Sephiroth
Moveset
KL/KB/KAx
Sephiroth is just one of the most annoying match-up for Ultimecia...ever. Most Sephys will spam the crap out of shadow flare, simply just continuesly OaD through all of it and fire blades or a charged axe. It is imperative to move forward as you're doing this as they will probably SF again and your blades and axe breaks through the SF allowing you glide away from the other 3 SF from behind and escape unharmed. Place charged lances to help hinder Sephy, but don't bother using it to shield yourself from SF spam as you will hardly be able to do it. Punish failed heavens light with apocalypse and dash away when he uses hell's gate. It is advised to use a Ex build, but you can still win with a SbS build.
Key Points
- OaD through Shadow flares.
- EX build advised, but not needed.
Last edited by SilvaKairi; 07-12-2012 at 04:04 AM.
Ultimecia
Moveset
KA/KAx/KB
Theres not really much to say here its a 5-5 and completely depends on the players skill and who ever can get their Ex bar full first.
Key Points
- Get Ex bar full
Last edited by SilvaKairi; 07-12-2012 at 04:55 AM.
Kuja
Moveset
KA/KL/KB- Large Stages
KA/KAx/KB- Small Stages
Kuja currently is a hard match up for Ultimecia as his attacks goes through your charged lances and snatch blow is just annoying. Though extremely hard, it is still winnable. Keep charged axe and arrow pressure as much as you can and dash away often. Snatch blow is the most annoying attack in Kuja's kit against Ultimecia. The recoil on the attack will catch you dodge it and the range is obsurd. Try to anticipate when he is gonig to use it and block snatch blow. Punish seraphic star with charged axe if your in range or punish with assist if possible. Flare star can also be punished with shockwave pulsar or knights blade. A EX build is recommended in this match-up.
Key Points
- Dash a lot.
- Keep charged axe and arrow pressure.
- Use ex build.
- Care for snatch blow.
Last edited by SilvaKairi; 07-28-2012 at 01:11 AM.
Jecht
Moveset
KL/KA/KB
Jecht is fairly easy to deal with as Ultimecia, with only his jecht block being a minor problem. First off you want to use arrows when you are spaced out from him and blades for when is his close. Keep charged lance up but do not stand still, you want to keep moving around it. Now jecht block is a pesky ability, a good jecht will probably block a lot of your attacks and your charged lances. Don't worry people will always tend to mess up. When ever he does block your charge lance and your next to it, give him a quick poke with a regular lance and make him think twice before attempting to do so again. On the subject of uncharged lance, its a extremely useful against Jecht as he may charge up his brav right in your face or attempt and jecht beam in your face. Other then that regular apocalypse and shockwave pulsar for spacing and punishment.
Key Points
- Poke with uncharged lance.
- Move around charged lances.
- Careful of pesky jecht blocks.
Last edited by SilvaKairi; 07-12-2012 at 05:47 AM.
Gabranth
Moveset
KA/KL/KB
KA/KL/KAx
Gabranth is one of the worst match-ups for Ultimecia as in ex mode his dmg and speed surpasses Ultimecia's to the point you cannot hope to do much against it. Should you play against Gabranth consider using Aerith assist for her holy as Gabranth cannot stop it while out of ex mode. RAD is advised in order to keep your distance from him. Great Attractor is another thing that should be used to help build your assist and Holy spam when ever possible. This match-up is really hard to win by normal means, just prey you don't play against him for now.
Key Points
- Use Aerith Assist.
- RAD is highly advised to be used.
- Great Attractor for building assist.
Last edited by SilvaKairi; 01-24-2013 at 12:23 AM.
VI.Stages
Only stages deemed important will be provided below as some stages are pretty generic and straightforward. The most important thing to know is that in small stages blade/lance/axe/shockwave pulsar/apocalypse and extremely important.
Pandaemonium
Small stages are believed to be the bane of Ultimecia and what not, as the small stage restricts movement and nullifies her charged arrows depending on position. Though this is hardly the case, in small stages Ultmecia's shockwave pulsar shines the most, as it is the main reason she is deadly in small and cramped stages. The amount of restriction also effects your opponent as there are only so many places they can get to you in this stage. With shockwave pulsar you pretty much block their path and if they end up to close, they take a whoopin in the face. Not only that it serves more as a defensive tool here as it sticks to walls and ceilings and waits before denonating unless you land it on them.
(Heres a video showing the use of shockwave pulsar in this stage by RoboDestroyer)
NOTE: Though the video is of the original dissidia, this still works in DDFF
Spoiler:
The Rift
My feelings on this stage is double sided as I like/dislike it very much. The good things about this stage for Ultimecia is the large amount of room for dashing and setups. But most of all running a EX build pretty much means free time crush if your opponent is far away enough. The bad things about this stage really is the fact some people abuse how big this stage is and uses it to escape your charge arrows. Though this is avoidable by simply dashing towards them a bit.
Kefka's Tower
I consider this a troll stage and this is because of its ceilings. Theres this thing with the ceilings in which some HP attacks that normally work in combos, do not for some reason but its mostly likely for all ceilings, though I encounter it the most here. Playstyle wise you do the same as you would in most cramped stages, which is shockwave pulsar shenanigans.
Ultimecia's Tower
I don't really like this stage in particular as ceiling camping would mean hitting banish traps alot, which is something you don't want happening to often. The only important thing about this stage is the banish traps. Some characters have these long animation attacks that take a while to finish. If you stay near the ceiling however, you will end up hitting the banish traps and end up being teleported and avoiding the enemy attack. This is a good tactic to use here if you don't want to take certain or all HP attacks.
Edge of Madness
This stage works the same way as most small stages, though it has some minor differences. The good thing about this stage is that your charged arrows are more viable here and they dont go into walls and ceilings. Though sadly this stage renders great attractor and charged axes usesless as they tend to fly out of the stage because invisible walls are douches and no room.
Sky Fortress Bahamut
Sky Fortress Bahamut is pretty much a longer and wider version of Phantom Train. Since you will be in the air you will mostly likely always be near the ceiling, in which shockwave pulsar and its ceiling shenanigans comes into play. I feel its important to bring up its omega version, as the gust wind that pushes people across the stages and be avoid by Ultmecia, just by holding onto your charged lance or during the useage of your other attacks. Thus majority of her HP attacks allows you to be able to something here while your opponent will most likely be blown towards the wall over and over.
Pandemonium's Top Floor
The Top Floor is considered one of the best stages for Ultimecia as the stage provides your opponent little time for spacing. Charged axes bounces off the walls/floor/ceiling and your blades reach almost across the entire stage. Arrows also shine here as well as they can be caught very easily. This is also the stage you want to fight sephiroth in as she can take him out pretty easily here.
M.S. Prima Vista
I love this stage with a passion as the amount of shockwave pulsar shenanigans is amazing. Some people may try to counter Ultimecia by picking this stage, but in reality their just begging to be destroyed..in most cases. Like in all small and cramped stages charged lances also play a big part here limiting a lot of movement.
(Video Example)
Skip to 4:42
Spoiler:
Last edited by SilvaKairi; 01-26-2013 at 12:06 AM.
VII.CombosNo Assist
General (All Charged Knights Arrows need to be presetted)
Charged Knights Arrowx4 -> Knights Blade -> Hell's Judgement
Charged Knights Arrowx4 -> Hell's judgement
Charged Knights Arrowx4 -> Apocalypse
Charged Knights Arrowx4 -> Charged Knights Blade -> Hell's Judgement
Charged Knights Lance Block -> Knights Blade
Knights Arrows -> Shockwave Pulsar
Knights Arrow -> Knights Axe
Apocalypse -> Knights Lance
Ground Dependent
Knights Arrows -> Hell's Judgement
Kuja Only
General
Knights Blade -> Assist -> Hell's Judgement
Knights Blade -> Assist -> Assist Chase -> Apocalypse
Knights Axe -> Assist -> Hell's Judgement
Knights Axe -> Assist -> Assist Chase -> Apocalypse
Apocalypse -> Assist -> Hells's Judgement
Apocalypse -> Assist -> Assist Chase -> Apocalypse
Charged Knights Blade -> Assist ->Hell's Judgement
Charged Knights Blade -> Assist -> Assist Chase -> Apocalypse
Charged Knights Arrow -> Hell's Judgement -> Assist -> Hell's Judgement
Charged Knights Arrow -> Hell's Judgement -> Assist -> Assist Chase -> Apocalypse
Charged Knights Arrow -> Assist -> Hell's Judgement
Charged Knights Arrow -> Assist -> Assist Chase -> Apocalypse
Wall Dependent
Shockwave Pulsar -> Assist -> Hell's Judgement
Shockwave Pulsar -> Assist -> Assist Chase -> Apocalypse
Charged Knights Axe -> Assist -> Hell's Judgement
Charged Knights Axe -> Assist -> Assist Chase -> Apocalypse
Ceiling Dependent
Charged Knights Lance -> Assist -> Charged Knights Lance -> Assist Chase-> Apocalypse -> Uncharged Knights Lance -> Chase
Aerith Only
General
Knights Blade -> Assist -> Hell's Judgement (Strict Timing)
Knights Blade -> Assist -> Apocalypse (Strict Timing)
Knights Axe -> Assist -> Chase HP Attack -> Hell's Judgement
Knights Axe -> Assist -> Chase HP Attack -> Apocalypse
Knights Lance -> Assist -> Chase HP Attack -> Apocalypse
Knights Lance -> Assist -> Chase HP Attack -> Hell's Judgement
Charged Knights Axe -> Assist -> Hell's Judgement
Charged Knights Axe -> Assist -> Apocalypse
Charged Knights Blade -> Assist -> Hell's Judgement (Strict Timing)
Charged Knights Blade -> Assist -> Apocalypse (Strict Timing)
Charged Knights Arrow -> Hell's Judgement -> Assist -> Hell's Judgement
Charged Knights Arrow -> Hell's Judgement -> Assist -> Apocalypse
Wallrush Dependent
Charged Knights Axe -> Assist ->Hell's Judgement
Charged Knights Axe -> Assist -> Apocalypse
Aerith and Kuja and Only
Charged Knights Arrow x4 -> Charged Knights Arrowx4 ->Assist -> Hell's Judgement -> Knights Lance -> Chase HP Attack -> 2nd set of Charged Knights Arrows -> Apocalypse
Onion Knight Only
Wallrush Dependent(Every combo is strict on timing)
Charged Knights Lance -> Assist ->Hell's Judgement
Charged Knights Lance -> Assist -> Apocalypse
Charged Knights Axe -> Assist -> Hell's Judgement
Charged Knights Blade -> Assist -> Hell's Judgement
Knights Blade -> Assist -> Hell's Judgement
Charged Knights Arrow x4 -> Charged Knights Arrowx4 ->Assist -> Hell's Judgement -> Knights Lance -> Chase HP Attack -> 2nd set of Charged Knights Arrows -> Apocalypse
Last edited by SilvaKairi; 01-26-2013 at 12:07 AM.
VIII.Time Crush
I consider time crush to be an absurdly OP ability in the game even if it's limited to Ultimecia's ex mode. Because of this I believe this ability deserves its own section in the guide. What time crush does is it allows for some great plays and combos to be made. You can either use it to set up the finishing blow or deal a lot of damage. The 4 secound charge time isnt bad if you have the right stuff set up and the distance between you and your opponent is far enough. There are many combos you can do with time crush, but the main ones that would be used are the Time Crush -> Hell's Judgement ->Assist -> Hell's Judgement, and the Time Crush -> Charged Axe loop. The reason why its these 2 combos because they are the most easiest to do and provides the most damage. The added canceling of time crush mid channeling is a big + as it allows you to avoid punishment and attacks if your opponent does reach you in time. The best thing about it, is that you can land time crushes off multiple times!
Last edited by SilvaKairi; 01-26-2013 at 03:33 PM.
IX.Builds
I will not be posting all the full builds but some just Accessories(Non-Boosters) and abilities as your equipment is all based on your style the rest however are important factors in matches.
Abilities
Reverse Air Dash
Omni Air Dash +
Descent Speed Boost
Midair Evasion Boost
Auto Assist Lock On
Speed Boost
Magic/Physical Shield
Counterattack
Sneak Attack
Assist Critial Boost
Anti-EX
EXP to HP
EXP to EX Force
Disable Counterattack
Accessories
Earring
Zelphyr Cloak
Dismay Shocker
Battle Hammer
Ex Breaker
Tenacious Attacker
Glutton
Side by Side
First to Victory
Last edited by SilvaKairi; 01-26-2013 at 12:35 AM.
X.Credits
I like to thank
Kayarine
LonelyGaruga
ChaosMuramasa
Ultimaweapon2000
Cherub
Cipher
Hollowed
Ujhbn
Last edited by SilvaKairi; 01-26-2013 at 12:38 AM.
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