| Info
|
|
| Name |
The Emperor (皇帝)
|
| Original game |
Final Fantasy II
|
| Base ATK (LV100) |
110 (Average)
|
| Base DEF (LV100) |
112 (High)
|
| Run Speed |
8 (Below Average)
|
| Dash Speed |
81 (Below Average)
|
| Fall Speed |
97 (Slow)
|
| Fall Speed Ratio After Dodge |
44 (Slow)
|
| Fastest BRV |
|
| Fastest HP |
|
| 1-Hit HP |
|
| HP Links |
|
| Command Block |
|
| Weapon |
Daggers, Poles, Rods, Staves
|
| Armor |
Bangles, Clothing, Hairpins, Hats, Headbands, Robes
|
| Exclusive weapons |
Diamond Mace, Demon's Rod, Mateus's Malice
|
| Unlock |
|
| Alignment |
|
| Voice Actor (JP) |
|
| Voice Actor (ENG) |
|
| Strengths |
Weaknesses
|
- Traps and Area-Denial: Emperor specializes in traps that fill space and deny the opponents options, creating tricky setups to create chain reactions for reward and trade into their moves
- Unique Win Condition: Starfall gives him a unique win condition in the form of a move that is unavoidable once it started, but takes time to be charged. This gives him a tool to force approaches and force them to interact with his traps in some way to stop it or have meter to assist change/EX Revenge out
- Defensive mixups: Low recovery on most of his moves, projectiles staying while getting hit and low dodge recovery gives Emperor plenty of options after any move to keep the opponent guessing on how to approach him
- Assist Gain: Low recovery moves, rotating them and repeated Starfall lets Emperor quickly build assist meter while setting up his gameplan, often staying afloat in the meter economy
- High Damage Punishes: Huge upsides of combining Thunder Crest, Mines and Dynamite. Emperor can deal loads of bravery damage any time an opponent gets hit by Thunder Crest or Dynamite, and with assist into ground rush it can double the damage. A break from 2000 bravery is possible with Thunder Crest
|
- Polarizing matchups: Both a good and a bad thing. With all his upsides, Emperor lacks severely in rushdown, giving him the most polarizing matchup spread in the entire game. Some characters are outright denied with the right conditions and some give him absolute hell without tricky setups and clever use of assist. Any character that can play around Starfall and traps requires a different approach to beat
- Polarizing stage strengths: Stages change Emperors gameplan harder than most other characters, requiring you to sometimes learn new effective strategies for some of the more unorthodox / smaller stages
|
Overview
Emperor Mateus is a trap-laying powerhouse with loads of trap-style moves to pollute the stage, an unblockable cast for defensive pressure, high damage and low risk zoning.
Emperor is hard to catch in neutral due to his wide array of traps that stay out when he gets hit, fast and low recovery moves, and Starfall allowing for faster dodge chains. His gameplan focuses around Starfall no matter how effective it is in the matchup, setting up for the opponent to have to stop it in some way and punishing their approach.
Uniquely, Emperor can utilize trade punishes the most out of any character, able to throw Flare and Dreary Cell into attacks to punish them even if he gets hit back. Often times its good to manage resources well, and if this results in a worthwhile trade in his favor.
Knowing which traps stop what, trade or punish or the opponent has to play risky into is key to playing him to his highest potential. ALSO you get the satisfaction of free-styling confirms with stray trap hits and assist all day.
Bravery Moves
Ground
|
| Base Damage
|
5, 5 x 3 (20)
|
| Startup Frame
|
21F
|
| Damage Type
|
Physical > Magical
|
| Priority
|
Melee High
|
| EX Force
|
84
|
| Effects
|
Chase
|
| Cancels
|
|
| Assist Gain (Hit)
|
|
| CP (Mastered)
|
30 (15)
|
| |
Unlocked at level |
Mastered at AP
|
[Close] Sweep with staff. Extra explosion damage on hit.
A 21F Melee High?? What a bargain!
Very low range and awkward hitbox that follows exactly the staff motion, longer active to the right of Mateus.
Amazing move to reflect Blue Flare back first and foremost, but also amazing as a close range poke and whiff punish in grounded footsies. The move sends them away and straight up, and has so much hitstun that a ton of assists can confirm off of it easily. Also it's a nice filler ender after TC if possible since it gives a good position and EX Force.
It can be comboed into the vacuum of Mines and Dreary Cell with specific positioning aswell, making it useful for some setups to trick the opponent even more.
|
| Base Damage
|
each (35)
|
| Startup Frame
|
29F
|
| Damage Type
|
Magical
|
| Priority
|
Ranged Low
|
| EX Force
|
0
|
| Effects
|
Absorb
|
| Cancels
|
|
| Assist Gain (Hit)
|
|
| CP (Mastered)
|
30 (15)
|
| |
Unlocked at level |
Mastered at AP
|
[Close] Lay mine. Multiples OK; they will persist a long time.
Exactly what it says, throws out landmines that spread out like bombs. Can have up to 8 grounded Mines out at a time.
Great non-committal, fast projectile to just litter the ground with and to stop movement aside from dashing. Also has a slight vacuum to them, but due to position doesn't come into play too often.
With Vacuum from Dreary Cell and Mine around, you can combo into assists. Be careful as they can mess up ground rush assists into Thunder Crest should the opponent land directly into them without activating Crest first. In that case, landing them into Flare can be a backup.
They explode after a set amount of time on their own, causing the hitbox to activate that way aswell.
|
| Base Damage
|
each (7)
|
| Startup Frame
|
37F
|
| Damage Type
|
Magical
|
| Priority
|
Ranged Low
|
| EX Force
|
0
|
| Effects
|
-
|
| Cancels
|
|
| Assist Gain (Hit)
|
|
| CP (Mastered)
|
30 (15)
|
| |
Unlocked at level |
Mastered at AP
|
[Mid] Draw vertical light sigil. Fires when foe enters range; large vertical range.
Mateus draws a Light Crest that points upwards. Can have only 1 grounded Light Crest out at a time.
The sigil spawns slightly above the ground which makes it not hit standing characters immediately as it spawns. If the opponent gets above it, 5 projectiles fire at them that additonally bounce off of walls/projectiles and slightly home in.
Low hitstun makes it hard to use effectively, but excels at keeping opponents out the air above you in pair with Flare and Dreary Cell. If a Mine or Dreary Cell vacuum is near you can combo off of it with assists or set up for trap chains.
If used, using it just for additional pressure keeps aerial characters busy enough while Mateus creates more dangerous setups.
| Version |
Damage multiplier |
Startup frame |
Type |
Priority |
EX Force |
Effects |
CP (Mastered)
|
| LV1 |
1 x 5, 25 (30) |
43F |
Magical |
Ranged Low (Special when sticked on surface) |
60+ |
Absorb, Wall Rush |
30 (15)
|
| LV2 |
1 x 7, 33 (40) |
80F (charge), 3F (hitbox after shot) |
Magical |
Ranged Mid (Special when sticked on surface) |
60+ |
Absorb, Wall Rush |
-
|
| LV3 |
1 x 10, 40 (50) |
120F (charge), 3F (hitbox after shot) |
Magical |
Ranged High (Special when sticked on surface) |
each hit 3 |
Absorb, Wall Rush |
-
|
[Long] Emit bomb from staff that lands and draws in foe.
Quite literally the same move as the aerial version, but with the key factor that it puts Emperor airborne. Hugely relevant for assist punishes on it since it triggers air versions, aswell as being able to avoid jumping for Pre-Jump booster.
Also uniquely, this can be used unlike the aerial version to place a Dynamite directly in your face, which can be useful for certain setups or against certain characters. Aerial Dynamite can't shoot straight down, so this covers a niche angle if needed in a pinch.
|
| Base Damage
|
2 x 17, 6 (40)
|
| Startup Frame
|
35F
|
| Damage Type
|
Magical
|
| Priority
|
Unblockable
|
| EX Force
|
60
|
| Effects
|
Absorb
|
| Cancels
|
|
| Assist Gain (Hit)
|
|
| CP (Mastered)
|
30 (15)
|
| |
Unlocked at level |
Mastered at AP
|
[Mid] Draw sigil on the ground. Paralyzes foe when in range.
THE trap of all time. Can have only 1 Thunder Crest out at a time.
Draws a sigil that travels forward on the ground for a little, bounces off of walls and outright stops at edges. Mateus can turn and place the crest into any direction with lock off, if it's set on neutral circle input.
It has a slight upward hitbox and the sigil itself is very accurate to its hitbox, just clipping into it is enough to activate it. When active it slightly draws in characters and assists. It can activate as soon as it's visible right infront of Mateus.
The crest staying out when Mateus is hit makes it extremely annoying for trades since its Unblockable and beats every other priority. Its able to be used as an intentional trade into BRVs, or HPs like Lord of Arms for a guaranteed break, making footsies against him risky to approach.
The damage is amazing already and with Mine skyrockets his damage potential, making any TC hit potentially deadly especially with assist.
Aerial
|
| Base Damage
|
each (35)
|
| Startup Frame
|
23F
|
| Damage Type
|
Magical
|
| Priority
|
Ranged Low
|
| EX Force
|
0
|
| Effects
|
Absorb
|
| Cancels
|
|
| Assist Gain (Hit)
|
|
| CP (Mastered)
|
30 (15)
|
| |
Unlocked at level |
Mastered at AP
|
[Close] Drop mine. Multiples OK; they will persist a long time.
Landmine but in the air and with a different spread! More Mines! Can have up to 8 air Mines out at a time
Just like Landmine, non-commmital, fast, and litters the air space with small bombs. Same hitstun as grounded, but the position makes them nicely to stop movement other than dashing.
They also explode after a set time, have a vacuum when opponent is in hitstun and can be used that way for setups into trap chains or for assist conversions off of other traps. Great to have out either way as a filler and to build assist.
|
| Base Damage
|
each (7)
|
| Startup Frame
|
37F
|
| Damage Type
|
Magical
|
| Priority
|
Ranged Low
|
| EX Force
|
0
|
| Effects
|
-
|
| Cancels
|
|
| Assist Gain (Hit)
|
|
| CP (Mastered)
|
30 (15)
|
| |
Unlocked at level |
Mastered at AP
|
[Mid] Draw horizontal light sigil. Fires when foe enters range; faces opponent's direction.
Light Crest but horizontal as it says. Can only have 1 air Light Crest out at a time
It has a huge vertical activation range and tracks the opponent 360° around. As soon as the opponent gets close it fires 5 projectiles at them just like grounded Light Crest and with the same hitstun/homing.
Due to the massive vertical activation it is easily disarmed this way, making it best used to stop vertical approaches before they happen or to stop long setup moves like Exdeath's Black Hole. On its own the hitstun isn't very scary, but paired with potential vacuum from other traps it can chain into much more and confirm into assist.
| Version |
Damage multiplier |
Startup frame |
Type |
Priority |
EX Force |
Effects |
CP (Mastered)
|
| LV1 |
1 x 5, 25 (30) |
43F |
Magical |
Ranged Low (Special when sticked on surface) |
60+ |
Absorb, Wall Rush |
30 (15)
|
| LV2 |
1 x 7, 33 (40) |
80F (charge), 3F (hitbox after shot) |
Magical |
Ranged Mid (Special when sticked on surface) |
60+ |
Absorb, Wall Rush |
-
|
| LV3 |
1 x 10, 40 (50) |
120F (charge), 3F (hitbox after shot) |
Magical |
Ranged High (Special when sticked on surface) |
each hit 3 |
Absorb, Wall Rush |
-
|
[Long] Emit bomb from staff that lands and draws in foe.
Charges a ball that tracks the opponent while aiming, and can be manually adjusted a little into any direction. Can't shoot directly up or down, only at about 45 degrees max.
Has 3 charge levels that change priority, damage, max range, strength of vacuum, and the time it lasts after it hit a surface. As it sticks to a surface it vacuums in and explodes after a set time, which does 80% of its damage and knocks back into a wallrush.
It becomes Special Priority as it sticks, making it dashable and clashable but unblockable. However when clashing, it triggers an explosion which has to be clashed through as well. Moves with little active frames or projectiles that clash with it can lose to it and result in the opponent getting hit by the explosion anyway.
The hitstun as it lands as a ball is great for assist conversions, and if it hits at max charge combos into the vacuum of the sticking ball by itself if hitting a character grounded/at a wall.
Since the knockback always knocks them away from Mateus, it can be controlled into the needed wall/groundrush direction or knocking the opponent into Flare, Mines or Thunder Crest.
HP Attacks
Ground
|
| Base Damage
|
each (3)
|
| Startup Frame
|
521F
|
| Damage Type
|
Magical
|
| Priority
|
Unblockable
|
| EX Force
|
0
|
| Effects
|
Absorb, Wall Rush, Block Low (Ranged)
|
| Cancels
|
|
| Assist Gain (Hit)
|
|
| CP (Mastered)
|
30 (15)
|
| |
Unlocked at level |
Mastered at AP
|
[Long] Call down giant meteor. Long cast. Aim with analog stick.
Your win condition and the reason they should be scared of you.
Mateus starts casting, and after 8.6 secs (521F), 3 small meteors and a giant meteors starts coming down on the opponent.
Without casting it's already useful as has a constant ranged low priority block while casting, its great for assist building, dodge chains are slightly faster by casting and dodge cancelling, and pops Mateus up slightly for positioning. During casting can float around at a set speed, letting Mateus position more precisely and avoid certain moves that follow and home in.
Once its done casting, it's completely unblockable and stays out even if Mateus gets hit. 3 small meteors start coming down to lock them down, and a giant meteor afterwards that deals some damage and the HP hit. Always knocks them down to the ground regardless of distance.
Important to note is that it also tracks assists with assist lock on, and after it did will instantly switch target to the opponent.
By far the most important move he has. Getting an idea how to checkmate with it, when to go for it and when to fake out into block or dodge is key to his playstyle and completes his pressure. Make your opponent scared with this and force them to engage and take risks, Mateus traps will do the rest.
|
| Base Damage
|
-
|
| Startup Frame
|
35F
|
| Damage Type
|
-
|
| Priority
|
Ranged High
|
| EX Force
|
60
|
| Effects
|
-
|
| Cancels
|
|
| Assist Gain (Hit)
|
|
| CP (Mastered)
|
30 (15)
|
| |
Unlocked at level |
Mastered at AP
|
[Mid] Gather globe of blue light that slowly homes in on opponent.
Commonly known as Blue Flare. Mateus throws out a blue Flare ball that slowly homes in. Can only have 1 out at a time.
The Flare itself has little hitstun and doesn't lead to much, but the homing makes it good for annoying the opponent and scare them from approaching recklessly. It can take out assists, shield from most moves, and to sneak in a hit on committal moves.
If the opponent keeps reflecting them they can be reflected back with Bombard for as many times as they last. Throwing out a Blue Flare will despawn all the ones currently belonging to your side though.
If the opponent decides to reflect it, throwing out another or setting up more important traps buys time and builds assist, while keeping them busy with dealing with Flare. Overall an amazing trap just to have some passive pressure flying around.
|
| Base Damage
|
-
|
| Startup Frame
|
69F (total), 43F (activation)
|
| Damage Type
|
Magical
|
| Priority
|
Unblockable
|
| EX Force
|
36/54/72
|
| Effects
|
Absorb
|
| Cancels
|
|
| Assist Gain (Hit)
|
|
| CP (Mastered)
|
30 (15)
|
| |
Unlocked at level |
Mastered at AP
|
[Close] Set discreet light trap. Detonates when foe approaches.
Grounded Cell. Mateus places a cell, a sigil flashing afterwards before it remains as a spark. Can only have 3 Cells out at a time.
The sigil that flashes as its placed indicates its activation range, requiring the opponent to touch it in order for Dreary Cell to activate and turn into unblockable bombs that pop up and vacuum in. Dreary Cell by itself vacuums in opponents in hitstun even when not activated, and has stronger vacuum than Mine, making it able to be used to drag opponents into Flares or more Mines.
Setting them up wisely and spaced well can limit your opponent immensely as it outright punishes alot of moves and assists on hit when Mateus is caught inside. Take care of moves that avoid the sigil however, as the characters hurtbox has to touch it to activate the trap.
Aerial
|
| Base Damage
|
each (3)
|
| Startup Frame
|
521F
|
| Damage Type
|
Magical
|
| Priority
|
Unblockable
|
| EX Force
|
0
|
| Effects
|
Absorb, Wall Rush, Block Low (Ranged)
|
| Cancels
|
|
| Assist Gain (Hit)
|
|
| CP (Mastered)
|
30 (15)
|
| |
Unlocked at level |
Mastered at AP
|
[Long] Call down giant meteor. Long cast. Aim with analog stick.
Your win condition and the reason they should be scared of you....but in the air!
Mateus starts casting, and after 8.6 secs (521F), 3 small meteors and a giant meteors starts coming down on the opponent.
Without casting it's already useful as has a constant ranged low priority block while casting, its great for assist building, dodge chains are slightly faster by casting and dodge cancelling, and pops Mateus up slightly for positioning. During casting can float around at a set speed, letting Mateus position more precisely and avoid certain moves that follow and home in.
Once its done casting, it's completely unblockable and stays out even if Mateus gets hit. 3 small meteors start coming down to lock them down, and a giant meteor afterwards that deals some damage and the HP hit. Always knocks them down to the ground regardless of distance.
Important to note is that it also tracks assists with assist lock on, and after it did will instantly switch target to the opponent.
By far the most important move he has. Getting an idea how to checkmate with it, when to go for it and when to fake out into block or dodge is key to his playstyle and completes his pressure. Make your opponent scared with this and force them to engage and take risks, Mateus traps will do the rest.
|
| Base Damage
|
-
|
| Startup Frame
|
35F
|
| Damage Type
|
-
|
| Priority
|
Ranged High
|
| EX Force
|
60
|
| Effects
|
Wall Rush
|
| Cancels
|
|
| Assist Gain (Hit)
|
|
| CP (Mastered)
|
30 (15)
|
| |
Unlocked at level |
Mastered at AP
|
[Mid] Gather globe of red light that awaits remote detonation.
Commonly known as Orange Flare. Mateus throws out a Flare ball, but instead only homes in for a short time before it stops in place and stays out. Can only have 1 out at a time.
Unlike Blue Flare its a more defensive trap, staying out to hide behind as a shield, for tricky setups with Mines and Dreary Cell vacuum, and stop reckless dashing in the air. Just like Blue Flare, as soon as it spawns it will come out regardless if Mateus was hit.
Orange Flare instead causes a wallrush straight down when it hits for huge damage and assist conversions. Good to keep in mind to maximize damage from Thunder Crest confirms.
|
| Base Damage
|
-
|
| Startup Frame
|
69F (total), 43F (activation)
|
| Damage Type
|
Magical
|
| Priority
|
Unblockable
|
| EX Force
|
36/54/72
|
| Effects
|
Absorb
|
| Cancels
|
|
| Assist Gain (Hit)
|
|
| CP (Mastered)
|
30 (15)
|
| |
Unlocked at level |
Mastered at AP
|
[Close] Set discreet light trap. Detonates when foe approaches.
Air Cell. Mateus places a cell, a sigil flashing afterwards before it remains as a spark. Can only have 3 Cells out at a time.
The sigil that flashes as its placed indicates its activation range, requiring the opponent to touch it in order for Dreary Cell to activate and turn into unblockable bombs that pop up and vacuum in.
Dreary Cell by itself vacuums in opponents in hitstun even when not activated, and has stronger vacuum than Mine, making it able to be used to drag opponents into Flares or more Mines.
Setting them up wisely and spaced well can limit your opponent immensely as it outright punishes alot of moves and assists on hit when Mateus is caught inside. Take care of moves that avoid the sigil however, as the characters hurtbox has to touch it to activate the trap.
EX Mode: Power of Hellfire!
Effects:
- Regen
- Critical Boost
- Blood Magic
Blood Magic
[Activates when HP attack hits] Absorbs HP equivalent to damage dealt.
A seemingly unfitting EX Mode but with an evil twist. Blood Magic heals back all HP dealt.
Having EX is already good, but with his high damage and ability to stack high amounts of bravery, Emperor can make comebacks through the Blood Magic perk and heal back loads of damage with a guaranteed assist conversion. Health is a resource for Emperor, and being able to heal alot of it back quickly can change the round entirely.
While the guaranteed finish and assist drain from EX Mode is appreciated too, healing back 5000 through a single Thunder Crest confirm is very satisfying.
EX Burst: Absolute Dominion
An attack that takes over the opponent's mind. Absorbs HP damage dealt. Enter the commands that display on screen.
| Damage multiplier (initial) |
Damage multiplier (rest) |
Type
|
| 6, 13 (19) |
16x4, 17 (100 total) |
Magical
|
Combos
Solo
Assist
Builds
Builds here.
| Stats
|
| HP |
10172
|
| CP |
450
|
| BRV |
1157
|
| ATK |
177
|
| DEF |
186
|
| LUK |
61
|
| Max Booster |
|
Special Effect: Succubus' Soul
| Equipment
|
| Assist |
Yuna
|
Weapon ![]()  |
Blood Sword (CP Glitch)
|
Hand ![]()  |
Sanguine Shield (CP Glitch)
|
Head ![]()  |
Blood Helm (CP Glitch)
|
Body ![]()  |
Blood Armor (CP Glitch)
|
| Accessory 1 |
![]() Earring
|
| Accessory 2 |
![]() Bravery Orb
|
| Accessory 3 |
![]() Dismay Shock
|
| Accessory 4 |
![]() Battle Hammer
|
| Accessory 5 |
![]() A Comrade's Vow
|
| Accessory 6 |
![]() Empty EX Gauge
|
| Accessory 7 |
![]() Pre-EX Mode
|
| Accessory 8 |
![]() Blue Gem
|
| Accessory 9 |
![]() Miracle Shoes
|
| Accessory 10 |
![]() Side by Side
|
Summon ![]()
|
Rubicante
|
{{{dataBRV}}}
{{{dataHP}}}
| Bravery attacks
|
| Ground |
Aerial
|
| HP attacks
|
| Ground |
Aerial
|
![]()
indicates a "Gear" extra ability or the use of CP / Equipment glitch. The total CP cost will assume the glitch is done.
Equip Master Protector extra ability.
| Stats
|
| HP |
9644
|
| CP |
450
|
| BRV |
1095
|
| ATK |
180
|
| DEF |
183
|
| LUK |
60
|
| Max Booster |
6.4x
|
Special Effect: Seal of Lufenia
| Equipment
|
| Assist |
Yuna,Gilgamesh,Cecil
|
Weapon ![]()  |
Earthbreaker (CP Glitch)
|
Hand ![]()  |
Lufenian Dirk (CP Glitch)
|
Head ![]()  |
Lufenian Hairpin (CP Glitch)
|
Body ![]()  |
Lufenian Jacket
|
| Accessory 1 |
![]() Earring
|
| Accessory 2 |
![]() Hyper Ring
|
| Accessory 3 |
![]() Power Ring
|
| Accessory 4 |
![]() Grounded
|
| Accessory 5 |
![]() (etc) Summon Unused
|
| Accessory 6 |
![]() Pre-EX Mode
|
| Accessory 7 |
![]() Pre-EX Revenge
|
| Accessory 8 |
![]() Pre-Jump
|
| Accessory 9 |
![]() (Opp) Summon Unused
|
| Accessory 10 |
![]() Glutton
|
Summon ![]()
|
Rubicante
|
{{{dataBRV}}}
{{{dataHP}}}
| Bravery attacks
|
| Ground |
Aerial
|
| HP attacks
|
| Ground |
Aerial
|
![]()
indicates a "Gear" extra ability or the use of CP / Equipment glitch. The total CP cost will assume the glitch is done.
Equip Best Dresser CP Ability for 100 Brv
Damage build focused on maximizing damage from TC, Dynamite and assist confirms into groundrush, but also makes random Mine and Dynamite tags hurt way harder. Also keeps EX open as a resource with Glutton to win the endgame
Alternatives
Swapping Pre-Jump![]()
for Assist in 30 Seconds![]()
for a more stable 5.5x max booster
Swapping Grounded![]()
for Aerial![]()
if air play is more favored
Swapping Power Ring![]()
for Dismay Shock![]()
or Battle Hammer![]()
if more depletion is wanted
Swapping Power Ring![]()
for Bravery Orb![]()
for safer post-HP hit situations
Build Overview
CP Allocation
Substitutes
Substitutes
| Equipment |
Replacement |
Notes
|
Pre-Jump![]()  |
- Assist in 30 Seconds
![]() 
|
A more stable alternative since Pre-Jump can be finnicky to play around, or if Jump Times Boost is preferred, for a 5.5x max booster instead of 6.4x
|
Grounded![]()  |
|
If air play is favored in the matchup, Aerial can keep the boost up consistently. Large Gap in HP can be triggered very easily through an early lead on either side, making it an alternative to push advantage for comeback potential.
|
Power Ring![]()  |
- Dismay Shock
![]() 
- Battle Hammer
![]() 
|
If depletion is wanted, Power Ring is easy to replace for minimal damage loss
|
Power Ring![]()  |
![]()
- Bravery Orb
![]() 
|
Higher bravery recovery can help with reducing the risk of post-HP hit situations where sitting at 0 bravery for too long might risk a bravery break too easily
|
Attacks
Staple
These attacks are recommended regardless of matchup, stage or player preference.
| Basic Abilities
|
| Actions |
Support |
Extra
|
|
|
|
Flexible
These attacks are great to have, but can be swapped or removed depending on matchup, stage or player preference.
| Basic Abilities
|
| Actions |
Support |
Extra
|
|
|
|
Avoid
Assist
The Emperor's assist data
| Type |
Attack |
Startup |
Position |
Spawn |
Damage multiplier |
Effects
|
| BRV |
Thunder Crest |
35F |
Ground |
Player |
2 x 17, 6 (40) |
Absorb
|
| BRV |
Mine |
23F |
Air |
Opponent |
35 each (up to 70) |
Chase, Absorb
|
| HP |
Flare |
35F |
Ground |
Player |
- |
-
|
| HP |
Flare |
37F |
Air |
Opponent |
- |
Wall Rush
|
Assists
The Emperor works well with Tidus, Yuna and Jecht.
References
Navigation
Wiki Roadmap (012 The Emperor)
Please edit this page's roadmap template when relevant additions and changes are made.
| Page |
Completed |
In progress |
To-do |
Score
|
| General |
Add images for attacks. |
|
|
/ 86
|
| Pros / Cons |
Done. |
|
|
4 / 5 / ?
|
| Overview / Character Data |
|
|
Write overview. |
0 / 5 / 2
|
| Bravery Attacks |
Ability info added and Thunder Crest overview. |
|
Overviews for other braveries. |
1 / 5 / 5
|
| HP Attacks |
Ability info added. |
|
Overviews. |
1 / 5 / 5
|
| EX Mode |
Basic info added. |
|
Detailed info / overview. |
1 / 5 / 3
|
| Combos |
|
|
Add combo section, solo & assist combos with a video example. |
0 / 5 / 7
|
| Builds |
1 example build. |
|
More builds for EX, brv boost dodge etc. Build overviews like on Tifa page. |
1 / 5 / 10
|
| Assist |
Assist data added. |
|
Add common viable assists with an overview (use tabber). |
1 / 5 / 3
|
| Matchups |
|
|
Create page. Matchup analysis and tips against each character. |
0 / 32 / 32
|
| Frame Data |
|
|
|
/ 1
|
| Starter Guide |
|
|
Create page. A concise PvP guide with core concepts and bare essentials. |
0 / 5 / 8
|
| Strategy |
|
|
Create page. More in-depth tips, tricks and counterplay (ground and air) |
0 / 5 / 10
|