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
|
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Punish Starter Ground BRV Damage
Recommended!
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Thunder Barret > Solid Barrel
|
67
|
126
|
Video
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| 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. |
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Punish Starter Ground
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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. |
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Punish Starter Ground EX Force
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Thunder Barret > Fusillade
|
48
|
132~
|
Video
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| 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. |
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Punish Starter Ground Niche
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Thunder Barret > Blizzard Barret
|
22
|
36
|
Video
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| 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. |
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Punish Starter Ground, Wall Niche Wall Combo
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Thunder Barret > Blizzard Barret > LL > Upper Blues
|
39 + WR
|
57
|
Video
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| 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. |
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Punish Starter Ground, Wall Niche Wall Combo (Damage)
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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. |
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Punish Starter Ground HP Combo, EX Force
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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. |
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Punish Starter Ground Midscreen, BRV Recovery
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Thunder Barret > Fated Circle
|
6 + HP
|
18
|
Video
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| 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. |
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Punish Starter Ground EX, Damage, Wall Carry
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Thunder Barret > Revolver Drive
|
56 + HP & WR
|
168~
|
Video
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| 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. |
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Punish Starter Ground, Full EX Gauge EX Mode Air Combo
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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. |
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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. |
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Poke Starter Ground, Landing Lag BRV Damage, Assist Gauge
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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. |
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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. |
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Poke Starter Ground, Landing Lag Infinite Combo
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Beat Fang (1 hit) > DC > LL > repeat...
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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. |
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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 |
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Projectile Starter Niche Combo
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Mystic Flurry > Beat Fang
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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. |
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Projectile Starter Air Stray Projectile Combo
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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. |
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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. |
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EX Revenge, Midair Full EX Gauge Bravery Damage
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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. |
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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. |
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|
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. |
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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. |
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Assist (Kuja)
Basic Combos (Kuja AST)
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◆ 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
Core Combos (Kuja AST)
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◆ 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
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
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◆ 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
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