Would Omni Air Dash + be useful in a Squall build? I like the flexibility he's been given. The thing is, I feel, in the original Dissidia, Squall was one of the faster chars and he didn't have too much trouble keeping up with other chars speed wise.
For instance, Tidus, Zidane, and Onion Knight... all three of these chars are faster than Squall, Tidus being on equall terms until he goes EX mode, but he's able to keep up with them fine..
Now that there are other faster chars, I'm wondering how it will fair out? Like, Tifa, Prishe, Kain, Vaan, how fast are these guys in comparison?
Last edited by Sion; 03-26-2011 at 02:26 PM. Reason: stupidity
He's still kick-ass for me =D
As long as they don't nerf his other HP atk e.g. Blasting Zone he's in a good shape
That one looks like it's more for overall mobility. Pretty good for both SB and BF. My play style in 012 is all about Squall's ground game and keeping the opponent grounded, so the above setup works for me. I'll give the OGD, FAD and MAS setup a try too, but I wouldn't combine it with DSB.
@darkoak: his BZ and RD can now link to his Thunder Barret. Which is just awesome.
@Sion: we'll figure out the matchups once we start playing online.Bu I think mobility won't be an issue once Squall's up close (and he does have to tools to get close).
I guess you can still drop the MAS, thats what I do when i want to fight a ground game.
I use GD only, FAD & MAS I like GD to fill up my assist gauge a little and Dashing continuesly while the enemy is up in the air ^_^
In reality guys we cannot fight always on the ground bcoz of some maps and there are mages and melee characters with spell to spam like Sephy's Shadow Flare....
What I mean is Yes Squall is a Monster on the ground but what I really want to know is do you have a decent way/link for HP atk without using an assist to land HP atks? Squall relies heavily on assist to a successful HP atk and makes me kinda sad.... T_T
You can't change the past, what you can do is to move forward.....
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If you look at vids on this thread, you'll see clean Thunder Barret -> Revolver Driver and Thunder Barret -> Blasting Zone links. To do them, you have to input the HP attack command as soon as Squall's recovers from Thunder Barret (when his hand touches the ground). As you can already presume, this will require a bit of good timing on your part. If you're not very good at timing attacks right, what you can do is use Thunder Barret and then immediately mash Square right after. That one works, but it's highly unreliable.
Yeah, agreed on the whole 'can't always fight on the ground' statement, but the idea's to keep the opponent grounded for the majority of the fight. With 012's new system that prevents perma-jumping, and Squall's air BRV game that is both good at dodge-punishing and sending the opponent to the ground and/or a Banish Trap, it's a lot easier to get your opponent grounded versus the first Dissidia.
Also, totally loving Fire Barret. Not only does it hold the opponent in place for a good amount of time, but chances are, most opponents will try to dodge the Fire Barret, only to walk into Beat Fang. I think a good idea to approach Fire Barret is as a spacing tool, like Ryu's Hadoken; it doesn't really do that much damage, but it keeps your opponent busy so you can set up your attacks.
I'm still waiting on my copy of the game (I know, I'm way behind xD) but I have one question. When partnering Squall with Jecht and with 2 full assist bars, is it possible to chain Beat Fang > Jecht Ground Assist > Beat Fang > Jecht Ground Assist > Rough Divide?
Sorry if this seems like a stupid question, it's hard to understand the mechanics of the game when you haven't played it yet ;_;
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