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DDFF/Guide on Firion by Coppola

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Cloud_VII about Firion: "DAMN, I F***** HATE THOSE ARROWS" - rage quits after gettting hit by four arrows in a row

RDF about Firion: "In arrows we trust"

Strong Points

  • Possibility of achieving the highest attack stat in the game
  • Easy to land HP attacks
  • Fast bravery with HP link attacks
  • Have a dodge covering HP attack that punishes magic very well (Shield Bash)
  • Almost omni range game
  • Lance follow up (press down O after Lance Combo, Reel Axe or Rope Knife; it has mid priority and causes ground rush, perfect to cover a whiff and use assist if it lands afterwards, punishable too though)

Weak Points

  • Bad air game (if you don't count Straightarrow)
  • Only Lord of Arms cover his head, that means, if the opponent spam things right above you, you will have some trouble

Basic Actions

Should Always be Equipped on Firion

  • Ground Evasion
  • Midair Evasion
  • Ground Block
  • Midair Block
  • Aerial Recovery
  • Recovery Attack
  • Controlled Recovery
  • Wall Jump
  • Ground Dash (for ground assist build, good against characters that stay mostly in the air)
  • Free Air Dash
  • Free Air Dash Boost
  • Assist Gauge Up Dash
  • Speed Boost ++
  • Ground Evasion Boost (don't equip it against Sephiroth to make it easier to Shield Bash Shadow Flare, keep in mind when Sephiroth is right above you, it can break through the shield's magic using Hell's Gate and ending punishing you)
  • Midair Evasion Boost
  • Evasion Boost
  • Descent Speed Boost


  • Multi Air Slide (use it to escape opponent's attacks in the air and to control where you land - you don't want to be in the air as Firion if you don't have to)

Basic Support

  • Always Target Indicator
  • EX Core Lock On
  • Auto Assist Lock On (ABSOLUTELY NECESSARY)

Basic Extra

Should Always Be Equipped on Firion

  • Sneak Attack
  • Counterattack
  • Assist Critical Boost
  • Disable Counterattack
  • Exp to HP/Assist


  • Precision Evasion
  • Physical and/or Magic shield
  • Back to the Wall
  • Master Abilities that increase HP (Guardsman) or BRV (Machine, Protector, Best Dresser)

Offensive Bravery

Ground Attacks

  • Lance Combo --> Double Trouble
  • Rope Knife  --> Double Trouble
  • Swordslash (Reel Axe sucks)

Air Attacks

  • Swordslash
  • Fire
  • Thunder

Offensive HP

Ground Attacks

  • Straightarrow
  • Lord of Arms
  • Shield Bash

Air Attacks

  • Straightarrow
  • Weaponsmaster

Techniques and Tips

  • Straightarrow is assist punishable, BUT, if you charge a little further than the opponent expects you to, with the aid of Auto Assist Lock, you may hit the assist with arrow before you get punished! (don't abuse of it!)
  • NEVER use Straightarrow if the opponent is near you and near death, you might give two assist bars for free
  • Dash Feint and Swordslash are really good to build assist on the ground
  • If the opponent is running away and building assist in the process, a good timing may let you hit the opponent with Straightarrow (abuse of Straightarrow against Ultemecia is the best thing you can do)
  • Thunder spam may give you easy breaks after you get hit by an HP, Firion's magic is punishable, keep that in mind
  • Fire can be good for three reasons:
  1. If you get lucky, the opponent will get hit by fire as you charge Straightarrow, an openning to release!
  2. It may give you assist charges if they hit the opponent by surprise while you have low hp or low bravery
  3. You can Shield Bash reflected fires!!!
  • Using bravery moves and then Lord of Arms may punish some blocks
  • Raw Weaponsmaster is bad
  • It is hard to punish Double Trouble, you should risk some even if the opponent got one bar of assist. If the oppoent got two bars and you know he has a fast HP attack don't do it (for example, Sephiroth's Heaven's Light)
  • Swordslash has a really short cooldown for attacking and blocking, its really safe on the ground

Assist: Advantages and Techniques

  • Kuja:
  1. On the ground you can land Swordslash (air) (with strict timing, you can actually hit with Swordslash twice) with ground rush AND Weaponsmaster after OR you can use Straightarrow with ground rush AND Weaponsmaster after
  2. In the air he lets you do one Weaponsmaster only
  • Jecht
  1. On the ground you can land Straightarrow OR Lord of Arms OR Weaponsmaster
  2. In the air he has great punishing capabilities and he sends the opponent back to the ground letting you use Firion's most damaging attacks! (WARNING - stage dependent)
  • Emperor: Thunder Crest is a nice ground barrier


The Arrow Build

Notes: you may want to exchange Together as One with Dismay Shock against good ex builders such as Lightning


The Hawkeye Build (If you feel you need more assist depletion against Side by Side users)


The Wicked Anti-Exdeath Build (the first build works just fine as well)

Notes: high bravery build for more damaging arrows, equip Best Dresser extra ability


Credit to Kayarine for making this ilustrative guide:



Edited by Coppola
  • Upvote 6

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    • By Coppola
      I am going to share all I could gather until now about Squall. The first fact you need to keep in mind is: Scrubs can't win with Squall. "What is that supposed to mean?" you might say, well, it means you CAN'T SPAM BULLSHIT OR PRESS CIRCLE CIRCLE SQUARE TO WIN MOTHER F****. AHEM!  Well, let's start showing Squall's strong and weak points:
      Strong Points
      Medium/High bravery damage attacks Fast bravery attacks Dodge punishing HP attacks Thrash Exdeath and Emperor Large advantage over easy to punish melee chars Good ground game with a reliable forced HP link (Thunder Barret --> Blasting Zone) Weak Points
      Doesn't have advantages over the most used melee chars of the game Doesn't have a viable HP link in the air (Fire Barret --> Rough Divide or Aerial Circle won't land 90% of the time) Can't cover dodges Easy to punish HP attacks His attacks don't allow blodging, blocking or using other attack right after they are used (except Fire Barret) No long range attack Now, the abilities:
      Basic Actions
      Should Always Be Equipped on Squall
      Ground Evasion Midair Evasion Ground Block Midair Block Aerial Recovery Recovery Attack Controlled Recovery Wall Jump Ground Dash (for ground assist build, good against characters that stay mostly in the air) or Omni Ground Dash + (good to avoid attacks on the ground and punish them with thunder barret) Free Air Dash Free Air Dash Boost Assist Gauge Up Dash Speed Boost ++ Jump Times Boost + Ground Evasion Boost (it doesn't make Solid Barrel --> Upper Blues harder by the way) Midair Evasion Boost Evasion Boost Descent Speed Boost Opitional
      Jump Boost ++ You can use ones without pluses to save CP for Achy+ for example. Jump boosts are good when you need to avoid attacks or keep a minimmun distance (Beat Fang doesn't require you to be too close to your oppenent after all) without the risk of getting dodge punishes. They are a must for turtle tactics.
      Basic Support
      Always Target Indicator EX Core Lock On Assist Lock On Note: DO NOT EQUIP AUTO ASSIST LOCK ON, it doesn't have any benefits for Squall.
      Basic Extra
      Should Always Be Equipped on Squall
      Sneak Attack Counterattack Assist Critical Boost (I don't recommend this one if Yuna is your assist) Disable Counterattack/Sneak Attack Exp to HP/Assist Opitional
      Achy+ Precision Evasion Back to the Wall Disable Riposte (good VS Exdeath) Master Abilities that increase HP (Guardsman) or BRV (Machine, Protector, Best Dresser) Offensive Bravery
      Ground Attacks
      Solid Barrel Thunder Barret Upper Blues Air Attacks
      Beat Fang Heel Crush Fire Barret Offensive HP
      Ground Attacks
      Blasting Zone Revolver Drive (may become less useful in stages or chars that force air game) Fated Circle (I really don't recommend this one, BUT, it helps in a very specific situation, when you land thunder barret and want to follow with a HP, if the oppenent has two assist bars and spend them during your HP attack, you may lock his assist without getting staggered like you would be with Blasting Zone, it also has a chance of counting as two hp hits to get double depletion and/or double Side By Side effect) Air Attacks
      Aerial Circle Rough Divide Techniques and Tips
      Lock off Beat Fang (useful to build assist after dodges without going to the opponent's direction) Lock off Aerial Circle (useful to use the absorb effect without going to the oppenent's direction when its not necessary, very nice against Ultemecia, just be careful with the assist punishes if you don't have two assist bars and the opponent has one) Beat Fang dodge punish (you won't survive not doing it) Aerial Circle/Rough Divide/Blasting Zone dodge punish (RISKY) Dash Feint (useful to keep yourself in place, pressuring and building assist) Blodge --> Aerial Circle (this may turn the tables) Revolver Drive to avoid Aerith Holy and Exdeath's Maelstrom After a block, if you are not going to break, ALWAYS USE AERIAL CIRCLE Check the amount of ex force around the stage, opponent's assist bar and bravery, Thunder Barret --> Solid Barrel --> Chase --> HP can be more rewarding than Thunder Barret --> HP (use it to reduce the ex force absorption of the opponent, specially if he is using a Aerith --> Chase whore like Prishe and Lightning. Thunder Barret --> HP is always more rewarding if you are running a Side By Side build and if you are not going to break with Solid Barrel, keep that in mind) Circle the opponent with jump within the range of Beat Fang to prevent assist building Be unpredictable Assist: Advantages and Techniques
      Kuja: he lets you do the following things as Squall, besides his great capability of punishing and dealing damage: On the ground, right before Kuja's multiple holy hits with Snatch Blow (position yourself right above the opponent within a resonable height), you can land Aerial Circle with ground rush AND another Aerial Circle (dodge cancel and wait a little until you press X in this case, you can even position yourself close enough so you don't have to press X) for triple or fourfold depletion OR a full critical Beat Fang (if you attack fast enough). You can also use Heel Crush and then Aerial Circle or Beat Fang. Use him after a ground rush. In the air he lets you do one Aerial Circle OR one Rough Divide OR one Beat Fang, choose the HP that will cause a wall rush, use Beat Fang for a break only. Summon Kuja after a wall rush or before Beat Fang ends or even during stagger caused by Fire Barret (the distance won't matter, since you can teleport). Yuna: useful when you want to reduce risks of having your assist locked She sucks if the opponent is on the ground, BUT, all Squall's ground moves takes the opponent to the air, so you can combo with Shiva making Yuna a great choice for Squall. With the right timing, you can get double depletion (even triple counting wall rush) with Aerial Circle a little before Shiva's last attack. Use Yuna right after the third hit of Beat Fang and neutral dodge during the assist summon sequence, then use Aerial Circle. Yuna combo with Solid Barrel before the thrusts allowing another Solid Barrel or any ground HP including Revolver Drive for massive damage and ex generation (thus the need of Solid Barrel --> Chase sometimes, unless you got Heavens Cloud weapon with Tenacious Attacker red accessory) Yuna can also combo before the last hit of Upper Blues in the air, back dodge to fall faster and use the options showed in number three, if there is almost no ground bellow, use Aerial Circle during Yuna's attack, its safer. Other viable (and not as good) options: Emperor, Aerith, Jecht. Builds
      Don't guarantee win but make a large difference sometimes, most of these builds require CP Glitch (AKA Labyrinth Bug). Small changes are always welcome depending on your gameplay:
      The Wicked Anti-Exdeath Build
      Notes: equip Grounded instead of Aerial in Order's Sanctuary, since the cores appear on the ground in that stage; Jump Boosts and Master Guardsman helps
      The Reckless Damage Build (182 defense)
      Notes: opitional non Side By Side accessory build, for example, instead of Empty Ex Gauge and Side By Side, put multipliers like HP<=50%, Large Gap in HP, Aerial or Dismay Shock; remove Booster if you intend fighting in the air and put Aerial in its place; opitional Machinery (+100 BRV) extra ability.

      The Safe Build (185 defense)
      Notes: opitional - exchange Adamant Chains with Judgement of Lufenia (shield, helm, armor), exchange Lionheart with Earthbreaker, exchange damage accessories with multipliers, exchange Hyper Ring with Dragonfly Orb, exchange Rebelious Soul and many other possibilities; Adamant Chains with Precision Evasion may be handy against Sephiroth's Shadow Flare spam.

      The Standard Build (Ex core absortion emphasis)
      Notes: I basecly use Seal of Lufenia to get rid of Dismay Shock, but if you think you really need ex depletion, feel free to equip it; you can exchange Lionheart with Earthbreaker and/or put Side by Side accessory build for example.

      Fight Fire with Fire Build (If you are not sure you can grab the cores; you can get two assist bars when you hit the opponent's assist with Aerial Circle thanks to Side by Side)
      Notes: USE IT ONLY AGAINST A CHAR YOU ARE ABSOLUTELY SURE THAT WILL USE SIDE BY SIDE (recommended against Zidane, Golbez, Firion and Onion Knight); the equipment gives good stats (179 attack and 184 defense), you may want to use with other accessory builds.

      The Ex Force Build
      This build doesn't offer good defense and attack: 182 and 177 respectively. You can try using judgement of lufenia set for 184 defense and ridiculous 176 attack on a character that is not a linker, that means you need to hit like ten times more than you get hit to have a chance to win depending on the matchup. At least you don't have to worry about opponent's ex bar using this build.

      The Experimental Defense Build (186 def)
      I dont know any uses of it, but its there just for you to know that is possible to get all that defense.

      Final note: if you noticed, I gave five different useful builds with different pieces of equipment, that means, you may want to keep the equipment in each of the five sets and just change the accessory as you see fit, without having the work of doing CP Glitch over and over.
      Extra: My Build
      I wanted something that could increase the hitconfirm power as much as possible, so I currently run this build. Yuna just in case the opponent has 2 bars of assist. 1265 Bravery, 179 attack, 183 defense, +80% physical damage.


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