The Emperor (Dissidia 012): Difference between revisions

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[[Category:Dissidia 012 Final Fantasy]]
[[Category:Dissidia 012 Final Fantasy]]
{{012CharNav
|icon=https://resources.dissidia.wiki/ddff/chara-icon/ddff-icon-empy.png
|general=[[The Emperor (Dissidia_012)|'''General''']]
|matchups=Matchups
|resources=Resources
|starter=Starter Guide
|strategy=Strategy
}}


{{CharacterInfo
{{CharacterInfo
|portrait=https://resources.dissidia.wiki/ddff/portraits/ddff-port-empy.png
|name=The Emperor (皇帝)
|name=The Emperor (皇帝)
|origin=Final Fantasy II
|origin=Final Fantasy II
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{{ProConTable
{{ProConTable
|pros=* Coming soon
|pros=
|cons=* Coming soon
* '''Traps and Keepaway''': Emperor specializes in Traps and Keepaway, layering multiple projects into a space to create a literal minefield for the opponent to deal with
 
* '''Unique Win Condition''': Starfall gives him a unique win condition in the form of a move that is unavoidable once it started, but takes time to be charged. This gives him a tool to force approaches and force them to interact with his traps in some way
 
* '''Defensive mixups''': Low recovery on most of his moves, projectiles staying while getting hit and low dodge recovery give Emperor plenty of options after any move to keep the opponent guessing on how to approach him
 
* '''Assist Gain''': A combination of low recovery moves, rotating them, Starfall lets Emperor quickly build assist meter while setting up his gameplan, often staying afloat in the meter economy
 
|cons=
* '''Polarizing matchups''': Both a good and a bad thing. With all his upsides, Emperor lacks severely in rushdown, giving him the most polarizing matchup spread in the entire game. Some characters are outright denied with the right conditions and some give him absolute hell without stage counterpicks. Any character that can play around Starfall and traps requires a different approach to beat
 
* '''Polarizing stage strengths''': Stages change The Emperor's gameplan harder than many other characters, requiring you to sometimes learn new effective strategies for some of the more unorthodox / smaller stages
 
}}
}}


== Overview ==
= Overview =




== Bravery Moves ==
= Bravery Moves =


=== Ground ===
== Ground ==


<tabber>
<tabber>
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}}
}}
''[Mid] Draw sigil on the ground. Paralyzes foe when in range.''
''[Mid] Draw sigil on the ground. Paralyzes foe when in range.''
The bread and butter of The Emperor's ground game and combos. The bane of many close range characters' existence. The Emperor draws a large sigil that travels forward on the ground for a moment before activating. Bounces off of walls and outright stops at edges. The Emperor can turn and place the crest into any direction with [[Lock_Off|'''lock off''']],  if it's set on neutral circle input.
Thunder Crest has a bigger hitbox than what the sigil implies, and draws in characters and assists near it once activated. It can activate as soon as it's visible if the opponent's character or assist is near it.
The damage output is good as it is at 40 damage multiplier, but it becomes even more notable when used in tandem with Mine. The last hit sends at a decent upward angle for followups.
One of Thunder Crest's standout properties is that it stays even if he gets hit while casting it until it completely vanishes. And because it's unblockable, it overrides any attack and guard. It essentially shuts down any approach going through it, making it incredibly oppressive against some characters and greatly limiting their options. This gives The Emperor ''more'' time to set up other traps around him or change strategies.


</tabber>
</tabber>


=== Aerial ===
== Aerial ==


<tabber>
<tabber>
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</tabber>
</tabber>


== HP Attacks ==
= HP Attacks =


=== Ground ===
== Ground ==


<tabber>
<tabber>
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|-|Flare (ground)=
|-|Flare (ground)=
{{AbilityInfo
{{AbilityInfo
|damage=--
|damage=-
|startup=35F
|startup=35F
|type=--
|type=-
|priority=Ranged High
|priority=Ranged High
|ex=60
|ex=60
|effect=--
|effect=-
|cp=30 (15)
|cp=30 (15)
}}
}}
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|-|Dreary Cell (ground)=
|-|Dreary Cell (ground)=
{{AbilityInfo
{{AbilityInfo
|damage=--
|damage=-
|startup=69F (total), 43F (activation)
|startup=69F (total), 43F (activation)
|type=Magical
|type=Magical
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</tabber>
</tabber>


=== Aerial ===
== Aerial ==


<tabber>
<tabber>
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|-|Flare (midair)=
|-|Flare (midair)=
{{AbilityInfo
{{AbilityInfo
|damage=--
|damage=-
|startup=35F
|startup=35F
|type=--
|type=-
|priority=Ranged High
|priority=Ranged High
|ex=60
|ex=60
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|-|Dreary Cell (midair)=
|-|Dreary Cell (midair)=
{{AbilityInfo
{{AbilityInfo
|damage=--
|damage=-
|startup=69F (total), 43F (activation)
|startup=69F (total), 43F (activation)
|type=Magical
|type=Magical
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</tabber>
</tabber>


== EX Mode ==
= EX Mode: Power of Hellfire! =
Effects:
Effects:
* Regen
* Regen
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* Blood Magic
* Blood Magic


=== Blood Magic ===
== Blood Magic ==
''[Activates when HP attack hits] Absorbs HP equivalent to damage dealt.''
''[Activates when HP attack hits] Absorbs HP equivalent to damage dealt.''


=== EX Burst: Absolute Dominion ===
== EX Burst: Absolute Dominion ==
''An attack that takes over the opponent's mind. Absorbs HP damage dealt. Enter the commands that display on screen.
''An attack that takes over the opponent's mind. Absorbs HP damage dealt. Enter the commands that display on screen.


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}}
}}


== Assist ==
= Builds =
 
The Emperor's assist data.
 
{| class="wikitable"
|-
! Attack !! Startup !! Spawns near !! Damage Multiplier !! Additional properties
|-
|Thunder Crest (Ground BRV) || 35F || Player || 2 x 17, 6 (40) || Unblockable
|-
| Mine (Midair BRV) || 23F || Opponent || 35 each (up to 70) || Chase
|-
| Flare (Ground HP) || 35F || Player || - || -
|-
| Flare (Midair HP) || 37F || Opponent || - || Wall Rush
|-
|}
 
The Emperor works well with FFX assists.
 
== Builds ==
Builds here.
Builds here.


<tabber>
<tabber>
|-|Build #1=
|-|Side by Side=
{{Build
{{Build
|hp=
|hp=10172
|cp=
|cp=450
|brv=
|brv=1157
|atk=
|atk=177
|def=
|def=186
|luk=
|luk=61
|booster=
|booster=
|setbonus=
|setbonus=Succubus' Soul
|ast=
|ast={{012yuna}}
|wpn=
|wpn=Blood Sword ([[CP_Glitch_(Dissidia_012)|'''CP Glitch''']])
|hand=
|hand=Sanguine Shield ([[CP_Glitch_(Dissidia_012)|'''CP Glitch''']])
|head=
|head=Blood Helm ([[CP_Glitch_(Dissidia_012)|'''CP Glitch''']])
|armor=
|armor=Blood Armor ([[CP_Glitch_(Dissidia_012)|'''CP Glitch''']])
|acc1=
|acc1={{accbas}} Earring
|acc2=
|acc2={{accbas}} Bravery Orb
|acc3=
|acc3={{accbas}} Dismay Shock
|acc4=
|acc4={{accbas}} Battle Hammer
|acc5=
|acc5={{accbas}} A Comrade's Vow
|acc6=
|acc6={{accboo}} Empty EX Gauge
|acc7=
|acc7={{accboo}} Pre-EX Mode
|acc8=
|acc8={{accsp}} Blue Gem
|acc9=
|acc9={{accsp}} Miracle Shoes
|acc10=
|acc10={{accsp}} Side by Side
|summon=
|summon=Rubicante
}}
}}
Equip Master Protector extra ability.


|-|Build #2=
|-|Build #2=
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</tabber>
</tabber>
= Assist =
== The Emperor's assist data ==
{{012Assist
|type1=BRV
|attack1=Thunder Crest
|startup1=35F
|position1=Ground
|spawn1=Player
|damage1=2 x 17, 6 (40)
|effect1=Absorb
|type2=BRV
|attack2=Mine
|startup2=23F
|position2=Air
|spawn2=Opponent
|damage2=35 each (up to 70)
|effect2=Chase, Absorb
|type3=HP
|attack3=Flare
|startup3=35F
|position3=Ground
|spawn3=Player
|damage3=-
|effect3=-
|type4=HP
|attack4=Flare
|startup4=37F
|position4=Air
|spawn4=Opponent
|damage4=-
|effect4=Wall Rush
}}
== Assists ==
The Emperor works well with {{012tid}}, {{012yuna}} and {{012jec}}.

Latest revision as of 17:03, 17 May 2024

ddff-icon-empy.png

General Matchups Resources Starter Guide Strategy
Info
Name The Emperor (皇帝)
Original game Final Fantasy II
Weapon Daggers, Poles, Rods, Staves
Armor Bangles, Clothing, Hairpins, Hats, Headbands, Robes
Base ATK (LV100) 110 (Average)
Base DEF (LV100) 112 (High)
Run Speed 8 (Below Average)
Dash Speed 81 (Below Average)
Fall Speed 97 (Slow)
Fall Speed Ratio After Dodge 44 (Slow)
Exclusive weapons Diamond Mace, Demon's Rod, Mateus's Malice
Strengths Weaknesses
  • Traps and Keepaway: Emperor specializes in Traps and Keepaway, layering multiple projects into a space to create a literal minefield for the opponent to deal with
  • Unique Win Condition: Starfall gives him a unique win condition in the form of a move that is unavoidable once it started, but takes time to be charged. This gives him a tool to force approaches and force them to interact with his traps in some way
  • Defensive mixups: Low recovery on most of his moves, projectiles staying while getting hit and low dodge recovery give Emperor plenty of options after any move to keep the opponent guessing on how to approach him
  • Assist Gain: A combination of low recovery moves, rotating them, Starfall lets Emperor quickly build assist meter while setting up his gameplan, often staying afloat in the meter economy
  • Polarizing matchups: Both a good and a bad thing. With all his upsides, Emperor lacks severely in rushdown, giving him the most polarizing matchup spread in the entire game. Some characters are outright denied with the right conditions and some give him absolute hell without stage counterpicks. Any character that can play around Starfall and traps requires a different approach to beat
  • Polarizing stage strengths: Stages change The Emperor's gameplan harder than many other characters, requiring you to sometimes learn new effective strategies for some of the more unorthodox / smaller stages

Overview

Bravery Moves

Ground

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
5, 5 x 3 (20) 21F Physical > Magical Melee High 84 Chase 30 (15)
[Close] Sweep with staff. Extra explosion damage on hit.

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
each (35) 29F Magical Ranged Low 0 Absorb 30 (15)
[Close] Lay mine. Multiples OK; they will persist a long time.

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
each (7) 37F Magical Ranged Low 0 - 30 (15)
[Mid] Draw vertical light sigil. Fires when foe enters range; large vertical range.

Version Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
LV1 1 x 5, 25 (30) 43F Magical Ranged Low (Special when sticked on surface) 60+ Absorb, Wall Rush 30 (15)
LV2 1 x 7, 33 (40) 80F (charge), 3F (hitbox after shot) Magical Ranged Mid (Special when sticked on surface) 60+ Absorb, Wall Rush -
LV3 1 x 10, 40 (50) 120F (charge), 3F (hitbox after shot) Magical Ranged High (Special when sticked on surface) each hit 3 Absorb, Wall Rush -
[Long] Emit bomb from staff that lands and draws in foe.

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
2 x 17, 6 (40) 35F Magical Unblockable 60 Absorb 30 (15)

[Mid] Draw sigil on the ground. Paralyzes foe when in range.

The bread and butter of The Emperor's ground game and combos. The bane of many close range characters' existence. The Emperor draws a large sigil that travels forward on the ground for a moment before activating. Bounces off of walls and outright stops at edges. The Emperor can turn and place the crest into any direction with lock off, if it's set on neutral circle input.

Thunder Crest has a bigger hitbox than what the sigil implies, and draws in characters and assists near it once activated. It can activate as soon as it's visible if the opponent's character or assist is near it.

The damage output is good as it is at 40 damage multiplier, but it becomes even more notable when used in tandem with Mine. The last hit sends at a decent upward angle for followups.

One of Thunder Crest's standout properties is that it stays even if he gets hit while casting it until it completely vanishes. And because it's unblockable, it overrides any attack and guard. It essentially shuts down any approach going through it, making it incredibly oppressive against some characters and greatly limiting their options. This gives The Emperor more time to set up other traps around him or change strategies.

Aerial

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
each (35) 23F Magical Ranged Low 0 Absorb 30 (15)
[Close] Drop mine. Multiples OK; they will persist a long time.

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
each (7) 37F Magical Ranged Low 0 - 30 (15)
[Mid] Draw horizontal light sigil. Fires when foe enters range; faces opponent's direction.

Version Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
LV1 1 x 5, 25 (30) 43F Magical Ranged Low (Special when sticked on surface) 60+ Absorb, Wall Rush 30 (15)
LV2 1 x 7, 33 (40) 80F (charge), 3F (hitbox after shot) Magical Ranged Mid (Special when sticked on surface) 60+ Absorb, Wall Rush -
LV3 1 x 10, 40 (50) 120F (charge), 3F (hitbox after shot) Magical Ranged High (Special when sticked on surface) each hit 3 Absorb, Wall Rush -

[Long] Emit bomb from staff that lands and draws in foe.

Shares traits with the ground version.

HP Attacks

Ground

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
each (3) 521F Magical Unblockable 0 Absorb, Wall Rush, Block Low (Ranged) 30 (15)
[Long] Call down giant meteor. Long cast. Aim with analog stick.

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
- 35F - Ranged High 60 - 30 (15)
[Mid] Gather globe of blue light that slowly homes in on opponent.

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
- 69F (total), 43F (activation) Magical Unblockable 36/54/72 Absorb 30 (15)
[Close] Set discreet light trap. Detonates when foe approaches.

Aerial

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
each (3) 521F Magical Unblockable 0 Absorb, Wall Rush, Block Low (Ranged) 30 (15)
[Long] Call down giant meteor. Long cast. Aim with analog stick.

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
- 35F - Ranged High 60 Wall Rush 30 (15)
[Mid] Gather globe of red light that awaits remote detonation.

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
- 69F (total), 43F (activation) Magical Unblockable 36/54/72 Absorb 30 (15)
[Close] Set discreet light trap. Detonates when foe approaches.

EX Mode: Power of Hellfire!

Effects:

  • Regen
  • Critical Boost
  • Blood Magic

Blood Magic

[Activates when HP attack hits] Absorbs HP equivalent to damage dealt.

EX Burst: Absolute Dominion

An attack that takes over the opponent's mind. Absorbs HP damage dealt. Enter the commands that display on screen.

Damage multiplier (initial) Damage multiplier (rest) Type
6, 13 (19) 16x4, 17 (100 total) Magical

Builds

Builds here.

Stats
HP 10172
CP 450
BRV 1157
ATK 177
DEF 186
LUK 61
Max Booster
Special Effect: Succubus' Soul
Equipment
Assist Yuna
Weapon Blood Sword (CP Glitch)
Hand Sanguine Shield (CP Glitch)
Head Blood Helm (CP Glitch)
Body Blood Armor (CP Glitch)
Accessory 1 accessory_basic.png Earring
Accessory 2 accessory_basic.png Bravery Orb
Accessory 3 accessory_basic.png Dismay Shock
Accessory 4 accessory_basic.png Battle Hammer
Accessory 5 accessory_basic.png A Comrade's Vow
Accessory 6 accessory_booster.png Empty EX Gauge
Accessory 7 accessory_booster.png Pre-EX Mode
Accessory 8 accessory_special.png Blue Gem
Accessory 9 accessory_special.png Miracle Shoes
Accessory 10 accessory_special.png Side by Side
Summon Rubicante


Equip Master Protector extra ability.

Stats
HP
CP
BRV
ATK
DEF
LUK
Max Booster
Special Effect:
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

Assist

The Emperor's assist data

Type Attack Startup Position Spawn Damage multiplier Effects
BRV Thunder Crest 35F Ground Player 2 x 17, 6 (40) Absorb
BRV Mine 23F Air Opponent 35 each (up to 70) Chase, Absorb
HP Flare 35F Ground Player - -
HP Flare 37F Air Opponent - Wall Rush

Assists

The Emperor works well with Tidus, Yuna and Jecht.