Garland (Dissidia 012)

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Revision as of 20:06, 13 October 2023 by Muggshotter (talk | contribs) (→‎HP Attacks: Added info.)


Info
Name Garland (ガーランド)
Original game Final Fantasy
Base ATK (LV100)
Base DEF (LV100)
Run Speed 10.5 (Very Slow)
Dash Speed 81 (Below Average)
Fall Speed 77 (Above Average)
Fall Speed Ratio After Dodge 41 (Below Average)
Fastest BRV
Fastest HP
1-Hit HP
HP Links
Command Block
Weapon Axes, Greatswords, Katanas, Spears
Armor Gauntlets, Heavy Armor, Helms, Light Armor, Shields
Exclusive weapons Ogrekiller, Viking Axe, Gigant Axe
Unlock
Alignment
Voice Actor (JP)
Voice Actor (ENG)


Strengths Weaknesses
  • Coming soon
  • Coming soon


Overview

Garland is a defensive close / mid-range character with good whiff punish capability and bravery damage output.

Bravery Attacks

Ground

Damage multiplier Startup frame Type Priority EX Force
7,8,30 (45, Short) / 7,8,9,2,2,2,15 (45, Long) 23F Physical Melee Low, Melee Mid (2nd hit), Melee High (3rd hit, Long) 30 (Short) / 90 (Long)
Effects CP (Mastered) Cancels Assist Gain (Attack) Assist Gain (Hit)
Wall Rush (Short) / Chase (Long) 30 (15)
Unlocked at
level
Mastered at
AP


[Close] Broad sword sweep. Change combo with input timing.

Damage multiplier Startup frame Type Priority EX Force
2x5,5,15 (30) 31F Physical Melee Mid 30
Effects CP (Mastered) Cancels Assist Gain (Attack) Assist Gain (Hit)
Wall Rush 30 (15)
Unlocked at
level
Mastered at
AP


[Mid] High-speed sword thrust. Vertically limited, good range.

A gap closer and a whiff punisher that goes in a straight line. Staggers regular block, it works well as a deterrent for blocking his other ground braveries. With a Kuja / Sephiroth assist following up the wall rush, the damage output is consistently high and makes this move a notable threat. High priority braveries and running sideways can work against it.

Damage multiplier Startup frame Type Priority EX Force
15 13F Physical Melee Low 60
Effects CP (Mastered) Cancels Assist Gain (Attack) Assist Gain (Hit)
30 (15)
Unlocked at
level
Mastered at
AP


[Mid] Swift upwards sword swipe. Low accuracy, quick strike.

One of Garland's strongest bravery attacks. Very fast start-up, low recovery, long active hitbox, combo starter, great tracking and anti-air capability within close range. The big cherry on top is that it can be cancelled into a neutral state, making this one of the few bravery attacks that do not have to be dodge cancelled for safety. This also allows Garland to jump and combo into Twist Drill for meter and a lot of bravery damage with assist.

Due to it's speed and cancel window, it can be used to quickly generate assist meter. A must have for many close-range match-ups where Garland can fight on the ground. When used well, this is a move that ties Garland's defensive gameplay together.

Damage multiplier Startup frame Type Priority EX Force
5,19 (24, Low) / 5,2,2,15 (24, High) 17F (Low) / 13F (High) Physical Melee Low 90 (Low) / 30 (High)
Effects CP (Mastered) Cancels Assist Gain (Attack) Assist Gain (Hit)
Chase (Low) / Wall Rush (High) 30 (15)
Unlocked at
level
Mastered at
AP


[Mid] Swing sword uupwards. Change combo with input timing.

Damage multiplier Startup frame Type Priority EX Force
each (10) 51F Magical Ranged Low 0
Effects CP (Mastered) Cancels Assist Gain (Attack) Assist Gain (Hit)
30 (15)
Unlocked at
level
Mastered at
AP


[Long] Call down lightning strikes that home in on opponent.

Aerial

Damage multiplier Startup frame Type Priority EX Force
7,8,15 (30) 21F Physical Melee Low 30
Effects CP (Mastered) Cancels Assist Gain (Attack) Assist Gain (Hit)
Wall Rush 30 (15)
Unlocked at
level
Mastered at
AP


[Mid] Swipe with twin blades. Approaches foe; limited height.

Damage multiplier Startup frame Type Priority EX Force
7,8 (15) 45F Physical Melee Low 90
Effects CP (Mastered) Cancels Assist Gain (Attack) Assist Gain (Hit)
Chase 30 (15)
Unlocked at
level
Mastered at
AP


[Mid] Swing chain. Low accuracy, but effective against any height.

Air combo starter, air-to-ground whiff punisher and Garland's primary post-dodge defensive option in the air. It is not invincible, but the movement can help him evade slower dodge punish attempts. On hit, Garland can dodge cancel and combo into Twist Drill for a total of 180 EX (almost 20 % of an EX bar), but it does not work at all heights.

The consistency of Chain Cast's damage output, meter generation and applications in the neutral make it an appealing choice for a third bravery slot along with Bardiche and Twist Drill.

Damage multiplier Startup frame Type Priority EX Force
30 23F Physical Melee Low 0
Effects CP (Mastered) Cancels Assist Gain (Attack) Assist Gain (Hit)
Wall Rush 30 (15)
Unlocked at
level
Mastered at
AP


[Dive] Mighty axe swing. Great for attacking from above.

Garland's iconic crushing repertoire. A staple in Garland's kit thanks to it's speed, relative safety on whiff and infamous damage output. The designated vertical, downward tracking and the lack of forward momentum limits Bardiche's hit rate in the air. But it functions well as an assist meter generator and air-to-ground attack.

With one of the higher bravery damage multipliers (30) and wall rush, repeated use of Bardiche is known to be the strongest EX Revenge combo in the entire game.

Damage multiplier Startup frame Type Priority EX Force
4x2,8,14 (30) 21F Physical Melee Low 90
Effects CP (Mastered) Cancels Assist Gain (Attack) Assist Gain (Hit)
Chase 30 (15)
Unlocked at
level
Mastered at
AP


[Rise] Upwards lunge with sword. Great for attacking from below.

Fast anti-air attack with good combo potential, damage and EX output. Primarily designed to home in on opponents above Garland, Twist Drill is often used as a combo move after Deathblow, as a whiff punisher or as an approach tool.

It's hitstun is long enough to combo into an assist from a relatively late dodge cancel window or an empty chase. That also means Twist Drill is a bravery attack that is consistently safe on hit after initiating an empty chase for EX intake.

While it cannot effectively hit opponents directly in front of him or above his head, Twist Drill is still a staple in Garland's air combat. The extended hitbox allows him to poke through projectiles and traps, such as Ultimecia's charged Knight's Lance. The first part can be dodge cancelled early enough to contest The Emperor's Dreary Cell traps and the overall speed can be difficult to react to. Drill the threat into the opponent's head.

Damage multiplier Startup frame Type Priority EX Force
each (10) 51F Magical Ranged Low 0
Effects CP (Mastered) Cancels Assist Gain (Attack) Assist Gain (Hit)
30 (15)
Unlocked at
level
Mastered at
AP


[Long] Call down lightning strikes that home in on opponent.

Same as ground version. Difficult to justify with four other strong braveries competing for slots.

HP Attacks

Ground

Damage multiplier Startup frame Type Priority EX Force
8, 2x5 (18) 39F Physical (axe) / Magical (rocks) Melee High (axe) / Unblockable (rocks) 36
Effects CP (Mastered) Cancels Assist Gain (Attack) Assist Gain (Hit)
Wall Rush 30 (15)
Unlocked at
level
Mastered at
AP


[Close] Split ground with axe. Steals bravery, then takes HP.

A decent mix-up against grounded opponents trying to crack Garland's defense. Tracks well, strong knockback and cannot be staggered by LV2 Assist Change after the first hit. The HP-inflicting rock that spawns at the end has minor anti-air potential.

The active duration, the relative space control and dodge cancel window can make punishing this move on the ground difficult without mid range attacks. Earthquake is effective when used sparingly, but aerial attacks from above can still punish it.

Damage multiplier Startup frame Type Priority EX Force
-- 59F -- Ranged High each (9)
Effects CP (Mastered) Cancels Assist Gain (Attack) Assist Gain (Hit)
-- 30 (15)
Unlocked at
level
Mastered at
AP


[Long] Shoot multiple fireballs that chase opponent.

Homing fireballs that can be dodged with well placed dodge. Not commonly used on the ground when Garland has other attacks with better properties and reward on hit.

Each fireball can inflict meter depletion if they hit, a trait that carries over to it's aerial version.

Damage multiplier Startup frame Type Priority EX Force
2x6 (12) 45F Physical Melee High 96
Effects CP (Mastered) Cancels Assist Gain (Attack) Assist Gain (Hit)
-- 30 (15)
Unlocked at
level
Mastered at
AP


[Mid] Hurl chain sword. Vertically limited, very accurate. One of Garland's primary post-dodge defensive options on the ground. Much like Chain Cast, the swift movement makes it safe rather than plain invincibility. Strong tracking against grounded opponents works very well as a dodge punisher and as an instigator (when assist meter is available). Can also hit aerial opponents who are close to Garland at the time of impact.

Combos into assists on hit. A good mixup akin to Earthquake, with stronger tracking at the expense of wall rush. The animation is long, so exercise caution before using this.

Aerial

Damage multiplier Startup frame Type Priority EX Force
-- 59F -- Ranged High each (9)
Effects CP (Mastered) Cancels Assist Gain (Attack) Assist Gain (Hit)
-- 30 (15)
Unlocked at
level
Mastered at
AP


[Long] Shoot multiple fireballs that chase opponent.

Commonly used as an occasional long range harassment tool along with Cyclone. While this cannot inflict wall rush, each fireball can deplete meter on hit. A decent choice in that regard when used with Aerith assist, but it's threat is otherwise somewhat limited.

Damage multiplier Startup frame Type Priority EX Force
-- 51F -- Ranged High each (60)
Effects CP (Mastered) Cancels Assist Gain (Attack) Assist Gain (Hit)
Absorb 30 (15)
Unlocked at
level
Mastered at
AP


[Close] Call forth tornado. Slow speed, homing ability.

Two ranged high projectiles that temporarily occupy space while gradually splintering off from their starting position. Often used as a passive defensive tool, a combo extender after an assist or a safer match ender during an assist combo. Combos into assists hit.

It does not protect Garland effectively from all angles. However, characters without projectiles, command blocks, disjointed hitbox or a relatively fast advancing Melee High attack will find Cyclone to be difficult to neutralise.

Damage multiplier Startup frame Type Priority EX Force
15 47F Physical Melee High 30
Effects CP (Mastered) Cancels Assist Gain (Attack) Assist Gain (Hit)
Wall Rush 30 (15)
Unlocked at
level
Mastered at
AP


[Mid] Strike with greatsword, causing large explosion on hit.

Garland's primary post-block HP retaliation and assist combo ender inflicting HP damage. Homes in on the opponent well, but only occupies space briefly. The knockback has good wall rush potential.

If the opponent uses LV1 Assist Change as soon as Flare's first hit has made contact, Garland can be hit during the animation. Cyclone and Blaze HPs can make up for this weakness, but Flare remains a staple in Garland's arsenal regardless. It is the only aerial HP he can consistently connect after staggering an opponent with a block. Rack up the bravery and unleash the fury.

EX Mode

Effects:

  • Regen
  • Critical Boost
  • Indomitable Resolve

Indomitable Resolve

[Active while attacking] Even while taking damage, attacks can be performed without flinching.

EX Burst: Soul of Chaos

An attack terrible enough to shake the heavens. Repeatedly press circle to add strength to the attack.

Damage multiplier (initial) Damage multiplier (rest) Type
12, 12 (24) 4x3, 3x4, 16, 16, 5x4 (100 total) Physical