Kefka Palazzo (Dissidia 012): Difference between revisions

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(→‎Overview: changed wording on quick low commitment bravery bit to reflect a weakness in his commital toolkit.)
(→‎Bravery Attacks: Added a sentence about another waggle wobbly hitting during the first one. Added max amount of waggle wobblys during ex mode. Added meteor being one of strongest braveries. Added ultima explosions in phantom train.)
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''[Long] Drop ground-hugging ice. Ice quickly spins while homing.''
''[Long] Drop ground-hugging ice. Ice quickly spins while homing.''
A single ice sphere flies in a fixed, upward arc over the opponent that homes in on them after landing on the ground. This is Kefka's faster overall duration attack in terms of startup and recovery frames. Twisty-Turny Blizzaga is primarily used in ground-to-ground interactions, because the projectile's homing follow-up will not activate if it doesn't reach solid ground. As such, it's use cases are limited.
It's main application is during match start as a way to try and force the opponent to move in order to buy time for Kefka's other spells. The projectile's movement is fast enough that it can hit a dashing opponent from behind. The initial shot can hit airborne opponents and it causes a decent amount of hit stun, but the damage output is low without the homing follow-up that can wall rush.
When used during EX Mode, Twisty-Turny Blizzaga has an additional hit upon landing that holds the opponent in place before following up with a dash.


|-|Scatter-Spray Blizzaga=
|-|Scatter-Spray Blizzaga=
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A cornerstone of Kefka's pressure. In most match-ups against close-range characters, this is what players should seek to cast or set up after attacks to make engaging with Kefka more difficult. Because of it's Ranged Mid priority and the ability to blindside opponents with it's zig-zag style travelling arc, this projectile can greatly interfere with their approach.
A cornerstone of Kefka's pressure. In most match-ups against close-range characters, this is what players should seek to cast or set up after attacks to make engaging with Kefka more difficult. Because of it's Ranged Mid priority and the ability to blindside opponents with it's zig-zag style travelling arc, this projectile can greatly interfere with their approach.


Two Waggle-Wobbly Firagas can pursue the opponent on the stage simultaneously. If a third one is cast, the first one usually vanishes due to reaching it's maximum duration. However, if one Waggle-Wobbly Firaga hits the opponent, a third Firaga can be casted, and the first one that hit the opponent will operate without interference.
By default, two Waggle-Wobbly Firagas can pursue the opponent on the stage simultaneously. If a third one is cast, the first one usually vanishes due to reaching it's maximum duration. However, if one Waggle-Wobbly Firaga hits the opponent, a third Firaga can be casted, and the first one that hit the opponent will operate without interference.


When Waggle-Wobbly Firaga hits, it will hold the opponent in place for a good second before it stops inflicting damage. During this time following up with assist, braveries or HPs is very practical and is one of Kefka's primary ways to land HP attacks without assist. No knockback occurs at the end, providing only a brief window for follow-ups in the air and more notably, landing lag abuse on the ground.
When Waggle-Wobbly Firaga hits, it will hold the opponent in place for a good second before it stops inflicting damage. During this time following up with assist, braveries or HPs is very practical and is one of Kefka's primary ways to land HP attacks without assist. No knockback occurs at the end, providing only a brief window for follow-ups in the air and more notably, landing lag abuse on the ground. Furthermore, if another Waggle-Wobbly Firaga connects while the first one is still inflicting damage to the opponent, the hit effect is not invalidated.


As it takes over a second for the mid priority to become active, it is important to ensure Kefka can perform this attack without being interrupted. Use multiple air jumps in conjunction with [[Abilities_(Dissidia_012)#Extra_Abilities-0|'''Precision Jumps''']] to ascend to a large stage's ceiling within a couple seconds. Reverse Free Air Dash is a great general purpose movement option against any character who has to approach Kefka such as {{012vaan}}, {{012clo}} and {{012pri}}. The safest moments to use Waggle-Wobbly Firaga are usually after an assist or an HP attack, when the opponent has whiffed an attack that must be dodge cancelled and when the opponent cannot reach Kefka with their own attack.
As it takes over a second for the mid priority to become active, it is important to ensure Kefka can perform this attack without being interrupted. Use multiple air jumps in conjunction with [[Abilities_(Dissidia_012)#Extra_Abilities-0|'''Precision Jumps''']] to ascend to a large stage's ceiling within a couple seconds. Reverse Free Air Dash is a great general purpose movement option against any character who has to approach Kefka such as {{012vaan}}, {{012clo}} and {{012pri}}. The safest moments to use Waggle-Wobbly Firaga are usually after an assist or an HP attack, when the opponent has whiffed an attack that must be dodge cancelled and when the opponent cannot reach Kefka with their own attack.
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Because the defensive movement (jumps moreso) usually puts Kefka well above the opponent and out of their line of sight for in-game camera, it is possible to take advantage of it. Waggle-Wobbly Firaga doesn't have a strong audio cue to signal it's start-up, but it is possible to mask it a little by performing a dash first and then quickly inputting the attack while Kefka's yell from dash's startup still plays.
Because the defensive movement (jumps moreso) usually puts Kefka well above the opponent and out of their line of sight for in-game camera, it is possible to take advantage of it. Waggle-Wobbly Firaga doesn't have a strong audio cue to signal it's start-up, but it is possible to mask it a little by performing a dash first and then quickly inputting the attack while Kefka's yell from dash's startup still plays.


During EX Mode, one Waggle-Wobbly Firaga will cast two projectiles instead. The attack data remains the same, but naturally the existence of another projectile creates stronger screen presence and reward on hit.
During EX Mode, one Waggle-Wobbly Firaga will cast two projectiles instead. In addition to this, the maximum amount of Waggle-Wobbly Firagas that can exist simultaneously is increased to 4. The attack data remains the same, but naturally the existence of additional projectiles creates stronger screen presence and reward on hit.


|-|Lickety-Split Thundaga=
|-|Lickety-Split Thundaga=
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A series of lightning bolts quickly advancing towards the opponent in a mostly straight line. A relatively fast long range punish move, useful for whiff punishment. The vertical tracking is very lackluster, but it is good on the ground and it has enough hit stun to combo into an assist after a dodge cancel or an instant [[Chase_(Dissidia_012)#Empty_Chase|'''empty chase.''']] This requires a bit of practice and anticipation, but it is a serviceable bravery regardless.
A series of lightning bolts quickly advancing towards the opponent in a mostly straight line. A relatively fast long range punish move, useful for whiff punishment. The vertical tracking is very lackluster, but it is good on the ground and it has enough hit stun to combo into an assist after a dodge cancel or an instant [[Chase_(Dissidia_012)#Empty_Chase|'''empty chase.''']] This requires a bit of practice and anticipation, but it is a serviceable bravery regardless.


During EX Mode, Kefka will fire another series of bolts after the first one that goes even further. Dodge cancel is possible after the first set of projectiles, making potential assist conversions a bit easier to visually confirm.
During EX Mode, Kefka will fire another series of bolts after the first one that goes even further. Dodge cancel is possible after the first set of projectiles, but it does not cancel the second series of bolts. This makes potential assist conversions a bit easier to visually confirm.


|-|Zap-Trap Thundaga=
|-|Zap-Trap Thundaga=
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''[Long] Rain fire from the skies that ricochets and flies at foe.''
''[Long] Rain fire from the skies that ricochets and flies at foe.''


Five fireballs descend, surrounding the opponent before homing in at them. Due to it's long startup, low priority, lackluster area of effect midair and low reward on hit without assist, Meteor is often outclassed by his other braveries. While it occupies a decent amount of space, it does not represent a consistent threat against dashes or dodges, nor does it protect Kefka if he casts it from afar.
Five fireballs descend, surrounding the opponent before homing in at them. If all fireballs connect, Meteor is one of Kefka's strongest braveries in terms of damage and EX Force generation. Due to it's long startup, low priority, lackluster area of effect midair and low reward on hit without assist, Meteor is often outclassed by his other braveries. While it occupies a decent amount of space, it does not represent a consistent threat against dashes or dodges, nor does it protect Kefka if he casts it from afar.


If performed in the air, the fireballs will descend for a long time until they reach the ground. This further limits Meteor's viability and is often better used in small stages or near the ground.
If performed in the air, the fireballs will descend for a long time until they reach the ground. This further limits Meteor's viability and is often better used in small stages or near the ground.


Each homing projectile sends the opponent upwards and they can combo into assist and other attacks on hit. This is easier said than done however, as the slow startup and low priority make it difficult to connect with Meteor against moving opponents. Visually confirming Meteor on hit can be difficult in neutral situations, but assist combos provide much needed leeway for additional follow-ups. Both Waggle-Wobbly Firaga and being positioned above the opponent are a big help
Each homing projectile sends the opponent upwards and they can combo into assist and other attacks on hit. This is easier said than done however, as the slow startup and low priority make it difficult to connect with Meteor against moving opponents. Visually confirming Meteor on hit can be difficult in neutral situations, but assist combos provide much needed leeway for additional follow-ups. Both Waggle-Wobbly Firaga and being positioned above the opponent are a big help.


During EX Mode, Meteor can be used midair with no reliance on ground at all as the projectiles will halt their descent after a moment before pursuing the opponent. In a way, it functions as if it is performed in the ground.
During EX Mode, Meteor can be used midair with no reliance on ground at all as the projectiles will halt their descent after a moment before pursuing the opponent. In a way, it functions as if it is performed in the ground.
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''[Mid] Cast the ultimate(?) spell. Causes huge blast...eventually.''
''[Mid] Cast the ultimate(?) spell. Causes huge blast...eventually.''


Covers space in front of Kefka with a small projectile and then a wide aoe blast that wall rushes. Ultima is not often used due to it's low reward on hit without walls compared to his other braveries that perform similiar roles with almost equally long casting times. It can perform better in small stages such as in M.S. Prima Vista and Phantom Train, where it can occupy more space with an increased likelyhood for wall rush.
Covers space in front of Kefka with a small projectile and then a wide aoe blast that wall rushes. Ultima is not often used due to it's low reward on hit without walls compared to his other braveries that perform similiar roles with almost equally long casting times. It can perform better in small stages such as in M.S. Prima Vista and Phantom Train, where it can occupy more space with an increased likelyhood for wall rush. Multi-hitting assists can also enable Ultima's multiple explosions to deal a lot of damage, though this is most commonly relevant in Phantom Train.


When used during EX Mode, Ultima becomes active on frame 1, making this the fastest bravery attack in the game. It is therefore on par with block's startup, and because of it's Ranged Mid priority, it quickly stagger opponents trying to guard against it.
When used during EX Mode, Ultima becomes active on frame 1, making this the fastest bravery attack in the game. It is therefore on par with block's startup, and because of it's Ranged Mid priority, it quickly staggers opponents trying to guard against it.


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Revision as of 11:46, 17 February 2024


Info
Name Kefka Palazzo (ケフカ・パラッツォ)
Original game Final Fantasy VI
Base ATK (LV100) 111 (High)
Base DEF (LV100) 110 (Low)
Run Speed 11.5 (Very Slow)
Dash Speed 81 (Below Average)
Fall Speed 67 (Fast)
Fall Speed Ratio After Dodge 13 (Fastest)
Fastest BRV
Fastest HP
1-Hit HP
HP Links
Command Block
Weapon Instruments, Poles, Rods, Staves
Armor Bangles, Clothing, Hats, Hairpins, Headbands, Ribbons, Robes
Exclusive weapons Lamia's Flute, Nephilim Flute, Dancing Mad
Unlock
Alignment
Voice Actor (JP)
Voice Actor (ENG)


Strengths Weaknesses
  • Damage - High attack stat, synergy with Side by Side accessory_special.png, good damage multipliers on his staple braveries and combos ensure Kefka's damage output shines regardless of build.
  • Range - If left unattended, Kefka can create presence anywhere in a stage, whether it's the gradually homing Waggly-Wobbly Firaga or Trine with infinite range.
  • Mobility - One of the strongest Precision Jump users with it's speed and height. Fast fall speed makes air dodges significantly harder to punish. While dash speed is below average, it's more than enough to keep aggressive opponents occupied.
  • Defensive play - Having ways to quickly create distance that is in service of his braveries, Kefka can dictate the pace of a match with reverse ground / air dashes.
  • Momentum - In addition to damage, Kefka is in a great position to take advantage of any hits he gets by casting another Waggly-Wobbly Firaga, making it more difficult to challenge his defense. With Side by Side and LV2 Assist Change, Kefka can also retaliate with Havoc Wing, further cementing his advantage in meter economy.
  • EX Mode - Casting two spells at once greatly amplifies his space control and damage output. Ultima comes out instantly.
  • Vulnerable to whiff punishment - Many of Kefka's bravery attacks have a long startup that can be punished with assist on reaction, or contested with a Free Air Dash. Despite having a great close range threat with the Scatter-Spray Blizzaga bravery, Kefka is still susceptible to counter attacks if it's dodged.
  • Assist meter generation on whiff - Because Kefka does not have quick low commitment pokes, generating assist meter safely can be very difficult.
  • EX generation on hit - Two of his staple braveries do not produce EX Force, often limiting his EX intake to EX cores, Extra-Crispy Firaga enders and occasional whiff punishes with Lickety-Split Thundagas.
  • Reversing momentum - If the opponent is consistently intercepting Kefka's braveries with assist or offensive approaches, Kefka has to take big risks to stay alive.
  • Small stages - By the same token, smaller stages like M.S. Prima Vista leave less room for Kefka to create space and cast spells safely.


Overview

Kefka is a defensive spellcaster who primarily operates at mid and long range to create opportunities to deal damage and stay safe.

By utilising reverse dashes, air dodges with great fall speed and Precision Jumps, Kefka can quickly create space to begin casting his signature Waggly-Wobbly Firaga bravery that pursues the opponent with fluctuating priorities. This creates an incentive for the opponent to engage with Kefka which sets up his bigger plays. In close range he can threaten with a mid priority Scatter-Spray Blizzaga, or harass distant opponents with Extra-Crispy Firaga, Lickety-Split Thundaga, Hyperdrive or Trine. All of these attacks can lead to assist combos, representing a threat regardless of Kefka's position.

Kefka's strengths are characterised by his eccentric projectile behavior, good defensive mobility and great damage potential. He possesses a high base attack stat and his staple braveries can inflict a lot of damage in a single assist combo. Dodge punishment is serviceable with Havoc Wing, but he doesn't rely on this to the extent that characters like Cloud, Zidane and Tidus do. While his base defense stat and grounded movement speed are well below average, his Precision Jumps are top class, his fall speed creates one of the safest air dodges in the game and his dash speed is sufficient for general purpose defensive maneuvers. Many of Kefka's spells occupy a good amount of space, making them more difficult to avoid in smaller areas.

Kefka's strenghts are well pronounced, but so are his weaknesses. Low EX Force generation on many of his attacks means he is more reliant on EX Cores and equipment to reach his devastating EX mode. One of his greatest weaknesses however, is being susceptible to whiff punishment. Majority of Kefka's attacks have a lengthy startup or low priority which makes them vulnerable to being countered by assists or Free Air Dash. This can create issues against aggressive opponents who can quickly close gaps and contest with fast braveries or assist meter such as Lightning or Onion Knight. Sephiroth's Shadow Flare is also notorious for applying pressure against Kefka's spellcasting. While Kefka can adapt well to small stages with his spells, opponent's movement speed remains a problem for him when it comes to taking risks.

Not having a quick low commitment bravery also creates another problem for Kefka - Assist meter economy. Despite having stellar defensive traits, he cannot quickly generate one of the game's most important resources with relatively little risk. Side by Side accessory_special.png helps, but forgoes EX entirely. While Kefka has answers to situations with fast attacks and single hit HPs, everything he does is commital as he has nothing with both fast startup and low recovery.

Kefka has been rated as a high tier and a mid tier character in the game's competitive history. He thrives with momentum, but can also struggle a lot when it's not in his favor. Despite that, his defensive playstyle stands out in the roster and can reward dedicated players greatly.

Bravery Attacks

All of Kefka's bravery attacks have a ground and a midair version. Attack data is shared between both versions.

Scatter-Spray Blizzaga and Lickity-Split Thundaga have different damage multipliers when used during EX mode. These values are listed after the regular values and are highlighted in bold.

Base damage Startup frame Type Priority EX Force
5 x N, 25 (30+) 21F Magical Ranged Low each 15 > 0
Effects CP (Mastered) Cancels Assist Gain (Hit)
Wall Rush 30 (15)
Unlocked at
level
Mastered at
AP


[Long] Drop ground-hugging ice. Ice quickly spins while homing.

A single ice sphere flies in a fixed, upward arc over the opponent that homes in on them after landing on the ground. This is Kefka's faster overall duration attack in terms of startup and recovery frames. Twisty-Turny Blizzaga is primarily used in ground-to-ground interactions, because the projectile's homing follow-up will not activate if it doesn't reach solid ground. As such, it's use cases are limited.

It's main application is during match start as a way to try and force the opponent to move in order to buy time for Kefka's other spells. The projectile's movement is fast enough that it can hit a dashing opponent from behind. The initial shot can hit airborne opponents and it causes a decent amount of hit stun, but the damage output is low without the homing follow-up that can wall rush.

When used during EX Mode, Twisty-Turny Blizzaga has an additional hit upon landing that holds the opponent in place before following up with a dash.

HP Attacks

All of Kefka's HP attacks have a ground and a midair version, except Hyperdrive. Attack data is shared between both versions. Hyperdrive is only available on the ground.

Base damage Startup frame Type Priority EX Force
- 51F - Melee High 0
Effects CP (Mastered) Cancels Assist Gain (Hit)
Wall Rush 30 (15)
Unlocked at
level
Mastered at
AP


[Close] Attack with wings. Quick approach, useful vs. any height.

A staple HP attack in Kefka's repertoire. Strong vertical tracking and the hitbox stays active for a good while, making whiff punishing this attack from Kefka's front quite difficult. Commonly used after blocking, connecting with Waggle-Wobbly Firaga or at the end of an assist combo.

Because of it's tracking, Havoc Wing can be used after staggering an opponent with a level 2 assist change. This is great for Side by Side builds, but also in checkmate situations where Kefka can finish the opponent off with the next HP attack.

Even so, this leaves Kefka vulnerable from behind for a good moment, so exercise caution when using this.

Havoc Wing has no known effects during EX Mode.

EX Mode: Power of Destruction!

Effects:

  • Regen
  • Critical Boost
  • Glide
  • Exhilarating Magic

Glide

[Activate by holding x in midair] Increases the magus power within to move freely through the air.

Exhilarating Magic

[Always active while in EX Mode] All spells become more chaotic - multiple projectiles, magic rebounds, and other unpredictable effects.

EX Burst: Light of Judgment

A light comes from the heavens, cleansiing all in its wake. Memorize the commands that display then enter them in order.

Damage multiplier (initial) Damage multiplier (rest) Type
8, 4, 4, 4 (20) 10 x 8 (80) (100 total) Magical


Builds

Kefka usually runs with Waggly-Wobbly Firaga, Scatter-Spray Blizzaga and Extra-Crispy Firaga braveries in the air.

Stats
HP 10299
CP 450
BRV 917
ATK 180
DEF 183
LUK 60
Max Booster x7.4
Special Effect: Seal of Lufenia
Equipment
Assist Kuja
Weapon ddff-icon-equip-weapon.png Dancing Mad
Hand ddff-icon-equip-hand.png Lufenian Dirk
Head ddff-icon-equip-head.png Lufenian Headband
Body ddff-icon-equip-body.png Lufenian Vest
Accessory 1 accessory_basic.png Hyper Ring
Accessory 2 accessory_basic.png Earring
Accessory 3 accessory_basic.png Battle Hammer
Accessory 4 accessory_booster.png Large Gap in HP
Accessory 5 accessory_booster.png BRV > Base Value
Accessory 6 accessory_booster.png Pre-EX Mode
Accessory 7 accessory_booster.png Pre-EX Revenge
Accessory 8 accessory_booster.png Aerial
Accessory 9 accessory_booster.png Opponent HP < 50 %
Accessory 10 accessory_special.png Tenacious Attacker
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 CP glitch for Lufenian Dirk and Lufenian Vest.

A standard fare damage oriented build with EX intake enabled.

Assist

Kefka's assist data.

Type Attack Startup Position Spawn Damage multiplier Effects
BRV Meteor 35F Ground Player 15 each (up to 75) Chase
BRV Extra-Crispy Firaga 49F Air Opponent 15 each (up to 45) Chase
HP Hyperdrive 143F Ground Opponent - Chase
HP Havoc Wing 51F Air Opponent - Wall Rush


Overview

Kefka does not have strong synergy with most tournament viable assists. Instead much of his performance can be attributed to the Kuja assist and to a lesser extent, Jecht assist.

Being able to convert off stray hits even from a distance is pretty important for Kefka. Other assists such as Sephiroth, Yuna and Exdeath make compromises in startup speed and follow-ups. Both Kuja and Jecht offer most in terms of conversion ability, damage output and setup potential.

Kefka's strongest assist with highest consistency. Air BRV assist Strike Energy has great synergy with Kefka's staple braveries anywhere in the stage. Easiest to setup Kefka's Waggly-Wobbly Firaga > Extra-Crispy Firaga chase loop off of any hit, but can also create more space and setup an additional Waggly-Wobbly Firaga with Trine. It even sets up double damage for Extra-Crispy Firaga in a corner. If Kefka is in close range, he can Trine after Kuja assist and go for Scatter-Spray Blizzaga for guaranteed critical hits to really shred through bravery.