======================================= || Dissidia: Final Fantasy [ENG] || || || ||An Unofficial Guide to Squall Leonhart || || || ||Version: 1.09 || ======================================== cdMMWWWWb\ .\Y\NMNMNh\ _ |H^\\h.yyREa. .,^. __ /E__ |H {Bb..;\ WWP.d| \Wb.;Wb HW;WH| d^Wb;;.\ /P.WMH\ .;WH\lWl. . GMWHl \Wb;WH. |;.WP*/ |dWMHG| dm;*b/ |WMP**| /MWMW( |MWW*;.\ HWMMMH \ WW;.n \ ./iPWMM| \ WW;;n \ \ (Heel Crush)* NOT Guaranteed [in the event that the opponent dodges Heel Crush] After the initial wall rush, the opponent is usually stunned long enough that you have the chance to land a Heel Crush, closing distance just enough to launch another attack while the enemy is stunned by the second wall rush from Heel Crush. Do NOT attempt to DC after Upper Blues. Doing so will cause you to be out of range for Heel Crush. Aerial Circle is also a possible option. *(Upper Blues)-> (Heel Crush)-> FDC-> (Mystic Flurry)* NOT Guaranteed [in the event that the opponent dodges Heel Crush] In the event that Heel Crush lands, and wall rushes the opponent back into the ground, this is a good option. Mystic Flurry will get squeeze in yet another wall rush, setting the opponent up for further combo fun. Be careful with your FDC, however. If you go too far, Mystic Flurry might not connect to the opponent, and your combo will be broken. Feel free to follow this up with another Heel Crush and repeat depending on how the enemy reacts. Aerial Circle is also a possible option. *(Upper Blues)-> (Heel Crush)-> (Beat Fang)* NOT Guaranteed [in the event that the opponent dodges Heel Crush] In the event that the enemy blocks your Heel Crush, they'll stagger. This opens them up to a Beat Fang. Feel free to follow up with another Heel Crush, or TC to another Beat Fang. Launching Mystic Flurry while they're on the ground is also an option. Aerial Circle is also a possible option. *(Upper Blues)-> (Heel Crush)-> (Aerial Circle)* NOT Guaranteed [in the event that the opponent dodges Heel Crush] If you land a Heel Crush, you have a chance to land an HP attack with Aerial Circle. ---------------------- Solid Barrel Combos ---------------------- Solid Barrel has a horribly short range, but it happens to be Squall's biggest, meanest beat stick of an attack. It technically only has one combo, but it's certainly a doozy. *(Solid Barrel[3Hits]) -> BDC -> (Upper Blues)* NOT Guaranteed [in the event that you are too slow] It's as simple as that folks. Now, this combo is VERY damaging, and is easy to start off if you throw in Thunder Barret at the beginning, but there are a couple techincal aspects about it. For one, when you DC, do NOT hold back. Dissidia is very sneaky about it, but it does have some manner of DIRECTIONAL INFLUENCE. This in mind, holding back while you DC will force you further back than you want to go. In that same respect, you want to set your Upper Blues to FORWARD + O. This will cause Squall to move just far enough forward as Upper Blues plays out that you'll be able to hit the opponent after the DC. Sadly, you lose out on Blizzard Barret, killing some of your versatility, but you gain a BEASTLY combo in return. ---------------------- Blizzard Barret Combos ---------------------- Blizzard Barret, as previously stated in the above section, is best used against AIRBORNE, staggering foes; particularly those that are low to the ground, such Cloud after blocking a Slash Blow or Aerial Fang. The enemy, in that case, must touch the ground again before they can react in any way, making Blizzard Barret a powerful combo starter, especially considering that the enemy will be knocked back far enough for Thunder Barret to achieve its maximum number of hits (four). *(Blizzard Barret)-> (Thunder Barret)-> (Solid Barrel)* ONLY GUARANTEED IF THE ENEMY IS AIRBORNE WHEN BLIZZARD BARRET HITS Aside from the Blizzard Barret starter, this is a standard Squall combo used on most sets. Blizzard Barret stuns airborne enemies long enough for Squall to cast Thunder Barret, drawing them in for a guaranteed Solid Barrel, dealing massive damage and knocking the enemy away, prompting a Chase. *(Blizzard Barret)-> (Thunder Barret)-> (Upper Blues)* ONLY GUARANTEED IF THE ENEMY IS AIRBORNE WHEN BLIZZARD BARRET HITS Very similar to the above combo with one exception; Upper Blues is best suited for the more combo-oriented players. While Solid Barrel does very big damage and can lead to a Chase, Upper Blues wall rushes the enemy into the ground, setting them up for further combo'ing. *(Blizzard Barret)-> (Blasting Zone)* ONLY GUARANTEED IF THE ENEMY IS AIRBORNE WHEN BLIZZARD BARRET HITS Thanks to Blizzard Barret's short lag time, and the stun which occurs when it hits an airborne enemy, Blizzard Barret opens a perfect opportunity to land a guaranteed Blasting Zone. There is a single known instance in which this combo would not be guaranteed. If the opponent is above a low platform when Blizzard Barret hits (i.e. the center construct of Order's Sanctuary or the plateau in Edge of Madness), the enemy will land early and be able to dodge out of the way. While not tested, it's also possible that being near a quickmove landmark and using it after being hit by Blizzard Barret could also allow the enemy to recover more quickly and escape. *(Blizzard Barret)-> (Fated Circle)* ONLY GUARANTEED IF THE ENEMY IS AIRBORNE WHEN BLIZZARD BARRET HITS Similar to the above combo with the exception of Fated Circle being the chosen HP attack. The stun from Blizzard Barret on an airborne enemy grants a guaranteed Fated Circle, unless the enemy happens to be above a platform when Blizzard Barret hits, in which case they land early and can possibly dodge to safety. A quickmove option can also possibly save the enemy if they were to activate it, eliminating their lag time; but this has yet to be tested. --------------------- Thunder Barret Combos --------------------- Thunder Barret is usuable in similar fashion to Blizzard Barret. However, because Blizzard Barret does not have the same stun effects on grounded enemies as it does on airborne ones, it's best to jump straight to Thunder Barret against enemies on land. The fact that it draws enemies in point-blank with just a moment of stun time grants Squall the perfect opportunity to launch a combo. *(Thunder Barret)-> (Solid Barrel)** This is generally the most standard combo at Squall's disposal, seen on just about every common set. Again, in the case that the enemy is on the ground at the time you block their attack, causing them to stagger, Thunder Barret is the superior combo starter. Leads to a Chase, and impossible to combo from. *(Thunder Barret)-> (Solid Barrel[3Hits])-> (Upper Blues)* This is just about the most damaging combo Squall can manage. It's not always guaranteed against a max-level CPU, but most human players won't have enough time to block, so if anything, they'll at least be sent dodging whichever way to try and avoid Upper Blues. *(Thunder Barret)-> (Upper Blues)** Similar to the above combo, again, with more the option to lead into more combos as opposed to simply blowing the enemy away as in the case of Solid Barrel. Again, a Thunder Barret combo starter is more efficient and guaranteed against a grounded enemy than a Blizzard Barret combo starter against a grounded enemy. Ideal to combo from. ----------------- Heel Crush Combos ----------------- Heel Crush is a wonderful attack because of the fact that it can approach, block weak magic, and can wall rush or stagger the enemy all in one go. Aside from that, you can DC it so quickly, that there's almost no penalty if you miss. *(Heel Crush)-> DC-> (Heel Crush)-> DC-> (Heel Crush) . . . * NOT Guaranteed. Heel Crush is not difficult to spam because it's generally so safe. Even after smashing an enemy into the ground, you can still continue to use Heel Crush if you choose- however, there are better things to combo from Heel Crush, as listed below. *(Heel Crush)-> (Beat Fang)* NOT Guaranteed [in the event that the opponent dodges Heel Smash] Heel Crush opens up the opportunity to Beat Fang for big damage, which wall rushes to the ground and opens up the opportunity to launch another Heel Crush, another Beat Fang, Mystic Flurry, or Aerial Circle. *(Heel Crush)-> FDC-> (Mystic Flurry)* NOT Guaranteed [in the event that the opponent dodges Heel Smash] A very short FDC will near-guarantee a few hits with Mystic Flurry, wall rushing and opening up opportunities to combo further. If low to the ground, and you land quickly, you could combo to Thunder Barret, Revolver Drive, Fated Circle, or Upper Blues. *(Heel Crush)-> (Aerial Circle)* NOT Guaranteed [in the event that the opponent dodges Heel Smash] Heel Crush to an easy HP attack. Impossible to combo from. ---------------- Beat Fang Combos ---------------- Beat Fang is your primary aerial Brave attack. It's quick, has a decent quick-step range, and can track well vertically. Aside from that, it deals loads of damage! Include Beat Fang in all your sets. *(Beat Fang)-> (Heel Crush)* NOT Guaranteed [in the event that the opponent dodges Heel Crush] This only works if you're not TOO high up- otherwise, Heel Crush will whiff (miss) entirely. Heel Crush is a safe follow-up to most (GROUND) Wall Rushes. *(Beat Fang)-> FDC/TC-> (Beat Fang)* NOT Guaranteed [in the event that the opponent recovers quickly] Careful with this one- it's easy to dodge the FDC, and the TC could leave you open if the target happens to block the second Beat Fang. However, it is possible to get it off on an unsuspecting foe, so use it sparingly. -------------------- Mystic Flurry Combos -------------------- Because of its wall rush property, you can treat Mystic Flurry similar to how you'd treat Heel Crush or Beat Fang. *(Mystic Flurry[1Hit])-> (Beat Fang)* NOT Guaranteed I personally don't consider this a particularly reliable combo due to Mystic Flurry's fickle nature, but if you can manage to block, fire off a single Mystic Flurry towards the enemy, and follow it up with a Beat Fang using a bit of good timing, the two combo nicely together. Not something I'd use often though, personally. *(Mystic Flurry)-> (Mystic Flurry)-> (Mystic Flurry)-> . . .* NOT Guaranteed Aside from wall rushing and setting up combos, Mystic Flurry can be useful for setting up a wall to hide behind. Even though the enemy can dash through them, the may, at some point, dodge right into them or become apprehensive to get too close. Aside from this, Mystic Flurry can combo into just about any of your attacks, so long as you aren't too far from the ground. *(Mystic Flurry)-> (Fated Circle)* This only works when you're low to the ground after a Mystic Flurry- at least make sure you hit the ground before, or very shortly after the opponent does- otherwise, you'll whiff when they dodge out of the way. Generally, you'll launch it just as they're getting up, so they attack will go off, and they'll end up taking it just after the animation begins. *(Mystic Flurry)-> (Revolver Drive)* Only works if you're low to the ground during Mystic Flurry, or at least end up landing before or very shortly after the enemy does. Depending on your timing, you may or may not land this. You have to feel out the lag time after Mystic Flurry before you can launch Revolver Drive, but eventually you'll get it down to a science. This is one of my favorite ways to end a match for its shear overwhelming power and duration. *(Mystic Flurry)-> TC-> (Aerial Circle)* NOT Guaranteed Feel out that time-cancel. If you launch Aerial Circle too early, you pop the HP attack before they even get up, leaving you vulnerable afterward due to the lag. Safest following option in that case is usually to dodge behind them. ============================================================================== [VIII] How do I Play Squall? ============================================================================== As I stated earlier in this FAQ, Squall is NOT my main. However, I have a strange habit of NEVER losing with him. Being a natural Squall user, as opposed to a learned one, it's a little difficult for me to verbalize my tactics and such. However, I'll do my best! I've said it before, and I'll say it again- Squall can ADAPT. If you don't know your opponent very well, take the time to play it safe in the beginning- throw around a few safe combos (anything off of a block and Heel Crush works, as well as Mystic Flurry), and see how the opponent reacts. BLOCK AND DODGE EVERYTHING. PERIOD. If they can't hurt you, they can't win, so learn to block and dodge everything efficiently. Squall plays a nasty punishment game- "punishment" essentially being a counterattack on a wider scale. You can punish an enemy for dodging early, or punish them for trying to land an HP attack they know that won't actually hit you with. Keep the pressure up, and play some mind games (i.e. cancelling Heel Crush once or twice before actually landing it to force early dodges). Squall's speed and near-limitless combo potential allows him to throw all sorts of moves together to really make the enemy suffer- it keeps them on the defensive, and it keeps them on their toes. Sometimes, it's smarter NOT to finish a combo, and to instead cut off an attack early- for instance, maybe you'll land the first couple hits of Beat Fang, and then dodge cancel out of nowhere- the enemy might be caught off-guard and not be prepared to dodge the NEXT Beat Fang you launch, essentially allowing you to get in two attacks without any punishment. Remain unpredictable, but don't be so random that you lose track of what you are doing. At that point, you're just mashing buttons. Squall has a unique trait in that the individual hits of his attacks are sped up or slowed down based on the speed of your button presses- I've personally found that faster input tends to reduce the length of your cool-down animations some, so really mash that Brave attack button once you've landed a hit! ============================================================================== [IX] Particular Setups ============================================================================== In this section, I'll be discussing particular setups and builds, including any specific abilities (offensive, extra, etc), equipment, accessories, and summons, as well as how the builds work, and any especially useful combos. I'll start off with the build I use for MY Squall. -------------------------------------------------- **************************** -------------------------------------------------- =========== ||MY SQUALL|| =========== Summary: I consider my Squall setup to be fairly versatile, capable of doing most things that a proper Squall SHOULD do. My build is geared towards getting EX Mode fairly early, and then keeping it, so use your EX Burst SPARINGLY (especially since you're using an Opponent HP=100% booster, in which case you shouldn't launch an HP attack till you're ready to win)! Squall's number of hits DOUBLES when he enters EX mode, making his attacks that much more devastating. Beat Fang is pretty much your STAPLE move in EX Mode, and with all of Squall's combos, it's fairly easy to get off. Equipment: ------------------------------------- | | |Ragnarok | |--Atk +68 | | Physical Damage +25% | | | |Blue Moon | |--HP +307, Def +72 | | Snowpetal (1/3) | | | |Nameless(Overwork Thornlet) | |--Brave +500 | | Overwork (1/3) | | | |Brigandine | |--HP +2717 | | Wall Rush BRV Defense +40% | | | ------------------------------------- Ragnarok is just about the best weapon you can hope to get for a primarilly physical character. With 68 Atk and an innate Champion Belt effect, there isn't much better available to you. Not even the Lufenian Dirk can compare. The only downfall of this gear is that it requires "Equip Greatswords" via the Knight Lore. However, upon mastering Equip Greatswords, you get a great ability called Greatswords Adept that grants you a bonus Atk +2 JUST for equipping a Greatsword! Sign me up! I'm only using Blue Moon at the moment for lack of anything better. I'll eventually have a Nameless(Overwork Blurry Moon) there instead, for a fantastic Atk +1, Def +72, and my second Overwork. Sadly, this will require the "Equip Parrying" ability, learned via the Ninja Lore item. The Nameless headpiece is based off a Thornlet, arguably the best headgear in the game due to its ridiculous Brave boost. However, Squall DOES require "Equip Hairpins" via the White Mage Lore in order to wear it. I have no complaints, though! Eventually, Hairpins Adept will grant you a bonus +200 Brave! What's not to love? Just like Blue Moon, Brigandine is a place-holder at the moment. It simply grants the highest HP bonus while bearing a benefit that doesn't require a set. Eventually, that will be replaced by a Rainbow Robes, which will grant a slight Brave bonus, as well as some added Magic Defense (+20%), at the cost of a little HP, which is nearly negligible. It's really the Brave bonus I'm going for here. Rainbow Robes is only equippable by Squall through use of the "Equip Robes" ability, gained via the Black Mage Lore. Accessories: ------------------------------------- | | |Gravitorb | |Pearl Necklace | |Gold Hourglass | |Champion Belt | |After (your) Summon | |(your) EX Mode | |(opponent's) HP=100% | |Red Gem | |Sturm und Drang | |Miracle Shoes | | | ------------------------------------- This setup provides nearly as much damage output as a standard raw Atk+ set, while still allowing you to build your EX gague and keep it up with respectable speed. The best way to keep up your multipliers is simply to use a throw away summon like Cactuar or Odin right off the bat before the opponent can manage to drop Asura or Ramuh. After that, simply don't land an HP attack on the opponent till you have enough Brave for a killing blow, and you're good. You'll naturally gain EX throughout the battle, and eventually get the EX Mode multiplier, too, which, granted you play with enough skill, should be more than enough to keep you in EX mode for the rest of the match. Red Gem grants the biggest Atk boost (+2), and Sturm und Drang otherwise grant the biggest percentile boost for physical damage output. Finally, Miracle Shoes grant an Atk +1 bonus while also providing extra Def and Luk (both +1). Fairly useful. Offensive Abilities: ------------------------------------- | | |--Land BRAVE-- | |O: Solid Barrel | |Up+O: Upper Blues | |Down+O: Thunder Barret | | | |--Air BRAVE-- | |O: Beat Fang | |Up+O: Heel Crush | |Down+O: Mystic Flurry | |-------------------------------------| |--Land HP-- | |[]: Fated Circle*** | |Up+[]: N/A | |Down+[]:Blasting Zone | | | |--Air HP-- | |[]: Aerial Circle | |Up+[]: Rough Divide (midair) | |Down+[]: N/A | | | ------------------------------------- ***: If you're short on CP, you don't need to run Fated Circle. If you can manage to fit it in, though, go for it! ---------------------------------------------------------------- | *(Thunder Barret)-> (Solid Barrel[3Hits])-> (Upper Blues)* | ---------------------------------------------------------------- This is the main combo you're going to be running. This is your big beastly beatstick. Runs best off a block, just to note. Basic Abilities: ------------------------------------- | | |--Actions-- | |Ground Evasion | |Midair Evasion | |Ground Block | |Midair Block | |Free Air Dash | |Multi-Air Slide + | |Speed Boost ++*** | |----------------------------------- | |--Support-- | |Always Target Indicator | |EX Core Lock On | |----------------------------------- | |--Extra-- | |Sneak Attack | |Riposte | |Equip Greatswords | |Equip Hairpins | |Greatsword Adept | | | ------------------------------------- ***: If you're short on CP, Speed Boost++ isn't too terribly important, so you can probably stand to remove it if you need the extra CP. Otherwise, there's no reason not to have it! Free Air Dash in addition to Multi-Air Slide+ allows you to capture EX Cores around the stage easily, while still retaining the ability to rush directly towards your opponent. I consider having both much better than having Omni Air Dash. Sneak Attack isn't a MUST HAVE, but it is nice to have, considering that Beat Fang always ends with the opponent's back to you, essentially granting you free crits without much effort. Riposte is a staple on all characters, as far as I'm concerned. Eventually, in addition to the "Equip X" and "X Adept" abilities I have now, I plan to have Equip Robes, Equip Parrying, Robe Adept, Parrying Adept, and Hairpins Adept. Summons: ------------------------------------- | | |Ramuh | |Cactuar | |Odin | |Demon Wall | |Shiva | | | ------------------------------------- As I mentioned earlier, you want summons that you can stand to use early and not regret losing later. Ramuh can seal your opponent's summons, which are often the back-bone of sets. At this point, you've gained a booster for using your summon, and they might not be able to get theirs. Cactuar is useful all throughout the game, if you like to be more conservative with your summons. Cactuar can save you from being killed by reducing 9999 damage to 8999 damage, or set up an easy, early-game Break. Odin is fairly cut and dry- either it Breaks the enemy early, or you're still on equal footing. Demon Wall is nice for keeping your Brave intact while you build up for that big, final blow. Shiva can set up a lot of players for multiple easy Breaks if you use it well. -------------------------------------------------------- **************************** -------------------------------------------------------- ============================================================================== [X] FAQs and Contact Information ============================================================================== No FAQs here so far! Feel free to contact me at: greets.the.moon@gmail.com ============================================================================== [XI] Future Additions to this Guide ============================================================================== While there's no guarantee that I will be able to add all of these into the FAQ, I do plan on making a few additions to this as time goes by. YOUTUBE LINKS --While I already have a YouTube account, I plan on perhaps creating a new one in order to upload videos demonstrating the capabilities of particular sets (i.e. videos of a particular set being used in matches against friends), as well as individual combos. Ideally, each combo listed in section five will have its own video depicting a few instances of the combo being used, including a few situations in which the combo failed along with reasons why the combo MAY fail in the video description, as well as both video and written methods of escaping punishment when things don't go as planned. FLESH OUT TACTICS --This will probably also come mainly in the form of YouTube links. I plan on fleshing out the Tactics section to depict a few useful Squall tricks, such as good timing, deciding the best move combinations in order to maximize Brave damage, and nifty Squall techniques, such as effective Heel Crush cancelling for mind games. DETAILED EQUIPMENT SECTION --I'd like to add a section which, in detail, not only discusses Squall's Exclusive equipment and how to get them fastest, but other gear and accessories which are useful for Squall, including where and which "Lore" items would be needed to equip any particular equipment which Squall normally could not use. MATCHUPS --I understand that several other Dissidia Character FAQs include matchups which compare their chosen character's abilities to another in order to determine the ease or difficulty of battle against any other character. OPTIMIZE PRE-EXISTING SECTIONS --I'm going to try my best to be more concise and efficient with the descriptions of various moves, combos, sets, and their uses. I realize I'm a little wordy, but eventually, the FAQ will be re-written for efficiency's sake. ADDITIONAL SETS --With luck, someone will pay enough attention to this guide to update it with their own sets by contacting me at my email address (as seen in the above section). I will, of course, grant credit where credit is due! On that note: I WOULD GREATLY APPRECIATE IT IF OTHER PEOPLE HAPPENED TO SUGGEST THEIR OWN YOUTUBE LINKS DEPICTING PROPER USE OF SQUALL. More to come as more ideas come to me! ============================================================================== [XII] Version History ============================================================================== Last Updated: July 10, 2010: Ver1.09 -- Added new combos under the "Combos!" section. -- Added ASCII art, courtesy of David Weathers. -- "Particular Setups" updated and re-written! April 26, 2010: Ver1.06 -- Added Pros and Cons sections and rewrote the Character Analysis section to be more concise. -- Added the term "Spam" to the Glossary. -- Added an About Me section! April 25, 2010: Ver1.03 -- Rewriting most of the Ability List and Combos to make them shorter and clearer. -- Added a GLOSSARY section. -- Double-checking combos for practicality. April 24, 2010: Ver1.0 -- First draft of the guide is complete! ============================================================================== [XIII] Credits ============================================================================== 1. Square-Enix for creating this game. 2. Tetsuya Nomura for creating Squall Leonhart, as seen in Final Fantasy 8 and Dissidia: Final Fantasy. 3. My friends and affiliations for playing it with me and helping me improve! 4. Myself for the creation of this FAQ. 5. Any fans of the game who decide they would like to contribute to my Unofficial Squall Guide! 6. I would also like to give credit to GameFAQs for hosting my Guide! 7. I'd like to give special thanks to one of my college instructers, Mr. David Weathers for providing this guide with ASCII art! Would you like to be listed in the Credits for my FAQ? If so, contribute! Drop me an email with a useful bit of information, suggestion, or YouTube link, and I'll add a special thankyou to the credits for you!