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Thread: Landing HP Attacks FAQ Discussion

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    Cool as Shiva Nevfx's Avatar
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    Default Landing HP Attacks FAQ Discussion

     
    This will be useful, considering I've decided to try and main Squall when the get the game on my b'day.
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    S teh Ninja Spyder's Avatar
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    So far so good. One thing I'd like to add to the general strategy is the fine balance between Squall's Brave and HP attacks. Because of their quick executions, Squall brave attacks are difficult to see coming. An opponent needs to "feel" these brave attacks and dodge, not on reaction, but on gut feeling. This provides a good threshold for Squall's HP attacks. Because of their slow executions, Squall's HP attacks punish dodging. Therefore, the many executions of solid barrels, upper blues, beat fangs, and heel crushes will force an unnecessary reaction of dodging, which can later be punished by Squall's HP attacks.

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    there's a chance they won't see that Aerial Circle you pull off after the third Heel Crash in a row.
    Bad example, but I see where you're going. (Espcially since no one will Block Heel Crush anymore,so they'll dodge it, just like Aerial Circle.)


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    Advent Hero Keiya's Avatar
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    For example, there's a chance they won't see that Aerial Circle you pull off after the third Beat Fang in a row.
    Fix'd.

    Also, I'll put down Spyder's suggestions under the mind games section.

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    Carbuncle's Reflection XxGrezxX's Avatar
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    I think not only that, you could do aerial circle(lock off) to trick your opponent to jump or dodge up aand get BAM for it, RD is kinda hard to punish except opponent have dodge while you're "charging" for RD

    And spydy, you rock as a pro squall player XD
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    Advent Hero Keiya's Avatar
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    I'd like to see a couple of the "Target Off" Circles, as I've yet to see one myself. A video would be nice.

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    I've managed to pull those off in the JP version, though it really depends on what kind of player you are up against. It doesn't work on anyone dodging away; it's more suitable for those who are hoping to punish you with a close range attack.

    I don't have a good video that shows the best use of these lock-off aerial circles, but the difference is that Squall stays in place when performing the attack, instead of moving closer to the target. Useful when trying to punish HP attacks that you know will land right next to you. (ei. Cloud's Braver/Cross Slash) The far more risky one is Terra's Tornado. Currently I am trying to use it on Tidus' Charge and Assault, but I have yet to be successful.

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    Retired Staff K´Genesis's Avatar
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    The only problem, so far, is that sometimes you face an opponent that doesn´t need to use any HP attack at all(i.e. Onion Knight, JP Tidus, Golbez).
    Then, you must find a breach within their BRV attacks. Other than that, nice job. I´ll keep track.

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    Advent Hero Keiya's Avatar
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    You forgot the biggest offender, Cloud. The one HP Attack other players use is Braver, and that itself is another can of worms.

    In that case, you bait them to do the BRV attacks, and then you go from there. I'll cover strategies for each character when I get to the character-specific strategies.

    I'll put that Off-Target Circles trick in the strategy.
    Last edited by Keiya; 08-31-2009 at 02:45 AM.

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    Excellent work. I'm looking forward to the individual timings and strategies for the use of each attack, particularly Revolver Drive, which has a big payoff on the connect but needs a skillful execution.

    Also, based on the reactions of other squall players and the thread here:
    http://www.dissidiaforums.com/showthread.php?t=482 ,
    I'm seeing that most end-game squalls that can rack up 9999 brave within a few seconds are better off correctly executing a single HP attack. That makes this guide all the more important.
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