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- Table of contents
- Overview [S01]
- Build styles [S02]
- Key moves [S03]
- Strategy [S04]
- Solo combos [S05]
- Assists [S06]
- Assist combos [S07]
- Counterplays [S08]
- Tips [S09]
- Example Builds [S10]
- Notable abilities [S11]
- Info on Squall moves [S12]
- Last updated: April 17th, 2023 (Adjusted overview, added counterplay notes and changed - to > in combos)
- Overview [S01]
- Squall is a flexible close range character who can engage and apply mix-ups from a variety of angles. Above average running speed, fast multi-part bravery attacks, strong anti-air, strong combo & meter drain potential and Ranged Low block properties, Squall has a lot going for him.
- On the ground, he can play conventional close range interactions, hit opponents outside of their effective range to start combos, easily anti-air and catch their dodges. Similiarly, air movement, single hit HPs and Beat Fang's range allow Squall to defend or approach in and outside of many conventional pokes' range. Building assist meter is consistent, with fast bravery whiffs and retaliatory HPs when using Side by Side. EX generation is weak in the air, but finishing ground attacks and investing into EX Core absorption with his exclusive weapon can make up the difference. Due to his holding potential, Squall can work with a variety of assists, though HP follow-ups may suffer depending on position and assist choice.
- Squall is versatile and relatively easy to use, but he can struggle to punish air dodges effectively against fall fallers such as Kefka or Prishe. Similiarly, fast running speed can make most of his moves whiff effortlessly. On top of that, his primary way of protecting himself after a dodge is clashing with a bravery attack. Combined with his floaty air dodges, the reliance on dodge cancels can put Squall at great risk for any approach attempts. However, his ability to interact just outside of his opponent's range can also make it dangerous for the opponent to miss their attack.
- Squall is a high tier character. Barring a few unfavorable match-ups his consistency, flexibility and ease of use make him a good pick for new and experienced players alike.
- Build styles [S02]
- Explanation of styles: https://pastebin.com/wJw3nnZ1
- Adamant Chains
- Side by Side
- EX Core
- Hybrid
- Depletion
- Key moves [S03]
- - Upper Blues (BRV)
- - Solid Barrel (BRV)
- - Thunder Barret (BRV)
- - Beat Fang (BRV)
- - Fire Barret (BRV)
- - Heel Crush (BRV)
- - Blasting Zone (HP)
- - Revolver Drive (HP)
- - Fated Circle (HP)
- - Aerial Circle (HP)
- - Rough Divide (HP, midair)
- Strategy [S04]
- Squall has more strong tools on the ground, but he can perform well in most positions.
- Ground strategies
- - Poke with Upper Blues to catch moving opponents and convert to combos
- - Use Thunder Barret to threaten opponents slightly outside of their range or pull them out of traps / projectiles.
- - Blasting Zone can catch any dodge within it's range, call them out
- - Fated Circle can punish a neutral ground dodge with the vacuum effect
- - To punish ground dodges with a bravery, you have to dash to close the distance. Upper Blues recommended for range, but Solid Barrel can output more EX and damage.
- - Threaten the opponent's landing with Thunder Barret for a stronger solo combo on hit
- - For assist meter, alternate between whiffing Solid Barrel and Upper Blues
- - For EX, make sure to connect all of Solid Barrel, Fusillade or end combos with full Revolver Drive
- - Go through Ranged Low projectiles with Fated Circle
- - Jump to make a ground move whiff and then punish with Beat Fang
- Midair strategies
- - Poke with Beat Fang whenever you want to build assist meter or hit the opponent. Doesn't matter if you're below or above them. Don't get too predictable with dodge cancel timing.
- - Use air jumps to safely maneuver near the opponent and look for opportunities to hit Beat Fang
- - Use Fire Barret to passively occupy more space, build assist meter and maybe convert to a Beat Fang combo on hit.
- - To punish air dodges, Beat Fang is safest.
- - Air dodges without full backwards traversal can lose to Aerial Circle due to vacuum effect
- - Use Rough Divide to catch floaty air dodges or break through traps
- - Stagger regular block with Heel Crush
- - Bulldoze through Ranged Low projectiles with Heel Crush or Aerial Circle
- - After LV2 Assist Change or a blodge stagger, Aerial Circle can hit the opponent with ease
- - In dire situations, build assist meter by turning off lock on (Lock Off) and using Beat Fang to not pursue the opponent.
- - To cover your air dodge, use Beat Fang to clash with dodge punish attempts or beat your opponent to the punch
- Solo combos [S05]
- Squall has an abundance of solo combos, which he can perform inherently after Thunder Barret or by exploiting landing lag. Fire Barret has enough hit stun for a combo, but a hit can be difficult to anticipate in a real match. HPs can be linked after Thunder Barret, but require precise timing. Naturally, many of these can function as starters for assist combos.
- DC = Dodge Cancel
- 1) Thunder Barret > Solid Barrel / Upper Blues / Fusillade / Blizzard Barret
- 2) Thunder Barret > Blasting Zone / Fated Circle / Revolver Drive
- * The later the bolts hit, the easier timing an HP becomes. Blasting Zone is easiest to time, but doesn't wall rush. Fated Circle is the same speed as Revolver Drive, but the latter has more reward with added risk of a button hold.
- 3) Solid Barrel (3 hits) > DC > Upper Blues 1st hit > delayed Upper Blues 2nd hit > DC > Beat Fang
- * Known as the Golden Combo. The idea is to time attacks so that the opponent is as close to the ground as possible to take advantage of inescapable landing lag. Disabling ground evasion distance boost may help with Solid Barrel > DC > Upper Blues.
- 4) Fire Barret (hit) > Beat Fang / Aerial Circle (pre-emptive)
- 5) Beat Fang (1st hit) > DC > Beat Fang (1st hit)
- * This is an infinite, so any subsequent repetitions beyond the two "1st hits" may be deemed illegal for a tournament. Assist meter gain is great regardless.
- 6) Mystic Flurry > Beat Fang / Aerial Circle (very inconsistent)
- 7) Thunder Barret > Blizzard Barret > Upper Blues
- * If you want, delay second hit of Upper Blues and dodge cancel into Beat Fang instead
- Assists [S06]
- All top 6 assists can work, with Kuja being the strongest. In addition, The Emperor, Onion Knight, Gilgamesh and even Terra synergise with Squall in some way. With Upper Blues' and Beat Fang's downward knockback, ground assists can further expand the number of viable assists to Cecil, Gabranth, Kain, Bartz and Zidane, but their effectiveness falls off elsewhere.
- Kuja
- High damage and reliable conversions anywhere, but also quite vulnerable if the opponent escapes with Assist Change. Converts off of wall rushes and bravery attacks with ease. When using air BRV assist, delaying the teleport for a moment before using Aerial Circle will make it much more reliable. This assist also has safety against LV2 Change thanks to the Flare Star HP's Ranged High priority, which works well off of Beat Fang and Upper Blues.
- Yuna
- Strongest meter depletion anywhere on the stage with air BRV assist. By timing Aerial Circle to hit simultaneously with Yuna air BRV's third hit, the knockback will be cancelled briefly by the assist and enable the HP to hit multiple times, applying depletion each time. Ranged Low priority on air BRV assist means LV2 Assist Change will not stagger Yuna, making this very applicable. Outside of that however, Yuna's moves have far more limited applications compared to Kuja. Ground BRV often relies on a nearby wall and HP assists, while functional, aren't particularly outstanding for the meter cost.
- Jecht
- A good all-rounder assist. Fast start-up can convert off of any (traded) hit with relative ease and holding potential ensures an HP at varying positions. Both bravery assists allow Thunder Barret follow-ups as long as ground is available. This means consistent Revolver Drive enders for a lot of EX. However, the lack of ground can hinder his effectiveness and the long animations can make him difficult to protect at times.
- Tidus
- Fast air bravery assist for whiff punishes and low damage output, slower ground bravery assist for trades and higher damage via Thunder Barret. A serviceable assist, but he doesn't provide Squall any distinct advantages beyond air assist start-up and it's relative safety.
- Sephiroth
- Faster ground BRV assist than Kuja with similiar holding potential for Aerial Circle or Thunder Barret. However, the knockback on both BRV assists restricts combo structure. Not a terrible assist, but practical follow-ups often commit to all BRV or an early HP. Sephiroth also stays on the field for a fairly long time, so protecting him can result in diminishing returns.
- Aerith
- Squall's holding potential lets him convert to the relatively slow Seal Evil attack even without ground. With wall rush on the ground however, Squall can generate some of the spent assist meter back thanks to Ground Dash + Assist Gauge Up Dash abilities while the opponent is stuck in Seal Evil. All ground conversions are compromised due to Aerith's Cure not having any hitstun. Coupled with the weakest meter depletion overall, Aerith assist can be difficult to justify for Squall specifically. It's viable, but arguably one of the weaker meta options here.
- The Emperor
- Empowered ground play and exceptionally damaging and safe Beat Fang wall rushes. Due to Thunder Crest's condition requiring a grounded player character, Squall's liberal ground attacks can combo into it with ease. LV2 Assist Change does not stagger The Emperor and the opponent's assist will be locked upon use thanks to the trap's Unblockable priority. Thunder Crest's holding potential allows an HP of your choice and of course, you can cover yourself by being inside the trap itself. In addition, if The Emperor is called just as the Beat Fang wall rushes, the Ranged Low air BRV assist Mine can connect for a lot of damage. Other wall rush conversions and whiff punishment are weakened, but this assist is definitely not without merit!
- Onion Knight
- Similiar to The Emperor, grounded wall rushes provide utility in the form of Blizzard's Ranged Low priority and holding potential. Turbo-Hit does not require a wall for an HP, but converting off of an opponent's whiffed attack can be difficult if you're far away. Blizzard can also intercept attacks from further away, which may prove to be helpful during grounded interactions.
- Gilgamesh
- Gilgamesh air BRV assist's speed, duration and downward knockback let him function similiarly to Yuna's air BRV assist. Longer range compared to Yuna, but no Ranged Low priority, meaning he will lose to LV2 Assist Change. Gilgamesh has 50/50 chance of using Excalibur or Excalipoor. Excalibur has above average BRV damage and EX depletion and Excalipoor has pitiful 1 BRV damage per hit and produces EX for the OPPONENT. Not the strongest meta pick, but the combo synergy is decent regardless!
- Cecil
- Air BRV assist is slower than Gilgamesh's, but damage isn't randomised and he can hold the opponent in a combo for a longer time. Combined with downward wall rush angle, Cecil assist can be likened to a slower, but more consistent version of Yuna or Gilgamesh assist in terms of combos. If you have ground available, Cecil works off of most combo starters just fine. Outside of this combo-centric appeal, Cecil does not provide any distinct advantages over other assists.
- Terra
- Limited air conversions and punish opportunities with Blizzara, but Graviga allows extravagant use of Fusillade for additional bravery damage! As Fusillade is not an essential move for Squall, this is something of a flamboyant combination. With two assist bars, it's possible to combo into Fusillade twice in a row for a minimum of 60 base damage multiplier and 120 ex! One might argue that Graviga could act as an instigator due to it's tracking, but do note it can still be dodged and that Terra is vulnerable while casting.
- Assist combos [S07]
- Combos will be categorised by starter, followed by assist and the combo involved. If an assist is not listed, it's probably not compatible with the starter. As a rule of thumb, assist can be called before the last hit of a bravery or after a wall rush. Assist teleports can be followed up with Beat Fang. As mentioned in solo combo section, Thunder Barret can precede four different ground bravery attacks.
- Empty chase = Initiate chase, but do nothing
- WR = Wall Rush
- Starter: Solid Barrel (4th hit)
- a) Kuja > Solid Barrel > DC > Beat Fang / Aerial Circle
- b) Yuna* > DC (neutral) > Thunder Barret > Solid Barrel (damage) / Revolver Drive (EX)
- * Gilgamesh and Cecil also work
- c) Jecht > Thunder Barret > DC > move backwards > Thunder Barret > BRV / HP
- d) Tidus > Beat Fang / Aerial Circle
- e) Sephiroth > DC (forward) > Rough Divide
- f) Sephiroth > DC (forward) > Beat Fang (1st hit) > DC > teleport > Beat Fang
- g) Onion Knight > DC (forward) > Rough Divide
- h) Onion Knight > DC (neutral) > Thunder Barret > DC (neutral) > Blasting Zone
- i) The Emperor > Solid Barrel last hit > Emperor HIT > Thunder Barret > BRV / HP
- j-1) Terra > Solid Barrel last hit > chase > chase HP > opponent dodges and does chase BRV > Terra HIT > [If you dodged chase BRV: Thunder Barret - BRV / HP] OR [If hit by chase BRV: Recovery attack Rough Divide]
- j-2) Terra > Solid Barrel last hit > chase > chase HP > opponent dodges and does chase HP > player dodge HP* > Terra HIT > Thunder Barret > BRV / HP
- * You will want to evade chase HP, as the movement can make Terra's Graviga miss.
- Starter: Upper Blues (2nd hit / 3rd hit)
- a) Kuja / Tidus > Beat Fang or Aerial Circle
- b) Kuja > air dodge (back) > Fire Barret* > DC > Beat Fang (1st hit) > DC > Beat Fang
- * While the projectiles home in on the opponent, they can struggle to hit the opponent. Technically Aerial Circle ender is possible, but use at your own discretion.
- c) Yuna > DC > Aerial Circle when second assist hit connects
- d) Yuna* > DC > Thunder Barret > BRV / HP
- * Jecht, Gilgamesh and Cecil also work
- e) Sephiroth > DC (diagonally forward) > Rough Divide when Sephiroth transitions to second part of his attack
- f) Terra > DC > Aerial Circle / Rough Divide (requires wall rush, HP depending on distance)
- g) Onion Knight > DC > Rough Divide
- Starter: Upper Blues or Beat Fang (wall rush)
- a) Kuja / Sephiroth / Onion Knight > dodge cancel > Aerial Circle* (wall rush) > teleport > Beat Fang
- * Do not dive inside the opponent with Aerial Circle. Use it from above, just far enough to pull them up and then wall rush during the assist. The benefit of this combo is increased critical hit rate for Beat Fang after the HP.
- b) Kuja / Sephiroth > dodge cancel > Heel Crush > teleport > Beat Fang / Aerial Circle
- c) Kuja* > DC > Thunder Barret > BRV / HP
- * Jecht, Tidus, Onion Knight and Gabranth also work
- d) Bartz* > Beat Fang / Aerial Circle
- *Kain and Zidane also work
- e) Yuna / Gilgamesh > Rough Divide or Thunder Barret depending on distance (requires wall rush)
- f) Aerith (during last hit) > Ground Dash (meter) > Thunder Barret > BRV / HP
- g) Aerith (during last hit) > Aerial Circle WR > Aerith (before Aerial Circle hits) > BRV / HP
- h) Gilgamesh* (call right before wall rush for air assist) > DC > Thunder Barret > BRV / HP
- * Cecil also works
- i) Beat Fang WR > The Emperor (call just as wall rush happens) > teleport > Beat Fang
- j) Upper Blues > The Emperor (call during 1st hit) - Upper Blues wall rush > The Emperor (trap) HIT > DC > Heel Crush > DC > Thunder Barret > BRV / HP
- k) Upper Blues > The Emperor (call during 2nd hit, continue after slowdown ends) > Upper Blues wall rush > The Emperor (Mine) HIT > DC > teleport > Beat Fang
- Starter: Beat Fang (3 hits)
- Note: Similiar combo structure applies if Aerial Circle or Rough Divide wall rush.
- a) Beat Fang (last hit), call Kuja right after pressing last hit - Aerial Circle
- b) Yuna > DC > Aerial Circle when second assist hit connects
- c) Yuna* > DC > Thunder Barret > BRV / HP (requires ground)
- * Jecht, Gilgamesh and Cecil also work
- d) Tidus / Gilgamesh > DC > Aerial Circle
- e) Jecht / Sephiroth > DC (diagonally forward) > Rough Divide
- f) Sephiroth > DC > Aerial Circle (during assist)
- g) Aerith (call during second hit) > DC > Aerial Circle
- h) Onion Knight > DC > Rough Divide
- i) Terra > DC > Aerial Circle / Rough Divide (requires wall rush, HP depending on distance)
- Starter: Blasting Zone
- Note: The assist should be called a moment after HP damage has been inflicted, when the opponent's momentum is slowing down. Onion Knight, Tidus and Yuna assists require longest delays before calling them in order for the combo to be true. With wall or corner, this requirement is alleviated due to mitigated pushback.
- a) Kuja / Tidus > Beat Fang / Aerial Circle
- b) Jecht* > Ground Dash > Thunder Barret > BRV / HP
- * Yuna, Gilgamesh and Cecil also work.
- c) Sephiroth > Beat Fang
- d) Onion Knight > DC (forward) > Free Air Dash > BRV / HP if wall rushed. Requires later timing than other listed assists, therefore margin for error is small.
- Starter: Fated Circle (wall rush on floor, grounded opponent)
- Note: While some of the combo structure can be applied from Upper Blues wall rush starters, the long knockback restricts follow-ups. Walls can ease the timing, enable slower follow-ups and allow more assists to combo (Yuna & Gilgamesh). However, the more niche assists with serviceable ground BRVs (Gabranth, Kain, Bartz etc.) will work consistently with this starter.
- The following combos will assume the player does not have access to nearby walls.
- a) Kuja* > Beat Fang / Aerial Circle
- * Bartz, Onion Knight, Kain, Sephiroth and Zidane also work
- b) Kuja* > Ground Dash > Thunder Barret > BRV / HP
- * Jecht and Gabranth also work
- c) Tidus > Ground Dash 2x > Upper Blues (delayed 2 hits) > LL > Beat fang
- Starter: Thunder Barret > Fusillade
- Note: With the holding potential, majority of the listed assists will work here up until Fusillade's 4th hit. You can try cancelling the last thunder attack's knockback with assist for more damage and EX.
- a) Fusillade (1st hit) > Terra > delay all Fusillade hits and finish > Terra HIT - BRV / HP
- * If you have second assist bar, you can follow up "Terra HIT" with: Thunder Barret > before Thunder hits, call Terra > Fusillade no delayed hits > Terra HIT > BRV / HP
- Starter: Solid Barrel (5th hit, no wall, requires fast assist call glitch being stored)
- Note: In order to store a faster assist call once, the opponent must be in hit stun and use EX Revenge during the attacker's assist call slowdown. The next time the attacker calls an assist or uses Assist Change, the assist will function earlier than normal.
- a) DC > Kuja > Aerial Circle
- b) DC > Sephiroth > Beat Fang
- c) DC > Cecil > Ground Dash > block canceled Ground Dash > Thunder Barret > BRV / HP
- Counterplays [S08]
- - Move sideways to evade Thunder Barret, or dash through it and hit Squall.
- - Blasting Zone covers a lot of space. If you air dodge, make sure you will traverse outside of it's max range so that you're not caught at the end.
- - Fast runners (Tidus, Onion Knight, Tifa, Zidane) can also make Beat Fang whiff on the ground. This restricts his approaches to Upper Blues, dashing and HPs.
- - Fast fallers (Tidus, Onion Knight, Kain, Kefka, Prishe) can avoid their air dodges being punished by Beat Fang. Air dodge directly away from Squall, but be wary of landing lag!
- - Being below Beat Fang can make it easier to avoid the attack.
- - Free Air Dashing through Squall can make Beat Fang whiff
- - Remember, that Squall cannot cancel Beat Fang or most braveries into a block. This forces him to exclusively adjust his dodge cancel timing, making him more vulnerable to dashing and fast pokes.
- - Squall's drop speed is average, making his air dodges floaty and relatively easy to punish by most characters. To mitigate this, Squall players may look to using Adamant Chains to boost the air dodge distance while weakening the build in other areas.
- - Furthermore, Squall's most consistent option for covering his dodge is using Beat Fang. If your timing is off or you're approaching from a long distance, be wary of clashing with it or straight up getting hit by this move.
- - Heel Crush is Melee Mid priority, which loses to high priority blocks (Jecht, Exdeath, Cloud of Darkness, EX Mode Vaan)
- - Fire Barret can be countered by Firion's Shield Bash HP and Cloud of Darkness' Wrath HP.
- - LV2 Assist Change counters can be used to deter Squall from finishing Beat Fang on hit
- - If Squall uses Yuna air BRV assist during a combo, Assist Change right after the second hit. If Squall committed to Aerial Circle, you can try locking Yuna assist without much risk.
- - Assist punishes (using assist to whiff punish) work well against most of his HPs
- - Furthermore, intentionally getting hit by Aerial Circle and calling assist beforehand provides you with bravery break in exchange for health.
- - Blasting Zone's tracking applies to Auto Assist Lock On as well. To make sure your assist is not hurt when punishing Squall for using the move, avoid being diagonally above Squall and call the assist a few frames before the blade has been slammed to the ground.
- - Fire Barret can also be assist punished. Yuna is known to be consistent with this.
- - Use Disable Sneak Attack extra ability. With Beat Fang, Squall is in prime position to take advantage of Sneak Attack for higher critical hit rate.
- Tips [S09]
- About EX Mode
- During EX Mode, Squall has longer range on his gunblade. This can help connecting the "Golden Combo" more consistently. In addition, several hits of Upper Blues, Solid Barrel and Beat Fang will have repeated hits on contact for innate double damage.
- - Beat Fang can go over assists and The Emperor's Dreary Cell on hit. Don't Be Afraid to continue if the opponent tries to intercept with either of those.
- - During assist call slowdown, Revolver Drive's speed will increase exponentially. This can be used for surprise attacks or to create distance if the opponent escaped with Assist Change.
- - It's recommended to equip Blasting Zone on square without directional inputs. This lets you anti-air airborne opponents without the risk of misinput.
- - Similiarly, Beat Fang on a neutral Circle input allows defensive Lock Off movement for building the assist meter. Heel Crush can also benefit from this.
- Example Builds [S10]
- Some equipment require extra abilities for use. To learn how to nullify them, please refer to the "CP equip glitch" guide: https://pastebin.com/CRd09wxD
- [Adamant Chains]
- HP: 9972
- CP: 450
- BRV: 877 (1052 with First to Victory)
- ATK: 178
- DEF: 185
- Booster: x1.3 - x3.5
- Weapon: Earthbreaker
- Hand: Adamant Shield
- Head: Adamant Helm
- Body: Adamant Vest
- Notes: Weapon can be changed according to match-up and player preference.
- Accessories
- Basic: Muscle Belt, Dismay Shock, Battle Hammer
- Boosters: Summon Unused, Pre-EX Mode, Pre-EX Revenge, Aerial
- Special: Tenacious Attacker, First to Victory, Back-Breaking Straw
- Notes: Against Onion Knight, Jecht or Cloud, you may need to adjust the accessories to suit Side by Side special accessory for assist meter. Tenacious Attacker is not a necessity, but good to have. Hero's Essence for more CP, Winged Boots for banish traps, Glutton for characters with strong EX generation (e.g. Lightning, Shantotto)
- [Side by Side]
- HP: 9971
- CP: 450
- BRV: 1453 (2179 with Hero's Seal)
- ATK: 176
- DEF: 182
- Booster: x2.7 - x3.8
- Weapon: Piggy's Stick
- Hand: Hero's Shield
- Head: Royal Crown
- Body: Maximillian
- Notes: Need Bard's Gear to equip Royal Crown. Thief's Gear for Borghertz's Hands.
- Accessories
- Basic: Sniper Eye, Dismay Shock, Battle Hammer
- Boosters: BRV = 0, Empty EX Gauge, Pre-EX Mode, Pre-EX Revenge
- Special: Side by Side, Together as One, Hero's Seal
- Notes: Sniper Eye, BRV = 0, Hero's Seal and Together as One can be adjusted according to match-up or player preference. Also note that with Together as One, Squall can whiff twice an have one assist bar ready.
- Substitutes: Basic - Hyper Ring, Muscle Belt, Bravery Orb. Booster - Large Gap in HP, Summon Unused, Grounded, Aerial, Assist. Special - Blue Gem, Growth Egg, Great Gospel, Winged Boots, Hero's Essence, Badge of Trust.
- [EX Core]
- HP: 10299
- CP: 450
- BRV: 996
- ATK: 177
- DEF: 185
- Booster: x1.3 - x5.3
- Weapon: Lionheart
- Head: Genji Shield
- Hand: Genji Helm
- Body: Genji Armor
- Notes: Need Cavalier's Gear to equip Genji Armor.
- Accessories
- Basic: Sniper Eye, Dragonfly Orb, Battle Hammer
- Boosters: EX Core Present, Summon Unused, Pre-EX Mode, Pre-EX Revenge, Aerial
- Special: Tenacious Attacker, First to Victory
- Notes: Sniper Eye, Dragonfly Orb, Aerial and special accessories can be substituted according to player preference. First to Victory can be replaced with Dismay Shock. Previously mentioned substitutes are decent picks, such as Muscle Belt. One might also argue about the viability of Together as One and even Platinum Hourglass with EX cores being the primary source of EX.
- [Hybrid]
- HP: 10299
- CP: 450
- BRV: 996
- ATK: 177
- DEF: 185
- Booster: x1.3 - x3.5
- Weapon: Lionheart
- Hand: Lufenian Shield
- Head: Lufenian Helm
- Body: Lufenian Armor
- Notes:Judgment of Lufenia set bonus. Need Cavalier's Gear for Lufenian Armor
- Accessories
- Basic: Hyper Ring, Zephyr Cloak, Dismay Shock
- Boosters: Large Gap in HP, Summon Unused, Pre-EX Mode, Pre-EX Revenge
- Special: Tenacious Attacker, Glutton, First to Victory
- Notes: Hybrid doesn't specialise in any particular aspect, so most of the earlier substitutes can work well here.
- [Depletion]
- HP: 10298
- CP: 450
- BRV: 996
- ATK: 179
- DEF: 182
- Booster: x4.9 during assist + aerial, x6.9 max
- Weapon: Lufenian Lance
- Hand: Lufenian Dirk
- Head: Lufenian Headband
- Body: Maximillian
- Notes: Seal of Lufenia set bonus. Need Hoplite's Gear for Lufenian Lance, Thief's Gear for Lufenian Dirk, Bard's Gear for Lufenian Headband and Cavalier's Gear for Maximillian.
- Accessories:
- Basic: Dismay Shock, Battle Hammer
- Boosters: BRV = 0, Assist, Summon Unused, Pre-EX Mode, Pre-EX Revenge, Aerial
- Special: Free choice
- Notes: All in on meter depletion. Special accessories up to player preference.
- Notable Basic Abilities [S11]
- Actions: Dodges, Blocks, Free Air Dash, Ground Dash, Omni Ground Dash, Multi Air Slide, Free Air Dash Boost, Assist Gauge Up Dash, Jump Times Boost, Ground & Midair Evasion Boost, Evasion Boost, Descent Speed Boost
- Support: Auto Assist Lock On
- Extra: Precision Evasion, Counterattack, Sneak Attack, Riposte, Assist Critical Boost.
- Info on Squall moveset [S12] – https://drive.google.com/file/d/1lXCeggtuCZxNmsOilyTxUYA04M7Eqdnu/view?usp=sharing
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