Revision as of 02:52, 14 June 2025 by Muggshotter(talk | contribs)(Changed header levels to be lower than lv1. Added images for attacks, EX mode and EX burst. Updated attacks' info tables. Added unlock condition to profile. Added images for unique mechanic section.)
Cecil Harvey is a close / mid-range character who functions with two different movesets - Dark Knight and Paladin. Due to the risky nature of changing jobs and their distinct strengths, it is often recommended to focus on one job over the other. Cecil can whiff punish effectively from a variety of angles, has decent assist synergy and bravery damage output.
However he struggles to generate assist meter on whiff due to long start-ups, animation length and late cancel opportunities. EX generation is good for Paladin, but weaker in Dark Knight. With less than ideal speed and tracking, limited effective angles, difficulties staying safe and keeping up in meter economy, Cecil often takes relatively high risks for a lower return.
His arguably safer repertoire is restricted to ground (Dark Knight), which also does not often force his opponents to play into his strengths.
Cecil has been primarily a bottom tier character, with some hope for low tier status. Temper your expectations and you may discover a fun character for yourself.
[Mid] Charge, then leap. Good start for midair attacks.
Unlocked at level
Mastered at AP
Contrary to what the description says in the game, it is not a good start for midair attacks. The slow startup time makes it impractical against vigilant players and chase limits viable assist combo conversions.
Paladin Arts lets Cecil transition to Paladin job, but all projectiles are Ranged Low priority. While the Paladin projectile (Searchlight) comes out faster with this attack, Cecil can be hit out of this move that leaves him stationary and vulnerable for a long time. Use from afar or during assist combos. Both projectiles can combo into air attacks on hit.
[Long] Launch magic orb. Orb fires projectiles. Effective vs. any height, good diversion.
Unlocked at level
Mastered at AP
Be wary of using Searchlight near walls and ceilings, as the catalyst AND the projectiles can vanish if they collide with physical stage objects. "Paladin Arts" attack suffers from the same issue.
[Close] Holy sword magic. Effective against any height.
Unlocked at level
Mastered at AP
Paladin Force becomes a homing onslaught of attacks if it connects.
Using Paladin Force right after connecting with Searchlight activates the homing followup attacks even if Paladin Force would've otherwise missed.
Equipping Luminous Shard will lock you out equipping the grounded Shadow Bringer HP for the Dark Knight job.
As Ranged High priority, Luminous Shard will prevent Cecil from staggering during LV2 Assist Change. This relative safety is about all the move has going for it though, only worth consideration for Paladin-oriented playstyles.
EX Mode: Job Augment!
Effects:
Regen
Critical Boost
Proteus
Inner Strength
Proteus
[Activate with R + Square] Bridles light and darkness to instantly change jobs without attacking.
Inner Strength
[Always active while in EX Mode] Each attack is 1.5 times as powerful.
EX Burst: Face Shift
A chain of attacks combining the power of light and darkness. Enter the commands that appear on both sides of the screen at the same time.
Damage multiplier (initial)
Damage multiplier (rest)
Type
6, 9 (15, DK)
15 (PA), 25 (DK), 7 x 2 (DK), 30 (PA) (99 total)
Both
Unique Mechanic: Job System
Dark Knight (Ground)
Paladin (Midair)
Cecil has two jobs, but only has access to one of them at a time. To change jobs, use an attack that transitions into the other job. Dark Step or Paladin Arts braveries can only be done Dark Knight and Paladin jobs respectively. HP attacks on the other hand are always available and change Cecil's job depending on if he's grounded or not. Ground HP attacks change to a Dark Knight job, while midair HP attacks change to a Paladin job.
Jobs can be changed freely outside of attack animations during EX mode by pressing R+Square. This means that outside of EX mode, Cecil often makes himself vulnerable in order to change movesets, making this adjustment rather risky for Cecil at times. Not only that, equipping Shadow Bringer or Luminous Shard HP attack locks Cecil out of equipping the other HP, further incentivising dedicated Dark Knight or Paladin playstyle.
Cecil ALWAYS starts a fight in Dark Knight form, meaning Paladin-focused players will have to perform an HP attack as soon as the match starts, or bide their time in Dark Knight form until they have an opportunity to change forms without being punished.
Cecil has a couple combo starters with both jobs, which can lead to bravery and HP follow-ups alike. Most of his attacks can be used as follow-ups, so Cecil has rather flexible combo routing. Cecil's most reliable starters (Dark Cannon & Searchlight) are telegraphed low priority projectiles, so he may need assist to do these combos more consistently.
Dark Knight
Dark Knight can combo with either Dark Cannon or Paladin Arts. Dark Cannon leads to other Dark Knight melee attacks, while Paladin Arts leads to Paladin attacks. Cecil gets decent damage with Dark Cannon starters, but its low damage can vary due to how projectiles move. On average, Dark Cannon can deal four hits (3x3, 3 / 9 total).
Condition
Combo
Base Damage
EX
Notes
Projectile starter Ground
Dark Cannon > Valiant Blow
49+ WR
42+
Base Damage (Breakdown): 9 > 40 + WR
Opponent Assist (Comrade's Vow): ???
EX Force (Breakdown): 3, 3, 3, 3 > 30
Basic bravery combo with high damaging wall rush ender.
Projectile starter Ground
Dark Cannon > Shadow Bringer / Soul Eater
29 + HP WR
42
Base Damage (Breakdown): 9 > 20 + HP WR
Opponent Assist (Comrade's Vow): ???
EX Force (Breakdown): 3, 3, 3, 3 > 30
Basic HP combo with wall rush potential. Shadow Bringer ender is prioritized over Soul Eater since it has higher knockback.
Projectile starter Air
Paladin Arts > Paladin Force
45 + HP WR
30
Base Damage (Breakdown): 30 > 15 + HP WR
Opponent Assist (Comrade's Vow): ???
EX Force (Breakdown): 0 > 30
Solo HP combo that also wall rushes on the ground. Good for ground assist combos. Paladin Force has slightly higher bravery damage output compared to Saint's Fall, and it also has better vertical tracking in close range, making this combo easier to land.
Paladin
Cecil's combos expand considerably with Slash and Searchlight. Slash provides a few good Paladin combos on the ground. Searchlight also supports both jobs (and in EX Mode), and Cecil can do more if the opponent is on the ground. With Searchlight, Cecil can also go for the hit glitch with Paladin Force as means to do HP damage in the neutral.
Condition
Combo
Base Damage
EX
Notes
Punish starter Ground
Slash > Free Air Dash > Radiant Wings
60 + WR
120
Base Damage (Breakdown): 20 > 40 + WR
Opponent Assist (Comrade's Vow): ???
EX Force (Breakdown): 90 > 30
Ground combo into a wall rush. Cancel Slash's recovery into Free Air Dash and close the gap to follow up with Radiant Wings.
Punish starter Ground
Slash > Free Air Dash > Sacred Cross
50
180
Base Damage (Breakdown): 20 > 30
Opponent Assist (Comrade's Vow): ???
EX Force (Breakdown): 90 > 90
Ground combo with higher EX generation.
Projectile starter
Searchlight > Paladin Force
30 + HP WR
30
Base Damage (Breakdown): 15 > 15 + HP WR
Opponent Assist (Comrade's Vow): ???
EX Force (Breakdown): 0 > 30
Solo HP combo that also wall rushes on the ground. Good for ground assist combos. Paladin Force has slightly higher bravery damage output compared to Saint's Fall, but it also has far superior tracking after Searchlight connects. Naturally, the bravery damage is slightly reduced if Cecil has to close the distance with the attack first.
Assist
Dark Knight
Cecil can convert off of wall rush, first part of a bravery attack or by initiating chase. Dark Knight primarily converts off of the first two, while Paladin can also convert off of chase.
Note that Dark Flame can wall rush in stages with low ceiling such Pandaemonium - Top Floor and M.S. Prima Vista!
The same principles apply as with Jecht assist, except ground wall rush off of Gravity Ball requires a wall for follow-ups. Yuna holds for a shorter amount of time as well.
Valiant Blow (1st part) - Yuna - Dark Cannon - BRV / HP
Shadow Lance / HP (wall rush) - ground dash if at a distance - Dark Cannon - BRV / HP
Valiant Blow / HP (wall rush) - ground dash if at a distance - jump - Paladin Arts - dodge cancel - BRV / HP
Due to the assist's knockback, ending combos in Paladin Force is often most reliable. Shadow Bringer can help in safely transitioning back to Dark Knight, however.
Valiant Blow 2nd part + Assist call upon inputting 2nd part - assist teleport - Paladin Force
Valiant Blow 2nd part + Assist call upon inputting 2nd part - lock off - assist teleport - turn around to face opponent - Paladin Arts - BRV / HP
Shadow Bringer - Assist call after second hit of Shadow Bringer - assist teleport - Paladin Force
Valiant Blow / Shadow Lance / HP (wall rush) - Sephiroth - Paladin Force
Paladin
Chase sequences allow Cecil to trap the opponent inside Aerith's Seal Evil or brute force an HP attack via chase. What Cecil loses in EX depletion on assist hit, he makes up for it with opportunities to set up solo combos and accumulate bravery or inflict HP damage.
Any grounded wall rush Aerith combo can be followed up with a Searchlight solo combo or an HP attack. This creates a lot of variance, but they all do the same things as they normally would - The Slash solo combo adds bravery damage or EX depending on the ender (Radiant Wings or Sacred Cross respectively), but landing an HP is also an option with Paladin Force or even Shadow Bringer.
Note, that if an opponent does not evade a chase HP attack during an Aerith setup, they can get wall rushed when close to a wall or a corner. This will net Cecil HP damage on top of the assist combo.
Ground
Slash solo combos also serve as assist combo starters for Aerith, so the damage and EX gain differ with the starter. Slash > Free Air Dash > Radiant Wings is more damage, while Slash > Free Air Dash > Sacred Cross is more EX.
Starter
Combo
Damage
EX Force
Notes
Video
Lightning Rise
--
30 (3, 3, 5, 4, 4, 11)
90
Not often used due to Lightning Rise's shortcomings, but Cecil can follow up after setting up Aerith assist with a chase HP.
--
Aerith > Chase > Chase HP > opp dodged > Searclight > Paladin Force
60 + HP WR (30 > 3x5 > 2x5, 5)
135 (90, 15 chase, 30)
Chase setup. Call Aerith before the chase prompt appears, then proceed to enforce an HP attack on the opponent.
video
Slash > Free Air Dash > Radiant Wings
--
60 (10, 10, 3, 3, 7, 6, 6, 6, 9 + WR)
120 (90, 30)
Higher damaging starter combo.
--
Aerith > WR > Searchlight (right before landing) > Land > Searchlight (hit) > Slash > Free Air Dash > Radiant Wings
135 + WR (3x5 > 10, 10 > 40 + WR)
240 (120, 0, 90, 30)
Bravery damage.
video
Slash > Free Air Dash > Sacred Cross
--
50 (10, 10, 3x5, 5, 10)
180 (90, 90)
No wall rush, Sacred Cross ender prioritizes EX Force generation.
--
Aerith > Chase > Chase HP > opp dodged > Searchlight > Sacred Cross
95 (50 > 3x5 > 3x5, 5, 10)
285 (180, 15 chase, 0, 90)
EX focused combo with no HP at the end.
video
Aerith > Chase > Chase HP > opp dodged > Searchlight > Paladin Force
80 + HP(50 > 3x5 > 2x5, 5)
225 (180, 15 chase, 30)
HP ender sacrifices brv damage and EX.
video
Dark Step
--
27 (5, 10, 1x2, 10)
90
Chase setup. Call Aerith before Cecil becomes grounded, then initiate chase.
--
Aerith > Land > Chase > Chase HP > opp dodged > Searchlight > Paladin Force
57 (27, 3x5 > 2x5, 5 + HP WR)
135 (90, 15 chase, 0, 30)
--
video
Aerial
Starter
Combo
Damage
EX Force
Notes
Video
Sacred Cross
--
30 (3x5, 5, 10)
90
Air combo starter. Doesn't require a wall and Sacred Cross is one of Cecil's better aerial moves, which will see use often.
--
Aerith > Chase > Chase HP > Opp dodged > Aerith (hit) > Searchlight > Paladin Force
60 + HP WR (3x5, 5, 10 > 3x5 > 2x5, 5 + HP WR)
135 (90, 15 chase, 30)
Air chase setup into a solo HP combo. Aerith must be called quickly after Sacred Cross' last hit, because of the early chase prompt.
video
Aerith > Chase > Chase HP > Opp dodged > Aerith (hit) > Searchlight > Sacred Cross
75 (3x5, 5, 10 > 3x5 > 3x5, 5, 10)
195 (90, 15 chase, 90)
Air chase setup into solo BRV combo. Ending the combo with Sacred Cross generates a lot more EX Force.
Air-to-ground assist combo with a solo combo ender. This one has highest EX gain. Must be near ground for empty chase to cause wall rush. Delay the chase a little bit to force the grounded wall rush from higher altitude.
video
Radiant Wings
--
40 + WR (3, 3, 7, 6, 6, 6, 9 + WR)
30
Wall Rush. Aerith is too slow to convert off of Radiant Wings' first part unless done pre-emptively as a punish.
--
Aerith > WR > Searchlight > Paladin Force
65 + HP WR (40 + WR > 3x5 > 2x5, 5 + HP WR)
60 (30, 0, 30)
Wall Rush, basic assist combo into HP. Call Aerith after last hit, but before wall rush happens.
video
Aerith > WR > Searchlight (right before landing) > Land > Slash > Free Air Dash > Radiant Wings
115 + WR (40 + WR > 3x5 > 10, 10 > 40 + WR)
150 (30, 0, 90, 30)
Wall Rush. Slash combo that prioritises bravery damage.
video
* Searchlight - Tidus (air) - BRV / HP
Radiant Wings (1st part) - Tidus (air) - BRV / HP
Radiant Wings (wall rush) - Tidus (ground) - dodge cancel - Searchlight - land on ground and approach - Slash - Free Air Dash cancel and dash for a split second - Radiant Wings or Sacred Cross
"Muscle Belt" basic accessory and "Opponent Summon Unused" booster can be substituted with what the player wants more.
Tenacious Attacker is not essential if Aerith assist is used. Hero's Essence can be used for additional Extra Abilities (critical hit rate). Winged Boots is good for banish trap stages.
Assists
Cecil Assist Data
Type
Attack
Startup
Position
Spawn
Damage multiplier
Effects
BRV
Shadow Lance
35F
Ground
Opponent
8, 7 x 6 (up to 50)
Wall Rush
BRV
Radiant Wings
19F
Air
Opponent
3, 3, 7, 6, 6, 9
Wall Rush
HP
Soul Eater
39F
Ground
Opponent
4, 2 x 5, 6 (20)
Wall Rush
HP
Saint's Fall
53F
Air
Opponent
1 x 3, 2, 1 x 2, 3 (10)
Wall Rush
Synergies (Dark Knight)
Fast whiff punishes, converts off of Cecil's key moves and wall rush, sets up solo combos and lets him transition into Dark Knight from Paladin on hit as part of a combo.
Whiff punishes and more notably, easy knockback cancels. With assist meter, Cecil won't have to rely on wall rushes for assist conversions.
Ranged Low priority that isn't staggered by LV2 Assist Change, converts off of key moves, wall rush and often works within Cecil's effective range in smaller stages.
Assists (Paladin)
Lets Cecil combo Sacred Cross into an HP by initiating a chase at the cost of no EX depletion on hit. As such, can set up solo combos anywhere. Combos safely into Luminous Shard without being staggered by LV2 Assist Change.
Fastest whiff punisher in the air with less air combo potential, but ground assist can wall rush on the ground for extended solo combos.
Air conversions have restrictions, but doesn't stagger from LV2 Assist Change. Works well when playing near the ground.