Garland (Dissidia 012): Difference between revisions

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! scope=col class=unsortable | Video
! scope=col class=unsortable | Video
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|Deathblow > move > jump > Twist Drill || '''45''' (15, 30) || 150 (60, 90) || Staple combo. Move and jump as quickly as possible. The later Deathblow hits, the more time you have to combo into Twist Drill. || video
|Deathblow > move > jump > Twist Drill || '''45''' (15, 30) || 150 (60, 90) || Staple combo. Move and jump as quickly as possible. The later Deathblow hits, the more time you have to combo into Twist Drill. || [https://www.youtube.com/watch?v=4PtCaBHNrv4?=shared&t=5 '''Video''']
|-
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|Round Edge 3rd hit (Long) > Deathblow > move > jump > Twist Drill || '''69''' (7, 8, 9, 15, 30) || 150+ (??, 60, 90) || Guaranteed Deathblow, but timing is tricky. Try to time it later than earlier to avoid inputting Round Edge's finisher. || video
|Round Edge 3rd hit (Long) > Deathblow > move > jump > Twist Drill || '''69''' (7, 8, 9, 15, 30) || 150+ (??, 60, 90) || Guaranteed Deathblow, but timing is tricky. Try to time it later than earlier to avoid inputting Round Edge's finisher. || [https://www.youtube.com/watch?v=4PtCaBHNrv4?=shared&t=10 '''Video''']
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|Chain Cast > DC > Twist Drill || '''45''' (15, 30) || 180 (90, 90) || Staple air combo, commonly used as a punish or an assist combo ender. 180 EX total. If opponent is far after Chain Cast, Twist Drill may not land all initial hits. || video
|Chain Cast > DC > Twist Drill || '''45''' (15, 30) || 180 (90, 90) || Staple air combo, commonly used as a punish or an assist combo ender. 180 EX total. If opponent is far after Chain Cast, Twist Drill may not land all initial hits. || [https://www.youtube.com/watch?v=4PtCaBHNrv4?=shared&t=19 '''Video''']
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|Chain Cast > DC > Twin Swords || '''45''' (15, 30) || 120 (90, 30) || Garland must be nearly at same height with opponent after Chain Cast for this to work. Less EX generation, but can wall rush. || video
|Chain Cast > DC > Twin Swords || '''45''' (15, 30) || 120 (90, 30) || Garland must be nearly at same height with opponent after Chain Cast for this to work. Less EX generation, but can wall rush. || [https://www.youtube.com/watch?v=4PtCaBHNrv4?=shared&t=25 '''Video''']
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|Chain Cast > DC > Bardiche || '''45''' (15, 30) || 90 (90, 0) || Same as Twin Swords, but without additional EX gain. Harder to land than Twin Swords due to lack of forward tracking, but can be more practical if Chain Cast whiff punished something air-to-ground. || video
|Chain Cast > DC > Bardiche || '''45''' (15, 30) || 90 (90, 0) || Same as Twin Swords, but without additional EX gain. Harder to land than Twin Swords due to lack of forward tracking, but can be more practical if Chain Cast whiff punished something air-to-ground. || [https://www.youtube.com/watch?v=4PtCaBHNrv4?=shared&t=32 '''Video''']
|-
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|Thundaga (2 hits) > DC > Twin Swords || '''50 minimum + WR''' (10, 10, 30) || 30 || Near wall or corner to reduce Thundaga pushback. All Thundaga combos rely on this and are situational because of it. || video
|Thundaga (2 hits) > DC > Twin Swords || '''50 minimum + WR''' (10, 10, 30) || 30 || Near wall or corner to reduce Thundaga pushback. All Thundaga combos rely on this and are situational because of it. || [https://www.youtube.com/watch?v=4PtCaBHNrv4?=shared&t=38 '''Video''']
|-
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|Thundaga (3 hits) > Twist Drill || '''60''' (10, 10, 10, 30) || 90 || Near wall or corner to reduce Thundaga pushback. || video
|Thundaga (3 hits) > Twist Drill || '''60''' (10, 10, 10, 30) || 90 || Near wall or corner to reduce Thundaga pushback. || [https://www.youtube.com/watch?v=4PtCaBHNrv4?=shared&t=44 '''Video''']
|-
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|Thundaga (3 hits) > Chain Cast > DC > Twist Drill || '''75''' (10, 10, 10, 15, 30) || 180 || Near wall or corner to reduce Thundaga pushback.  || video
|Thundaga (3 hits) > Chain Cast > DC > Twist Drill || '''75''' (10, 10, 10, 15, 30) || 180 || Near wall or corner to reduce Thundaga pushback.  || [https://www.youtube.com/watch?v=4PtCaBHNrv4?=shared&t=51 '''Video''']
|-
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|Thundaga (3 hits) > Flare || '''45 + HP WR''' (10, 10, 10, 15) || 30 || Near wall or corner to reduce Thundaga pushback. Garland must be close enough to opponent for Flare to connect, which is not the range Thundaga is often used at.
|Thundaga (3 hits) > Flare || '''45 + HP WR''' (10, 10, 10, 15) || 30 || Near wall or corner to reduce Thundaga pushback. Garland must be close enough to opponent for Flare to connect, which is not the range Thundaga is often used at. || [https://www.youtube.com/watch?v=4PtCaBHNrv4?=shared&t=58 '''Video''']
|}
|}



Revision as of 03:49, 16 March 2024


Info
Name Garland (ガーランド)
Original game Final Fantasy
Weapon Axes, Greatswords, Katanas, Spears
Armor Gauntlets, Heavy Armor, Helms, Light Armor, Shields
Base ATK (LV100) 111 (High)
Base DEF (LV100) 112 (High)
Run Speed 10.5 (Very Slow)
Dash Speed 81 (Below Average)
Fall Speed 77 (Above Average)
Fall Speed Ratio After Dodge 41 (Below Average)
Exclusive weapons Ogrekiller, Viking Axe, Gigant Axe
Strengths Weaknesses
  • Whiff punishment
  • Bravery damage
  • EX meter economy - Generates meter efficiently through combos and can kill earlier with EX Revenge than any other character
  • Disjoints great at poking through projectiles and walls
  • Good ground-to-ground presence, except against area denial melee HPs
  • Bad movement
  • Post-dodge vulnerability
  • Limited aerial dodge punish capability
  • EX meter gameplan hurt by poor neutral HPs and assist punish vulnerability
  • Fast + long range vulnerability
  • Difficulties creating offensive momentum consistently
  • Bad at making the opponent whiff without forcing a dodge
  • Flawed aerial mixups, can struggle against block in the air
  • Bad against area denial melee HPs

Overview

Garland is a defensive close / mid-range character who is defined by good whiff punish ability, combo game, EX meter economy and crushingly good bravery damage output.

On the ground, Garland can take advantage of higher priorities, gap closers and mixups. With the character-defining Deathblow bravery, Garland can reliably generate assist meter on whiff, anti-air opponents and combo into Twist Drill for a considerable amount of damage and EX meter.

In the air, Garland can utilise attacks with well defined tracking through a variety of braveries. Twist Drill anti-airs and pokes through projectiles, Chain Cast covers his air dodges and enables dodge cancel combos and the infamous Bardiche crushes anyone caught below the mighty axe.

He boasts above average attack and defense stat, but his attributes are a bit lacking elsewhere. Movement speed is below average, air dodges are floaty, post-dodge defensive options are risky, he lacks independent HP links and air dodge punish attempts have considerable limitations. Not to mention, his braveries have well defined ranges that can hinder his approaches at times.

However, one aspect where Garland is a cut above the rest is in the usage of EX meter. Not only can Garland acquire a full EX meter efficiently through combos, his EX Burst is one of the more damaging bursts in the game. But what he is really infamous for, is his EX Revenge damage output. Being able to combo into a high damaging Bardiche five times is enough to secure a bravery break against any character at their base bravery. This creates a dangerous dynamic with Garland where he can end matches early with a full EX bar if the opponent is below half health. If the player was able to amass a couple bravery breaks before using EX Revenge, Garland can practically kill any character from full health.

Historically Garland has been considered a low tier character. However, his representation in competitive play in recent years present a case for a mid tier or even high tier position. Garland is not without faults, nor is he the easiest character to succeed with. He is decent at exploiting the opponent's flaws with proper positioning, but if he is forced to try and create a mistake, he can fall apart completely against opponents with proper knowledge, positioning and reactions. Garland's long-term gameplan is strong, but it always requires landing hits with resources to later back him up.

With consistent grounded defensive play, he can overpower many conventionally strong characters who have to engage with him first.

Bravery Attacks

Ground

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
7, 8, 30 (45, Short) / 7, 8, 9, 2, 2, 2, 15 (45, Long) 23F Physical Melee Low, Melee Mid (2nd hit), Melee High (3rd hit, Long) 30 (Short) / 90 (Long) Wall Rush (Short) / Chase (Long) 30 (15)

[Close] Broad sword sweep. Change combo with input timing.

Three sword swipes with a chase or a wall rush ender. Press circle before the third swipe for a wall rush ender or press circle after it for a chase ender. Garland's movement can be controlled freely during the first two swipes, but it does not make it particularly safe to use. While the start-up is somewhat fast, it takes well over a second to cancel it into a dodge. With Garland's limited post-dodge defensive options this is not an ideal situation to find yourself in. Confirming a combo with Deathblow into a Twist Drill is safer, inflicts more bravery damage and generates more EX meter on hit as well. Round Edge still has combo potential with assists though.

The first two hits' vertical range is quite bad. They do hit behind Garland, so it's possible to manuever in a way at medium ranges that lets you hit the opponent from behind if they reacted early with a block.

Round Edge might work occasionally as a surprise gimmick attack, especially if you fake out with movement during the first sword swipe. But the long animation and diminishing returns for disproportional risk compared to other ground moves make Round Edge difficult to justify for the third slot bravery.

The increased priorities apply to Round Edge when has not been cancelled into a wall rush ender. Since movement is halted by the third hit, it can be challenging to enforce it's high priority against moving opponents.

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
2 x 5, 5, 15 (30) 31F Physical Melee Mid 30 Wall Rush 30 (15)

[Mid] High-speed sword thrust. Vertically limited, good range.

A mid priority gap closer and a whiff punisher that goes in a straight line. Staggers block and can be followed up with a built-in high damaging Bardiche if it staggered. It works well as a deterrent for blocking his other ground braveries.

With a Kuja / Sephiroth assist following up the wall rush, the damage output is consistently high with Bardiche fillers. Lance Charge travels quickly and the recovery is very short. Outside of top speed assists and higher priority attacks / blocks, it is very difficult if not impossible for a lot of the cast to effectively punish Garland for using this move. Sideways and aerial movement help avoid it with less risk, but the mileage varies between characters.

The range slightly extends past the visual.

If you stagger an opponent with a blodge, you can use Lance Charge to retaliate after blodging backwards or sideways.

Lance Charge is a staple in Garland's kit and is one of the best ground-to-ground bravery attacks in the game.

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
15 13F Physical Melee Low 60 30 (15)

[Mid] Swift upwards sword swipe. Low accuracy, quick strike.

One of Garland's strongest bravery attacks. Very fast start-up, low recovery, long active hitbox, combo starter, great tracking and anti-air capability within close range. The low non-cancelled recovery is Deathblow's highlight, it is one of the few bravery attacks in the game that do not have to be dodge cancelled for safety. This allows Garland to jump and combo into Twist Drill for more meter and a lot of bravery damage with assist.

Due to it's speed and low non-cancelled recovery, it can be used to quickly generate assist meter. A must have for many close-range match-ups where Garland can fight on the ground. When used well, this is a move that ties Garland's defensive gameplay together.

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
5, 19 (24, Low) / 5, 2, 2, 15 (24, High) 17F (Low) / 13F (High) Physical Melee Low 90 (Low) / 30 (High) Chase (Low) / Wall Rush (High) 30 (15)

[Mid] Swing sword upwards. Change combo with input timing.

Deathblow with two built-in follow-up attacks. Tap the button twice for a chase ender and 90 EX or hold the button to become airborne and then tap it for wall rush attack.

Even though the speed, tracking and anti-air capability remain mostly intact, the recovery is longer. Both low and high versions' recovery are much shorter with a dodge cancel, but the first hit cannot be dodge cancelled early if it makes contact.

As a result, any whiffs put Garland in greater danger compared to Deathblow, even if the High version's dodge cancel is pretty early. While all attacks have a fair amount of hit stun, converting off of them with assist compromises Garland's EX gain, damage or requires a wall. Assist combos are a bit easier to pull off compared to Deathblow though.

It's not a terrible move, but Deathblow is the stronger move overall.

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
each (10) 51F Magical Ranged Low 0 - 30 (15)

[Long] Call down lightning strikes that home in on opponent.

Venerable strength manifests in the form three lightning bolts. The bolts spawn on the opponent, bypassing obstacles or lingering projectiles in front of the opponent. It is commonly used for interrupting opponents.

It has enough hit stun for all three bolts to combo into most of Garland's attacks including Flare and air BRV assists, but the opponent must be against the wall for it to work. The upward knockback's direction is also based on the player's camera.

Garland is vulnerable during Thundaga, but it's recovery is quite low for an attack of it's kind, which can make it tricky to whiff punish with slower assists. It is not chosen often due to it's poor reward on hit with no EX generation, low damage and situational conversions.

Thundaga is good at interrupting opponents from a distance, but it does not represent a big threat frequently.

Aerial

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
7, 8, 15 (30) 21F Physical Melee Low 30 Wall Rush 30 (15)

[Mid] Swipe with twin blades. Approaches foe; limited height.

Garland's primary aerial bravery attack that advances forward. It's fast, but slow enough to be reactable, though the start-up is tricky to see. Given how Garland's other braveries are telegraphed by their effective range, Twin Swords can fall short in approaching the opponent.

Twin Swords' main strength lies in the move tracking in all directions. The range is average and the homing period is brief.

The animation is rather long, however. This means that it can be dangerous to whiff Twin Swords and the reliance on wall rushes for HP damage skews the risk/reward ratio against Garland. In small stages with low ceilings, this move can represent a threat more reliably when fighting air-to-air.

Not a staple in Garland's aerial kit, but not entirely without merit either.

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
7, 8 (15) 45F Physical Melee Low 90 Chase 30 (15)

[Mid] Swing chain. Low accuracy, but effective against any height.

Garland positions himself above in relation to the opponent for two vertical attacks. Air combo starter, air-to-ground whiff punisher and Garland's primary post-dodge defensive option in the air. It is not invincible, but the movement can help him evade slower dodge punish attempts. On hit, Garland can dodge cancel and combo into Twist Drill for a total of 180 EX (almost 20 % of an EX bar) or Bardiche / Twin Swords at the wall.

Chain Cast has enough hit stun to make empty chase attempts safer than on average, although it is not entirely safe to use in all instances. It can also hit behind the opponent's block, though exact conditions are unclear (being significantly below / above the opponent helps).

The consistency of Chain Cast's damage output, meter generation and applications in the neutral make it an appealing choice for a third bravery slot along with Bardiche and Twist Drill.

The hitbox has some oddities. It has gaps and possibly slight deadzones between the chain itself and the tip. Before reaching proper down-forward hitbox there may be a gap just below level height. Could have a small deadzone right in front of Garland as well. Requires further research.

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
30 23F Physical Melee Low 0 Wall Rush 30 (15)

[Dive] Mighty axe swing. Great for attacking from above.

Garland's iconic crushing repertoire. A staple in Garland's kit due to it's speed, average whiff recovery and infamous damage output. It's applications in the neutral are weak due to it exclusively tracking downwards, having a small hitbox and having flawed mixup options to support it. It is a loud, telegraphed and relatively slow to start low priority attack on a character whose other downward attacks are all slower than 40 frames. The whiff recovery lets Garland build assist meter somewhat safely however.

Bardiche is primarily run for it's reward on hit, namely with ground wall rush assist combos and EX Revenge. It's single hit 30 damage multiplier makes Garland one of the best users of wall rush bravery enhancements (primarily accessory_basic.png Booster). Outside of combos, Bardiche's reward is lacking with no EX, short assist confirm window and no automatic Sneak Attack activations.

Despite these flaws, Bardiche is commonly used because the damage output high enough to outweigh the cons.

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
4 x 2, 8, 14 (30) 21F Physical Melee Low 90 Chase 30 (15)

[Rise] Upwards lunge with sword. Great for attacking from below.

Fast anti-air attack with good combo potential, damage and EX output. Primarily designed to home in on opponents above Garland, Twist Drill is often used as a combo move after Deathblow, as a whiff punisher or as an approach tool.

It's hitstun is long enough to combo into an assist from a relatively late dodge cancel window or an empty chase. That also means Twist Drill is a bravery attack that is consistently safe on hit after initiating an empty chase for EX intake.

Twist Drill's whiff recovery is long enough for it to be punishable on reaction. Staying directly above Garland's head, dodging sideways and air BRV assists are consistent ways to neutralise this attack.

While it cannot effectively hit opponents directly in front of him or above his head, Twist Drill is still a staple in Garland's air combat. The extended hitbox allows him to poke through projectiles and traps, such as Ultimecia's charged Knight's Lance. The first part can be dodge cancelled early enough to contest The Emperor's Dreary Cell traps and the overall speed can be difficult to react to.

It can also hit behind the opponent's block at the right distance and angle below the opponent.

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
each (10) 51F Magical Ranged Low 0 - 30 (15)

[Long] Call down lightning strikes that home in on opponent.

Same as the ground version, except it can be done anywhere in the air. A valid option against mages and characters with poor mobility, it is still used to interrupt opponents.

HP Attacks

Ground

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
8, 2 x 5 (18) 39F Physical (axe) / Magical (rocks) Melee High (axe) / Unblockable (rocks) 36 Wall Rush 30 (15)

[Close] Split ground with axe. Steals bravery, then takes HP.

A decent mix-up against grounded opponents trying to crack Garland's defense. Tracks well, strong knockback and cannot be staggered by LV2 Assist Change after the first hit without having assist meter locked. The HP-inflicting rock that spawns at the end has minor anti-air potential.

Earthquake is one of the many moves in Garland's arsenal where it can be used and not get cleanly punished for it, followed by a one of the worse disadvantage states in the game due to poor movement, risky defensive options and lack of safe follow ups on whiff. That's true for a lot of Garland's tools, but it's by far most evident on Earthquake.

Because the rocks act independently after activating, Earthquake can be used to punish fairly safe approaching Melee High priority attacks, such as Tifa's Rolling Blaze or Squall's Revolver Drive by clashing with them.

The active duration, tracking and dodge cancel window can make punishing this move on the ground difficult without mid range attacks or dodge punish tools. Earthquake is effective when used sparingly, but aerial attacks from above can still punish it. It is prone to trades, but they don't backfire on Garland as often as one might expect.

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
- 59F - Ranged High each (9) - 30 (15)

[Long] Shoot multiple fireballs that chase opponent.

Homing fireballs that can be dodged with well placed dodge. Not commonly used on the ground when Garland has other attacks with better properties and reward on hit.

Blaze has a bad deadzone in front of Garland and each fireball can inflict meter depletion if they hit, traits that carry over to it's aerial version.

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
2 x 6 (12) 45F Physical Melee High 96 - 30 (15)

[Mid] Hurl chain sword. Vertically limited, very accurate.

One of Garland's post-dodge defensive options on the ground. Much like Chain Cast, the swift movement helps Garland evade rather than plain invincibility. However, it is dangerous to whiff this attack due to it's lenghty animation and late cancel window.

Tsunami's strong tracking against grounded opponents works very well as a dodge punisher and as an instigator when assist meter is available. Against opponents without command defensive options, doing Tsunami and reacting with an assist can be effective, because it usually forces a dodge. It can also hit aerial opponents who are close to Garland at the time of impact.

This attack also combos into assists on hit. A good mixup akin to Earthquake, with stronger tracking at the expense of wall rush and worse trade interactions without assist.

If you stagger an opponent with a blodge, you can use Tsunami to retaliate after blodging backwards or sideways.

Aerial

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
- 59F - Ranged High each (9) - 30 (15)

[Long] Shoot multiple fireballs that chase opponent.

Commonly used as an occasional long range harassment tool along with Cyclone. While this cannot inflict wall rush, each fireball can deplete meter on hit. A decent choice in that regard when used with Aerith assist, but it's threat is otherwise somewhat limited.

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
- 51F - Ranged High each (60) Absorb 30 (15)

[Close] Call forth tornado. Slow speed, homing ability.

Two Ranged High projectiles that temporarily occupy space while gradually splintering off from their starting position. Often used as a passive defensive tool, a combo extender after an assist or a safer match ender during an assist combo. Good reward on hit thanks to ex generation and hit stun - It combos into assists on hit. Even Garland can combo into his own braveries afterwards if Cyclone connected after a delay.

It does not protect Garland effectively from all angles. Disjointed attacks and assists such as Aerith's Seal Evil can consistently punish Garland for using Cyclone. Because Garland cannot act again early and the projectiles duration is a bit less than desireable, it can also be difficult to turn a successful Cyclone into offensive momentum.

However, characters without projectiles, command blocks, disjointed hitbox or a relatively fast advancing Melee High attack will find Cyclone to be difficult to neutralise.

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
15 47F Physical Melee High 30 Wall Rush 30 (15)

[Mid] Strike with greatsword, causing large explosion on hit.

Garland's primary post-block HP retaliation and assist combo ender inflicting HP damage. Homes in on the opponent well, though it's bad at turning around from a bit before Garland starts moving. The knockback is very high with good wall rush potential.

Flare's active frames are very brief and as such, it is not effective at punishing early blocks and catching aerial dodges, while leaving ample time for the opponent to dodge and punish Garland.

If the opponent uses LV1 Assist Change as soon as Flare's first hit has made contact, Garland can be hit during the animation. Cyclone and Blaze HPs can make up for this weakness, but Flare remains a staple in Garland's arsenal regardless. It is the only aerial HP he can consistently connect after staggering an opponent with a block. Rack up the bravery and unleash the fury.

EX Mode: Class Change!

Effects:

  • Regen
  • Critical Boost
  • Indomitable Resolve

Indomitable Resolve

[Active while attacking] Even while taking damage, attacks can be performed without flinching.

Rare instance of super armor in Dissidia 012. During an attack animation, Garland will not flinch from any attack that does not inflict HP damage. Can work in a pinch against characters with HP links (Cyclone, anyone?), but remember that EX mode does not alter Garland's attack properties.

EX Burst: Soul of Chaos

An attack terrible enough to shake the heavens. Repeatedly press circle to add strength to the attack.

Damage multiplier (initial) Damage multiplier (rest) Type
12, 12 (24) 4x3, 3x4, 16, 16, 5x4 (100 total) Physical

Combos

Solo

Combo Approximate damage (multipliers) Approximate EX Notes Video
Deathblow > move > jump > Twist Drill 45 (15, 30) 150 (60, 90) Staple combo. Move and jump as quickly as possible. The later Deathblow hits, the more time you have to combo into Twist Drill. Video
Round Edge 3rd hit (Long) > Deathblow > move > jump > Twist Drill 69 (7, 8, 9, 15, 30) 150+ (??, 60, 90) Guaranteed Deathblow, but timing is tricky. Try to time it later than earlier to avoid inputting Round Edge's finisher. Video
Chain Cast > DC > Twist Drill 45 (15, 30) 180 (90, 90) Staple air combo, commonly used as a punish or an assist combo ender. 180 EX total. If opponent is far after Chain Cast, Twist Drill may not land all initial hits. Video
Chain Cast > DC > Twin Swords 45 (15, 30) 120 (90, 30) Garland must be nearly at same height with opponent after Chain Cast for this to work. Less EX generation, but can wall rush. Video
Chain Cast > DC > Bardiche 45 (15, 30) 90 (90, 0) Same as Twin Swords, but without additional EX gain. Harder to land than Twin Swords due to lack of forward tracking, but can be more practical if Chain Cast whiff punished something air-to-ground. Video
Thundaga (2 hits) > DC > Twin Swords 50 minimum + WR (10, 10, 30) 30 Near wall or corner to reduce Thundaga pushback. All Thundaga combos rely on this and are situational because of it. Video
Thundaga (3 hits) > Twist Drill 60 (10, 10, 10, 30) 90 Near wall or corner to reduce Thundaga pushback. Video
Thundaga (3 hits) > Chain Cast > DC > Twist Drill 75 (10, 10, 10, 15, 30) 180 Near wall or corner to reduce Thundaga pushback. Video
Thundaga (3 hits) > Flare 45 + HP WR (10, 10, 10, 15) 30 Near wall or corner to reduce Thundaga pushback. Garland must be close enough to opponent for Flare to connect, which is not the range Thundaga is often used at. Video

Assist

Garland's combo structure is mostly universal across his viable assists. After Assist Chase (AC), a few enders are common:

  • Twist Drill for more EX
  • Flare for HP (and wall rush)
  • Chain Cast dodge cancel into Twist Drill for EX and bravery damage (advanced, dependent on assist and often stage position)
  • WR = Wall Rush
  • DC = Dodge Cancel
  • AC = Assist Chase

Kuja braveries' vertical knockback allows more consistent Chain Cast > Twist Drill dodge cancel combos for a good total of extra 45 damage multipliers. This makes it the defacto ender for bravery damage and building EX meter, but it is often much more consistent when done near a wall, corner or ceiling. Many combos listed will default to this ender, but note that they are recommended for experienced players.

So for easier, consistent followups, Twist Drill and Flare work after both Kuja assist braveries.

Combo Approximate damage (multipliers) Notes Video
Lance Charge > WR > Kuja > DC > Bardiche > DC > Bardiche > DC > AC > Chain Cast > DC > Twist Drill 182 + WR (30 + WR, 47 AST, 30 + WR, 30 + WR, 15, 30) Staple high power assist combo. Since Lance Charge
can stagger blocks, this combo can inflict critical hits frequently.
Second Bardiche during assist may not wall rush depending on when it hits.
video
Lance Charge > WR > Kuja > DC > Bardiche > DC > Bardiche > DC > AC > Flare 152 + BRV & HP WR (30 + WR, 47 AST, 30 + WR, 30 + WR, 15 + HP WR) Staple high power assist combo, with a staple HP ender instead of another dodge cancel combo. video
Highbringer 1st hit (high) > Kuja > AC > Chain Cast > DC > Twist Drill 100 (5, 50 AST, 15, 30) - video
Highbringer 2nd hit (high) > WR > Kuja > DC > AC > Chain Cast > DC > Twist Drill 119 + WR (24 + WR, 50 AST, 15, 30) - video
Highbringer 1st hit (low) > DC > Kuja > AC > Chain Cast > DC > Twist Drill 100 (5, 50 AST, 15, 30) - video
Highbringer 2nd hit (low) > DC > Kuja > AC > Chain Cast > DC > Twist Drill 119 (24, 50 AST, 15, 30) - video
Round Edge 3rd hit (Long) > Kuja > AC > Chain Cast > DC > Twist Drill 119 (7, 8, 9, 50 AST, 15, 30) No wall rush. video
Round Edge (Long) > Kuja > Empty Chase > AC > Chain Cast > DC > Twist Drill 140 (45, 50 AST, 15, 30) More EX. Works when knocked towards wall or corner. video
Round Edge 3rd hit (Short) > WR > Kuja > AC > Chain Cast > DC > Twist Drill 140 + WR (45 + WR, 50 AST, 15, 30) Wall rush while grounded. video
Deathblow > move > jump > Twist Drill 1st > Kuja > AC > Chain Cast > DC > Twist Drill 126 (15, 4x2, 8, 50 AST, 15, 30) Easier, lower damage assist conversion
without dodge cancel or empty chase.
video
Deathblow > move > jump > Twist Drill 2nd > Empty Chase > Kuja > AC > Chain Cast > DC > Twist Drill 140 (15, 30, 50 AST, 15, 30) Both empty chase and the assist call afterwards must be performed as soon as possible. Tricky to time, but will absorb all EX Force on the field. Can use Auto Chase support ability to help with timing. video
Deathblow > move > jump > Twist Drill 2nd > DC > Kuja > AC > Chain Cast > DC > Twist Drill 140 (15, 30, 50 AST, 15, 30) Dodge cancel version. Hold X and time the R button press late into the animation. Won't absorb all EX Force on the field, but safer if mistimed. Garland can still pursue and punish the opponent who tries to escape and lock Kuja. video
Twin Swords > WR > Kuja > DC > Twist Drill 1st > DC > AC > Chain Cast > DC > Twist Drill 141 + WR (30 + WR, 50 AST, 4x2, 8, 15, 30) video
Bardiche > WR > Kuja > DC > Bardiche > DC > Bardiche > DC > AC > Chain Cast > DC > Twist Drill 182 + WR (30 + WR, 47 AST, 30 + WR, 30 + WR, 15, 30) Garland's highest damaging, iconic
soul crushing assist combo.
Second Bardiche during assist may not
wall rush depending on when it hits.
If wall rushed from afar, Garland usually has
time for only one Bardiche instead of two.
video
Twist Drill 1st hit > Kuja > AC > Twist Drill 96 (4x2, 8, 50 AST, 30) A basic, reliable assist combo that works intuitively for players not used to dodge cancel combos. Chain Cast into Twist Drill is still possible, adds another 15 dmg multiplier and 90 EX if the player can manage it. video
Chain Cast > DC > Kuja > AC >
Earthquake > WR > Kuja > AC > Chain Cast > DC > Twist Drill 113 + WR (18 + WR, 50 AST, 15, 30) Grounded HP wall rush conversion. Nothing fancy,
but good reward when mixed up appropriately regardless.
video
Tsunami > Kuja > AC > Chain Cast > DC > Twist Drill 107 (12, 50 AST, 15, 30) Another grounded HP conversion. Less damage than Earthquake,
but works better as a dodge punisher and still functional as a mixup.
video
Flare > WR > Kuja > AC > Chain Cast > DC > Twist Drill 110 + HP WR (15+ HP WR, 50 AST, 15, 30)
Cyclone > Kuja > AC > Chain Cast > DC > Twist Drill 95 + HP (50 AST, 15, 30) Good if the opponent fails to counterplay Cyclone. video

Builds

Stats
HP 9644
CP 450
BRV 956 (1147 initial)
ATK 182
DEF 184
LUK 60
Max Booster x3.5
Special Effect: Seal of Lufenia
Equipment
Assist Kuja
Weapon Gigant Axe
Hand Lufenian Dirk
Head Lufenian Hairpin
Armor Lufenian Vest
Accessory 1 accessory_basic.png Hyper Ring
Accessory 2 accessory_basic.png Muscle Belt
Accessory 3 accessory_basic.png Booster
Accessory 4 accessory_booster.png Large Gap in HP
Accessory 5 accessory_booster.png Summon Unused
Accessory 6 accessory_booster.png Pre-EX Mode
Accessory 7 accessory_booster.png Pre-EX Revenge
Accessory 8 accessory_special.png White Gem
Accessory 9 accessory_special.png Glutton
Accessory 10 accessory_special.png First to Victory
Summon Rubicante

Use the CP Glitch with Thief's Gear and Bard's Gear.

Substitutes Basic: Booster for Battle Hammer (assist depletion) or Dismay Shock (EX depletion).

A strong, versatile build. High bravery damage output, enhanced EX absorption and an initial boost for meter and bravery help Garland reach a full EX bar and a subsequent OHKO faster. Use this build as your default.

Equip Master Guardsman for over 10,000 health.

Stats
HP 9644
CP 450
BRV 957 (1148 initial)
ATK 180
DEF 185
LUK 60
Max Booster x2.7
Special Effect: King of Tragedy
Equipment
Assist Kuja
Weapon Rhongomiant
Hand Prytwen
Head Dragon Sallet
Armor Wygar
Accessory 1 accessory_basic.png Muscle Belt
Accessory 2 accessory_basic.png Booster
Accessory 3 accessory_basic.png Dismay Shock
Accessory 4 accessory_booster.png Large Gap in BRV
Accessory 5 accessory_booster.png EX Revenge
Accessory 6 accessory_booster.png Summon Unused
Accessory 7 accessory_special.png Spider Web
Accessory 8 accessory_special.png Spider's Bane
Accessory 9 accessory_special.png Avenger
Accessory 10 accessory_special.png First to Victory
Summon Rubicante

A dedicated EX Revenge build.

Against a Tidus with 184 DEF, a critical hit Bardiche can inflict 600+ bravery damage. It is possible to accumulate 5000 bravery during EX Revenge alone. Add two more Bardiches during a Kuja assist combo into a Flare and it amounts to about 7000 HP damage total. One way to mitigate damage from this combo is by equipping the extra ability Disable Sneak Attack.


Assist

Garland's assist data.

Type Attack Startup Position Spawn Damage multiplier Effects
BRV Round Edge 23F Ground Opponent 2 x 4, 6, 16 (30) Wall Rush
BRV Bardiche 23F Air Opponent 30 Wall Rush
HP Tsunami 45F Ground Opponent 2 x 6 (12) Chase
HP Cyclone 51F Air Opponent - Chase

Garland works with most meta assists, but only Kuja (and to a lesser extent, Sephiroth) provides the signature damage output, consistent combo opportunities and whiff punish capabilities. Other assists have diminishing returns.

The strongest known assist for Garland. Solid whiff punisher, consistent combo conversions and BRV damage. Even though the slow ground BRV assist makes it harder to react in time to max distance ground wall rushes off of Bardiche, the damage output that follows with 2x Bardiche more than makes up for it. Both BRV assists allow Garland to combo into Chain Cast > DC > Twist Drill almost anywhere for added EX meter and bravery.

Kuja also converts off of full Twist Drill consistently, with empty chase or dodge cancel alike. And if you need to play around LV2 Assist Change, Kuja's HP assists can come in handy with Bardiche > Flare Star or Chain Cast > Force Symphony.

It's about as straightforward as it gets - Kuja synergises with Garland in places where it's needed the most.

Sephiroth trades a bit of bravery damage, consistent Chain Cast follow-ups and Ranged High priority HP assists for faster speed on the ground and wider hitboxes. Double Bardiche is still possible during Reaper, but Sudden Cruelty's horizontal knockback makes it difficult to do much more than a Twist Drill or Flare.

If you need an assist to whiff punish grounded opponents more reliably, Sephiroth can substitute Kuja.

Garland can already combo into assists with Kuja and Sephiroth, but Aerith lets Garland do that even if the opponent has two assist bars. This comes at the expense of fast whiff punishes, EX meter depletion (assist hit) and Earthquake follow-ups.

Garland rarely has to prioritise LV2 Assist Change stalemate counterstrategies over everything else that Kuja / Sephiroth can already achieve.