
Priority Melee High
EX Force 30
Effects Absorb, Wall Rush
Cancels
Assist Gain (Hit)
CP (Mastered) 30 (15)
[Close] Summon tornado around self. Can be moved. Unlocked at
level
Mastered at
AP

Base Damage -
Startup Frame 55F / 91F / 145F
Damage Type -
Priority Ranged High
EX Force 0
Effects Wall Rush
Cancels
Assist Gain (Hit)
CP (Mastered) 30 (15)
[Long] Shoot fireball at foe. Charge to change its strength. Unlocked at
level
Mastered at
AP



Meltdown has two versions : the uncharged version will shoot a fire blast at close range, while holding the button long enough will shoot a large homing fireball at the opponent. Both versions provide HP wall rush.

Meltdown is Terra's only 1 hit HP attack in the air and one of her main self-defense tools. The uncharged version is useful for mindgames as it can be delayed by holding the button to punish dodges.

Meltdown's charged version can be used to harass the opponent from afar and force them to approach you. It has a strong homing power and stays active for a fairly long time so opponents can still be hit by the projectile by dodging with the wrong timing.

It has a slow startup however, and a long recovery especially when charged so it can be assist punished quite easily. Meltdown disappears when Terra is hit so it cannot protect her if she is punished.

Also the charged version projectile can be reflected back at Terra by any character with a level 3 priority attack (Braver, Blasting Zone, Jecht Block) which limits its use against such characters.

Base Damage 1 x 7 (7)
Startup Frame ?
Damage Type Magical
Priority Unblockable
EX Force 0
Effects Absorb, Wall Rush
Cancels
Assist Gain (Hit)
CP (Mastered) 30 (15)
Branching from Holy Combo. [Combo] Cast the ultimate spell. Unlocked at
level
Mastered at
AP

EX Mode: Trance!

Effects:

  • Regen
  • Critical Boost
  • Glide
  • Chainspell

Glide

[Activate by holding X in midair]] Uses the esper power hidden within to move freely through the air.

Chainspell

[Cast, then press circle or square to activate] Embraces the spirit of a magus to raise magical poower and cast the same spell again.

EX Burst: Riot Blade

Power is focused in both hands and fired as countless blades. Repeatedly press left and circle to raise the gauges on the left and righht.

Damage multiplier (initial) Damage multiplier (rest) Type
10x3 (30) 14x5 (70) (100 total) Magical


Combos

Solo

Assist

Builds

Builds here.

Stats
HP 9971
CP 450
BRV 1075 (1827 with Hero's Seal)
ATK 177
DEF 182
LUK 60
Max Booster x1.5
Special Effect: Seal of Lufenia
Equipment
Assist Jecht / Aerith
Weapon ddff-icon-equip-weapon.png Zwill Crossblade
Hand ddff-icon-equip-hand.png Lufenian Bangle
Head ddff-icon-equip-head.png Lufenian Hairpin
Body ddff-icon-equip-body.png Lufenian Jacket
Accessory 1 accessory_basic.png Hyper Ring
Accessory 2 accessory_basic.png Earring
Accessory 3 accessory_booster.png Large Gap in HP
Accessory 4 accessory_special.png Cyan Drop
Accessory 5 accessory_special.png Cyan Drop
Accessory 6 accessory_special.png Cyan Drop
Accessory 7 accessory_special.png Red Gem
Accessory 8 accessory_special.png Cyan Gem
Accessory 9 accessory_special.png First to Victory
Accessory 10 accessory_special.png Hero's Seal
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.


Substitutes
Equipment Replacement Notes
accessory_special.png Red Gem Free choice While Red Gem's +5% damage increase works for this build, it can be swapped out for whatever the player may want in a match-up or a stage.

This build has Terra start the fight at 90 % EX bar filled. Terra's EX generation is one of her weaker aspects, so this is a good way to guarantee access to her powerful EX Mode with just a few successful interactions. Meteor > Fire > Chase is enough to fill the EX meter on hit. A single EX Core also fills the rest of the EX meter if Terra does not generate enough EX Force before then.

Extra abilities First Strike, EX Critical Boost and Precision Evasion are recommended for this build.

Combo

Once Terra confirms an assist combo with Jecht (or Aerith), the goal is to inflict enough damage to bravery break, reset to base bravery and wall rush for extra damage. Prepare an EX Mode Meltdown which casts two HP projectiles instead of one. As long as one Meltdown connects, Terra can chain Holy Combo into Ultima which is plenty of damage as it is, but the second Meltdown will reset base bravery recovery on hit.

After using Holy Combo, be sure to delay the first Ultima to unlock your assist bar and catch the opponent's dodge. Without Evasion Boost and Precision Evasion, Ultima is basically guaranteed and can lead to another wall rush assist combo if Terra has more assist meter to spend. Depending on the circumstances and the opponent's build, this can outright finish the opponent.

If the opponent is at the wall, it is possible to throw a quick Meltdown during Jecht assist before using Holy Combo.

Stats
HP 9683
CP 450
BRV 1284
ATK 178
DEF 183
LUK 60
Max Booster x4.6
Special Effect: Judgment of Lufenia
Equipment
Assist Jecht / Aerith / Sephiroth
Weapon ddff-icon-equip-weapon.png Lufenian Claw (CP Glitch)
Hand ddff-icon-equip-hand.png Lufenian Shield (CP Glitch)
Head ddff-icon-equip-head.png Thornlet
Body ddff-icon-equip-body.png Lufenian Armor (CP Glitch)
Accessory 1 accessory_basic.png Protect Stud
Accessory 2 accessory_basic.png Dismay Shock
Accessory 3 accessory_basic.png Battle Hammer
Accessory 4 accessory_booster.png Empty EX Gauge
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_booster.png Opponent Summon Unused
Accessory 9 accessory_special.png Together As One
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.

Assist

Terra's assist data

Type Attack Startup Position Spawn Damage multiplier Effects
BRV Graviga 183F Ground Player 2 x N, 40 (40+) Wall Rush
BRV Blizzara 27F Air Opponent 20, 5 x 3 (35) Wall Rush
HP Flood 71F Ground Player - Chase
HP Meltdown 145F Air Player - Wall Rush


Assists

Terra works well with Aerith, Kuja and Jecht.

References


Navigation


Wiki Roadmap (012 Terra Branford)

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

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Page Completed In progress To-do Score
General Add images for attacks. 1 / 5 / 86
Pros / Cons Pros and cons. 0 / 5 / ?
Overview / Character Data Overview 0 / 5 / 2
Bravery Attacks Ability info overviews 1 / 5 / 5
HP Attacks Ability info overviews 1 / 5 / 5
EX Mode Basic info Overview / detailed info 1 / 5 / 3
Combos Add solo and assist combos with video examples. 0 / 5 / 7
Builds 2 builds. Add more builds with overviews like on Tifa's page. Add recommended attacks for initial ex and Side by Side builds. 2 / 5 / 10
Assist Assist data Common assists with overviews. 1 / 5 / 3
Matchups Create page. Matchup analysis and tips. 0 / 5 / 32
Frame Data / 1
Starter Guide Create page. Concise PvP guide with core concepts and essentials. 0 / 5 / 8
Strategy Create page. Strategies and counterplays. Refer to Cecil's strategy page. 0 / 5 / 10