Base damage | Startup frame | Type | Priority | EX Force |
---|---|---|---|---|
15, 15 (30) | 11F | Physical | Melee Low | 90 |
Effects | CP (Mastered) | Cancels | Assist Gain (Hit) | |
Chase, Wall Rush | 60 (30) | |||
Unlocked at level |
Mastered at AP |
[Close] Bite foe twice.
Info | |
---|---|
Name | Feral Chaos (デスペラードカオス) |
Original game | Dissidia 012 [duodecim] Final Fantasy |
Base ATK (LV100) | 113 (Highest, +1 in EX Mode) |
Base DEF (LV100) | 114 (Highest, +1 in EX Mode) |
Run Speed | 2.5 (Normal, Fast), 0 (EX Mode, Fastest) |
Dash Speed | 77 (Average / Good) |
Fall Speed | 67 (Fast) |
Fall Speed Ratio After Dodge | 16 (Very Fast) |
Fastest BRV | |
Fastest HP | |
1-Hit HP | |
HP Links | |
Command Block | |
Weapon | Greatswords, Axes, Grappling Weapons |
Armor | Gauntlets, Large Shields, Helms, Heavy Armor |
Exclusive weapons | Talons of Despair, Aegis of Strife, Calamitous Rage, Deafening Fissure, Endless Oblivion, Eternal Despair, Phantasmal Abyss, Cycle's End |
Unlock | |
Alignment | |
Voice Actor (JP) | |
Voice Actor (ENG) |
Strengths | Weaknesses |
---|---|
|
|
Feral Chaos is a playable character introduced in Dissidia 012, who operates at close and mid range to overwhelm his opponents with some of the strongest attacks in the game. This is unfiltered raw power in terms of application - Speed, range, high priority and wall rush are all in abundance here. From the lightning fast Destroy to the oppressive gap closer Brute Force and the infamous Via Dolorosa HP, Feral Chaos can apply offense which is difficult to contest for a lot of characters. Many braveries have fast startup, low recovery or mid priority that can guard crush with ease, while his strongest HP attacks have long range or high vertical coverage. Combined with their variable timing and duration, Feral Chaos has effective tools for powering through defensive options and discouraging assist interruptions at most common ranges.
Feral Chaos is great at leveraging both EX and Assist. Majority of Feral Chaos' attacks can inflict wall rush from a good distance or initiate chase which can combo into assists with relative ease. With the highest base stats in the game, wall rush potential, his above average EX generation and damage multipliers on attacks, the payoff is good in terms of damage, meter gain and meter depletion. Once he has access to a full EX bar, the EX Mode boosts attack, defense and movement speed and the oppressive Regnum Dei EX Burst ensures the opponent does not walk away unscathed whether they land an attack or not.
This level of power does not come without a cost - Capacity points. All of Feral Chaos abilities cost exponentially more, whether they are attacks or basic abilities such as ground evasion and block. In addition to this, Feral Chaos comes with built-in restrictions exclusive to him: Passive bravery reduction, EX gauge lock and Assist gauge lock. Removing any one of these requires 50 CP, more than the Precision Evasion extra ability which is often added on top of everything else. With no natural increase in maximum CP, fitting just the necessities is very taxing and builds often specialise in a specific playstyle or a match-up. The innate gauge locks come with one major advantage however, being able to bypass Side by Side accessory's EX intake restriction when equipped simultaneously. This relegates Feral Chaos' EX gain to EX cores, but is one-of-a-kind asset to him thanks to his powerful HP attacks.
Feral Chaos' weaknesses are not exclusive to customization either. His huge frame can make it harder to evade homing attacks and see opponents in front of him, especially smaller characters such as Onion Knight and Zidane. Similiarly, opponents that are above him and out of frame can also cause issues not just with visibility, but also reach. Feral Chaos fights very well in most angles and positions, except in air-to-air situations where the opponent is positioned well above him. While he can anti-air effectively on the ground, his midair attacks are less effective at this, requiring movement to counteract halo camping.
Players are encouraged to actively utilise his repertoire to offset the bravery reduction (if it wasn't disabled) and prevent opponents from exploiting the tendency for attacking - Whiff punishing with an assist is a prominent counterstrategy to Feral Chaos' most used HPs and select few braveries.
In competitive play, Feral Chaos has been banned for most of the game's lifespan due to his abnormally polarising match-ups. Characters who can safely maneuver around the waves of Via Dolorosa or fight above him, whether it's with good dodge cover, downward attacks, special blocks, homing or lingering projectiles are all capable of subdueing him with adequate player skill. He doesn't suffer from severe disadvantage against anyone, whereas he can obliterate any character who cannot reasonably contest with the aforementioned traits.
The legality of Feral Chaos in competitive play has been a contentious topic over the years. Various character specific restrictions have been discussed and some rulesets allow him to be played with certain limitations, such as no EX or Assist in Japan's Ranked ruleset. Even though more counterplay has been exhibited in recent years, Feral Chaos continues to be a polarising, controversial character in the metagame.
Base damage | Startup frame | Type | Priority | EX Force |
---|---|---|---|---|
15, 15 (30) | 11F | Physical | Melee Low | 90 |
Effects | CP (Mastered) | Cancels | Assist Gain (Hit) | |
Chase, Wall Rush | 60 (30) | |||
Unlocked at level |
Mastered at AP |
[Close] Bite foe twice.
Base damage | Startup frame | Type | Priority | EX Force |
---|---|---|---|---|
1 x 11, 19 (30) | 21F | Physical | Melee Mid | ~90 |
Effects | CP (Mastered) | Cancels | Assist Gain (Hit) | |
Chase, Wall Rush | 60 (30) | |||
Unlocked at level |
Mastered at AP |
[Mid] Charge and pummel foe.
This is a mid priority attack that can be used from further away than Snarl to quickly approach an opponent or anti air them. However, the slower startup makes it easier to react to and could lead to a disadvantageous post-dodge situation even if it's not whiff punished.
Note that Vicious also does not always keep the opponent close to Feral Chaos when using this as part of a mixup near a wall.
Base damage | Startup frame | Type | Priority | EX Force |
---|---|---|---|---|
5, 15 (20) | 23F (close), 43F (projectile) | Physical (close), Magical (projectile) | Melee Mid (close), Ranged Low (projectile) | 60 |
Effects | CP (Mastered) | Cancels | Assist Gain (Hit) | |
Chase, Wall Rush | 60 (30) | |||
Unlocked at level |
Mastered at AP |
[Long] Summon magma at foe's feet.
Base damage | Startup frame | Type | Priority | EX Force |
---|---|---|---|---|
2 x 10, 25 (max 45) | 19F | Physical | Melee Mid | 0 |
Effects | CP (Mastered) | Cancels | Assist Gain (Hit) | |
Chase, Wall Rush | 60 (30) | |||
Unlocked at level |
Mastered at AP |
[Rise] High-speed leap. Hold button to keep rising.
Base damage | Startup frame | Type | Priority | EX Force |
---|---|---|---|---|
4 x 4, 14 (30) | 13F | Physical | Melee Low | 90 |
Effects | CP (Mastered) | Cancels | Assist Gain (Hit) | |
Chase, Wall Rush | 60 (30) | |||
Unlocked at level |
Mastered at AP |
[Close] Swipe with claws and tail.
Base damage | Startup frame | Type | Priority | EX Force |
---|---|---|---|---|
6, 7, 7, 10 (30) | 21F | Physical | Melee Mid | 90 |
Effects | CP (Mastered) | Cancels | Assist Gain (Hit) | |
Chase, Wall Rush | 60 (30) | |||
Unlocked at level |
Mastered at AP |
[Mid] Grab and shred foe.
One of Feral Chaos' strongest braveries. Brute Force is infamous for it's speed, range and ability to stagger and punish regular blocks on contact. It has great forward movement during startup and tracks the opponents very well at Feral Chaos' altitude or slightly below him.
Against standard blocks and low priority melee attacks, Brute Force will complete the folloup animation on contact, hitting the opponent in the process and sending them downwards with great knockback. This often puts the opponent in a wall rush state even at great heights, which can be followed up with empty chase and an assist combo. As a result, the reward on hit is often good for Feral Chaos and it can even lead to additional Brute Force pressure at ground level, creating a situation similiar to Squall's Beat Fang or okizeme in other fighting games.
Overall, Brute Force is a consistent threat in many match-ups. Interrupting from afar is usually not feasible without high priority moves and the range can come off as deceptively long. However, it does not pursue airborne opponents above him very effectively, nor does it protect Feral Chaos immediately when used.
Base damage | Startup frame | Type | Priority | EX Force |
---|---|---|---|---|
5 x 4 (20) | 29F | Magical | Ranged Mid | 87 |
Effects | CP (Mastered) | Cancels | Assist Gain (Hit) | |
Chase, Wall Rush | 60 (30) | |||
Unlocked at level |
Mastered at AP |
[Long] Fire multiple shockwaves.
Base damage | Startup frame | Type | Priority | EX Force |
---|---|---|---|---|
2 x 10, 15 (max 35) | 19F | Physical | Melee Mid | 3 |
Effects | CP (Mastered) | Cancels | Assist Gain (Hit) | |
Chase, Wall Rush | 60 (30) | |||
Unlocked at level |
Mastered at AP |
[Dive] High-speed dive. Hold button to keep falling.
Base damage | Startup frame | Type | Priority | EX Force |
---|---|---|---|---|
2 x 4 (8) + 1 x N | 37F | Physical | Melee High, Block High (1-37F) | 96 |
Effects | CP (Mastered) | Cancels | Assist Gain (Hit) | |
Wall Rush, Block | 100 (50) | |||
Unlocked at level |
Mastered at AP |
Base damage | Startup frame | Type | Priority | EX Force |
---|---|---|---|---|
3 x 4 (12) | 45F | Physical | Melee High | 96 |
Effects | CP (Mastered) | Cancels | Assist Gain (Hit) | |
Wall Rush | 100 (50) | |||
Unlocked at level |
Mastered at AP |
The second projectile comes out 15 frames after button release, or automatically after 218F frames.
Base damage | Startup frame | Type | Priority | EX Force |
---|---|---|---|---|
10 | 37F | Physical | Melee High (tail), Ranged High (projectile) | each 60 |
Effects | CP (Mastered) | Cancels | Assist Gain (Hit) | |
Wall Rush | 100 (50) | |||
Unlocked at level |
Mastered at AP |
[Close] Create 2 fire columns. Charge to delay second column.
The illustrious HP attack Feral Chaos is known for. The two fire columns are fired at the opponent, both inflicting HP damage. The first fire column will always come out at a fixed speed, but the second one can be delayed up to 218 frames (or roughly 3.6 seconds) by holding the HP attack button. This is a threatening HP for several reasons. Both projectiles travel a long distance, have good tracking and a possess huge vertical hitbox extending well beyond the visuals of this attack. Dodging the first fire column early often causes the second column to hit the opponent during a dodge's recovery, essentially guaranteeing HP damage against most characters who cannot protect themselves reliably after dodging. Precision Evasion is difficult to activate against the first HP wave, reducing the effectiveness of a dodge even further.
All this makes Via Dolorosa a good attack to use for creating space or otherwise slowing down the pace of a match. Opponents operating at mid to close range must be wary of this move at all times, as defending against it is more reliable at specific positions with certain timings. Because of the vertical reach, aerial opponents must also be at a considerable distance from Feral Chaos to avoid it, limiting their other approaches. However, a blindspot exists behind Feral Chaos so be wary of characters with good air-to-ground attacks or long range projectiles that spawn on the target such as Sephiroth's Shadow Flare.
Via Dolorosa is not unavoidable however. Characters with fast running speed such as Onion Knight and Tidus can run sideways to effectively avoid both projectiles at mid range, eliminating the risk of getting caught at the end of a dodge. Similiarly, a high priority command block such as Jecht Block or Exdeath's Omni Block can nullify the projectiles and even retaliate if their positioning allows it.
Because Feral Chaos cannot cancel the second projectile, delaying it or using Via Dolorosa altogether at a bad time can risk getting assist punished. If an opponent calls the assist after the second fire column has come out, they can get hit by it, inflict bravery break with the assist and shift the momentum in their favor. This is true of many HPs in general and Feral Chaos is not exempt from it.
In stages with low ceiling like M.S. Prima Vista and Pandaemonium - Top Floor, Via Dolorosa will wall rush on hit. This is good for assist combos and facilitating further pressure with another Via Dolorosa.
Base damage | Startup frame | Type | Priority | EX Force |
---|---|---|---|---|
2 x 6 (12) | 41F | Physical | Ranged High | 96 |
Effects | CP (Mastered) | Cancels | Assist Gain (Hit) | |
Wall Rush | 100 (50) | |||
Unlocked at level |
Mastered at AP |
Base damage | Startup frame | Type | Priority | EX Force |
---|---|---|---|---|
1 x N (max 38) | 51F | Magical | Ranged High | 60 |
Effects | CP (Mastered) | Cancels | Assist Gain (Hit) | |
Wall Rush | 100 (50) | |||
Unlocked at level |
Mastered at AP |
Charge time 50 frames. Attack comes out 11 frames after button release, or automatically after 76 frames.
Base damage | Startup frame | Type | Priority | EX Force |
---|---|---|---|---|
- | 49F | - | Melee High | each ~30 |
Effects | CP (Mastered) | Cancels | Assist Gain (Hit) | |
Wall Rush | 100 (50) | |||
Unlocked at level |
Mastered at AP |
Effects:
[Always active while in EX Mode] All movement speeds are greatly increased.
Running speed increases by x1.22, jump height about the same as Kain's.
[Always active while in EX Mode] Greatly increases ATK and DEF stats.
ATK +1, DEF +1.
An insurmountable force drags foes into a vortex of discord. Press R + square to deal a damaging HP attack. Damage increases with greater bravery.
All of Feral Chaos' attacks become high priority during this EX Burst.
Damage multiplier (initial) | Damage multiplier (rest) | Type |
---|---|---|
4,5,8,1 (18) | 9, 2x7 (23 finish) (41 + ?? total) | Physical |
Because of the increased CP cost for all of Feral Chaos' abilities, they will also be listed when possible.
Stats | |
---|---|
HP | 10299 |
CP | 495 |
BRV | 917 |
ATK | 183 |
DEF | 185 |
LUK | 60 |
Max Booster | x4.0 |
Equipment | |
---|---|
Assist | None |
Weapon ![]() |
Cleaver (CP Glitch) |
Hand ![]() |
Lufenian Dirk (CP Glitch) |
Head ![]() |
Lufenian Headband (CP Glitch) |
Body ![]() |
Lufenian Vest (CP Glitch) |
Accessory 1 | ![]() |
Accessory 2 | ![]() |
Accessory 3 | ![]() |
Accessory 4 | ![]() |
Accessory 5 | ![]() |
Accessory 6 | ![]() |
Accessory 7 | ![]() |
Accessory 8 | ![]() |
Accessory 9 | ![]() |
Accessory 10 | ![]() |
Summon ![]() |
None |
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.
Bravery attacks | |
---|---|
Ground | Aerial |
Erupt | Brute Force |
Snarl | Destroy |
Raid | |
HP attacks | |
Via Dolorosa | Lux Magnus |
Flagro Maximus |
Basic Abilities | ||
---|---|---|
Actions | Support | Extra |
Ground Evasion | Always Target Indicator | Disable EX Gauge Lock |
Midair Evasion | EX Core Lock On | Precision Jump |
Midair Block | Assist Lock On | Bravery Regen |
Aerial Recovery | EXP to HP | |
Recovery Attack | ||
Controlled Recovery | ||
Wall Jump | ||
Free Air Dash |
A fully dedicated EX build with no assist. The main objective with this build is to reach a full EX meter and leverage EX Mode to offset the natural bravery depletion and secure an advantage or a win with EX Burst if possible.
Note that ground block is not listed here - his grounded attacks are used as a form of defense instead.
Stats | |
---|---|
HP | 11204 |
CP | 510 |
BRV | 1075 |
ATK | 182 |
DEF | 187 |
LUK | 61 |
Max Booster | x1.4 |
Equipment | |
---|---|
Assist | Sephiroth / Aerith |
Weapon ![]() |
Lufenian Axe |
Hand ![]() |
Chainsaw (CP Glitch) |
Head ![]() |
Lufenian Cap (CP Glitch) |
Body ![]() |
Lufenian Armor |
Accessory 1 | ![]() |
Accessory 2 | ![]() |
Accessory 3 | ![]() |
Accessory 4 | ![]() |
Accessory 5 | ![]() |
Accessory 6 | ![]() |
Accessory 7 | ![]() |
Accessory 8 | ![]() |
Accessory 9 | ![]() |
Accessory 10 | ![]() |
Summon ![]() |
None |
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.
Disable Assist Lock.
Equip Master Guardsman for +1000 HP.
Stats | |
---|---|
HP | |
CP | |
BRV | |
ATK | |
DEF | |
LUK | |
Max Booster |
Equipment | |
---|---|
Assist | |
Weapon ![]() |
|
Hand ![]() |
|
Head ![]() |
|
Body ![]() |
|
Accessory 1 | |
Accessory 2 | |
Accessory 3 | |
Accessory 4 | |
Accessory 5 | |
Accessory 6 | |
Accessory 7 | |
Accessory 8 | |
Accessory 9 | |
Accessory 10 | |
Summon ![]() |
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.
Feral Chaos cannot be used as an assist.
He works well with most tournament viable assists.