Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- Overview
- Cecil is a close to mid-range character who functions with two different movesets - Dark Knight and Paladin. Due to the risky nature of changing jobs and their distinct strengths, it is often recommended to focus on one job over the other. Cecil can whiff punish effectively from a variety of angles, has decent assist synergy and good bravery damage output thanks to his solo combo potential.
- However, he struggles to generate assist meter on whiff due to long start-ups, animation length and late cancel opportunities. EX generation is good for Paladin, but weaker in Dark Knight. With less than ideal attack speed and tracking, limited effective angles, difficulties staying safe and keeping up in meter economy, Cecil often takes relatively high risks for diminishing returns. His arguably safer repertoire is restricted to ground (Dark Knight), but also does not force his opponents to play into his strengths very often.
- Cecil has primarily been a bottom tier character, with some hope for low tier status. Temper your expectations and cherish your combos. May the moon light your path.
- Build styles
- - Side by Side (Dark Knight)
- - EX (Paladin)
- Key moves
- - Valiant Blow (Dark Knight)
- - Shadow Lance (Dark Knight)
- - Dark Cannon (Dark Knight)
- - Slash (Paladin)
- - Sacred Cross (Paladin)
- - Radiant Wings (Paladin)
- - Searchlight (Paladin)
- - Shadow Bringer (HP)
- - Dark Flame (HP)
- - Paladin Force (HP)
- Recommended stages
- Pandemonium, Pandaemonium - Top Floor, M.S. Prima Vista (Dark Knight)
- Old Chaos Shrine, Order's Sanctuary, World of Darkness (Paladin)
- Strategy
- Dark Knight is designed for ground combat, while Paladin is designated for aerial combat. Dark Knight is relatively safer and has stronger HP attacks, but has a limited effective positions. Paladin can contest in various positions, but is more vulnerable to counterattacks due to relatively slow attack start-up, long animations and late cancel windows.
- [Dark Knight strategies]
- As Dark Knight, Cecil can close gaps with a dash and contest grounded options, but requires wall rush to maximise reward on hit. Prioritise ground combat.
- - Shadow Bringer is unreactable on start-up, this is your primary HP threat up close. Mix up with dashes and braveries such as Valiant Blow.
- - Use Valiant Blow or Shadow Bringer to catch landing lag.
- - Shadow Lance can reflect mid and high priority projectiles when done very close to them.
- - Dark Flame is reactable, but stays on the field for a few seconds and has decent tracking throughout the active period
- - Use Dark Flame directly under opponents if possible. Works well against positional dodges. Dodging this and punishing Cecil for using it become more difficult due to tracking and long active collision.
- - Dark Cannon is Ranged Low priority when going forward, but Ranged Mid when returning to Cecil. A good trait for whiff punishing from the attack's maximum range, but Cecil is completely vulnerable otherwise. Use with caution.
- - Dark Cannon can combo into most ground attacks on hit
- - For assist meter generation, Valiant Blow and Shadow Bringer are decent options but use them carefully.
- - Dark Flame can also be used for assist meter generation. As it puts pressure on the opponent, Cecil can get away with whiffing this move.
- - Spot dashing works as well, but Cecil does not have many moves to safely stall meter decay afterwards. The aforementioned moves, Nightfall (midair) and Reverse Air Dash (Quickmove) can work.
- - Dark Knight attacks do not produce much EX force, but comboing into Nightfall can provide 60+ EX if the descent has room to travel.
- - Shadow Bringer and Soul Eater can punish neutral / side ground dodge, but requires dashing
- - Dark Flame can punish forward ground dodges and directional air dodges near Cecil
- - Paladin Arts lets you transition to Paladin job, but all projectiles are Ranged Low priority. While the Paladin projectile (Searchlight) comes out faster with this attack, Cecil can be hit out of this move that leaves him stationary and vulnerable for a long time. Use from afar or during assist combos. Both projectiles can combo into air attacks on hit.
- - Do not rely on Gravity Ball or Paladin Arts. Long start-up, low priority, late cancel window and slow travel speed make the dark sphere projectile detrimental for space control.
- - Against LV2 Assist Change, Dark Flame can be used to remain safe.
- [Paladin strategies]
- As Paladin, Cecil can whiff punish effectively, but he often requires assist and high commitment to apply HP damage. Solo combo potential and bravery damage output goes up thanks to Searchlight and Slash, but hitting moving opponents can still be challenging due to slow start-up on attacks and inadequate tracking.
- - Radiant Wings is a serviceable gap closer for a forward approaches.
- - Slash serves a similiar purpose on the ground and enables a solo combo.
- - Use Searchlight from afar to create stage presence, encourage the opponent to move or punish very long-winded immobile attacks. You can combo on hit.
- - Punishing air dodges is difficult, but you can try to contest straightforward attacks that come afterwards with Sacred Cross by going under them.
- - Use Sacred Cross to punish attacks done from below or above you.
- - Sacred Cross is also good for retaliating after staggering with LV2 Assist Change of your own.
- - For assist meter generation, Slash and Sacred Cross are arguably the safest moves to whiff, followed by Radiant Wings.
- - Many Paladin attacks have above average EX generation. Slash, Dark Step and Sacred Cross all produce 90 EX, Luminous Shard 60 EX and Paladin Force 30 EX. Searchlight produces none.
- - Paladin Force (HP) can be used to call out directional air dodges.
- - Against LV2 Assist Change, Luminous Shard can be used for safety.
- Solo combos
- - Dark Cannon into any DK ground move, except Dark Flame or Dark Cannon itself
- - Paladin Arts into air bravery or Paladin Force
- - Searchlight into Paladin Force, Saint's Fall and most braveries, except Searchlight itself
- - Searchlight, dodge cancel, change Jobs (during EX mode) then use Paladin Arts
- - Slash (Paladin) -> cancel into Free Air Dash -> Radiant Wings or Sacred Cross
- - Slash (Paladin) -> Paladin Force (requires wall / corner to reduce knockback distance)
- Assists (Dark Knight)
- Jecht: Fast whiff punishes, converts off of Cecil's key moves and wall rush, sets up solo combos and lets him transition into Dark Knight from Paladin on hit as part of a combo.
- Sephiroth: Whiff punishes and more notably, easy knockback cancels. With assist meter, Cecil won't have to rely on wall rushes for assist conversions.
- Yuna: Ranged Low priority that isn't staggered by LV2 Assist Change, converts off of key moves, wall rush and often works within Cecil's effective range in smaller stages
- Assists (Paladin)
- Aerith: Lets Cecil combo Sacred Cross into an HP by initiating a chase at the cost of no EX depletion on hit. As such, can set up solo combos anywhere. Combos safely into Luminous Shard without being staggered by LV2 Assist Change.
- Tidus: Fastest whiff punisher in the air with less air combo potential, but ground assist can wall rush on the ground for solo combos.
- Yuna: Air conversions have restrictions, but doesn't stagger from LV2 Assist Change. Works well when playing near the ground.
- Assist combos
- Cecil can convert off of wall rush, first part of a bravery attack or by initiating chase. Dark Knight primarily converts off of the first two, while Paladin can also convert off of chase.
- Assist combos (Dark Knight)
- Note that Dark Flame can wall rush in stages with low ceiling such Pandaemonium - Top Floor and M.S. Prima Vista!
- Jecht
- 1) Valiant Blow (1st part) - Jecht - Dark Cannon - Valiant Blow / Shadow Lance / Shadow Bringer / Soul Eater
- 2) Shadow Lance / HP (wall rush) - Jecht - Dark Cannon - Valiant Blow / Shadow Lance / Shadow Bringer / Soul Eater
- 3) Shadow Lance / HP (wall rush) - Jecht - Paladin Arts - Radiant Wings / Sacred Cross / Paladin Force
- 4) Gravity Ball (wall rush) - Jecht - dodge cancel forward - Paladin Arts - dodge cancel - Paladin Force
- 5) Gravity Ball (wall rush) - Jecht - ground dash - Dark Flame
- 6) Paladin Arts (dark sphere) - Jecht - Dark Cannon - Valiant Blow / Shadow Lance / Shadow Bringer / Soul Eater
- Sephiroth
- Due to the assist's knockback, ending combos in Paladin Force is often most reliable. Shadow Bringer can help in safely transitioning back to Dark Knight, however.
- 1) Valiant Blow 2nd part + Assist call upon inputting 2nd part - assist teleport - Paladin Force
- 2) Valiant Blow 2nd part + Assist call upon inputting 2nd part - lock off - assist teleport - turn around to face opponent - Paladin Arts - BRV / HP
- 3) Shadow Bringer - Assist call after second hit of Shadow Bringer - assist teleport - Paladin Force
- 4) Valiant Blow / Shadow Lance / HP (wall rush) - Sephiroth - Paladin Force
- Yuna
- The same principles apply as with Jecht assist, except ground wall rush off of Gravity Ball requires a wall for follow-ups. Yuna holds for a shorter amount of time as well.
- 1) Valiant Blow (1st part) - Yuna - Dark Cannon - BRV / HP
- 2) Shadow Lance / HP (wall rush) - ground dash if at a distance - Dark Cannon - BRV / HP
- 3) Valiant Blow / HP (wall rush) - ground dash if at a distance - jump - Paladin Arts - dodge cancel - BRV / HP
- Assist combos (Paladin)
- Empty chase = chase that has been initiated, but no further action is performed during chase
- Aerith
- Chase sequences allow Cecil to trap the opponent inside Aerith's Seal Evil or brute force an HP attack. What Cecil loses in EX depletion on assist hit, he makes up for it with opportunities to rack up bravery or land an HP attack.
- 1) Sacred Cross - Assist call - initiate chase - chase HP - if opponent dodged chase HP, Luminous Shard (HP) or Searchlight into Radiant Wings, Sacred Cross or Paladin Force.
- 2) Radiant Wings (wall rush) - Aerith - dodge cancel - Searchlight - land on ground and approach - Slash - Free Air Dash cancel and dash for a split second - Radiant Wings or Sacred Cross
- 3) Paladin Force / Saint's Fall (wall rush) - Searchlight - land on ground and approach - Slash - Free Air Dash cancel and dash for a split second - Radiant Wings or Sacred Cross
- 4) Lightning Rise - Assist call - initiate chase - chase HP - if opponent dodged chase HP, Luminous Shard (HP) or Searchlight into Radiant Wings, Sacred Cross or Paladin Force.
- 5) Lightning Rise - Assist call - empty chase when Aerith's Seal Evil is about to activate - BRV / HP
- 6) Dark Step (near wall) - Assist call - empty chase when Aerith's Seal Evil is about to activate - BRV / HP
- Tidus
- 1) Searchlight - Tidus (air) - BRV / HP
- 2) Radiant Wings (1st part) - Tidus (air) - BRV / HP
- 3) Radiant Wings (wall rush) - Tidus (ground) - dodge cancel - Searchlight - land on ground and approach - Slash - Free Air Dash cancel and dash for a split second - Radiant Wings or Sacred Cross
- 4) Sacred Cross (near wall) - Assist call - empty chase - BRV / Paladin Force
- 5) Sacred Cross (above opponent on the ground) - empty chase - Tidus (ground) - Free Air Dash - Searchlight - land on ground and approach 6) Slash - Free Air Dash cancel and dash for a split second - Radiant Wings or Sacred Cross
- 7) Dark Step (1st part) - Tidus - BRV / HP
- Yuna
- 1) Searchlight - Yuna (air) - Free Air Dash if at a distance - BRV / HP
- 2) Radiant Wings (1st part) - Yuna (air) - BRV / HP
- 3) Radiant Wings (right before wall rush) - Yuna (air) - BRV / HP. Being closer to ground makes Yuna more likely to connect.
- 4) Sacred Cross (near wall) - Assist call - empty chase - BRV / Paladin Force
- 5) Dark Step (1st part, near wall) - Yuna (air) - BRV / HP
- 6) Paladin Force (after BRV damage, but before HP hit) - Yuna (air) - Sacred Cross (if far from ground) / Paladin Force (if close to ground)
- Tips
- About the Job System
- Cecil has two jobs, but only has access to one of them at a time. To change jobs, either use Paladin Arts or Dark Step braveries, or grounded HP attack to access Dark Knight or aerial HP to access Paladin. Jobs can be changed freely outside of attack animations during EX mode by pressing R+Square. This means Cecil often makes himself vulnerable in order to change movesets, making this adjustment rather risky for Cecil. Not only that, equipping Shadow Bringer or Luminous Shard HP attack locks Cecil out of equipping the other HP, further incentivising into dedicated Dark Knight or Paladin play.
- Cecil ALWAYS starts a fight in Dark Knight form, meaning Paladin-focused players will have to perform an HP attack as soon as the match starts, or bide their time in Dark Knight form until they have an opportunity to change forms without being punished.
- - After guarding an air attack on the ground, Soul Eater can easily miss when used to retaliate. Shadow Bringer, Dark Flame or jump into Paladin Force are more reliable HP attacks.
- - Nightfall (Dark Knight) explosion is Melee Mid priority, difficult to whiff punish with an assist.
- - Gravity Ball and Paladin Arts have the same animation, but Gravity Ball has a downward knockback angle and can be dodge cancelled earlier. Paladin Arts has an upward knockback angle and can transition into Paladin job. Both aren't very effective moves outside of combos, however.
- - Saint's Fall's tracking during the dashing portion can be enhanced by calling the assist during the attack's active period. Can call out ground dodges, but it's still a very risky attack to use due to long animation start-up and recovery, however.
- - As Ranged High priority, Luminous Shard will prevent Cecil from staggering during LV2 Assist Change. This relative safety is about all the move has going for it though, only worth consideration for Paladin-oriented playstyles.
- - If opponent escapes from Paladin Force with LV1 Assist Change, make sure to mash air dodge in case they try a counter attack. Due to the multi-hit portion of PF making contact with assist, it can allow Cecil to dodge cancel earlier than what would be normally possible.
- - Be wary of using Searchlight near walls and ceilings, as the catalyst AND the projectiles can vanish if they collide with physical stage objects. "Paladin Arts" attack suffers from the same issue.
- Other tips
- - Lock Off can provide an occasional safe whiff when facing away from the opponent
- - Reverse Air Dash off of Quickmoves can be used to quickly create distance and an opportunity to whiff for assist meter.
- - In Order's Sanctuary, using Reverse Ground Dash can also provide relative safety similiar to Reverse Air Dash (Quickmove). Just pick your attack timing carefully once you're done dashing for assist meter.
- - Clashing Shadow Bringer with a bravery lets Cecil complete the attack and win the interaction. Useful for contesting braveries such as Squall's Beat Fang.
- - Shadow Bringer risk during LV1 Assist Change isn't too high due to dodge cancel opportunity. Difficult to whiff punish with assist on reaction
- - If Shadow Bringer is staggered during LV2 Assist Change, the opponent can typically dash towards Cecil and enforce an interaction
- - Dark Flame can adjust it's tracking, so if Auto Assist Lock On is enabled, it can protect Cecil against slower ground assists
- - Cecil has many disadvantegous match-ups, but you may find success against some low / mid tier characters.
- Counterplays
- - Fast assists such as Tidus or Jecht can whiff punish majority of Cecil's attacks on reaction. Utilising assist meter in this way creates oppressive situations where Cecil has to take high risks just to survive.
- - Shadow Lance can be whiff punished with assist, but be aware of the assist's speed - Kuja on the ground is particularly slow.
- - Assist depletion can greatly cripple Cecil's momentum
- - Air dodge backwards makes it difficult for Paladin Cecil to directly hit you. Be wary of landing lag regardless of which job he is in, however!
- - Dark Flame is susceptible to high priority blocks, such as Exdeath's Omni Block
- - Multi Air Slide and glides help in evading Dark Flame
- - Dark Flame can be whiff punished with an assist, but the timing requires the flame to have travelled for a moment for it to succeed safely. Roughly half of it's max travel distance. After a certain point the flame follows a set path, at about the apex, continuing at it's current angle downward. Use slower assists like Kuja (ground) with due diligence.
- - Characters with fast falling speed can air dodge backwards against Dark Flame more consistently than characters with average fall speed.
- - Dark Flame loses to Precision Evasion, but this can be challenging to facilitate and capitalise on when done from above.
- - Dark Cannon be dashed through on start-up and hit Cecil for using it
- Example Builds
- Dark Knight (Side by Side)
- Weapon: Piggy's Stick
- Hand: Chainsaw
- Head: Thornlet
- Body: Maximillian
- Notes: Need "Equip Machines" extra ability to equip Chainsaw and "Bard's Gear" to equip Thornlet.
- Accessories
- Basic: Sniper Eye, Dismay Shock, Battle Hammer
- Boosters: Empty EX Gauge, Summon Unused, Pre-EX Mode, Pre-EX Revenge
- Special: Side by Side, Blue Gem, Miracle Shoes
- Notes: Blue Gem and Miracle Shoes can be substituted with Together as One, Hero's Seal or Back-Breaking Straw (to offset Thornlet penalties). Boosters "Grounded" and "BRV = 0" can enhance HP wall rush damage with a higher multiplier at the cost of lower base bravery.
- Paladin (EX / Hybrid)
- Weapon: Cleaver
- Hand: Lufenian Shield
- Head: Lufenian Helm
- Body: Lufenian Armor
- Notes: Need "Ranger's Gear" extra ability to equip Cleaver.
- Accessories
- Basic: Hyper Ring, Muscle Belt, Dismay Shock
- Boosters: Summon Unused, Pre-EX Mode, Pre-EX Revenge, Opponent Summon Unused
- Special: Tenacious Attacker, First to Victory, White Gem
- Notes: "Muscle Belt" basic accessory and "Opponent Summon Unused" booster can be substituted with what the player wants more. Tenacious Attacker is not essential if Aerith assist is used. Hero's Essence can be used for additional Extra Abilities (critical hit rate). Winged Boots is good for banish trap stages.
- Info on Cecil moveset - https://drive.google.com/file/d/1refBOd8EuE7ww-j-Ri3z7Zyo6wUjXfor/view?usp=sharing
Advertisement
Add Comment
Please, Sign In to add comment