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| Final Fantasy Dissidia |
| |
| Squall Leonhart Guide |
| |
| Version 5.00 |
| |
| By Baka~ |
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===================
Table of Contents
===================
Use Ctrl+F to make searching easier
[I] Legal Issues and other concerns
[II] Who is Squall?
[III] Why use Squall?
[IV] Abilities
[IV.1] Brave Attacks
[IV.2] HP Attacks
[IV.3] Combos
[IV.3.1] Basic
[UB] Upper Blues Combo Set
[HC] Heel Crush Combo Set
[BB] Blizzard Bullet Combo Set
[TB] Thunder Bullet Combo Set
[IV.3.2] Advanced
[V] Tactics
[VI] Builds
[VI.1] JAP version - TRANS-AM Mode
[VI.2] NA version - TRANS-AM Mode: Leon
[VI.3] NA version - Quickdraw
[VII] CPU Matchups
[VIII] Version History
[IX] Credits
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| I. Legal Issues and other concerns |
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First off, i merely played the game Dissidia: Final Fantasy
(JAP and NA version) and have no relation, whatsoever, to
square-enix or any related groups or individuals responsible
for the creation of the game, its characters or merchandise.
this is a free guide about Squall leonheart under the game
Dissidia: Final Fantasy. if for some weird reason you bought this
guide, you have been seriously scammed (or not thinking properly).
you can post wordings or segments from this guide anywhere provided
it was used in relation to the game AND (MORE IMPORTANTLY)
there are citations pertaining as to where this guide
was grabbed from and who the real owner is
oh and please forgive the grammar and proper syntax of this guide.
i would correct it if i'm not lazy enough (almost impossible)
that aside, this is a guide made to record my thoughts and
observations regarding Squall leonheart's abilities in the game,
Dissidia: Final Fantasy. as stated, i have played both Japanese
and North American version and was able to record some of my builds
this may be a biased guide regarding some of his skills and i am
aware that i haven't exploited much of his skill especially
in the North American version so please do correct me on
those parts
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| II. Who is Squall? |
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"Someday they will understand...
It is not love but the will to love that counts"
- Unshelled Bullet inscription,
Squall's component item for
Lionheart (NA version)
Squall Leonhart is a mercenary hailing from Balamb Garden
and is the iconic figurehead of FF8. in FF8 and Dissidia, Squall
has a cold and uncaring personality who prefers to carry the
burden alone, aware of how friends and friendship can drag
him down. he eventually opens up in both settings making him
trust his friends more.
i strongly believe that his signature item, "the unshelled bullet"
as well as his conversation after fighting Warrior of Light
portrays his resolve of solitude; being able to put faith
in his comrades no matter where they are. almost similarly,
Squall and his friends did the same thing in FF8 before and
after fighting Ultimecia in the future.
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| III. Why use Squall? |
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because he's a cool emo!
nah just kidding! personality aside, Squall's game focuses on beating the
crap of his enemies. compared with other characters that get to unlock
extra chains in their skills, Squall's attacks are never linked to
any other brave or HP chain but are able to hit multiple times with it
(some of his skills). this enables players to fully economize Squall's CP,
turning the player's attention as to what passive skills he should gain.
other than that, having the title of <Combo Master> in the JAP version
and <RELENTLESS REVOLVER> in the NA version, Squall's moves can be chained
with each other despite their independence making Squall a character
capable of adapting to situations and circumstances and ultimately,
a force to be reckoned with
pros & cons;
+ CP management
+ sudden movements
+ chainable moveset
+ Brave Point (BP) Farmer
- HP attacks are hard to hit
- most HP attacks can't be chained with BRAVE attacks easily
- limited reach compared with most enemies
- advanced combos require practice
JAP and NA version comparisons
JAP version:
+ Weapons and Accessories compliment Squall well
- some skills suck and cannot pierce through enemies
NA version:
+ Skills have been upgraded
- they butchered the equipment (endangered the original "build")
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| IV. Abilities |
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Guide:
* describes how an attack animation works
- personal opinion about the skill
() skill rating
=====================
IV.1. Brave Attacks
=====================
********************
Ground Brave Attacks
********************
(there is no way in HELL that i'm using the NA version of brave
attacks which would be BRAVERY. sounds gay as it is)
-----------------------------------------------
Upper Blues (4/5 JAP version)(4.5/5 NA version)
-----------------------------------------------
* launches the enemy to the air followed by a 2-hit
aerial combo, finishing off with a strike that
sends the enemy down for crash damage
(4 hit + 1 wall rush damage)
- Squall's first available melee w/c i consider to be his
best attack compared against solid barrel since this
opens a number of possibilities for follow throughs.
- the advantage of this skill is that it's so quick it's
difficult to be blocked especially after being
staggered by thunder bullet. also, Squall tends to
quick-step forward during the launching strike
making him close the distance with a surprise
which can catch human players off-guard
- in the japanese version, the wall rush effect isn't
even noticeable but in the NA version, you can really
see wall rush hurting enemies a lot
---------------------
Blizzard Bullet (2/5)
---------------------
* fires a fast small chunk of ice that homes in
on the target in front of it. long range
(1 shot)
- can be blocked but effective for disabling some spell
casters that takes time to charge their skills
such as Tina's meltdown but i'd rather counter those
guys with a better skill such as rough divide
- don't underestimate this skill. despite being a single
hitter, it can stagger enemies which gives
Squall enough time to air dash towards them then
execute a Beat Fang or can be chained with
Thunder Bullet
------------------
Solid Barrel (5/5)
------------------
* unleashes a barrage of slice-stabs that ends in chase
(7 hits)
- this has more hits compared with upper blues and
having to use this with Lionheart usually leads to
brave break the downside of this is that you
can't actually combo this with anything else
aside from air dash + beat fang and would usually
have to play chase
- though it's quite hard to follow through with
this skill, you can actually end your combos
with this one
- some enemies can block this skill due to slow start
despite being pulled with thunder bullet
ver 5 update:
- upon learning and finding out that this skill can pierce
through any guard when EX mode is activated, this skill
got a perfect 5 on my mark
- take note, it doesn't guard crush.
on cases against warrior of light and exdeath,
the gunblade just passes through the
shield of light/delta attack/any of exdeath's guards like
hot knife passing through butter. damn scary!
--------------------
Thunder Bullet (3/5)
--------------------
* casts a row of 4 thunder pillars that pulls
enemies to Squall.
the number of hits depends on enemy's distance
(3hits max)
- this is what i consider to be Squall's ground
bread and butter skill that's best for beginners
as it pulls the enemy then
leaves them staggered long enough to be butchered
by Squall's moves
- the cast animation makes it predictable but is
enough to read the enemy's movements
- this triggers "sneak attack" if you have the
NA version of Lionheart weapon equipped or
the extra skill "sneak attack" equipped
-----------------
Fusillade (3.5/5)
-----------------
* fires a barrage of spells at the target that ends
with a reverse thunder bullet animation that
throws the enemy away resulting into chase
(4 shots + 1 thunder)
- this is solid barrel's ranged counterpart.
i prefer this over solid barrel since i like to
keep my enemies on the run even at long range then
if they get too close, either pull them with
thunder bullet or surprise them with upper blues
- enemy AIs tend to get caught by the thunder since it
takes time to cast it. By the time they blocked the
4th volley, they often let they guard down just enough
to be hit with the thunder. on a similar note,
if enemies dodge this attack they often find themselves
caught by the thunder because of the cast time
just as they are to land on the ground or before they
could even dodge again
- can be "chained" with an air dash + beat fang but the
chances of being blocked is high
********************
Aerial Brave Attacks
********************
----------------------------
Heel Crush (2/5 JAP)(5/5 NA)
----------------------------
* Squall spins in the air and delivers a spiral kick at
the enemy sending them to the ground (1 hit + 1 wall rush)
- the good thing with this skill on both versions
is that it closes the distance the downside is that it
takes quite a time for the animation to start
- i can't stress well enough how useful this skill
came to be! this was trash on the JAP version since
this skill can be blocked without penalty.
they gladly fixed this in the NA giving it the invaluable
guard break aside from the magic deflection
- enemies who normally block this skill (NA version)
will be staggered making them prone to Squall's aerial
execution of combos and triggering riposte if th skill was
equipped
- the NA version which guard breaks enemies can break some
guard skills like shield of light, delta
attack, and jecht block. though this leaves both Squall
and the enemy staggered, you are still quick with
a beat fang counter. though be careful since this attack
can't guard break ex death's skill guards
- enemies can counter this skill by attacking Squall with
melee
---------------
Beat Fang (5/5)
---------------
* starts with an aerial swing followed by two hits then a
barrage of stabs before sending the enemy downward
(3 initial strikes followed by ?? hit combo + 1 wall rush)
- this is definitely Squall's most brutal aerial that
combines the suddeness of upper blues and tenacity of
solid barrel
- best used after dashing or heel crush and even more,
with lion heart activated
- this triggers "sneak attack" if you have the NA version of
Lionheart weapon equipped or the extra skill
"sneak attack" equipped
-------------------
Mystic Flurry (2/5)
-------------------
* fires a barrage of spells that changes their direction,
turning into thunder mines, slowly closing on an enemy
before expiring
(5 shots + 5 hits of thunder mine electrocution)
- this was added in the NA version and what i would
consider as a joker skill used by Squall
- this skill tend to miss most of the time but seriously
hurts when it deals critical damage.
otherwise, you'd be cursing this skill
- though this can be hardly used to counter Ultima
or Starfall, the deployed mines can foil an enemy who
lets their guard down since these creep to attack
from behind
- this is best used if the enemy is ganked or
just below Squall which can pretty much surround him,
slowly creeping until they hit
- you can actually use the disadvantageous property
of this skill to build a perimeter. the premise is
that, since the mines are slow moving and expire a lot,
you can keep the enemy at bay long enough to study the
surrounding or time him with an aerial rough divide
- nonetheless, these are still magical attacks.
a well timed air dash can break through the mines
and close in the gap between Squall
- this can trigger "sneak attack" if the mines
creeped up from behind
check the combos section for the better use of this skill
=====================
IV.2. HP Attacks
=====================
*****************
Ground HP Attacks
*****************
-----------------------------
Fated Circle(4/5 JAP)(3/5 NA)
-----------------------------
* Squall spins around, creating a ring of red orbs a
round him that deflect magic before having
them explode
- one of his best HP attacks in terms of functionality.
- the skill can guard crush and can deflect
most ranged attacks
(as long as they don't come from above)
- Squall also starts this skill with a quick-step
- anyone caught inside the radius is doomed to
blow up except for the NA version(i think) where
they gave it a blind spot. on many occasions that
i was able to corner an enemy,
spamming this skill was useless
when they simply dodged even if they end up on the
same corner which sucks ass since the invincibility
of dodging nerfed the functionality of this skill
- this skill is quick on the draw that should
a Squall and an ExDeath or WoL use a Delta Attack
or Shield of Light at the same time, Fated Circle will
hit them first.
-------------------------------
Rough Divide(3/5 JAP)(3.5/5 NA)
-------------------------------
* Squall jumps on the air with his gunblade charged behind
him then charges towards an enemy
- the 3.5 score that I gave was because in the NA version,
this was unlocked immediately
- another functional skill that enables Squall
to travel great distances towards the enemy
(at fast speed) and can break through any defense or
spell such as Warrior of Light's shield of light,
Ex Death's delta attack, the emepror's flares,
ultimecia's apocalypse, but can't
penetrate through Ex Death's guards and
a timed Jecht block.
- the starting animation where he leaps on the air
can be a bonus evasion. a well timed use of this
skill can result to a dodge and counter against an enemy
- it's downside would be the slow start and that it always
travel downwards even if the enemy is on
the air which pales in comparison with
its aerial version
- a good punishment skill for enemies that uses a skill
that takes time to cast like garland when he uses
cyclone and cloud when he uses meteor rain
- use this skill while hiding behind pillars in world of
darkness to catch enemies by surprise
- in the JAP version, this can't pierce through Ultimecia's
Apocalypse
------------------
Blasting Zone(4/5)
------------------
* creates a pillar of energy with a gunblade that reaches
the heavens then swings down on the enemy
- Squall's ultimate fly swatter for enemies who like to
stay up high. this deals brave damage before it
hits the ground for HP damage
- you can actually use this skill to your advantage in
stages like pandemonium and world of darkness
- can guard break enemies and even some HP attacks that
have guard properties
- can destroy a lined up radiant sword or blaze
---------------------
Revolver Drive(2.5/5)
---------------------
* Squall cocks his gunblade before surfing the
battlefield, gunblade poised until the square
button is released or an obstacle is hit or after a
set period of time
- being hit by this move is tad painful since this
continues to deal brave damage until
Squall stops by ramming on the wall or released
otherwise
- This was quite useless in the JAP version since
charge time and movement was quite slow but
in the NA version, you can actually use this against
a recently staggered enemy or those hit
with mystic flurry and have them dragged
along the field
- charge up this skill behind a pillar then ram
your enemies or use this after a block-staggered enemy
- like the rough divide, this skill can destroy
most HP attacks and is capable of guard break
*****************
Aerial HP Attacks
*****************
------------------
Aerial Circle(3/5)
------------------
* same with fated circle but Squall does this vertically
- very efficient when used after heel crush or beat fang
- adds a quick-step upon activation. this can also be its
weak point. if you get too close at the lying enemy,
they might cancel this by hitting you with a
brave attack
- in the JAP version, this was Squall's ONLY aerial
HP attack
-------------------
Rough Divide(4.5/5)
-------------------
* same with rough divide but can be done in the air
- if there was one thing i appreciated with the NA
version the most, it would be granting Squall
another useful aerial HP attack.
- the advantage of this skill compared with its ground
version is its capability to target the enemy
anywhere in front of Squall. you can shoot
upwards of downwards with this
skill giving Squall a major aerial advantage
- it's not difficult anymore to punish kuja
or emperor for using ultima and starfall, respectively,
especially if the battle is in the air
=====================
IV.3. Combos
=====================
- there are 2 kinds of combos presented in this guide: the basic
and advanced
basic combos are the combos that most Squall players, who have
been playing dissidia since JAP version, are familiar with.
these combos require little to no practice before being familiar
with how Squall rolls and can be easily figured out
once you get to unlock most of Squall's moveset
the advanced combos in this section are contributed by those who
diligently perfect the use of their Squall
to extreme levels. all credits goes to them and to their links.
these combos require quite a number of practice to perfect
- most combos require cancellation which would be by pressing R+X
- even though Squall's attacks are limited making him a static
character, the chainability of his moves make him very deadly
(view the links containing advanced videos tutorials to see
how deadly he can be)
=====================
IV.3.1. Basic
=====================
Squall's foundation of his combos lie in the mastery of even
a single 2-hit set string.
take time to familiarize yourself with a single set and figure out
how they can be chained to others
--------------------
Upper Blues Set [UB]
--------------------
[UB1] Upper Blues + Heel Crush
** the very basic of them all and with heel crush
capable of guard break in NA version,
it's almost impossible to stop this string
** can be repeated over and over provided
Squall hits the enemy with
upper blues just as they are recovering. if they
recover fast enough, they can block or attack with a
quicker skill
** connects with other UB set moves or HC set
[UB2] Upper Blues + Beat Fang
** a little bit tricky since you have to wait for them to
get up.
** as you fall down after upper blues, try to land
behind the enemy to avoid being blocked
** connects with HC set
[UB3] Upper Blues + Aerial Circle ** Finisher
--------------------
Heel Crush Set [HC]
--------------------
[HC1] Heel Crush + cancel + Heel Crush
** the cancel is to remove Squall from the enemy's
melee attack range since heel crush takes time to roll.
this doesn't apply against enemies with longer reach
** connects with HC set or UB1
[HC2] Heel Crush + cancel + Aerial Circle ** Finisher
[HC3] Heel Crush + cancel + Beat Fang
** connects with HC set
[HC4] Heel Crush + cancel + Beat Fang + cancel
+ Aerial Circle ** Finisher
***** Air Dash + Beat Fang
** connects with HC set
--------------------
Blizzard Bullet [BB]
--------------------
** all BB set moves must be within gunblade attack range
[BB1] Blizzard Bullet + Jump + Beat Fang
** connects with HC set
[BB2] Blizzard Bullet + Upper Blues
** conects with UB set
[BB3] Blizzard Bullet + Thunder Bullet
** connects with TB set
for full combos that starts with Blizzard Bullet,
check out this vid by kouryu15
http://www.youtube.com/watch?v=UkIduTsqeTs
--------------------
Thunder Bullet [TB]
--------------------
[TB1] Thunder Bullet + Upper Blues
** connects with UB set or HC set
[TB2] Thunder Bullet + Solid Barrel
[TB3] Thunder Bullet + Fusillade
[TB4] Thunder Bullet + Fated Circle ** Finisher
=====================
IV.3.2. Advanced
=====================
The core of advanced moves are familiarization
of when to stop during an attack animation
and when to cancel.
though most advanced combos hit hard, they are
quite difficult to pull off and a wrong move can result
to enemy retaliation the combos posted here aren't
my own but i do have my opinions about them
-----------------------
Upper Blues - Beat Fang
-----------------------
http://www.youtube.com/watch?v=W48BhR1CfO0
http://www.youtube.com/watch?v=myNFAppYBuc
* after executing the 2nd or 3rd hit from Upper Blues,
execute a cancel, then a Beat Fang
- it really is difficult to do against AI and the
damage isn't that high compared with wall
rushing the enemy but it's anyone's preference...
besides it looks friggin cool
- try to dodge boomerang Squall if you want Beat Fang to
hit at the blind spot
-------------------
Mystic Flurry Combo
-------------------
http://www.youtube.com/watch?v=IvzOG8lkIx
- quite difficult to catch. i can't tell how to
time this one but i kept counting the explosions
instead and usually strike
during the 5th explosion
- i guess one reason that makes practicing this
skill difficult is because of the low
probability of hitting the enemy.
you can't practice a skill as much as
you like if you rarely
hit someone with it
--------
M-Cancel
--------
http://www.youtube.com/watch?v=5rmxJjcryC8
- to be able to do two things at the same time
(thunder bullet and blasting zone).
this is quite deadly but difficult to pull off
- i think this was exploited in the JAP version with Squall
as the foundation since his HP attacks can be snapped in
easily, adding the WTF surprise in battle
|-----------------------------------------------------------------------------|
| V. Tactics |
|-----------------------------------------------------------------------------|
these are only suggestions. everyone can adhere to their own principle of
warfare.
* Read the situation
unlike other characters that have homing HP attacks or brave attacks that
lead to HP attacks, Squall's use of HP attacks are difficult and complex.
first off, it's hard to hit someone with his HP attacks since they are
quite predictable. if the enemy avoids a rough divide or blasting zone,
expect counter attacks that can deplete your brave especially if they
have crit enhancers equipped. so be sure to observe carefully! look at
the player and the character he's using. read his movements.
can you counterattack his strategy? if not, then read the surroundings.
if i use a rough divide will he dodge to that wall where he can be
cornered with a fated circle?
rememeber, what makes dissidia unique is not the vast array of abilities
that characters can use in battle but the knowledge of when and
where to use them
* Keep up the pressure
the mere fact that the enemy knows how fast Squall can eat their brave
with melee is a threat enough. make sure to have the enemy constantly
running with your ranged attacks and closing the distance with rough
divide or revolver drive. a well timed beat fang or thunder bullet
might end up their brave easily
* Squall is a bank
knowing when to use HP attacks is important for Squall. as stated
earlier, his attacks are predictable so you should know when to
use them. as a rule of thumb, the priority of using HP attacks should be
as follows
1) i have stored enough Brave Points to end it
2) the BP isn't enough but chaining an HP attack with ex mode might
end it (before and HP attack hits, go EX)
3) i was infected by annoying summons that swap my BP with theirs or
breaks my BP, etc
4) an opportunity presented itself.
you usually do this if you have fear of being broken
instead by the enemy especially if they are
wearing better high evel equips.
think of it as HP damage investment instead of BP
an example of this scenario would be
"my rough divide IS faster than the enemy's ***
HP attack"
5) i'm in break status
hitting an enemy with an HP attack while under break
would end the break effect
* Don't be too flashy
Squall's combos are very much annoying when stringed consecutively
but do know restraint! an enemy equipped with Counterattack skill
that dodges/counters your combo spam might break up your combo chain
and steal all the brave you earned.
as a suggestion, since most of Squall's combos end up in wall rush,
the best way to continue a chain is to notice the color of hits.
if the enemy receives a critical hit with wall rush(yellow), they tend
to react slower (getting up or posing a strike).
knowing when to end the combo by using a finishing set or to go after
a freshly popped EX core must be observed well.
* EX Mode Tips
learn when to use your ex mode. sure it might be awesome since it
really boosts your stats and the gunblade's specs
with extra hits and longer range but one invaluable perk of EX Mode
is that it cancels enemy combos.
it is a life saver that avoids you from break.
suggestions for using EX mode:
1) you got yourself hammered with a combo and/or is in danger of break
2) you got an enemy caught with a fated/aerial circle, revolver drive,
blasting zone, or rough divide and thinks
that the opportunity to end the fight is right there.
don't pressure yourself with EX Mode limit. the common mistake is
that people tend to make most of ex mode, aiming to hit the enemy
with an HP attack that would lead to EX burst. with this mentality,
you make yourself open to retaliation. obviously most enemies would
run away in order to wait for your ex mode to expire. if you keep
spamming your HP attacks, you might find yourself open for a back
stab that might even retake the brave you earned. with the limited
time available to Squall under EX mode, read the situation calmly
and decide the best course of action
an HP attack hit during EX mode... should i?
one unique characteristic of Squall is that his weapons and even his
drops hint that he is capable of absorbing more EX force than the
others. i would discuss this further under the builds section but
as for now, what should you do when an HP attack hit:
burst yes:
1) if it will end the battle
2) if you think you won't have a chance to burst any more
burst no:
1) if you saw an EX core and can still replenish your EX gauge
2) to release from break
|-----------------------------------------------------------------------------|
| VI. Builds |
|-----------------------------------------------------------------------------|
i have builds for Squall that differ in the JAP and NA version since
the utterly changed the effects of Squall's gear
(this may be a ranting for the NA)
readers may or may not agree with this:
Build are determined by equipment and accessories that's why both
my builds retain most abilities but can be changed depending on the
build
======================
Battle Abilities
======================
this is the common setup based on my builds
Brave Attacks:
Ground: Upper Blues, Thunder Bullet,
Fusillade/Beat Fang
Air: Beat Fang, Mystic Flurry(NA version),
Heel Crush
HP Attacks:
Ground: Fated Circle, Blasting Zone, Revolver Drive
Air: Aerial Circle, Rough Divide (NA version)
=====================
Abilities
=====================
as for the ACTIONS, go get:
ground and midair evasion
ground and midair block
free air dash ( i prefer to go straight at my
opponents )
speed boost ++
jump times boost ++
as for SUPPORT, go get:
EX Core lock on
Auto Recovery
Evasion Boost
as for EXTRA, go get:
Counterattack
EX Critical Boost
Riposte
EX Critical Boost
Disable Counterattack
EXP to HP/Force/Brave
++++++++++++++++++++++++++++++++++
VI.1. JAP Version: TRANS-AM Mode
++++++++++++++++++++++++++++++++++
=====================
Overview
=====================
this was actually inspired after watching the anime Gundam 00
where the main character resembled Squall in terms of
personality while the Gundam itself resembled his fighting
style and armaments (it can heel drop, weild a gunblade,
can blasting zone, and can turn EX mode)
that aside, the goal of this build is to exploit Squall's
unique ability that is based on his signature weapon,
Lionheart, which enables him to absorb more EX force in the
JAP version. as you know, EX force comes from
characters being dealt damage, being blocked or simply clashing
with each other.
the more hits a characters receives, the more EX force being
released and with Squall, there is no such thing as
"limited hits". as long as Squall is able to sink his fangs
on any enemy, there'll be more GN Particles... err...
EX force produced for Squall to eat making him last longer
in EX mode
this build was actually a default build for Squall that
most players use. i just decided to call this TRANS-AM
on a whim :p
pros and cons of this build
+ fast accumulation of EX force
+ longer EX mode duration which grants...
+ extended attack range
+ increased number of hits
+ HP regen
+ increased stats
+ EX Critical Boost equipped ensures almost all hits are
critical
- EX force dependent
- useless if Squall's attacks can't hit an enemy or if Squall
gets broken instead
- equipment dependent
=====================
Abilities
=====================
if you want to play this build aggressively, i suggest to get
Solid Barrel, Drop Counterattack/Riposte and add EX Critical
Boost and go for EXP to brave/EX force
* EX critical boost enables Squall to land critical hits while
in EX mode. this combines all other abilities like
riposte, counterattack, catnip, etc into one. and since Squall
lasts longer in EX mode and this mode grants him
double hits with gunblade, imagine how much this will hurt
if you want to play this build defensively, i suggest to get
Fusillade and go for EXP to HP
=====================
Equipment
=====================
** weapons, equips, accessories posted here came from
Yandy Kusanagi's guide
** as mentioned in the tactics above, Squall is a bank so
it's important to have a high brave start so that he don't
suffer break easily
Weapon:
Lionheart :
Stats: ATK +68
Level: 100
Effect(s): BRV +40% at the start of Battle.
EX Force absorption amount +20%.
Note(s): Can only be equipped by Squall.
>Shop: Trade with Crime & Penalty x1, Scarred Bullet x5
Blessed Pearl x5 & 31,920 Gil.
** as for the armor, i chose the Chain of Adamant Set since
it also helps replenish brave
Chain of Adamant:
Effect(s): BRV +20% after successful Dodge.
BRV +20% after successful Guard.
Note(s): Must Equip 3 Equipments to get the effect.
Adamant Shield :
Stats: DEF +73
Level: 99
Note(s): Chain of Adamant (1/3).
>Shop: Trade with Crystal Shield x1,
Adamantite x1 & 31,920 Gil.
>Special Friend Card: Fusoya (Item Drop).
Adamant Helm :
Stats: BRV +290, DEF +1
Level: 99
Note(s): Chain of Adamant (1/3).
>Shop: Trade with Crystal Helm x1,
Adamantite x1 & 16,240 Gil.
>Special Friend Card: Fusoya (Item Drop).
Adamant Vest :
Stats: HP +2717
Level: 99
Note(s): Chain of Adamant (1/3).
>Shop: Trade with Crystal Armor x1,
Adamantite x1 & 23,940 Gil.
>Special Friend Card: Fusoya (Item Drop).
=====================
Accessories
=====================
Close to You :
Rank: S
Effect(s): EX Force absorption during Attack.
EX Force absorption when dealing Damage.
EX Force absorption after Summon use.
>Shop: Trade with Super Gravity Sphere x1, Dragonfly
Jewel x1, Book of Might x5 & 1,500 Gil.
World's Center:
Rank: S
Effect(s): EX Force absorption range +3m.
EX Force absorption amount +20%.
EX Core absorption amount +20%.
>Shop: Trade with Pearl Necklace x1,
Dragonfly Jewel x1,
Book of Heart x3 & 1,500 Gil
Great Gospel :
Rank: S
Effect(s): Regeneration amount +20%.
BRV base value recovery +50%.
Map Action BRV +1%.
>Shop: Trade with Brave Element x1, Battle Boots x1,
Book of Love x3 & 1,500 Gil.
White Choker :
Rank: A
Effect(s): EX Force absorption amount +25%.
>Shop: Trade with Blessed Sand x2 & 800 Gil.
Pearl Necklace :
Rank: S
Effect(s): EX Force absorption amount +50%.
>Shop: Trade with Blessed Fragment x3,
Blessed Crystal x2,
Book of Life x5 & 1,300 Gil.
Golden Hourglass :
Rank: S
Effect(s): EX Mode duration +20%.
>Shop: Trade with Time Fragment x3, Time Crystal x2,
Book of Eloquence x5 & 1,300 Gil.
Great Storm :
Rank: S
Effect(s): Physical Damage +20%.
Crash BRV Damage +10%.
BRV Damage +10% in Chase Battle.
>Shop: Trade with Champion Belt x1, High Booster x1,
Book of Illusion x5 & 1,500 Gil.
Lv. 4x :
Rank: S
Multiplier: 1.2x
Condition(s): Player Lv. is a multiple of 4.
Lv. 5x :
Rank: S
Multiplier: 1.2x
Condition(s): Player Lv. is a multiple of 5.
Lv. 100 :
Rank: S
Multiplier: 1.2x
Condition(s): Player Lv. is at 100.
*** the 1.7 multiplier granted by the 3 multipliers along
with the white choker, pearl necklace, and world's center
ensures that you gain 42.5% + 85% + 20% = +147.5% worth
of EX force... oh and the Lionheart's 20% wasn't included
YET. adding that up i guess totals to 167.5% (i think the
modifiers are exclusive to basic accessories only)
now imagine how many hits Squall could land WITH Lionheart,
how many orbs are released per beat up session
and how much force Squall gains.
yep, pretty much, this aims to suck up all orbs so that the
enemy can't have any while maintaining TRANS-AM.
|-----------------------------------------------------------------------------|
| |
| NOTICE!! NA Version RANT |
| |
|-----------------------------------------------------------------------------|
before i begin discussing the NA builds, let us first see the equip changes
** first, let's see what Squall's Battlerise is
Bless Powder: EX FORCE Absorption +10%
Bless Shard: EX FORCE Absorption +10%
Bless Crystal: EX FORCE Absorption +10%
Bless Orb: EX FORCE Absorption +10%
even in the JAP version, the effects of Squall's drop are
the same
** next let's check what the JAP version of what Lionheart does
and what's it made of
Weapon:
Lionheart :
Stats: ATK +68
Level: 100
Effect(s): BRV +40% at the start of Battle.
EX Force absorption amount +20%.
Note(s): Can only be equipped by Squall.
>Shop: Trade with Crime & Penalty x1,
Scarred Bullet x5
Blessed Pearl x5 & 31,920 Gil.
* Blessed Pearl is translated to Blessed Orb in the NA
version and still, both had the "EX FORCE Absorption +10%"
effect
* with that in mind, it makes sense why the JAP Lionheart
gives a "EX Force absorption amount +20%" effect
** now let's check the NA version of Lionheart
Weapon:
Lionheart :
Stats: ATK +68
Level: 100+
Effect(s): EX Core Absorption +30%
Minor Sneak Attack Effect
Shop: Punishment x1, Unshelled Bullet x5, Bless Orb x5
* so we have the Bless Orb that grants
"EX FORCE Absorption +10%" but wtf is with the
NA Lionheart's effect?!
EX CORE Absorption +30%
FOR REAL?!
well the sneak attack effect
is quite cool but it's useless if the
weapon affects the overall build
** the thing is, in a battle, it's bad to rely on EX Core.
sure, Squall might've been beating someone's butt long
enough to make him secure the core but what if he didn't
get the chance to and the enemy got it instead?
Likewise, what if the enemy always beats Squall to it?
** This reliance on the EX Core is a fatal setback that can
slow Squall down (most may or may not agree on this).
enemies like kuja or sephiroth can ransom the EX core.
while Squall rushes off to grab it, it gives them time to
cast Ultima or Black Materia
** of course that's not even the worst part of it. with the
recent modifications made with the accessory, EX Force
absoprtion became weaker for Squall in the NA version
** but before that let's check the adamant chains equipment set
** in the JAP version Chain of Adamant had this effect
Chain of Adamant:
Effect(s): BRV +20% after successful Dodge.
BRV +20% after successful Guard.
Note(s): Must Equip 3 Equipments to get the effect.
** this is what happened in the NA version
Adamant Chains:
Effect(s): BRV Boost on Dodge +30%
Midair Evasion Boost
Note(s): Must Equip 3 Equipments to get the effect.
** this set can be obtained by getting adamantine
from golbez which unlocks the equipment
in the shop
** I have little complaints as to this one but it's better to
block and punish someone rather than to dodge them
** try fighting on a stage with little space for dodge and
you'll see how invaluable the JAP version is
** one alternative build as for the equipment would be to
use the "Snowpetal Set" which had a major overhaul
in the NA version
Snowpetal:
Effect(s): Magic Counter Strength +300%
BRV Boost on Block +30%
Note(s): Must Equip 3 Equipments to get the effect.
** this set can be obtained in
Duel Colosseum - Lunar Whale Course
** in the JAP version, it just had
Magic Counter Strength +300%
|-----------------------------------------------------------------------------|
| |
| Now that the gay rant is over, let's continue |
| |
|-----------------------------------------------------------------------------|
+++++++++++++++++++++++++++++++++++++++
VI.2. NA Version: TRANS-AM Mode: Leon
+++++++++++++++++++++++++++++++++++++++
=====================
Overview
=====================
This was developed with a similar concept in the JAP version but is built
to use the NA version of Lionheart. this build represents the ferocity of
a lion, equipped with top equipment and skill capable of dishing out damage
even without EX activated. like a lion who fights back when attacked, using
EX mode when the enemy retaliates punishes them severely, dishing out a chunk
of their brave and supplying squall with a one hit finish chain to EX burst
pros and cons of this build
+ well rounded
+ doesn't rely much in absorbing EX cores
+ damage dealt can create a brave break barrier worth of BP
- skill and equipment dependent
- relies in ex force
- relies in ex mode
- activating TRANS-AM early results in harder to hit
HP attacks and losing EX counter
======================
Battle Abilities
======================
ver 5 update:
Build setup suggested for Mode: Leon
Brave Attacks:
Ground:
default O: Upper Blues
toward opponent: Solid Barrel
away from opponent: Fusillade
Air:
default O: Beat Fang
Up + O: Mystic Flurry
Down + O: Heel Crush
HP Attacks:
Ground:
default O: Fated Circle
toward opponent: Blasting Zone
away from opponent: Revolver Drive
Air:
default O: Aerial Circle
Up + O:
Down + O: Rough Divide
=====================
Abilities
=====================
ver 5 update:
ACTION Abilities for Mode: Leon
ground and midair evasion
ground and midair block
free air dash ( i prefer to go straight at my
opponents )
speed boost ++
jump times boost ++
ver 5 update:
SUPPORT Abilities for Mode: Leon
EX Core lock on
Auto Recovery
Evasion Boost
ver 5 update:
EXTRA Abilities for Mode: Leon
Counterattack
- effective for dode and punish
EX Critical Boost
- every hit is critical once TRANS-AM is active
Riposte
- Block and Punish
- works well with snowpetal set
Disable Counterattack
- prevents major hurt when they dodge and fight back
EXP to HP/Force/Brave
- doesn't matter since Squall
shouldn't be an HP spammer but choose EXP to HP
when going to Duel Collisseum
=====================
Equipment
=====================
Lionheart and Snowpetal Set
the minor Sneak Attack effect granted by lionheart adds another
critical booster in this set while the snowpetal adds synergy with Riposte.
not only is the enemy staggered after blocking,
it also increased your brave value, creating that defensive wall against
break
=====================
Accessories
=====================
Gravitorb
Rank: S
Effect(s): EX intake range +3m
>Shop: Trade with magnet Shard x3, Magnet Crystal x2,
Tome of Souls x3
Pearl Necklace:
Rank: S
Effect(s): EX Force Absorption +30%.
>Shop: Trade with Bless Shard x3. Bless Crystal x2,
Tome of Men x5
Gold Hourglass:
Rank: S
Effect(s): EX Mode Duration +20%.
>Shop: Trade with Time Shard x3, Time Crystal x2,
Tome of the Orator x5
Close to You :
Rank: S
Effect(s): EX Force absorption during Attack.
EX Force absorption when dealing Damage.
EX Force absorption after Summon use.
>Shop: Trade with Gravitorb x1, Dragonfly Orb x1,
Tome of the Masters x5
Champion Belt:
Rank: S
Effect(s): Physical Damage +25%.
>Shop: Trade with Crimson Shard x3, Crimson Crystal x2,
Tome of the Orator x5
HP = 100% :
Rank: S
Multiplier: 1.5x
Condition(s): Player HP is 100%
HP = 100% :
Rank: S
Multiplier: 1.5x
Condition(s): Player Opponent's HP is 100%
Large Gap in BRV
Rank: S
Multiplier: 1.5x
Condition(s): BRV difference between you and opponent
is at least 1000
Summon unused :
Rank: S
Multiplier: 1.5x
Condition(s): when you have not yet used a summon
Level 100 :
Rank: S
Multiplier: 1.2x
Condition(s): when your level is 100
or
EX Mode :
Rank: A
Multiplier: 1.3x
Condition(s): while you are in EX mode
or
ver 5 update:
HP is a Multiple of 5
Rank: A
Multiplier: 1.4x
Condition(s): When your HP is a multiple of 5
*** The Multipliers can reach up to x6 and even though
they don't last in long term use,they are enough to
fill the gauge immediately
*** if the EX mode multiplier is used instead, it goes
to x6.5
*** if the HP is a Multiple of 5 is used instead, it goes
to x7
*** on a case to case basis, the x6 multipliers
immediately fills up 3/4 of the EX gauge just after
doing a beat fang then a heel crush
*** don't worry if you temporarily lose your HP = 100%
multiplier. once EX mode is activated and you keep
up the offense, there will be a lot of EX force
lying around to refill the gauge and grant a
constant HP regen. then again, this method is only
advisable when item farming. try to end human battles
as quickly as you can so that they don't get to read
your play style
*** ver 5 update:
Squall has 9760 hp at lvl 100 if the snowpetal set is equipped
this makes it possible to activate HP is a Multiple of 5 booster
at an early rate, giving squall a major boost in absorbing
GN Particles
++++++++++++++++++++++++++++++++++++++++++++
VI.3. NA Version: Quickdraw
++++++++++++++++++++++++++++++++++++++++++++
=====================
Overview
=====================
an alternate version designed to gather tons of brave
then letting it all out in one go.
pros and cons of this build
+ fast accumulation of Brave
+ decent protection against break status
- can't go into EX mode
- equipment leaves Squall with weaker stats
=====================
Abilities
=====================
Get Counterattack, Riposte, and Disable Riposte
=====================
Equipment
=====================
Get Lionheart and the Blessed Crystal Set
Blessed Crystal Set:
Effect(s): EX Force Absorption +20%
EX Core Absorption +20%
Note(s): Must Equip 3 Equipments to get the effect.
* the downside is that the crystal equips are for level 64+
compared with the level 98+ adamant equipment,
this makes Squall 35 levels weaker
=====================
Accessories
=====================
Force Begets Courage:
Rank: S
Effect(s): EX Core and EX Force to Brave
>Shop: Spirit Stanchion x1, Pearl Necklace x1,
Tome of the Silence x5
Close to You :
Rank: S
Effect(s): EX Force absorption during Attack.
EX Force absorption when dealing Damage.
EX Force absorption after Summon use.
>Shop: Trade with Gravitorb x1, Dragonfly Orb x1,
Tome of the Masters x5
Gravitorb
Rank: S
Effect(s): EX intake range +3m
>Shop: Trade with magnet Shard x3, Magnet Crystal x2,
Tome of Souls x3
Pearl Necklace:
Rank: S
Effect(s): EX Force Absorption +30%.
>Shop: Trade with Bless Shard x3. Bless Crystal x2,
Tome of Men x5
HP = 100% :
Rank: S
Multiplier: 1.5x
Condition(s): Player HP is 100%
HP = 100% :
Rank: S
Multiplier: 1.5x
Condition(s): Player Opponent's HP is 100%
Large Gap in BRV
Rank: S
Multiplier: 1.5x
Condition(s): BRV difference between you and opponent
is at least 1000
Summon unused :
Rank: S
Multiplier: 1.5x
Condition(s): when you have not yet used a summon
Empty EX Gauge :
Rank: S
Multiplier: 1.5x
Condition(s): when your EX gauge is empty
Level 100 :
Rank: S
Multiplier: 1.2x
Condition(s): when your level is 100
*** the multipliers can reach to x9
*** this is actually a fun build but it pales in comparison with Mode: Leon
in terms of damage per hit. also, be careful of summon stones like odin
since it's a bane for builds like this
|-----------------------------------------------------------------------------|
| VII. CPU Matchups |
|-----------------------------------------------------------------------------|
since I have only fought against them, I have yet to know the name of some
of their skills and would be
referring to their JAP translated names
--------------------
vs. Warrior of Light
--------------------
Watch out for Sword Thrust since it can be sudden. other than that,
his range is quite short so better use Squall's
range and suddenness to catch him off-guard
the CPU sometimes tend to counter Heel Crush with Shield of Light,
don't worry, it WILL break
Radiant Sword is slow to start but homes faster if you are far.
pierce through it with any HP attack aside from the circles.
the same goes if he uses Shining Wave.
-----------
vs. Garland
-----------
Watch out for the Gallahad Dribble - dubbed by Falcord of the
Garland Guide
http://www.gamefaqs.com/portable/psp/file/939394/55742
* oops only players can perfect that :p
for the CPU, despite garland being slow, he does tend to rush in at
times which makes him deadly. try to keep your distance
and wait for him to miss an attack before counterattacking.
you can counter his blaze and cyclone with a Rough Divide that can
pierce through it or a close-ranged Blasting Zone.
his earthquake have a limited range and gives you enough time to
blast with a revolver drive and tsunami leaves him prone for
a beatfang or back attack
be careful of distancing yourself too much in the air since he can
attach a chain to his weapon and swoop it downwards and
pull it back for double hits
----------
vs. Firion
----------
I have so much respect for this guy! despite being weak in air
combat, his ground attacks range from short to long.
his lance combo can punish your heel crush after an upper blues
and his rope knife can home in on where you land.
reel axe can arget you in the air and be careful not to forget that
it comes back ofr an extra hit. all of his ground melee
can in with the double trouble HP attack so be careful.
it seems that his straightarrow doesn't have the charge time it
used to have in JAP version which is helpful for aiming but he
still got other HP attacks right down his sleeve such as shield
bash which can block normal attacks and some magic and retaliates
with a volley of ranged HP attacks, and his weapon master move
that makes up for his air weakness which hits lots of brave damage
before and HP hit
---------------
vs. The Emperor
---------------
Well despite having a second Flare that can be deployed, you can
pierce through it with Rough Divide, Blasting Zone
or even Revolver Drive. a well timed explosion of any of the Circles
can reflect back the Flare. Flare can also
track and hit you during chase animation so be careful
Don't let him use Starfall. even if I did forget what it does,
I remembered it's bad news to let him cast it
(besides, all that long casting for a weak spell? cmon!)
His light crest gained more bouncing blasts but that's just it.
as long as you avoid the traps, he's easy
----------------
vs. Onion Knight
----------------
in the JAP version, he had a default 3 jumps while in the NA,
he had 5! damn broken midget!
but this is also another character that didn't deserve a weapon change.
in the JAP version, his weapon
granted him BRV boost at the start of battle and a faster BRV regen.
in the NA, they gave him instead
a +15% damage and gambler spirit effect. honestly WTF! OK was never a
hard hitter. he's just an HP spammer!
with his ability to regen Brave fast, you got a constant beating of
damage.
that aside, be wary of his speed. he can easily get around your ass
and strike from behind. also, all his brave attacks can be chained
to HP. while he doesn't have much firepower, the CPU seem to equip
to him a lot of extra skills that raised counterattack.
be very careful indeed as his punishment can break BRV
---------------------
vs. Cloud of Darkness
---------------------
is one hot babe!
her tentacles (THE TERM!!!) can be made to launch various attacks.
the most you should watch out for would be
the spherical orb of continuous lashing. it hurts like hell but can
be blocked
be caeful of her [wrath] particle beam since it can block some
attacks and counter with an HP attack
and with her [anti air] particle beam since she tend to use this
if you are within range
on her other attacks, you can pierce through them with a rough divide
or revolver drive
----------------
vs. Cecil Harvey
----------------
this is another fan favorite by Dissidia players. watch out for his
superman attack a.k.a Saint's Fall since
it travels far and can guard break as well as his Paladin Force which
deals lots of damage and can be chained with
searchllight in the JAP version (is yet to check in the NA)
while as a dark paladin. watch out for his Dark Flame and try not to
make him use Soul Eater should you come within melee range.
overall, he can cover up long and short range as he can use various
attacks to pull you close or have
you end up in the air where he can superman down your ass.
----------
vs. Golbez
----------
annoying character to fight, complicated to use.
his attacks are always 2 in 1 making him cover melee and mid/long
range.
other than that, most of his brave attacks
can chain to HP and he tends to guard a lot. don't try to stay too
long in close range as he might pull a
devastating Genesis Rock which could hurt. his Nightglow is also
quick giving Squall little time to launch a
counter and can even block a heel crush.
I read from Aishi_'s GOlbez guide that nightglow can create a
barrier that blocks attacks. I've tasted it too many times to say
that he ain't lying
(
http://www.gamefaqs.com/portable/psp/file/939394/56714)
though his Gravity Force is a bit predictable, it still hurts if
you're not careful and able to block it immediately.
as I've said, don't stay too long within close combat as he can
attack from upfront and behind in one execution and try
not to dodge an attack. if you blocked him, beat him up with a
beat fang then maintain distance.
-----------------
vs. Bartz Klauser
-----------------
he combines all attacks from the cosmos side characters making him
extremely versatile.
while he lacks Squall's sudden executions, he does have firion's reel
axe to reel you in and can follow with a combo from zidane or
can dash at you suddenly like tidus. he can also use cloud's
initial climhazard animation followed by Squall's solid barrel.
he's basically a combination of some of the character's moves
but can be more flashy and has some
boost in stats or brave
oh and watch out for his holy since he can chain it to flare and try
to not block when he dashes towards you
since he loves to use wind shear when you try blocking or even worse,
paladin force! while on the ground, he tend to use Soul Eater
or Flood which isn't much of a threat
-----------
vs. ExDeath
-----------
I remembered the days when he was broken in JAP version.
in the NA, he's definitely fixed.
while he's still slow when it comes to moving, his teleport became
faster and has been equipped with guard break. blocking the teleport
will leave you staggered so dodge it instead!
his Black Hole has been modified in that it can't be destroyed by
Rough Divide or Blasting Zone anymore.
if you Rough Divide on it, you'll be sucked in for damage.
honestly, from trash, it became a good perimeter skill
despite the slow execution of most of his offense, his defense is
quite fast to pull. be careful as his defense
can even stop a rough divide and counter with an amalgest!
just hit him from behind with a rough divide and nab every EX
core you can find since he is slow on the move
ver 5 update:
using solid barrel in TRANS-AM passes through his defenses easily.
no matter what shield he brings up he gets murdered to death.
also, he seems to have trouble blocking the circles so abuse that.
(unless experienced exdeath players disagree, please do email me
and impart thy wisdom)
------------------
vs. Terra Branford
------------------
when she casts the ranged blizarra, just air dash and punish
her with a beat fang. if you want to stay close, don't
let her use tornado. if she was able to use that skill and you're
from a distance, rough divide her or close in for
a blasting zone. watch out for her holy which can lead to a holy
combo or an ultima and rough divide her when she
prepares for meltdown as RD can definitely pierce through that
ball and flood can only be punished with an air dash
+ beat fang/circle
-----------------
vs. Kefka Palazzo
-----------------
he can literally make you run. his skills aren't always what
they seem.
his shatter blizagga for example makes him
fire a block of ice that explodes like shrapnel.
with every bit dealing damage. on melee, he can defend himself with
havoc wing and can pressure you from range with trine.
I haven't seen hyperdrive in effect since I tend to stop him before
he does it but be careful of forsaken null where a cloud tracks you
down for HP bombardment. use rough divide
when he uses that skill and try to dash to deflect his magic.
----------------
vs. Cloud Strife
----------------
his braver is much like saint's fall so a timely dodge will save
you from it. despite his limited reach and his slow attack
animation,he can still land devastating blows that can break you in
no time. he is clearly another fan of wall rush and all his
attacks seem to do so. also, some of his combos can end in
Finnishing Touch or Omnislash ver 5.
try to maintain distance and strike him if his attacks were short on
the range but be careful of his meteorain.
oh and don't let him go EX mode since he can guard crush you
without fail.
-------------
vs. Sephiroth
-------------
Be careful of his multihit and long melee range. not only can he
punish Squall for heel crushing, he also can use that
blasted Black Materia to get you from a wide range. if you rough
divide him at that point, he'll simply throw a little meteor from
overhead that does HP damage. if you didn't get to reach him in time,
he'll definitely drop a huge chunk that makes escape rather
unavoidable.
his hell's gate has also been upgraded in that it seems to
be executed faster and his octaslash can cover more range much like
jecht blade. Scintilla can also guard sephi from brave attacks and
punish accordingly with HP.
if you got comboed with octaslash, burst yourself to EX mode
immediately then counter with a burst
oh and once he charges himself to use Heartless Angel, punish it
with Rough Divide
-------------------
vs. Squall Leonhart
-------------------
There can be only be one Squall indeed!
the CPU tend to follow its attacks with an aerial circle so dodge
immediately.
do not get caught with a beat fang. you, of all people, whom have
read this guide (probably) and have watched the
videos (probably) should know how much it hurts to be beat fanged!
anyways, be careful with the battle of the circles as the AI tend
to counterattack your fated/aerial circle
with one of their own.
when he uses mystic flurry, air dash through it and punish with a
beat fang or simply pierce through with a rough divide
-------------
vs. Ultimecia
-------------
the villain who got hots for Squall. her apocalypse was quite
destructive in the JAP version since it
can be detonated while Squall was travelling in Rough Divide.
now, RD can pierce through it with no effort.
all of her HP attacks are hard to aim and needs time to charge.
the HP breaking RD shuould spank her ass as
punishment for using those skills!
though it seems that her charging of skill became faster when it
comes to brave, ultimecia shouldn't be air dashed
at times since the air dash tend to lose its gas while ultimecia
isn't even done firing. when she charges knight's sword,
don't even think charging or guarding since it can guard break.
you can however strike her from behind (O_O)!
since it's her only weak spot during the charge. or simply go
on top of her for a heel crush.
knight's arrow is annoying! it can reach from a long range and
can hit you from behind while blocking. the charged version
can serve as traps but would still hurt otherwise especially if
they were deployed from behind pillars
knight's ax is quite fast to pull out and the charging is faster.
the charged version does a homing guard crush property
but is slow while the 3 axes attack from 3 directions
-----------------
vs. Zidane Tribal
-----------------
one annoying monkey!
his EX mode enables him to seize the air thanks to his 10+
jump capacity and his number of aerial combos that tend to
swoop you down. CPU and even human players play this much like
onion knight but doesn't rely on spells for ranged attacks
instead, they punish you with HP ranged attacks and run after
you from behind with melee braves that can chain to HP.
even if Squall's beat fang is good to use, don't linger on the
air too much since it is his zone. don't even try to punish
shift break with a rough divide since it can pull faster. instead,
if he does it while you are still high in the air,
just let yourself fall out of the flood's reach. he gets a separate
HP attack called free energy. in the JAP version,
this comes after some of his combos. instead, in the NA, most of his
combos end with Meo Twister. watch out for free energy
since it's like a shotgun. he can easily pull it out and blast you
within a short range. it can guard brake and is as
quick to pull as the circles. oh and be careful of grand lethal,
it's his version saint's fall/braver.
--------
vs. Kuja
--------
was nerfed big time thanks to his ultima gaining a slow start and
limited fall radius. his holy rings doesn't last longer
like the JAP version which can be intimidating. still ,he gets to
cover all ranges and is excellent at running away.
be careful of his snatch blow and strike energy. blocking the attack
may stagger him but is useless if he isn't within
counterattack range which happens most of the time. also, his snatch
shots can scoop you down even from its range
learn to identify when to block his attacks once and when to block
spam it since he can employ the use of ranged attacks
and ranged magic.
oh and don't get to stay too close for him to use flare star.
it's quite hard to avoid and hurts like hell.
holy star can be avoided but can suck you in. as for ultima,
just air dash or dodge to the side then punish with a rough divide
---------
vs. Tidus
---------
he's like a mix of Squall and Cloud. he can be made to
suddenly close in the distance and hit hard at the same time.
his attacks can also be a feint, an attack and a dodge combined so
be careful in aerial fights and when trying to keep the distance
on the ground since he can cover the ground easily. he can also
link his brave attacks to HP attacks which make him more deadlier
try to keep up the range and punish him when he uses Jecht shot.
other than that, don't stay close in his game and try to
determine when to block his attacks
---------
vs. Jecht
---------
Another annoying character!
his bare hands can deflect even garland's blaze! his jecht counter
can block any attack except for the circles, though,
it can still be heel crushed. his combos can be chained to any of
his HP attacks which makes him indeed a formidable
opponent especially in close combat and he can chain his combos
continuously when he goes into EX. his jecht blade is
also like octa slash and can be very annoying.
it isn't good to stay inside his game but rough dividing him from
a distance isn't a good thing too thanks to his jecht block.
just measure the range of his attacks to determine when to hit
with a beat fang or upper blues and when to end it with a
circle
ver 5 update:
the solid barrel during EX Mode pierces through his jecht counter
abuse it to regain lost brave!
-------------
vs. Shantotto
-------------
another annoying midget that has a bad tongue. her brave attacks
have limited range but she shines most in chaining her HP attacks
for lolwut damage. her brave usually consists of restraining spells
such as bind and bio. watch out for bind which, as the name
implies, renders your movement. when she casts it, you'll find your
character covered in some sphere, dodge it immediately.
as for bio, it might be slow moving like emperor's flare but
it tracks you down and even hits you while in chase animation.
once hit by the move, you get poisoned, dealing brave every
period of time with mild stagger effect.
her only homing offensive skill is her boomerang staff
(I think it's called "retribution") where she can do in the air.
her HP attacks are quite fast to pull but is linear though if one
manages to hit you, you will be comboed without fail.
watch out for her aero air HP attack since it tends to suck
you in much like seraphic star.
------------
vs. Gabranth
------------
I love his British(?) accent in the NA! anyways, don't let
this guy go super saiyan as he can DBZ down your ass in his game.
his default melee moves tend to push people away
(and quite far at that) giving him enough time to use his HP attack
that charges his EX gauge.
I think in the NA, he can guard most brave attacks once he
starts charging. anyways, if he does charge, RD him fast
as punishment.
if you were unable to prevent him from going EX mode then I suggest
you run until his time expires... but that's gay so if you want to
start beating his ass, stay away and try to RD him from afar.
in EX mode, his normal brave attacks doesn't just send you away,
they hit multiple times before sending you away which can lead
to chase.
he can use an HP attack that's like maelstrom from
star wars force unleashed which can suck you in before exploding.
he can also fire 4 crescent arc beams at you, in ground or air
as his HP attack. so far, I didn't yet see what his final HP attack,
"execution" can do (and I'm too lazy to confirm in JAP dissidia)
---------
vs. Chaos
---------
the first shocker I remembered when fighting this guy in JAP was
that I have to fight him 3 times where he gets stronger every round!
he can recast his summon, shinryu, more than once in every battle and
it does random effects. the most annoying effect
that could counter Squall would be omega weapon since it halves the
brave value every period of time.
he rarely uses HP attacks on the first fight but tend to use more
devastating ones in the second. in the third battle, he can go
EX mode where you have to play a game of dodge. his EX mode finishes
by hurling 4 swords at the side of the stage. 4 circles
pop up from below and you'd have limited time to go to a part of the
stage without the circles before it goes nuclear.
but as they say, the bigger they are, the harder they fall!
sometimes, depending on his starting animation, you can predict
what chaos would do in the next 2 battles.
refer to the dissidia wiki to identify the skills he uses and for
a much better guide
if he starts the first battle by swinging (The Ground 3-Strike Tail
Spin), block it then upper blues him but don't end with a combo,
just stay in the air and wait for when he rushes after you or when
he teleports in the air.
if he rushes, then block and penalize him with beat fang. if he
teleports, spam the guard button immediately as he tend to
use his 360 Degree Spin for a barrage of damage. after guarding 5
times, beat fang him and stay in the air after the animation.
if he starts by using Flame Wheel, just dodge. sometimes when he
use Great Balls of Fire, he tend to follow it with
Flame Wheel. Flame Wheel can guard break so dodge it. after
using that move, he can walk the stage or dash after you,
block him if he does the latter but watch out for his feints.
instead of dashing completely, he can stop and doe a 360 degree
spin or execute his tri-slash combo
by staying in the air, you can see and predict what chaos does
rom the ground and block/prevent his attacks properly.
his HP attacks are devastating but can be prevented/avoided.
once he uses condemn which sucks you in, you need to dodge
away outside of the radius. you can also beat fang him in order to
reduce his BRV to 0 dealing you 0 damage. at any rate, i
f you dodged, punish him with an HP attack
once he charges a ball in his hands, he plans on using
soul of oblivion. dash at him fast before he finishes and
beat fang him.
it's quite difficult to dodge or block against this HP attack.
once you see a number of orbs around you, just stop moving.
he's using divine punishment. the orbs will explode 4
times while the remainder will strike you. if you moved while the
orbs exploded, you'll be sent for a series of brave
damage before chaos teleports above and strikes you down with
his sword for HP damage.
the same goes if the remained strikes you. after the orbs explod,
dodge as far as you can in order to avoid the piercing.
don't stay close even after dodging since the sword strike has a
wide explosion range and can still hit you. chaos suffers a lag time
after this so air dash and beat fang him or use the fly swatter
to bring him down
one daring move would be to double jump upwards before the orbs
start exploding then dodge after they exploded. since this leaves
Squall very close to chaos in the air, you can repay his efforts
with any of Squall's air brave or HP attacks
once he uses demonsdance, dodge like theres' no tomorrow!
he teleports to you 5 times to catch and hurl you for HP
damage every brawl. if he uses this while under alexander-shinryu
effect, it's game over most of the time. this is another reason to
stay longer in the air, yu can miss most of his combos
by simply falling and dodging away. it ensure that his reach
will be limited. the final act of this move can wall rush
you to the ceiling for HP damage so be very careful
once he teleports to the center of the stage and has his hands held
with a giant fireball, don't even bother cancelling the attack.
stay on the air and guard spam the smaller fireballs heading your
way and dodge once he hurls the final ball at you. if you managed
to block all of ultimecia's knight's sword, you can block this one.
if you get hit by a single fireball, you'll be staggered making the
giant ball hit you without fail
|-----------------------------------------------------------------------------|
| VIII. Version History |
|-----------------------------------------------------------------------------|
Version 1.00: August 28, 2009
Version 2.00: September 1, 2009
finished "why use Squall" segment
equipment & accessory changes and skill revision
mode testing
Version 3.00: September 4, 2009
equipment & accessory changes and skill revision
mode completion
matchup
Version 3.01: September 6, 2009
matchup completion
extra build
Version 3.02: September 9, 2009
additional build equipment set
Version 3.03: September 10, 2009
format changes
Version 3.04: September 11, 2009
format changes
Version 4.00: September 15, 2009
improved builds
Version 4.01: September 17, 2009
accessory revision for builds
Version 5.00: September 22, 2009
solid barrel update
mode leon revision
CPU matchup update
|-----------------------------------------------------------------------------|
| X. Afterword and Credits |
|-----------------------------------------------------------------------------|
Please remember that this guide is merely a reference on how I played
and observed other people play Squall. these are by no means a proper
standard on how Squall is played.
sometimes, unorthodox techniques bring out the best in characters so
players should (imho) go for that
thanks to the gamefaqs/gamespot community (especially the forums),
dissipedia wiki, and yandy kusanagi for their guides.
without them, it would be difficult to play the JAP version
http://dissidia.wikia.com
http://www.gamefaqs.com/portable/psp/file/939394/55224
I would also like to thank and recommend Timothy Dahl's Squall guide
for detailed character stat analysis, a list of quotes,
Squall's equipment list, and Squall's story walkthrough
http://www.gamefaqs.com/portable/psp/file/939394/57640
not to forget, to thank kouryu15 for his Squall videos which
helped me a lot and the countless people of
youtube that posted/reposted/will be posting the exploits of
their dissidia gameplay
if anyone wishes to correct me on anything save for the spell
check, please do email me at
[email protected]
|-----------------------------------------------------------------------------|