Kain Highwind is a playable character in Dissidia 012.
Kain is a close-range aerial fighter with high vertical movement. He has a unique homing air dash which can be done after melee bravery attacks. Kain excels defensively in the air largely due to his mobility; His air jumps and Precision Jumps are top class, and his fast fall speed makes his air dodges very safe to use. His aerial attacks are fast and cover diagonal angles well, which are effective for defensive {{keyword|punish|punish=1}}-oriented playstyles. When Kain gets a hit, he can alter the {{keyword|knockback|knockback=1}} direction with his branching follow-ups and few, but rewarding solo combos. His {{keyword|wall carry|wallcarry=1}} has high potential thanks to his Lance Barrage loops and very damaging aerial HP attacks. Even though Kain's base ATK is average, his damage output is much higher in practice due to his combos, critical hits and high base damage on wall rush moves, such as Rising Drive and Sky Rave. And if Kain finds himself on the ground, he can control air space with his signature Jump HP attack and slow down the pace on a moment's notice.
Kain is defensively strong, but he relies on air braveries that aren't best suited for {{keyword|rushdown|rushdown=1}}. He can {{keyword|poke|poke=1}}, but the attacks are all slower across the board. Kain doesn't move during their {{keyword|startup|startup=1}}, and their {{keyword|tracking|tracking=1}} is linear in one specific direction. His relatively slow {{keyword|recovery|recovery=1}} also makes him vulnerable to {{keyword|whiff punishment|whiffpunish=1}} in close-range. This puts Kain in an awkward spot; He is defensively difficult to hit, but he has trouble hitting opponents himself. He relies on timing {{keyword|mixups|mixup=1}} to avoid getting blocked, but he can't always stop fast movement either. Kain has few projectiles, but they are all telegraphed or risky for poking through traps, like {{012ulti}}'s charged Knight's Lance or {{012emp}}'s Thunder Crest.
In competitive play, Kain has been commonly ranked at mid tier. His defensive playstyle works reliably against a variety of characters, as he is good at avoiding damage in the air or powering through with charged Jumps on the ground. He's an explosive character when he gets a clean combo, but he can struggle to force openings against defensive opponents. His assist meter building is also somewhat slow, but mostly a problem in small stages or against fast rushdown. In a game where defensive play is considered strong, Kain is a competent character with a fairly straightforward moveset and high damage.
When Kain finishes a melee bravery attack, he can {{keyword|cancel|cancel=1}} it into a homing air dash by pressing Triangle {{psptri}}. Its main application is filling assist gauge with Assist Gauge Up Dash ability while approaching opponent. This can be useful for optimizing ground assist combo starters, but it sees little use in other situations. The dash and Kain's relatively slow {{keyword|startup|startup=1}} speed for his air braveries do not open up solo combo routes for Kain.
This is built-in for Kain, so he does not need to equip any dash abilities to do this. Kain will perform the air dash even when Triangle {{pspcir}} is held down beforehand. In practice, it is similar to an {{keyword|input buffer|inputbuffer=1}}, which is rare in Dissidia 012.
Kain is a close-range aerial fighter with high vertical movement. He has a unique homing air dash which can be done after melee bravery attacks. Kain excels defensively in the air largely due to his mobility; His air jumps and Precision Jumps are top class, and his fast fall speed makes his air dodges very safe to use. His aerial attacks are fast and cover diagonal angles well, which are effective for defensive punish-oriented playstyles. When Kain gets a hit, he can alter the knockback direction with his branching follow-ups and few, but rewarding solo combos. His wall carry has high potential thanks to his Lance Barrage loops and very damaging aerial HP attacks. Even though Kain's base ATK is average, his damage output is much higher in practice due to his combos, critical hits and high base damage on wall rush moves, such as Rising Drive and Sky Rave. And if Kain finds himself on the ground, he can control air space with his signature Jump HP attack and slow down the pace on a moment's notice.
Kain is defensively strong, but he relies on air braveries that aren't best suited for rushdown. He can poke, but the attacks are all slower across the board. Kain doesn't move during their startup, and their tracking is linear in one specific direction. His relatively slow recovery also makes him vulnerable to whiff punishment in close-range. This puts Kain in an awkward spot; He is defensively difficult to hit, but he has trouble hitting opponents himself. He relies on timing mixups to avoid getting blocked, but he can't always stop fast movement either. Kain has few projectiles, but they are all telegraphed or risky for poking through traps, like Ultimecia's charged Knight's Lance or The Emperor's Thunder Crest.
In competitive play, Kain has been commonly ranked at mid tier. His defensive playstyle works reliably against a variety of characters, as he is good at avoiding damage in the air or powering through with charged Jumps on the ground. He's an explosive character when he gets a clean combo, but he can struggle to force openings against defensive opponents. His assist meter building is also somewhat slow, but mostly a problem in small stages or against fast rushdown. In a game where defensive play is considered strong, Kain is a competent character with a fairly straightforward moveset and high damage.
Strengths
Weaknesses
Unique Mechanic: Air Dash Cancel
When Kain finishes a melee bravery attack, he can cancel it into a homing air dash by pressing Triangle . Its main application is filling assist gauge with Assist Gauge Up Dash ability while approaching opponent. This can be useful for optimizing ground assist combo starters, but it sees little use in other situations. The dash and Kain's relatively slow startup speed for his air braveries do not open up solo combo routes for Kain.
This is built-in for Kain, so he does not need to equip any dash abilities to do this. Kain will perform the air dash even when Triangle is held down beforehand. In practice, it is similar to an input buffer, which is rare in Dissidia 012.
indicates a "Gear" extra ability or the use of CP / Equipment glitch. The total CP cost will assume the glitch is done.
A high damage build utilising bravery damage and wall rush for small stages with low ceiling. The maximum booster value of x7.4 activates with both Large Gap in HP and BRV = 0. x5.3 when Large Gap in HP is in effect, but not BRV = 0.
Substitutes
Basic: Hyper Ring for Battle Hammer (assist depletion) or Dismay Shock (enhanced EX depletion)
indicates a "Gear" extra ability or the use of CP / Equipment glitch. The total CP cost will assume the glitch is done.
A damage build without sacrificing EX absorption. Recommended for medium to large stages. x2.3 booster before Large Gap in HP activates.
Substitutes
Weapon: Cleaver
If you intend to use Aerith assist, use Cleaver instead. Heaven's Cloud serves well if you are comfortable doing his aerial bravery loops (in the corner).