Personally for me I belive that Dark Flame is perfect for short range fighting, because when you have distance between your opponent that just gives them a better chance to evade it.
Last edited by Spyder; 06-26-2011 at 01:13 AM. Reason: Moved discussion to DDFF Cecil character section.
I always thought it was meant as Cecil's Anti-air option, for people trying to halo camp you when you're on the ground, when people are far away I don't tend to risk it in case I end up being punished, same goes for close range, most people aren't very confident when it comes to punishing slow start up attacks, but on the off chance they do, it could lead to a messy end for Cecil.
I agree with Tom that it's a good anti-air. As for distance, it's safest and most likely to hit at mid range.
At close range, they can simply attack or dodge to the side and counter. At long range, it's easily outran and countered by other long range attacks.
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Dark Flame + Bartz's ground HP Assists (Dark Flame).
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Yes, however when you use it for range most of the flames might erupt before it even reaches your opponent, when you do it close range the flames actually have a higher chance of hitting. But like you said you must factor in the quick Evades and counters. I think if Cancel was used with it, it would totally throw off your opponents plan giving you an oppertunity.
be careful, with dark flame. There are some hp attacks, like gilgamesh's cross slash, which allow the opponent to pass trough dark flame.
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i only really use dark flame when the opponent is halo camping, but if they use an assist during start up then you're screwed >.< and if you manage to hit the opponent before you're hit with the assist then you get broken, which is annoying.
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Mains: Cecil, Zidane, Tidus
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