Welcome to my guide! This guide teaches you on how to play Ultimecia and how her moves work! I know Ultimecia sucks at level 1, but when fully mastered, She's the beast when it comes to pressuring.
The Table of Contents:
II: Playstyle description
III: Why Ultimecia
-IV.a: BRV attacks
-IV.b: HP attacks
V: EX Mode
VII: The Sorceress' Playground
VIII: The Sorceress' Knight
Ultimecia is a sorceress possessing the power to control time, her magical strength is immense, and she attacks with magically animated swords and axes, in addition to wielding traditional spells. Along with The Emperor, Ultimecia schemes to take control of the world from both Chaos and Cosmos, and reign over existence in their place. She appears to her enemy Squall disguised as Cosmos in order to manipulate him, both to test his resolve to face her and to keep him separate from his friends.
[Source from Final Fantasy wiki]
II: Playstyle Description
In battle, Ultimecia is a Sorcerous Fusileer. Her attacks are themed around Sorceress Knights, and consist of various magical bolts that can bombard enemies. Ultimecia's Bravery attacks have two forms, one where the player taps O, and one where the player holds the button down to change the attack's effects. She is also able to attack while moving. Though she has problems landing HP attacks without assist, She also has a great pressure game that consist of Lances, Arrows and Axes.
III: WHY ULTIMECIA?
- Insane Pressuring Game
- Good Damage
- Knight's Lance has Omni-Block properties
- Lots of options in the Air
- Very Deadly in Medium-Large stages like Empyreal Paradox
- In 012, Becomes deadly in Cramped stages like Pandaemoneum thanks to Lance
- She's Sniper Wolf.
- She's the long-range version of Squall, BRV damage-wise
- Gains Assist pretty quick
- Easily Punishable while attacking
- Arrows aren't effective in Cramped Stages
- Sucks at Close Range
- She walks
* Note her moveset in the Ground is the same in the Air.
IV.a: Bravery Attacks:
Tap O to fire a string of magic bolts at opponent with strong tracking. Hold O to fire two strings of magic bolts with weak tracking. Uncharged version can be reflected, charged version staggers opponent.
This is Ultimecia's keep-away move. When the enemy is trying to get near you you can use the uncharged version to keep them away. The charged version is very good for punishing, as it deals heavy damage and can be used for surprising Exdeath. Combine with Lance to keep them really away. Uncharged gives lots of hitstun, so you can combo with assist. And with it's nice horizontal reach, it's a nice pressuring tool and can be an alternative to Arrows in cramped stages. Though Arrows and Blade gives good synergy with each other,Charged Lance is enough to keep enemies away. Though sometimes, it may not be enough.
Tap O to fire pairs of magic bolts in the air that travel up and rain down on the opponent. Hold O to fire singular magic bolts that stop in the air and wait for several seconds before firing at the opponent. Uncharged version curves in the air to track opponent, charged version tracks opponent while in the air but not while firing.
The most important move in Ultimecia's arsenal, as it's your main damage dealer. Uncharged bombards enemies with Arrows and it's deadly pressuring makes it well...deadly. The charged version she can use is a good pressuring tool that will track the enemy before firing. You can use the Arrow's hitstun to launch Shockwave Pulsar or Hell's Judgement to your enemy or better yet, Call Kujie-coo and then Apocalypse. Though the downside is it's pretty useless in Cramped stages like Pandaemoneum, but is still usable in Ultimecia's Castle.
Press O to quickly jab three magical lances forward surrounding Ultimecia, driving opponent back. Hold O to charge a portal at Ultimecia's feet that springs three lances upwards when the button is released. Charged version remains on the field for a period of time, knocking opponents upwards on contact and deflecting attacks.
This is Ultimecia's most useful move in her arsenal. The uncharged one is pretty quick and She won't stagger if blocked, but this isn't the best fact yet. The Charged one has High priority that the enemy can't dash through it(and take damage) and when you release it while the enemy is attacking, Lance BLOCKS the attack. Even HP attacks aren't safe from this. It's very effective near ceilings, as it Wall Rushes above.
A demonstration of Ultimecia's Lance Block against the AI.
Press O to fire three magic bolts that arc toward opponent from the sides and from above. Hold O to charge a massive axe that flies straight towards opponent and can bounce off some obstacles. Crushes guards when fully charged.
Another good pressuring tool in Ultimecia's arsenal, especially the Charged one as you can't block it. The uncharged one starts chase, so if you can, you can do Chase assist catch(Call assist and start chase to immobilize the enemy for a bit so assist's attack) Though it's not recommended to spam the uncharged one, as it's pretty damaging if it gets reflected back to you.
IV.b : HP Attacks
Hold to charge a magical orb, release button to throw the orb in an arc. On contact with surface remains for a moment before exploding. Can be charged longer for greater range.
Though it's not that good individually , but it's one of Ultimecia's solid attacks if you combine this with arrows. And with SP's buff, and with arrows, you'll do HP damage that can even surprise opponents. And it's pretty quick. Though it's best to use it individually when you're gonna suspect that the projectile will hit the ground AND it's safe. And your attack from below, so surprise enemies with this.
Hold to conjure a swarm of magical orbs that create a planet, release button to fire the orb forward. Can be charged longer for greater speed and size.
This attack becomes safe once you survive it's 4 SECOND CHARGE TIME After that, low priority projectiles won't work on GA until you release it. Though I don't like personally using this because of the charge time, this move is the only HP attack that gives Wall Rush.
Hold to send out a field of energy that tracks the opponent. Release button to create an explosion over the field that reaches high into the air. Ultimecia can move while using the attack.
This move is AWESOME. Use it! It's explosion has insane vertical range and can be a godsend when there's environmental nuisances, as it ignores it. Also, it's as wide as the Phantom Train, so you might catch them often while fighting them. Though careful as you might get punished while deploying the crest. You can tap it to immediately release the crest near you, as it might punish enemies. Overall, USE IT.
Create a crest of energy beneath opponent that drives them up in a rush of magic, then explodes. Button can be tapped for more hits.
This is Ultimecia's damaging HP move, and your punisher for some attacks and botched dodges. Though the charge time is less than Great Attractor, this is easily punishable, so if you try using this, try hiding behind a Charged Lance. This can be used in conjunction with Charged Arrows, as this sets them up for an HP attack. You can use this also to surprise opponents.
Last edited by fries.; 06-10-2011 at 09:37 AM.
V: EX Mode
Her EX Mode is called Junction Griever you get the following:
-Regen: gives you small amount of health per tick.
-Crit Boost: Increases Critical hit rate
-Time Crush: an ability that when successful, makes the opponent unable to move.
Seriously, You'll rarely connect with her EX ability, as it sets you up being assist punished. Though if you connect, the enemy can't move for a few seconds! So go use Hell's Judgement on the guy. Her EX Burst is called Time Compression and to get the most of it, time O like in Rhythm games. It's pretty fast so be careful.
When it's Ultimecia, It's all about pressuring and spamming. You heard me. SPAMMING. But you should only spam Arrows when your enemy is far as Ulti's safe there. Also, she wins with the environment. Spamming Lances to hinder the enemy works best too.
Serious note, Ultimecia's style is NOT to kill quickly, but to pressure like hell to the opponents so she can kill them. Often deploy Charged Lances even if it doesn't try blocking anything. They're your shields and punishes enemies who just Zerg Rush you. Then Start doing Arrow Pelting while near the Shield Lance if they're far. Else, a Charged Axe, Uncharged Blade or Uncharged Lance will work when they still won't go away. If they go away, PELT ARROWS. PELT ARROWS LIKE IT'S TOUHOU! A Whole Salvo that hits the enemy can Break them. Apocalypse if they try getting above you AND It's safe to get not punished. Also, If you know the enemy has a Shield-HP Attack(Firion, CoD) Abuse the Axes more than Arrows. as Arrows are Low Priority.
And you may ponder which is good, Axe or Blade? It depends mostly on the opponent AND the stage. Jecht can easily deal with a Charged Axe, so equipping blade works is more effective, while against an enemy who is quick or has an HP shield attack, Axe fits better for you. Note this is from my personal experience.
Fighting in Pandemoneum or especially Phantom Train can be a hassle with Arrows, right? Ditching Arrows for Blade can work to have more attack options.
VII: The Sorceress' Playground
Ultimecia factors heavily on the Stages and I'll grade it from S(Best) to D(yuck). Fighting in a D stage may give you a disadvantage.
FFI: Old Chaos Shrine: Try removing the roof to easen the Arrow pelting. Else just stay above the Shrine and pelting Arrows, Axes and Lances and you'll do fine. Overall, it's an OK stage. Giving it an A.
FFII: Pandaemoneum: If you have arrows, this is gonna suck for you. Though if you don't it's OK as you have more options. Lance keeps the enemy at bay so if you blocked the entrance to the corridors, Axes could take care of it. It's tight so be careful, though you may use it's tightness to your advantage. Overall, a C if you have arrows and a A if you don't.
FFII: Pandaemoneum - Top Floor: Probably one of Ultimecia's best stages, as it's pretty big that Ultimecia can get away but not too big that the enemy doesn't get away. Overall, An S.
FFIII: World of Darkness: This is also the same as Pandaemoneum - Top Floor except more room vertically. In the Omega version, try getting often Far Darkness, as all projectiles ignore the platform as in Knight's Arrow WILL go through the floors. Near Darkness is very tight and often use Axes and Lances. An A+ for Normal, Far Darkness gets S and Near Darkness gets a B.
FFIII: Crystal tower: This is not that bad. The problem is the Tower taking up the middle part of the stage though you can use the tower to your advantage to surprise enemies with Hell's Judgement. You can still play normally but the Tower blocking the middle part gives me a B+ on this.
FFIV: Lunar Subterrane: Pretty Large. It's one of Ultimecia's best stages. Though in Omega, careful try not getting wallrushed alot. Overall, a S.
FFV: The Rift: Your projectiles can go only 1/4 the stage. It's stupidly big so never underestimate nor overestimate what your arrows can do. Just be in the right elevation and you'll do fine. Also, Try being far away, but not TOO far away. An A+ at it's best
FFVI: Kefka's Tower: Nightmare inducing for Ultimecia, as you can't use Arrows at all! Though it compensates that Lance is way more effective here. and it's tight so Axes and Blades are obviously more better. D if you have arrows and no Lance, C if you have lance but with Arrows, ans A if you don't have Arrows but with Lance.
FFVI: Phantom Train: This is Hell for Ultimecia. Though Apocalypse takes over the WHOLE STAGE, arrows won't work here. Lance eats up 3/4th of the Train vertically with proper positioning and Charged Axe can be guaranteed. It all depends on your moveset. Crocker F overall. Though it's an A- if you have Axe, Blade and Lance with Apocalypse or Shockwave Pulsar.
FFVII: Planet's Core: Vertical Fighting stage. Ultimecia's good here as she also excels on Vertical Fighting. Careful in Omega because of the grindrails. A overall.
FFVIII: Ultimecia's Castle: Though some people may not agree with me, I love this stage in 012. In Dissidia? I Hate it. Abuse Lance like Hell here. Arrow pelting may not be that effective, but Lance is way effective here. an A- for me.
FFIX: Crystal World: This is THE Aerial-based map, so Ulti is OK here. It's pretty big but not as big as the Rift. Overall, an S.
FFIX: MS Prima Vista: Careful on this stage. Unless you're near the ground, Arrows won't work that much. It's kinda big,but it's roof will give you trouble. A B at least.
FFX: Dream's End: It's big, but there's lots of options on getting away. And plenty of grindrails so watch out when the enemy tries to grind through the arrows. The best part of this map is this map is very aerial, so Ulti won't be having problems here. An S.
FFXI: Empyreal Paradox: Pretty Balanced. The Crystal in the middle stops Ultimecia, but it's rarely a factor since the crystal isn't that high else, you'll be playing normally. An A+
FFXII: Sky Fortress Bahamut: Nightmare for Ultimecia in the Omega stage. Since the Winds love interrupting you and Ultimecia is more Aerial, you're good as dead. The Normal Version is better, as long you keep your distance. An F for the Omega ver. but an A for Normal version.
FFXIII: Orphan's Cradle: There are no walls, only Banish Traps. And careful on the Ceiling Impaling. It's a banish trap so you can't do extra damage. Though strategy-wise It's pretty large, but not that wide. An A.
D:FF: Order's Sanctuary: It's Large. And Ultimecia loves this. Lots of options in the Air. Overall, S
D:FF: Edge of Madness: Best be careful as it's cramped. Worst of all? Charged axes when they miss, it's good as sent to the void unless it hit's Chaos' throne. Apocalypse like crazy as it eats up a good part of the stage. Still, I'm giving this a C.
VIII: The Sorceress' Knight
Ultimecia has a more difficult in comboing with assists as her moves lack wall rush(unless they get punished by Charged Lance or a Charged Knight's Axe in the face), but most of her moves causes lots of Hitstun. Keep this in mind when using Assists with Ultimecia.
Sorceress Knight of Terra: Kuja and Sorceress Knight of Zanarkand:Jecht
They are the most effective assists for Ultimecia IMO, Though Kuja gets more points, Arrows work best for stunning.
Notations: WR = Previous Attack caused Wall Rush, HS = Previous attack caused Hitstun
Charged Lance>(WR) Kuja/Jecht > Apoclaypse/Shockwave Pulsar.
Uncharged Arrow>(HS) Kuja/Jecht> Apocalypse/Shockwave Pulsar
Charged Axe>(WR) Kuja/Jecht> Apocalypse/Shockwave Pulsar
Un/Charged Blade >(HS) Kuja/Jecht > Apocalypse/Shockwave Pulsar/Hell's Judgement
Sorceress Knight of the Lifestream: Aerith
For those who got Aerith, she's one assist that can be good for Ultimecia, especially Seal Evil as that easily sets them up for a Hell's Judgement. Above combos can be done, but instead use Hell's Judgement instead of Apocalypse unless they get paralyzed above you.
GOD for giving me life and not die while making this guide.
Ataraxia for inspiring me for making this guide
FF Wiki for information on Ultimecia.
ujhbn for the information and understanding on Ultimecia's Lance Block
Tabithia for the same reason as ujhbn and Support.
KiingZone for inviting me and joining PTO, my buddies.
Everyone in PTO for making me improve in Dissidia 012.
Square Enix for making Dissidia
And You for reading my guide.
Found the guide useful? + Rep me :p
Last edited by fries.; 06-10-2011 at 09:35 AM.
Thanks for the assist guide! Never thought the Jecth assist would work perfectly! Ultimecia is my favorite character to use in dissidia xD