Overview
Solo (Dark Knight)
Dark Cannon is Cecil's only grounded solo combo starter. It cannot combo into Dark Flame or another Dark Cannon.
The projectiles travel in a forward-back motion, but the damage output fluctuates a lot with range. Once the projectiles have reached their max range, their damage multiplier (1x4) will become stronger (2x4, 3) and return to Cecil. This latter portion of the attack is often more practical, but because the projectiles don't have excessive hitboxes or much vertical tracking, Dark Cannon will realistically land at least four hits (2x3, 3 / 9 total) on its way back. Please keep this in mind when referencing damage tables for combos involving Dark Cannon.
Paladin Arts is Dark Knight Cecil's solo air combo starter that involves his Paladin bravery Searchlight. The combo structure is identical with Searchlight starters, but it can also be looped into itself during EX Mode.
| 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. |
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Projectile starter Ground
|
Dark Cannon > Shadow Lance
|
59+ WR
|
32
|
|
| Base Damage (Breakdown): 9 > 50 + WR |
Opponent Assist (Comrade's Vow): ??? |
EX Force (Breakdown): 3, 3, 3, 3 > ~20 |
| Basic bravery combo with an even more damaging wall rush ender. |
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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 > Radiant Wings
|
70 + WR
|
30
|
|
| Base Damage (Breakdown): 30 > 40 + WR |
Opponent Assist (Comrade's Vow): ??? |
EX Force (Breakdown): 0 > 30 |
| High damage bravery ender. |
|
|
Projectile starter Air
|
Paladin Arts > Sacred Cross
|
60
|
90
|
|
| Base Damage (Breakdown): 30 > 30 |
Opponent Assist (Comrade's Vow): ??? |
EX Force (Breakdown): 0 > 90 |
| Sacrifice bravery damage to generate more EX Force. |
|
|
Projectile starter Air
|
Paladin Arts > Saint's Fall
|
40 + HP WR
|
30
|
|
| Base Damage (Breakdown): 30 > 10 + HP WR |
Opponent Assist (Comrade's Vow): ??? |
EX Force (Breakdown): 0 > 30 |
| Solo HP combo with ground wall rush. Similar to Soul Eater, Saint's Fall is typically outclassed by other HPs in damage, range or utility, so it's not often prioritized. |
|
|
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. |
|
|
Projectile starter Air
|
Paladin Arts > DC > Job Change > Paladin Arts > DC > Job Change > Paladin Arts > Paladin Force
|
105 + HP WR
|
30
|
|
| Base Damage (Breakdown): 30 > 30 > 30 > 15 + HP WR |
Opponent Assist (Comrade's Vow): ??? |
EX Force (Breakdown): 0 > 0 > 0 > 30 |
EX Mode only. High damaging loop, but more reliable to set up with Aerith assist on the ground. This is one of Cecil's hardest solo combo routes, but also one of the most rewarding for him. Cecil can change jobs freely during EX Mode, which lets him combo into Dark Knight braveries without doing an HP first.
- The goal is to stay at the opponent's height and at close range. Position Cecil just far enough so that he isn't touching them. The Dark Knight projectile will lift the opponent upwards, so you will have to dodge cancel slightly upwards at least once. More testing is required, but at bare minimum, Cecil can realistically do two Paladin Arts in a row, especially after assist.
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Solo (Paladin)
| Condition
|
Combo
|
Base Damage
|
EX
|
Notes
|
|
Punish Starter Ground BRV Damage
|
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. Since Radiant Wings wall rushes on the ground, it also leaves Cecil in a good position aim for Sacred Cross punishes. |
|
|
Punish Starter Ground EX Gain
|
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. |
|
|
Punish Starter Ground, Wall Solo HP Combo
|
Slash > Paladin Force
|
35 + HP WR
|
120
|
|
| Base Damage (Breakdown): 20 > 15 + HP WR |
Opponent Assist (Comrade's Vow): ??? |
EX Force (Breakdown): 90 > 30 |
| Ground combo into HP wall rush. Cancel Slash's recovery into Paladin Force instead of Free Air Dash. |
|
|
Projectile Starter BRV Damage
|
Searchlight > Radiant Wings
|
55 + WR
|
30
|
|
| Base Damage (Breakdown): 15 > 40 + WR |
Opponent Assist (Comrade's Vow): ??? |
EX Force (Breakdown): 0 > 30 |
| Highest damaging bravery followup, moreso if it wall rushes. Good for setting up ground assist combos. |
|
|
Projectile Starter EX Gain
|
Searchlight > Sacred Cross
|
45
|
90
|
|
| Base Damage (Breakdown): 15 > 30 |
Opponent Assist (Comrade's Vow): ??? |
EX Force (Breakdown): 0 > 90 |
| Less bravery damage, but more EX Force. Combos into Aerith assist with a chase setup. |
|
|
Projectile Starter Air, Near Opponent Solo HP Combo
|
Searchlight > Saint's Fall
|
25 + HP WR
|
30
|
|
| Base Damage (Breakdown): 15 > 10 + HP WR |
Opponent Assist (Comrade's Vow): ??? |
EX Force (Breakdown): 0 > 30 |
| Solo HP combo with a ground wall rush. Similiar to Soul Eater, Saint's Fall is typically outclassed by other HPs in damage, range or utility, so it's not often prioritized. |
|
|
Projectile Starter Solo HP Combo
|
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. |
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Assist Combos (Aerith)
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 for 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.
Core Combos (Aerith 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
| Condition
|
Combo
|
Base Damage
|
EX
|
Notes
|
|
Punish Starter Ground BRV Damage
|
Slash > Free Air Dash > Radiant Wings > AST BRV > WR > Searchlight (right before landing) > Land > Searchlight (hit) > Slash > Free Air Dash > Radiant Wings
|
135 + WR
|
240
|
|
| Base Damage (Breakdown): 20 > 40 + WR > 15 > 20 > 40 + WR |
Opponent Assist (Comrade's Vow): ??? |
EX Force (Breakdown): 90 > 30 > 0 > 90 > 30 |
|
|
Punish Starter Ground EX Gain
|
Slash > Free Air Dash > Sacred Cross > AST BRV > Chase HP > HP dodged > AST BRV (HIT) > Searchlight > Sacred Cross
|
95
|
285
|
|
| Base Damage (Breakdown): 20 > 30 > 15 > 30 |
Opponent Assist (Comrade's Vow): ??? |
EX Force (Breakdown): 90 > 90 > 15 (Chase) > 0 > 90 |
| EX focused combo with no HP at the end. |
|
|
Punish Starter Ground HP Combo
|
Slash > Free Air Dash > Sacred Cross > AST BRV > Chase HP > HP dodged > AST BRV (HIT) > Searchlight > Paladin Force
|
80 + HP WR
|
225
|
|
| Base Damage (Breakdown): 20 > 30 > 15 > 15 + HP WR |
Opponent Assist (Comrade's Vow): ??? |
EX Force (Breakdown): 90 > 90 > 15 (Chase) > 0 > 30 |
| This combo ends with Paladin Force for HP damage. It serves as a middle ground between the BRV damage and EX gain routes. If Cecil has high bravery (e.g. 2000+), the HP wall rush can deal even more damage. |
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Punish Starter Air Midscreen HP Setup
|
Sacred Cross > AST BRV > Chase HP > HP dodged > AST BRV (HIT) > Searchlight > Paladin Force
|
60 + HP WR
|
135
|
|
| Base Damage (Breakdown): 30 > 15 > 15 + HP WR |
Opponent Assist (Comrade's Vow): ??? |
EX Force (Breakdown): 90 > 15 (Chase) > 0 > 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. If Cecil staggers opponent with LV2 Assist Change when Assist Storage Glitch is set up, he can go for this combo after the LV2 Assist Change. |
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Punish Starter Air EX Gain
|
Sacred Cross > AST BRV > Chase HP > HP dodged > AST BRV (HIT) > Searchlight > Sacred Cross
|
75
|
195
|
|
| Base Damage (Breakdown): 30 > 15 > 30 |
Opponent Assist (Comrade's Vow): ??? |
EX Force (Breakdown): 90 > 15 (Chase) > 0 > 90 |
| Air chase setup into solo BRV combo. Ending the combo with Sacred Cross generates a lot more EX Force. |
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Punish Starter Air, Near Ground HP Combo
|
Radiant Wings > AST BRV > WR > Searchlight > Paladin Force
|
70 + HP WR
|
60
|
|
| Base Damage (Breakdown): 40 + WR > 15 > 15 + HP WR |
Opponent Assist (Comrade's Vow): ??? |
EX Force (Breakdown): 30 > 0 > 30 |
| Wall Rush, straightforward assist combo into HP. Call Aerith after last hit, but before wall rush happens. |
|
|
Punish Starter Air, Near Ground BRV Damage
|
Radiant Wings > AST BRV > WR > Searchlight (right before landing) > Land > Slash > Free Air Dash > Radiant Wings
|
115 + WR
|
150
|
|
| Base Damage (Breakdown): 40 + WR > 15 > 20 > 40 + WR |
Opponent Assist (Comrade's Vow): ??? |
EX Force (Breakdown): 30 > 0 > 90 > 30 |
| A Radiant Wings assist combo with a Slash combo extender. |
|
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Specialized Combos (Aerith 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
| Condition
|
Combo
|
Base Damage
|
EX
|
Notes
|
|
Air-to-ground Punish Air, Near Ground EX Gain
|
Sacred Cross > AST BRV > Empty Chase > WR (ground) > AST BRV (HIT) > Jump > Searchlight > Land > Slash > Free Air Dash > Sacred Cross
|
95
|
270
|
|
| Base Damage (Breakdown): 30 > 15 > 20 > 30 |
Opponent Assist (Comrade's Vow): ??? |
EX Force (Breakdown): 90 > 0 > 90 > 90 |
| Air-to-ground assist combo with a solo combo ender. This one has highest EX gain. Delay the chase a little bit to force a grounded wall rush reaction. |
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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
| Condition
|
Combo
|
Base Damage
|
EX
|
Notes
|
|
Punish starter Ground, Paladin
|
Lightning Rise > AST BRV > Chase > Chase HP > HP dodged > AST BRV (HIT) > Searclight > Paladin Force
|
60 + HP WR
|
135
|
|
| Base Damage (Breakdown): 30 > 15 > 15 + HP WR |
Opponent Assist (Comrade's Vow): ??? |
EX Force (Breakdown): 90 > 15 (Chase) > 30 |
| Chase setup. Call Aerith before the chase prompt appears, then proceed to enforce an HP attack on the opponent. |
|
|
Punish Starter Ground
|
Dark Step > AST BRV > Land > Chase HP > HP dodged > AST BRV (HIT) > Searchlight > Paladin Force
|
57 + HP WR
|
135
|
|
| Base Damage (Breakdown): 27 > 15 > 15 + HP WR |
Opponent Assist (Comrade's Vow): ??? |
EX Force (Breakdown): 90 > 15 (Chase) > 0 > 30 |
| A job change combo from Paladin that ends with Paladin. Dark Step is not stronger than Slash as a move or as a combo starter, so this serves more as a surprise / gimmick combo route. |
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Assist Combos (Tidus AST)
Basic Combos (Tidus 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
| Condition
|
Combo
|
Base Damage
|
EX
|
Notes
|
|
Punish Starter Air Midscreen HP Combo
|
Radiant Wings (1st part) > AST BRV > Paladin Force
|
48 + HP WR
|
???
|
|
| Base Damage (Breakdown): 13 > 20 > 15 + HP WR |
Opponent Assist (Comrade's Vow): ??? |
EX Force (Breakdown): ?? > 30 |
|
|
Core Combos (Tidus AST)
![]()
◆ 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
| Condition
|
Combo
|
Base Damage
|
EX
|
Notes
|
|
Punish Starter Air, Near Ground HP Combo
|
Radiant Wings > WR > AST BRV > DC > Searchlight > Paladin Force
|
110 + HP WR
|
60
|
|
| Base Damage (Breakdown): 40 + WR > 40 (Assist) > 15 > 15 + HP WR |
Opponent Assist (Comrade's Vow): ??? |
EX Force (Breakdown): 30 > 0 > 30 |
|
|
Specialized Combos (Tidus AST)
![]()
◆ 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
| Condition
|
Combo
|
Base Damage
|
EX
|
Notes
|
|
Projectile Starter Midscreen Conversion
|
Searchlight > AST BRV > Paladin Force
|
50 + HP WR
|
30
|
|
| Base Damage (Breakdown): 15 > 20 (Assist) > 15 + HP WR |
Opponent Assist (Comrade's Vow): ??? |
EX Force (Breakdown): 0 > 30 |
|
|
Air-to-ground Punish Air, Grounded Opponent HP Combo
|
Sacred Cross > Empty Chase > WR > AST BRV > Free Air Dash > Searchlight > Paladin Force
|
100 + HP WR
|
120
|
|
| Base Damage (Breakdown): 30 > 40 (Assist) > 15 > 15 + HP WR |
Opponent Assist (Comrade's Vow): ??? |
EX Force (Breakdown): 90 > 0 > 30 |
|
|
Punish Starter Air, Near Wall Wall Conversion
|
Sacred Cross > AST BRV > Empty Chase > Paladin Force
|
65 + HP WR
|
105
|
|
| Base Damage (Breakdown): 30 > 20 > 15 + HP WR |
Opponent Assist (Comrade's Vow): ??? |
EX Force (Breakdown): 90 > 15 |
|
|
![]()
◆ 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
| Condition
|
Combo
|
Base Damage
|
EX
|
Notes
|
|
Punish Starter Ground
|
Dark Step (1st part) > AST BRV > Paladin Force
|
50 + HP WR
|
???
|
|
| Base Damage (Breakdown): 15 > 20 (Assist) > 15 + HP WR |
Opponent Assist (Comrade's Vow): ??? |
EX Force (Breakdown): ?? > 30 |
|
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References
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