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Golbez FAQ

by Aishi_

                                                                               
Final Fantasy Dissidia

Golbez Character Guide

Version 1.01

By Aishi of Gamefaqs

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Table of Contents
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To make this easier, hit Ctrl + F, then enter the key for the 
section you want to jump to.


I. 	About this FAQ                                       [LOL?]
II. 	Who is Golbez?                                       [GOL1]
III. 	Why Play Golbez?                                     [GOL2]
IV. 	Good things to know and remember                     [GTKR]
V. 	Moveset analysis                                     [MSAN]
	 	a. HP attacks                                        <HPAT>
	 	b. Ground Brave                                      <GBRV>
	 	c. Air Brave                                         <ABRV>
VI. 	Base Brave Damage                                    [BDMG]
VII. 	EX Cancelling                                        [EXCN]
VIII.	Combos                                               [CMBO]
	 	a. EX cancel combos                                  <EXCC>
IX. 	Golbez and His Jump                                  [GJUM]
X. 	Learning to Use Rocks                                [GROK]
XI.	Miscellaneous Things                                 [MSTC]
	  	a. Golbez�s Battle Quotes                            <GOBQ>
	 	b. Not Locking On                                    <NLKO>
	 	c. Golbez�s Infinite                                 <GINF>
	 	d. Secret EX Burst                                   <SSEB>
XII.    Match-ups                                            [MTCH]
	  	a. Warrior of Light                                  <WOL>
		b. Garland                                           <GRL>
	 	c. Firion                                            <FRN>
		d. Emperor                                           <EPR>
		e. Onion Knight                                      <OKN>
		f. Cloud of Darkness                                 <COD>
	  	g. Cecil                                             <CCL>
	  	h. Golbez                                            <GBZ>
	  	i. Bartz                                             <BTZ>
	  	j. Exdeath                                           <EDT>
	  	k. Terra                                             <TRA>
	  	l. Kefka                                             <KFK>
	  	m. Cloud                                             <CLD>
	  	n. Sephiroth                                         <SPH>
	  	o. Squall                                            <SQL>
	  	p. Ultimecia                                         <UTI>
	  	q. Zidane                                            <ZDN>
	  	r. Kuja                                              <KJA>
	  	s. Tidus                                             <TDS>
	  	t. Jecht                                             <JCT>
	  	u. Shantotto                                         <SHN>
	  	v. Gabranth                                          <GBR>
XIII.   Version History                                        [VRSH]
XIV.    Word of Thanks, Contact Info and Legal Stuffs          [BLEH]


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I. About this FAQ & myself [LOL?]
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This is my first FAQ on the game (and the first on Gamefaqs) Final Fantasy 
Dissidia. There�s not much to say here except that I enjoy playing Golbez 
more than others and I decided to write a FAQ on how to play him. I imported 
the Japanese version of Dissidia like many others, language barriers aside, 
there weren�t much problem and I enjoy playing with my friends through Adhoc 
Party Beta. The first time I turned on Dissidia I thought I knew who I was 
going to play already, Zidane and Emperor, I love trap-based characters in 
fighting games and I prefer lay down constant pressure to force openings 
while covering my own or traps/unblockables, they're nice. (Baiken/Testament 
from Guilty Gear were my mains and Urien/Remy in SF3) and I loved FF9. 
Eventually, I stumbled upon Golbez (Who was the second to last villain I 
unlocked) and tried him out seeing how topics on the message boards always 
appeared saying he was always underplayed. I started to play with Golbez 
and I liked him.

I frequently visit the Dissidia Boards on Gamefaqs and usually play on 
Adhoc Party Beta (Which is extremely useful) with my friends. They know I 
main Golbez and always play him frequently. Although the regular fighting 
games are interesting, I usually prefer the newer but still well-known 
fighting games if they ever come out. With that the question of �How can I 
do _____ better?� becomes �How can my character do it better?� Without any 
concrete standard to compare themselves to, players are freely able to 
experiment and find new things. This idea really makes me enjoy Dissidia more.

Well, enough on myself. This FAQ is written assuming that you already know 
the basics of Dissidia. If you want to know what that little number between 
the life bars are then you probably won�t here, there are better and more 
specialized places you can find it. Onto the FAQ!

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II. Who is Golbez? [GOL1]
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~*WARNING SPOILERS AHEAD FOR FINAL FANTASY IV!*~

This section was directly from the Final Fantasy Wikia. 
You can read more from the link here:

http://finalfantasy.wikia.com/wiki/Golbez

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Japanese Name: Golbeza
Birthplace: Earth
Age: Older than Cecil, yet unknown
Height: Unknown
Weight: Unknown
Laterality: Left-Handed

Golbez real name Theodor Harvey, is a non-player character in Final 
Fantasy IV. He is the main antagonist for most of the game, a powerful 
half-Lunarian sorcerer and brother to the game's protagonist Cecil Harvey, 
although neither of them knows this for the majority of the game. Golbez 
eventually usurps Cecil's command of the Red Wings, the powerful air force 
of Baron, and through them successfully carries out his goals, only to be 
thwarted and alerted of his true origins, at which point he turns on Zemus, 
the true antagonist who was controlling him telepathically, and attempts to 
defeat him with the help of Fusoya. 

Golbez was notably the first antagonist of the series to be telepathically 
controlled by another more malicious true villain, and was also the second 
villain to be a blood relative of the protagonist. Golbez is also known for 
his dramatic and foreboding theme music and was the first villain of the 
series to get his own theme. 

Through the majority of Final Fantasy IV, Golbez appears as a cruel and 
heartless man who wouldstop at nothing until he got all the crystals, 
destroying anything and anyone who stood in his way. As it was later 
revealed by Fusoya, Golbez was being manipulated by a powerful Lunarian 
named Zemus by bonding Golbez's thoughts with his. Awakened, Golbez's 
personality shifts radically back to his true self. Without being 
manipulated, Golbez is horrified by his actions and feelings of hatred. 
In order to redeem himself he tries to destroy Zemus himself even if that 
meant his own death. 

Golbez appears to care very deeply for his younger brother Cecil, understanding
his resentment towards him and smiling (through an image of his child self) 
after Cecil calls him "brother".

~*END SPOILERS*~

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III. Why play Golbez? [GOL2]
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Golbez is a unique character in the sense that his Brave attacks act as a 
two-in-one where each move has a short range (a slash) and long range (usually 
magic-based) attack. Because of this, Golbez can pressure anyone and follow-up 
hits for a good amount of damage, making him dangerous anywhere his magic
can reach (short to mid-long range) He may seem a bit tricky at first with his 
brave attacks, but once used properly he can pressure and defend both at once.

If I were to describe Golbez in a word or two I would say he is simply �Ground 
Control�. He tells his opponent when to move and where, pressures constantly, 
and can be a threat at very long ranges on the ground. His ranged attacks reach
very far for their speed and can chain into HP or BP chains so the opponent 
always needs to be alert. All his attacks are also very safe, if you space 
well, people even like Sephiroth will have trouble reaching you up close.
 
Let�s see a couple of Golbez�s Pros and Cons:

+ Controls space around him well
+ Fast on the ground
+ Keeps pressure constantly
+ Combos very well
+ Safe offensive/pressure game
+ HP chains are plentiful
+ Works efficiently at most ranges
- Bad EX mode effect (Although this can be remedied in a few ways)
- Laggy air game, there will be times you shouldn�t be in the air at all
- Hard to position his attacks in the beginning and finding the sweetspots
- You�ll need practice to know which moves work where. Golbez is not a 
  character that you can throw moves out and expect them to hit.
- Doesn�t have many options against air based magic users

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IV. Good things to know and remember [GTKR]
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1. Remember that his magic attack comes out no matter what happens. The magic 
attacks do not count as part of Golbez�s attack animation. For example, if the 
opponent guards or clashes Ambush System�s slash, the CPUs will still come out 
and hit the opponent! The good part about this is that you�ll probably win on 
most clashes and you�ll trade hits with other magic attacks(if they are in 
range) If you�re good enough you can clash with an enemy and open opportunities 
to combo you wouldn�t regularly have!

2. Golbez can charge his BP and HP follow-ups by holding down the corresponding 
button, this allows him to teleport before chaining it. These are the only way 
to follow up some attacks. This, I cannot stress enough, I�ve seen people get 
confused over how to land a BP/HP chain after any of Golbez�s long range hits. 
I suggest you practice a bit on the timing, although the window for the
follow-up is pretty large, but nothing beats Golbez looking like he came 
straight out of DBZ.

3. If you have trouble hitting with his HP attacks, the alternative is to 
master positioning is his Brave attacks. All but 2 attacks chain into HP 
attacks, even the magic portions, making him a monster at pressuring, Golbez 
also has solid techniques that make him dangerous to approach.This isn�t 
recommended as his HP attacks are great (All two of them!)

4. HP chains are not the only solution to dealing damage, going for brave is 
just as good. Unless you�re fighting a person who relies on getting brave and 
finishing with a big HP attack, try for the break too. HP attacks reset your 
brave and may leave you prone for that random break, I�d fix that with EXP to 
Brave on the bigger attacks, but that�s just me.

5. Night Glow does NOT in any way replace your regular guard, you should still 
use it. Not to mention the people who think before they react will make you 
look like an idiot by walking to the side and smacking you.

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V. Moveset analysis [MSAN]
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Half the battle is knowing what to do, when to do it, and what to do it with. 
Knowing your character�s moveset is as important as knowing what stage, equips 
and character you�re facing.

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V a. HP attacks <HPAT>
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Cosmic Ray (A, B, C, D)
Level Gained: Master corresponding brave attacks
AP to master: 300
CP: 40
This is what all of Golbez�s chainable attacks link into. It�s a lightning 
looking attack which deals damage until the final hit with great range and can 
be charged like Golbez�s brave chain. If your opponent dodges then Golbez will 
even turn 180 and draw them back in during this attack, and very fast at that. 
There are very specific situations to dodge this, but it�s the goodness 
that makes Golbez a force to be reckoned with.
- Goes through walls (Like using Great Hand -> Cosmic Ray on Pandemonium)
- Remember to charge it if the opponent is out of reach!

Genesis Rock
Level Gained: Initial
AP to master: 180
CP: 40
This attack is all range and tracking, srsly. 4 (If I can count) rocks rise up 
towards Golbez and circle around him doing brave damage, then being shot out 
for HP damage. If your opponent touches them then they will be locked in for 
the HP damage. This move will be covered in detail later with its many uses so 
for now, this is all you need to know.

Trick is to use it if your opponent is somewhat close and is beneath you, the 
rocks flying up to Golbez will drag the opponent with it so you can connect to 
the spin and therefore the HP damage also, no matter how far (I�ve done from 
the bottom of castle Cornelia to its ceiling) the limit is only the preciseness
that you need to hit it with increases the higher you are. This attack is 
mobile and protects you well.

Night Glow
Level gained: Initial
AP to master: 180
CP: 40
Golbez raises his arms up and darkness appears around him. This Ground HP move 
protects Golbez from brave and certain HP attacks while slowly telegraphing a 
large circle underneath the opponent which then strikes up at for HP damage, 
sending the opponent a very large distance upwards (most likely for crash 
damage) Although the vertical range is only a little bit higher than double of 
Golbez, the bonus is that it acts as a guard and if your opponent is at 
point-blank range, the shield will give off some brave damage locking the 
opponent in for the HP attack. Remember it acts as a guard once activated, 
meaning things like BP attacks will be guarded, attacks like Zidane's Tidal 
Flame reflected, and some HP attacks guard break it. It also has HP attack 
properties, attacking as an HP attack means it reflects Emperor�s Flare (Like 
every other attack in the game�) and breaks guards like WoL�s shield attack 
even with the start-up brave hits.
- The guard does not last the entire duration and does not come out the  
  beginning frames, if a Squall is rushing you with the intention to brave
  attack, this move is not as reliable as a regular guard.
- Walk while using it to slide a bit, why not a little boost along with the 
  attack�s draw in properties?
- Cancels any close-range attack with tracking before the hit due to its BP 
  properties... Squall's Aerial/Fated Circle, Exdeath's Algamest, etc.
- Has a lot of different effects, blocks Tidus�s Somersault and Sephiroth�s
  Octoslash, clashes with Jecht and EX Cloud, etc. Quite interesting.

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V b. Ground Brave <GBRV>
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Rise Wave
Level gained: Initial
AP to master: 180 (Chains to Cosmic Ray)
CP: 30
The magic knocks the opponent upwards with a dark pillar of magic and allows 
you to link an HP or Brave attack. In most cases you'll need to charge it if 
you hit with the magic attack only, a good charge will allow you to hit while 
the opponent is still stunned regardless of position. When Golbez's sweep hits 
and you link the brave attack, he will push the enemy into the pillar for a 
good amount of Brave damage.
- The longest of your ground moves, very useful
- Most reliable for punishing on block if you want to go for the BREAK.
- Good to counter those ranged users who aren�t close enough for Great Hand
- Learn to hold your teleport. A solid half second is good enough for the 
  average teleport. 

Ambush System
Level gained: 5
AP to master: 120
CP: 30
Sends out 3 CPU units which shoot lasers that chase and shoot the opponent, it
will not hit moving opponents unless they run into it. If the lasers hit, you 
have enough time to combo another long range attack (Optimal choice being Glare
Hand). This move is very hard to hit moving opponents, but the short range can 
knock the opponent away, stunning them for the lasers to hit. This move 
pressures well and can be used defensively, just watch out for the air dash 
past them.
- Even if you hit with the slash, the lasers have a chance to completely miss,
  depends on many things though. 
- Various follow ups are possible if lasers hit due to its hitstun.
- PEW PEW!

Glare Hand
Level gained: 33
AP to master: 180
CP: 30
Another great move to add to your arsenal! Golbez sweeps his hand in front of 
him and a wave of energy follows it. Glare hand comes out extremely fast for 
its range, if the magic hits then it draws the opponent into you for free hits,
and has that sweeping motion so it might hit opponents even if they dodge. The 
short range does not hit into the long range under normal circumstances, so it 
gives you the option to chase or chain instead.
- Hitting the opponent from the correct angle sends him/her into the magic 
  portion and right back 
  to you for more damage
- Use it, for combo filler and to punish those mid-ranged moves
- Very fast and a great match opener since not many people move/dodge in the 
  beginning of a match. Golbez will get them into the habit very fast

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V c. Air Brave <ABRV>
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Gravity/Float System
Level gained: 23 / 15 (respectively)
AP to master: 120
CP: 30
A Slash into a beam aimed Up and Down respectively; the follow-up for brave is 
a shot of energy and an extra hit rather than the usual circle of energy. Nice 
Brave move, it needs to be because this is pretty much your only viable option
in the air (For brave attacks anyway). You're going to use this to punish any 
air moves you block and for those DC'd attacks for the combo. Gravity System is
usually the better one since the beam aims downwards toward the floor to combo 
better with (more on that later) Besides that, the ranges are a bit different. 
much of a difference between them besides the range
- I prefer the downwards one for attacking enemies after I dodge above them and 
  to hit through floors. 
- Funny enough, a lot of people don�t know that you can chase instead of the 
  second explosion, the element of surprise and Golbez's quick chase attack 
  gives you a good advantage.

Gravity Force
Level gained: Initial
AP to master: 120
CP: 30
Golbez charges a black orb which he releases then slaps the opponent into it. 
This move also has two different ranges: Short range releases another black orb 
at the opponent from behind which will knock the opponent into the first one 
regardless of position (unless blocked). The long range is a regular slash 
hitting from the front of the opponent. Whether by the second orb, the slash or 
by contact, the opponent touching the first orb will be immobilized and sustain 
a good chunk of brave damage after a while then crash into the ground for brave 
a crash. 

You can use it after any guard HP attack such as Exdeath�s or Warrior 
of Light�s shield if you predict it perfectly, they�ll absorb the first hit and
get hit from behind by the second (Up close, since the long range does not 
go behind the opponent) which leads to a followup. 
- The opponent can attack while you charge or read where you�ll hit to counter 
  easily. Not a move to rely on in normal situations, but using it is worth the 
  risk with its high brave damage..

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Black Fang
Level gained: Initial
AP to master: None
CP: None

What�s this you ask? It�s the only concrete gameplay difference once Golbez is 
in EX mode. Think of this move as Emperor�s Starfall, a chargeable attack which
leaves you vulnerable� with two main differences: First, you cannot cancel out 
of this attack, guarding, dodging, whatever. Second, it instantly breaks the 
opponent regardless of brave points, location, or action at the time! 

While not safe at all, using this where the opponent cannot get to you can turn
the tides of battle instantly, especially if they do not expect it or really 
want that EX core.

Brave Chase Attack
Level gained: /
AP to master: /
CP: /
A small thought here, but Golbez�s chase attacks are surprisingly fast, I never
attack upwards (Seeing as how Golbez and air doesn�t mix). I mostly mix up 
between neutral/down since they�re the quickest. I�ll neutral usually since it 
has less movement to indicate it but I�ll use down for its speed. Many people 
are unaware of Golbez�s chase attack speed the first time around so mix it up 
with HP attacks as soon as you chase to get that HP damage out.

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VI. Base Brave damage [BDMG]
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All testing with a level 100 and 110 ATK Golbez done on a Level 1 Cloud with a 
base of DEF of 13 without equips or accessories. Although with Golbez you need 
to take into consideration BP/HP follow-ups which may lead into more damage. 
I�ll use the BP follow-up. 

Listed from most to least damage, you can add the crash damage in [brackets] 
(Note that crash damage is not factored in the total damage) I�ll give the 
maximum damage and add any explanations as to why below.

* Gravity Force: . . . . . . . . . . . . . . . . . . . .352 / 453 [60]
Rise Wave: . . . . . . . . . . . . . . . . . . . . . . .473 [15]
** Glare Hand: . . . . . . . . . . . . . . . . . . . . . 253 / 395 [35]
Gravity/Float System: . . . . . . . . . . . . . . . . . 312 [40]
*** Ambush System... 9 shots, 20 damage each / 40 slash
- - -
Night Glow . . . . . . . . . . . . . . . . . . . . . . .50
Genesis Rock . . . . . . . . . . . . . . . . . . . . . .80
Cosmic Ray. . . . . . . . . . . . . . . . . . . . . . . 50
- - -
W.Meteo (EX burst). . . . . . . . . . . . . . . . . . . 3784
Black Fang. . . . . . . . . . . . . . . . . . . . . . . Instant Break
Ground Brave chain. . . . . . . . . . . . . . . . . . . 213 [35]
Air Brave chain. . . . . . . . . . . . . . . . . . . . .182 [40]
Chase brave attack. . . . . . . . . . . . . . . . . . . 304 [152]

* The first number is the long range slash into the orb. The second number is 
the second orb released when the opponent is close.

** The first number is the long range hit to the BP chain. The second number is
the close range slash (Dealing more than other moves) to a BP chain. 

*** Don�t expect to hit with all of them, I listed the damages instead.

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VII. EX cancelling [EXCN]
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I discovered this trick to cancel out moves with the change into EX form and 
implemented it to form combos. Changing into EX form while in the middle of 
charging up a move cancels it. I first found that it would work with 
Ultimecia�s Great Attractor, then tried it with Emperor�s Starfall and finally 
Golbez. (Others seemed that find out that it works with Jecht)

This basically allows you to get in an extra hit in the middle of a BP -> HP 
chain once you have EX ready. Although, I can't explain it better then with an 
example:

Let's say Golbez uses his Gravity System to Cosmic Ray. If Golbez dodges out of
his Gravity System after the beam connects:

1. There is not enough hitstun for another attack.
2. The second Gravity System is not fast enough or not close enough

But with this technique, I found a way to make that combo happen with an "EX 
cancel". If you were to use his Cosmic Ray, you can activate EX mode to 
"cancel" out the beginning charge-up of that HP attack and use the small 
hitstun from the first Gravity System�s beam to attack with another instantly.

Now, the basic EX cancel mentioned above:
http://www.youtube.com/watch?v=8InbiRkebIk&fmt=18

*This also works with Golbez�s brave follow-up, but it feels awkward is it to 
charge with Circle then maneuver over to Square + R to EX mode with the tight 
window of opportunity to connect some attacks. Well, just letting you know that
this option is available so use whatever suits you best.

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VIII. Combos [CMBO]
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No, you don�t just spam circle and the corresponding direction for all these 
combos, you�ll need to time them because some attacks may miss or not come out.

Ambush System: Ambush System can open for all of his combos except Gravity 
Force. Ambush System can be put in front of any of the combos listed below 
(Besides Gravity Force). You�ll know which range to hit with these tags: [M] 
means to connect with the magic portion and [S] means to connect with the 
slash. I�ll trust that you know how to do the rest.

- - -
M. Glare Hand (Dodge into air) Gravity/Floating System -> HP/BP chain 

Golbez�s Bread and Butter combo. Use it often, even if you don�t use Ambush 
System first, this is an all-around attack in any situation. Even better is 
that countering or punishing on block with Great Hand allows the rest of the 
combo to critical. Ambush system forces the opponent to dodge, Glare Hand will
catch them during the ending lag if they don�t do another immediately after.

- - -
S. Ambush System....

Yes, close range lasers of Ambush System combos into another slash of a 
short-range one, which might connect to the magic portion again, then another 
combo. It�s impossible to do more than two since the second knocks back, but 
against a wall, you can do as many until the opponent goes outside the slash�s
vertical range.

- - -
S. Night Glow

This is what you�re looking for if you want raw HP damage. Most stages give 
this a definite crash, making sure you get the most out of your HP attacks. 
It�s only usable if your opponent is hit with the dark aura surrounding you.
Worth it if there isn�t a wall near you to use Cosmic Ray

- - -
S. Great Hand

Use to force into a chase if you�re using an EX build with a high area of force
absorption, chases give you lots of it. Just be sure you�re good at chases and 
know that you�ll have to retaliate if it ends without anyone hitting. Air 
attack speed isn�t Golbez�s best strength so dodge away if you must, when and 
where is your call.

- - -
S. Rise Wave -> BP chain (Dodge towards opponent) -> Gravity/Floating System ->
HP/BP chain

This is your best combo to punish on block. Rise Wave pushes the opponent up 
just enough that a dodge and the tracking (or the beam itself) from 
Gravity/Floating system to connect with and lead into another chain. Steals 
brave very nicely, ends in Cosmic Ray, why not?

- - -
Gravity Force -> Night Glow

If you connect it close to the ground, glide or Air Dash in and Night Glow. Not
every day you land a Gravity Force so make the most of it.

- - -
Gravity Force -> Gravity/Floating System

Let me explain, the second orb of Gravity Force hits into the first one right? 
Well, if there is not first orb out (lets say it got blocked or canceled by 
another attack), the opponent receives the same amount of hitstun but reduced 
knockback, allowing you to hit with a follow-up. This is definitely situational
combo, but it�s getting the best out of the situation.


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VIII a. EX cancel combos <EXCC>
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Now that you know about EX cancelling, let�s put it to use. With this, you can
get out major punishment and massive brave damage leading into an HP attack/EX 
burst. While EX cancelling gives you many possible ways to connect your attacks
I�ll abbreviate EX cancels as exc just to make easier. Just remember these can 
be started off with or without Ambush System.

- - -
S. Rise Wave (Air dodge towards opponent) -> Gravity/Floating System -> 
exc. Cosmic Ray -> Gravity/Floating System -> HP/BP chain

Use it when you catch the opponent off guard close up, nothing much but it 
handles the situation fine.

- - -
M. Glare Hand -> exc. Cosmic Ray -> Rise Wave -> BP chain 
(Air dodge towards opponent) -> Gravity/Floating System -> HP/BP Chain

The strongest attack combo without any extra critical enhancements (Besides the
EX critical ability) because the EX cancel comes early. Use it for the range 
that the Glare Hand gives you and follow it up with pain.

- - -
Gravity/Float System -> exc. Cosmic Ray -> Gravity/Float System -> BP/HP Chain

Gravity System�s beam locks the opponent in for another one. This is all you 
got in the air, learn it, love it, use it.

- - -
M. Glare Hand (Neutral air dodge) Gravity System -> exc. Cosmic Ray (Land) 
Rise Wave -> BP chain (Air dodge toward opponent) Gravity System -> BP/HP chain

What�s this? Two Dodge cancels? If this doesn�t scream �Totally unnecessary� 
then I don�t know what does. A devastating combo and most likely that finisher
you�re looking for. You�ll need somewhat strict timing on Gravity System�s 
Cosmic Ray since you�ll need to EX cancel fast enough to give yourself the time
to land and hit the opponents while not messing up by pressing square too early 
and screwing the entire combo up (But you�ll still get the EX burst)

Neutral dodge is best since it gains the least height which allows Gravity 
System to connect lower to the ground. If you do it perfectly the EX cancel 
puts you on the ground without landing lag, if not just land then continue, the
timing is just more strict.

Now, a bit of showing off :P

http://www.youtube.com/watch?v=M2Zs-RcLZXU&fmt=18

With explanations and all!

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IX. Golbez and His Jump [GJUM]
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As you already know (I hope), Golbez has that small period where he�s invisible
in his jump. He�s only invisible at the beginning frames of his jump and 
visible at the end. If you have Jump Count++ then you can jump a total of 5
times. If you rapidly jump, Golbez will not appear during the entire duration 
as long as you keep jumping. What�s the use of all this? Well, invincibility 
frames are present during Golbez jump! If you cancel out the frames where he is
visible then this allows him to be invincibility so long as he continues to 
jump. 

This basically makes Golbez a Psuedo-EX Zidane with Jump Count++, although 
you�ll need to reset the jumps often with an air dodge if you want that
advantage. Lagless movement, quickly and suddenly approaching opponents above 
you, all those things that give you that edge you need. With this it allows him
to pass through most attacks. For future reference, I�ll just say to �jump
through� an attack if it ever comes up in the matchup section.

Now, some proof that the invincibility frames are always present and can be 
chained to receive a continuous effect. What attack better than this one?

http://www.youtube.com/watch?v=2CRh7VKGX3Q&fmt=18

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X. Learning to Use Rocks [GROK]
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Golbez has one air HP attack, Genesis Rock. The attack has extremely
interesting properties and uses which I�ll be covering in this section. Now,
the things you�ll need to know:

- - -
1. The rocks that fly up to Golbez will attack any opponent

This is pretty much what it says, if you are spaced well above the opponent,
any of the four rocks that fly up to you will hit the opponent who will fly
towards you. You�ll spin the rocks like normal and hit for the HP damage. These
do hit from pretty high up and can be used to hit unexpectedly after Gravity
Force.

- - -
2. Rocks can hit from long ranges

You have seen the rocks continue to travel after being shot out mirite? This
also means that therocks will hit as long as they are visible. It travels quite
far so you�ll have a good chance of it hitting while it�s out as long as your
opponent doesn�t catch on.

- - -
3. Rocks can be reflected

I�ve had my Genesis Rock reflected in a few rare cases. Not sure why this
happens, but since it�s a projectile, it seems like it�s fair game. From what
I�ve recalled, the change to EX mode and certain attacks will reflect it so
you�ll know after reading this instead of being confused. I�ve only had this
happen to me once the ~30 times I�ve been EX�d during the moves so I would
assume it�s usually safe.

- - -
4. They can be used to bait EX

The rocks are separate from Golbez and therefore will not stagger him if they
are hit. Knowing this, Golbez is still a threat even if they have EX ready and
will most likely try to EX out of Genesis Rock, if they EX too early, you�ll
smack them away and can start running, if they EX too late you�ll be long gone.
I think there�s a sweetspot where you can hit Golbez but the timing it tight,
you can also move backwards while in the spinning animation to possibly prevent
a reflect and create more distance between you and the opponent.

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XI. Miscellaneous things [MSCT]
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There�s a couple things covered here. It�s just randomly interesting stuff,
enjoy!

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XI a. Golbez�s Battle Quotes <GOBQ>
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All credit on this goes to MinoSpelgud of Gamefaqs.

- - - - -

Opening Battle Quotes:

*This is also a part of fate.

*Never give up.

*What are you fighting for?

*Show me what you are capable of.

*It is time again...

*Do not fear... defeat...!

*You seem slightly capable.

*Your strength is commendable.

*Do not degrade the value of life...

*Won't you stand aside?

*Vs. Warrior of Light: I am envious of how strong the light within you is.

*Vs. Frioniel: It is good to use your youth as a weapon.

*Vs. Onion Knight: Come, brave knight!

*Vs. Cecil: Can you surpass me?

*Vs. Butz: Freedom should not be the only thing you desire.

*Vs. Tina: Cowards have no future.

*Vs. Cloud: I have no business with those who are weak of heart.

*Vs. Squall: Such a splendidly ferocious face.

*Vs. Zidane: I'll turn you into a memory.

*Vs. Tidus: Never avert your eyes from reality.

*Vs. Garland: A pitiful knight who knows not of loyalty...

*Vs. The Emperor: Are you a prisoner of your greed...?

*Vs. Cloud of Darkness: Will this fight be like catching a cloud?

*Vs. Golbeza: I shall be the one to judge myself!

*Vs. Exdeath: I am afraid of nothing.

*Vs. Cefca: Bizarre clown...

*Vs. Sephiroth: Do you not seek to understand!?

*Vs. Ultimecia: You should appreciate the moment.

*Vs. Kuja: Are you jealous of the bonds between people...?

*Vs. Jecht: Love is sin.

*Vs. Shantotto: You are strong. Be my opponent.

*Vs. Gabranth: Do not become a prisoner of your sorrow!

*Vs. Chaos: Harmony and discord have nothing to do with me!

Exclamation Quotes:

*N/A

Dodge Quotes:

*N/A

Attack Quotes:

*Rise Wave: Here we go! There will be no mercy!

*Gravity Ball: Hmph! this is my greeting!

*Gravity Ball: There is nowhere to run! Hmph!

*Interception System: Here I go! 

*Gravity System: Hmph! Foolish! This is a gift for you.

*Suspension System: Hmph! Come! This is a gift for you.

*Glare Hand: Ngh! There will be no mercy!

*Glare Hand: Where are you looking!?

*Night Glow: Endure this!

*Genesis Rock: This is where we part ways! Farewell...

*Cosmic Ray: Vanish! Can you not keep up!?

EX Mode Quotes:

*Summon Shadow Dragon: Come forth, Shadow Dragon!

EX Burst Start Quotes:

*Twin Moons: Hmph!

EX Burst Quotes:

*I guide the darkness, and the light is never far behind... 

*EX Burst Failure: Any more than this is futile. 

*EX Burst Success: Try to overcome the stars!! 

*Level 100 Secret Voice: Splendid!

*EX Burst End: Such hardships.

Victory Quotes: 

*You did not disappoint me.

*If this is not the outcome you wanted, then become stronger.

*Those without power are pitiful.

*Come try again!

*I was not even at full strength...

*You require more strength.

*Even strength is sometimes a weakness.

*Nothing is absolute in battle!

*You should know yourself.

*Rise to your feet.

Defeat Quote:

*Uoooo!

Game Over Quotes:

*Have I been consumed by the darkness...?

*I am not qualified to regret anything...

*Is this the end of my futile struggle...?

*I shall definitely return this debt...

*I... will not die...!

*Let me rest for a while...

*This is not suitable...

*I do not understand how this happened...

*I cannot believe it is over so suddenly...

*Such splendid strength...

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XI b. Not Locking On <NLKO>
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There�s a couple of interesting changes that comes from Golbez�s attacks when
you don�t lock on to an opponent. Here�s a small list:

Assault System: The three CPUs are sent forward instead of tracking and lasers
are shot straight forward also.

Rise Wave: Magic pillar always appears in front of Golbez at a set distance.

Great Hand: Hits directly in the direction Golbez is facing.

Gravity/Floating System: Golbez has a longer amount of distance covered as he
slashes before the beam shoots.

Gravity System: Releases gravity orb then teleports directly in front of him
and does his long range hit.

Night Glow: The attack circle appears on the spot he stands, may be useful
seeing as the opponent may not notice this and charge in with a melee attack.

Genesis Rock: Just the same attack with the same properties except it doesn�t
benefit from the lock-on. Depending on the opponent�s reaction time and dodging
habits, I�m thinking this will catch them out of their dodges.

Note: Air attacks are stupidly hard to hit with if you don�t do it off a guard,
Rise Wave can be whiffed purposely to catch the opponent from a back-dodge, 
Assault System can be used to intercept paths and I�m stilling testing out the
Genesis Rock attack.

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XI c. Golbez�s Infinite <GINF>
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Yes, Golbez has an infinite on certain maps, specifically FF2�s Pandemonium and
FF6�s Lab. To do the infinite just need to time Rise Wave over and over so that
the magic part hits without any pauses. That�s all there is to it, use Rise 
Wave over and over and don�t mess up by attacking before you touch the ground.
You�ll get the timing down in a few tries if you do it over and over.

Golbez�s infinite is incredibly easy to hit into, you can actually continue it 
from a regular Rise Wave to BP chain seeing as the BP chain hits into the magic
pillar.

Here�s the why and the how: The dark pillar from Rise Wave does not have a 
fixed number of hits, therefore it will hit the opponent upwards until they are
out of the vertical range of the magic pillar (See where I�m going with this?).
If the opponent is stuck against a ceiling then the magic pillar will continue
to hit them, the magic attack from Rise Wave stays out long enough to chain
another one without any pause. Hello infinite.

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XI d. Secret EX burst <SSEB>
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Sometimes during an EX burst, Golbez will have a different saying and attack
name, but damage and animation will remain the same.

I�m not sure of the exact reason that this happens, there are some who say that
it�s timing, some by chance, the only prerequisite I know of is that you need
to be level 100.

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XII. Match-ups [MTCH]
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Right, here�s the important stuff, not much to say except that you should know
your opponent�s character as well as yours (Alright, if you�ve read everything
up to this point, you�d slip by)

Remember the numbers at the bottom of the page are just a very rough estimate
on how much effort is required to win the match. 1 being the least and 5 being
the most. 

Also, * as a rating means I do not have necessary info to rate it or
it is incomplete.

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XII a. Warrior of Light <WOL>
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Useful counterpicks:
Play anywhere, he�s pretty balanced on most stages, maybe a good mix of air
space and ground space to get your opponent to feel comfortable in the air and
allows you to bait his slower attacks.

The standard fighter, a few magic attacks, BP -> HP chains, ranged and shielded
HP attacks, etc. Most of his attacks are linear so they are easy to dodge, 
although some can catch your dodges so learn which attacks move where. His 
magic attacks are telegraphed and have audio cues. The most annoying one would
be his lightning which forces you to move since it goes through single guards. 
WoL�s Hp shield attack is pierced with Night Glow while his ranged HP attacks 
are unsafe with Glare Hand/Rise Wave. You outclass him in mid-range battles so 
he�ll want to close in with dashes. Don't be fooled by how far his attacks 
track and those dash tricks. Play keep-away with Golbez and make the match run 
at a pace you like with your attacks. Warrior of Light doesn�t have many 
options in the air for making Golbez approach so you�ll be fine as long as you 
stay on the ground.

EX mode: Extra hits, extra guard on his attacks, very dangerous. This is when 
you should be constantly staying at a distance but still being aggressive as to
force him to waste his time dodging attacks. Hold your ground!

Overall: 1/5
Standard warrior, his air game is troublesome, but that�s only because of his 
HP chains. WoL still needs to close the distance on Golbez who works great on 
any range grounded, and exceptionally good at spacing to keep a melee opponent 
away.

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XII b. Garland <GRL>
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Useful counterpicks: 
Pandemonium: Although Garland covers a bit of area on the groun, the stage is
still in your favor with the low ceiling/platforms and quite a few walls so
that your reach beats his in the long run.

Simply put, Garland has good HP projectile attacks to deal damage with a great 
brave game. You�ll need to play very safely but you still need get into range 
to deal damage. Garland usually plays a good air game while his ground game is 
all about the big combos, either way, you should never let him get a chance to 
critical you or else he�ll break you quickly. Garland�s air-to-ground game is 
better than Golbez�s ground-to-air game, plus the fact that the lag on your 
Gravity/Floating System can be caught by an air hammer from Garland for huge 
brave damage (If he has counter-critical equipped) means you don�t have many 
safe options to deal brave damage. This can be remedied with the counterpicks 
mentioned above, but on regular stages, you need to either wait him out until 
he cracks and goes down to the ground (Trust me, this doesn�t work most of 
time) or you go into the air and play it his way. 

Overall: 3.5/5
No matter how tempting, avoid exchanging blows in the air and block more often 
then attack. His HP attacks will leave enough of an opening to 

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XII c. Firion <FRN>
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Useful counterpicks:
Cosmos�s Throne: No annoying objects in the way and you have full view of what 
Firion�s doing.
Pandemonium: All his projectiles (Except Shield Bash) are stopped and can cover
some of your mess-ups while allowing you to attack through walls and all that 
neat stuff.

Firion gets annoying very fast if you let him have his way, in the beginning, 
he�ll want to create some distance. First off, never guard the stupid fires, 
you�re actually better off taking the brave damage sometimes, he can reflect it
for an easy HP attack (I haven�t tested jumping through his shield HP attack). 
Second, all of Firion�s attacks leave an opening long enough for you to hit 
him, if he is on the ground then stay in Glare Hand range but outside his 
Dagger Pull range, if he�s in the air stay close and wait for something, Firion
and air doesn�tmix anyways. If he pulls out his HP weapon spinning move, jump 
through it or dodge up if you�re too close.

Besides that, Glare Hand and Rise Wave cannot be shield countered so those are 
your main ways of dealing damage along with your HP attacks. Keep moving and 
out-spacing him! If you react to his moves and do nothing unnecessary, you�ll 
be just fine. In the situation where he just waits and runs around for you to 
guard his fires, just wait for him to cast another and hit him from there, how 
you�ll get him to do it is your job.

*Ambush System can be shield countered (Not sure if it always works), if you 
release it close enough and he takes the bait, Firion will initiate his Dagger 
counter (which assumes the opponent staggered) and you can dodge out in time 
for a free hit with Glare Hand/Rise Wave. Remember you�ll need to be up close 
for Firion�s Dagger counter to activate, if not, prepare for a few magic blasts
to the face.

EX mode: Firion simply heals the amount of HP damage he deals. With that said, 
this is one of the most annoying EX modes out there. Any good Firion would wait
for the opportune moment to activate this which would be when you can�t avoid 
his HP attack and the EX burst either. Regardless, he�ll be gaining a good 
portion of his HP back when it hits along with his EX burst... In the case he 
breaks you, the HP gap between you two will be big. The best way to counter 
this is to use Genesis Rock, as you read before, it can be used to safely bait 
EX mode while still being a direct threat to the opponent�s HP. The best part 
is that Firion has nothing to retaliate with in the air.

Overall: 2/5
Knowing what to do can really hurt Firion�s game, once you find out his tricks
he can�t do much at all, a few mistakes on your part can hurt you but it�s as 
bad as what Golbez can return.

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XII d. Emperor <EPR>
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Useful counterpicks: 
Chaos's Throne: No escape!
Cosmos�s Throne: Grind rails to dodge Starfall and it�s big to keep Emperor 
from setting up his defenses while negating Flare with the map objects. 
FF6 Lab: Keep neutral dodging under the platform to dodge Starfall completely, 
staying on top emphasizes Golbez�s range game while preventing Flare from 
pressuring you with the little rails provided, plus it�s pretty small so the 
Emperor can�t use Starfall (Even if he did, you can repeatedly air dodge under 
a bridge to stop Starfall completely) 

Not such a bad fight, Emperor needs to be on the ground to play effectively and
Golbez rules there. Night Glow reflects Flare and other projectiles while 
forcing the Emperor to move, if you space enough then the Emperor should not be
able to counter with his lightning crest, should he be able to you�ll most 
likely be broken due to the BP reset after hitting with Night Glow. Great Hand
appears enough to stop many attacks and it makes the Emperor come to you rather
than the other way around, reducing risky situations immensely. Golbez will
require a bit of poking at Emperor until he cracks but there�s not much he can
do against Golbez in return. Play it at a safe distance and keep moving!

EX mode: Read Firion�s EX information above and then replace �Firion� with
�Emperor�

Overall: 2/5

Play smart or play dead, simple as that.

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XII e. Onion Knight <OKN>
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Useful counterpicks: 
Nothing very useful

If the Onion Knight you play combos you with HP chains to an airdodge -> air 
brave then remember to equip the moving parry.

Most Onion Knights tend to finish you off with HP chains or weaken you enough 
to end the match with an EX burst since their air dash speed will beat out most
of the cast. With Onion Knights, you should be more cautious seeing as how
every hit counts on Onion Knight�s part, just make sure you guard and stay away
from dodging too much as he rushes in since some actually stick with the air
dash and get you on the ending dodge frames. Besides that, just stay in attack
distance and try to bait any of his laggy attacks, most of them aren�t that
hard to block on reaction due to the startup dash. It�s possible to dash
through his magic attacks and wait for him to go for you on the ground seeing
as his air range is limited. Be aware of those random HP attacks and tornados
but Golbez can deal with them. Not much else to say here.

EX mode: On the ground, Onion Knight goes Ninja which deals with physical 
attack and in the air he goes Sage, dealing with magical attacks. With Sage he 
gets a few changes in his magic attacks, mostly increased range and the number 
of projectiles he casts. If you ever had to choose, allow Onion Knight to use 
his Sage EX burst because the damage is lulzworthy.

Overall: 2.5/5
Onion Knight causes Golbez trouble but not enough to say that he�s an even 
matchup with Golbez, after all, his main options for damage all fall into 
Golbez�s hit range, be careful of those follow-ups though, think Cloud.

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XII f. Cloud of Darkness <COD>
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Useful counterpicks: 
Not sure, so this'll be left alone for now

I�ll expand on this as soon as I find a Cloud of Darkness main to play... 

Most of her attacks can be jumped through and they�re very blockable if they 
whiff. Just be careful and stay out of the air, their brave follow-ups hurt, 
but they're an easy guard. She has no HP chains but good HP attacks along 
the lines of an anti-air, a moving wall of energy (Jumpable or dodge forward), 
an AoE multi-explosion attack, and a dodge-counter HP move (Shouldn�t be a 
problem, pretty much no recovery lag on Golbez anyways)

EX mode: She can cancel and counter moves while she�s being hit and all her HP 
moves have less startup/cooldown (Read: Start running). I haven�t figured out 
how exactly this works but I�m guessing that she can guard in the middle of 
your brave attacks. All I know for sure is that you can�t touch Ninja Golbez. 
Get to jumping!

*/5

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XII g. Cecil <CCL>
- - - - - - - - - - - - - - - - - - - -

Useful counterpicks: 
Pretty even on all stages with his DK/Pally playstyle

Cecil�s a solid character, I know Cecil�s brave/HP mixups and air options are 
amazing, but I won�t base anything off of matchups I�ve never played.

Play like you would play a Squall (Fast melee, Paladin has fast tracking and
Dark Knight does amazing damage on critical) with good ranged option
(Searchlight for pressure, DK�s Hadou and dark orb grab) that has guaranteed
crash (Sounds scary mirite?) His attacks flow smoothly into each other has
quite a few mixups after his Paladin HP attack (The projectile one). Keep
moving and stay unpredictable because Paladin Cecil will get you from your
laggier hits and when he does, he hits hard. Also, as a reminder, no matter how
much you think you're awesome don't try to guard DK Cecil's ground brave on 
reaction unless you certainly are awesome.

EX mode: Cecil gets the ability to freely switch forms without any HP attack,
this allows him to cover any blind spots during his attack switches and gives
Cecil access to two movesets, making him adapt to situations better. He also
gets a increase in brave damage, too bad this comes at the cost of a very weak
EX burst.

*/5
Cecil is a tough opponent so don�t expect this to be anywhere under an even
matchup.

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XII h. Golbez <GBZ>
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Useful counterpicks:
Depends on your opponent. 
Are you better at attack through walls?
Fighting in the air?
Better reaction?
If not, just pick your favorite map.

Golbez ditto? Well, this makes more sense with Golbez because of his internal
struggle and all. This is a true battle of spacing, reading, and knowledge of
your opponent�s habits as well as Golbez himself. May the manliest Golbez win!

EX mode: Use Black Fang in the air and when the opponent is far enough away,
chances are he won�t make it in time. Golbez will need to get to point-
range to get that hit in to stop the charge attack. Besides that the Golbez who
lands his EX cancel combo will gain control of the match

Overall: Wait, what?

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XII i. Bartz <BTZ>
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Useful counterpicks:
He does well everywhere, Bartz is a mime after all.

Bartz is a mix of most characters, so just play accordingly. Zidane�s super-
tracking-spinny aerial brave attack, Tidus�s air slide brave attack, Cloud�s
Climhazzard and Firion�s Axe are a few to worry about. Remember that his only
Brave -> HP chain is Terra�s Holy. Aside from that, his HP attacks are Cecil�s
projectile rush for his Paladin, ground Dark Knight stab, Terra�s Float and
OK�s mini tornado. Not much else to say here.

EX mode: Goblin Punch. Bartz gets an R + Square special that acts as an HP
attack and hits close to instantly, be careful when he�s rushing you down.

Overall: 

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XII j. Exdeath <EDT>
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Useful counterpicks:
FF5�s castle: Big place with enough room between you to pull off a Black Fang
when you need can and restricts his teleporting with the obstacles.
Pandemonium: Teleporting becomes funky and you can attack through walls. 

*/5
I�ve never played an Adhoc match with Exdeath vs Golbez. Either way: Night Glow
crushes guard, long range Rise Wave is unblockable, try those.

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XII k. Terra <TRA>
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Useful counterpicks:
Find somewhere without a high cieling for those  stopping to constant 
rushdowns. Pandemonium & FF6's Lab will do.

She has all the needed materials to fight Golbez: A quick and spammable air
game. Avoid Holy Combo at all costs and the meteor hits, Terra can charge her
Meltdown and get you from most ranges so keep an eye on her. Waiting for an
opening in the air is extremely hard with all the ice projectiles and holy
attacks flying at you while you�re chasing down a magic/dodge happy Terra who
can play keep away with her Ice Strike, but if that�s how the Terra plays,
that�s all you can do. Her air to ground game is just as good.

If you really want to get Terra off guard, get EX mode then bait her into using
Tornado, activate Night Glow and see it pierce right through (Even the Tornado
touching Night Glow as Night Glow's guard is on staggers Terra!).

EX Mode: �Doublecast� is the effect, which should be taken literally. All her
magic attacks double. Two Meltdowns, Holy splits into a couple each cast, two
ice attacks, etc. etc. ThisEX mode is actually used more commonly then the EX
guarding since it can deal brave nicely and the Holy Combo now hurts like hell.
Avoid it and if necessary, try to jump it.

Overall: 4/5

- - - - - - - - - - - - - - - - - - - -
XII l. Kefka <KFK>
- - - - - - - - - - - - - - - - - - - -

Useful counterpicks:
Not sure on this one, but some open spaces help deal with all those annoying 
projectiles bouncing around you.

Pew Pew, that�s all there is to it. Kefka will go around trying to confuse you
with his attacks and land a hit whenever he can. Know that pretty much all of
Kefka�s brave attacks can air dashed through. Kefkas prefer the air so there
are two ways to go along with this very annoying matchup: Play his game and get
into the air and completely rush him down (Not being too reckless) while using
Golbez�s �Jump� to approach offensively and safely or try to get him close
enough on the ground and keeping your EX above Kefka�s.

There are a few things to watch out for: Ice Shotgun is pain but can be dashed
through, he has two arrow attacks, one of them is a triple arrow attack that
leads to a chase, don�t be intimidated or confused by its speed/trajectory,
simply back up a bit and guard or jump. The other tracks you while bouncing all
over the place, if it makes contact it'll keep you in place for a bit. 

For HP attacks he has a fast vertical tracking wing attack (Telegraphed by the
spinning) and the triangles of doom which you can both jump through, there�s
also that charging move that tracks above you and sends down magic attacks with
a huge radius. Get high enough and continue your assault or directly dash into
him to move him away from the blast radius for a free hit.

EX Mode: People may disagree with me, but I treat this like Terra�s EX mode,
all his brave attacks are more dangerous with a few changes in each. He sends
out 5 arrows (Spreads horizontally), 3 tracking arrows, two sets of triangles
(In intervals which you can comfortably dodge), and a stupidly damaging Ice
Shotgun which breaks apart and tracks you, dash through it to save yourself
and keep moving around Kefka to look for that opening to land a hit on him.
Every hit counts and getting EX before Kefka is a priority.

Overall: 2/5
He gets annoying very quickly but that�s it, just annoying. Stay calm and it�s 
easy to see what�s coming. Air Dash through things to find some openings and 
take it from there. Audio cues help.

- - - - - - - - - - - - - - - - - - - -
XII m. Cloud <CLD>
- - - - - - - - - - - - - - - - - - - -

Useful counterpicks:
FF10 world: Take advantage of the platform and make Cloud approach you. 
Actually, the main reason for this is so Omni Ver. 5 doesn�t wtfpwn you with 
Break+Crash
Cosmos's Throne [Gimmick]: Cheapish stage I guess since it takes away from 
Cloud�s main kill game, but a counterpick is a counterpick.

Alright, Cloud, everyone's favorite spiky-haired blonde. There's two types of
Clouds, the one who spams Omnislash Ver. 5 and the one that intends to break
you as quickly as possible then Omnislash Ver. 5 (Which crashes if you�re
anywhere close above ground) to put you in killing distance (Or dead). Some
moveset comparisons: Braver(Air HP) can rip through Genesis rock, if used it in
the open it can be jumped through easily, Cross-Slash (Ground HP) is lulzworthy
but you should still expect it nonetheless (Guard Break), Climhazzard Dashing
attack) passes through magic attacks likes your Assault Wave and Glare Hand but
can be guarded on reaction with ease, then there's a fast brave attack which
shouldn't pose too much of a problem if you're spacing. For ranged attacks,
Cloud has his Energy Beam and Meteorain, both of which you can dodge with ease.


Remember that Cloud can follow up Climhazzard to Slash Blow and link it to Omni
5 or a brave followup & crash, if you're being critical'd then this would take
a great chunk of your brave away or just break you outright. Cloud mostly
relies on punishing attacks on block and cutting through magic attacks with
Climhazzard to get that hit on you, every hit from Cloud hurts, don't try
anything unnecessary! For positioning, space around the end of Climhazzard so
that you can jump between ranges and mix up your bait and pressure game. As
long as you stay at the optimum range then there's not much Cloud can do while
you're waiting for that slip up from your opponent. Be aware of those dash
tricks and stick with the magic hits of your attacks and you'll do fine.

EX Mode: Cloud gets Guard Break on all his attacks, including his brave
attacks. Should you be worried? Maybe, but Golbez is fine, Night Glow clashes
with all of Cloud's brave attacks and Braver is still unsafe because of
Golbez's jump. Stick with Night Glow and stay on the defense until it passes,
you�ll never know if they bait you into guard and then get that EX mid-combo
for the guard break.

Good luck, EX mode + Clim -> Slash Blow -> Omni 5 + Crash + EX burst is an easy
OHKO. Too easy actually.

3/5
Continually space while using safe attacks and he�ll be no problem. It�s the
ones who rush you down and mind game you into a mess up that will cause you
trouble, the slight messup leads to big damage.

- - - - - - - - - - - - - - - - - - - -
XII n. Sephiroth <SPH>
- - - - - - - - - - - - - - - - - - - -

Useful counterpicks:
Cosmos's Throne: Simple stage without obstructions to dodge his HP attacks along
with rails to get away faster

Simply put, Sephiroth is in the same boat as Squall, great BP damage but always
working to land that much needed HP attack. Sephiroth is slower than Squall
with more openings before and after his attacks due to lag, but has amazing 
range on his melee attacks which all combos together smoothly. The most 
important rule against Sephiroth: NEVER DODGE BACKWARDS. The only way you lose
against a Sephiroth is to dodge backwards into Octo-Slash, Dark Materia is
avoided by staying far away or countered easily with Rise Wave, Aerith Stab can
be dodged in any way you want since it�s easy to see coming and the startup
animation telegraphs a lot.

Be ready to guard at all times in this matchup, Sephiroth�s blade beam is 
linear but the range and speed is great and his normal attacks also work 
nicely. You�ll want the perfect spacing right outside of his sword�s range 
while moving constantly if you�re looking to apply pressure and remember to 
adjust accordingly to Assault System�s lag and delay. Dodging upward is always 
a safe bet because of the changes in height which Sephiroth can�t deal with. 
You�ll lose a lot of brave if the Sephiroth is finding the right openings so 
remember to refresh your brave with an HP attack whenever you�re feeling low 
and keep up the brave fight until you get the chance to kill him. 


EX mode: Golbez is always a threat against the opponent�s HP and has many 
options to deal it while Sephiroth doesn�t have many options to land HP attacks
so they�ll be looking for that block or whiff. Lucky for Golbez, his Genesis
Rock still baits with ease and with Sephiroth�s startup on his HP aerials,
there�s not much he can do. I�d rather get broken by Sephiroth then have his EX 
burst hit me (Which will break anyways)

His Heartless Angel is like Golbez�s Black Fang except it leaves you at 1
brave, if you�re going for the EX core, you might as well get it if it brings
you to a full EX bar. Think about it, Sephiroth just activated (Read: Wasted)
his EX mode far away from you and he still has to hit you once for the
break.

1.5/5
This is a battle of spacing for Golbez and the constant approaching and 
punishing of mistakes for Sephiroth, providing you space correctly, you 
shouldn�t make many mistakes.

- - - - - - - - - - - - - - - - - - - -
XII o. Squall <SQL>
- - - - - - - - - - - - - - - - - - - -

Useful counterpicks:
Cosmos's Throne: Same reason for Sephy, nice and spacious for dodging 
and no rails everywhere for M-cancelling.

Fast on the air and ground, but he has to get close to deal damage. Usually 
he�ll deal enough brave to kill you outright with one blow. In the air, has his
quick short-ranged attack that tracks about Golbez�s height vertically, always
be aware of it, predict a guard for big damage or jump away from it (dodging
away from an air dash leaves you open) then there�s his heel attack (easily
guarded) and his Aerial Circle (Don�t block it with EX since it doesn�t stagger
and don�t dodge towards because it hits above him too). Either way, Golbez
should find a way to get on the ground ASAP. For his ground options he has two
close-range melee attacks, one that trades damage for a bit more range, his HP
attacks include a grounded version of his Aerial Circle HP attack, Rough
Divide, a linear dash (quite fast, get comfortable with its range to punish
with Rise Wave ), then his Revolver Drive which is easy to see coming but deals
big damage which a guaranteed crash if a wall is on the same platform. His
grounded magic attacks are ice bullet, stuns you a bit and travels quite far,
his lightning bullet sets him up for a melee attack and is short-mid range, 
then there�s his multi-magic attack that is a shorter but stronger version of
his ice bullet, block the first then air dash through the rest to counter him.

EX mode: Squall�s EX bonus pretty much doubles his already damaging brave
attack. Squalls will usually use this to find an opening to use a much needed
HP attack instead, if you get hit with a brave attack somehow, you�ll probably
be broken, remember not to guard his ground brave attacks since they pierce
guards somehow. Besides that, avoid him like a pansy and bait an air dash to
punish him on block or just flatout run away.

1.5/5
There�s no reason for Squall to hit you with a fatal HP attack unless he has EX
and you don�t (Even then, you can just avoid him until you get it yourself).
Jump through everything so you don�t get mindgamed into an HP attack and you
shouldn�t punished on block. Stay cool and don�t worry about Squall�s BP if he
can�t touch you.

- - - - - - - - - - - - - - - - - - - -
XII p. Ultimecia <UTI>
- - - - - - - - - - - - - - - - - - - -

*/5

- - - - - - - - - - - - - - - - - - - -
XII q. Zidane <ZDN>
- - - - - - - - - - - - - - - - - - - -

Useful counterpicks:
Doesn't matter, but one of Zidane's air Brv -> HP chains doesn't hit sometimes
if you get pushed against a wall.

Very annoying very fast, be careful of dodging since Zidane�s attacks have
insane tracking. I can say that Zidane�s game consist of hitting the enemy with
brave to hp chains until he/she is dead. Since most Zidanes always go for the
HP after their attacks, their brave resets to their base. Wait for that guard
and get the easy break on them. He�s an air-based fighter, but Zidane still
needs to get close to Golbez, and that�s where the trouble for Zidane 
Always let Zidane approach you and space outside his comfort range until Zidane
starts rushing you down. Keep the game to a brave fight until you find a
mistake such as activating one of his longer duration attacks, guard or punish
it, then get right back to out-spacing him until you get another chance.  Like
OK, each attack for Zidane counts, this means Golbez only needs one good hit to
equal about five of Zidane�s. The worst thing possible is to let Zidane break
you. Don�t let it get to that point.

EX mode: Zidane gets invincibility frames on his jump (Think Golbez�s jump) and
his jump count goes to 15, >_>. I don�t really pay attention to this much since
Golbez is a ground fighter and shouldn�t be chasing around Zidane anyways.

3.5/5 
It�s a battle between Zidane�s hit and run aerial brave -> HP chains and 
Golbez�s ultimate control over the space around him. 

- - - - - - - - - - - - - - - - - - - -
XII r. Kuja <KJA>
- - - - - - - - - - - - - - - - - - - -

Useful counterpicks:
Pandemonium: Get in his face and try to catch him off guard.

Very annoying matchup. Stay on the ground, you�ll get pressured by unpunishable
air-to-ground attacks... but if you stay in the air, you�ll be in the same
situation except you can try to attack him back with Gravity/Float System.

Your chance to fight back comes whenever he decides to hit you with an HP
attack. His HP attacks leave him with enough lag when dodged that you can
counter attack, usually you can get him to come to you on the ground during
this time.

EX mode: Kuja gets an upgrade for his orbs. It leaves a trail behind him in the
air and they surround him and give a small explosion when he lands. Not very
useful from what I�ve seen so he�ll use it for the guard to get off his HP
attack.

5/5	

- - - - - - - - - - - - - - - - - - - -
XII s. Tidus <TDS>
- - - - - - - - - - - - - - - - - - - -

*/5

- - - - - - - - - - - - - - - - - - - -
XII t. Jecht <JCT>
- - - - - - - - - - - - - - - - - - - -

*/5

- - - - - - - - - - - - - - - - - - - -
XII u. Shantotto <SHN>
- - - - - - - - - - - - - - - - - - - -

*/5

- - - - - - - - - - - - - - - - - - - -
XII v. Gabranth <GBR>
- - - - - - - - - - - - - - - - - - - -

*/5

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XIII. Version History
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =

1.00     First edition of FAQ
1.10     Added version history; fixed some gramatical and spelling errors; 
         matchup section format complete; fixed video link

= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
XIV. Word of Thanks, Contact Info and Legal Stuffs [BLEH]
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =

I intended for this guide to be free, but regardless, do not reproduce, copy,
adapt, or change the contents of this FAQ without prior written permission from
myself. If you paid for any of this info, you better go get your money back.
This is copyrighted by me, Aishi; 2009.

The only sites that I have allowed to post this FAQ are:

www.Gamefaqs.com 
www.Neoseeker.com

If you find it anywhere else please notify me. (plus if you have any other 
questions about this FAQ or anything that you would like to send me!) at:

[email protected]

Thanks...

...to all of my buddies who gave me all the info needed to make this FAQ as well
as giving me some great matches.

...to the Dissidia Wikia for helping me out with the language barrier.

...and CJayC for creating Gamefaqs!