Firion (Dissidia 012)/Matchups

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Firion
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Matchups

Warrior of Light

ddff-icon-wol.png
Warrior of Light

Even
[Character Page] [Match Videos] [Recommended Build: Side by Side + High Base BRV]

Intro
Firion has stronger zoning tools, so it's recommended to take advantage of them. Start by defending and firing Straightarrows. This will show how Warrior of Light (WoL) reacts. If WoL evades Straightarrows consistently, he will eventually want to approach. Form your strategies around Straightarrow first, then focus on what WoL does in close-range. Both WoL and Firion can use Side by Side builds effectively thanks to HP links, Shield of Light (WoL) and Straightarrow (Firion), so a single hit can build a lot of momentum.
Neutral
First, let's cover long-range. If WoL starts using projectiles, use Straightarrow to pierce through them. Don't forget about Shield Bash! WoL's BRV projectiles Red Fang, Blue Fang and White Fang all activate Shield Bash's long-range counter, which is difficult to evade and leads to assist combos. WoL often uses White Fang to cover his approach, so Firion can counter it with Shield Bash or power through with Rope Knife or Lord of Arms with a good read. Against White Fang, Firion will want to be closer to WoL so Shield Bash counter activates before WoL gets started on his offense.
It is important to establish space control early. Straightarrow is great for keeping WoL in check. It can stop WoL from using Shining Wave, Radiant Sword, Shield Strike and Crossover recklessly. This reduces WoL's moves a lot; He can whiff Dayflash to fill assist gauge, but Firion can slow him down with Straightarrows. Firion doesn't need to hit WoL during Dayflash, but it's something WoL has to watch out for. When used from midrange, Straightarrow is quite difficult to react to when fired. This puts pressure on WoL to dodge at the right time, so try to hold Straightarrow for a moment to see if WoL dodges early, then release if he does. If done properly, Firion hits WoL who is stationary at the end of his air dodge. Otherwise WoL can use dashes and quickmoves to evade Straightarrow with little risk.
Defense
Let's talk about close-range now. Firion controls space with Rope Knife, and pokes with Swordslash to fill assist gauge and measure WoL's reactions. The idea is to see if WoL reacts to Rope Knife, or takes action on his own. Rope Knife can hit from midrange, but WoL has a few answers to it; On the ground, he can try to react with block or Shield of Light. In the air he can also dodge and use Shield Strike, so be careful if WoL is approaching from above. If WoL is on the ground, forward dodge into Shield Strike isn't as reliable. It's slower and more prone to clashing with Rope Knife. Don't rely on the ↓ + ddff-icon-button-circle.png lance follow-up against air dodges though, WoL can interrupt it with Shield Strike or wait before taking his turn.
The threat of Rope Knife HP links and overall speed of the move means WoL has an incentive to look out for it. However, WoL cannot rely on blocking Rope Knife to do damage. If WoL uses Shield of Light or blocks early, Firion can respond with Rope Knife HP links that do a lot of damage. That means WoL has to take risks in close range, where most of Firion's moves can reach.
If WoL gets too close, use Swordslash to push him away. Use other ground braveries if Firion gets a bigger opening for a counterattack. If Firion has to dodge on the ground, remember that Shield Bash acts as the last line of defense. It's good against Dayflash, Ascension, Crossover and Shield Strike. Also, WoL doesn't use Sword Thrust often, but it's a grounded Melee Mid priority gap closer. It breaks through Shield Bash and Rope Knife. Be careful he doesn't catch Firion off-guard.
As for aerial approaches, watch out for Shield Strike when WoL is above Firion. Shield Strike and Free Air Dash > Dayflash are the most common moves WoL will try to use. Firion can anti-air with Lord of Arms as a high commitment, high reward move. If it is set to Square ddff-icon-button-square.png, it can also avoid camera cross-ups, making it more reliable to use. Most of Firion's attacks miss at sharp vertical angles, so don't rely too much on Lord of Arms. If it misses, Firion becomes vulnerable to assist attacks or worse, Shield Strike HP links. Move around with (Omni) Ground Dash to avoid getting blindsided.
If Firion is knocked into the air, try to get to the ground as soon as possible. WoL can dash through Magic Arts and Straightarrow may become more predictable when Wol doesn't have to worry about other midrange moves. Basic abilities Multi Air Slide and Descent Speed Boost can help here, as well as Quickmoves.
Offense
Firion is not an offensive powerhouse, but he can use Ground Dash to get close and gamble with Swordslash, Rope Knife or Lord of Arms. This is risky to do without assist gauge though, so exercise caution when going in. Straightarrow mixups still apply if Firion has established he can threaten with other moves. If WoL wants to dodge Swordslash or Rope Knife, Straightarrow or Lord of Arms can catch him.
Firion often has to contend with halo camping. If WoL is doing this with Dayflash, Firion may have to follow him into the air with Free Air Dash eventually. Magic Arts are slow and low reward on hit, but safe to use if WoL is not dashing towards Firion. Otherwise it's a matter of using Straightarrow, or getting close to block bravery attacks or use Swordslash. This is not where Firion thrives, and without an EX build, he cannot play the long game with EX Cores either. WoL may be tempted to halo camp until he has 2 assist gauges, after which he gets diminishing returns from it. Be ready to strike after that.

About Meter Management

Both characters will likely use Side by Side accessory_special.png to leverage assist meter more consistently. The damage output from assist combos and high base bravery builds is enough to swing the match in one's favor. One assist combo can do 3000+ HP damage, which Firion cannot afford to lose more than 2-3 times. Therefore it's recommended to escape with Assist Change at least once if Firion gets hit.

Side by Side fills assist gauge even when it is locked. So even if Firion needs to avoid damage with Assist Change, he is not forced on his back foot so to speak. If WoL has assist available, be careful he doesn't call assist to coincide with a Straightarrow hit; This will do HP damage to WoL, but his assist (usually Sephiroth) will Bravery Break Firion afterwards.

Firion and WoL are vulnerable to attacks after LV1 Assist Change; Firion can escape from WoL's Bitter End and use Straightarrow to get HP damage and assist meter. Conversely, WoL can escape from Firion's Double Trouble and use Shield Strike / Crossover. The good thing about that is if Firion hits first, WoL will lose this sequence of Assist Changes in the end. For example: Rope Knife > Double Trouble > WoL escapes (Assist Locked) > Shield Strike into Bitter End > Firion escapes (Assist Locked) > Straightarrow.

Neither character gets consistent HP damage from LV2 Assist Change staggers in most situations. However, with Firion's Double Trouble, WoL can attempt to use LV2 Change early to block Double Trouble late. This gives him more time to dash and line up Shield Strike. Something to keep in mind.


About Wall Rush

Firion's usual combo starters guarantee HP Wall Rush consistently in most stages, whereas WoL's does not. WoL's HP links featuring Bitter End send forward, and its knockback is not especially long.

His Rune Saber HP links are a different story however; WoL can extend a Rune Saber combo with Sephiroth assist, follow up with Crossover and have a realistic chance at reaching ceiling on Order's Sanctuary. Low ceiling stages such as Pandaemonium - Top Floor and M. S. Prima Vista make this even easier, so try to avoid getting hit by Ascension on the ground and Crossover in the air. It is recommended to avoid the ceiling for long periods of time; WoL can dodge punish Firion's air dodges with Free Air Dash > Dayflash and challenge his zoning with Rising Buckler or even Crossover.


Garland

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Garland

Even
[Character Page] [Match Videos] [Recommended Build: Side by Side + High Base BRV]

Intro
Firion's goal is to pressure Garland with Straightarrow and prevent him from getting a full EX gauge and causing a checkmate situation. Firion has more control over the match at medium / long distances thanks to Straightarrow piercing Cyclone and forcing Garland to dash. In close-range both characters have more options; Firion can punish with Rope Knife, and Garland can power through with Lance Charge. Both can use HP attacks to punish dodges and build momentum with combos. Firion gets more reward in fewer interactions, but falls behind if Garland keeps him airborne with Twist Drill and gets a full EX gauge. Both characters use Kuja assist. Investing into EX gauge depletion is a good idea.
Neutral
Most of the time is spent harassing Garland from afar with Straightarrow. He will try to move around it with (Omni) Ground Dash and whiff Deathblow to fill assist gauge along the way. Sometimes he can be hit during dash startup. If Garland is already dashing, a charged Straightarrow may force him to dodge eventually. Keep an eye out for that when firing arrows.
Close-range is where things escalate. Now Firion can use Rope Knife as a general purpose move. It interrupts Bardiche and Tsunami from above. It whiff punishes Lance Charge and even Deathblow with a good read. Garland can bulldoze through Rope Knife with Lance Charge's Melee Mid priority, so try to stay unpredictable when using it. If Garland does Lance Charge first and he's close to Firion, Firion can dodge, and then attempt a Straightarrow mixup against Garland's dodge timing. Lord of Arms can also work if Garland doesn't dodge upwards. On that note, if Garland air dodges sideways or away, he can land on the ground and experience landing lag. Use Ground Dash and hit him with Rope Knife during that moment.
If the fight is going slow at midrange, Firion can use Magic Arts: Fire to passively pressure Garland, or set up a long-range Shield Bash counter if it's reflected.
Defense
Since Garland can threaten Rope Knife with Lance Charge, it's not always a good idea to attack first. Move around to avoid getting cornered. Use Swordslash to fill assist gauge and keep Garland guessing. Line up a Straightarrow if you're willing to take the risk of getting interrupted. Eventually he will be in range to use Deathblow. Block counters it of course, but leaves Firion wide open if Garland doesn't strike first. Use Ground Dash or jump and Multi Air Slide near ground to reposition. Just be careful Garland doesn't block Firion's dash or hit him during landing lag with Lance Charge.
If Firion has to dodge on the ground, side dodge is recommended. It evades Lance Charge and doesn't put Firion in a more vulnerable position against Deathblow. Neutral dodge (the backstep) leaves Firion closer to Garland if he does Deathblow or Lance Charge. Forward dodge avoids Lance Charge and Tsunami if done late enough, but loses to Earthquake. Tsunami works against all ground dodges, so Firion's timing is more important than the dodge direction. Jumping and then air dodging to be directly above Garland makes it harder for him to use Twist Drill, but it's not a position Firion wants to hold for long, even with Straightarrow pressure. Avoiding Deathblow and Twist Drill reduce Garland's EX gain, which is crucial to success here.
If Firion gets hit by Deathblow or an assist combo in general, he will be knocked into the air. Use Multi Air Slide / Descent Speed Boost to reposition and get to the ground as quickly as possible. After Twist Drill empty chase, Firion is not in range to strike back with Swordslash. Air recover and move away instead. Firion's other moves are too slow to contest here, so using them allows Garland to do Twist Drill and chase Firion again. The one exception to this is the ceiling, in a corner; The corner won't push Firion further, while Garland moves much closer to Firion. This is where Swordslash can actually hit him if Garland tries to push his advantage.
Shield Bash won't see much use due to Garland's options against blocks and dodges. Tsunami beats dodges, Lance Charge beats Rope Knife, block and even Swordslash when used pre-emptively. But if he is trying to catch Rope Knife from above with Chain Cast (or even Thundaga), Shield Bash gives Firion the long range counter for assist gauge and combos.
Offense
Firion's offense revolves around Straightarrow, so there isn't much to add to that. Straightarrow and Lord of Arms can catch air dodges near ground, but they should be used with caution. If Garland is getting too comfortable expecting Swordslash and Rope Knife, add Reel Axe into the mix and break through his guard. Also, exercise caution when using Double Trouble. If Garland has assist available, he can escape from Double Trouble with Assist Change and get a Chain Cast combo out of it for a lot of EX. Firion can use Kuja assist to interrupt Chain Cast as it comes out, but this requires having assist gauge already.

About Meter Management

Firion has a few good ways to use assist gauge.
  • Use assist gauge for assist combos (Double Trouble, wall rushes in general)
  • If Tsunami is about to hit, interrupt it with Kuja assist just before Tsunami connects.
  • If Chain Cast is about to hit while Firion is in the air, interrupt it with Kuja assist just before Chain Cast connects.
  • If Garland does Blaze, Kuja assist can whiff punish it.
  • If Garland uses Kuja Flare Star HP assist to ignore LV2 Assist Change staggers, it's ok to escape. Firion can still get assist even when his gauge is locked thanks to Side by Side.

Please note, that sometimes it may be better to preserve assist gauge instead of using it. This becomes especially important if Garland has full EX gauge. More info in the About EX Revenge Checkmates section.


About EX Revenge Checkmates

If Garland has a full EX gauge, assist gauge becomes Firion's lifeline. If possible, avoid using assist until 2 gauges are filled. This gives Firion coverage against EX Revenge if he gets an assist combo, and EX mode combos if he takes damage himself.

If Firion has to spend assist gauge to avoid damage, it has certain ramifications. It means Garland go on the offensive and severely restrict Firion's options. Only Straightarrow can deplete EX gauge instantly if it hits (and EX depletion is in Firion's build). That makes it more predictable as well. Multi Air Slide, (Omni) Ground Dash and Quickmoves allow Firion to run away, but they won't necessarily resolve the situation. Remember that you can block Garland's dash and that banish traps disrupt Garland's combos entirely.

There really isn't much that Firion can do to easily escape this situation. Getting a block stagger is risky and makes his situation worse if he misses. Reverse Ground Dash can work if he has it equipped, but certain stages limit its effectiveness. It's one of the safest options for filling assist gauge, although it's a notable trade-off in other situations, since Firion could only ground dash away from Garland. If Firion gets repeatedly hit by Twist Drill with no assist gauge, Garland can use chase HP attacks without consequences until he has assist gauge to finish the match. Retaliating with Recovery Attack or chase bravery is futile with no assist gauge to back up the interaction. Try to avoid this situation at all costs.


After Assist Change...

If Garland can still use LV1 Assist Change during the combo, be wary of using Straightarrow filler. Auto Assist Lock On is great for countering assist punish attempts when pressuring from afar, but it ruins Firion's aim if Garland escapes afterwards. That means Garland is free to hit Kuja assist and lock Firion's gauge.

However, Firion can also use his assist gauge to escape combos and lock Garland's assist. Lance Charge > ground Kuja BRV assist + 2x Bardiche is a classic high damaging route for Garland. But he can't do two Bardiches, because Firion can escape with LV1 Assist Change (ddff-icon-button-l.png + ddff-icon-button-circle.png) and use Magic Arts: Bolt to hit Kuja for free. The same is true if Kuja air BRV assist hits, but watch out for Garland's Blaze.

This is where assist protection interactions come into play. Let's look at some of the options for Lance Charge > ground Kuja BRV assist. This assumes that Firion escapes after Kuja assist hits.

  • LV1 Assist Change > Magic Arts: Bolt locks Kuja if Garland commits to Bardiche.
  • LV1 Assist Change > Magic Arts: Bolt loses to Garland's Free Air Dash > Twist Drill. Does not lock Kuja.
  • LV1 Assist Change > Air Dodge avoids Garland's Free Air Dash > Twist Drill. Can lock Kuja with Swordslash if Garland attacked early.
  • LV1 Assist Change > Air Dodge loses to Garland's Free Air Dash > Twist Drill if Garland anticipates the dodge.

There are even more options, such as blocking Garland's Twist Drill. But the general idea is hitting Kuja immediately or bypassing Garland's interception.

Since Firion also uses Kuja assist in this match-up, Garland can create a similar situation with LV1 Assist Change. If he escapes, he can lock Kuja with Chain Cast, Thundaga or dodge > Flare. Here, Firion can use Straightarrow to force HP damage, or a dodge mixup at minimum. This is generally low risk for Firion even if Straightarrow barely misses.


Can Garland use Side by Side accessory_special.png builds?

Usually no. However, it's a slightly better idea against Firion, since Garland can contest Firion with Tsunami (and Earthquake). One good read can swing the match in his favor, so dodge with caution. If you see Side by Side in the battle briefing, that's your cue that Garland may attempt to use Tsunami more frequently.



Warrior of Light
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Garland
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Firion

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This mirror match is mostly about using Swordslash to build assist, firing Straightarrows and punishing with your own assist just right without getting Assist Locked. Straightarrow can catch air dodges and late Straightarrow counter attempts. Straightarrow is also vulnerable to assist punishes, so a well placed Kuja assist can occasionally discourage repeated Straightarrow use.

If you are far away, Magic Arts: Fire can be used to bait the opponent into using Shield Bash. And if that happens, Straightarrow can hit through the long range Shield Bash counter before it can hit you.

If you get hit by an HP link while having assist gauge, you can escape from Double Trouble with LV1 Assist Change and use Straightarrow to do some HP damage. Firion doesn't stay still for long, so there isn't a huge opening without risking a deflected Straightarrow. Side by Side fills assist gauge even when assist gauge is locked, which mitigates the cost. Just be careful the opponent won't call their own assist and bravery break you right before Straightarrow connects.

The Emperor
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The Emperor relies on Starfall pressure and people running into his traps, so countering both is important here. Firion has adequate tools to at least prevent worst case scenarios. Against Thunder Crest and Dreary Cell (ground), Firion can use Rope Knife and Reel Axe as disjoints to poke through them. Straightarrow can force a dodge and punish The Emperor's air dodges. It can also hit through traps, so it's a good move for keeping The Emperor on his back foot.

Shield Bash counters Landmine and Mine, so if The Emperor uses them without support from Thunder Crest, use it to pressure for HP damage.

Whenever Firion is not actively engaging with The Emperor, it is recommended to build assist gauge with Swordslash and Ground Dash / Free Air Dash (with Assist Gauge Up Dash ability). This is to make Starfall counterplay safer to do. If The Emperor attempts to create distance by going high above, it is crucial to not leave him alone. He will most likely start casting Starfall, which gives him a strong win condition in large stages due to looping it with Jecht assist. Because Starfall blocks Ranged Low attacks during the casting animation, Firion cannot use Magic Arts to interrupt The Emperor. This is further compounded if The Emperor is casting Starfall inside his traps, so Swordslash is not always an option either. Therefore Firion must use an HP to stop Starfall. Straightarrow is the safer option here with Auto Assist Lock On and delayable timing. Do note, that by the time The Emperor casts Starfall, he can probably call assist to interrupt Straightarrow. If The Emperor calls assist right before Straightarrow hits, he gets a bravery break. If you choose to fire Straightarrow at maximum delay, this may become easier for The Emperor to anticipate.

If The Emperor tries to approach Firion and use Flare, Firion can use an HP attack in response. It is not recommended to just reflect Flare, as Firion's HP attacks have long recovery. The best HP attack depends on the stage and the angle Firion is in, but Lord of Arms and Weaponsmaster have some lateral reach.

Firion is not expected to trade with traps or stray projectiles often, but his attacks are also somewhat telegraphed if used in response to The Emperor. If The Emperor manages to avoid most Straightarrows, Side by Side builds may not always pull ahead. This means Firion may have more time to build assist gauge without landing HP attacks. EX cores can provide long term benefits with the EX gauge, especially if Firion can take advantage of his Blood Weapon perk in EX mode. This strategy may have more potential in large stages, but The Emperor can also pressure with Starfall if Firion goes for EX cores.

Onion Knight

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Onion Knight is an agile character with fast melee braveries, but much slower projectile moves. Firion can Shield Bash the projectiles (Blizzard, Thunder) on reaction and the long-range counter will do the rest. Onion Knight will want to avoid this until he has assist gauge, so Firion should not rely on this strategy for damage. A fast ground HP assist (e.g. Kuja) can power through Shield Bash and its counters, so playing neutral can become harder if Onion Knight has assist available.

Pressuring Onion Knight can be tricky, largely due to his mobility. He can evade Straightarrows by just moving sideways. Firion's dodge punishment in the air is also quite limited due to his air moveset, and the fact that Onion Knight falls fast after an air dodge. Even so, it is important to at least represent some pressure early to set the tone for the match. Jump high enough to use Straightarrow and Magic Arts, but stay close to ground if possible. Onion Knight may use Strength Booster / Magic Booster to delay assist gauge decay, but he can act quickly afterwards. This is not necessarily a consistent source of damage either, but it's a good idea to see if the Onion Knight player has any tendencies with using Booster move(s).

Eventually Onion Knight has to approach, whether he is camping for EX cores or not. That's when Firion will get a chance to make his biggest plays. Onion Knight's Multi-Hit and Turbo-Hit are his staples for close-range combat and HP damage. But they also leave him briefly vulnerable at the end of recovery. Their range is short, so being able to outspace Onion Knight with a ground dash (e.g. Omni Ground Dash) can lead to big reward with a Rope Knife whiff punish. Onion Knight's mixups involve delayed attack timing (air jumps) and possibly raw HP attacks. Most of them have enough speed and lateral reach to catch Firion blocking. Dodging can also backfire on Firion if he is too far to interrupt Onion Knight's HP after a dodge. However, if Onion Knight is trying to dodge punish Firion on the ground with Free Air Dash > melee BRV, Shield Bash is still a good option.

Overall, Firion may struggle to have presence at a distance in this matchup. This is especially true in the air. Therefore it is recommended to play this matchup in a small stage with low ceiling, such as Pandaemonium or M. S. Prima Vista. Onion Knight is another Side by Side user, so momentum can swing greatly in both directions at the tip of a hat.

Cloud of Darkness

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This is a matchup where Firion can counter Cloud of Darkness' (CoD) moves with his own attacks. Since CoD's attacks have long uptime and / or relatively long recovery, Firion can power through them with Straightarrow, Reel Axe or even Lord of Arms. Reel Axe can stop CoD's bravery attacks, particularly if it commits to a followup. Alternatively, Firion can attempt to dodge punish afterwards with Straightarrow, Lord of Arms or Straightarrow. Just be careful not to get pushed back first in case CoD is close. If Firion is out of CoD's immediate range, most of Firion's HP attacks come out fast enough to hit CoD during an HP attack. Straightarrow is once again a reliable option here.

CoD has to whiff at least occasionally to build assist gauge. Firion can try to use this to his advantage. Since CoD often fights at midrange, it can reflect Fire back at Firion without actually hitting him. This can be a good opportunity to counter the reflected fire with Shield Bash. Firion should be aware of CoD's Wrath Particle Beam though; If it counters a low priority projectile, it spawns an HP projectile at Firion's location. Firion should dodge the beam whenever possible, because it can lead to an assist combo on hit. If CoD counters a projectile in this way, Firion can assist punish during Wrath's recovery. It's a situation that resolves quickly, so there isn't much time to do other things, aside from getting hit.

Overall, Firion does not have a lot of trouble fighting in this matchup.

Cecil Harvey
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Firion has some notable advantages against Cecil. Shield Bash works against Cecil's ranged bravery attacks, which are all reactable. This shuts down much of Cecil's zoning game, aside from occasional Dark Flame and assist call from long range. Cecil also struggles to fill assist gauge as quickly as Firion, or do it safely with attacks. That means Firion has high potential to establish a lead in wide, flat stages such as Order's Sanctuary and Pandaemonium - Top Floor.

Dark Knight Cecil primarily works with Valiant Blow, Shadow Bringer, Dark Flame and occasional Shadow Lance. These can realistically become a threat in dodge punish situations, but otherwise Firion can comfortably move around with Omni Ground Dash. Firion can look for whiff punishes (Rope Knife) or apply a dodge punish mixup (HPs, dash > Rope Knife) if Cecil attacks first. Dark Knight Cecil's braveries don't have high reward on hit without assist, except Dark Cannon, which is reactable at 41 frames.

Paladin Cecil has poor tracking on the ground, so his approaches are limited to the air. Just like in Dark Knight form, Paladin Cecil needs to get close to hit Firion. Cecil can call out blocks and dodges with Paladin Force or Radiant Wings, but all of them can be assist punished during recovery. If Firion is close enough, he can also whiff punish with Rope Knife. Cecil's Sacred Cross can hit from above, but if Firion used Rope Knife or Lance Combo beforehand, he can cover himself with the Lance Followup. It is recommended to move away from Cecil, as it makes it harder for him to apply mixups.

In small stages, Dark Knight Cecil can use Side by Side builds more effectively. This increases his damage potential, but it won't necessarily make his neutral much stronger overall.

Golbez

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Firion has to be careful in this matchup, as Golbez has a competent midrange game and explosive damage output with Side by Side. Golbez's Nightglow can stop Swordslash, Rope Knife and Lance Combo in their tracks if they're close to Golbez. His Glare Hand and Rising Wave can interrupt Firion's Straightarrow, so it's recommended to pick a high angle relative to Golbez, or fire Straightarrows from long range just to be safe.

Both Firion and Golbez are known to be proficient ground fighters, but Firion may not always have to luxury of controlling the pace here. If Golbez has a good read on Firion's attack timing, he can shut down many of Firion's options as they come up. Firion does not have exceptional tools for point blank range, so it's important to understand what he can do in midrange. Glare Hand's wave projectile is Ranged Low, so using Shield Bash can put some pressure on Golbez. Glare Wave projectile is unblockable, but it cannot catch Firion if he dashes towards Golbez right when it is cast within range. If Firion gets close enough for Golbez to dodge, Rope Knife is one of his better moves for a dodge punish. Golbez often protects himself with Nightglow after a ground dodge, but it only becomes active after 15 frames. That's where Rope Knife's long reach and active frames can shine.

If all else fails, Firion can try halo camping for assist gauge before approaching. This is more practical in large stages such as Crystal World and Order's Sanctuary, but doesn't necessarily serve as an endpoint for Firion's strategy; Golbez with 2 assist gauges has to lose an interaction twice in a row to take guaranteed HP damage.

Kain Highwind
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Bartz

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Exdeath

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Gilgamesh
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Terra Branford

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Kefka Palazzo

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Cloud Strife

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Sephiroth

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Tifa Lockhart
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Squall Leonhart

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Ultimecia

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Laguna Loire
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Zidane Tribal

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Kuja

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Tidus

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Jecht

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Yuna
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Shantotto

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Prishe
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Vaan
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Gabranth

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Lightning
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Feral Chaos
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Chaos

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