UPDATED: added in move stacking and "borrowed" the frame data of attacks

POST IN THIS THREAD AND YOUR HEAD COMES OFF

ITS TIME FOR A NEW ADVENTURE

http://i294.photobucket.com/albums/mm110/blakuMAN29/Dissidia/Image13.png
(Dave forced me too use this pic, that pic whore)

Note: Holy spam is a large part of Bartz of Bartz's game but is not the only thing he has. If you disagree, take it to the guide discussion thread, where Ill be happy to bring you back to your senses(painfully)

WHY  BARTZ???

Why not, he’s awesome(Classic response for anytime someone questions your main). Bartz is a mime, and therefore he can make invisible walls to protect himself(or at least he should be able to), but seriously, he uses moves from all the heroes of Cosmos, other than that forgotten little turd that shouldnt even be in the game. This means that he can go from Zidane’s twin daggers, to Cloud’s giant buster sword, to Squall’s funky gunblade, to Tidus's bubbly Brotherhood, etc. in a matter of seconds. But overall, Bartz is a really balanced character, capable of handling any situation, without being put in any major disadvantages.

Pros and Cons

PROS
•Moves have extra abilities
•Extra abilities can be stacked in order to increase their effect
•One of the few characters that can do hp damage right after hp damage, and is by far the most effective with it
•Has the best hp in tha game
•The only character that can have crits without equipping the actual ability
•Range game(holy) deals heavy damage when glitched, and gets you easy hp damage
•Is one of the best wall rush comboers, beating Zidane but losing to Cloud
•Fastest Vertical Distancer in the game
•Fastest mage if you want to play that way
•Can be made the fastest character in the game
•great at collecting EX

CONS

•An extremely underrated character, but you can use it to your advantage
•only moves that arent easy to avoid/block are solid rise and goblin punch(rise lance as well, but not so much as the other two) but those are all he needs in order to force early reactions for him to punish
•Requires patience
•May cause people to hate playing you


An analysis of Bartz's moves


BRAVE ATTACKS

Ground

Rise Lance
Slow initial shield attack that travels a short distance, followed by multiple hits with a spear.
Usage/Properties
• An efficient surprise attack while dashing toward enemy.
• A good counterattacking move to hit incoming enemies and block some slower magic attacks.
• Can be used after dodge cancelling Lead Impulse
• Increases physical barrier by 10%

[English version change] The attack is now faster, which is great

Back in the Jap version, this move was crap, however now its pretty decent and has the most vertical range of his ground BP attacks other than lead impulse, which by the way never hits by the way. The speed is pretty good, and itll do more damage than solid rise if you wall rush. This move gives you something against  characters that stay just out of range of solid rise.

usefulness: 4/5

Throws shield
http://www16.plala.or.jp/kashiwabooks/dff/dff-sc/01b.jpg

Catches shield
http://www16.plala.or.jp/kashiwabooks/dff/dff-sc/01d.jpg

Smacks with lance
http://www16.plala.or.jp/kashiwabooks/dff/dff-sc/01f.jpg

Lead Impulse

Throws an axe that travels mid range, that pulls opponent closer then attacks using daggers, knocking them higher in the air

Usage/Properties
• Can break Exdeath’s High guard
• Can be dodge cancelled after pulling the opponent in, then chained into Rise Lance
• Can be dodge cancelled after pulling the opponent in, then chained into Climbarrel
• Can be dodge cancelled after pulling the opponent in, then chained into solid rise
• Can be dodge cancelled forward after pulling the opponent in, then chained slide hazard
• Can be dodge cancelled after pulling the opponent in, then chained into Soul Eater
• Can be dodge cancelled forward after pulling the opponent in, then chained into Goblin Punch
• Increases EX Force absorption by 1m

I cant remember the last time I hit with this move without having to block or wait for the opponent to use a punishable spell first. A combo starter for additional damage.

You think this would be useful right, well no.The move is way too slow for you to be able to use it offensively. You go through way too much trouble trying to hit with it just to do that little bit of brave damage.

usefulness: 2/5

Throws axe
http://www16.plala.or.jp/kashiwabooks/dff/dff-sc/02f.jpg

Axe comes back
http://www16.plala.or.jp/kashiwabooks/dff/dff-sc/02h.jpg

Slashes them(never use this part when you actually hit with Reel impulse)
http://www16.plala.or.jp/kashiwabooks/dff/dff-sc/02b.jpg

Sends them flying
http://www16.plala.or.jp/kashiwabooks/dff/dff-sc/02d.jpg

Climbarrel

Rushes to the opponent using Buster sword and then followed by a quick gunblade combo

Usage/Properties
• Can be used after dodge cancelling Lead Impulse
• Can enter Chase mode after using the attack
• Increases Chase Brave damage by 10%

This move is shit and shouldnt be equipped at all. Just like cloud's climhazard, this is so damn easy to block and see coming and the damage is just not worth it.

usefulness: 1/5

Charges blade first
http://www16.plala.or.jp/kashiwabooks/dff/dff-sc/03a.jpg

Blast them away
http://www16.plala.or.jp/kashiwabooks/dff/dff-sc/03d.jpg

Solid Rise
Begins with a gunblade combo, and then knocks the opponent straight up with a sword.
Usage/Properties
• Can enter Chase mode
• Can be used after dodge cancelling Lead Impulse
• Opponent is knocked high into the air.
• Minor counter attack boost(not very much, but it works with the counterattack ability)
•       can combo on stages with a low ceiling
•       Cant be blocked on reaction

This is a great move, it can set you up for a nearly unavoidable holy, and its difficult to block. Any ground based Bartz must have this. Also, this is the only ground bp attack I equip, because its just that great. Add in some crits and this move becomes an instant break.

usefulness: 5/5

Slashy
http://www16.plala.or.jp/kashiwabooks/dff/dff-sc/04b.jpg

More slashy
http://www16.plala.or.jp/kashiwabooks/dff/dff-sc/04d.jpg

Knocks them up, jump and stab
http://www16.plala.or.jp/kashiwabooks/dff/dff-sc/04f.jpg

Air

Storm Shoot

Attacks using spinning daggers and then finishes with a slash from Brotherhood.

Usage/Properties
• Hits the opponent multiple times very quickly and deals a nice amount of brave damage. The attack is a good combo starter when you wall rush
• Catches early dodges and goes through magic
• Increases dodge efficiency (how many frames of invincibility you get in one dodge)

[English version change] The attack doent go as far, so it is more difficult to hit with

You be pulling off zidanes with this move, Its used the same as Paladin force, to catch early dodges. Only use this when near walls or ceilings though, as itll get you combos. Use paldin force anywhere else

3/5

Spinning slashes
http://www16.plala.or.jp/kashiwabooks/dff/dff-sc/05b.jpg

One more slash
http://www16.plala.or.jp/kashiwabooks/dff/dff-sc/05d.jpg

Slide Hazard

A quick aerial combo with Brotherhood, and a finishing blow with the buster sword
Usage/Properties

• A good ranged attack, and fairly quick
• Can be dodge cancelled after hitting with Brotherhood, then chained into wind shear
• Can be time cancelled after hitting with Brotherhood, then chained into Soul Eater
•       Punishes backward dodges and goes through magic
• Crashes opponent into ground, and deals very good rave damage while racking up ex. Auto activates sneak on one hit
• Increases Crash Brave damage by 10%
•       Can fuck up the opponents camera angle, and lead to a holy if you dont know what youre doing

[English version change] The part where Bartz attacks with Brotherhood is altered making it harder to chain

This move is half your range game as well as a large part of your melee game. It works well with goblin punch, which forces people to dodge back, which this move will punish. Since it knocks the opponent straight down, itll make a open target for some holies. Also does very nice damage and will always activate sneak attack.

usefulness: 4/5
Chargeeeee
http://www16.plala.or.jp/kashiwabooks/dff/dff-sc/06b.jpg

One more time, two more times, knocks them upwards
http://www16.plala.or.jp/kashiwabooks/dff/dff-sc/06c.jpg

Get down there
http://www16.plala.or.jp/kashiwabooks/dff/dff-sc/06f.jpg
Holy

Shoots out 5 holy spheres

Usage/Properties
• Its Bartz’s only long range BP attack, and can home into the opponent
• Chains into Flare
• Increases Jump power
•      Good damage dealer and will always activate sneak
•     You must spam it, whenever your way below your opponent or their below you or just far away, spam it and use the holy glitch

[English version change] The first sphere moves faster than the rest, while the last sphere moves slower, another excellent mind game and very spammable

Note: To holy glitch, you must holy, dodge cancel, holy, and then active flare when the first holy hits. The other set of holy will follow and deal heavy damage. Whats even better is that it cant be avoided.

This move is a must have. Great tracking, great range, great damage. Its Bartz only safe air attack. Use it over and over and over again, You just cant stop using it. When on top of the opponent, any reflected holies can be seen coming back at you, so its where you are safest, but when below the holy spheres are alot harder to dodge, so remember to move around alot while youre casting holy. Holy will always activate sneak attack, so itll cause many people to disable it, but keep in mind, if you get all crits with holy, it can do up to 3k of damage.

usefulness: 5/5

Form holy balls
http://www16.plala.or.jp/kashiwabooks/dff/dff-sc/07b.jpg

Fire holy balls
http://www16.plala.or.jp/kashiwabooks/dff/dff-sc/07d.jpg

HP ATTACKS

BP to HP


Flare

Zaps  the opponent after they’ve been hit by Holy.

Usage/Properties
• Used after Holy for HP damage
That’s the only reason you need

Doesnt do much damage by itself(what do you expects, its OK's attack -_-)

Charge magic
http://www16.plala.or.jp/kashiwabooks/dff/dff-sc/07f.jpg

Zap
http://images2.wikia.nocookie.net/finalfantasy/images/1/1d/Dissidia_Bartz_Flare.jpeg

Ground

Soul Eater

Usage/Properties
• Can be used after Lead Impulse and Slide Hazzard
• Crashes opponent into objects
• Increases Crash HP damage by 10 %

A very important part of your ground game. Soul eater is a great pressuring option when on the ground, instead of just spamming solid rise.

usefulness: 3/5

Stab
http://www16.plala.or.jp/kashiwabooks/dff/dff-sc/08b.jpg

Blasts them with darkness
http://images1.wikia.nocookie.net/finalfantasy/images/1/19/Dissidia_Bartz_SoulEater.jpeg

Flood

Blasts opponent with three geyser like attacks

Usage/Properties
• Longest range HP attack, and comes from underneath opponent
• One of the most easy to spam moves in the game.
• Breaks All Guard
• Increases Magic Barrier by 10%
•      Can be dodge cancelled to use Holy afterwards

[English version change] range was decreased

This move is fail, DO NOT USE

usefuness:0/5

Charge magic
http://www16.plala.or.jp/kashiwabooks/dff/dff-sc/09b.jpg

Still charging
http://www16.plala.or.jp/kashiwabooks/dff/dff-sc/09d.jpg

Geyser Rapeeee
http://images2.wikia.nocookie.net/finalfantasy/images/7/7c/Dissidia_Bartz_Flood.jpeg

Air

Paladin Force

Bartz shoots a bullet of light. If it hits, he performs a deadly swordplay that smashes his opponent to the ground.

Usage/Properties
• Can be used after slide hazard(complete) when near the ground
•       Can be chained into goblin punch
• Increases dodge movement (How far you go in a dodge)

[English version change] range was decreased

An early dodge punisher that deals hp damage, omg. Great combo starter when you hit with it close to the ground when in ex mode.

Usefulness: 3/5

Charge energy blast
http://www16.plala.or.jp/kashiwabooks/dff/dff-sc/11b.jpg

Fire
http://images2.wikia.nocookie.net/finalfantasy/images/b/b4/Dissidia_Bartz_PaladinForce.jpeg


Whirlwind Blade

Bartz spins in the air

Usage/Properties
• has a drawing effect that when Bartz is spinning in the air, and if the enemy is close enough, he will get sucked into the spinning swordplay.
•      Can block some physical and most magical brave attacks
• Increases Speed

Dont think of this move as an attack, because thats not where its best at. The range is so short and the move takes so long that anyone can punish it if it misses. However Wind shear maybe the  difference between a win and a lose in certain matchups because of the fact that it can reflect/nullify many magic attacks. When dodging is ineffective, wind shear becomes your best friend, reflecting moves like shield bash and flare while canceling out many other attacks.

Usefulness:Varies depending on matchup. Normal:1/5 Other:4/5

Begin spinning
http://www16.plala.or.jp/kashiwabooks/dff/dff-sc/10b.jpg

More spin
http://www16.plala.or.jp/kashiwabooks/dff/dff-sc/10f.jpg

EX Mode

Transform(Its morphin' time)

Bartz gets four things when he goes into Ex mode, the regen status, which is really a basic ability in EX for most characters, a manly cape, three stars that magically float over his head, and Goblin Punch, the most epic HP attack ever.

Goblin Punch

•       Hits opponent instantly
•       FORCES EARLY BLOCKS
•       Does more damage heavy damage
•       CAN BE CHAINED INTO EVERYTHING FROM EVERYTHING

[English version change] range was decreased slightly

This is Bartz's best move and maybe the best hp attack in the game. Not only is it the (debatable) fastest hp move in the game, but it can be comboed into by any of Bartz's  moves that can wallrush and then combo even further depending on how you angle the attack. The only downside is that the priority is pretty low, so its useful is shortened when against characters with equally quick attacks.

usefulness: 5/5

Paauuuunch
http://www16.plala.or.jp/kashiwabooks/dff/dff-sc/99.jpg

In Depth Frame + damage/priority/ex/extra abilities analysis

Skill name
damage type, Priority
damage multiplier (Total)
startup frame (1 sec = 60 Frame), EX force produced

Brave Attacks

Ascendent Lance
Physical, Melee Low
10,2*4,12 (30)
19F, ~130
*minor Physical Shield = +10%

Solid Ascension
Physical, Melee Low
1,2,3,4,6,8,16 (40)
13F, ~50
*minor Counterattack = +12.5% crit rate

Climbarrel
Physical, Melee Low
1*4,2,2,16 (24)
27F, ~132

Reel Impulse
Physical, Ranged High (Axe) ~ Melee Low (others)
5,5,2*4,16 (34)
47F, ~40

Storm Shot
Physical, Melee Low
2*3,5,10 (21)
19F, ~120

Slidehazzard
Physical, Melee Low
3,3,4,5,10,15 (40)
23F, ~160

Holy
Magical, Ranged Low
15 each
37F, 4 each
*minor Jump Boost = Jump Boost ability (yes, I dunno why its "minor" XD)

HP Attacks

Flare
Magical, Ranged High
1*15 (15)
--, ~140
*minor Back to the Wall = +12.5% crit rate

Soul Eater
Physical, Melee High
4,2*5,6 (20)
39F, ~160

Flood
Magical, Unblockable
--
71F, ~4
*minor Magical Shield = +10%

Paladin Force
Magical, Ranged High
2,4,2,4,2,6 (20)
43F, ~145
*minor Midair Evasion Boost = so minor that can't really see the difference

Windshear
Physical, Melee High
1*15 (15)
41F, ~140
*minor Speed Boost = Speed Boost ability

EX Mode
Goblin Punch
Magical, Unblockable
1*5 (5) / 8*5 (40) (x8 damage if same lv)
15F, ~165

EX Burst damage
type: Physical
Initial: 3*4, 5
6,8,11,2,9,10,7,5
Last: 20
Total Damage = 95

Combo section

All the combos start with reel impulse, but it isnt necessary, thats just the full combo

Reel impulse>dc>climbarrel

Crap combo is crap

Reel impulse>tc>solid rise

Not useful, solid rise is fast and reel axe is slow, why would you trad speed for a bit more damage.

Reel impulse>fdc> Paladin Force

Unreliable/not useful

Reel impulse>dc>Rise Lance

Dont use it

Reel impulse>dc>soul eater

NO

Reel impulse>dc>goblin punch

STILL NO

All the reel impulse to slide hazard combos(reel impulse is not needed)

Reel impulse>fdc>slide hazard

sure, if you equip reel axe go ahead

Reel impulse>fdc>slide hazard(incomplete)>tc> Soul Eater

The bread and butter bp to hp combo, and what you should use any time you can pull of the slide hazard cancel

Reel impulse>fdc>slide hazard(incomplete)>tc> wind sheer

If you arent on the ground but the opponent is, use it(stage specific)

Reel impulse>dc>Reel impulse>fdc>slide hazard>tc>Goblin Punch

The bread and butter in Ex, because its goblin punch and therefore is better than soul eater(in damage, along with the fact that goblin punch can be continued from there, but then again, you can still goblin punch off of a complete slide hazard, killing the usefulness.

Wake up combos
Not real combos, theyre meant to hit people that arent paying attention

Reel impulse>dc>reel impulse>fdc>slide hazard(complete)>exc> paladin force (must be close to the ground)
Its gonna miss like all the time, if the opponent pays attention at all

Slide hazard(complete)>dc> Holy > dc> repeat

Your holy set up, very important

Ultra super secret awesome Combos
Stuff than needs testing

Paladin force(EXC)>TC(time cancel)>Goblin punch

Its a great and easy damage

Soul Eater> wall rush>goblin punch

epicness

storm shot> hit ceiling> goblin punch

still great

solid rise>hit ceiling>holy(stage specific)

godly

goblin punch(air)> wall rush>goblin punch(ground)

no soup for you

goblin punch(air)>wall rush>soul eater>wall rush> dodge forward> goblin punch

when you happen to be near a wall

Paladin force> goblin punch> soul eater> wall rush> dodge forward goblin punch

When you happen to be able to hit with paladin force close to the ground and near a wall

Now start being more creative with your combos

Storm shot>hit ceiling>Storm shot>hit ceiling>goblin punch>hit ceiling> storm shot>hit ceiling>Slide hazard

when youre up against a ceiling

solid rise>hit ceiling> holy> chase(dont attack)>windshear/goblin depending on how the holies hit>hit ceiling> storm shot>hit ceiling> storm shot> hit ceiling> Slide hazard> goblin punch(air)> land> soul eater>wall rush>dodge forward to the wall> goblin punch

stage specific and situation, but you gotta admit, its smexy(for pandemonium, kefka's tower, and parts of ulti's caste)

solid rise>hit ceiling>holy>chase(dont attack)>windshear/goblin punch>storm impulse>storm impulse>slide hazard>hit pipes and return to ceiling>storm impulse>storm impulse> goblin punch

This combo only works on kefka's tower(omega) due to slide hazard knocking them down, and the pipes knock them back into the ceiling

solid rise>hit ceiling> holy> chase(dont attack)>windsheer/goblin punch> storm shot>hit ceiling> storm shot> hit ceiling> Slide hazard> goblin punch(air)> land> soul eater>wall rush>run up> solid rise> holy> flare

The most situational combo ever. This can only be done on pandemonium, and even more specifically, only on the slanted part of the stage, because thats the only way to land a soul eater to solid rise.

STRATEGIES

Ground hugging

Pros: Takes advantage of bartz's speed
        Solid rise is a godly fast move
        Has teh hp to hp combos
        Can rack up ex force easily
        Decent brave raper outside of ex, great hp game while in it
        Solid rise to holy maybe one of the strongest custom bp to hp combos in the game, and far out damages any normal link

Cons: Fairly weak in terms of overall brave damage
         Takes some mindgames to be played well

Useful against: WoL, Garland, Firion, OK, CoD, Cecil, Exdeath, Cloud, Sephiroth, Squall, Zidane, Tidus, Jecht, and Gabranth(basically melees + a few others)

This style of play is centered main around circling the opponent and attacking with quick, hard to punish attacks. Solid rise is your main attack here. Soul eater will be that random hp attack that pressures the opponent. Rise lance is your anti-air option, hitting people that try to stay our of range of solid rise/soul eater, and is a pretty godly one to boot. Just be cautious while using it, as you have no mix-up options. Also remember that whenever you manage to get a block, Slide hazard, as its your strongest melee brave attack as well as your best ex gathering option. Once you reach ex mode though, your options double. You can now go into the air and start goblin punching people, as well as completely replace soul eater with goblin punch. Since goblin punch is now out, paladin force and slide hazard(storm shot is useless unless youre near a wall) now becomes a good option to punish any early dodges, and can get you an goblin to whatever right afterwards. Just remember: Dont get to high now~

Holy Sniping

Pros:Safe range game
Deals easy, and at many times heavy hp damage with little effort
Takes advantage of Bartz's ability to ascend quickly up the stage(faster than anyone)
Is the fastest mage in the game
Does not fear your usual mage counters
Gives you freedom in movement
Does not fear the ex guard =P

Cons: Can be difficult to land holy on someone that knows how to handle it
Battles can get really drawn out
Will cause people to hate playing you =P(Doesnt matter, they can suck it)

Useful against: Everyone but Firion

Most useful against:  Mages(lands on them alot more than it does on melees =P)

This is the way how most Bartzs play. Getting to the ceiling as quickly as possible and then abusing holy. Characters that have the most problems dealing with this are characters that wont be able to reach Bartz, or have moves that leave them open to holy(or he occasional slide hazard). There really isnt much to say about this strat, other than you keep using holy(no matter how boring it gets) until your opponent does something. If the opponent tries to get on equal ground with you, you can either drop down and let them stay on top while you abuse holy some more(holy coming from underneath has better tracking, so youll be more likely to hit people that know how to avoid holy) or you could allow them to get to an equal level, and then slide hazard them down when you predict a spell(holy from on top is difficult to see(especially after a slide hazard) so would be the better option for people that arent experienced with holy spammers.. If the opponent tries to reach you, you dash away to a safe place, and then use more holy(with 3 windshears equipped, you are the fastest in the game =P). Once in ex mode though, you want your opponent to approach you, so use holy to force them to come. When they get up to you is when the fun really starts. Abuse the speed of goblin punch in order to catch opponents and hopefully force them to later dodge early. When they start dodging early, you can start abusing slidehazard and storm shot(slid for back dodges, storm for all else) in order to rack up brave and ex and hopefully even combo.

EQUIPMENT SETS

The This Set Isnt Broken, Youre Broken set

Heaven's Cloud
Lufenian Set

Close to you
Red Gem
Pearl Necklace
Sniper Soul
Despair Shock
Large Gap in Brave
Large Gap in HP
After Summon used(you)
In EX mode/After summon(opponent)/Summon unused(opponent) (whichever you feel most comfortable with)
In EX mode(or any of the others above that you havent used)

Alexander

Important abilities:

Katana Adept

A boring build(to me at least D=) for a ground Bartz. This build could possibly be very broken one, depending on the stage you are playing on. The basic ideas around the set is to get together enough brave(while lowering the opponents hp in the process) and then going EX mode. Whether this build's true potential comes into play or not is decided when you manage to get the opponent against a wall. A simple Paladin force to goblin punch to goblin punch is pretty much sure kill at 2000 brave when all boosters are activated. I recommend using this set only if youre playing at edge of madness, pandemonium, kefka's tower, and ultimecia's castle. Note: Youll most likely never get to finish your combo as theyll alway die before that =P

The No Brave Rape For You Set

Heaven's Cloud
Lufenian Set

Close to you
Red Gem
Pearl Necklace
Sniper Soul
Gravitorb
Large Gap in Brave
Large Gap in HP
After Summon used(you)
Opponent has not hit with an hp attack
Hp = 100 %(you)

Iron Giant

Important abilities:

Katana Adept

The power of changing a summon =P. This build is stupid and shouldnt get a mention, but Imma put it up anyway. This set is made specifically to counter brave rapists, which are the worst enemies of the previous set, and ground Bartz in general(especially Squall). This set has the capabilities of breaking someone that has 9999 brave, if you pull of a full hp to hp combo. It also gathers ex force faster than the last set, in exchange for losing the ability to destroy the opponent's ex. The basic strategy is the same as the last, but instead, youll be dealing hp damage while letting the opponent brave rape you, until you get into ex mode. Once in ex mode, continue with the same basic ground Bartz strat, with goblin punch and paladin force. If you hit with a paladin force though, activate your summon, and then do a goblin punch to goblin punch right afterwards. Doing so can take someone from 9999 down to around 700, where they can be broken pretty easily. Once you break the opponent, its pretty much game over for them. Like the previous set, the effects of this set is boosted in the stages mentioned earlier.

The overused build(put in because almost everyone uses it >.>)

Equip: Lufenian Axe, Dirk, something else, etc

Abilities: Holy, flare, sneak, counter, SnL, Axe adept

Summon: Does it really matter?

Listen up, this strategy is very complicated. It involves mashing the o button until holy hits and then pressing the Square button. You got all that?

Back To The Wall OHKO build(the fun version of that last build)(personally a favorite of mine, losing to no other build in terms of sheer damage)

Equip: Lufenian Axe, Ensanguined Shield, Lufenian Helm, Lufenian Armor

Important Abilities: Solid Rise(3x), holy, slidehazard, storm shot, windshear(3x), Axe adept, Catnip, Back to the wall, speed boost ++, jump times boost ++, precision jump(optional)

Accessories: Red gem, red drop(3x), strength powder(4x), back to wall, rebellious soul

Summon: Ifrit(in case you dont get to 9999)

A high risk, high return build. In exchange for starting with only 1 hp, youre going to be critting on every hit, and be doing massive damage per crit. And of course you take advantage of this buff by spamming holy, right? A single holy ball does an average of 600 damage, and the flare part alone does around 400. The fact that you start out with 3000 brave doesnt hurt either.

Instant Ex Brave Regeneration build(another favorite of mine, as that brave boost helps alot)

Equip: Fire book, Genji stuff

Important abilities: Staff Adept, solid rise(2x), rise lance(a must), windshear(2x)(3 if you want to lose paladin force, not really a good idea though =/), Counter attack, snooze and lose, brave regen

Summon: Alexander(for comboing purposes. I use it when playing in certain stages)

Accessories: Pearl necklace, Gravitorb, Archangel bell, close to you, hp = 100%(you), hp = 100%(opponent), summon unused, pre hp attack(you), pre hp damage(opponent), summon used(opponent)

The object of the build is to get ex right at the start of the match, using either rise lance(which fills 3/4 of your ex bar) or solid rise to chase(which fills your ex bar completely but is more time consuming), and then go into ex. While in ex, your brave will rise, giving you around 800 brave per tick. A great method to lure out turtlers.

Godly regen build(my all time favorite build, as its useful against those annoying brave chippers

Equip: Fire book, random stuff of mine(2 ex seeker artifacts)

Important abilities: Staff Adept, solid rise(2x), rise lance(a must), windshear(2x)(3 if you want to lose paladin force, not really a good idea though =/), Counter attack, snooze and lose, Back to the wall
Summon: Matters not

Accessories: Pearl necklace, Gravitorb, Archangel bell, near death(you), Large gap in hp, hp = 100%(opponent), summon unused, pre hp attack(you), large gap in brave, summon used(opponent)

Now you shall attmept to brave rape the opponent and will nots fear teh hp attacks. Seriously though, regen builds are basic, but shall forever kick ass

Move Stacking

Ive said earlier that the extra effects of Bartz moves can be stacked, but which ones are actually worth stacking?

Well first off, theres solid rise, which gives you a minor counterattack(12.5% of critting)

Compared to the normal counterattack ability(which gives you a whole 50%) this might not seem like much, but by equipping 3 of them, you gain a 37.5% which is close enough to the real ability, that the difference is minimal. Something else to note is that instead of replacing counterattack, you can actually stack the minor counterattack boost with the counterattack ability. Doing so will give you an entire 87.5%, and almost removes the need for you to have any other crit abilities, as a move that gains the counterattack crit will crit on nearly every hit. But due to the necessity of having rise lance in you ground game, 2 is normally the most one equips, but if you plan on abusing holy, go ahead and equip 3, This is also a great way to punish all those people that disable sneak attack just because of holy.

Heres a vid showing the added crits


many thanks to pinkanemone, although he may most likely never see it =P

Another ability that should be stacked is speed boost. The minor speed boost is actually the same as the normal speed boost ability. With one windshear, Bartz will run as fast as Zidane. With two, he runs as fast as OK. With three he reaches the fastest in the game, tied with EX tidus. Due to paladin force being a necessity for most Bartz players though, 2 is often the most equipped, however being as fast as OK is already good enough. If you plan to play near the ceiling however, paladin force will use its usefulness, so 3 windshears becomes a viable option.