Terra by Soki_25

Updated: 12/22/11 | Printable Version

Dissidia 012 Doudecim Final fantasy
-Terra Branford Guide-
By Soki_25


*Use the numbers on the left with Ctrl+f to jump to a section

1. Introduction

2. About Terra
-2.1 Terra in Dissidia 012
-2.2 Terra in FFVI

3. Her arsenal
-3.1 Brv attacks
-3.2 HP attacks

4. Recommended abilities and Assists
-4.1 Attack set up
-4.2 Action abilities
-4.3 Support abilities
-4.4 Extra abilities
-4.5 Assists

5. General tips
-5.1 Gaining EXP, Gil and KP
-5.2 How to play as Terra
-5.3 EX Mode
-5.4 Equips, accessories and summons
-5.5 Grinding items
-5.6 Combos

6. The fights
-6.01 Warrior of light
-6.02 Garland
-6.03 Firion
-6.04 Emperor
-6.05 Onion Knight
-6.06 Cloud of Darkness
-6.07 Cecil
-6.08 Kain
-6.09 Golbez
-6.10 Bartz
-6.11 Exdeath
-6.12 Terra
-6.13 Kefka
-6.14 Cloud
-6.15 Tifa
-6.16 Sephiroth
-6.17 Squall
-6.18 Laguna
-6.19 Ultimecia
-6.20 Zidane
-6.21 Kuja
-6.22 Tidus
-6.23 Yuna
-6.24 Jecht
-6.25 Shantotto
-6.26 Prishe
-6.27 Vaan
-6.28 Gabranth
-6.29 Lightning
-6.30 Feral Chaos
-6.31 Chaos
-6.32 Gilgamesh

7. Utilizing the arena
-7.01 Old Chaos Shrine
-7.02 Pandaemonium
-7.03 Pandemonium- Top floor
-7.04 World of Darkness
-7.05 Crystal Tower
-7.06 Lunar Subterrane
-7.07 The Rift
-7.08 Kefka's Tower
-7.09 Phantom Train
-7.10 Planet's Core
-7.11 Ultimecia's Castle
-7.12 Crystal World
-7.13 M.S Prima Vista
-7.14 Dream's End
-7.15 Empyreal Paradox
-7.16 Sky Fortress Bahamut
-7.17 Orphan's Cradle
-7.18 Order Santuary
-7.19 Edge of Madness

8. Battle Quotes

9. Attack Quotes

10. Fun facts

11. Contacting me

12. Version history

13. Credits

1. Introduction

Hey all you Dissidia 012 fans! My real is Timothy I live in Singapore 
(A tiny island south of Malaysia) and was born in April 1995. Thats all 
about me. This is my first ever FAQ i post so apologies for any
mistakes i make in advance. I am sure you all know that the Final 
Fantasy series has been around for at least ten years now and though 
I havent played them all I have played 1,2,4,5,6,10 and 12 and there 
is never a dull moment when i played them. My first FF was 6 and i
played it when I was 9 (yes i know a little too young)

Sorry for that uneccesary paragraph. Anyways onto business, why did 
i write an FAQ on Terra? Because her fighting style is different 
than most of Comos warriors. Instead of hacking away at her foes she 
gracefully slaughters her enemies without having to even get near them. 
Though I havent played much of her in dissidia 012 I have used her 
numerous times in the original dissidia. On top of that i not only 
dedicate all my free time to using her in dissidia 012 but i also 
watch many Terra vids on youtube and read up on her fighting style.
So it is safe to say that i do have a great understanding of her 
and how to use her according to the situation. 

Though many of my friends do not like to use her and also
insult her fighting  style i show them just how brutal she
can be thus, giving them a thorough thrashing. Also even
though i main Terra I also use a variety of characters like Jecht
and Kain so I roughly know their strengths and weaknesses
even before i fight them using Terra.

Note that if you want to use and content here for your personal
uses please email me i like to keep track of the content being
used and also please at least state me under your credits
if you are gonna write your own guide with content from this

I also have a youtube channel up and running called Soki1995T 
yes i know not the best of names but there you can see my 
Terra in action and keep up with my new builds that i come up 
with. I also have a facebook group running that is for discussing 
and sharing of any kind of games 

Check it out here: 

Anyways thats enough of chit-chat onto the FAQ enjoy! :)

2. About Terra

2.1 Terra in dissidia 012


Shockingly in dissidia 012 Terra is on Chaos' side.
She was summoned by Chaos to fight for him
also, Kefka took interest in her powers and thus,
casted a mind control spell on her to completely
obey him. She then meets Vaan and enters battle
with him, she obviously losses and slowly regained
some of her conscious and flees. However her
will wasn't strong enough and she returned to
being mind controlled. But as Kuja met her he
decide to spice things up and dispell the mind control
magic on her. She then regain her consciousness and
confronts Kefka that she no longer wants to fight.
They then get into an arguement while Vaan walks
by thinking it does not concern him. But after showing
Kefka that she no longer wants to fight he gets dancing
mad and attacks her. Then Vaan came dashing into the
commotion telling Kefka to stop (cliche)Vaan enters a battle
with Kefka and ended up running away taking Terra with him.
He then tells Terra why he rescued her and that she should
hide until the conflict is over. However her cover was soon
detected by manikins, Terra defeats them and with her last
ounce of stength she wandered to Cosmos where she puts
Terra to sleep and allowed her to choose her own path
when she awakens.


2.2 Terra in FF6


Terra is a young girl with the mysterious ability
to use magic naturally. While it's a mystery how
she can do this at the begining of the game,
we eventually learn that Terra is a one-of-a-kind;
the daughter of a male Esper (the "summons" of FFVI)
 and a female human! This was even more so
peculiar because of the Espers' wariness for
humans because of the War of the Magi, a war
long ago where humans used the Espers and
drained them of their magical abilities.

Born in the Land of Espers to father Maduin
and mother Madeline, she spent only a few
years living in peace. When she was about
two, the Gestalian Empire managed to find
their way into the sealed land of the Espers
and began capturing the Espers for their
twisted experiments. Her father was one
of the Espers to be captured while her
mother tried to escape with her. Madeline,
however, was mortally wounded. With her last
breath, she tried to keep the Emperor Gesthal
from getting baby Terra, but she failed.

Over her sixteen years or so of captivity, she
was under the complete control of the Empire
due to the Slave Crown placed on her head by
Kefka. The demented clown then used this control
to turn Terra into a weapon, being boasted that
she was able to nuke a whole battalion of the
Empire's finest soldiers in a matter of minutes

However, on a mission to retrieve a frozen Esper
discovered in the Narshe Mines, Terra has an
odd interaction with the Esper and blacks out. The two
soldiers accompanying her are zapped away to
god-knows-where by the mysterious
Esper and never to be heard of again.

After waking up, now free of the Slave Crown,
she has no recollection of her past life. On
the run from both the Narshe police and
Kefka's forces who wish to recapture her, she
is helped by a kind treasure hunter by the
name of Locke and a king of Figaro (who is
a ladies man... without the success)
named Edgar.

Once the two become aware of Terra's amazing
ability and potential, they attempt to recruit her
to the Returners, a small rebel force attempting to
fight against the Empire. After some hesitation
of Terra's part, she agrees, and the group, now
including Edgar's muscular and hot-headed
brother Sabin, splits up before meeting back
in Narshe to attempt to gain their support.

Once the group meets up, they fight off Kefka's
forces with new recruits Celes (a former Imperial
general turned traitor), Cyan (swordsman with a weird
face), and Gau (a kid who was raised by monsters).
However, Terra interacts with Mr Esper again and
goes beserk, transforming into her Esper form for
the first time and flying off to the sketchiest place
she could possibly go, Zozo.

After finding her unconscious and being looked
after by Ramuh (who lends the party his power),
the party raids in the Magitek Factory at the Imperial
City with the help of Setzer (a more successful ladies
man than Edgar only because he resorts to kidnapping)
and his airship. After returning with Maduin's
magicite, Terra learns about her past and regains
control of her powers.

Using Terra's heritage, they attempt to enter the
Land of the Espers to ask them to help against
the Empire, but when Kefka arrives, faces hits the fan
and the Espers go beserk and stomp all over the
faces of the Empire.

Gesthal, pretending to be sympathetic, gets
Terra and Locke to journey with Celes, Imperial
General Leo, and sword-for-hire Shadow to apologize
to the Espers (gee, sorry we killed and tortured and
sapped your friends of their power, hope we can
still be friends?). Terra and Leo talk a bit 
heart-to-heart and Terra expresses how she's never 
felt love and she worries if her origins will 
prevent her from finding it. Leo reassures her 
thoughWhen they find the Espers, Kefka turns em 
all to magicite and eventually is a total prick 
and moves the three goddess statues 
(they are the origin of magic) which causes 
the entire world to shift. He also absorbs their 
power and becomes a god as well as kicking the 
lesser of two evils, Gesthal, off a floating continent. 
Oh yeah, he also killed Leo.End the World of Balance.

Over the next year, the party is completely seperated
while the world is repeatedly punched in the face
(figuratively) by Kefka in his giant tower of garbage
(I'm not kidding). Terra finds herself in the ruined
village of Mobliz where all the adults are dead and
it's just a whole bunch of orphans and a
young couple living in an underground hideout.

Terra grows attached to the little runts and begins
wishes to protect them, but loses her will to fight.
Because of this, when Celes (and possibly Sabin) come
around to try and rerecruit her, she refuses as she isn't
even strong enough to fend off Humbaba, a fat oaf
of a troll that likes to stop by and tear the place up.

However, if the party returns later, Terra realizes
that her feelings for the orphans she is "mothering"
is love and because of this, she wishes to fight to
bring them a new bright world to grow up in. when
the fat oaf comes around and messes up the party,
Esper Terra pops in all-powered up and ready to fight
and with her help, the party hands tubs' fat behind
to him, except he's to busy being dead to accept the gift.

Regardless if you recruit Terra into the party or not
during the World of Ruin, she will show up during
the final confrontation with Kefka the help out
the party. After Kefka is defeated, magic starts
fading from the world and the party fears what
fate awaits their half-Esper friend. With the last of
her power, she is determined in guiding the party
safely out of Kefka's junkyard. With his last words
to his daughter, Maduin tells Terra that if she is
attached to this world, she may not fade away,
and because of her love for the Mobliz children,
she lives on and the party rejoices as they
find Terra lieing on the deck of the airship
with them.

As the final act of the game, Terra releases her
ponytail and lets her hair fly freely in the wind.

In battle, Terra is easily one of the better characters
of the game. She is able to equip every sword
(aside from exclusive equips) as well as a couple of
other weapons (like flails and daggers). She can
wear heavy armour and use every shield as well
as female specific items and a few low level mage
equips. Her stats are fairly well balanced and she
can learn various spells through levelling up, with
Meltdown and Ultima being the last two.

And finally, once she gains control of her powers,
she can use the Trance command (which duration
depends on the amount of AP gathered) which
transforms her into her Esper form and doubles
all of her stats! When you rerecruit her in the World
of Ruin, her Trance command gets an upgrade which
increases it's duration. She is a very deadly character
and can easily solo bosses, especially in Esper form,
whether it be via dual-wielding X-attacks or quintiple
casting Ultima for 1 mp each.

Her unique weapon in the GBA version is the Apocalypse
sword, acquired by defeating the Red Dragon. It's
one of the strongest swords in the game and
uses MP to deal critical damage.

3. Her aresenal

3.1 Brv attacks

Terra has a nice selection of brave attacks, both
air and ground, so she can fare well in either type
of combat which is always nice. Keep in mind,
though, that two of her attacks (Blizzara and
Blizzard Combo) have both a ground and aerial
version and one attack has two versions (Holy and Holy
Combo), one being VASTLY superior to the other.
So she has ten different brave moves, though you
probably won't be using both versions.

'Attack Name Here'

[CP]: This is the amount of CP needed to equip the 
move normally. The number in brackets is the amount of 
CP needed to equip the move after mastering it...
[AP]: ...by gaining this amount of AP.
[Learned At]: This obviously states the level that you 
learn the skill at.
[Range]: This is the range the move *can* be used at, not 
what range is BEST to use it at as. Basically, there is 
short,  mid, and long ranges only.
[Notes]: This tells u any extra effect the attack has like 
if it leads to chase, can cause wall rush, or can be chained 
after mastering it
[Review]: Here is where i describe to you how the move works 
and how to use it in different situations i wil also be stating 
the difference,if any, from the 012 style and the original
[Rating]: A score out of 10 for that move. The higher the better.


[CP]: 30 (15)
[AP]: 170
[Learnt at]: Starting move (ground)
[Range]: Mid
[Notes]: Chase, chains to Hp attack Firaga
[Review]: Terra shoots a spark of fire that tracks the opponent 
at high speeds up till mid range after that it will track the 
opponent slowly before dissapearing. Upon contact it will explode 
leaving your opponent open for a chase. This move now has much
better tracking compared to the original and it has double in speed! 
Works best at close range why? Simple since it is now insanely fast 
your opponent does not have enough time to react to it also if they 
are close to you they can't simply just jump over it now. Basically 
if your opponent is within range of the explosion the spark will 
immediately explode regardless of whether they are slightly above
the ground or if they did no come in contact with the little spark.
[Rating]: 7/10 It has been upgraded since the original game so overall 
it is rather useful and much harder to dodge now

Blizzard Combo

[CP]: 30 (15)
[AP]: 100 (Midair) 100 (Ground)
[Learned At]: Level 6 (Midair) Start (Ground)
[Range]: Short
[Notes]: Can reflect weak projectiles,
can alter direction of last hit, wall rush
[Review]: Terra ice an ice block in her hands 
and swings it, followed by another swing and finished 
off by spining around causing three ice blocks to knoch 
the opponent away. You can change the direction of the 
last hit, basically if u jus press circle with no analog 
direction she will knock her opponent backwards but if you 
press circle while pushing up on the analog stick she will
knock her opponent upwards. Nothing different from the original.
This move starts out fast so it will be hard for your 
opponent to dodge/block on reflex. Also it is a great way to 
create distance between Terra and her opponent if they get too 
close. This move can be used on both the ground and midairbut 
i recommend equiping the midair version once learnt as it makes 
the move easier to hit.
[Rating]: 8/10 this move starts out fast and can easily regain the
distance between you and your opponent however do not spam or
it will make it easy for your opponent to block it.


[CP]: 30 (15)
[AP]: 100 (Midair) 100 (Ground)
[Learned At]: Start (Midair) Level 3 (Ground)
[Range]: Short, Mid,
[Notes]: Can block attacks during start-up, wall rush,
[Review]: Three small blocks form in front of Terra
blocking any magical brave attacks while it fuses to one
large block before being launched. BIG difference since the 
original, firstly the range has been reduced by 75% yes that much
so it cannot be used to punish carelessness from the opponent
such as missing a Hp attack (unless they are right in front of 
your face) also its vertical tracking has now been reduced to 45 
degrees upwards and downwards only so you can't use it if you opponent 
is right above or below you. However if this move hits it can really 
create distance between you and our opponent.
[Rating] 3/10 has been severely downgraded since the original so I do
not recommend equiping this move at all as the chances of that move
actually connecting is approximately 20% a great reduction since
the orginal with a hit rate of approximately 80%


[CP]: 30 (15)
[AP]: 90
[Learned At]: Start (Midair)
[Range]: Short, Mid, Long
[Notes]: Leads to chase
[Review]: Terra summons four rows of lightining that slowly
closes in on your opponent.Difference fron the original is that it 
the lightining bolts get summoned faster and it closes in faster now. 
A pretty basic move that should not be underestimated. True this 
move may be weak however it can catch the opponent by surprise! The 
best time to use this move is when punishing your opponent when 
charging an attack thus you will be able to stop the attack without 
closing in on them. In addition,  your opponent may have a little 
difficulty trying to time the dodge  of the direction required to 
avoid it. If connected it will launch your opponent into the air 
which can lead to a chase.
[Rating] 7/10 has been upgraded since the orginal and is now more 
useful as a punishing tool.


[CP]: 30 (15)
[AP]: 60
[Learned At]: Level 10 (Midair)
[Range]: Mid, Long
[Notes]: Can lead to chase,
[Review]: Terra swings her hands horizontaly whereby 
five white orbs form in front of her and launches off each 
closing in at different speed making harder for our opponent 
to avoid it.If connected your opponent gets launched into the 
air enabling a chase. It has shorter range and does not track 
as well compared to the original. Takes some time for the attack 
to start but is nice to equip once learnt. However you won't be 
using this move for long as later when you level up there is a 
better move to replace this one.
[Rating]: 6/10 some of you may think that it has been downgraded
since the original but i think thay have made it much safer for 
you to use this move now namely because when your opponent 
blocks this attack it will reflect but since this move now had a 
shorter range it will not last out to back stab you anymore so 
you can use this move with less risk now!

Holy combo

[CP]: 30 (15)
[AP]: 60
[Learned At]: Level 18 (Midair)
[Ranges]: Mid, Long
[Notes]: Chains into Ultima HP attack.
[Review]: Terra swings her hands horizontaly whereby five 
white orbs form in front of her and launches off each closing 
in at different speed making harder for our opponent to avoid it. 
In addition if the holy orbs connects within five seconds of it 
casting Terra will launch four flares if you continue to press circle. 
During flare animation Terra is able to freely move so as to position 
herself in order for the next flare to hit. It has shorter range and 
does not track as well compared to the original however when compared 
to the orginal the flares that get launched are now faster, staggers 
upon blocking and can weakly track the opponent if they ever recover 
from the attack.Also Terra can move more freely when launching her 
flares now. Now i am sure some of you are having trouble getting all 
four flares to be launched, basically the faster you mash the circle 
button the higher the chances of another flare being launched. If you 
want all four flares to be launched i suggest you mash the circle 
button at three times per second this may sound hard but
it really isn't.
[Rating]: 8/10 though the first part of the attack is a bit of a let 
down  connecting with the flare is now much easier so this move 
is overall an upgrade since the original


[CP]: 30 (15)
[AP]: 100
[Learned At]: Level 23 (Ground)
[Ranges]: Short, Mid, Long
[Notes]: Can wall rush to the floor, can absorb Exforce.
[Review]: Terra raises her hands as a black sphere forms
above your opponent and drops it on them note that when
Terra drops the giant sphere it draws your feo closer to the
sphere while it is falling. Difference is that now the move does
not track vertically meaning if your opponent jumps while the
sphere is above them the sphere will immediately drop on them.
While Terra is casting this spell she can move around but slightly
slower than her running speed. I don't recommend using this move
unless you are quite a distance away from your opponent but even
so it is very easy for them to avoid it if they have seen the move
It simple the casting time for this spell is around five seconds 
that may not sound much but it takes two second for veteran players 
to spot an opening thus you are open for practically any attack whil 
casting this spell.
[Rating] 3/10 this move has slightly improve since the original but not
much overall this move is not very useful however this spell is the 
starting of once of the strongest combos Terra can cast saving it from 
a further drop in ratings


[CP]: 30 (15)
[AP]: 100
[Learned At]: Level 29 (Ground)
[Ranges]: Short, Mid, Long
[Notes]: none
[Review]: Terra raises one arm and twirls around as countless meteors 
rain down  on your opponent. 
This is Terra's ace if you are having trouble against any 
opponent this move is your solution. 
This moves does somewhat track as in even if your opponent is 
constantly moving the meteors will still rain down on them and not 
just on their intial position. Difference is that the number of meteors 
that rain down now is a little less compared to the original. 
I say it agains THIS MOVE IS HER ACE. There are a number of reasons, 
firstly this move can chain into practically any of Terra's attacks with 
the exception of Graviga due to its long casting animation. 
Another thing would be that this is great for pressure and will be a
key factor in letting you control the match because your opponent will be 
too distracted trying to avoid the attack thus, not making any progress in 
closing distance and unable to find an opening. Even if they air dash right 
through by the time they are within attacking range you are already 
preparing for another attack!.
Lastly Terra ends this attack slightly above the ground meaning 
you can chain meteor with an aerial attack most preferably holy combo.
[Rating]: 9/10 EQUIP THIS MOVE THE MOMENT YOU LEARN IT! Though it has 
been slightly downgraded since the original it is still an awesome move 
that is an absolute must when using Terra

3.2 Hp Attacks

Like most characters Terra is rather limited in her HP attacks. 
Fortunately most of them are fairly strong and can constantly keep your 
opponent on their toes. Her HP attack range are also very varied meaning 
she won't have much trouble trying to inflict damage to an opponent's 
hit points. Not to mention she also has a couple of branching moves 
making it all the more easier to inflict hit point damage. 
Well enough with the small talk and onto her HP
attacks.I will be using the same format from her brave arsenal to analyse 
her HP attacks well lets get started..........


[CP]: 30 (15)
[AP]: 130
[Learned At]: Starting (Ground)
[Ranges]: Short, Mid, Long
[Notes]: Chance for assist combo
[Review]: Terra bends down and then does a back flip as three 
pillars of water blast out beneath your foe.
No difference here and the original. This move will be somewhat of a 
mindgame for players who have not seen this attack before. Basically 
the interval between the second and the third blast is shorter compared 
to the second and first blast making it a little confusing to avoid. 
Also if your foe gets obstructed by a pillar or wall  while dodging there 
is a high chance that the second or third blast will connect. In addition 
if your opponent gets hit by this attack they will be stunned in the air 
for around two to three seconds giving you an opening to use your assist. 
(I will go through what assist to equip under assist 4.4). Something that 
was pointed out to me was that Flood has a rather long start up and can
be air dashed to avoid. 
That is true to a certain extent if your opponent air dashes the 
moment he sees the word Flood he will avoid it but if he air dashses too late
he will get hit instead so don't think that this move is completely hopeless.
[Rating]: 8/10 Though nothing has changed about this move. BUT it leaves 
a big opening for you to summon your assist thus, making this move 
more useful than before.


[CP]: 30 (15)
[AP]: 130
[Learned At]: Start (Midair) Level 13 (Ground)
[Range]: Short
[Notes]: Pulls in target, wall rush at ceiling, can reflect projectiles.
[Review]: Terra calls forth three tornados that surrounds her before they 
combine into one large tornado to deal the HP damage. A good move 
to pressure your foe and keeping their distance she can also move 
a little while she is surrounded by the three tornados. If you are new in 
using Terra you would propably love to spam this which is fine when 
fighting AI because no matter how high you set the difficulty the AI 
will constantly dodge backwards until the attack ends. However take note 
that this move has  a long cool down that human players can easily exploit. 
(trust me when I miss tornado against my friend I know its a HUGE opening 
for him) But nonetheless this move can help you keep meelee fighters at bay 
and not get too close to you.
[Rating] 8/10 A great close range option for Terra just don't spam against 
human  fighters as it will will leave Terra very vunerable during the cool 


[CP]: 30 (15)
[AP]: 130
[Learned At]: Level 38 (Midair)
[Range]: Close, Mid, Long
[Notes]: Can be charged for three levels causing different attacks, 
wall rush
[Review]: This possibly Terra's best HP attack. She puts her hands 
together and charges up a fireball. There are three stages to this attack 
depending  on how long you charge it. Stage one is executed when you 
release the square button before she says 'this power'. Terra will launch 
a small fireball which comes out very fast but will explode before 
reaching mid range. Take note that she won't launch it instantly at best 
you can launch it after two and a half seconds of charging, if you don't 
want to count just press and release the square button it will launch 
stage one for you ASAP.

Now for stage two, to execute meltdown at stage two just keep charging 
until you here Terra say 'this power' release the square button 
and a large firball will appear in front of Terra which will then track 
the enemy for around three to five seconds. On the whole this stage is 
pretty strong and can punish players who dodge to the sides instead 
of a forward dodge. But that is not all, another merit is that 
it is great for pressure as the opponent is too distracted trying 
to dodge the meltdown he is prone to other brave attacks such as holy
combo (jump to 5.4 for details). Also another way to tell that 
she is ready to launch this stage is when you see her hands start 
to glow white just keep practicing on your timing and you should 
be able to launch this stage ASAP.

Lastly we have the third stage pretty easy to launch it just hold into 
the square button and it will launch automatically once it is ready. 
While in the original this stage would just be a fireball traveling 
forward while bouncing off any objects it has had a major improvement 
since then. Basically stage three in dissidia 012 is like a combination of 
all three stages of the original. Firstly this stage will have a very fast 
launch just like stage one, after that it will lower its speed to that of 
stage two's and have the same tracking ability (unlike the original) 
also this move last the longest at around five to seven seconds. 
In addition this stage is probably the hardest one to dodge out of the 
three because this move will not stop tracking its opponent if there is 
a wall blocking its path it will bounce off it and resume its course 
towards the enemy. This is also great for pressuring the enemy if it 
connects great! But if they manage to avoid it no worries they won't 
make any progress towards you. Another thing is that it also leaves your 
opponent prone for other brave attacks just like stage two. Overall if 
you have enough distance use this stage as it will really put your 
opponent in a tight position.

As great as things attack it is, stage two and three CAN be reflected 
so don't spam.
General moves that can reflect her Meltdown are physical HP attacks like 
Cloud's Braver and Squall's Rough Divide. If you Meltdown does get 
reflected all is not lost! 
Immediately cast Tornado to send your Meltdown back on the right track.
[Rating]: 9/10 this move has probably had the most improvement since 
the original and is a must have move when using Terra. Only bad part is 
that it gets harder to hit when on large arenas


[CP]: 30 (15)
[AP]: 130
[Learned By]: Mastering Holy Combo
[Range]: Short, Mid, Long
[Notes]: Chained from Holy Combo, can cause wall rush to the floor.
{Review]: Terra slowly waves her arms in a circular motion as a purple orb 
swiftly grows while dealing minor brave damage before she claps her hands 
causing the orb to explode and deal the HP damage. To execute this attack 
simply press square after at least one flare has hit the opponent. 
Using this move can be a little tricky, if the interval between the flare
hitting and ultima the opponent has a chance to recover and be able avoid 
without even dodging. If you are having troubles connecting with this attack 
i recommend activating it after the second flare hits as it gets a bit risky 
using it after the third or fourth flare.
[Rating]: 8/10 No changes since the original so can't really give it any 


4. Recommended abilities and Assists
*Note* these set ups are all to suit my play style thus they are heavily 
based on my opinion, If you find that some this don't suit you trying 
equiping different abilities to see which suits you best

4.1 Attack set up

Land Brave:

Towards: Fire -> Firaga
Neutral: Meteor
Away: Blizzara 

Midair Brave:

Up: Blizzard Combo
Neutral: Holy Combo -> Ultima
Away: Thundara

Land HP:

Neutral: Flood

Midair HP

Neutral: Tornado
Away: Meltdown

I usually stick to this set up but I would change thundara for blizzara 
depending on how my opponent fights. Blizzara can be replaced with
Graviga as well but apart from that i don't see anything else i 
would change.

4.2 Action abilities

There has been some additional abilities since the original and some 
of them are rather useful so here I would show what abilities 
I equiped under these categories. Take note that I did not state 
the level of which the ability is learnt because I recommend that you only 
equip most ofthem when you are at level 100. (Jump to 5.1 to for 
easy leveling) But before I get on with my set up here is the 
format that i will be using for the rest of the section.

[ability name here]-[AP]-learnt from mastering which ability if any

[Ground evasion]-50AP
[Midair evasion]-50AP
[Ground block]-50AP
[Midair block]-50AP
[Aerial block]-50AP
[Controlled recovery]-70AP
[Recovery attack]-70AP
[Omni air dash+]-200AP-Master Omni air dash-[130AP]
[Speed boost++]-130AP-Master speed boost[70AP] and speed boost+[130AP]
[Ground evasion boost]-100AP
[Midair evasion boost]-100AP
[Evasion boost]-100AP

Equiping speed boost++ is not a must but i just equip it so that 
I can move more freely. Other than that everything else should be equiped. 
Another optional ability is multi air slide i pretty much just use this 
to create distance in pinches, not something that is vital for Terra. Fot air
dashes Terra would do better with omni air dash+ since now it is harder
to enter EX mode you don't need to worry about Heartless Angel and Black 
Fang now so using this dash will make repositioning a lot easier.

 4.3 Support abilities

Not much i equiped here so rather small section this one.

[Always target indicator]-50AP
[EX core lock on]-50AP
[Auto assist lock on]-50AP

Auto assist lock on is all up to you there are some pros and cons on 
equipping this ability being that it won't be that easy to assist punish you
but opponents can use their assists as decoys to attack you while you are
aiming his assist. I don't recommend equiping Auto EX Defense but 
if you are really that bad at it then go on ahead.

 4.4 Extra abilities

Pretty interesting abilities available here so lets get started.

[Precision jump]-130AP
[sneak attack]-200AP
[EX critical boost]-200AP
[Assist critical boost]-200AP
[EXP to HP] or [EXP to Assist]-130AP
[Cavalier's gear]-170AP

Reason why I put two 'EXP to --' is because its all on preference and 
opponent. If you are fighting and over leveled enemy i recommend 'to HP' 
but when fighting regular battles I equip 'to Assist'. Also you will 
notice that you cannot find 'Cavalier's gear' anywhere to unlock this 
ability you must first unlock the lores in the shop and then buy it for 
500000 Gil. Exit the shop and it will say new inventory in shop go back 
and scroll to the 'etc' section and then select 'cavalier's gear' for 
a Gil which will unlock it's simple!

4.5 Assists     

Assists is one of the new features of Dissidia 012 basically you can call 
in your assist to help you do extra damage or become a scapegoat for you. 
When you enter battle you will notice a bar beneath your HP that is spit 
into two parts. As you execute attacks this bar will slowly rise and 
when you filled up one bar press L+circle to allow your assist to perform 
a brave attack or swap out with you when taking damage or staggering note 
that swaping out with your assist with L+circle will disable the use of 
your assist for about twenty to thirty seconds  and your opponent will 
absorb all EX force on screen. However what about when you fill up both 
bars? Well if you do so you can press L+square to summon your assist to 
do a HP attack for you, note that landing an assist HP attack when in EX 
mode does NOT allow you to initiate your EX burst so bear that in mind.
Another thing you can do with both bars filled is by pressing L+square 
while taking damage or staggering to swap out with your assist now the 
difference between this and pressing L+circle is that not only do you 
switch out with your assist but if your opponent attacks your assist they 
will stagger giving you an opening, also your assist bar will not 
be disabled however your opponent will still aborb all EX force on screen. 
Also if you are able to interupt your opponents assist attack their assist
will be disabled and you will absorb all EX force on screen same goes 
vice-versa. Another feature about assists is that as your opponent takes 
damage their EX gauge will deplete accordingly! Also if your opponent 
does get into EX mode don't fret simply connect with an assist attack and 
they will automatically exit EX mode plus the stage bravery will add to 
your brave as well! However do not allow you opponent to land an attack 
on your assist whether if its interupting their attack or you switching  
out with them because if he disables your assist they will gain the stage 
bravery which does not put you in a good position.

Well now since you get the jist of assists lets move onto assist attacks. 
There are some exclusive properties a character has as an assist while 
that they don't have as being used with. This would be if an assist is 
able to land an attack on your opponent they may sometimes leave an 
opening for you this will be indicated with a golden cross appearing on 
the screen similar to that of initiating a chase. This golden cross with 
be on screen for about three seconds and if you press cross during that 
time you will instantly vanish and reappear behind your foe. For Terra 
this will leave your foe open for either Tornado, Blizarra or Blizzard 
combo. But take note make sure there is nothing obstructing the path 
between you and your opponent or you will not reappear behind them. 
Example if there was a wall between you and your opponent and you press 
the cross button while the golden cross is on screen you will just 
reappear in front of the wall instead behind you opponent.

Alright now onto actually selecting your assists. This part really just 
comes down to personal preference and play style however when select an 
assist i recommend selecting one that will either cause a wall rush or 
allow you to teleport behind your foe. With this you can figure out which 
assist is best for you. But if you are still stuck in selecting your 
assists i recommend Jecht or Kuja why? For Jecht it is mainly due to 
the fact that all his attacks do wall rush damage which will leave your 
opponent open for an assault, Kuja because almost all his attacks will 
enable you to teleport behind your opponent giving you an opportunity 
to further punish them but the only attack that doesn't do so is his 
flare star (ground HP attack).

Alright now that you got your assist you now have to figure out 
how to land them especially for Jecht since his attacks require him 
to be close to his opponents so here are some
methods to ensure that your assist attack will connect:

i) Summon right after a wall rush
ii) Summon during their cool down after a dodge or attack
iii) Summon after connecting with flood
iv) Summon just after the first hit with blizzard combo connects
v) After firing a flare from Holy combo

For 'iv)' this requires strict timing. Basically the moment you see 
the amount of brave damage dealt immediately call your assist and do 
NOT continue with the attack or your assist may miss or you will miss 
with your blizzard combo and miss out on the opening your assist leaves 
behind. I don't recommend making your assist deal the HP damage for you 
because Terra does not have a problem dealing HP damage plus most HP 
assist attacks have a bit of a start up giving your opponent time to 
evade your assists' attack in other words waste of your assist. In 
addition if you equip one of the two assists I recommended they 
leave openings for pretty much any of Terra's attacks when they 
finish their brave attack. As for 'v)' this requires even stricter timing 
especially if you are using Jecht, as you 
know when Terra fires her flare her opponent will be stunt for a moment, this
is you signal to summon your assist. Note that this is more easily done on a 
stage that is vertically limited why? Simply because the stunt duration remains
unchanged however your opponent won't get blasted upwards. In other words
they will be stuned but on the spot making it much easier for your assist to hit

5. General tips

5.1 Gaining EXP, Gil and KP


There are a number of ways to level up Terra to 100 but i will be 
mentioning only two here (check out thesamecruse FAQ on easy EXP for
more methods) The first one would be the Exdeath trick first go to PP 
catalog and purchase all the 'CPU Level Cap +10' to 'CPU Level Cap +100' 
and 'EXP icon boost Lv1' to 'EXP icon boost lv 10' then set your psp 
day on your bonus day. Next set your play plan to hardcore and fight 
sixty battles to get a chocobo feather (EXP +100% and breakability 30%) 
then buy the magic pot summon NOT the auto version and equip it. Then make 
sure you chocobo gives you the EXP times five and go to quick battle 
one-on-one and fight a level 100 Exdeath at maximum difficulty.Enter 
battle and let Exdeath gather 9999 brave then use your summon but make 
sure you are not suffering from a break or it won't work magic pot will 
mimic your opponent's brave after doing so just land a HP attack and tada! 
You will gain around two million EXP and instantly level up to 100!

The second method takes more time but is easier to carry out and can be 
done with other characters first but the neccesary things from the PP 
catalog stated from the previous paragraph. Them fight a level 100 
Emperor with his difficulty at high(equips) or very high. Enter battle 
and allow Emperor to get 9999 brave then wait for him to cast a bue flare 
then simply cast tornado to reflect it right back at him now you have to 
be a liitle patient here as it takes time to for Emperor to get careless 
and get back stabbed by his own flare. When he gets hit by his own 
flare you will gain an enormous amount of EXP (from 30000 to 500000) per 
hit this will level you up pretty quckly. Now as stated earlier this 
method can be used for other characters so i will state the attack that 
will allow you to reflect his blue flare with the other characters

Lightning: Crushing blow
Vaan: Inferno
Laguna: Ragnarok blade, Ragnarok Buster
Yuna: Hell fire, Mega flare
Kain: Jump, Dragon's fang
Tifa: Meteor strike, Burning arrow, Meteodive, Rolling blaze
Warrior of light: Shield of light, Ultimate shield
Firion: Weaponmaster, Lord of arms
Onion knight: Wind shear
Cecil: Soul eater, Shadow Bringer, Saint's fall
Bartz: Hell fire, Ragnarok blade
Terra: Tornado
Cloud: Cross slash, Braver
Squall: Rough Divide, Revolver drive, Blasting Zone
Zidane: Grand lethal
Tidus: Spiral cut, Slice and dice
Garland: Earthquake, Tsunami
Emperor: Bombard
Cloud of Darkness: [0-form] Particle beam
Golbez: Nightglow
Exdeath: Delta attack
Kefka: Havoc wing
Sephiroth: Hell's gate, Heaven's light, Octaslash, Scintilla
Ultimecia: N/A
Kuja: N/A
Jecht: Jecht blade, Triumphant grasp
Shantotto: N/A
Gabranth: Execution
Prishe: Asuran fists, Auroral uppercut, Nullifying dropkick
Gilgamesh: Death claw, Hurricane, Jump, Sword dance
Feral chaos: Quo Vadis


Now for Gil. This is pretty easy either just keep fighting enemies in 
Scenario 000 (6000-15000gil per battle) or enter time attack in arcade 
mode and do the crystal course and get a timing below 15 minutes to 
win a Megaelixir and a gold angel which can be sold for 100000gil.


For AP. Some preparation needed first buy all the AP bonuses on the PP
catalog and then select a level 100 character and remove all abilities 
and items apart from a HP attack. Reason why it needs to be level 100 is 
because if your foe is below level 100 it is harder to get AP chance+3. 
Next set this dummy as your ghost card and export it. Now go to 
communication mode and select communications, import your 
dummy ghost and pummel away for easy AP chance. Equiping Beckoning
Cat (Gil +20%, AP +100%, PP +20%) and the Diamond set (AP +100%)
plus playing on your bonus day can rack up to 21AP a battle. 

Components for these items are found repectively......

-Beckoning Cat: Lucky Charm x1+Mog's Amulet x1+Tome of Lies x2+
3500 Gil
-Diamonds can be purchased from the moogle shop south east of the map
in Secnario 000 for 50KP


Lastly we got KP. Here is my method first play Scenario 000 and go to any
moogle shop and buy Multichain, KP Gambler and KP Switch. Next enter the
Gateway of Artificial Life this gate is located somewhere north west on the
map. When you enter take four paces to the right or stand on the crest that
will give your initial BRV 0. Now use the KP switch and KP gambler to make
things easier before you use Multichain. When you use Multichain all
the battle pieces in the gate will come at you fight them all and you will
receive 243 KP and if you feel like it, use your KP bonus to double it. As you
would notice the enemies in this gate are above level 100 so use a custom
rule to make things easier I use BRV centric to deal massive damage through
wall rush.

There is another method that will allow you to get 50,000 KP at one go but
requires plenty of preparations. Here is a link of lordphr0zen pulling it


Just in case, please read the video description and again I DID NOT COME UP 
WITH THIS METHOD! So ask lordphr0zen for the details for this insane
KP farming method.

5.2 How to play as Terra

As you should know Terra is a long range specialist meaning that she 
is able to constantly assault her enemies without fearing of being 
staggered by a block. However if you were using Cloud for example you 
would be gone within seconds having to suffer each blow being blocked 
and enduring a chain of criticals. What does this mean for Terra? She 
can take control of the match by bombarding her enemies with attack 
after attack after attack with minimal risk of being countered. How do 
you know you have control it means you are launching the attack and your 
opponent is playing defensively. One thing I noticed about players who 
upload videos of themselves using Terra they are not vicious 
enough in their videos they usually spend too much time trying to find 
an opening while leting their opponents constantly pressure them with 
all kinds of attacks. Don't let that be you! Take control and have the 
advantage over your opponent.

However taking control and mantaining control are two different 
stories it just takes an attack to be reflected or missing with tornado 
to give that little opening for veteran players to take advantage of it 
and turn the match around so bear in mind. But on the up side this is 
also inevitable so don't mind it too much. (if she was able to constantly 
take control she would be overpowered!) So here are some pointers to bear 
in mind when usings her.

- Always mantain your distance between you and your opponent. Optimum 
distance is about one air dash but this may vary against different 
opponents but if against magic based enemies they would be giving you 
distance anyways

- Take control of the match by bombarding them with attack after attack 
after attack this will give your opponent less time to be offensive and 
be more on the defensive thus not able to attack you.

- When all else fails USE METEOR this is pretty much Terra's best attack 
opponents will have a hard time avoiding it and won't be able to close the 
distance between them and you.

- Punish opponents during their cool down for an attack this will tick off 
your opponent and cause them to do rash things and resort to gambles when 
attacking. Take advantage of this for maximum punishment and further 
frustrating your opponent. Remember when you are in control you are doing 
the damage while your opponents can only endure them.

- DO NOT SPAM remember that Terra's attacks can be reflected when blocked 
this will cause your attack to becomes your opponent's and it only takes 
that slight let up for your opponents to turn the match around.

- If you know you can't win in an EX core race yeah you give up and start
charging Meltdown. When fighting veteran players it will be hard to fully
charge Meltdown so use this as a chance also since your opponent is going
after the EX core they will be doing you a favour by giving you distance.
Lastly don't bother using a bravery attack to interupt your opponent
while they are after the EX core as most of Terra's brave attacks can be 
Air dashed through so stick to Meltdown.

- Avoid using Tornado or charging Meltdown in the open. This is very 
punishable and your foe will be at your face in two seconds. The best time
to use Tornado is when your foe is somewhat cornered and only charge 
Meltdown when your oponent does not have a direct path towards Terra
i.e your are charging Meltdown with a wall between you and your foe,
this will make it hard for them to see where Meltdown is coming from and 
they will not be able to be right at Terra's face.

- Make full use of Terra in her EX mode. Do not just jump to her EX burst 
because while in that mode she is a totally different person both with 
brave and HP attacks so make full us of it before you get to the EX burst.

Thats all for now look out for more updates!

5.3 EX Mode

Alright now onto her EX mode. When initiated she transform into her Esper 
form and losses her sword. Instead she gets a wild hair-do sharps claws 
and fiery eyes. Her Esper colour varies with the look you equip. For normal 
would be purple, Alt 1 is pink while Alt 2 is turquoise.

Now onto her bonuses. Firstly like all other characters she gains 
'critical boost' and 'regen'. Other bonuses she gets is being able to 
glide while holding the cross button in midair, she gildes slightly slower 
than free air dash but you get much better control compared to it. Oh! 
I didn't get to her best feature DUALCAST!!!!! Basically in her EX mode 
she can cast her spell two times in a row with a small interval between 
the casting. Note that dualcast is not automatic (except for holy, holy 
combo and firaga) so you have to press the respective button again for 
the second cast. Also you can decide whether to delay or instantly use 
the second casting, make full use of this property to further  pressure 
your foe and keep them at bay. But by using dualcast the way her attacks 
comes out are a little different from when she is out of 
EX mode so here is a quick description of how her attacks work while in 
EX mode.

Blizzara: Shoots two blocks one after the other. If you hit with the first
one, the second one will probably miss because of the knock back, but if 
your oppoenent dodges the first one the second block will most likely hit.

Blizzard Combo: Pretty much just extends the combo, so you're guranteed to
benefit from all the hits. Basically she does her regular blizzard combo 
but adds an extra three hits before knocking them back

Thundara: Shoots one round of Thundara then another once the first round
finishes, if you hit with the first one, it's a lot easier for the second 
one to hit. Even if the first one is avoided your opponent will still 
have troubles dodging the second

Fire: Shoots two flames, one behind the other. It's impossible to hit with
both because of the explosion, so it's not a major upgrade but just makes 
it harder to dodge both.

Holy: Shoots three Holy orbs followed instantly by another three, so it's 
not double the amount of Holy orbs, but the it launches faster, has 
better tracking and moves faster.

Holy Combo: Same as Holy, except with the addition of the follow-up Flares.
And by follow-up Flares I mean a horribly painful stream of fast moving
Flares. Seriously, even i had troubles controlling this it is much faster 
than the original so I am having troubles keeping up with them. I pretty 
much just mash the circle button but i think she can shoot a maximum of 
eight flares.

Graviga: Oh man, you know Terra's Exmode is amazing when it can make a 
crappy move like this into one of the best except it's only good if you 
can pull it off properly, so it still has its initial set backs. Anyways, 
after the first cast, another Graviga ball will appear and float above the
enemy. However while casting the second graviga there is no casting 
animation meaning you can use another attack even when the second graviga 
has not decended yet!

Meteor: Just when you thought this move couldn't getter better.. Yup, you
cast Meteor twice in a row, with a slight overlap in the castings meaning 
at one point, the enemy is gonna have to dodge two seperate Meteor 
castings. Plus, she's WAY higher in the air so it is easier use Holy 
Combo right away. Unfortunately this means you can't combine dual Meteor 
with any ground attacks which is fine since the only thing worth it that's
not also in the air is Flood which is pretty amazing itself in Exmode. 
With dual Meteor, you should be suprised if anyone manages to dodge all 
of the hits and the follow up spell. This spell alone will turn the tides 
of battle in your favor.

Flood: This thing becomes much harder to dodge. You can cast the second 
set of water blasts immediately or with a bit of a delay. This will 
seriouly throw off your opponents dodging pattern. Experiment with the 
timing to really throw your opponents off.

Tornado: Like Blizzard Combo, this just extends the amount of hits. When 
the tornadoes begin to merge together, another three tornadoes appear 
and the combo thus starts over effectively doubling the duration and 
thus the amount of brave damage you'll do before the HP hit.

Firaga: Terra will set off the first firaga that does minor brave damage 
before casting the second firaga that does the HP damage not such a big 
improvement here but it gives a little more brave before dealing the 
HP damage which is always welcomed.

Meltdown: Now this can really be a pain for your opponent if used properly.
Basically after casting the first meltdown you can cast another one 
WITH NO CHARGING TIME! Now the problem is how to cast the stage of 
meltdown you want. Not very hard how each stage comes out depends on 
your analog stick direction. If your analog stick is pointing towards 
your opponent stage one gets launched, with no analog movement stage 
three will come out and if it faces away from your opponent stage two 
comes out. This move is EX mode is divine because your opponent has 
to deal with two meltdowns instead of one. This is also a great way to 
keep your opponent at bay.

Ultima: Like Blizzard Combo and Tornado before it, Ultima expands out, 
then just before detonating, a new Ultima expands out causing additional 
brave damage. Not so much of an upgrade but like firaga it just gives 
some bonus brave before dealing the HP blow.

Well that's about all of the attacks covered. At first you may have a 
little trouble adapting to the way her attacks are executed in EX mode 
so bear with it. Once you have built up some confidence just go all out 
on your enemies and cause mayhem and trouble for your opponent. Oh yeah 
and her EX burst is called Riot Blade (her despo move in FFVI) to execute 
a perfect EX burst simply mash the circle and left directional button 
at the same time, it's not that hard to pull off so i don't see a need 
to equip auto EX command.

5.4 Equips, accessories and summons

For equipment this all really comes down to your preference but if there 
is something I would recommend it would be to equip the 'cavalier's gear' 
to enable heavy armour use because heavy armours give the most HP boost 
compared to all other body protective gear. But if you have some troubles 
getting a good setup due to the special bonuses each equipment has then 
here is mine.

Weapon: Maduin's horn (BRV+39, ATK+67, physical defense +20% 
and slight counterattack effect)
Arm: Seydlitz (HP+327, DEF+72 and regen +20%)
Head: Royal crown (HP -328, BRV+369 and brave recovery +100%)
Body: Maximillian (HP+3300, BRV+39 and physical defense +10%)

With this setup you will get 10298HP, 1114 base BRV, 178 ATK and 182 DEF. 
I did not state luck and CP because both remain unchanged with this setup. 
If you are going for equipment sets Adamant Chains, Soul of Yamato 
aren't too bad but just prepare your CP to equip the abilities to allow 
you to equip those types of gear.

To get the following gear........
Maduin's Horn: 
Morning Star, Veiled Magic x1, Girl's Hopes x5, 182800 Gil

Morning Star: 
Chain Flail, Electrum x1, Girl's Dream x5, 158000 Gil

Chain Flail: 
Healing Staff, Scarletite x1, Girl's Desire x5, 61000 Gil
(Credits to DracoMortus for the weapon components)

Protective Armlet x1, Mystile x1, Huge Materia x1, 182800 Gil 

Dragon Armlet x1, Occurian Gem x1, Wraith's Hopes x5, 158000 Gil

Dragon Armlet:
Rune Armlet x1, Dragon's Tear x1, Witch's Dreams x5, 135000 Gil

Rune Armlet:
Hyper Wrist x1, Polished Ore x1
, 61000 Gil

Protective Armlet:
Imperial Guard x1, Carbuncle's Gem x1, Girl's Dream x5, 135000 Gil

Imperial Guard:
Precious Watch x1, Floating Continent Gem x1, Wraith's Desire x5, 94400 Gil

Royal Crown:
Hypnocrown x1, Circlet x1, Huge Materia x1, 101320 Gil

Extension x1, Occurian Gem x1, Girl's Hope x5, 88920 Gil

Hairpin x1, Oarba Beads x1, 11440 Gil

Cat-ear Hood x1, Carbuncle's Gem x1, Lady's Hope x5, 76700 Gil
(Refer below for how to craft Cat-ear hood)

Platinum Armor x1, Grand Armor x1, Sinspawn x1, 159420 Gil

Grand Armor:
Shielded x1, Catoblepas Eye x1, Warrior's Hopes x5, 140820 Gil 

Shielded Armor:
Shell Armor x1, Basilisk Pebble x1, 27760 Gil

Shell Armor:
Bronze armor x1, Figaro Gravel x1, 19680 Gil

Platinum Armor:
Flame armor x1, Gorgon Eye x1, Hero's Desire x5, 121960 Gil

Flame Armor:
Purchase at moogle shop for 60 KP (Scenario 012 and 013)

Now for accessories. I myself do not have have a great set up so please 
feel free to Email me any good builds you come up with. It is now harder 
to get a build that would overall boost something without reducing 
something. So if you were to have a EX setup you will practically never 
be able to summon your assist in battle. But if you have an assist setup 
you won't be able to into EX mode or will not be able to be in EX mode 
long enough to deal significant damage to your opponent. It is a hard 
decision to make so please bear with my rather not so good setup for now.

Earring (magic damage+7%)
Sniper eye (wall rush HP damage+10%)
Zephyr cloak (barve boost on dodge+2%)
Bravery orb (brv recovery+30%)
Safety bit (last chance+6%)
Final decision (can endure one comba that would inflict break with 0 BRV)
Winged boots (warp defense+50%, banish trap denfense+100%)
Great gospel (regen+10%, BRV recovery+50%)
First to victory (initial EX force, assist charge and bravery+20%)
Soul of thamasa (magic damage+3%, Wall rush brave damage+40%, 
chase brave damage +7%)

EDIT: It has been some time since my last update and I have finalize a build
for Terra here it is.

Heaven's Cloud
Lufenian Shield
Lufenian Helm
Lufenian Armor

Set effect- Judgement of Lufenia (Assist gauge depletion +15%)

Battle Hammer (assist gauge depletion +5%)
Dismay Shock (EX gauge depletion +1%)
HP<50% (your HP)
Summone Unused (your summon)
Pre-EX Mode
Pre-EX Revenge
HP<50% (opponent's HP)
White Gem (EX force absorbtion +10%, Assist gauge charge -10%)
Rebellious Soul (increase brave by 20% of HP when near death)

With this build you get a slight edge in EX absorbtion while depleting
both assist and EX gauge when you land a HP attack. As for the 
Rebellious Soul it will give Terra a great boost in bravery when her HP
is near death (HP bar turns red). Take note that Terra can't rack up
brave quickly with her aresenal so this item should make it easier for 
a comeback.   


The idea of this build is to convert your EXP to EX force that being said this 
build also requires some abilities and equips you must have in order for it 
to work.

Abilities required:
Exp to EX force
Assist Gauge dash Up
Counter Attack
Ex Critical Boost
Peltast's gear

To obtain Peltast's gear ability just buy the Knight lore for 500,000 Gil 
'refer to 5.1 for easy Gil'

Equips required:
Excalibur II (EXP +100%)
Super Ribbon (BRV +301, HP -268, accessory breakability -30%)

To obtain the following gear.........
Excalibur II:
Drop from ghost card 'No.1 Moogle'. To increase the drop rate go to the PP
catalog and buy as many 'item drop rate up', equip Theif's glove and cap
for a total on 40% boost for drop rate and play on your special day as 
sometimes it will increase drop rate as an extra bonus apart from PP, Gil, AP
and EXP mutiplier.

Super Ribbon:
Ribbon x1, Pink Tail x5, Vision's Hopes x5, 91400 Gil

Cat-ear Hood x1, Pink Tail x20, Summoner's Desire x10, 56900 Gil

Cat-ear Hood:
Lamia's Tiara x1, Elemental Jewel x1, Witch's Desire x5, 54960 Gil

Lamia's Tiara:
Tiara x1, Polished ore x1, 36820 Gil

Now for the build itself:
Cyan Gem (initial EX force +20%, Assist gauge duration -20%
Growth Egg (EXP +20%)
Hero's Seal (initial bravery 50%)
Platinum Hourglass (EX mode duration +15%, EX force aborb -20%)
Ruby Hourglass (EX mode duration +10%, EX mode damage -10%)
First to Victory (initial EX force, assist charge and bravery+20%)
Together as One (initial assist charge +40%, assist gauge duration +50%
EX force absorbtion -40%)
Fake Mustache (LUK +10, EX core appearance boost)
Chocobo WIng (EXP +50%, 30% accessory breakability)
Chocobo Feather (EXP +100%, 30% accessory breakability)

This setup does not instantly fill your EX gauge but makes it A WHOLE LOT
EASIER. At the start of the match if you land the first HP attack with 
minimal brave damage the EXP to EX force ability will activate and 
will fill your EX gauge by half, add the Cyan gem ability and your 
EX gauge is as good as filled. I DID NOT COME UP WITH THIS BUILD! 
Credits go to FantasyCourier check out his youtube channel for 
more EXP to ... builds, link is on the next line
Please support him so that he will create more awesome builds for you people

Lastly we have summons. This portion is also heavily based and playstyle 
and preference but here is my reserves:
Land worm- Reduces opponents brave according to how far you are from them
Syldra- Nullifies opponent's summon effect
Scarmiglione- Oppoenent's brave drops to 0 when thay activate their summon
Lich- Opponents brave drops to 0 after 20 seconds
Zalera, the death seraph- Inflict break if opponent has 9999 brave

Other summons i recommend are omega weapon, hecatonchair, asura, 
mandragora, alexander and bahamut (NOT the auto version)

5.5 Grinding items

Now if you haven't notice there is a pattern in obtaining components for equips
basically you got a weaker equips as a base, a battlegen accessory and a random
accessory component. Now if you have play this game long enough the shop 
will be selling the random accessory component required for the equip.
However, this requires a component of an Elixir of some form and a pinch of 
Gil (10?). Now for this section i will show you how to get the required Elixir
for each accessory.

-Dusty Elixir- Get a bronze timing (>20 mins) for time attack for Iron Course

-Elixir- Get a silver timing (about 16-18 mins) for time attack for Iron Course

-Hi-Elixir- Get a gold timing (<15 mins) for time attack for Iron Course

-Megaelixir- Get a gold timing (<15mins) for time attack Crystal Course

If you don't have Time attack for arcade mode it can be bought from the PP
catalog for 1800 PP. To unlock it complete Scenario 012 and 013.

Alternatively if you unlock Scenario 000 and go to the moogle south east most
of the map. There he sells accessories that requires Dusty Elixir 
or Elixirs to be made. The only accessory component that cannot be 
found in the shop is the Pink Tail, this can only be obtain in chests 
from story mode. (Scenario 012 and Scenario 013) 

Think my method it too tough? Here is a link to find the trade accessories in
Scenario 000:


5.6 Combos

This is gonna be a pretty long section but i will spit it in three parts 
non-assist, assist combos and EX revenge combos



Meteor-->Blizzard combo


Meteor-->Holy combo-->Ultima

Meteor -->Thundara


Meteor-->Tornado (close range only)

Meteor-->Meltdown stage one (close range only)

Meltdown stage two or three-->Holy combo-->Ultima
Basically how this combo works is that the meltdown acts as a diversion 
while you cast holy combo this combo is also good to regain distance 
between you and  your feo. Another thing is that if your meltdown hits 
while your holy orbs are  tracking, Terra will imediately fier her flares 
even if the holy orbs did not connect which will allow you to use Ultima.

Blizzard combo (one hit)--->Meltdown stage one
(credits to Denis for this combo)
Is you haven't noticed this is more of a mind game than a combo if 
you are up against a newer player chances of this connecting is high 
as they will mash on the evade button when they hit by the 
blizzard combo and when they are out of the hit they will dodge, then 
you take advantage of the dodge cool down to land Meltdown.

Blizzard combo (one hit)--->Tornado
(credits to Denis for this combo)
More for pressure and cornering opponents. Do this combo in an open 
area and you will miss with Tornado leaving Terra open for punishment!
Essentially this combo only works at a corner as your foe will not have
anywhere to avoid Tornado. Of course they will try to dodge but in vain
if performed properly

Tornado--->Holy combo--->Ultima
(credit to Denis for this combo)
Hard to explain but easy to pull off. However for this combo to work
Tornado must NOT deal wall rush damage as your opponent will recover
from it quicker. After Tornado blasts them no need to dodge cancel
just mash the circle button for Holy combo to be executed. Then well
somehow the opponent will have a hard time avoiding the Holy orbs
after being blasted up I am not sure why so feel free to enlighten me with
an email. Much easier to perform in EX mode as the holy orbs gets
launched faster and the chances of the orbs getting reflected gets further
reduced. (even though the chances of it being reflect out of EX mode
is rather low already)

Blizzard combo (one hit)--->Tornado--->Holy combo--->Ultima
(credits to Denis for this combo)
Just a combination of the previous two combos though not as brutal as
the Graviga combos it is much easier to pull off and does a decent
amount of damage so i reccomend using this combo rather than the
Graviga ones, add assist into the picture and your opponent will be

Dual meltdown stage two or three-->Dual holy combo-->Dual Ultima
This combo is just the EX mode version of the previous but for dual casting 
meltdown trying experimenting with which stage to cast first and the follow up 
stage. I recommend stage three and then stage two as it gives your opponent
a ton of pressure. If they dodge stage three by dodging towards Terra they
will be greeted with a meltdown stage two if they dodge that they still
got the dual holy combo to worry about. If they dodge all that not to worry
punish their dodge cool down with an assist attack!

Dual graviga-->Dual meteor-->Dual holy combo-->Dual ultima
Her strongest non assist combo in EX mode. Basically you make use of the no 
casting animation of the second graviga to cast dual meteor which will most 
likely leave your opponent open for holy combo, mash on the circle button 
for the flare phase and finish it off will ultima. A great combo but is also 
hard to pull off as you are rendered vunerable while casting the first graviga 
also it is now easier for your opponent to didge out of the second graviga 
compared to the original. So I don't recommend using this combo unless your
opponent is charging an attack or is immobilized by coward's judgement.

Now onto her assists combos. As there are way too many assists to choose from 
I will only be doing combos of the assists I recommended which is Jecht and 
Kuja. But before that i will have to explain so abbreviations for you guys.

-WR- Wall rush whereby you either slam your opponent against a wall or 
ceiling but NOT the ground.

-GR- Ground rush whereby you slam your opponent to the ground NOT the 
ceiling or wall.

-FD- Forward dodge where you do a midair dodge towards your opponent.

-*- This symbol at the end of the combo means it can also be performed 
in EX mode.

-MECOM- This means any of her meteor combos stated in non-assist.

Alright so i will first start of with Jecht. Why him because both his 
brave attacks do wall rush whereby his midair brave attack will slam your 
foe to the ground and his ground brave attack sends them flying upwards. 
Without further ado lets begin!

Meteor-->Holy combo-->Ultima-->GR-->Jecht rush-->FDx2-->Tornado* 
(close or mid range only)
Pretty hard to pull off but when Jecht begins his attack foward dodge two 
times so that you are above your opponent cast tornado and adjust your 
position while its casted so that Jecht would send your foe flying 
straight into your tornado. Multi air slide or Free air dash will make 
this combo easier to pull off.

Meteor-->Holy combo-->Ultima-->GR-->Jecht rush-->FDx2-->Tornado
--->Holy combo--->Ultima*
After Tornado do not dodge cancel just mash on the circle for Holy combo
to be launched, easier to pull off the Holy combo part in EX mode.

Blizzard combo-->WR-->Jecht stream-->GR-->MECOM*
Not as hard as the previous. Bascially when you see Jecht winding up to 
slam your foe down cast meteor your ooponent will get stun enabling you 
to follow up with another brave attack.

Blizzard combo (one hit only)-->Jecht stream-->GR-->MECOM*
Similar to the previous. Basically you make use of your opponent being 
stunned by your first blizzard combo strike to call him up. I recommend 
doing this in very open arena's as there are not many walls for you to 
slam you opponent with.

Blizzard combo-->WR-->Jecht stream-->GR-->Fire-->Firaga*
Just an easier combo for those who need to build up their confidence

Blizzard combo (one hit only)-->Jecht stream-->GR-->Fire-->Firaga*
Used for confidence building.

Blizzard combo (one hit)--->Meltdown stage one--->WR--->Jecht stream
Refer to non assist combos for the details on the first part as for the
last part you can use Fire--->Firaga or Holy combo---->Ultima after
the downward rush instead of the meteor combos to keep it from 
getting too complicated to perform.

Blizzard combo (one hit)--->Tornado--->WR--->Jecht stream
Again first part refer to non assist combos and you can replace 
meteor combo at the end with something simpler instead.

Tornado--->Holy combo--->Jecht stream--->GR--->MECOM*
Same comments as the previous combo

Blizzard combo (one hit)--->Tornado--->Holy combo--->Jecht stream
Again same comments as the previous combo

Blizzard combo-->WR-->Jecht stream-->Meltdown stage one*
Don't recommend using this combo unless your opponent is at a corner 
beacause Jecht stream will push your opponent away from you thus, going 
out of meltdown stage one's range

Blizzard combo (one hit only)-->Jecht stream-->Meltdown stage one*
Same as the previous combo

Meteor-->Tornado-->WR-->Jecht stream-->GR-->MECOM* (must start at 
close range) 
Another hard one to pull off but possible same thing cast meteor
when you see Jecht winding up to slam your foe 'To the ground!'

Meteor-->Tornado-->WR-->Jecht stream-->Holy combo-->Ultima* 
(must start at close range) Just for confidence building

Meteor-->Tornado-->WR-->Jecht stream-->GR-->Fire-->Firaga*
Again just to build confidence or to finsh off your foe

Blizzard combo-->WR-->Jecht stream-->GR-->Flood*
Rather simple one again for confidence building or 
finishing your foe off

Blizzard combo(one hit)-->WR-->Jecht stream-->GR-->Flood*
Same as the previous

Meteor-->Flood-->Jecht stream-->GR-->MECOM*

Meteor-->Flood-->Jecht stream-->GR-->Flood*
To pull this off is not too hard just summon Jecht the moment your foe 
is blasted upwards, due to the long stunt duriation of flood they will 
be open for Jecht to pummel them

Meteor-->Flood-->Jecht stream-->Holy combo*  
Used for confidence building

Flood-->Jecht stream-->GR-->MECOM*

Flood-->Jecht stream-->GR-->Flood*

Flood-->Jecht stream-->Meltdown stage one*

Meteor-->Flood-->Jecht stream-->Meteor-->Holy combo-->Ultima*
Same as previous

Meteor-->Flood-->Jecht stream-->GR-->Fire-->Firaga*

Meteor--->Holy combo (flare phase only)---> Jecht stream--->MECOM*
Like i mentioned earlier, summoning your assist during the flare phase
requires strict timing basically summon jecht just before the last flare hits
to ensure that jecht stream will connect. 

Meteor--->Holy combo (flare phase only)---> Jecht stream---> Flood*

Meteor-->Flood-->Jecht stream-->Dual graviga-->Dual meteor
-->Dual holy combo-->Dual ultima 
(EX mode only)
This combo pretty much just makes it easier to land the first graviga. 
Basically  you  make use of Jecht stream's long attack animation to cast 
your graviga without  the risk  of a counterattack. Just as i stated 
before  i don't recommend pulling this  off because  it requires alot 
of space.  Also the second graviga is easier to  dodge out of since the  
original  another reason not to pull this combo off unless you are very 
confident of yourself.

Blizzard combo-->WR-->Jecht stream-->Dual graviga-->Dual meteor-->Dual 
holy combo-->Dual ultima (EX mode only)
Same as the previous combo

Blizzard combo (one hit only)-->WR-->Jecht stream-->Dual graviga-->
Dual meteor-->Dual holy combo-->Dual ultima (EX mode only)
Same as previous

Meteor--->Fire--->Firaga--->WR--->Jecht stream--->Dual Graviga--->Dual meteor
--->Dual holy combo--->Jecht stream--->Meteor--->Dual Holy combo
--->Dual Ultima
Whew that was long! Anyways the biggest and flashiest combo i can come up
with for Jecht assist. Again not recommended as there are a lot of preparations
involved. First you gotta charge your asisst bar to full. Then you HAVE TO USE
FIRE--->FIRAGA simply because it takes less time for Terra to be grounded
compared to Blizzard combo---->WR. After you wall rush your foe with Firaga
wait two seconds before you summon Jecht cause you need as much time
as you can get to cast Graviga sucessfully. Initialize EX mode while casting
Graviga to prevent Terra from accidentally using a HP attack. Follow with 
Terra's dual meteor then dual holy combo and just before the last flare hits
summon Jecht again for more pummeling then use Meteor ONCE ONLY. 
If you dual cast Meteor it will severely reduce the chances of Holy combo
connecting. After that single Meteor finish it off with 
Dual Holy combo--->Dual Ultima and to top it off you can use your EX Burst.
Think this combo is impossible to pull off? Not so here is a link of a replay
of me pulling this big combo off!


PLEASE READ THE VIDOE DESCRIPTION! I will not entertain any Emails saying
'wow what a noob you just keep spamming' 

Thats all i can think off for now. Please email me if you get anymore 
good combos with Jecht. Bear in mind that if you think Jecht won't leave 
your opponent open for a follow up combo just use Holy combo--> Ultima 
while he is still attacking your opponent or Meltdown stage one. 
Also please note that some of the combos can follow up with tornado 
after jecht stream but i didn't put it in because Terra should be keeping 
her distance and not going up close to her opponent. 

Now onto Kuja. The reason why i have him as my other assist is because out 
of his four attacks available as assist attacks three of them will enable 
you to teleport behind your opponent leaving them open for either tornado, 
blizzara or blizzard combo. Again here is a legend on how to read the 
combos with some tweaks from the previous!

-WR- Wall rush whereby you either slam your opponent against 
a wall or ceiling but NOT the ground.

-GR- Ground rush whereby you slam your opponent to the ground 
NOT the ceiling or wall.

-*- This symbol at the end of the combo means it can also be performed 
in EX mode.

-TEL- This means teleport behind opponent when the golden cross appears

-BBCTM- This means your opponent is open for either blizzara, blizzard 
combo, tornado or meltdown stage one ONLY. Another thing to note is
that if you use Tornado and it does not cause wall rush damage it can be
followed up with Holy combo--->Ultima this is a very useful trick to deal
critical brave damage and deal another blow to their HP, easier to pull
off in EX mode. Credit to Denis for this awesome trick

-HOL- Simply means Holy combo--->Ultima as almost every combo can
have this as a follow up 

Blizzard combo-->WR-->Strike energy-->TEL-->BBCTM--->HOL*
Really straight forward good for building confidence

Blizzard combo (one hit)-->Strike energy-->TEL-->BBCTM--->HOL*
Same as the previous

Meteor-->Flood-->Strike energy-->TEL-->BBCTM--->HOL*
Another simple one. You can cut straight to flood if your opponent 
is open for it.

Meteor-->Holy combo-->Ultima-->GR-->Snatch blow-->TEL-->BBCTM-->HOL*
Not much to say for this one another confidence builder combo

Graviga-->Force symphony(if hits)-->TEL-->BBCTM-->HOL*
Now this is an interesting combo. Pretty much you cast graviga and when 
your opponent is either doing a free air dash or in the air call Kuja in 
to do a HP attack. If you don't know what Force symphony does it is 
basically Kuja flys above your foe and bombards them with colourful 
orbs up to six times. This will pretty much act as a diversion while 
you are casting graviga. Take note that this combo will not allow both 
graviga and force symphony to hit only one or the other will connect. 
Lastly if force symphony hits instead of graviga the golden cross will 
appear! Press cross and teleport behind your opponent.

Meteor-->Fire-->Firaga-->WR-->Stirke energy-->BBCTM-->HOL* 
Can skip meteor to make it a little easier and to build confidence

Meteor-->Holy combo-->Ultima->GR-->Snatch blow-->TEL-->HOL*
Much easier to perform in EX mode because the holy orbs come out faster. 
But if you are not in EX mode this combo requires a bit of luck. 
Pretty much you must press the cross button the moment the golden cross 
comes on screen DO NOT WAIT!! PRESS CROSS IMMEDIATELY! Then casting the 
holy combo needs a bit of luck, if all your orbs are tracking slowly 
this will miss but if you have at least one orb that tracks at a decent 
speed it will connect and allow you to launch the flares and followed by 
your ultima. Works better in cramped arenas.

Blizzard combo-->WR-->Strike energy-->TEL-->HOL*
Same as the previous combo

Blizzard combo (one hit)-->Strike energy-->TEL-->HOL*
Same as the previous

Meteor---> Holy combo---> Strike energy--->BBCTM-->HOL*
Again summoning Kuja after a flare can be tricky but just call him up
just before your last flare hits to for his strike energy to connect

Meteor---> Holy combo ---> Strike energy---> HOL*

Meteor--->Holy combo--->Ultima--->GR--->Snatch Blow--->Holy combo/Holy
Not so simple here firstly you have to be swift because this combo 
takes advantage of Snatch Blow's long animation to inflict extra damage with
Holy combo/Holy. If you use Holy combo DO NOT CHAIN TO FLARE PHASE
or you will miss your chance to teleport. Note that this can't be done in
EX mode mainly because if you use Holy combo in EX mode the Holy orbs
will throw your foe out of snatch blow, If you are feeling confident then
try to anticipate where Kuja is going to thrust your opponent, position 
Terra there and execute your HP attack without teleporting

Meteor--->HOL--->GR--->Snatch Blow--->Holy combo/Holy--->TEL--->HOL

Blizzard combo (one Hit)--->Strike energy--->Holy--->TEL--->BBCTM-->HOL
If you have seen Kayarine's youtube channel you would know how this 
combo works cast holy when Kuja is attacking for extra damage and
there should be enough time for Terra to teleport and deal a teleport

Blizzard combo (one Hit)--->Strike energy--->Holy--->TEL--->HOL

Meteor--->Fire--->Firaga--->WR--->Strike Energy--->Holy--->TEL--->HOL

Meteor--->Fire--->Firaga--->WR--->Strike Energy--->Holy--->TEL--->BBCTM-->HOL
Take note if you are going to use Tornado after teleporting wait until the 
golden cross has been in screen for at least two seconds! The reason is if 
you teleport instantly  your opponent is still beong knocked back thus 
they will just fly right past your tornado. This is all the combos i can 
think of  for Kuja right now not much compared to Jecht's huh? But bear 
in mind that Kuja's combos are much easier to execute compared to Jecht's 
so if  you are new to the assist system start off with Kuja and once you 
get the hangs of things then switch to Jecht.

Blizzard combo (one hit)--->Meltdown stage one--->WR--->Strike Energy
Nice combo but impractical can skip Holy 

Blizzard combo (one hit)--->Meltdown stage one--->WR--->Strike Energy
Remember only use HOL when your teleport attack is Tornado other
than that would be asking for an instant break and counter

Blizzard combo (one hit)--->Tornado--->WR--->Strike energy--->Holy-->TEL
Impractical so i don't recommend it

Blizzard combo (one hit)--->Tornado--->WR--->Strike energy--->Holy-->

Tornado--->Holy combo--->Strike energy-->TEL-->BBCTM-->HOL*

Blizzard combo (one hit)--->Tornado--->Holy combo--->Strike energy--->Holy

Blizzard combo (one hit)--->Tornado--->Holy combo--->Strike energy--->TEL

Now unto EX revenge combos. Whats EX revenge? Basically if you initiate your
EX mode while you are stunted Terra will immediately recover and slow down
time leaving your opponent open for a pummeling. But don't simply 
initiate it! If you initiate it while your opponent has at least one assist bar
he can switch out with his assist and end Terra's EX revenge on the spot. 
They can also break out of EX revenge by initiating their EX mode, by doing
so they will not only go into EX mode they will also end Terra's EX revenge.
A good time to use EX revenge is preferably after your opponent landed a
HP attack on you why? Because their brave will go down to 0 and you can
break them immediately. Sorry all you veteran players out there for that
chunk but I gotta explain for the newer players so without further ado 
lets begin.

-Holy x6
Brutal but impractical i only recommend using this combo if your 
Terra hasn't learnt Holy combo yet.

-Holy x5--->Holy combo-->Ultima
A nice combo but again you really won't equip Holy once Terra has learnt
Holy combo

-Thundara x3---> Holy combo--> Ultima
Easier to pull off in vertically limited arenas as your foe won't get thrusted
too high and out of Holy combo's range

-Blizzard combo---> Holy combo--> Ultima
Note that Blizzard combo can chain to almost any other attack in EX revenge

-Blizzard combo--->Tornado

-Blizzard combo--->Meltdown stage one

-Meteor--->Thundara--->Holy combo--->Ultima
If you haven't notice Terra has no cool down during EX revenge so this will be
rather easy to pull off, just make sure you are at the proper distance

-Meteor---> Blizzard combo---> Holy combo--->Ultima
Just a nice close range option

-Meteor x2---> Holy combo---> Ultima

-Fire---> Meteor---> Holy combo---> Ultima

-Meteor----> Holy---> Holy combo---> Ultima
Again you don't wanna equip Holy once Holy combo is learnt

-Meteor---> Thundara x2--->Holy combo---> Ultima
A little risky this combo as Terra will be lanching the flare phase of Holy
combo out of EX revenge, much easier to pull off in vertically limited 

-Fire---> Meteor---> Thundara--->Holy combo--->Ultima
Self explainatory but easier to pull off if you initiate EX revenge near the 
ground as you spend less time trying to get grounded

-Blizzard combo---> Blizzara--> Holy combo---> Ultima
Hard to pull off so don't recommend this combo

-Blizzara x2---> Holy combo---> Ultima
Again since Blizzara has been nerfed to the max you really don't wanna 
equip it

-Fire--->Meteor--->Blizzara--->Holy combo---> Ultima

-Blizzara---> Thundara---> Holy combo--->Ultima

-Blizzard combo x2---> Holy combo---> Ultima
Rather strict timing and a touch of luck needed just pray that the holy combo

-Graviga--->Thundara--->Holy combo--->Ultima
Just initiate EX revenge close to the ground so you won't run out of time
performing the combo

-Graviga--->Blizzard combo--->Holy combo--->Ultima

-Graviga--->Blizzara--->Holy combo--->Ultima

Bear on mind that by default you only got five seconds to pull it off so be
quick on deciding what you wanna do as a follow up. If you can't pull it off
try equiping Spider's bane (EX revenge duration +15%) and Spider silk (EX-
revenge duration +5%). But please don't waste your EX gauge Terra would be
much better off in EX mode rather than being used as EX revenge. Just use
EX revenge when you are desperate other than that make the most of Terra's
EX mode

If you need a demonstration of these combos then here is an EX revenge
combo video link uploaded by yours truly:


My channel is Soki1995T and i mostly upload battle replays with my 
school mates (mainly Spitfire as his Sephiroth is great to fight against). 
I may make more combo vidoes in future but my studies come first so no 

6. The fights

Finally! Now for this part i will be doing and in-depth explaination of 
how to deal with the opponent you are facing. Since i have played every 
character at least once i know what to expect from each character and 
which attacks to look out for. So bascially how i will explain things 
will be firstly telling you any difference made to the character's 
aresenal since the original. Followed up by roughly how the character 
fights based on their arsenal then informing you of any attacks that 
has decent range or can close distance quickly. Followed by dealing with 
them in EX mode Lastly i will state whether the overall match up is to 
your advantage or not. But please bear in mind that whatever I state for 
the overall match up it all comes down to your play style, if you stay 
cautious and remain focus on match ups that give you the disadvantage 
you may find it rather easy. But let up and get careless and you will 
find yourself losing against even the easiest of opponents.

All right let's go!

6.01 Warrior of light

Changes are that his shining wave has better vertical tracking, shield 
of light can be tilted and sword thrust has better vertical tracking. 
New moves are Dayflash (midair) and Ultimate shield (ground).

Nothing too tough here most of his attacks are meelee types and require 
him to be close range but there are some things to look out for. First 
his brave attacks, for his sword thrust WoL will thrust his shield 
forward and then dash forward to collect  it back, blocking his shield 
would result in you staggering leaving an opening for him  also it has 
better vertical tracking compared to the original so when he thrust his 
shield forward it will go upwards a bit if you are in the air. It is easy 
to see this move coming but it really closes the distance between him and 
Terra so you may have to  reposition yourself before you resume attacking 
him. Next we have his  magical attacks  they are Red Fang (fire), 
Blue Fang (blizzard), and White Fang (lightning). All of these magical 
attacks have a long start up so you should be able to see it coming. 
For his Red fang he simply casts a small firball at you, direct and 
easy to read so dodge or block accordingly. Next is his Blue fang now 
this is a little more complicated, several shards of ice will slowly 
close in on you from above kinda easy to read so dodging shouldn't be 
a problem if you plan on blocking it please press the 'R' button at 
least two times because the attack animation may sometimes out 
last your block thus stuning you and if within range can be used to 
combo. Lastly we have his White fang, a line of thunder will slowly 
track you for about four to six seconds to avoid just dodge to the sides 
or a foward dodge not hard but just take note that it has the 
same property as Blue fang if you get stunt within his meelee attack 
range he can chain it. Well thats all for his brave attacks also just 
take note that all of the brave attacks i have mantion here are only 
usable on the ground for him so you won't see many of 
these attacks in arenas with very little foot holds.

Now for his HP attacks there are only two to look out for Shining wave 
(ground) and Radiant swords (midair). First off is Shining wave WoL 
thrusts his sword upwards causing a row of  light pillars to close in on 
you. Now this move has better vertical tracking since the  original whereby 
the pillars of light will go upwards or down depending on your position 
this now makes it a little more threatening as you can't just quickmove 
upwards to avoid it now but luckily there isn't much kick in trying to 
avoid this. It may take a bit of practice but dodge to the side or foward 
dodge just before the pillars of light hit you dodging too early will 
result in you getting hit by the latter pillars so bear that in mind. 
Now we have Radiant swords WoL will call fourth five large swords that 
will track you at  high speeds. The bad thing about this move is that 
it has INFINITE range so don't think you are safe even though you and 
him are at opposite ends of the arena IT WILL REACH YOU! However this 
move is punishable if done too close because this move has a long start 
up of around four to six seconds also the swords get launched rather 
slowly before gaining speed to track you. Pretty easy to dodge, sides 
or forward will work but if he is within range punish him if he is in 
thundara's range also if he uses this while you are charging 
meltdown don't fret! Charge you meltdown to at least stage two you 
will be safe as meltdown can reflect the swords.

His EX mode is not much of a threat all it does is give him extra hits 
when his meelee attacks connects.

Overall this match is to your advantage just don't go too close to him 
as he has a lot of HP brv-chain moves. Also avoid staying directly above 
or below him as you may fall victim to either his Rising buckler or Shield 
strike which both can be chain to Bitter end. Stick to the general battle 
plan and there shouldn't be too much problems.

6.02 Garland

Has two new attacks Thundaga (brave) and Flare (HP).

More or less the same as WoL depends on meelee attacks to deal damage but 
there are four brave attacks and two HP attacks to watch out for. First 
his brave attacks, his new brave move Thundaga is simple but not to be 
underestimated. Basically he will summon three bolts of lighting on your 
position not very hard to avoid just dodge in any direction to aviod it 
but if you do get hit by one the next bolt will have a chance of hitting 
you as well so bear that in mind if you are planning on blocking it. 
Next we have his Lance charge Garland will take a second to wind up before 
chrarging towards you before slamming you to the ground. Blocking his 
charge will result in you staggering leaving you open for him to slam you.
This move really cuts distance but is rather predicatable so dodging it 
won't be so tough. Now we move onto Chain cast, Garland will move above 
you and throw his weapon downwards then upwards before leading to a chase.
This attack may have the longest range but it has a long start up so 
dodging won't be a problem and if you are feeling confident trying 
blocking! He will throw his weapon after saying 'Take That!' not so hard 
to read. Lastly we have his Round edge. Garland will spin towards you and 
will finish the combo depending on the on his position. Another move 
that really cut distance plus blocking this move will also result in 
staggering so don't block. However this move is also rather predictable 
so just dodge forward do not dodge to the sides because this attack has 
very long animation and will out last your dodge if your dodge ends on 
the ground.

Now onto his HP moves. First we have his blaze Garland splits his weapon 
into two and spins them round before tossing out ten fire arrows that 
follows you. Sounds formidable? Not really though this move does have 
decent range it has rather poor tracking so don't fret! Simply forward 
dodge and to avoid them all and counter Garland during his cool down. 
Next would be his new HP attack Flare man looks like these new moves are
starting to be a pain. Anyways Garland will take a large step towards 
Terra and slash her, rendering her immobile before slashing her again 
with an explsion knock her way back. Sounds simple? It is but it should 
not be underestimated the distance that he travels with the first slash is 
not too great but it is long enough to catch you by surprise so don't think 
you are out of range and don't even bother to dodge. Apart from that all 
of his attack are pretty straight forward and predictable.

Now his EX mode can be a bit of a hassle since he won't be stunned while 
taking damage so just keep your distance and he won't be able to make full 
use of this bonus. 

Another great match up for Terra as you will get the advantage just deal 
with him similar in how you deal with WoL thats all!  

6.03 Firion

His ground brave attacks can finish differently depending on the analog 
direction input, can chain his midair spells up to three times, Rope 
knife has vertical tracking and is slightly longer in range but can now be 
blocked, his midair sword slash slams you to the ground and so does 
thunder. New HP attack Lord of Arms

Oh bummer not as easy as the previous two. Altogether there are three 
brave attacks and all four HP attacks to be weary of. Firstly onto his 
brave for his ground brave watch out for his Reel axe Firion throws an 
axe in a straight line and comes back has qutie a long start up so this 
should be easy to read however dodge the wrong way and you will be 
When you see his axe closing in dodge to the sides only if you dodge 
forward or back the axe will hit you when returning to him oh and another 
thing this move CRUSHES DEFENSE so don't bother blocking it as your block 
will be crushed resulting in you having to eat a chain of criticals for 
the rest of the attack. Next we got his Rope knife, this move can be a 
pain if you are not prepared for it. It has a fast start up and can now 
aim upwards to a certain degree. Firion throws his knifes up to mid range 
dealing multiple hits as it get thrown out before drawing you in. Don't 
dodge to the sides as sometimes his attack animation will out last your 
dodge so what do you do? Head for the air practically all his best move 
are ground only so your best bet is go to the air. Both Rope knife and 
Reel axe can chain into Double trouble so take caution. Now for his 
midair brave only thing to look out for is his Magic Arts. Basically 
he can cast three spells of the same or different element depending 
on the analog direction input it has decent range and can be a little
unpredicable if you don't know what you are in for. There are three 
different spells he can cast fire whereby a small fire arrow slowly 
tracks you blizzard, a small block of ice that get fire forward a 
little faster than fire but doesn't track and thunder whereby three
little bolts of lighting appear in your position and slams you to the 
ground.Not so hard to read if you keep your distance just be careful of 
fire as it can act as a pressure tool or punish you during cool downs 
i recommend air dashing through his fire to reflect back at him at punish 
him during his cool down.

Now for his HP attacks. First we have Straight arrow (both ground and 
midair) Firion charges and arrow of light and releases it he can delay 
timing of his arrow to throw you off, if you keep your distance for this 
one you can see the arrow coming and dodge accordingly but if you are 
daring just keep running around him there is a slight chance the arrow 
will just fly right past you without even you having to dodge.  Next we 
have his new HP attack Lord of arms Firion will aline all his weapons in 
a straight line slam it down twice. Easy? Not so! Firstly this move will 
deal it two strikes regardless of whether the first one hits or not also 
the second strike, which does the HP damage, has a slightly longer range 
compared to the initial strike so just because the first strike is out 
of range does not mean you are safe. Also do not foward dodge the 
cool down for it will leave you open for his second strike remember. 
Now we have his Shield bash, Firion creates a wall in front of him will 
the same defensive strength as a block and anything that comes in contact 
with it will be reflected and activate his HP attack. This attack is 
pretty much the main reason of strategy change DON'T SPAM HOLY COMBO 
this will lead to a sucessful block of his Shield bash and he will 
follow up with his HP attack this move can GO THROUGH WALLS so don't 
think hiding behind something will keep you safe. However this move can 
only be done on the ground so you won't see this move very often on 
arenas with very little foot holds. Lastly we have his Weaponmaster 
Firion summons all his weapons to attack a slight distance in front of 
him. This move does not have as great of range compared to the other 
attacks mentioned but it can catch you off guard if you aren't focused 
to avoid simply do a forward dodge he will be 
completely open for a counterattack.

Now his EX mode can also be a handful basically whenever he lands a 
HP attack in EX mode he will regain the same amount of HP he inficts on 
Terra so this can prolong the battle even more, just be a bit more 
patient and remain focus.

Overall this battle is pretty even but Terra does have a slight advantage 
over him. Just remember don't spam attacks as it leaves you open for a 
Shield bash and try to lure him into the air if possible because he has an 
absolutely horrible air game.   

6.04 Emperor

His midair Flare now does slams you downwards, Starfall can now block weak 
magical attacks fully charged Dynamite crushes defense Light crest can now 
rotate when not activated yet. New brave attack Light crest (ground) and 
Dynamite (ground). New HP attack Dreary cell.

Haha! This is a nice match up. Emperor relies on his opponent getting 
careless when trying to fight him close range to inflict damage. Basically 
he relies on people falling for his traps. But for that to happen one 
must be a meelee fighter and since Terra is a range specialist she has no 
reason to go up close. So you can sit back and harrass him as he 
desperately tries to set up traps that you will fall for (which will be 
hard for him to pull off) But if there are some threats that should be 
beared in mind. For brave there are only two attacks. First off is his 
Light crest (both ground and midair) Emperor will draw a crest that will
fire little light projectiles at you. Easy to see coming but can be a 
little of a pain in cramped arenas because it can bounce off walls and 
edges. Easy to see coming so block or dodge when neccesary but i 
recommend blocking when in a cramped arena because they will bounce 
off the walls and catch you by surprise but if you block then he gets a 
dose of his own medicine. This will give you a chance to regain 
distance or a follow up attack.

For HP there are also two to take note first is his blue Flare this will 
track you for about eleven to fifthteen seconds but there but as i 
mentioned in section 5.1 this can be reflected so just cast Tornado and 
he will he eating his own Flare. Lastly would be his Starfall now this 
move is much harder to interupt compared to the original mainly due to 
the fact that it blocks weak magical attacks. I don't exactly which 
move it will block and which move can interupt his Starfall but i only 
know that all of Terra's HP attacks and Blizzard combo can interupt it 
so far. Feel free to contact me if there are any other moves she can 
interupt with.

His EX mode is the same as Firion regaining the same amount of HP he 
inflicts on you but this won't be too much of a compared to Firion as 
he has more trouble connecting with a HP attack compared to Firion

If you haven't got it by now Terra has a huge advantage over the Emperor 
so just keep harrassing him with those spells and you can beat him 
without even taking HP damage!

 6.05 Onion Knight

Has two new brave attacks Magic booster and Strength booster And both can 
be used on both ground and midair.

There are some good news and bad news. For good OK does not really have 
many ranged attacks. For bad he is a speedy little bugger and can close 
distance with you quickly. The only attacks that you should be weary of 
are Firaga (lol) and Comet plud they are both HP attacks. Firaga can only 
be done on the ground whereby OK just fires a Fireball that explodes upon 
contact with you or the ground. Not very hard to avoid just dodge to the 
side before the firball detonates. Now we got Comet OK spins around while 
launching little stones at you for about three to five seconds before 
tossing a slightly larger stone that does the HP damage. This move has a 
long start up so you should be able to see it  coming and take note that 
the last comet has slightly longer range than the others so even though 
if you are slightly out of range dodge the last one. Thats all for his 
ranged attack and if you are wondering what his new brave attack does 
they simply boost the critical hit rate of the respective type of attack. 
Also take note that all of brave attack can be chain into a HP attack 
so avoid getting caught in them.

Not much for his EX mode his Thunder spell will just have more orbs and 
his physical attacks will just do more damage. But one thing to take note 
if his Firaga, in EX mode he will launch three Firagas instead of one so 
side dodges won't help. My advice, when you see this attack coming jump 
and quickly do a forward midair dodge, this will leave OK open for a 

Overall this is a close match up but slightly tilts in Terra's favour 
just be a little more patient in attacking and prioritize your repositioning.

6.06 Cloud of Darkness

Her [Wide angle] is faster now, she can move freely while launching 
[Fullisade], [Wrath] comes out slower, Aura ball has better tracking 
she can move while preparing to launch [long range], two new brave 
attacks Tentacle of spite (ground) and Tentacle of scorn (midair).

Firstly her brave, basically how all her brave attack works is that you 
will first she her tentacles swing around her and depending on how long 
they swing around her will give a different finisher. The longer the 
tentacles swing around her the further the range of the finisher. 
So for this i will only be stating the finisher with the furthest range. 
For Tentacle of pain she will just summon three bolts of black lighting 
on your position not so hard to avoid block twice or a forward dodge 
would do the trick. Second we have Tentacle of spite this one can be a 
handful she will launch a huge purple orb that will track you at a steady
speed. If this attack connects you will get hit multiple times leaving CoD 
an opening for her Hp attacks most preferably [wide angle] and [0-form]. 
For midair Tentacle of suffering she will just launch two little purple
orbs, pretty straight forward just block twice or dodge accordingly.
Lastly there is Tentacle of scorn, CoD will launch six little orbs that 
will bounce around on the ground for about three to five seconds. No kick 
to this attack just jump into the air as these six buggers only bother 
you when you are grounded.

Now onto her HP attacks. there are five in total. For ground we first have 
[wide-angle] CoD launches a beam in a shape of a wall and is very wide so 
don't dodge to the sides dodge forward to avoid this. It may sound crazy 
(after all you are dodging towards it) but apparently dodging so will not 
inflict damage on you. Next we have [long-range] pretty much the same as 
WoL Shining wave, CoD launches dark pillars that closes in on you dodge 
the same way you dodge Shining wave and you should be alright. Now for 
midair first we have [0-form] CoD launches a large laser that covers a 
decent range. This move has a long start up so if you are confident 
enough you can try and interupt it, if not stick to dodging. Also take 
note that if you are right at CoD's face (which you shouldn't be) dodging 
will not get you out of [0-form]'s attack range so keep your distance. 
Now we have [Fullisade] CoD will launch about five to six orbs from her 
sides that will then close in on you now this will be hard to dodge if 
you are within range since you have about six orbs closing in on you from 
all angles so your best bet would be to interupt it after all, this attack
has a long start up at about two to four seconds. Now we have  the biggest
threat yes its another counter style HP attack but this time it can 
be use on both midair and ground so you are not safe no matter the arena. 
Yes it is [Wrath] basically like Firion's Shield bash a purple barrier 
appears in front of her and any attack that comes in contact with it 
will lead to CoD launching a beam beneath you! It is a little slower to 
launch the beam so you can kinda read it a little better compared to the 
original but don't underestimate this move especially against AI because 
apparently they have a sixth sense that enables  them to sense when a 
meteor is gonna hit so again DON'T SPAM TERRA'S SPELLS!

Now to her EX mode, great more of a pain. In EX mode Cod can use any 
HP attack during her cool down phase of any attack with no delay time 
so when she get to EX mode don't always think you can punish
her during her cool down as she may follow up with a HP attack.

Another close match up but goes a little to CoD's favour deal with her 
similarly to Firion. remain focus and again.....DON'T SPAM!

6.07 Cecil

Any ground brave done in paladin form can follow up with any miair 
attack with no delay, new HP attack Shadow bringer (ground) and 
Luminous shard (midair)

Handling Cecil is a little different from handling other as you have 
to keep up with him changing back and fourth between his dark knight 
and paladin form. Lets begin with his dark knight form. Firstly we 
have his Dark cannon Cecil launches four dark orbs forward and then 
calling them back. This move can be a pain not only does it have decent 
range but it draws you towards him enabling him to chain it to Valiant 
blow, Shadow lance, Soul eater or Shadow bringer. However this move has 
a bit of a start up so you should be able to see it coming and dodge 
to the sides and sides only, forward dodges with leave you open to this 
attack when the orbs return to Cecil. Next is Shadow lance Cecil throws 
his weapon which will cause more damage the closer you are. No kick to 
this just jump up and it should be out of range as this move has poor 
vertical tracking. Now for the midair Nightfall can be a hassle if you 
are not prepared for it. Basically do not let Cecil get above you in 
Dark knight form this move makes him do a quick decend to the ground 
it comes out rather fast so take caution. Gravity ball and Paladin 
arts are more or less the same whereby Cecil  launches a large orb at 
you with the exception of Paladin arts ends with Searchlight both  
have a pretty long start up so you should see it coming. On top of 
that the orb tracks you rather slowly so it is easy to time your block 
and reflect it right back at him. Now for his Paladin form for ground 
there is only one to look out for Lighting rise this attack closes 
distance a fair bit. But it also has a long start up and slowly closes 
in so you  should be able to see this coming and block it for a free hit.
Now for the midair there  are two to be weary of namely Radiant wings and 
Searchlight. First Radiant wings, Cecil closes spind around and does up to 
three hit followed by several more hits before he slams you down. This 
attack comes out pretty fast and can close distance rather quick so watch 
out. However if you keep your distance he won't be able to hit with it. 
Next would be his Searchlight. Cecil would throw a wierd crest next to 
you which later fires five lasers at you. No kick to this as well 
just dodge or block. Another thing is that now the AI loves to 
spam this move when in paladin form.

Now for his HP attacks only two here one ground and one midair. 
First the ground called Dark flame, Cecil plunges his blade to the 
ground and six purple flames will close in on you. I haven't exactly 
figure a way to dodge this but roughly dodge just before  the flame
that will hit you appears. Now for his paladin form this move is Luminous 
shard, Cecil basically swings his blade causing a shockwave. 
Rather straight forward to avoid, a forward dodge would suffice. 
Take note that this attack has vertical tracking so if you are below 
the shockwave it will go downwards.

His EX mode allows him to freely switch between Drak knight and paladin 
with 'R+square' so 
be more cautions as he will switch accordingly to his advantage.

Overall anothe close one but fortune favors Terra. However this isn't 
a huge advantage 
so tides can turn anytime just learn to alter your playstyle according 
to his form and you should be alright

6.08 Kain

New character......enough said.

Now for the Dragoon of Baron! Not much his is also more or less a 
meelee character but has a pretty good midair game. For brave just 
watch out for his Cyclone which  can be done both ground and midair. 
Basically Kain casts a green orb which track you at a decent speed if 
you get hit you will be knock above him leaving you open for his Celestial
shooter. To avoid just block seriously....this move is rather 
easy to read.

For HP not many threats as well just watch out for Gugnir (midair) and 
Jump (ground). For Jump, Kain kneels down and charges up to leap,
depending on how long he charges will efeect his jump height. There 
are three stages, stage one  is where his jumps without saying anything 
dodge the moment you see him take off. For stage two he will say 'Here 
goes' wait for a couple of seconds before dodging. Lastly his final stage,
to see this coming he will yell 'FLIGHT!' wait for about three to four 
seconds before dodging. Note that Kain can dodge cancel out of stage two 
and three when at the peak of his jump only so he may  confuse you a 
little but don't worry he will be high above thus, unable to punish 
you if you dodge.

For his EX mode he can be a little troublesome he gains a new HP attack 
called Lancet. By pressing R+square a giant sword will come out from 
below you and if it connects Kain will regain equal amount of HP he 
inflicted on you. This move does have decent range but has a rather 
long start up so it won't be too much of a threat.

Overall an advantagous for Terra just keep to the regular battle plan 
and he will down soon enough.

 6.09 Golbez

Glare hand now connects to Cosmic ray Gravity force will cause stagger 
upon guarding it.  New brave attack Attack system (midair), new HP 
attack Sector ray (ground and midair)

Get ready for a long and hard battle because Golbez is gonna give a 
lot of trouble.  His attacks hit at both close and mid range when 
excuted on top of that all of his brave can chain to Cosmic ray execpt 
for his Gravity force and Attack system. For brave there  is Attack 
system, this can be executed  on the ground and midair now Golbez 
swips his arms and calls fourth three orbs that stops next to you 
before the orbs fire lasers at random directions. No kick just dodge 
to the sides to avoid it. Now for his ground brave firstly we have Glare 
hand Golbez swings his arms across him and also calls fourth a wave of 
light that ranges from close to mid. Not too much of a threat here as 
you will most of the time be out of range of the magic phase of this 
attack. Now onto Rising wave, this is your biggest threat Golbez does 
an uppercut and casts a pillar of dark flame below you. This attack 
can pretty much interupt any of your ground attacks and midair if 
you are close to the ground. This move can really punish you so 
i recommend you stay in the and use Meltdown combos to deal damage on him.

Now for his HP only three stated here. First we got his Genesis rock 
(midair) Golbez calls fourth four rocks from below spins them around 
himself before firing them outwards. Don't be below him when he does 
this attack, when the rocks goes up to him they may sometimes stun you 
and draw you towards him another thing to watch out for is when he ends 
the attack by firing the rocks just dodge forward to avoid it however if 
you are too close to Golbez when he uses this it will catch you during the 
dodge cool down, if you ever get yourself into such a situation a Tornado
will do the trick, simply cast it and his rocks will get destroyed and he will
be lured into Tornado. Now for Nightglow (ground), Golbez simply blasts 
dark lightning  bolts beneath you. Easy to see coming and does not have 
very good range so dodge accordingly. Lastly his new move, 
Sector ray, Golbez call fourth three huge spheres that fire lasers at you 
and blasts you back to deal the HP damage. A little tricky if you aren't 
prepared, to avoid this only dodge before the lasers are fired and not the 
moment you see the spheres come out. This move has a long cool down 
so punish him accordingly after avoiding it.

For EX mode he only gets a new attack Black fang where by he charges for 
about six to seven seconds before instanly breaking you. Make use of the 
long charging time to punish him but don't get too close because 
he can cancel the attack when in danger.

Overall this match up favors Globez but it also depends on the arena 
since he has a horrible midair game arenas with little footholds 
will be your friend. Just stay in the air and there won't be much 
he can do. 

6.10 Bartz

Brave attacks modded are Hazard raid (ground) and Slide shooter (midair). 
New brave attacks are Blade crash (ground) and Rush impact (midair). 
Totally new HP aresenal for ground there's Hellfire and Dark flame and 
midair we got Luminous shard and Ragnarok blade.

Wooooo now we have the mime! Handling Bartz is a little different than 
facing others as he mimes every warrior that will be or previously with 
cosmos. For brave  there are three to take note of. Firstly the ground 
which is Hazard raid he starts with Clouds Climhazzard charge and ends 
it with Tifa's Beat rush. This move closes distance fast but has a long 
start up so you should be able to read it and guard for a free hit.
For midair there is his holy yes the exact same holy Terra uses! Only 
difference is that he can chain into OK's Flare NOT TERRAS HOLY COMBO'S. 
In other words it is a HP attack so don't get confused. Easy to avoid 
simply air dash or block to reflect it right back at him. Lastly is Slide 
shooter Bartz slides through the air like Tidus' Full slide and finishes 
it with Kain's Celestial shooter. This move also closes distance but again
it as well has a long start up so dodge or block to get a free hit.

For HP attacks only two to be weary of. For ground there is Dark flame 
and midair is Luminous shard. Refer to 6.07 to for strategy to avoid 
these attacks.

No threat in EX mode Bartz just gets a new HP attack called Goblin punch 
where he pummels his opponent. This move is extremely fast but requires 
him to be very close to Terra so you most problably won't see this
move come out.

Another rather even match up but tips in Terra's favor just focus on 
bombarding him and the match won't last too long.

6.11 Exdeath

His Turn block now rotates, attacks can be followed up with no delay after 
Reverse polarity. New HP attack Mealstorm.

Oh bummer remember how CoD and Firion where such pains because of thier 
counter HP attack? Well now we have this armoured fellow that can counter 
anything. Basically how Exdeath fights heavily depends on him blocking 
your attacks. He has Turn block that allows him to form a red wall in 
front of him that blocks most brave attacks and Omni block that allows 
him to form a barrier around him thats lasts as long as a block but 
difference from a regular block is that this block guards EVERYTHING 
this includes all your HP attacks. After sucaessfully blocking all his 
attacks will launch out much faster and can suprise if unprepared. 
However Exdeath is extremely slow so make use of this to position yourself
at optimal distance for maximum damge with minimal risks of 
counter attacks.

For his HP attacks only one to take note of his new one Mealstorm. Works
similarly to Emperor's Startfall Exdeath will take about six to seven 
seconds to charge this before blasting whirlwind underneath you. Easy to 
interrupt but if you allow him to use this attack it will, just like 
Starfall, connect no matter the distance so stop it before it fully 

His EX mode can be troublesome. Basically attacks that follow up a block 
will increase in number of hits. But if you keep your distance there isn't
much to fear especially since Terra won't stagger when Exdeath blocks your
attack giving you a chance to avoid it unlike meelee characters.

Overall this match is Terra's but it all really comes down on how well 
the player uses him. If you are up against an AI you will wipe the floor 
against him, but when against a human take extra precautions and 
carefully execute your attacks as most of Terra's brave moves can be 
High Blocked meaning you will be in trouble against a good Exdeath

6.12 Terra

Refer to 3.1 and 3.2 for changes made.

Mirror battles are not the easiest of battles and yet they aren't 
very hard if you know what you are up against. Not much to say here 
except just do th exact opposite of what you would do with a meelee 
character stay close. Also if you are having trouble avoid meltdown 
stage three, though you should interupt it before it fully charges,
just cast a Tornado and the fireball will be reflected simple as that.

Well not much to say but this is an even match up after all Terra is up 
against herself. Just do what you normally wouldn't do and it'll be over
soon enough.

6.13 Kefka

Can now move while casting Forsaken null. Scatter spray blizzaga can no 
longer be air dashed through while still as a huge chunk.

Now for Terra's arch enemy. Not much here though he is another ranged 
specialist  his attack have long start ups so you should be able to see 
it coming or interupt it. All of his attacks including HP can be used on 
both ground and midair so I don't need to state which attacks can be 
performed on ground or midair do i? First brave attacks. A few to bear 
in mind. His Waggle-wobbly firaga, Kefka loads up and tosses  a huge 
flame arrow that tracks Terra very randomly. This attack can be dangerous 
if  you are unprepared for it pretty much the flame arrow will not simply 
track you it will instead go zig-zag and in all direction to confuse 
you while closing in, my advice simply keep your distance until the 
attack fades off if you are having trouble doing so this would be a 
good time to equip multi air slide. Note that this attack has a long 
start up so if you are feeling it try interupting! Next is his Scatter 
spray blizzaga, Kefka shoots a large block of ice in front of his before 
it breaks apart scattering ice shards  in front of him. Not much here 
since Terra is meant to keep her distance the large block  in the 
beginning is no threat and the ice shards that scatter can be air 
dashed through do  so to punish kefka during his cool down. Now for
Meteor don't worry it is not as scary as handling Terra's, Kefka 
will fire down five meteors around you and when they hit the ground they 
will head straight for Terra. No kick just forward dodge the moment 
the meteors head for you or just after they make contact with the 
ground note that if the meteor does not make contact with the ground 
it will not hit you. For Extra crispy firaga Kefka simply shoots three 
small fire arrows that will track you in a zig-zag motion. Simply air 
dash towards him to punish his cool down but this move will not pose much 
of a threat as it is one of his limited range attack so if you remain 
at that optimum distance of an air dash away this attack won't reach 
Terra. Now for Zap-trap thundaga, Kefka calls down liitle lightning 
bolts randomly around Terra this move works similarly to Terra's 
Meteor but is much weaker you can either dodge up to three times 
to avoid it or air dash towards him and interupt the casting. 
Lastly is Lickety-spit thundaga, Kefkacalls fourth lightning bolts 
that increase in power the further it travels. Though this 
is his fastest attack it is very direct and can easily be seen if 
you keep your distance.

Next we got HP attacks. First off we got Trine, Kefka calls three 
triangles that appear around Terra's position that will slowly track her 
take note that this move has INFINITE range so it will never be out of 
range. No kick in avoiding just forward dodge the moment you see the 
triangles closing in. However this move has a long start up so punish 
him if within range. Now for Forsaken null probably your biggest threat, 
Kefka summons a cloud that slowly closes in on Terra while dropping orbs 
down note that this HP attack is multi hit so it will hit again and again
and again. Plus now Kefka can move while casting this so it will be much 
harder for meelee characters to interupt this move! Terra however  will 
have no probs interupting this, once Kefka is within your attack range 
punish him with any attack but most preferably Thundara! Lastly we got 
Hyperdrive (ground only) similar to Meltdown Kefka charges up and releases
a series of explosions that closes in on Terra the speed and range of the 
attack depends on how long he has charged it. Not much here simply forward
dodge the moment you see the explosions closing in or punish him if 
within range!

Now for his EX mode. Rather similar to Terra's but his attacks just become 
more unpredicable. However avoiding these attacks will not require any 
change in dodging. Just watch out for his Ultima as it has a longer range 
while in EX mode.

Overall Terra has the advantage for this match up. Keeping distance won't 
be too difficult as Kefka will naturally give it to you.
Just ba a little cautious when he is in EX mode thats all!

 6.14 Cloud

Aerial fang is faster, Sonic break now sucks you in, Firaga will 
cause stagger upon blocking, Meteorain has better tracking and Cross 
slash closes in more. New brave attack Double cut (midair) and new HP 
attack Meteorain (midair).

Now onto the all famous FFVII Cloud. Though powerful he isn't really 
all that hard. Practically all his brave attacks have a long start up 
so you should be able to block it and continously make him take in 
critical after critical after critical. The only brave to take note 
of are Fire and Fira. Cloud casts a small fire ball, With Fire the fire 
ball will slowly track you no kick just block it but take note that if you
get careless with this attack it will stun you and leave you open for any 
of his meelee attacks if within range. For Fira the fire ball gets shot 
forward only and does more damage the closer you are to him. Nothing 
special here too just block or dodge accordingly. Blade beam is another 
ranged attack Cloud slams his Buster sword to the ground causing an 
energy wave to blasted forward. This move an only be done on the ground 
so just block or dodge accordingly.

For HP attacks there is only his Meteorain. Cloud sends some meteors 
just above him before launching them at Terra. Since it has better 
tracking a simple side dodge is not enough to avoid it as the meteors
will track ad hit you during the cool down of your dodge. The best way 
to avoid it is to do a midair forward dodge the moment the meteors close 
in on you as the meteors do not vertically track. Note that this attack 
also has a long start up at around two to three seconds so if within range
punish him!

No real threat in EX mode. Basically blocking any of his attacks will 
crush your block so just remember to dodge while he is in it.

If you are still blur Terra obviously has the advantage just keep to the 
general play plan and he will be down in no time.

6.15 Tifa

New character......enough said

If you are a FFVII fan boy you probably wanna skip this part as i 
WILL be showing the method for Terra to kick her sexy ass! XD But before 
i get into her attacks Tifa has the ability called feint whereby she can
teleport a short distance towards her foe before launching an attack. 
Now this will throw meelee attackers dodge off rythme but for Terra it 
won't but much of a threat as the distance she travels in feint
does not close distance very much

Pretty much the same as Cloud her only noteworthy brave attacks are 
her Blizzard spells as they do have a decent range. First off Blizzard 
Tifa simply tosses a small ice block at you that tracks rather slowly. 
No kick just foward dodge or block to reflect it. Next is blizzara Tifa 
casts a small ice block that will increase in size causing mutiple hits 
the moment it has reached the maximum distance travelled or upon contact 
with Terra. Nothing  here as well just dodge accordinly or block it while 
it is atill as a small ice block, Don't block it when it has grown as it 
will cause Tera to stagger. Lastly would be Blizzaga Tifa casts a small 
ice block above Terra and decends on her, upon contact with Terra or the 
ground it will increase in size causing mutiple hits. A little harder 
to avoid from the last two firstly don't block as it will cause stagger 
simply dodge to the sides the moment you see the ice block decends.

As for HP three to take note of. First will be Burning arrow Tifa 
spins around on the spot before lunging straight at you with a kick. 
Not hard dodge just jump to get out this attack range. Next there is 
Meteor strike Tifa charges towards Terra and toss her up before 
slamming her down for the HP damage. Another no brainer just jump to get 
out of its range. Lastly is her Meteor crusher Tifa will charge up and do 
a double kick followed by some punches and finished off with the HP damage. 
The longer Tifa charges the further she can travel before starting the 
attack. This can be a little tricky and with her ability to feint it doesn't 
make it any easier. However this attack can be easily read if you keep 
your distance the moment you see Tifa closing in dodge away from her and 
away only. Reason because if you dodge towards her she may use her feint 
and catch you during the dodge cool down.

Nothing in EX mode all she gets is that she will have a strength boost 
according to how much her EX gauge contains. No real threat here so don't 
let up on the spells.

Still don't get it? Terra will dominate Tifa in this match up. Though 
Terra may never be able to beat Tifa in terms of physical features Terra 
is out of Tifa's league when it comes to combat!

6.16 Sephiroth

New brave attack Transience (ground), Shadow Flare now stunts longer and
throws you up a little upon contact.

A little tricky fighting against him mainly because his meelee attacks 
have a little more range compared to regular meelee fighters. However 
they are rather precise so avoiding them won't bee too hard.

First for brave there is his Shadow flare Sephy casts four black orbs 
around Terra and closes in on her. The orbs do track Terra while 
motionless but will stop when closing in on her. Not too hard to 
avoid just dodge accordingly. However do not underestimate this move, 
if against humans this attack will be their closest friend when trying 
to interupt your attacks most preferably Meltdown. Also if this attack 
hits he will be able to chain into ANY ATTACK! So take caution

Next would be his Fervent blow and Godspeed. These two attacks are more 
or less the same, Sephy throws out several evergy waves vertically and 
if it connects Godspeed will make Sephy slam Terra to the ground while 
Fervent blow knocks you back. Pretty easy to avoid just dodge to the 
sides or block but if you intend to block you have to press 'R' more 
than once as his shockwaves will outlast your block.

For HP Octaslash can be a bit of a handful as Sephy moves a good amount 
forward but just forward midair dodge and he is ready to be punished. 
Next is, 
Black materia another variation of Terra's Meltdown Sephy charges a dark 
sphere. The first two stages will make him drop a meteor just a little 
forward of him this will only annoy meelee attackers trying to interupt 
it but not for Terra when he charges this simply use a Meteor to stop it 
from further charging. If in any case you allow him to fully charge a 
giant meteor will decend on Terra. Not too hard to dodge simply running 
can allow you to avoid it or if you wanna play it safe just air slide out 
of its range. Lastly is Heaven's Light Sephiroth will position himself
just below Terra before doing an upwards thrust sounds simple? Yes a
dodge should get you out of harms way but this move can be a killer
due to how Seph positions before he excutes the move. As said earlier
Seph will try and position himself below Terra whick will be trouble
as this property of Heaven's Light allows Seph to avoid most of 
Terra's Moves without even dodging and it can punish cool downs 
real quick so don't think you are safe if your foe does not use Shadow 
Flare! Heaven's Light can be just of a hassle as Shadow Flare when used

For EX mode nothing much here he just gains a new move call Heartless 
angel this move takes four to five seconds to charge and when ready 
Terra's brave will drop to one yes ONE so interupt it before that happens.
(which won't be too hard)

Overall a very disadvantagous match up for Terra as Shadow Flare can
interrupt pretty much EVERYTHING and not to metion how Heaven's
Light is executed. This combination can be deadly and you will have
a very hard time trying to win. Just pray you are fighting someone
who does not use Shadow Flare as that will make the match more even.

6.17 Squall

Fated circle and Aerial circle now sucks you in, new brave attack Fire
barret (midair)

No kick here Squall's aresenal is rather close ranged so this will be a 
rather straight forward fight.For brave the there is firstly Ice barret 
Squall simplty shoots a small  ice block that slowly tracks Terra. 
Nothing here just block it to reflect it right back  at him but don't 
get careless with this move as Squall can chain it to Rough divide 
if you  get hit. Next is Thunder barret Squall casts around six lightning 
bolts in a straight  line if connects it will draw you into Squall 
allowing him to chain to another brave attack. Another no brainer just 
dodge to the left when you see it coming. Lastly is his new move 
Fire barret Squall shoots out three small fire arrows that tracks Terra 
slowly. Rather straight forward just dodge accordingly but like ice 
barret don't get careless or it will be chained to Rough divide. However,
Though his range attacks are weak get within range of his meelee attacks
and he will murder Terra so be sure you always keep your distance.

For HP attacks Rough divide would appear to be the only threat. Squall 
acends a little before charging straight in Terra's direction. This 
attack has a bit of a start up but it charges at Terra extremely fast 
and closes in instantly. This will give you a little trouble trying to 
keep your distance but dodging won't be too hard just dodge to the side 
after two seconds have past since the attack name was shown.

For his EX mode he gets an attack boost and has a slightly longer range. 
Also his Solid barrel cannot be blocked but that moves requires him to 
be extremely close to you so no threat there. Also the extra range he 
gets isn't much so much but it is not to be taken lightly.

Overall Terra has a slight advantage here but don't get cocky!
Squall can murder mages if you ever get within his optimum range let 
up and you will be eating attack after attack after attack non stop. 
Prioratized making distance rather than bombarding him, stay 
focused and you should hold out.

6.18 Laguna

New character...............enough said

Now this is gonna be a fun match up because Laguna is yet another ranged 
specialist but the only set back is that his aresenal of attack are rather 
hard to land. First for his ground brave. Machine gun is where Laguna
loads his gun and rapidly fires bullets a slight distance in front of him, 
not too hard to read just head for the air or forward dodge. This attack 
also has a long start up whereby he will only open fire the when he finish 
saying 'There you go!'. Next we have Ricochet shot, Laguna charges up a 
rifle that can be aim with note that when he fires DIRECTLY at you 
blocking will cause Terra to stagger but there is more if his shot hits a 
wall it will bounce off it and head straight for Terra! Rather tricky 
to avoid but if the shot gets bonunced off it can be blocked. 
My advice keep your distance if you are within its range it is rather 
hard to avoid due to the fact that he can aim with it. However don't be 
too scared before he does this attack he will say 'Look out!' thats your 
signal to distance yourself. Third in line is his Missile barrage, 
Laguna takes out some sort of firearm that fires up to six little missiles. 
Though this move looks scary it really isn't that hard to counter firstly 
it has a long start up especially if Laguna intends to fire all six missiles 
so use this chance to punish him with Thundara and if he ever gets all six
missiles out no worries just block or air dash right through it no kick! 
Now onto his Homing bazooka, Laguna gets out an RPG and can fire it in 
any direction and after going foward a little the rocket will get a speed 
boost and head straight for Terra. Another easy one due to its long start 
up, punish with Thundara or dodge note that blocking will cause Terra 
to stagger. Lastly there Shotgun, Laguna gets out a shotgun and fires 
it up to three times with each shot scattering numerous bullets. Sounds 
scary? Not really though this is a fast attack it is only used close
ranged and even though he can extend the range by charging it you can 
pretty much tell indicating for you to back away or punish with Thundara. 
Sticky bomb and Grenade bomb are rather similar where Laguna chucks a bomb 
that detonates only difference is that Sticky bomb sticks onto you. 
Yet another cake walk very easy to see coming so dodge accordingly.

Now for HP attacks. For ground there is firstly Satellite laser, Laguna 
waves his arms in the air followed by a large laser that blasts down 
on Terra. Not so hard here as this attack has a rather long start up 
so dodge after about two to four seconds or punish him with yes again 
Thundara. Next is his Ragnarok buster, Laguna gets out Ragnarok and 
fires it a short distance ahead of him though he can delay the timing 
to throw you off timing. Yes another breeze here since this
HP attack is the most limited in range to avoid head for the air as 
this attack has poor vertical tracking or if you are out of range
yup Thundara him again. For midair first up is Ragnarok blade, Laguna 
turns Ragnarok into a giant light saber and slices it downwards. 
Though this is his fastest HP attack it requires alot of precision 
for it to hit so dodge to the sides just before he swings
it down to avoid this and counter accordingly. Lastly there is Split 
laser. A rather hard to explain attack but Laguna will fire a little
spark that goes forward before its splits up to about six giant spheres 
that tracks you. Now a little tricky to dodge but only dodge
the moment you here him say 'Woo hoooo!' or if you have been keeping your 
distance you will realize that it is a rather slow attack
and leaves Laguna a siting duck for yes again Thundara.

EX mode can be a hassle as Laguna won't have any cool down when in EX mode. 
But that is to pretty much make up for the fact
that he is only good at putting pressure but not actually able to easily 
land damage.

A rather easy match up for Terra as Laguna will also naturally give 
Terra space leaving him very vunerable for Thundara. 
If you still haven't realize Thundara is your best friend for this fight.

6.19 Ultimecia

Knight's blade has longer range and better tracking, Knight's 
arrow (holding) will now set four large arrows that will fire at Terra 
at high speeds after some time, Knight's arrow (mashing) now tracks, 
Shockwave pulsar sucks you in before dealing the damage.
New brave attack Knight's lance (ground and air) and new HP attack 
Hell's judgement (ground and air).

Another ranged specialist except Ultimecia will be your greatest challege 
of them all. Bear in mind that all her brave attacks have two ways of 
being executed which is determined by whether the button gets mashed 
or if they hold onto it. Firstly your biggest threat is Knights blade 
is now improved range and tracking for the button mashing style Ultimecia 
lights up her hand and numerous crimson blades fire at Terra, i don't think 
i have ever dodge out of it as it always catches me during my dodge cool 
down so your best bet would be to constantly block until the attack is 
over just remember that you have to press'R' multiple times as her attack 
animation out lasts a regular guard. For the holding style Ultimecia will 
curl up and fire two lanes of blades at you will do more hits, this style 
however has a longer start up so it shouldn't be too hard to read to avoid
just dodge forward to gain altitude as this style is vertically limited. 
Knight's axe is up next for the mashing style Ultimecia will throw three 
small axes that arc at close range and join up to track Terra. A no 
brainer just air dash, block or dodge accordingly. For the holding style 
Ultimecia will throw a huge axe that slowly closes in on Terra, this 
style will crush defense so don't block to avoid do a foward dodge just 
before it hit Terra. Lastly theres Knight's arrow for mashing style 
Ultimecia will fire countless arrows into the air before they rain down 
on you. No kick just air dash to Ultimecia and Blizzard combo her face. 
For the holding style Ultimecia will set up four larger arrows that will 
be stationary for about five to seven seconds before they lauch at Terra 
in an instant. This may be hard to avoid but i have two ways one is to 
hide behind a pillar or wall until they get fired or interupt any of 
Ultimecia's attacks this will glitch to make the arrows dissapear!

For HP attack practically all of them can pose a threat to Terra! First 
there's Great attractor Ultimecia charges a large sphere and then launches
it very very very quickly. To avoid it just forward dodge to gain altitude
as this attack is vertically limited. Next there is Shockwave Pulsar, 
Ultimecia charges up something like a time bomb that then gets thrown and 
depending on how long she charges it will determine how strong it draws 
you in and how big the explosion gets. Nothing too hard just dodge keep 
your distance and just air dash towards Ultimecia after she throws her 
bomb. Third is Apocalypse Ultimecia casts a magic circle around her that 
will then track Terra this attack will make a blast upwards. Just forward 
dodge to avoid it and don't get careless when above because Ultimecia can 
detonate the spell circle early if you are above it. Lastly would be her 
lastest move Hell's judgement, Ultimecia casts a magic circle around 
Terra and then constantly do little blasts that sap brave before deal 
a larger one for the HP damage. No kick just dodge
accordingly when you see the magic circle forming around Terra.

For her EX mode this can get a little out of hand if you are unprepare she 
gets a new move called Time crush whereby
she charges up for about five to seven seconds before halting Terra's 
movement. Note that once she begins this move
she cannot cancel it unlike Sephy and Golbez so you can go right up close, 
if you want, to interupt this move.

Overall this is another even match up but tilts a little to Ultimecia's favor 
due to her overpowered Knight's blade just remain focus and don't let up 
on those spells.

6.20 Zidane    

No longer has Swift attack (ground). New brave attack Booster B (ground)

IT'S SHU MU KONG! Maybe not......another easy one because Zidane is 
yet another meelee attacker but he does have some ranged attacks to look 
out for. For brave there is Scoop art that can be used on both ground and
air, Zidane just kicks at you three magic arrows the close in on Terra 
slowly. No kick just air dash or dodge accordingly. Next is Solution 9, 
Zidane quickly throws weak projectiles at Terra. Another no brainer 
just air dash, forward dodge or block about three times to avoid taking 
damage from this. Lastly there is Storm impulse, Zidane spins while
closing in to deal damage. Though this attack closes distance rather well 
it is very easy to see when it is done at a distance
just forward dodge or block for a free hit.

For HP there is just one Tidal flame whereby Zidane plants a fireball on 
the ground that tracks Terra at high speed. Though this attack has a 
rather large range it can be avoided by simply jump into the air that's 
it! For midair there is Shift break Zidane calls fourth four lightning 
bolts similar to Thundara and ends with a water blast like Flood. 
Nothing much just forward dodge when you see the lightning bolts

For EX mode nothing here Zidane can just jump ten times in the air 
thats all!

Still need a verdict? Terra has a huge advantage so just keep pummeling 
him at a distance and he will be practically hopeless

6.21 Kuja

Seraphic star now tracks, Ring holy lasts long. New HP attack Force 
symphony (midair)

Though Kuja is Terra's closest assist he is her biggest enemy when 
against each other. This is mainly due to him being able to counter 
everyone of Terra's attack regardless of the distance. First
there is Burst energy Kuja will launch some holy orbs slightly in front 
of him and he finishes the combo depends on his distance from Terra. 
Fast but lacks in range so won't be too effective against Terra but don't 
get careless as this can surprise you.Now there's Remote flare Kuja plants 
some Flare orbs around Terra and then set them off. Not too hard just 
dodge accordingly when you see the flares forming around Terra. Next 
we got Ring holy Kuja launches three white rings that slowly tracks Terra.
Nothing too hard here just air dash block or dodge accordingly but again 
don't get careless as if this attack connects Kuja can chain it with 
another brave attack if in range. Lastly is Snatch blow Kuja hurls 
his holy orbs forward and back similarly to Firion's Reel axe just that 
Kuja can move freely while executing this attack. A little tricky but 
dodge to the sides or block the moment you hear Kuja say 'You're
not' to get a free hit.

Now for HP. First there is Seraphic star Kuja throws a blue spark 
forwards and slowly grows before exploding. For dissidia players this 
move is now nothing like before mainly because it now draws you in more 
and will track you. This is one of the few reasons why you should keep 
your distance with Kuja, if you cast meteor while within this moves range 
consider yourself being hit as his attack will reach you before a meteor 
interupts it. But if he casts this out of the blue just dodge accordingly 
they only reason why this move poses a threst is because it is great way 
to punish Terra. Next there is Force symphony Kuja gets above Terra and 
bombards her with up to six orbs constantly droping on her. This move can 
really leave you in a pinch especially in crap arenas. To avoid it forward 
dodge to gain altitude and punish him with a Thundara. Lastly is Ultima 
Kuja will make purple orbs rain down on Terra and then exploding dealing 
the HP damage. This is your biggest threat especially against humans. 
Wanna use Meltdown? Don't charge beyond stage one as Terra is open 
for his Ultima if you charge any longer another reason why this move is 
annoying as hell is because while Kuja casts this spell he can move around
faster than his regular running speed! In other words it will be very 
tough to punish after Terra avoids it. How to avoid? Just dodge 

Nothing much for his EX mode he just automatically casts a protective 
spell around him when he jumps and lands.

Like i said in the beginning Terra is gonna have a hard time dealing with 
Kuja so just be cautious of your distance and don't stay on a spot for 
more than three seconds or Kuja will punish Terra with an Ultima.

6.22 Tidus

Cut and run has better vertical tracking Sphere shot causes stagger 
upon blocking. New brave attack Cut and run (midair)

Nothing much here. Tidus relies on his opponents attack to inflict damage 
as most of his attacks dodges at the start. Note that all of his dodge 
brave attacks can connect to Quick hit. However most of them are close 
range and the only one that closes distance is Cut and run, Tidus leaps 
backwards and then charges at Terra. Really easy to read block to get 
a free hit. Next is Wither shot, Tidus throws a blitz ball that tracks
Terra not much just block to send it right back at him.

Now for HP attacks just two. First is Slice and dice. Tidus lunges 
forward and slashes Terra six times at all angles. Another cake 
walk mainly because this attack has a long start up so just forward 
dodge to avoid it. Next is Jecht shot Tidus kicks a blitz ball at 
Terra and if it connects it will follow up with another two blitz 
ball kicks. Another no brainer just dodge the moment you see the ball 
closing in or punish him as this too has a long start up.

Now for EX mode. If he gets in it Terra is practically a sitting duck 
because when Tidus is in EX mode he can block every brave attack of 
Terra's except Blizzard combo just by running on top of that he gains a speed 
This makes it hard to regain distance so don't bother with Terra's brave 
attacks as they are useless up against Tidus in EX mode.

Overall an advantagous match up for Terra but just be cautious when 
he enters EX mode. My advice keep your distance until he returns to 

6.23 Yuna

New character.............enough said.

Yuna's attack do not have much range but are extremely fast so is it 
crucial that you keep your distance against her. First there is Energy 
blast Yuna summons Valefor to fire five light projectiles. Similar to 
Terra's Holy just that it is weaker and doesn't track so a forward dodge 
or a block should be enough to avoid it. Next there is Impulse, Yuna 
summons Bahamut to fire energy spheres at Terra. She can charge it to fire
more spheres. Nothing much here though this attack does track well it is 
rather slow so just forward dodge or block the incoming energy spheres. 
Lastly there's Sonic wings Yuna summons Valefor in front of her to spin 
around before blowing Terra away. Though this is a close range attack 
it can really surprise you if you are within range i have only manage 
to dodge this attack by instinct as this attack is really fast 
so thats why it is very important you KEEP YOUR DISTANCE.

Now for HP attacks. On the ground there's just Energy ray Yuna summons 
Valefor to fire a laser forward followed by and explosion note that 
Terra will not take damage if the laser goes through but the explosion 
will deal the HP damage. Not very hard to dodge as this attack is very 
precise so just dodge to the sides to avoid. For midair there only Mega 
flare, Yuna summons Bahamut and does a continous blast for about five 
seconds this move also has weak tracking. A little tricky to avoid but 
forward dodge to gain altitude and punish her since this move has a long 
attack animation.

When she enters EX mode she can dual summon her attacks (similar to 
Terra's dual cast.) Nothing much she just get more hits and her Sonic 
wings has better vertical range  thats all.

A rather even match up this one but tilts a little to Terra's favor 
just focus on keeping your distance and Yuna will be practically hopeless.

6.24 Jecht

New HP attack Jecht beam (ground and mid air). HP attacks charges quicker.

No kick since Jecht only has two brave attacks and they both require him 
to be at their opponent's face in order to land damage. So if you remain 
at the optimum distance of an air dash length Terra should seldomly get 
hit by them. Note that he can also charge his brave attacks but it 
makes it easier you to read it since he will grunt when charging.

For HP attack nothing much only one to take note of is Jecht blade. 
Jecht swings his swords ruthlessly for about six times. Rather easy to 
see coming but if he charges it he will close distance while slashing. 
Just forward dodge when you think his next slash will connect and Jecht 
will be slashing air! This move also has a long cool down so punish him 
after avoiding it.

His EX mode can be a hassle as he can continue his brave combos even if 
it didn't hit. So don't assume that if his intial hit doesn't connect he 
will be punishable as he will continue the combo and catch you by 
surprise. My advice just focus more on repositioning Terra while he is 
in EX mode.

Can't tell by the content of this section? Terra has an advantage here as 
long as you keep your distance as Jecht will own Terra at close range 

6.25 Shantotto

Stunt comes out faster, Retribution causes stagger upon block, Stunt can 
chain to HP attacks Spirit magic: Earth and Air.

Shantotto is essentially a mage but in order for her Spirit magic to 
connect she needs to get up close to cast Stun to ensure that her Spirit 
magic connects. For brave there is Stunt, Shantotto stunts Terra for 
a second. Nothing much? Like i said Shantotto can chain it into her spirit
magic if this connects but good news is that this attack requires her to 
be at her opponents face so you can bet that this attack will never reach
Terra. Next is Retribution, Shantotto hurls her staff forward  and before 
it returns to her. Another rather close ranged attack but if you are ever
within its range just forward dodge to avoid it. Just take note that 
this attack is similar to Firion's Reel axe so it can hit Terra from 
behind when it is returning if you did not dodge the right way. Then 
there is Bio, Shantotto casts a poison cloud that slowly closes in on 
Terra if it hit it will continue to sap brave from Terra for about ten 
to thirteen seconds. Simple just block to reflect or air dash through it 
just take note that if you ever get hit by this attack don't use a HP 
attack while the Bio is on Terra because if your attack connects you will 
immediately break! Lastly there is Bind, Shantotto casts a black sphere on
Terra that halts her movement for about ten seconds. This move has decent
range and can chain to her Spirit magic as well but this attack has a long
start up so the moment you see the sphere on Terra dodge before it halts
her movement.

Now for her HP attacks they all have decent range and can be chained to 
another HP attack. However what i realize when fighting her is that her 
HP attack are rather easy to dodge an punishable for Shantotto. If you can 
dodge out of her opening HP attack she is like a sitting duck 
(about 3-5secs) waiting for you to give some meteors. Basically she has 
a really high recovery lag from her HP attacks i would usually take 
advantage of that an punish her BIG TIME!!!!

Now for her EX mode not much here just that her brv won't go down to 
zero even after a HP attack usually i would constantly pressure her 
with Meteor, Meltdown and Holy combo so she has no breathing space.

Overall this is a pretty even match but slightly favors Terra due to 
Shantotto's extremely high recovery time from her HP attacks.
(seriously you should at least land a brave attack on her)

6.26 Prishe

New character..............enough said

Prishe is pretty much like Tifa whereby she uses her fists to fight. 
But they only difference is that all of Prishe physical brave can chain 
into another brave and if you actually look at her aresenal she has a 
variety of brave connectors to choose from so each time you fight Prishe 
her brave attacks will finish differently. She does have a couple of 
ranged attacks but no kick. First there is holy, Prishe fires a golden 
orb that slowly track Terra. Similar to Cloud's Fire just block to 
send right back at her. Next there is Banish, Prishe just fires a 
Golden arrow forward. It is a good move to punish Terra but is rather 
predicable on it own just dodge accordingly to avoid it.

Next is her HP attacks not much here. For ground just Nullifying 
dropkick, Prishe jumps backwards and then hurls herself at Terra. 
Similar to Tidus Cut and run just that it has no vertical tracking 
so to avoid forward dodge or jump. This move is rather easy to see 
because Prishe will jump backwards and you will see the attack name when 
executed so that's a big give away. For midair there's Banishga, 
Prishe moves forwards a little and blasts a shock wave of light around her. 
A little tricky if not preapred but to avoid just forward dodge when she 
finish saying 'Franchise'.

For EX mode nothing much she can just do her brave connector two times 
in a row...that is if she is able to land the intial strike first.

Don't get it? An advantagous match up for Terra just keep your distance 
and Prishe will be forced to eat spell after spell after spell.

6.27 Vaan

New character............enough said

Vaan may have saved Terra but he can be a hassle to fight mainly because 
his brave attacks are different when he switches them. However most of 
them are close range so there is not much to look out for. Note that I 
said 'not much' so lets get on with the brave attacks. First there is 
Crossbow, Vaan fire some bolts at Terra upon switching to this weapon 
he will fire much more bolts. Not too hard to avoid the regular one just 
dodge accordingly but the threat comes from when he switches to it as he  
will fire a lot more so to avoid just keep blocking until the attack 
finishes, dodging it can a little tricky as his bolts may hit you during 
the dodge cool down. However this attack has poor vertical tracking 
so forwards dodge would be the best choice as it also helps you gain 
altitude. Next is Rifle, Vaan fires off bullets that scatter when 
switching to this weapon he dodges before firing. Nothing much though 
it does have very long range like Crossbow but has a slower start up 
so just dodge accordingly or block, upon switching he will jump backwards 
before firing not hard to read here as well because you should be able 
to see him aiming at Terra so again dodge accordingly or block. Next is 
Katana, Vaan lunges forward and slashes through Terra causing mutiple 
hits before sending you flying with another stroke of his Katana upon 
swtiching to this weapon he does more hits. This move does close in 
for both regular and switching but has a long start up in fact 
switching has an even longer start up compared to the regular so just 
dodge accordingly. If you wanna block only block the regular one as the 
switching style will cause Terra to stagger. Lastly there's Greatsword, 
Vaan lunges forward and slashes two times with it, upon switching to this 
weapon he can charge it to determine how much distance he travels before 
hacking at Terra. Both regular and switching can close distance quickly 
so watch out for this. For regular just dodge accordingly as this attack 
comes out fast. Switching is where you gotta watch out, the longer he 
charges up the more distance he wil travel however you can tell when he 
is about to switch as he say 'oooooooohhhhhhhhhhhhh' while charging so 
dodge only when you see him closing in, blocking will cause stagger.

Onto HP attacks only two here. For ground theres Torrent, Vaan blasts
some water into  the air before they rain down on Terra. Nothing here 
just dodge two seconds after you see the attack name on the top of the 
screen. For midair there's Windburst, Vaan  will cast a tornado near 
Terra that will draw her in. The tornado will last for about five 
second and it also has strong suction power so to avoid dodge just 
before you get hit, multi air slide away from it or reflect back at him with a 
Tornado. When reflect Vaan will get suck in not Terra but just take note 
that if you do reflect his Windvurst he can set it back on track by charging
right into it with an Inferno.

In EX mode Vaan can freely disarm himself with 'R+square'. What does 
this mean? Crossbow, switching style, spamming for human players just 
be more cautious when he is in EX mode as he can just keep using the 
switching style of his brave attack over and over without switching 
to another weapon.

A close one but favor Vaan a little due to his ability to surprise 
you with his switching style and regular style brave attacks.

6.28 Gabranth

EX charge fills his EX gauge faster, Guilt has been renamed to Execution. 
New brave attack Gaia breach (ground)

An interesting character to fight against since he has a completely 
different aresenal in EX mode. When he is outside EX mode he is a 
pushover seriously he can't inflict HP damage and has very limited brave 
attacks but there is one to take note of. Lunge whereby, Gabranth dashes 
forwards with his weapon infront of him. No kick here just dodge 
accordingly, jump or block as this move has a rather long start up. In 
EX mode he can really thrash you if you aren't prepared for it. Brave 
there is three to look out for for ground there is his new move Gaia 
breach, Gabranth slams the ground causing an energy wave to be blasted 
forward. Similar to Cloud's Blade beam to avoid just jump or dodge 
accordingly. Next is Relentless lunge, just like lunge but Gabranth does 
it three times consecutively. This can really close distance but easy to 
read, to avoid forward dodge jump or block as it is still as slow
as his Lunge outside EX mode.

Now for HP attacks, EX charge is self explanatory. In EX mode watch out 
for his Innocence, both ground and midair. His ground innocence where 
he sends four shockwaves out that goes straight out now if you are in 
close range (which you shouldn't)  you can considered yourself hit as 
each shockwaves are very wide an a single dodge won't be enough to avoid 
it, but if you keep your distance (which you should) this attack 
can be seen an can be dodge quite easily. I also recommend forward dodging 
to gain  altitude as this attack has poor vertical tracking. now on to his 
midair version now this move is practically impossible to dodge out of 
difference from the aerial and ground is that Gabranth can move freely 
while the attack starts up and it has a much better homing compared to 
the ground version my only advice is keep your distance when 
you see this coming or since it has a rather long start up you can try 
and interrupt it but I don't recommend it, just keep your distance and 
dodge to the sides. Or you can simply reflect all his shockwaves back
with Tornado, if your are close enough he will also get drawn into Tornado
during his cool down this method works for both ground and midair version.

In EX mode he is completely different than outside it. He gets a big upgrade 
in brave attacks and can inflict HP damage.

Overall like with all characters he is a pushover outside EX mode but when 
in EX mode can be a murderer. My advice END THE MATCH ASAP! As he can really
be a hassle in EX mode.

6.29 Lightning

New character.........enough said.

Great first we had Cecil changing into two different forms now we have 
Lightning able to change into three different classes freely and has no 
asthetic change so if you don't watch the class name at the top of the 
screen you can get confuse on how she will counter Terra. Generally 
her three classes are called Commando, Ravager and Medic. Commando is
your meelee attacks, Ravager is your spell caster and Medic is recovering 

For Commando just watch out for Ruin and Ruinga, Lightning will fire off 
some black orbs. (three for Ruin and one for Runiga) Ruin will lead to a 
chase while Ruinga will blast you into the air. No kick just block, dodge 
accordingly or air dash through it. Now for her Ravager class, this will 
class will allow Lightning to fight on par with Terra. For ground first 
is Thundaga, Lightning with cast lightning bolts to strike randomly 
around her no real threat as long as you keep your distance. Next is Fire 
will cast up to three specs of fire that will close in on Terra. No kick 
here just airdas, dodge accordingly or block it. Lastly there's Aerora 
Lightning will cast a wind orb that tracks Terra. Similar to Kain's 
Cyclone only that Lightning's Aerora does mutiple hits if it connects 
and knocks you slightly back. A little hard to see as it is just a 
colourless wind but to avoid just block, air dash or dodge accordingly. 
For midair first up is Watera Lightning fires a water ball that 
slowly tracks. Similar to Emperor's ground Flare but you can block
the water ball to reflect back at Lightning but take note that Terra 
will also stagger upon blocking, another way is to cast Tornado to send 
it right back at her. Lastly is Blizzara, A little difficult to explain 
but when Lightning casts this there will be a spec of light that will 
draw Terra in before turning into a block of ice. No kick just dodge 
accordingly or air dash through it.

Now for her HP attacks only two to look out for. Ground there is Razor 
gale whereby she throws a disc of rose petals that closes in on Terra. 
Nothing much here just forward dodge just before the disc hit Terra. 
For midair there is Thunderfall Lightning spins her weapon around her 
while lightning bolts rain down on Terra. Similar to Kuja's Ultima 
just a little less range and Lightning is stationary while performing 
this move. Just like Kuja's Ultima it is great for punishing Terra while 
charging Meltdown so don't charge beyond stage one. Also if while her 
weapon spins around her this protects her from attacks so you can't 
punish her after avoiding it. To avoid just dodge accordingly when 
Lightning finish saying 'Enjoy'.

EX mode is also another hassle. While in it you can't inflict wall rush 
damage on her making it harder to execute assist combos. Also she will 
immediately break Terra if Terra's brave is near break so don't let 
Lightning hit Terra while in EX mode.

Overall Lightning has the advantage due to her ability to switch her 
class freely to surprise Terra. Also changing her class will allow her 
to be prepared against Terra at any distance. Just keep and eye on the 
top of the screen to see what class she changed to in order to prepare 
yourself and don't let up on those spells!

6.30 Feral Chaos

New character...........enough said.

Despite his appearance Feral chaos isn't too tough and it also has three 
setbacks that requires an ability to disable them. The three setbacks 
are that he cannot enter EX mode, cannot use assist and his brave will
slowly decrease per second. It can disable all these setbacks but it 
requires alot of CP to equip the ability.

Anyways onto its brave aresenal. For ground watch out for Vicious and Spew. 
For Vicious Feral chaos will lunge forward, closer Terra is to it the more 
damage it inflicts it is also rather fast. If you are at a distance you 
should be able to see it coming just forward dodge to avoid it. Now for 
Spew, Feral chaos slams the ground causing magma to blast from beneath 
Terra. Rather easy one the moment you see the magma forming beneath 
Terra dodge accordingly. For midair just one, Splinter. Feral chaos 
swipes its tail causing four shockwaves to be launched forward. A little 
tricky to avoid because it requires Terra to dodge two times to fully 
avoid it and if your first dodge is too early the third or fourth 
shockwave will hit Terra. To avoid dodge to the sides but for
the initial dodge only meneuver just before the first wave hits.

Now for HP attacks just two moves to bear in mind. For ground there's 
Via dolorose, Feral chaos launches two fire columns note he can delay 
the launch of the second fire column. Nothing much if you have been 
keeping your distance as you have ample time to react to his second column. 
To avoid just dodge to the sides or if you are lucky you 
can just avoid it by circling it. For midair we got Flagro maximus, Feral 
chaos charges and does a blast forward it can charge to increase the blast
range. I don't think i was ever able to dodge this by reflex so my advice 
is just keep your distance and dodge the moment he launches the blast.

For EX mode he just gets a strength boost so no change in strategy here.

Overall Terra has the advantage here especially against a human because 
his setup will 
be really limited due to the massive amount of CP require to equips its 
abilities. (seriously 75 CP to equip a HP attack unmastered and 50 when 
mastered!) Just keep bombarding him with spells and the match won't last 
long. Just pray you are up against someone with a sense of pride or he will just
spam Via dolorse pushing you to a corner in a very cheap way!

6.31 Chaos

More vicious in his attacks. His Decend kick crushes defense,
can now escape from his three fire columns even if you get hit by one.

Now if you didn't play the original fighting Chaos is a little different. 
First he difficulty is preset, he can only be fought on Edge of Madness 
and the omega version if it. Another thing is that you have to beat him 
three times in order for it to be considered a win and can use his summons 
more than once in the same battle cheap heh? Lastly he is not a playable
character unless you do a hack so i do not know the proper name for he 
attack but i will provide a descrption of it. Note that i will only 
be describing his aresenal for the last battle as they all get buffed 
on the final match. Also this would be the only time that you should 
equip Blizzara i will tell you why later.

First his brave. First up are his Claw combo. He has one in the air and 
one on the ground, though they are both more or less the same. He kinda 
just slashes you a bunch. It comes out very quick, so it can be hard to 
avoid if he is really close. However, he sometimes starts the match with 
the ground version and in that case, just block when it is about to hit 
for an opening to inflict some damage. I suggest using Blizzara Combo or 
Blizzara. There are tons of chances to use Meteor->Holy Combo by the way. 
Also, if Chaos starts the first battle with this, he will most likely 
start off the same way for the other two battles. In his final form, he 
shoots giant walls of flames with each attack, but they go off to his 
sides so you're safe if you don't dodge to the sides. This move is
blockable in every form. If you keep your space, this move is very 
predicable. Then there is his flame column. He does a flip a shoots 
a column of fire at you as he shouts "eradication." It's fairly easy 
to see coming, but it will stagger you if you block it. A simple side 
dodge should do the trick. Like the ground claw combo, if Chaos starts 
the first match with this, he likes to start the other two matches with 
this as well. In his final form, he will always shoot three in a row, 
so just keep side dodging in succession (though if you do it too fast 
you might get hit by the last one). Also, since he shoots three, you 
don't want to try and block as you will get hit by the rest. Another 
no brainer punish him during his cool down or after dodging the third one. 
He also has that attack where he pops out of the ground under you three 
times. Another move that is very easy to see coming. Just dodge each time 
the little portal thing appears below you. After the third jump, he 
leaves himself open, so punish him accordingly. Also, keep in mind that 
this move always attacks from the ground and has a limited vertical range 
so if you are high enough in the air, you don't even need to dodge. 
Don't block as it will cause stagger and leave you open for the other 
two strikes. Then there is his "decending kick" move. It's pretty fast, 
but he will say "perish!" and all it takes is a back dodge to avoid when 
you hear that. If you're in the air, it'll probably miss unless you are 
below him. DON'T BLOCK THIS MOVE though in the original blocking this 
will only cause stagger it now crushes your block so don't block unless 
you want Chaos to inflict critical damage on Terra! Another thing is that 
he uses this move more often compared to the original so watch out for it.
This attack never changes regardless of the battle. Now we have the flame 
shockwave. This move is really annoying as it is fairly quick and hard 
to block and causes quite a bit of damage. Not to mention Chaos teleports 
next to Terra before using this and also likes to interrupt your moves 
with it, so again, stay on defence. Dodging this move doesn't work unless 
you dodge out of the range as the attack has a long duration and range. 
Dropping down or jumping up can get you out of range and give you a huge 
opportunity to attack him during this long attack. If you block, keep in 
mind you'll need to block multiple times because of this moves duration. 
Usually two to three well timed blocks should do it. Another way to avoid 
is that if you dodge but found out you are still within range USE BLIZZARA 
since this is a magical attack Terra's Blizzara will block it during its 
start up and punish him right after! This attack is one of Chaos' more 
annoying moves and can really hurt if he spams it. This is your biggest 
threat as it's got impressive range too, which is really deadly on such a 
small stage. This move never changes between forms. For the final brave 
attack, we have his fireball attack. It basically looks as if Chaos just 
barfed out a bunch of fireballs. Anyways, this is blockable in his first 
two forms, but the third form will stagger you and you might get hit by 
one of the other fireballs also note that now he will take advantage of 
you being hit by the fireball to land the flame shockwave on Terra. 
I find Chaos hardly ever uses this attack, and rather 
straight forward. It has a long start up indicating fo you to block. In 
his last form, just side dodge. The fireballs spread, 
but generally won't hit you if you side dodge.

Now onto his HP attacks generally they all have decent range and can be 
a pain if you aren't prepared. Divine Punishment is the one HP attack 
you will probably see the most. Flashes of light surround you before a 
small sword appears on Terra's position followed by Chaos throwing a 
spear down at her. Sound tricky? It is if you are using someone else 
but this move is nothing compared to Terra's Tornado, the moment you 
see the flashes of light cast Tornado to render yourself invincible to 
the attack and deal some damage to Chaos. Next is Soul of Oblivion. This 
attack is undodgeable. However, it's got a very long start-up
(four to six seconds) time where Chaos is completely vulnerable to any 
attack. He doesn't move around either, so he's an easy
target. All you need to do is hit him and you'll stop the attack, note 
that if he is really high above you or vice versa the blast will
be out of range so don't bother closing in to interupt. Condemn is a huge 
pain, however. It's very fast attack and can really draw
Terra in. It doesn't cause any brave damage and vertically limited, but 
Chaos is completely invincible during it. You do have a bit
of time to react, so just back dodge away from him. However, if you're in 
the middle of an attack, you might still hit him and
deal brave damage, but it won't stun him and he will continue the attack. 
Because of this, you really need to be careful when he starts
getting large amounts of brave. Scarlet Rain is also a little bit tough. 
He is, again, invincible during this attack, so you just have to
learn to avoid it. You'll need to quickly get into the air as he covers 
the floor in flames. After a moment, he'll start tossing fireballs at
you which you'll want to block DON'T DODGE as the fireballs will will hit 
during the dodge cooldown. If you get hit by even one, you'll
be stunned and get hit by the rest for brave damage and you'll be 
completely helpless for the HP damage. Basically, just keep on
blocking the small fireballs and dodge the final large fireball. Now we 
have Demondance.again another pain for any character.
Chaos will teleport next to Terra and deal HP damage to her FIVE TIMES! 
Yes five times so avoid getting caught in it. To avoid is simple just
forward dodge the moment you see a red aura near Terra as that is the 
signal that Chaos is gonna reappear. If you get hit by the first or
second don't fret as you can recover from it and avoid the rest. 
Also this attack has a long cooldown so after dodging the fifth one
punish him accordingly, Holy combo-->Ultima will work here! Now for Utter 
chaos and Brink of delusion. Chaos will become a giant
and attempt to slash Terra four times before chunking five huge swords 
below the arena causing five blasts. For starters he is yes
invincible when performing this. To avoid the sword strikes jump over 
the low lateral sword swipes, and dodge to the side for the
overhead slash and the stab at the middle of the stage. The flames, 
however, are a lot harder to avoid. I just spam dodge as I haven't
really found a full proof method to avoid it. And this move will drain 
your Ex gauge because of the amount of time this takes up unless
you have accessories that increase Exmode duration. Moving on, however, 
we get the final part of this combo. Chaos pulls out another
three swords, and throws them at the bottom of the platform of the stage. 
During this time, you just sit there and watch. Finally,
the screen will turn to an overhead view of the stage where you will 
automatically be on the ground. Then, four giant glowing
circles appear randomly on the stage (and can overlap). then blasts to 
deal the HP damage. To avoid just move to the area that isn't
covered by the blast, also if you think you won't make it in time doge towards 
the unaffected area

For summon he has several effects which i will list down.
-Break after a set time
-Bravery freeze
-Continously halves your barvery for a short time
-Triples bravery after a set time
-Brings your barvery down to 0 after a set time
-Halves bravery but increases at +99 per second
-Doubles bravery but drecareses at -99 per second
-Halves your bravery upon landing a HP attack

Overall Chaos will have the advantage but just remain focus and you should 
be able to win also note that Chaos is a big sucker for
Meteor-->Holy combo-->Ultima combo here.

6.32 Gilgamesh

New character......enough said

Now pitting against Gilgamesh can be tricky as each time he attacks he 
pulls out one of his eight weapons he posesses. So i am gonna state the 
weapons, their range and any special effects it can do. But first the 
format :p

'Weapon name' (range)

Excalibur (mid)
A golden sword that does double damage ouput

Excalipoor (mid)
Blue version of Excalibur but damage reduces to 1

Naginata (long)
A long red spear that has the longest range

Masamune (long)
A curved silver blade that produces a lot of EX force upon connecting 
an attack

Genji Blade (mid)
A brown broad sword that depletes opponents EX gauge upon contact

Zantetsuken (mid)
A dark blue blade that may randomly inflict break

Battle Axe (short)
A small axe that does random damage

Chicken Knife (short)
A knife that deals more damage with less HP

If you don't understand the range here are some examples. Short 
is equivalent to Tifa's melee attacks while Mid is the same as Squall's 
meelee attacks and Long is the same as Sephiroth's attack range. 
Got it?

Now onto his brave attacks. For ground there is merely Wind slash, 
nothing much Gilgamesh just fires a small whirlwind that slowly closes
on Terra. No Kick just dodge accordingly, block or air dash to avoid 
taking damage. For mid air there is electrocute, similar to Garland's 
Thundaga but Gilgamesh only casts one lightning shockwave at Terra's 
position. Though this move is rather weak on its own try not to get hit 
by this attack launches Terra in the air and stuns her for a long time 
allowing Gilgamesh to chain it to his melee attacks if you are within 
range. Lastly there is Whirlwind slash for both midair and ground. 
Gilgamesh slowly closes in while his weapon spins in front of him, can 
quickly closes distance but has a long start up so you can see it coming 
from a mile away and avoid accordingly, this move is also easy to block 
so do so for a free hit.

Now for his HP attacks. For ground we got Rocket punch where Gilgamesh 
fires a pair of boxing gloves from his hands at Terra (power rangers?) 
but this move has a long start up so it should be easy to avoid, just 
dodge the moment he says 'punch'. For mid air there is Missile, Gilgamesh 
places a missile in front of him and fires it. Really easy to dodge as 
this closes in really slowly so no excuses if this lands on you!

For EX mode he can be a little brutal. Gilgamesh gets eight arms each 
holding a random weapon. In other words his melee attacks are gonna 
deal more hits if it connects so stay clear. Also he will fire two 
Missiles at you so be weary of your dodge direction, a midair forward 
dodge should do the trick.

Overall a rather tight one but leans a little in Terra's favor just 
deal with him the same way as Sephiroth, or to say prioritize making
distance over bombarding him and ther won't be much he can do.

7. Utilizing the arena

'incomplete look out for updates'

As you all know the arena is just as a major factor for Terra as do the 
foes she faces. There are a few things to look out for when fighting in a 
particular arena.They are the amount of space eg. open and cramped, 
amount of foot holds and how high the arena is. Again this section is 
really based on your playstyle so what i mention here may not be so for 
you. Each factor has its pros and cons. Open arenas make it easier to 
regain distance between you and your foe while cramped arenas make 
your fully charged Meltdown brutal. Generally arenas that Terra fights 
well in are cramped areas (for insane Meltdown tracking) with a fair
amount of foot holds (to cast meteor) that are vertically limited. Why 
vertically limited? Because this will allow Terra to summon her assist 
after firing a flare as they won't fly upwards and be stunted on the spot 
making them open for your assist to connect. Also for AI foe they 
apparently have a sixth sense where they are able to reflect a meteor 
right back at Terra weird heh? Thats why it would also be good if you 
are in a complexed arena like Pandaemonium so you can take cover and 
cast Meteor with minimal risk of it being reflected.

7.01 Old Chaos Shrine

Generally a neutral arena that will not give Terra or her foes an edge 
over the other. To simpify there are two floors for this arena. Try to 
lure your foe to the lower floor simply because it is easier to execute 
meteor combos down there. Fighting on the second floor is also fine 
but usually you won't be fighting there very often mainly because the 
middle of the upper floor can be destroyed when either person is 
downward rush against it. Also the sides of the lower floor are
at higher ground compared to the middle aisle so you can pull off 
your Meteor combos without having to worry of it being reflected 
by an AI.

Omega version of this arena can be rather risky. Basically a fraction 
of both Terra and her foe's brave will be tranferred to the bravery pool 
every five seconds in other words whoever breaks who first will get the 
advantage so bombard your foe to break them to get a HUGE bravery 
boost or possibly 9999.

Overall this arena will not give either side the advantage so just stick 
to the regular play plan and you should be alright.

7.02 Pandaemonium

To me this is Terra's home ground against any opponent. As you know 
the AI can sense when a meteor will hit them and try to reflect it back 
at you by blocking but since this arena has many walls you can take 
cover behind one and pressure your foe without fearing of a meteor 
being smack back at your face (it will hit the wall while trying to hit you). 
combos such as Meteor--->Flood/Thundara work wonders. Another plus 
would be that since you are behind a wall the opponent will need to get 
round it but if you are on the offensive they will have a very tough time 
trying to close the distance between you an him. However you still have 
to watch out for counter based attacks like Firion, COD and Exdeath. 
The last thing to look out for would be Emperor's Light crest as it 
will bounce off the walls like mad. There are also banish traps but 
it is very unlikely you or the opponent will get trapped in 
it so nothing much that you can make out of the banish traps. Also 
with such a close ceiling it will guarantee wall rush damage for her 
tornado and you can summon your assist after firing off a flare from 
Holy combo. Overall anybody unlucky enough to fight you in this 
arena will be suffering big time it is even possible to gain a flawless 
victory if you are good enough.

For the omega version the arena's floor will ocassionally fire up 
some spikes sapping the victims bravery and adding it to the 
stage bravery. This does make it a little harder for you to find a 
good position for taking cover but you can just get into the ground 
that will not spawn the spikes. This arena will give Terra the
advantage as well but not as much as the normal version.

Another thing is that this arena is rather cramp what does it mean? 
Meltdown stage three gets buffed to the MAX! Your opponent will 
have a hard time trying to shake the Meltdown off their backs, if 
they were able to reflect you know the drill cast Tornado to prevent 
backfire from occuring.

If by now you still don't get it Terra has a huge HUGE advantage in 
this arena. Most characters will struggle to keep up with Terra 
especially meelee characters however you still need to be careful 
when fighting Exdeath, COD or Firion due to their counter based attacks. 
Seriously my friends already feel like giving up the moment they know 
they are fighting my Terra here!

7.03 Pandemonium- Top floor

Nothing much here as well opened spaced with ample foot holds 
however this arena is vertically limited meaning you would be able 
to summon your assist after you fired off a flare. A very basic stage 
with nothing you can take cover in. The crystals can be broken 
very easily and there isn't as many as World of Darkness to be 
used as an ambush. Really straight forward nothing much to say
of this stage so just stick to the battle plan.

7.04 World of Darkness

For regular this place is rather neutral, ample footholds, open space. 
However this arena has a lot of pillars and what i realized is that if 
you take cover behind them it can act as an ambush ground. Try 
casting off a Meteor and followed by Holy combo if you are behind 
the pillars the holy orbs will destroy your cover but at the same 
time surprising your opponent. If your are up against AI this isn't
too hard to pull off but any good human would anticipate this so 
don't count on it. 

Now for the omega version. This version can be a little tricky, 
basically you start off normally but after some time the arena 
will transform into something completely different before 
changing back. Now there are two ways this stage can trance, 
and it depends on your distance from each other. If the trance 
occur while you are at close range you will be transported to a 
cramped arena with some pillars at the centre. If it trance while 
you are far apart you will be transported to an open arena with 
platforms everywhere along with banish traps at the bottom.
First off is the cramped close arena if you haven't noticed your 
Meltdown will once again be buffed but don't rely too much on 
it as this arena is not as complexed as Pandeamonium so it won't 
be too hard for your foe to catch you while charging it up. However 
that being said you should still be able to use the pillars as cover for 
your Meteor casting so don't be afraid to use it. Now unto the open 
one, this is a little hard to expain but basically the platforms have 
something special. As you know if you are directly below a platform 
and you are about to air dash towards the EX core above you will get 
stuck however attacks seem to be able to pass through the platform. 
With this in mind you can do something nice, simply summon Jecht 
to do mid air brave and if it look like he is about to slam your foe unto 
the upper platforms simply cast Holy combo the moment he slams on 
one of them. If you are up against a human they may think that you are 
dumb. But just watch as your holy orbs goes through the platform and 
hit them. Another thing i noticed is that when the stage is
undergoing the trance while you are attacking, you will reappear 
in the respective arena with your attack cancelled in other words if 
you are in the middle of casting Ultima and the stage changes your 
Ultima will be cancelled. This also applies for assist attacks so if your 
assist is in the middle of his attack he will disappear when you are 
transported to the respective arena. So it is crucial you time your attacks 
correctly so that it won't get interupted. This will also apply to your foe 
so if he is about to finish you just pray that the stage will undergo 
its trance.  

Overall Terra does not get so much of an advantage here but for 
the omega version the cramped arena does give her a slight edge 
over the others but it isn't so huge so don't go thinking you will 
be safe. Just stick to the general strategy for each character earlier.  

7.05 Crystal Tower

This place can be fun to play in and yet rather confusing as well. 
Basically you got a plain with a sky scraper smaked in the middle. 
I did find a way to utilised this arena. If you quick move up the 
tower you will notice it has some platforms built on it. This mean 
you can camp at the edge of a platform and use your Meteor with 
minimal chances of being countered. Plus if your foe is below you
he will have trouble climbing up the tower while trying to evade 
your shower of Meteors. Also Terra's Meteors will not disappear 
until it hits an edge so you can camo at the highest platform of 
the tower and create a Meateor shower but take note that all your 
other brave attacks will be out of reach. How is this all confusing? 
I'll get to that now. As mentioned earlier the tower has several
platforms built on it these platforms are also spawn point for 
EX core get where i am going? Yes if the EX core spawns on a 
platform you can't just air dash towards it all the time you would 
have to quickmove around till you get to the correct angle where 
the EX core is. Nothing? Not exactly, as you quickmove the
camera rotates to an angle where you can only see whats ahead 
of you meaning your back is wide open for veteran players! So 
watch out as they will know your camera does not have them 
in the picture.

Overall this map does give Terra a slight advantage. Not a huge 
one so as usual don't slack up on those spells!

7.06 Lunar Subterrane

Another open and simple map. Nothing much i can say here, 
however there is a way to cast Meteor safely. As you can see 
this map has some rocks, curbs and uneven ground. You can 
take cover behind the rocks or the curbs thus, you will be able 
to cast Meteor without worrying about being countered. Note that
the rock will not be destroyed until either party has slam the 
other against it so most direct attacks are rendered useless if 
you take cover. 

For the omega version no changes in particular. Basically the stage 
bravery will increase as more rocks get destroyed so no visible 
change from the regular.

Just stick to the game plan and Terra should have the edge over 
her opponent if you are able to take cover.

7.07 The Rift

Another spacious arena however very little footholds. If you 
can, try to stick to the ground but you will be in mid air combat 
most of the time. Since this map is huge it means your Meltdown 
will be slightly nerfed since your Meltdown can't bounce like mad.
Your best bet would be your Meteor combos and Meltdown-->Holy 
combo as well. This stage is made to give Terra trouble you are gonna 
have a rather long battle here so just bear with it.

For omega version things get a little crazy. Basically the structures 
will be randomly teleported to weird and unpratical places so it 
gonna be really hard to find a good place to take cover as the strutures 
are constantly teleporting so it may blow your cover or unintentionally 
create one. Also as the structures teleport a small amount of brave is 
added to the bravery pool. This place will prolong the battle even more 
so really gotta focus here.

Overall this place does give Terra a slight advantage. Is not so 
huge so if you stay focused you can claim victory rather quickly. 
But this map will give you a huge advantage against ground 
based characters like Golbez and Firion so if you are matched up 
against them you have nothing to worry about.

7.08 Kefka's Tower

It's FF6 final dungeon! Now i am gonna separate this arena into three parts, the
upper level, lower level and the pit. As you know Meteor will only dissapear 
once it has hit take advantage of this by luring your opponent to the lower 
floor and then quicky getting Terra to the upper edge you can keep
hurting as you can just stand still and consistently pressure them with 
Meteor. I know i need not say this but 
it is very easy to corner your opponent on the upper level with tornado if 
your first cast missed try casting it just one more time (not spamming) it 
will almost guarantee the second tornado will connect. on the lower level 
you will realized there is a pit in the middle now if your opponent gets in 
that pit you will have an advantage. firstly there is limited room to 
dodge so this would be a good time to execute some combos (namely I do 
the meltdown stage two---> holy combo--->ultima combo) and since you are 
constantly pressuring them the opponent won't have much time to escape 
from that pit so if they go in they will have a tough time coming out 
unscathed or come out after taking a fair amount of damage from you.
Lastly if you have fought on this arena you will see that it is cramped don't
get it? Yes Meltdown gets Buffed at stage two and three. 

For omega the stage gets a little wierd in a funny way. Basically the 
walls below the upper level will spew out steam and each time the 
steam gets stewed the stage bravery gets a little boost. Also if you 
slam your foe onto the wall that spews steam your foe will be 
bounced off unto another wall and if that wall also spews steam 
they will be bounced off again and again until he gets 
slammed unto a wall that doesn't spew steam. To look at it is really funny
to see your foe bounce around like a ping pong ball but in terms of 
performance this will make it harder to summon your assist as if you summon 
your assist when you slam your foe on the spewing steam wall they will 
bounce off it and fly right past your assist. This makes it slightly harder to
allow your assist to connect. My advice try to stay on the upper floor as the
walls on the upper floor do not spew steam.  

Overall this stage gives Terra the advantage but it is not as complicated 
compared to pandamonium so the enemy will have an easier time closing 
the distance but still won't be easy doing so.

7.09 Phantom Train

Now this is an interesting stage. If you haven't unlocked this 
arena it is pretty much just a train carriage you are fighting in. 
This arena has its pros and cons.
Pros being its is the most cramped so Meltdown and Tornado will really 
harass your foe, plenty of walls and edges to slam your foe on giving your 
assist an opening, most vertically limited arena so this makes it really easy 
to summon your assist after hitting with the flare phase of Holy combo. 
Another advantage would be since its really cramped cornering your foe
won't be much of a hassle so no need to fret about Blizzard combo (one hit)
---> Tornado missing and being punished. 
Cons are yeah you guessed it really easy for your foe to close distance and 
it will be a pain trying to reposition Terra to an advantagous distance also 
no cover so don't be surprised if an AI reflects a Meteor back at Terra's face. 
Can't really say much here, this is a stage that is really easy to 
land wall rush damage. But this pace can also make attacks that 
are continious for a long period of time hard to avoid. Attacks like 
OK's Comet, Firion's Weaponmaster and Yuna's Megaflare 
will be just some moves that will give Terra hell. Also if your 
opponent manages to reflect Meltdown IMMEDIATELY REFLECT 
IT BACK with Tornado. Though you do not see your Meltdown IT 
IS CLOSING IN so cast Tornado to send back on course.

Overall this place heavily depends on how you and your foe fight. For me this 
gives me a slight edge over my opponent weird huh? But thats just how I 
roll! :p

7.10 Planet's Core

Perfect just perfect. Lack of footholds, limited edges and vertically open! What
more do you want to put Terra at the disadvantage? Real headache fighting
you foe on this arena especially when up against AI since they just love to
quickmove on rails and nothing more, add that fact that they are artful dodgers
and you got one long and friutless battle. Very little footholds here so really
hard to find a position that you can make the most of Meteor so your main 
wepon here is your Meltdown combos since you will be in midair combat
about 80% of the time.

The omega version is no better . After a set period of time the stage will 
undergo a trance, 
unlike World of darkness it doesn't change back so you will be fighting
in the trance version the rest of the battle. If against an AI yet again 
a really fruitless battle as they will grind for the whole of the battle 
which is a real irritant. The only advice i have for this stage overall is 
try and stay above your foe, if your are up against a human their 
camera will most likely not have you on screen so take advantage of 
that for Meltdown combos as they won't be able to see your Meltdown 
until the last second. What does this mean? They will simply spam 
attacks that will miss so punish them during their cooldown. Bear 
in mind that the stage brave will steadily rise after the trance so after 
about a minute or so try to break your foe for a brave boost of 
about 4000-6000.

Can't tell? This stage will put Terra at the disadvantage and just prolong the
battle in a silly way. But once again if you are up against ground based
characters like Firion and Golbez you will certainly have the edege over them.

7.11 Ultimecia's Castle

Another bummer here. Again really little footholds, vertically open. However,
this stage does have some advantages like being rather cramped overall for
a Meltdown buff, and a fair amount of edges for Terra to slam her foes on.
Though not as bad as Planet's core this will still give you a hard time. AI in
particular will tend to grind on the spiral metallic rods. This will not 
progress the battle in any way it will just burn daylight and cause people like
me frustration. Again you will be in midair combat most of the time so stick
to Meltdown combos and remain focused. 

For omega version this is were things get hectic. The stage will go through a
time trance, The gears will move a lot faster, and destroy walls etc. will be
restored. Stay away from the gears during the trance. Why? If you get too close
to it yes, it will sap your brave like the spikes in Pandeamonium omega ver.
Only thing i can think of that will help is the fact that this stage overall has
a banish trap as the ceiling. This means if you are low in health try to stay 
near it as HP attacks like Tidus' Quick hit will hit you upwards before 
dealing the HP damage meaning if you get into the banish trap it will teleport 
you somewhere safe and leave him open for a counter. Another thing is that
the stage bravery will randomize during the time trance.

Yes another arena that will put Terra at the disadvantage. But again ground 
based characters won't be of much hassle here just lure them to mid air 
combat, which won't be hard, and they won't be much of a threat.

7.12 Crystal World

A rather open arena with very little footholds. Not as bad as the previous two
but still not good. You best bet is to stick to the middle platform as this is
the best place to cast a Meteor. Also if your opponent is below Terra this
will minimalize the risk of being countered. Stay near the edege of the 
platform and you may be lucky with Holy combo. Try to avoid going to 
the sides of the arena. True it you may land a wall rush but casting 
Meteor here won't do much. 

For omega version nothing much here no change to the stage but as the 
crystal platforms respawn it will boost the stage brave by a small fraction so
just stick to the game plan.

Overall this stage does give Terra slight disadvantage due to to open area will
few footholds. But this does give Terra a slight edge over ground based 
characters, just lure them to mid air combat and they got nothing on 

7.13 M.S Prima Vista

A stage, really S.E? Whatever. Anyways this is a rather advantagous arena for 
Terra, ample footholds, vertically limited and rather cramped but not to the
point where it will be a hassle trying to regain distance. Most of the time you
will be fighting on the stage itself but if you think your having a hard time
shruging your foe off try going on the stage props or backstage where the
weird castle prop is. It can act as a cover while casting Meteor and really
harass your opponent. If you haven't bought this arena or never seen a stage
then just to let you know this stage has plenty edges giving Terra many 
opportunities to call her assist. The fact the its vertically limited also 
makes it easier to summon Terra's assist during the flare phase of 
Holy combo. Meltdown also gets buffed in this arena so don't be 
afraid to use it. If you plan on fighting on the stage the whole time 
prioratize repositioning Terra over assaulting her foe.

Overall this arena does give Terra the edge over her foe but don't stay on the
stage for too long if you are having a hard time regaining distance. Try to
stay on the backstage props and take cover, keep bombarding them with spells
and your foe won't have much on you.

7.14 Dream's End

Another arena that that makes it easy to regain space with Terra. Not 
many footholds very open and very few edges to slam your foe against 
though. Like Crystal world
you will be brought out to mid air combat most of the time, as usual your
best bet for mid air combat would be Meltdown combos. But if you wanna stay
grounded the best place would be the platform with a giant version of 
Jecht's sword stab in it. There you can take cover on the opposite side 
of the sword to cast Meteor. Very few edges so rely on 
Blizzard combo (one hit) for 
your assist to connect, flare phase of Holy combo will also work but bear 
in mind that this arena isn't vertically limited so it will make it hard 
to connect with an assist.

For omega version no change for the arena but the stage bravery will increase
for each attack that connects. Eg. you inflict 200 brave damage on your foe
the stage bravery increases by 200, your opponent lands 100 brave damage 
on Terra the stage bravery will increase by 100. So just stick to the battle 
plan on the previous paragraph.

Overall this place will put Terra at a slight advantage. But yet again lure 
ground based characters to mid air combat in this arena to gain the edge 
over them.  

7.15 Empyreal Paradox

Rather basic like padeamonium top floor but difference being there are less
breakable objects and much more vertically open. No cover and nothing to
take advantage of unless you are up against Laguna, simply being the
giant orange crytal in the centre will block Satellite laser from working as
it will act as a cover.

For omega not much change but your bravery will sap according to how
close you are to the giant crystal, plus the sapped bravery will add to the 
stage bravery. So you really just wanna stay close to the edge and avoid the 

Overall a rather neutral stage and won't give either party the edge so 
just stick to the game plan.

7.16 Sky Fortress Bahamut

Easy to use but hard to explain. Let me first divide this stage into half. First
half called the hallway this is the pathway with banish traps on both sides 
and the platform being the huge circular ground and the curb. Nothing
much quite favourable in fact for Terra. Ample footholds, has a cover
and is rather vertically limited. For this place you really wanna stick to the 
platform as it is easy to cast meteor there, if you are against an AI you can 
use the curb as a cover to cast meteor safely. Avoid the hallway as it has
less footholds compared to the platform and you will also notice the hallway
is lower than the platform so it will make it rather tough to time your flare
assist summon.

For omega version it will practically give every character hell. Let me explain
the sky colour is brown and there a very strong gust that all characters can
get caught in. Basically if you get too high in the air by simply jumping
or being whcked into the air, the moment you recover from it the winds will
blow Terra away and how fast she gets blow away is proportional to how
high up she is. If you get caught in the wind it will not only sap a fraction of
her brave but it will blow Terra straight into a banish trap thats right. 
In other words AVOID MID AIR COMBAT! 
Though you won't get blow away while performing an attack so you 
can charge Meltdown without being blown away. Also as long as you 
or your foe is grounded the stage bravery will steadily rise.

Overall the regular version will give Terra a very slight advantage over 
her foe. As for omega........just pray you are not up against a ground 
based character like Golbez or Firion, other than that the other party 
will be just as frustrated as you trying to avoid the catastrophic winds. 
If i have to spell it out the omega version will give Terra the disadvantage 
a rather huge one. 

7.17 Orphan's Cradle

Yet another arena the heavily depends our both your playstyle and your foe's.
This is one of the most open arenas around disabling Meltdown from being
a threat, pretty much of you miss chances of the Meltdown swriling around and
actually backstabbing your opponent is close to nothing. Another bad thing
is that there are no walls to slam your foe against only the ground. The arena
is surrounded by banish traps and all the walls are breakable on this map. So
your best best to allow your assist to connect is after a hit of Blizzard combo,
after holy combo or slamming them to the ground. That being said there are 
some advantages to this map. As you know there is a podium in the middle
of the stage so play tag with your opponent and just stay on the opposite side
of the podium and cause a meteor shower. Also if you stay near the centre there
are plenty of footholds for Terra so casting Meteor won't be so hard.

As for the omega version things start to get fun! At the sides there will be 
random platforms that will spawn and random positions and arrangements.
It hard to explain but try to make use of the platforms as a cover. You will
very often get an arrangement where one platform is in front of another and is
just higher than the one behind as well. Here is a side view of what 
i am talking about:

l                            l
------------------------------       ____________________
platform 1                     l                              l 
                                       platform 2

Easier now? Basically you just wanna stay on platform 2 and let platform 1 act 
as a cover when cast Meteor or other spells. But don't rely too much on it! 
Remember the platforms will start rearranging themselves after some time.

Overall this arena will give Terra a bit of an advantage as it is rather open
making quick work of regaining disance against meelee characters

7.18 Order Santuary

Not much to say here as this is a rather open and simple stage as you would
know this stage would probably be the easiest for you to position Terra and 
yet it also makes it easy for opponents to close distance but since there 
isn't much obstacles this would also be the easiest stage to perform the 
flashy and brutal combos that starts off with Graviga. The only advantage 
I can get from this stage is that when your enemy enters EX mode you 
can kill time for them to get out of EX mode by grinding along the rails. 

For omega nothing changes to the arena but if you break your foe your bravery
will simply double.

A very neutral arena so just stick to the general strategy for each character.

7.19 Edge of Madness

If you played the original and beat inward chaos with Terra you will know 
that this place is just a pain. Cramped but not complex meaning your foe can
be in Terra's face with the snap of a finger. Really hard to position Terra here
but this place is vertically open so get as high as you can and just keep up 
with the pressure. Grounding Terra is fine but not recommended as even if
both of you are at opposite ends of the arena cast Meteor on a human and 
they will air dash right to Terra's face. Only thing on this map that favours
Terra is how cramp it is, Meltdown will get buffed so rely more on Meltdown
combos rather than Meteor combos.

No change for the omega version but the stage bravery goes nuts! One moment
it could be 299 and the next 5999 so time your break perfectly to get a major
brave boost rather than one that is negligeble.

Overall an arena that gives Terra a disadvantage regardless of the version. So
keep your mind on the game and don't let up as this is a great place for other
characters to punish Terra.

8. Battle Quotes

Nothing much just gonna type out Terra quotes to characters before battle
and vice versa.

Character vs Terra

Warrior of Light: 'I wish I could look straight ahead like you'

Firion: 'This is scary but I won't lose'

Onion Knight: 'I'm gonna...Give it my all!'

Cecil: 'So even with darkness one can be kind'

Kain: 'Please don't be soo hard on yourself'

Bartz: 'Will I be free? If I continue on my path?'

Terra: 'Is that how my eyes look to?'

Cloud: 'If we could find the answers through battle....'

Tifa: 'I should stand up for something to!'

Squall: 'Aren't you frightened, of progressing alone?'

Laguna: 'You seem to have fun even when you are lost'

Zidane: 'Why are you hesitating?'

Tidus: 'Can I, fight with the same vigor?'

Yuna: 'It feels as though, we've met before'

Vaan: 'Don't worry about me, I can fight!'

Lightning: 'I have to be grounded too'

Garland: 'I can't enjoy fighting I just can't!'

Emperor: 'Do you plan to rule through fear?'

Cloud of Darkness: 'I won't let you erase our hope'

Golbez: 'There will always be new dream to follow'

Exdeath: 'My powers are not for harming others'

Kefka: 'I am not a puppet!'

Sephiroth: 'Please find something to protect'

Ultimecia: 'Our prayers will remain even if you stop time'

Kuja: 'Are you hiding your.....True feelings?'

Jecht: 'You're like a big teddy bear'

Shanttoto: 'Please don't destroy the world'

Prishe: 'I need the strength to protect every one'

Gabranth: 'You have to have hope!'

Gilgamesh: 'I hope you find what you're looking for'

Chaos: 'If your power tears us apart I won't forgive you!'

Feral chaos: 'I will end this cycle of sadness and grief!'

Terra vs Character

Lightning: 'Never let yourself hesitate'

Vaan: 'Cheer up! You're facing me'

Laguna: 'Come on cheer up don't look so gloomy'

Yuna: 'Please, trust in yourself'

Kain: 'Mistakes must be atoned for'

Tifa: 'Don't rush to find answers okay?'

Warrior of Light: 'You must not shun the light'

Garland: 'Cast away your doubts in battle'

Firion: 'Sorry I won't hold back'

Emperor: 'Better you sleep then live in despair'

Onion Knight: 'Can't lose this one'

Cloud of Darkness: 'Even magic is meaningless against us'

Cecil: 'Have courage for your sake'

Golbez: 'Turn from destroyer to angel of hope'

Bartz: 'It's no fun just standing around right?'

Exdeath: 'Let us destroy the world together'

Terra: 'Is that how my eyes look to?'

Kefka: 'I have no use for a rag doll'

Cloud: 'You're over your fears now right?

Sephiroth: 'Just destroy everything'

Squall: 'Even with all that power you still afraid?'

Ultimecia: 'It's okay to grow'

Zidane: 'I'm not feeling this, but I won't hold back'

Kuja: 'Where does the caged bird wish to soar?'

Tidus: 'Let's put off worrying for now'

Jecht: 'You better not cry you'll make me uncomfortable'

Shantotto: 'Without control can you call it power?'

Gabranth: 'You but grasp at other's dream'

Prishe: 'Try not to lose your cool okay?'

Gilgamesh: 'What's the matter with you, wanna talk?'

Chaos: 'You do not need power for I am power'

Feral chaos: 'roars'

Yeah I know some of you who are reading this porpably have your imagination
running wild by now! XD

9. Attack Quotes

Another FYI section just showing her quotes for each attack and her EX mode
quotes. Note that if the attack is not present it mean she doesn't say anything
and just exclaims or make some weird noise. (you sickos)

Outside EX mode

-Meteor: 'Heavens lament'

-Graviga: 'Darkness of gravity'

-Blizzara: 'Get away'

-Thundara: 'Jump'

-Holy/Holy combo: 'Here'

-Firaga: 'Magic'

-Ultima: 'Oh perfect light I want to end this'

-Flood: 'Sorrowful waters'

-Meltdown charging: 'This power'

-Meltdown stage one: 'Maybe this'

-Tornado: 'Malevolent wind'

EX mode

-Initializing: 'If I have to fight'

-Meteor: 'Heavens lament'

-Firaga: 'Magic'

-Ultima: 'Oh perfect.....' (dualcasting will cut the quote)

-Flood: 'Please'

-Tornado: 'Malevolent wind.......Protect me now'

-Meltdown charging: 'This power'

-Meltdown stage one: 'Maybe this'

-Meltdown dualcast stage three: 'Let it end'

-EX burst: 'No more running....I can protect everything'

-Perfect EX burst: 'I won't be defeated'

10. Fun facts

Just a little extra section where i say some interesting and random 
stuff enjoy!

-Terra has an upskirt for her ALT 1 costume

-Tifa has an upskirt for her normal and ALT 2 costume

-Jecht's ALT 1 became his original FF10 outfit

-Yuna has an upskirt for her ALT 2 costume

-On the lower level of Chaos shrine there is a portrait for each of
the four archfiends of FF1 at each corner

-When you win a battle in EX mode with Gilgamesh, he will keep his
weapons during his victory pose if you didn't finish with an EX burst.
Finish with an EX burst and he will not be holding onto his weapons 
during his victory pose.

-When Kain does a perfect EX burst he will hold his lance on his right
hand. However he will be holding his lance with his left hand during his
victory pose.

-Cantata Mortis lyrics
Lux! Umbra!
Vita! Mors!
Concordia! Chaos!
Chaos, Deus Mortis.
Spiritus illius producit Mortem.
Chaos, Deus Exitii.
Tenebrae illius devorant omnia.
In palma Creatoris,
proelium aeternum prodit.
Creare rem Ultimam!
Deletrix Omnium!
O, Chaos!
Progenies Belli!
Corpus incensum tuum fluctuat in mari inanitatis.
Scitote finem Vestrum fieri
in prece sola mortuorum.
Lux! Umbra!
Vita! Mors!
Concordia! Chaos!
(repeat x7)
Mors! O, Mors!
Delete! Delete!
O, Chaos, Deus Exitii!
Devastate! Devastate!
Chaos, Deus Mortis!
O, Chaos!

-God in Fire lyrics
by the Kidneythieves
Gone in a second
Ultimate destruction
Gods are warring
Sorrow neverending
Endless chaos
For an eternity
Welcome to the abyss
Backwater town where nothing happens
Don't let disguises fool you
Evil is coming from everywhere
Destroying all that we believe is good
My mother's ghost still haunts me now
Fortune abandoned by God
Nothing can bring her back to me
Now I will seek to rage heaven's doors
There is no mercy, compassion in the world
Embrace the chaos
For in the end that is All
Now the universe is broken, lost its force
Turn your back on all you have loved
For it is
Gone in a second
Ultimate destruction
Gods are warring
Sorrow neverending
Endless chaos
For an eternity
Welcome to the abyss
Creation desperate
Waiting for a
Miracle to transcend all war
Watch how the bloodlust of the divine
Throw out its hatred for all time
There is no mercy, compassion in the world
Embrace the chaos
For in the end that is All
Now the universe is broken, lost its force
Turn your back on all you have loved
For it is
Gone in a second
Ultimate destruction
Gods are warring
Sorrow neverending
Endless chaos
For an eternity
Welcome to the end, to the abyss
End as beginning
And so it will be
Alpha Omega
The end that you see
Gone in a second
Ultimate destruction
Gods are warring
Sorrow neverending
Endless chaos
For an eternity
Welcome to the end, to the abyss
(credits to Final Fantasy Wiki and DracoMortus for the lyrics)

11.Contacting me

If you have found any typos, have any other tips or know of any 
accessory builds please email me at tim.ong25@gmail.com i won't 
be able to reply immediately, school life in Singapore is very 
stressful but i will try to get back to you ASAP.

Also i have a friend who is willing to answer any questions regarding 
how to use Sephiroth. Note that i said 'how to use' so please do not 
email him any questions about accessory builds or equips as he is 
still trying out various combinations. In addition he is also able to 
answer questions of Sephiroth
in the original so any questions from the previous game will also be 
accepted. His email is spitfire96@gmail.com note that he is my classmate 
that is also placed with the same amount of stress as me so please 
do not expect an immediate reply.

Another thing is if you find any assist combos please do not email them 
to me unless you have at least ten combos for the assist so don't go 
emailing me 'hey i got a new combo it goes: 
Blizzard combo-->WR-->Hop step-->TEL-->Tornado'. 
Also if you want to criticize my guide at least do it properly with
constructive suggestions and not like 'your guide sucks and is totally 
crap!' and that’s about it! I will be adding a Q&A section in my next 
update so please forgive the absence in this version   

12. Version history

-ver 1.0, 16 may 2011
Did everything up to the fights
-ver 1.1, 27 may 2011
Added some parts to utilizing the arena and EX accessory build
-ver 1.2, 4 june 2011
Added some parts to utilizing the arena, added EX revenge combos,
some more assist combos and components to craft equipement stated in
this guide 
-ver 1.3, 17 june 2011 
Finished utilizing the arena and added what is suppose to be the most brutal
and flashy combo i can think of with Terra. Also added two new sections
'Battle quotes' and  'Attack quotes'
-ver 1.4, 23 june 2011 added a sub section called easy KP and edited some 
of utilising the arena
-ver1.5, 7 july 2011 added more non-assist and assist combos thanks to
-ver1.6, 16 july 2011 edited some parts for strategy against Vaan, Gabranth 
and Golbez
-ver1.7, 31 july 2011 added more EX revenge combos and a link on how to
pull them off, also added something to gaining EXP and added more tips
under 'How to play as Terra'
-ver1.8, 27 august 2011 modified my abilities and make a new sub section
for easy AP
-1.9, 22 december 2011 added a new build and edited parts for strategy
against Sephiroth and Exdeath, edited parts for The Rift and 
Orphan's Cradle and introduction

13. Credits

Thanks to Square Enix for making such a great game for the PSP

Dissidia 012 Facebook fan page for some background info check out 
their page:

Grievon for helping me with the format of the guide

Shadow_Flare13 for some reference

FantasyCourier for the EX build

lordphr0zen for the KP farming

Denis for some awesome tips and tricks for combos
Final Fantasy Wiki and DracoMortus for Cantata Mortis & God in Fire lyrics

Thanks for your time take care
Soki_25 signing out!