Overview
Solo
Thunder Barret alone provides a variety of combos for Squall. New players are recommended to start with Thunder Barret into Solid Barrel, and explore other options at their leisure.
Note: Thunder Barret's damage and EX vary depending on how many bolts hit (3-12 damage, 9-36 EX). The listed base damage numbers may not always match the minimum or the maximum hits.
| Condition
|
Combo
|
Base Damage
|
EX
|
Notes
|
|
Punish Starter Ground BRV Damage
Recommended!
|
Thunder Barret > Solid Barrel
|
67
|
126
|
Video
|
| Base Damage (Breakdown): 12 > 55 |
Opponent Assist (Comrade's Vow): 100 |
EX Force (Breakdown): 36 > 90 |
| A staple combo and great for beginners. Solid Barrel can be pressed repeatedly after Thunder Barret, and it will generate a good amount of EX. It knocks the opponent far away, which lets Squall get some of the EX Force he generated. This also sets up various other combos, so it's a good idea to get comfortable with this. |
|
|
Punish Starter Ground
|
Thunder Barret > Upper Blues
|
32 + WR
|
66
|
Video
|
| Base Damage (Breakdown): 3-12 > 20 + WR |
Opponent Assist (Comrade's Vow): 61 |
EX Force (Breakdown): 36 > 30 |
| A less damaging ground combo than the Solid Barrel one. However, it lets Squall use Fire Barret for more pressure and the Wall Rush allows assist combos as well. |
|
|
Punish Starter Ground EX Force
|
Thunder Barret > Fusillade
|
48
|
132~
|
Video
|
| Base Damage (Breakdown): 12 > 36 |
Opponent Assist (Comrade's Vow): 72 |
EX Force (Breakdown): 36 > 96~ |
| This combo does a bit less bravery damage than Solid Barrel, but it barely produces more EX. This assumes that at least two bolts from Fusillade hit. If only one bolt hits for whatever reason, it is strictly outclassed by the Solid Barrel combo. Assist combos are also possible. |
|
|
Punish Starter Ground Niche
|
Thunder Barret > Blizzard Barret
|
22
|
36
|
Video
|
| Base Damage (Breakdown): 12 > 10 |
Opponent Assist (Comrade's Vow): 33 |
EX Force (Breakdown): 36 > 0 |
| This is easily Squall's weakest solo combo, largely due to Blizzard Barret's qualities. Low damage, low EX output, negligible advantage state. There really is no reason to do this combo by itself. However, Blizzard Barret forces landing lag, which allows solo extensions at the wall. And yes, even this combo allows assists to follow up. |
|
|
Punish Starter Ground, Wall Niche Wall Combo
|
Thunder Barret > Blizzard Barret > LL > Upper Blues
|
39 + WR
|
57
|
Video
|
| Base Damage (Breakdown): 9 > 10 > 20 + WR |
Opponent Assist (Comrade's Vow): 72 |
EX Force (Breakdown): 27 > 0 > 30 |
The wall reduces Blizzard Barret's knockback just enough for Squall to combo with Upper Blues. It is not particularly strong, but it does allow Squall to setup assist combos with Wall Rush or extend the combo with landing lag Beat Fang.
Squall does not have time to dodge cancel and reset his state to neutral, which means he won't get a chunk of assist gauge just for performing a new move. |
|
|
Punish Starter Ground, Wall Niche Wall Combo (Damage)
|
Thunder Barret > Blizzard Barret > LL > Upper Blues (2nd hit) > LL > Beat Fang
|
65 + WR
|
75
|
Video
|
| Base Damage (Breakdown): 9 > 10 > 6 > 40 + WR |
Opponent Assist (Comrade's Vow): 117 |
EX Force (Breakdown): 27 > 0 > 18 > 30 |
| Blizzard Barret combo taken to an extreme. This is one of the more damaging solo combos Squall can do, it does require a wall. Blizzard Barret is also notably not considered a strong move for Squall. Upper Blues' landing lag can also be avoided, even if it is very difficult. It is recommended to set up this combo with an assist like Jecht or Yuna. A Revolver Drive Wall Rush can get the job done. |
|
|
Punish Starter Ground HP Combo, EX Force
|
Thunder Barret > Blasting Zone
|
16 + HP
|
108
|
Video
|
| Base Damage (Breakdown): 6 > 10 + HP |
Opponent Assist (Comrade's Vow): 24 |
EX Force (Breakdown): 18 > 90 |
| This HP combo (barely) has the most lenient timing. It is Squall's second highest option for EX and it still allows assist combos as well. Since Blasting Zone is Squall's fastest HP on the ground, players can attempt to repeatedly press Blasting Zone to increase their success rate. The closer Thunder Barret hits, the easier the HP timing can become. |
|
|
Punish Starter Ground Midscreen, BRV Recovery
|
Thunder Barret > Fated Circle
|
6 + HP
|
18
|
Video
|
| Base Damage (Breakdown): 6 > HP |
Opponent Assist (Comrade's Vow): 9 |
EX Force (Breakdown): 18 > 0 > 0 |
| This provides the least EX, but it can Wall Rush. Players can attempt to press Fated Circle repeatedly, though it may not always work since the startup speed is slightly slower. |
|
|
Punish Starter Ground EX, Damage, Wall Carry
|
Thunder Barret > Revolver Drive
|
56 + HP & WR
|
168~
|
Video
|
| Base Damage (Breakdown): 6 > 50 max + HP & WR |
Opponent Assist (Comrade's Vow): 45 (in video) |
EX Force (Breakdown): 18 > 150 max |
| Revolver Drive is Squall's most rewarding HP combo, but also the hardest. If Thunder Barret hits in close-range, try to press Revolver Drive after the second bolt has just connected. Please watch the linked video for visual aid if needed.
The bravery damage is on the higher end, while EX and travel potential is very high. This is great for guaranteeing Wall Rush HP damage and putting the opponent into a worse position in a stage. Squall cannot easily grab all the EX Force without increasing his EX intake range (e.g. ![]() Heaven's Cloud). However, he can still attempt to get a better position for the next EX Core during Revolver Drive.
Revolver Drive and Fated Circle have the same startup speed. What makes Revolver Drive more difficult to do is that HP button cannot be pressed repeatedly. If this is done, Revolver Drive may come out, but it will finish immediately. That makes this a slightly stronger version of Fated Circle, which isn't that beneficial. If Revolver Drive is pressed too early, nothing comes out. If it is pressed too late, the combo may drop. Since there is no input buffer to help, this is something Squall may have to practice to get right.If the furthest bolts hit, remember that Squall must delay the Revolver Drive input a little bit.
Even if the opponent escapes with Assist Change, Squall can react by releasing HP button. That makes this combo safer than it seems at first. |
|
|
Punish Starter Ground, Full EX Gauge EX Mode Air Combo
|
Thunder Barret > Block > EX Mode > Jump > Beat Fang
|
85 + WR
|
66
|
Video
|
| Base Damage (Breakdown): 12 > 73 + WR |
Opponent Assist (Comrade's Vow): 129 |
EX Force (Breakdown): 36 > 30 |
| A rare kara cancel combo featuring EX Mode. If EX Mode is activated right after block, Squall is free to act however he wants. This doesn't open up as many combo routes as one might expect, but it does let Squall do Beat Fang without relying on landing lag. The inputs must be done quickly and with precision, so the opponent won't escape. Please watch the linked video for visual aid if needed. The input timing is similar to blodge and dash feint.
This is one of the highest damaging combos Squall can do. Beat Fang is also Squall's primary move for ground Wall Rush, which sets up strong assist combos. |
|
|
When Thunder Barret hits, it lets Squall chain into other attacks. It can combo into anything except Rough Divide. This means Squall can solo combo into HP attacks. HP combos have more strict timing though. Thunder Barret outputs more damage and EX if the bolts hit from afar. However, Squall cannot chain into HP attacks as easily since the cancel timing gets delayed.
To make this easier, it is recommended to hit Thunder Barret in close-range. Closer is easier, further is harder. The two bolts that connect will provide enough time (hit stun) to input an HP attack successfully. Even then, this can be challenging to do since there is no input buffer to help with the timing. Squall can set up close-range Thunder Barret with assists like Kuja and Jecht. Even though Thunder Barret does less damage up close, the Revolver Drive combo makes up for it.
If Squall is late on a Thunder Barret follow-up, the opponent has a very brief window to dodge and avoid incoming damage. If they miss their dodge, they will be in landing lag. This provides more lenient input timing for the HP attack, but it is important to understand it relies on the opponent's mistake.
Landing Lag
Landing lag is an important part of Squall's combos. More info after the combos.
| Condition
|
Combo
|
Base Damage
|
EX
|
Notes
|
|
Poke Starter Ground, Landing Lag Assist Gauge
Recommended!
|
Upper Blues > LL > Beat Fang
|
46 + WR
|
48
|
Video
|
| Base Damage (Breakdown): 6 > 40 + WR |
Opponent Assist (Comrade's Vow): 88 |
EX Force (Breakdown): 18 > 30 |
| A relatively practical combo. Delay the second Upper Blues hit as much as possible. This maximizes landing lag chance. Compared to just finishing Upper Blues, this combo does more bravery damage and fills assist gauge more. That is good for Squall who benefits a lot from certain ground assists and having assist gauge in general. |
|
|
Poke Starter Ground, Landing Lag BRV Damage, Assist Gauge
|
Solid Barrel (3 hits) > DC > LL > Upper Blues (2 hits) > DC > LL > Beat Fang
|
65 + WR
|
66
|
Video
|
| Base Damage (Breakdown): 19 > 6 > 40 + WR |
Opponent Assist (Comrade's Vow): 117 |
EX Force (Breakdown): 18 > 18 > 30 |
| This has been historically known as a "Golden Combo" in an English speaking community. A combination of three braveries make this a rewarding combo for bravery, and especially assist gauge. Since Squall exits an attack state with the two dodges, both Upper Blues and Beat Fang also get a fresh move bonus for filling assist gauge.
Try to delay Solid Barrel's hits as much as possible to maximize landing lag chance. After Solid Barrel (3), dodge (backstep) and attack as soon as possible. Remember to delay Upper Blues second hit as well.
Squall can also perform this with 2 hits from Solid Barrel, if opponent misses their air dodge. Same thing with 4 hits from Solid Barrel; Squall's back must be against a wall. That reduces dodge distance enough for the combo to work. Even unequipping Ground Evasion Boost basic ability is not enough, so this kind of positioning makes the combo more situational.
This combo works on Shantotto as well, despite her small size. And of course, EX Mode amplifies the damage output a lot with critical hits and increased base damage. |
|
|
Punish Starter Ground, Landing Lag BRV Damage, Assist Gauge
|
Thunder Barret > Solid Barrel (3 hits) > LL > DC > Upper Blues (2 hits) > LL > DC > Beat Fang
|
77 + WR
|
102
|
Video
|
| Base Damage (Breakdown): 12 > 5, 6, 8 > 3, 3 > 40 + WR |
Opponent Assist (Comrade's Vow): 135 |
EX Force (Breakdown): 36 > 18 > 18 > 30 |
| Thunder Barret into Golden Combo. As expected, it has even higher damage and EX output. If Squall is confident that the opponent cannot avoid landing lag, this is the combo to go for. |
|
|
Poke Starter Ground, Landing Lag Infinite Combo
|
Beat Fang (1 hit) > DC > LL > repeat...
|
3+...
|
9+...
|
Video
|
| Base Damage (Breakdown): 9 per hit |
Opponent Assist (Comrade's Vow): 4~5xN... |
EX Force (Breakdown): 9 per hit |
| Beat Fang infinite combo. The fact that this relies on landing lag which is barely escapable makes this combo kind of an oxymoron. Despite that, not everyone is expected to get frame perfect dodges every time. That means Squall can take a chance with this combo in online matches. If an opponent dodges at the right time though, Squall can still mixup with Aerial Circle.
This is a low damaging infinite, so even if the opponent never escapes, it would take dozens, if not hundreds of repetitions to get lots of bravery. The more glaring benefit here is the assist gain. Even if Squall only does this combo once, the next full Beat Fang fills assist gauge a lot. In a good scenario, Squall gets enough assist gauge to start an assist combo or use it later as a contingency plan. It is worth noting, that infinite combos like this one are commonly banned in online tournaments, so Squall won't necessarily get maximum benefits from this combo. |
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|
Squall is one of the strongest characters at exploiting landing lag, but this comes with a few caveats.
Most of Squall's attacks do not guarantee landing lag. Only Blizzard Barret after Thunder Barret can do this. That means whenever Squall goes for Solid Barrel, Upper Blues or Beat Fang infinite, the opponent can dodge to avoid landing lag. The thing is, the opponent must dodge with precise timing. There is at least a 1-frame window, but any more is difficult to ascertain for sure. If the opponent misses the dodge, landing lag occurs and Squall can combo. If they dodge successfully, no landing lag and no combo extensions. Realistically speaking, human players are not expected to do borderline frame perfect dodges every time. This game does not have input buffer for dodges in this instance. Because of this, Squall has combos that are practical against human opponents specifically. Both Squall and his opponent must time their actions precisely. If the opponent manages to dodge, Squall can still mixup with an HP attack and benefit regardless.
Please keep all this in mind when trying these combos yourself.
Miscellaneous
| Condition
|
Combo
|
Base Damage
|
EX
|
Notes
|
|
Block Stagger Air Block Punishment
|
Heel Crush (Block Stagger) > DC > Beat Fang
|
40 + WR
|
30~
|
Video
|
| Base Damage (Breakdown): 0 > 40 + WR |
Opponent Assist (Comrade's Vow): 79 |
EX Force (Breakdown): ?? (stagger) > 30 |
| Practically a "guard break" combo, this capitalizes on Heel Crush's mid priority against blocks. Squall is incentivized to dodge cancel after Heel Crush anyway, so if he sees it staggered an opponent, he can go for Beat Fang. This is one of the main benefits to having Heel Crush, since it makes Squall's offense a bit more ambiguous and rewarding when mixed up well. |
|
|
Projectile Starter Wall Niche Wall Combo (Damage)
|
Blizzard Barret > Thunder Barret > Solid Barrel
|
77
|
126
|
Video
|
| Base Damage (Breakdown): 10 > 12 > 55 |
Opponent Assist (Comrade's Vow): 115 |
EX Force (Breakdown): 0 > 36 > 90 |
| This is a very impractical combo for competitive play. Not only does it require Blizzard Barret, one of Squall's weakest braveries, it also requires very specific positioning at the wall. The opponent must be at the wall, while Squall is just far enough to combo into Thunder Barret at its tip. Blizzard Barret into Thunder Barret alone is very easy to drop, and is just barely possible in any capacity. Squall may not even get a chance to try this in large stages, where online matches are often played. Please watch the linked video for visual aid if needed.
Despite that, the max range Thunder Barret into Solid Barrel makes this rather rewarding. Assists can follow up any time during Solid Barrel too. That may not be enough to justify taking a risk with this combo, but |
|
|
Projectile Starter Niche Combo
|
Mystic Flurry > Beat Fang
|
55~ + WR (Varies)
|
60~+ (Varies)
|
Video
|
| Base Damage (Breakdown): Varies > 40 + WR |
Opponent Assist (Comrade's Vow): 119~ |
EX Force (Breakdown): 30+ (Varies) > 30 |
| Impractical and inconsistent, Mystic Flurry combos suffer from a long animation lock and erratically aimed projectiles. Squall must pick up the opponent before Mystic Flurry knocks the opponent down (for Wall Rush). Since Squall fires the projectiles in different directions each time, this can be difficult to capitalize on even after using assist. 2 or more projectiles can help, but each projectile doesn't hold the opponent for very long. It is recommended to use Mystic Flurry with a bit of distance from opponent, and then go for a follow-up.
Technically Aerial Circle can combo as well, but getting it is even harder than Beat Fang. |
|
|
Projectile Starter Air Stray Projectile Combo
|
Fire Barret > (Free Air Dash) > Beat Fang
|
45-55 + WR
|
30
|
Video
|
| Base Damage (Breakdown): 5-15 > 40 + WR |
Opponent Assist (Comrade's Vow): 94 (2 projectiles) |
EX Force (Breakdown): 0 > 30 |
| Fire Barret has enough hit stun for combos. If even one projectile hits by the time Squall is nearby, he can follow up with Beat Fang. HP attacks -namely Aerial Circle- work too if Squall is confident that Fire Barret will connect.
This can be used in assist combos, but it also works in neutral. It is a useful combo, despite the low damage and difficulty hitting moving opponents. Do not expect to land this combo often without assist setups, though. |
|
|
EX Revenge
Squall can stack Heel Crushes for bravery damage, which works almost anywhere. If he is near ground, he can also set up Revolver Drive, which can be easier to combo into thanks to EX Revenge slowdown.
| Condition
|
Combo
|
Base Damage
|
EX
|
Notes
|
|
EX Revenge, Midair Full EX Gauge Bravery into HP Damage
Recommended!
|
Heel Crush > Heel Crush > Heel Crush > Aerial Circle
|
60 + HP & WR
|
0
|
Video
|
| Base Damage (Breakdown): 20 + WR > 20 + WR > 20 + WR > HP + WR |
Opponent Assist (Comrade's Vow): 90 |
EX Force (Breakdown): 0 > 0 > 0 > 0 |
| A staple combo that works pretty much anywhere. This can do more damage with Wall Rushes if opponent is near ground. This is a pretty lenient combo to perform, as Heel Crush and Aerial Circle can be pressed repeatedly with little concern for timing. |
|
|
EX Revenge, Midair Full EX Gauge Bravery Damage
|
Heel Crush > Heel Crush > Heel Crush > Beat Fang
|
100 + WR
|
0
|
Video
|
| Base Damage (Breakdown): 20 + WR > 20 + WR > 20 + WR > 40 + WR |
Opponent Assist (Comrade's Vow): 169 |
EX Force (Breakdown): 0 > 0 > 0 >0 |
| Repeated Heel Crushes into Beat Fang. It's about as straightforward as it sounds. Beat Fang generates EX with the first three attacks, so if done early, this combo produces no EX at all. If Squall feels confident, he can try to time Beat Fang so it hits just before EX Revenge ends. This can produce a little bit of EX at the end. |
|
|
EX Revenge, Midair Full EX Gauge EX + HP Damage Setup
|
Heel Crush > Heel Crush > Free Air Dash > Thunder Barret > Revolver Drive
|
96 + HP & WR
|
150
|
Video
|
| Base Damage (Breakdown): 20 + WR > 20 + WR > 6 > 50 + HP & WR |
Opponent Assist (Comrade's Vow): 144 |
EX Force (Breakdown): 0 > 0 > 0 > 150 |
| Air combo that transitions into Revolver Drive on the ground. This can be done 4~ jumps above the ground, but anything higher than that makes the combo less viable.
Cancel the second Heel Crush into Free Air Dash and then do Thunder Barret as soon as possible. Expect to change sides with the opponent during Free Air Dash, so your mileage with Revolver Drive may vary. The faster Squall is on the ground, the more time there is to do Thunder Barret > Revolver Drive.
If Squall is closer to the ground at the start, Fire Barret can add damage and still combo into Thunder Barret. Note, that this leaves less time for Thunder Barret > Revolver Drive, which is already a bit inconsistent to do at times. |
|
|
EX Revenge, Midair Full EX Gauge Substitute Without Heel Crush
|
Beat Fang > Free Air Dash > Fire Barret > Aerial Circle
|
45-55 + HP
|
0
|
Video
|
| Base Damage (Breakdown): 40 > 5-15 > HP |
Opponent Assist (Comrade's Vow): 82 (3 projectiles) |
EX Force (Breakdown): 0 > 0 > 0 |
| Fire Barret adds damage, but Squall has to Free Air Dash to combo into HP afterwards. The opponent's size can influence how many Fire Barret shots hit; Against Shantotto it was more realistic to land one projectile instead of three. This is a minor damage loss in the grand scheme of things, so if Fire Barret seems too troublesome, just doing Beat Fang into Aerial Circle is fine. It's better than nothing if HP damage is needed. |
|
|
EX Revenge, Ground Full EX Gauge Blizzard Barret Route
|
Thunder Barret > Blizzard Barret > Blizzard Barret > Thunder Barret > Revolver Drive
|
82 + HP & WR
|
150~
|
Video
|
| Base Damage (Breakdown): 6 > 10 > 10 > 6 > 50 + HP & WR |
Opponent Assist (Comrade's Vow): 123 |
EX Force (Breakdown): 0 > 0 > 0 > 0 > 150~ |
| A Revolver Drive combo for Blizzard Barret enthusiasts. It deals less damage than the Heel Crush route into Revolver Drive, but it's not the lowest damaging combo either. The available space for Revolver Drive makes a big difference for damage potential, though that is to be expected from every Revolver Drive combo. |
|
|
Assist (Kuja)
When following up after Kuja assist with Assist Chase, wait a moment before teleporting. This ensures Aerial Circle does not miss, since Squall moves closer to the opponent.
Basic Combos (Kuja AST)
![]()
◆ Basic Combos
Basic combos are simple combos with fewest conditions.
- Can be performed from most positions, or with Wall Rush
- Require no adjustments, or very few simple adjustments
- Intended for players new to the game, or the character
| Condition
|
Combo
|
Base Damage
|
EX
|
Notes
|
|
Poke Starter Ground Midscreen BRV to HP
Recommended!
|
Solid Barrel (4 hits) > AST BRV > AC > Aerial Circle
|
79 + HP & WR
|
24
|
Video
| |
|
|
Poke Starter Ground Avoid Banish Trap
|
Upper Blues (3) > AST BRV > DC > AC > Aerial Circle
|
61 + HP & WR
|
30
|
Video
|
| Base Damage (Breakdown): 3, 3, 5 > 50 > HP & WR |
Opponent Assist (Comrade's Vow): 91 |
EX Force (Breakdown): 30 > 0 |
| Kuja assist can pick up from the air. Normally Upper Blues is completed for the Wall Rush. However, if there is banish trap or destructible environment below, this combo can avoid them and still do HP damage. |
|
|
Poke Starter Ground, Wall Rush Midscreen BRV to HP
|
Upper Blues > WR > AST BRV > AC > Aerial Circle
|
67 + HP & WR
|
30
|
Video
|
| Base Damage (Breakdown): 20 + WR > 47 AST > HP & WR |
Opponent Assist (Comrade's Vow): 114 |
EX Force (Breakdown): 30 > 0 |
| A standard Wall Rush combo. Call Kuja assist as soon as Wall Rush happens. This is barely outclassed by the Solid Barrel (4) combo, but it becomes much more enticing past the beginner level. Kuja's ground assist (Snatch Blow) enables stronger combos with fillers and even Thunder Barret extensions. |
|
|
Poke Starter Air, Wall Rush (Ground) BRV to HP Damage
Recommended!
|
Beat Fang > WR > AST BRV > AC > Aerial Circle
|
86 + HP & WR
|
30
|
Video
|
| Base Damage (Breakdown): 40 + WR > 46 AST > HP & WR |
Opponent Assist (Comrade's Vow): 148 |
EX Force (Breakdown): 30 > 0 |
A standard Wall Rush combo. Call assist as soon as Wall Rush happens, then teleport a moment after the Assist Chase ![]() prompt shows up, so Aerial Circle does not miss. Note, that Beat Fang will not Wall Rush from all heights, so it's not guaranteed everywhere.
Note: If Squall cannot Wall Rush, assist can still be called after Beat Fang's third hit. Kuja assist will do his air attack instead, but HP damage is still possible afterwards. |
|
|
Poke Starter Air, Wall Rush (Ground) EX, More BRV + HP
|
Beat Fang > WR > AST BRV > Blasting Zone
|
96 + HP & WR
|
120
|
Video
|
| Base Damage (Breakdown): 40 + WR > 46 AST > 10 + HP |
Opponent Assist (Comrade's Vow): 163 |
EX Force (Breakdown): 30 > 90 |
| Beat Fang combo for more EX & Bravery. For maximum damage, try to use Blasting Zone right before Kuja sends the opponent flying up. Blasting Zone produces plenty of EX (90), so feel free to dodge forward and collect some of it after the combo. |
|
|
HP Starter Ground, Wall Rush HP into BRV Damage
|
Fated Circle > WR > AST BRV > AC > Beat Fang
|
90 + HP & WR
|
30
|
Video
| |
|
|
BRV Gap Closer Air, Wall Rush (Ground) BRV to HP
|
Heel Crush > WR > AST BRV > AC > Aerial Circle
|
66 + HP & WR
|
0
|
Video
|
| Base Damage (Breakdown): 20 + WR > 46 AST > HP & WR |
Opponent Assist (Comrade's Vow): 129 |
EX Force (Breakdown): 0 > 0 |
| A standard ground Wall Rush combo. The difference here is that Heel Crush gives much less time to react to a Wall Rush. The reason being that Kuja ground bravery assist is much slower than most in its category. So even though this is considered a basic combo, new players may struggle to do this in the heat of the moment. That is ok, since Heel Crush is used as a mixup tool, instead of as a frequent all-purpose move. |
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Core Combos (Kuja AST)
![]()
◆ Core Combos
Core combos balance potency with consistency.
- They work against most characters in the game
- May require adjustments due to position, assist, resources or builds
- May require combo fillers during assist
- May require different combo enders from basic combos
- Are expected to be consistently performable by most intermediate and advanced players who main the character
| Condition
|
Combo
|
Base Damage
|
EX
|
Notes
|
|
Poke Starter Air, Wall Rush (Ground) HP Damage & Critical Hits
|
Beat Fang > WR > AST BRV > DC > Aerial Circle > WR > DC > AC > Beat Fang
|
124 + HP & WR
|
60
|
Video
|
| Base Damage (Breakdown): 40 + WR > 44 AST + HP & WR> 40 + WR |
Opponent Assist (Comrade's Vow): 225 |
EX Force (Breakdown): 30 > 0 > 30 |
| Beat Fang with Aerial Circle filler. Press Aerial Circle as Kuja pulls the opponent to himself. The goal here is to knock the opponent towards ground with Aerial Circle and then quickly follow up with Beat Fang for critical hits. Again, the critical hit rate goes up momentarily after connecting an HP attack, which improves Beat Fang's damage.
Squall must be at certain height to ensure Aerial Circle pushes the opponent downwards. Upper Blues is a good reference point for this. If Squall gets a ground Wall Rush from higher up in the air, he may have to measure the distance manually to do this combo. Being too high can pull opponent out of Kuja assist due to Aerial Circle's absorb effect. Conversely, being too low can push the opponent away with no guarantee for finishing the combo. Squall's position makes a big difference here. He can also push the opponent diagonally down, and Kuja may still be able to finish his attack. This does mean that Kuja may do slightly less damage, or that Squall may even lose HP Wall Rush damage entirely.
Squall can also do Fire Barret into Beat Fang (no dodge cancel) after Assist Chase. This depends more on the Assist Chase timing, but try not to teleport too late so the fireballs can hit. And even then, Beat Fang might barely miss if the angle is a little off. Please see the linked video for an example. |
|
|
Poke Starter Air, Wall Rush (Ground) More Bravery / Bravery Break
|
Beat Fang > WR > AST BRV > DC > Heel Crush > DC > AC > Aerial Circle
|
106 + HP & WR
|
30
|
Video
|
| Base Damage (Breakdown): 40 + WR > 46 AST + 20 & WR > HP & WR |
Opponent Assist (Comrade's Vow): 205 |
EX Force (Breakdown): 30 > 0 > 0 |
| Beat Fang with Heel Crush filler. This adds bravery damage to the next HP attack, which is very useful for Bravery Breaks. If opponent's bravery is low, the extra bravery can secure a victory. |
|
|
Poke Starter Ground, Wall Rush (Ground) HP Damage & Critical Hits
|
Upper Blues > WR > AST BRV > DC > Aerial Circle > WR > DC > AC > Beat Fang
|
105 + HP & WR
|
60
|
Video
|
| Base Damage (Breakdown): 20 + WR > 45 AST + HP & WR > 40 + WR |
Opponent Assist (Comrade's Vow): 187 |
EX Force (Breakdown): 30 > 0 > 30 |
| Upper Blues with Aerial Circle filler. Upper Blues into stationary air dodge provides the ideal height for Wall Rushing with Aerial Circle. Press Aerial Circle when Kuja assist pulls the opponent towards himself. Then let Beat Fang do its job with the momentary critical hit rate increase. Kuja assist may lose a couple bravery hits in the process, but Squall's critical hits can compensate. |
|
|
Poke Starter Air Midscreen Pickup
|
Beat Fang > AST BRV > AC > Aerial Circle
|
77 + HP & WR
|
30
|
Video
|
| Base Damage (Breakdown): 27 > 50 AST > HP & WR |
Opponent Assist (Comrade's Vow): 115 |
EX Force (Breakdown): 30 > 0 |
| Beat Fang combo, no Wall Rush needed. This can be done almost anywhere, and Aerial Circle can Wall Rush at the ceiling too. Call Kuja assist when Beat Fang's rapid hits are about to start. He should be able to pick up the opponent before Squall pushes them down. |
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|
Specialized Combos (Kuja AST)
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◆ Specialized Combos
Specialized combos are advanced routes which require more knowledge and awareness, but offer advantages over core combos.
- Can have any number or combination of requirements and conditions; Character, position, resource, or specific situation
- Offers some advantage over core combos; Damage, wall carry, meter gain, more lenient positioning, safety against LV2 Assist Change etc.
- Might not necessarily be harder than core combos, but require more specific circumstances and knowledge to execute
| Condition
|
Combo
|
Base Damage
|
EX
|
Notes
|
|
Poke Starter Ground Midscreen Knockback Cancel
|
Solid Barrel + AST BRV > AC > Aerial Circle
|
105 + HP & WR
|
90
|
Video
|
| Base Damage (Breakdown): 55 > 50 AST > HP & WR |
Opponent Assist (Comrade's Vow): 157 |
EX Force (Breakdown): 90 > 0 |
| This combo does more damage and EX than just doing the four hits. Kuja assist can pick up the opponent just as Squall blows them away. Call Kuja assist right before Squall deals damage with the finishing move. He'll stab his sword into the opponent before doing so.
This combo still works if Kuja picks up the opponent during the Solid Barrel finisher. It's a minor damage loss, though the generated EX drops by a lot.
This combo also allows a Fire Barret extension for even more damage. Check out the extra combo section for Kuja assist about that. |
|
|
HP Starter Ground (Squall) HP & BRV Damage
|
Blasting Zone > AST BRV > DC (↑) > AC > Beat Fang
|
96 + HP & WR
|
120
|
Video
|
| Base Damage (Breakdown): 10 + HP > 46 AST > 40 + WR |
Opponent Assist (Comrade's Vow): 144 |
EX Force (Breakdown): 90 > 30 |
| Blasting Zone combo, no wall needed. Call Kuja assist a moment after HP damage is dealt. The opponent will gradually slow down while flying in the air, which makes it possible for Kuja assist to combo.
This is mostly to add bravery damage and EX depletion from assist. If Squall needs the damage for Bravery Break, a well placed Blasting Zone can turn the match in his favor. Be sure to dodge forward after Blasting Zone to get some of the EX Force floating around. |
|
|
Poke Starter Air, Wall Rush (Ground) BRV Damage, EX & Wall Carry
|
Beat Fang > WR > AST BRV > DC > Thunder Barret > Revolver Drive
|
143 + HP & WR
|
198
|
Video
|
| Base Damage (Breakdown): 40 + WR > 47 AST > 6 > 50 + HP & WR |
Opponent Assist (Comrade's Vow): 232 |
EX Force (Breakdown): 30 > 18 > 150 |
| Beat Fang into Revolver Drive. Kuja holds the opponent too high to combo into Revolver Drive naturally, so Thunder Barret is needed. BRV damage and EX output are some of the highest among Squall combos thanks to Revolver Drive.
The challenge mostly comes from connecting Thunder Barret and Revolver Drive together. Use Thunder Barret before Kuja knocks the opponent away, and time the Revolver Drive precisely. Try to hit Thunder Barret close to the opponent to make this combo a little bit easier. Thunder Barret won't deal maximum damage that way, but Squall can easily make up for it with the long travel distance. |
|
|
Poke Starter Air, Wall Rush (Ground) BRV Damage & EX
|
Beat Fang > WR > AST BRV > DC > Thunder Barret > Solid Barrel
|
153 + WR
|
156
|
Video
|
| Base Damage (Breakdown): 40 + WR > 46 AST > 12 > 55 |
Opponent Assist (Comrade's Vow): 249 |
EX Force (Breakdown): 30 > 36 > 90 |
| Beat Fang into a more lenient Thunder Barret combo. If Revolver Drive is too difficult to do, Solid Barrel serves as a substitute for bravery damage and EX. This combo assumes Thunder Barret is done from max range, where all four bolts hit. |
|
|
Air Poke Starter Wall Rush (Ground), 2 Assist Gauges Bypass LV2 Assist Change
|
Beat Fang > WR > AST HP > DC > Beat Fang
|
95 + HP & WR
|
60
|
Video
|
| Base Damage (Breakdown): 40 + WR > 15 AST HP > 40 + WR |
Opponent Assist (Comrade's Vow): 181 |
EX Force (Breakdown): 30 > 30 |
| HP assist combo with Kuja's Flare Star. Beat Fang can follow up, but the timing is strict because the opponent must be caught during knockback. The main purpose of this combo is to simply avoid getting Kuja assist locked against LV2 Assist Change. Kuja's Flare Star is Ranged priority, which means even if it makes contact with LV2 Assist Change, Kuja won't get staggered from it.
If Squall has high bravery, the opponent may be tempted to escape the HP assist regardless of follow-ups. That can diminish the importance of practicing the Beat Fang follow-up, but it is important to remember that health can also be spent as a resource. If the opponent lets Squall do this combo, there is little reason not to take that opportunity. |
|
|
Air Poke Starter Wall Rush (Ground), 2 Assist Gauges HP Assist into BRV Damage
|
Beat Fang > WR > AST HP > Fast Fall ![]() > Thunder Barret > Solid Barrel
|
115 + HP & WR
|
138
|
Video
|
| Base Damage (Breakdown): 40 + WR > 14 + HP AST > 6 > 55 |
Opponent Assist (Comrade's Vow): 189 |
EX Force (Breakdown): 30 > 18 > 90 |
Fast fall requires Descent Speed Boost (basic ability). This is more situational than the prior HP assist combo. With Descent Speed Boost, Squall can fast fall and combo into Thunder Barret after Kuja assist. That requires not having any jumps or Multi Air Slides left, as Descent Speed Boost activates after they've been used. A single air dodge removes any remaining air jumps, so that can help set up this combo.
If both Squall and his opponent have been in the neutral, at some point Squall can connect Beat Fang when all other movement options have been exhausted. Stay vigilant. |
|
|
BRV Gap Closer Wall Rush (Ground), Assist Storage Glitch More Lenient Reaction Time
|
Heel Crush > WR > AST BRV > AC > Aerial Circle
|
67 + HP & WR
|
20
|
Video
|
| Base Damage (Breakdown): 20 + WR > 47 AST > HP & WR |
Opponent Assist (Comrade's Vow): 130 |
EX Force (Breakdown): 20 > 0 |
| Assist Storage Glitch makes assists attack faster, so Squall has more time to react to a Wall Rush. That's about it. |
|
|
Projectile Starter Assist Storage Glitch Stray Projectile Conversion
|
Fire Barret > AST BRV > AC > Aerial Circle
|
60 + HP & WR
|
0
|
Video
|
| Base Damage (Breakdown): 10 > 50 AST > HP & WR |
Opponent Assist (Comrade's Vow): 90 |
EX Force (Breakdown): 0 > 0 |
| Fire Barret has enough hit stun for combos. Squall hardly has any time to react with assist when one of the fireballs hit, so this combo is listed because Assist Storage Glitch makes reacting easier. Technically this can be done without the glitch, but Squall must make sure that Fire Barret will hit the opponent. |
|
|
![]()
◆ Extra Combos
Extra combos are miscellaneous routes that are possible, but are not necessarily stronger or easier than other combos.
- May have any number or combination of requirements and conditions; Character, position, resource, or specific situation
- May provide more advantage, or less advantage than other combos
- May be more difficult than other combos
- May require more specific circumstances execute
| Condition
|
Combo
|
Base Damage
|
EX
|
Notes
|
|
HP Starter Ground 2x HP Damage
|
Fated Circle > WR > AST BRV > AC > Aerial Circle
|
47 + HP & WR
|
0
|
Video
|
| Base Damage (Breakdown): HP > 47 AST > HP + WR |
Opponent Assist (Comrade's Vow): 70 |
EX Force (Breakdown): 0 > 0 |
| Fated Circle forces a Wall Rush reaction on flat ground. If the opponent is standing on the ground, this combo works on all characters. The grounded Wall Rush deals no damage, but it is a great opportunity for Kuja ground assist to deal damage. Kuja's Snatch Blow holds the opponent for longer than his air BRV assist, which gives more time for base bravery to fully recover. At typical base bravery (950~), this is enough to secure another Aerial Circle at full base bravery. It can take a bit of practice to get the assist timing down, but Fated Circle always has the same amount of knockback.
This might sound obvious, but it is worth mentioning anyway; If Fated Circle Wall Rushes on a proper wall, Kuja's air assist will come out instead. That fundamentally changes the combo, so keep an eye on the stage when doing this. |
|
|
Projectile Starter Ground Midscreen BRV to HP
|
Fusillade > DC > AST BRV > AC > Aerial Circle
|
86 + HP & WR
|
96
|
Video
|
| Base Damage (Breakdown): 36 > 50 AST > HP |
Opponent Assist (Comrade's Vow): 129 |
EX Force (Breakdown): 96 > 0 |
| Fusillade combo into air Kuja assist. Technically Kuja assist can combo during Fusillade's initial shots, but this lets Squall complete the move for more EX. Dodge cancelling the Chase prompt instantly allows Kuja assist to follow up.
Players must be quick to input the dodge and assist, because there is very little time to do so without dropping the combo. Holding Cross ![]() and pressing R guarantees Squall never does Chase. This way Squall only dodges if it was timed properly. The player can go as far as repeatedly pressing R if they want.
This combo can be done after Thunder Barret for even more damage and EX (98 + HP & WR, 132 EX). |
|
|
Punish Starter Ground, Ledge Ledge Pickup, BRV to HP
|
Thunder Barret > Revolver Drive > AST BRV > AC > Aerial Circle
|
85 + HP & WR
|
105
|
Video
| |
|
|
Punish Starter Ground Blizzard Barret Combo
|
Thunder Barret > Blizzard Barret > AST BRV > AC > Aerial Circle
|
68 + HP & WR
|
36
|
Video
|
| Base Damage (Breakdown): 12 > 10 > 46 AST > HP & WR |
Opponent Assist (Comrade's Vow): 102 |
EX Force (Breakdown): 36 > 0 > 0 |
| Thunder Barret into Blizzard Barret is a rather weak combo by itself, but it does combo into Kuja assist without issues. Generally speaking this combo is outclassed by other Thunder Barret routes due to its lower damage and EX output. |
|
|
Poke Starter Air, Wall Rush (Ground) EX & HP into Critical Hits
|
Beat Fang > WR > AST BRV > Blasting Zone > DC > AC > Fire Barret > Beat Fang
|
141 + HP & WR
|
150
|
Video
|
| Base Damage (Breakdown): 40 + WR > 46 AST > 10 + HP > 5 > 40 + WR |
Opponent Assist (Comrade's Vow): 247 |
EX Force (Breakdown): 30 > 90 > 0 > 30 |
| Beat Fang into Blasting Zone filler knockback cancel. The idea is similar to Aerial Circle fillers; Do HP damage before Kuja sends the opponent flying, then follow up with post-HP critical hits. The timing for Blasting Zone is quite strict, but it produces a lot more EX (90 vs. Aerial Circle's 0).
After Blasting Zone, Squall can teleport and attempt to use Fire Barret in close-range. After that, he can transition into Beat Fang without dodging, which adds a little bit of extra damage. Fire Barret will miss if Squall teleports too late, and Beat Fang is not entirely immune to missing after Fire Barret either. In that sense, adding Fire Barret may not always be worth the risk when it realistically adds 15 base damage at most. Even without Fire Barret, the Beat Fang ender works reliably and does plenty of damage on its own. |
|
|
Poke Starter Ground Midscreen HP into Critical Hits
|
Solid Barrel (4 hits) > AST BRV > DC > Lock Off ![]() > Fated Circle ![]() > DC > AC > Beat Fang
|
119 + HP & WR
|
54
|
Video
|
| Base Damage (Breakdown): 29 + 50 AST > 40 + WR |
Opponent Assist (Comrade's Vow): 195 |
EX Force (Breakdown): 24 > 30 |
Yes, ground Bravery into Fated Circle filler. This requires Fated Circle being mapped to neutral Square ![]() (no directional inputs). Once again the idea is similar to Beat Fang + Aerial Circle fillers. Connect Fated Circle during air Kuja assist and follow up with Beat Fang critical hits.
The execution is different though; After calling Kuja assist, Squall must neutral dodge (the backstep) and lock off from opponent immediately. After Squall lands from the backstep dodge, he must do Fated Circle. This pulls the opponent in, and sends them back to Kuja. Dodge cancel Fated Circle's recovery, follow with Assist Chase and finish the combo with Beat Fang. After Assist Chase, Squall can do Fire Barret into Beat Fang for a minor damage boost. The projectiles can easily miss, though.
This requires swift button inputs overall, so it's not the easiest combo to do. Be sure to call Kuja assist a bit after Solid Barrel's fourth hit, so Squall has enough time to dodge and line up Fated Circle. Also, if Squall attempts to use Fated Circle while locked on, it makes the combo a lot more inconsistent. When locked on, Squall moves towards opponent with Fated Circle while pulling in. Without lock on, Squall moves nowhere, but Fated Circle still pulls in. This also means that if an EX Core is on the field, it can interfere with this combo. The reason being that EX Core is the next lock on target when present. |
|
|
|
|
Squall can also extend air combos with Fire Barret. Generally speaking these introduce more complexity for a small damage boost due to Fire Barret's low base damage. The main idea is this: Use Fire Barret during assist and hold the opponent in place with 1 Beat Fang hit so Fire Barret connects in time. This can be followed up with another full Beat Fang, or even Aerial Circle if multiple Fire Barret projectiles hit at intervals. Either way, Squall needs enough space to do this, so cramped stages like Phantom Train aren't well suited for this.
Fire Barret spreads out when fired, but this can be mitigated with certain angles. If Squall is almost directly below the opponent, this can keep the projectiles closer together. That also works at walls, which can be used to Squall's advantage.
| Condition
|
Combo
|
Base Damage
|
EX
|
Notes
|
|
Punish Starter Ground, Wall 2x HP Damage
|
Thunder Barret > Blasting Zone > AST BRV > DC (↑) > Fire Barret > DC > AC > Beat Fang (1 hit) > DC + Fire Barret (2 hits) > Aerial Circle
|
85 + HP & WR
|
126
|
Video
|
| Base Damage (Breakdown): 12 > 10 + HP > 50 AST > 3 > 5, 5 > HP & WR |
Opponent Assist (Comrade's Vow): 127 |
EX Force (Breakdown): 36 > 90 > 0 > 0 |
| HP combo into a Fire Barret extension at the wall. The wall and (mostly) straight angle force Fire Barret projectiles to stay closer together. This lets Squall do extended combos with Beat Fang and even combo into HP afterwards. It is important that Squall is at the wall when doing Fire Barret so they track appropriately (see linked video example).
Going for Aerial Circle specifically is pretty risky, and prone to consistency issues. If Fire Barret shots hit at intervals (one, then two), they give Squall more time to combo into Aerial Circle. If all Fire Barret shots connect around the same time (or too early), that leaves much less time for an HP. Squall can only do so much to influence the fireball tracking, so if going for HP is too inconsistent, do Beat Fang instead. |
|
|
Punish Starter Ground, Wall
|
Thunder Barret > Blasting Zone > AST BRV > DC > Fire Barret > DC > AC > Beat Fang (1 hit) > DC + Fire Barret (3 hits) > Beat Fang
|
130 + HP
|
165
|
Video
|
| Base Damage (Breakdown): 12 > 10 + HP > 50 AST > 3 > 15 > 40 |
Opponent Assist (Comrade's Vow): 192 |
EX Force (Breakdown): 36 > 90 > 0 > 9 > 30 |
| Fire Barret extension with Beat Fang ender. Since at least one Fire Barret hit is expected with this route, Squall can go for Beat Fang (1), dodge and then go for a full Beat Fang more reliably. Naturally this loses the second HP for HP damage, but it is also one of the only ways Squall can extend his air combos for Bravery. |
|
|
Poke Starter Ground Midscreen Knockback Cancel + BRV Damage
|
Solid Barrel + AST BRV > DC (↑) > Fire Barret > DC > AC > Beat Fang (1 hit) > DC > Fire Barret (hit) > Beat Fang
|
153
|
129
|
Video
|
| Base Damage (Breakdown): 55 > 50 AST > 3 > 5 > 40 |
Opponent Assist (Comrade's Vow): 229 |
EX Force (Breakdown): 90 > 9 > 0 > 30 |
| Solid Barrel knockback cancel pushed to an extreme with a Fire Barret extension. This is not a very lenient combo to do; Squall barely has enough time to dodge, Assist Chase and still connect Beat Fang. The good thing is that this works without walls, largely due to the angle at which Squall uses Fire Barret from. |
|
|
Poke Starter Ground Midscreen + BRV Damage
|
Upper Blues (3 hits) > AST BRV > DC (↓) > Fire Barret > DC > AC > Beat Fang (1 hit) > DC > Fire Barret (hit) > Beat Fang
|
109
|
69
|
Video
|
| Base Damage (Breakdown): 11 > 50 AST > 3 > 5 > 40 |
Opponent Assist (Comrade's Vow): 171 |
EX Force (Breakdown): 30 > 9 > 0 > 30 |
| Upper Blues with Fire Barret extension. Similar to the Solid Barrel combo, this adds Bravery damage without Wall Rush. It is actually weaker than the Solid Barrel version, so this combo is moreso listed for posterity than anything else. Going for ground Kuja BRV assist with Aerial Circle can also deal more damage due to post-HP critical hits, too. |
|
|
Poke Starter Ground BRV to HP, More BRV Damage
|
Upper Blues (3 hits) > AST BRV > DC (↓) > Fire Barret > DC > AC > Beat Fang (1 hit) > DC > Fire Barret (hit) > Aerial Circle
|
74 + HP
|
30
|
Video
|
| Base Damage (Breakdown): 11 > 50 AST > 3 > 5, 5 > HP |
Opponent Assist (Comrade's Vow): 111 |
EX Force (Breakdown): 30 > 0 > 0 |
| Upper Blues with Fire Barret, ends with HP. The Fire Barret extensions work without walls here, but the HP ender remains risky to attempt. The fireballs still need to hit at certain intervals to give Squall enough time to connect Aerial Circle. Ultimately the damage increase from Fire Barret is quite small, so if this combo seems too inconsistent, there's no shame in prioritizing other combos. |
|
|
Poke Starter Air Midscreen BRV Damage
|
Beat Fang (3 hits) > AST BRV > DC > Fire Barret > DC > AC > Beat Fang (1 hit) > DC > Fire Barret (hit) > Beat Fang
|
113
|
69
|
Video
|
| Base Damage (Breakdown): 15 > 50 AST > 3 > 5 > 40 |
Opponent Assist (Comrade's Vow): 169 |
EX Force (Breakdown): 30 > 0 > 9 > 30 |
| Beat Fang with Fire Barret extension. No wall needed. Try to use Fire Barret slightly above Kuja assist, before he goes up with the attack. The angle at which Squall uses Fire Barret from matters a lot. It can easily drop if used from most angles due to how the fireballs can spread out. |
|
|
| Condition
|
Combo
|
Base Damage
|
EX
|
Notes
|
|
Poke Starter Air, 2 Assist Gauges Midscreen HP Assist Combo + BRV Damage
|
Beat Fang (3 hits) > AST HP > Beat Fang (4th hit) > DC > AC > Beat Fang (2 delayed hits) > DC (↑) > Beat Fang
|
88 + HP
|
81
|
Video
|
| Base Damage (Breakdown): 40 > HP AST > 8 > HP AST > 40 |
Opponent Assist (Comrade's Vow): 132 |
EX Force (Breakdown): 30 > 21 > 30 |
| A delicate midair HP assist combo. Lots of moving parts here. First, Kuja assist (Force Symphony) must hit right before Beat Fang sends the opponent down. Then, Squall has to Assist Chase and delay two Beat Fang hits for Kuja assist to hit again. Assist Chase won't trigger a second time here. Squall must dodge the moment when Kuja assist hits. This is because the game's camera influences Force Symphony's knockback direction. If Squall resets the camera, or dodges early, the camera will change direction. This can push the opponent too far from Squall.
This can be difficult to visualize without an example, so please refer to the linked video example. The second Force Symphony pushes the opponent in the direction the camera is facing, which is enough for Squall to get the combo there. Overall, this isn't exactly the most optimal Squall combo available. But it doesn't require a Wall Rush. And within the constraints of Squall's moveset and air Kuja HP assist, this is about as good as it gets. |
|
|
Projectile Starter Air, Near Ground Projectile Conversion into HP
|
Mystic Flurry > AST BRV > AC > Aerial Circle
|
Varies
|
30+
|
Video
|
| Base Damage (Breakdown): 8 per Mystic Flurry (+7 if finishes) > 47-50 AST > HP |
Opponent Assist (Comrade's Vow): 141 (in video) |
EX Force (Breakdown): 30 per Mystic Flurry > 0 |
| Mystic Flurry can combo into assist, whether it Wall Rushes or not. Wall Rush is more reliable of course. However, because Mystic Flurry can be difficult to connect without assist, the damage output can vary. |
|
|
Poke Starter Ground, Assist Storage Glitch Midscreen Conversion
|
Solid Barrel > DC > AST BRV > AC > Aerial Circle
|
105 + HP & WR
|
90
|
Video
|
| Base Damage (Breakdown): 55 > 50 AST > HP |
Opponent Assist (Comrade's Vow): 169 |
EX Force (Breakdown): 90 > 0 |
| The faster assist call lets Squall finish Solid Barrel and then use Kuja assist to do combos. This combo is useful if Squall needs to complete Solid Barrel in order to use assist. It also doesn't require timing a knockback cancel with assist, but it doesn't have much utility otherwise. |
|
|
Chase Setups
Squall can force HP damage via Solid Barrel Chase. Its main application is as a checkmate for ending the match, but can be useful for bypassing LV2 Assist Change as well. This must be done near wall, where Kuja HP assist (Force Symphony) can reach.
| Condition
|
Combo
|
Base Damage
|
EX
|
Notes
|
|
Poke Starter Wall, 2 Assist Gauges Forced HP Damage
|
Solid Barrel > AST HP > Chase HP > Opponent Evades > AST HP HIT > AC > Beat Fang
|
107 + HP
|
171
|
Video
|
| Base Damage (Breakdown): 12 > 55 > HP AST > 40 |
Opponent Assist (Comrade's Vow): 161 |
EX Force (Breakdown): 36 > 90 > 15 Chase Dodge > 30 |
|
|
If the opponent...
- Evades Chase HP
- Gets hit by Kuja before they can act.
- Evades Chase BRV
- Gets hit by Kuja before they can act. Same result.
- Takes Chase HP
- Gets hit, wall rushed. Kuja can still hit, and Squall may follow up. Second HP hit adds more EX depletion. (EX Force: 216, P2 Assist Comrade's Vow: 180)
- Takes Chase BRV
- Gets hit, wall rushed. Kuja can miss. If Kuja hits, be sure not to follow up too fast. (EX Force: 180. P2 Assist Comrade's Vow: 225)
Other Assists
This section is work in progress.
* Solid Barrel (4th hit) > Yuna > DC (neutral) > Thunder Barret > Solid Barrel (damage) / Revolver Drive (EX)
- Upper Blues (3rd hit) > Yuna > DC > Aerial Circle when second assist hit connects
- Upper Blues (3rd hit) > Yuna > DC > Thunder Barret > BRV / HP
- Upper Blues or Beat Fang (wall rush) > Yuna > WR > Thunder Barret / Rough Divide (depending on distance)
- Beat Fang (3 hits) > Yuna > DC > Aerial Circle when second assist hit connects
- Yuna > DC > Thunder Barret > BRV / HP (requires ground)
- Blasting Zone > Yuna > Ground Dash > Thunder Barret > BRV / HP
Call Yuna as late as possible. She doesn't have much horizontal reach. Easier at a wall.
- Fated Circle > WR > Yuna > Thunder Barret > BRV / HP
* Solid Barrel (4th hit) > Jecht > Thunder Barret > DC > move backwards > Thunder Barret > BRV / HP
Upper Blues (3rd hit) > Jecht > DC > Thunder Barret > BRV / HP
Upper Blues or Beat Fang (wall rush) > DC > Jecht > Thunder Barret > BRV / HP
Beat Fang (3 hits) > DC > Thunder Barret > BRV / HP (requires ground)
Beat Fang (3 hits) > Jecht > DC (diagonally forward) > Rough Divide
Blasting Zone > Jecht > Ground Dash > Thunder Barret > BRV / HP
Similiar to Kuja assist, call Jecht when the opponent's momentum has slowed down. Without wall, only the second kick will hit and follow through with the air combo.
- Fated Circle (floor WR) > Jecht > Ground Dash > Thunder Barret > BRV / HP
- Aerial Circle / Rough Divide (WR) > Jecht > Thunder Barret > BRV / HP
* Solid Barrel (4th hit) > Tidus > Beat Fang / Aerial Circle
Upper Blues (3rd hit) > Tidus > Beat Fang / Aerial Circle
Upper Blues / Beat Fang (WR) > Tidus > DC > Thunder Barret > BRV / HP
Beat Fang (3 hits) > Tidus > DC > Aerial Circle
Blasting Zone > Tidus
Much like Yuna assist, timing must be delayed more than usual to make up for short reach.
- Fated Circle (floor WR) > Tidus > Ground Dash x2 > Upper Blues (delayed 2nd hit) > DC > LL > Beat Fang
* Solid Barrel (4th hit) > Sephiroth > DC (forward) > Rough Divide
Solid Barrel (4th hit) > Sephiroth > DC (forward) > Beat Fang (1st hit) > DC > teleport > Beat Fang
Upper Blues (3rd hit) > Sephiroth > DC (diagonally forward) > Rough Divide
Do Rough Divide when Sephiroth transitions to second part of his attack.
Upper Blues / Beat Fang (WR) > Sephiroth > DC > Aerial Circle > AC > Beat Fang
- Same idea as with Kuja ground assist. HP during the assist and leverage the increased critical hit rate afterwards with Beat Fang.
- Upper Blues / Beat Fang (WR) > Sephiroth > DC > Heel Crush > teleport > Beat Fang / Aerial Circle
- Beat Fang (3 hits) > Sephiroth > DC (diagonally forward) > Rough Divide
- Beat Fang (3 hits) > Sephiroth > DC > Aerial Circle (during assist)
- Blasting Zone > Sephiroth > Beat Fang
- Fated Circle (floor WR) > Sephiroth > AC > Beat Fang
* Solid Barrel (4th hit) > Onion Knight > DC (forward) > Rough Divide
Solid Barrel (4th hit) > Onion Knight > DC (neutral) > Thunder Barret > DC (neutral) > Blasting Zone
Upper Blues (3rd hit) > Onion Knight > DC > Rough Divide
Upper Blues / Beat Fang (WR) > Onion Knight > DC > Aerial Circle > WR > DC > AC > Beat Fang
Same as with Kuja and Sephiroth assist. Wall rush with Aerial Circle during the assist.
- Beat Fang (3 hits) > Onion Knight > DC > Rough Divide
- Blasting Zone > Onion Knight > DC (forward) > Free Air Dash > BRV / HP if wall rushed. Requires later timing than other listed assists, therefore margin for error is small.
- Fated Circle (floor WR) > Onion Knight > AC > Beat Fang
* Solid Barrel (4th hit) > The Emperor > Solid Barrel (last hit) > The Emperor (hit) > Thunder Barret > BRV / HP
Upper Blues > The Emperor (call during 1st hit) - Upper Blues wall rush > The Emperor (trap) HIT > DC > Heel Crush > DC > Thunder Barret > BRV / HP
Upper Blues > The Emperor (call during 2nd hit, continue after slowdown ends) > Upper Blues wall rush > The Emperor (Mine) HIT > DC > AC > Beat Fang
Beat Fang (WR) > Beat Fang WR > The Emperor > AC > Beat Fang
Call The Emperor just as wall rush happen
- Beat Fang (3 hits)
- Blasting Zone
- Fated Circle (floor WR)
* Solid Barrel (4th hit) > Terra > Solid Barrel last hit > chase > chase HP > opponent dodges and does chase BRV > Terra HIT > (If you dodged chase BRV): Thunder Barret - BRV / HP]. (If hit by chase BRV): Recovery attack Rough Divide
Solid Barrel (4th hit) > Terra > Solid Barrel last hit > chase > chase HP > opponent dodges and does chase HP > player dodge HP* > Terra HIT > Thunder Barret > BRV / HP
You will want to evade chase HP, as the movement can make Terra's Graviga miss.
Upper Blues (3rd hit) > Terra > DC > Aerial Circle / Rough Divide (requires wall rush, HP depending on distance)
Upper Blues / Beat Fang (WR)
Beat Fang (3 hits) > Terra > DC > Aerial Circle / Rough Divide (requires wall rush, HP depending on distance)
Fusillade > Fusillade (1st hit) > Terra > delay all Fusillade hits and finish > Terra HIT - BRV / HP
If you have second assist bar, you can follow up "Terra HIT" with: Thunder Barret > before Thunder hits, call Terra > Fusillade no delayed hits > Terra HIT > BRV / HP
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