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An elite student who is unsociable and hates forming relationships with others, Squall aspires to walk the path of solitude like a lion. Whether out of personal charm that attracts others, or just a coincidence, a lively crowd is often seen by his side.

Dissidia 012 Description

A cold, taciturn youth who wields a gunblade, a weapon part sword, part gun.

Dissidia Final Fantasy description

Squall Leonhart is a hero fighting on the side of Cosmos in Dissidia Final Fantasy and Dissidia 012 Final Fantasy. He is a cold taciturn youth who wields a gunblade, a weapon part sword and part gun. He is a master of combos, able to chain a myriad of attacks. Squall is a loner focused on finding the Crystals and defeating his nemesis, Ultimecia. During his travels, he is torn between fulfilling his duty and protecting his friends, Zidane and Bartz, who are being targeted by Ultimecia's allies.

Squall also appears in Dissidia Final Fantasy NT and its arcade version. Template:See Also

Profile

Appearance

Dissidia Final Fantasy and Dissidia 012 Final Fantasy

Squall's primary attire is a combined interpretation of both his original outfit from Final Fantasy VIII, and the outfit in his Yoshitaka Amano artworks. He wears a black leather bomber jacket over a white deep v-neck t-shirt which parts down the middle of his chest, black pants, and white fur trimming along the collar and top of his pants. He wears a Griever pendant and has a Griever belt buckle. A sash partially covers his right leg.

Squall's first alternate costume is the "SeeD Uniform", a military-style outfit (Dance) he wore in Final Fantasy VIII during his graduation ceremony. It consists of a black jacket with gold trim fastened by a belt, black pants and knee-high black boots. The jacket's cuffs are red with silver shoulders connected by a chain across the chest.

Squall's second alternate costume, "Steely Blade", is based on Amano's artwork (AmanoSquall1). He wears a sleeveless black tank top with fingerless gloves, a chain is wrapped around his left arm, and the belt, sash, pants, and boots from his original outfit.

Squall's DLC costume is his appearance in Kingdom Hearts as the twenty-five-year-old "Leon (Leon KH 1)". He wears a short-sleeved black jacket over a white t-shirt, black leather pants with zippers running down the leg, black shoes and gloves, and has three belts wrapped around his left forearm and four belts wrapped around his waist. He retains the Griever pendant, but sports a different Griever belt buckle than his previous outfits, and has red Griever emblems on the sleeves of his jacket. Squall's hair is longer and differently styled. The DLC costume was included with the April 2011 issue of V-Jump magazine in Japan, and with the European-exclusive Legacy Edition of Dissidia 012 Final Fantasy.

Squall's Crystal resembles a silver feathered wing, a recurring theme in Final Fantasy VIII, and it also resembles the shape of a gunblade. Squall's Crystal is the only one that doesn't share its color scheme from the logo of his original game.

Squall's manikin version, Transient Lion, is purplish-pink.

Dissidia Final Fantasy NT

Default
  • Balamb Mercenary I - Default coloration. An updated version of his main attire in the Dissidia series, which are fusions of his Yoshitaka Amano and Tetsuya Nomura art styles.
  • Balamb Mercenary II - 1st alternate coloration. Recolors his shirt black, the soles of his shoes white, and his fur on his jacket and pants a gradient of black and white. His leg sash is purple with a pattern design of Griever.
  • Balamb Mercenary III - 2nd alternate coloration. Recolors his shirt black and soles white, and his fur ruffles black. His pants are switched out with denim blue jeans with white tear marks.
1st Alternate Costume
  • SeeD Uniform I - Default coloration. An updated version of his "SeeD Uniform" attire from the PlayStation Portable Dissidia games and Final Fantasy VIII.
  • SeeD Uniform II - 1st alternate coloration. Colors Squall's SeeD uniform white. Based on the uniforms of the White SeeD, a secretive group separate from the Garden SeeDs in Final Fantasy VIII. The coloration of the uniform mirrors those of real-life navy military captains; coincidentally, the White SeeD primarily travel by ship.
  • SeeD Uniform III - 2nd alternate coloration. Colors the uniform's jacket dark green and the shoulders black, while retaining the black pants and boots. Based on the Dollet soldier uniforms (8b-dollet soldier) seen during the Siege of Dollet, and like "SeeD Uniform B", is also reminiscent of real-life military outfits, in keeping with SeeD's status as a paramilitary organization.
2nd Alternate Costume
  • Kingdom Hearts Gear I - Default coloration. An updated version of his "Kingdom Hearts Gear" attire from Dissidia 012 and Kingdom Hearts I.
  • Kingdom Hearts Gear II - 1st alternate coloration.
  • Kingdom Hearts Gear III - 2nd alternate coloration.
Weapons

Squall equips gunblades:

  • Revolver - Default weapon. The Revolver retains its original shape and design from various promotional art and renders from Final Fantasy VIII.
  • Cutting Trigger - 1st alternate weapon. The barrel of the Revolver handle is slightly worn or rusted, and the handle is a lighter black.
  • Twin Lance - 2nd alternate weapon. The barrel has a darker metal tint, and the handle's outline is black.
  • Hyperion - 3rd alternate weapon. Based on Seifer Almasy's gunblade. The handle has been altered compared to its original shape and has an outer handle to accommodate the design of Squall's gunblades.
  • Sleeping Lion - 4th alternate weapon. Based on the Kingdom Hearts II keyblade with the same name. The handle has been altered compared to its original shape and has an outer handle to accommodate the design of Squall's gunblades.

The gunblades are customizable models as portrayed in the serial publication of Weapons Monthly magazines and, bar the Hyperion and the Sleeping Lion, are used by Squall in Final Fantasy VIII. The Sleeping Lion keychain was a gift given to Sora by Leon before one of the former's trips to explore another worlds.

Squall's default player name is Nameless Lion, and his manikin counterpart has been renamed Otherworldly Lion.

Personality

Template:See Also

We can still help each other, even if we're apart. And whether or not I needed it, I received their support. So I'll return the favor in my own way. I have to carve out my path to change the situation.

Squall

Similar to his personality in Final Fantasy VIII, Squall is stoic, resolute, and a loner. He keeps to himself, and refuses attempts from the other warriors of Cosmos to join their quest. Squall focuses on his search, and even battles the Warrior of Light to prove his resolve. Initially, Squall does not shown concern for the safety of the other warriors, which further develops under Ultimecia's manipulations.

Following Ultimecia's revelation of her plan to make Squall cold-hearted, he becomes conflicted between his duty and the prospect of his allies being in danger, and refuses to fight her. When Squall finally confronts her he declares that he is driven by his promise to protect his allies, and the knowledge that he can rely on them. Even when surrounded, Squall is confident that defeating his adversaries would make his allies' journeys easier. In later conversations, Squall confesses that he does have someone waiting for him in his homeworld, though he refuses to elaborate further. By the end of the conflict, Squall is comfortable with accompanying the other warriors and opening up to them. Though he initially shows disdain for good-luck charms, Squall comes to appreciate their value.

Story

Spoiler warning: Plot and/or ending details follow. (Skip section)

Treachery of the Gods

Prior to the conflict beginning, Squall accompanied Firion and Laguna on patrol and they found a wild rose. After Firion takes the flower and runs off, Laguna talks to Squall about their new friends and tries to talk him out of being a loner. When Squall questions why he needs to make friends on the battlefield, Laguna mimics Squall's voice to mock him. Laguna says that even though Squall and he were both born in the same world, they will be separated. He appears later at the World of Darkness, attempting to strike up a conversation with Lightning, who is speaking with Firion.

Squall appears in the Phantom Train with Laguna, Vaan, and the Onion Knight, and is exasperated over being stuck with Laguna and Vaan. At an unknown point in the story Squall, Zidane, and Vaan meet Gilgamesh, but none remember him.

Squall accompanies Bartz as Zidane introduces them to Kuja, where Squall doubts Kuja's allegiance, suspecting him of being Chaos's minion. When Kefka confirms his suspicions, Squall and the others attack Kuja. They are defeated, but are allowed to escape. Later, Squall is defeated by Kain and put to sleep for the following cycle.

Light to All

Dissidia Squall and Bartz

Squall advising Bartz.

As Cosmos explains the need for the Crystals, she transmits illusions of herself to her warriors separated into small groups due to the battle. Squall, the only warrior save for the Warrior of Light to be on his own, embarks on his quest without concern for its difficulty. He meets Zidane and Bartz, but rejects their offer to join forces after saving them from manikins. As they depart, Bartz forces a chocobo feather on him, offering it as a good-luck charm. Squall travels alone to the Planet's Core where Ultimecia, under the guise of Cosmos, questions his rejection and hints at how to get his Crystal.

As Ultimecia convinces Garland to assist her, Squall starts to doubt his decision from Ultimecia's previous questioning. Kefka convinces Kuja to capture Squall at the Rift to further Kuja's plans to capture Zidane. Things do not go according to plan and Kuja is defeated and gives up on capturing Squall, telling him to wait for the second act. Squall rejects the thought of trying to warn Zidane and Bartz due to his current situation to find the Crystals and continues on.

Squall and WoL standoff

Warrior of Light confronts Squall.

Squall meets the Warrior of Light as his travel leads him to the Crystal World, where Warrior of Light challenges him to prove his conviction of traveling alone. Squall defeats him and says that grouping up is not the only way of cooperation. Warrior of Light accepts this and leaves, reminding Squall he is not alone in the war.

Ultimecia appears in the Old Chaos Shrine and commends on Squall's cold resolve to find his Crystal as he had neglected to help Zidane, and thought feelings were inconsequential to the task at hand. Bewildered, he backs down as Ultimecia allows him to go free, saying the time for their confrontation is close at hand. As he continues down his path, Squall confirms to himself what is important to him—his duty.

Confronting Ultimecia at her castle, he explains what he did was not out of abandonment or selfish desire, but because of a call of duty. Garland appears and challenges Squall to fight them both, but Zidane tackles Garland aside, leaving Squall and Ultimecia to fight each other. After Ultimecia is defeated and Squall obtains his Crystal, Zidane explains he had come across him while looking for Bartz, who has fallen into a trap. Squall helps Zidane look for Bartz and pulls out the chocobo feather, saying he has to return it, as his Crystal points the way towards Bartz's location.

As the two arrive at Planet's Core, they run into Bartz, who explains what happened to him. Showing them the Crystal he had stolen, Squall notices something suspicious about it. Zidane touches it as Squall attempts to warn him and is teleported away into another trap. As they are searching for Zidane in the Rift, Bartz resents being so easily fooled, but Squall returns the lucky feather and assists Bartz as Exdeath appears.

Though Squall offers to take the villain down Bartz declines, saying he must gain the strength to defeat Exdeath and not someone else. Upon Exdeath's defeat, the lucky feather turns into the Crystal Bartz was searching for. His journey complete, Squall remains with Bartz and Zidane, who escaped his trap by defeating Kuja.

Dissidia Cloud Squall Tidus

Cloud, Tidus, and Squall talking.

While the three come to rest at Dream's End, having collected their Crystals, they share the stories on how each of them acquired them, with Squall saying he had obtained his Crystal through the hope born from Cosmos's words. Regrouping with the others, Squall is forced to listen to Tidus's story alongside Cloud as they look for the Warrior of Light.

Squall and Zidane rejoin the other eight warriors as they approach Warrior of Light in Order's Sanctuary, where Cosmos awaits, only to inform them they are too late. A fully-powered Chaos incinerates Cosmos, and with her death, the side of harmony begins to fall, light being consumed into The Void—including the warriors themselves—as a gloating Chaos looks on. Protected by the Crystals' power the warriors do not disappear permanently, and reappear in Order's Sanctuary. As World B begins to crumble, they make their way to the Edge of Madness, defeating the Chaos warriors along the way.

They learn more of the war's endless cycle, and that their worlds are to vanish. Cloud theorizes that if they save this world, their worlds would be saved as well. Squall is thinking along the same lines, recalling a promise he had made to someone waiting for him back home. Later on he notes the world is nearing its end, and they have to defeat Chaos to end the cycle.

Squall confronts Ultimecia in her castle where she tells him Cosmos's final wish was fulfilled when she died, and that Chaos will soon follow. Squall learns Ultimecia wants to create a world of compressed time where everything would exist eternally. Squall, wishing to fulfill the promise he made with the person waiting back home, defeats her. As she begins to fade Ultimecia still attempts to compress time, forcing Squall to kill her.

Squall and the Feather

Squall grabs a feather before returning to his world.

Squall travels to the realm of Chaos in the Edge of Madness with the other warriors of light and confronts Chaos. Upon the god's defeat, the previously destroyed worlds are reformed and balance is restored between Chaos and Cosmos. Squall, along with the other heroes, finds himself in Cornelia of World A before fading back to his own world while catching a white feather, stating that maybe one day they can all go on another journey together.

Official Quests

"Squall's Quest 012: The Shadow I Know I Saw" concerns Squall during the twelfth cycle. Traveling with the Onion Knight, the two discuss Laguna and Vaan and their mutual problem of talking too much. Squall claims he and Laguna don't know each other, but Laguna likes to talk regardless of the listener. The two look for Laguna and Vaan, and Squall comes across Cloud, who hints that they have met in a previous cycle, but Squall's memories of the encounter have been purified.

After they battle Cloud leaves, and Squall sees Laguna whose voice responds to Squall from behind him. Squall brushes off the sighting of the other Laguna as a shadow. It was a manikin, and Squall's sighting of it was the first time a warrior of Cosmos saw one. In "Kain's Quest 012: A Dragoon's Betrayal", Squall is defeated by Kain to put him to sleep like the other warriors of Cosmos.

Rebirth of the cycles

Template:Sideicon Squall is summoned back to World B by Materia as one of her chosen warriors, much to Squall's disdain. As he makes his way to her domain, he is startled by Y'shtola appearing behind him. After learning about their new purpose to harness battle energy, Squall is nearby as Terra, Zidane, and Lightning discuss their first course of action. Terra suggests they seek guidance from the resident Eidolons, and Squall sets off on his own to carry this task out. Terra catches up with him and convinces him to stick together, and Squall reluctantly agrees.

While they set off toward one summon, Terra picks up the presence of another close by. Squall separates from the group to pursue their initial target, and Lightning follows after him. They end up in Eden where they find Snow wandering by himself. Odin manifests before them and after Odin's defeat and parting with Snow, Lightning thanks Squall for helping her. Squall shrugs it off, saying he's just doing his job. They reunite with Terra and Zidane, and are approached by the Onion Knight, Vaan and Y'shtola. Squall stands idly by as the groups converse, and joins them as they return to Materia's domain to report their findings.

DFFNT Jecht SS

Bartz and Squall fight Jecht.

When the final clash commences, Squall participates by facing off against Jecht. Squall takes full advantage of his gunblade's capabilities, but is overpowered and knocked down. He is targeted by Golbez, who levitates the terrain around him. Bartz tries to interrupt him, but Golbez deflects his attack and sends a barrage of rocks toward Squall. Cloud intercepts the attack and counters, allowing Squall to continue his fight with Jecht alongside Bartz. Shinryu awakens and descends upon them, prompting Squall and the others to combine their efforts and defeat the dragon god. Squall is permitted to return to his homeworld, and he grants his essence in crystal form to Materia for her to use in his stead.

Spoilers end here.

Gameplay

Dissidia Final Fantasy and Dissidia 012 Final Fantasy

Squall's fighting style is Relentless Revolver, specializing in swift, multi-hit combo attacks that rapidly drain the opponent's Bravery and eventually break them. His melee attacks have low range, but execute quickly and deal heavy damage. Even his magic attacks let him hit multiple times, and can set opponents up for melee strikes. He runs fast, though not as fast as characters like Tidus or Onion Knight. A major downside of Squall's fighting style is that his melee attacks lack range, and require him to be close to the opponent to hit. Should Squall miss, he is open to punishment, most notably against ranged characters. This weakness is compounded with Squall having few ranged attacks, with his magical abilities being only mid-ranged.

Squall's HP attacks (and he has no direct Bravery-to-HP combos), besides Lion Heart, require a moment to charge before attacking, giving the opponent time to dodge—but if the opponent fails to dodge, or if Squall properly uses an HP attack to punish a miss, the resulting hit can be a knockout blow due to Squall's ability to rapidly build Bravery.

Unlike his main appearance in Final Fantasy VIII whose fighting stance having his gunblade wielded in both hands, Squall wields his gunblade in one hand resembling his default win pose.

Boss

Squall is fought in Distant Glory and Inward Chaos. In Dissidia 012 he is fought in Report 1, Side Story: Singer of the End -2-, using Kuja.

Attacks

Template:See Also

Bravery Attacks
DFF2008
Move Type CP (Mastered) AP Priority Effect Damage type Obtained Image
Upper Blues Ground 30 (15) 120 Melee Low Wall Rush Physical Initial DFF Upper Blues
Step forward and perform a quick upward slash that knocks the opponent into the air, then strike them three more times to slam them to the ground.
Close in. Thrust sword towards opponent and slice upward. Leap upward while slashing at opponent. Kick, knocking opponent downward. Destroys stage elements. Wall Rush (↓)
Blizzard Barret Ground 20 (10) 90 Ranged Low None Magical Initial DFF Blizzard Barret
Fire an ice bullet. Has long range and slightly homes.
Launch ice bullet straight forward. (Feint)
Solid Barrel Ground 30 (15) 120 Melee Low Chase Physical Level 3 DFF Solid Barrel
Slash the opponent four times from close-range with four quick slashes, then stab upwards while triggering the gunblade three times, sending the victim flying.
Slice upward from opponent's legs. Horizontal slice. Spinning slice. Slice by drawing sword back. Gunblade barrage sends foe flying. Destroys stage elements. Chase
Thunder Barret Ground 30 (15) 120 Melee Low None Magical Level 6 DFF Thunder Barret
Fire a string of lightning that drags the opponent closer.
Summon lightning that draws in foe. Destroys stage elements.
Fusillade Ground 30 (15) 120 Ranged Low Chase Magical Level 22 DFF Fusillade
Fire four magical projectiles followed by a string of lightning. Can combo without hitting.
Fire mystic bullets D012 ComChart - ForceFire mystic bullets D012 ComChart - ForceFire mystic bullets D012 ComChart - ForceFire mystic bullets D012 ComChart - ForceDrop chain of lightning strikes. Destroys stage elements. Chase
Heel Crush Aerial 30 (15) 180 Melee Mid Magic Block
Wall Rush
Physical Initial DFF Heel Crush
Spin towards the opponent and then smack them to the ground.
Unleash heel drop. Destroys stage elements. Wall Rush (↓)
Beat Fang Aerial 30 (15) 180 Melee Low Wall Rush Physical Level 10 DFF Beat Fang
Strike the opponent three times to knock them down and around, then rise and stab them repeatedly. Short range but fast execution.
Thrust sword towards opponent and slice upward Leap upward while slashing at opponent Kick, knocking opponent downward. Destroys stage elements. Gunblade barrage knocks foe to the ground. Destroys stage elements. —e Wall Rush (↓)
Mystic Flurry Aerial 30 (15) 180 Ranged Low Wall Rush Magical Level 33 DFF Mystic Flurry
Fire multiple ice bullets that turn into lightning strikes that damage the opponent and knock them downward. Can combo without hitting.
D012 ComChart - ForceFire magic that changes with time.D012 ComChart - 5x Wall Rush (↓)
Dissidia 012
Move Type CP (Mastered) AP Priority Effect Damage type Obtained Image
Upper Blues Ground 30 (15) 100 Melee Low Wall Rush Physical Initial DFF Upper Blues
Step forward and perform a quick upward slash that knocks the opponent into the air, then strike them three more times to slam them to the ground.
Close in and quickly raise sword Thrust sword towards opponent and slice upward Leap upwards while slashing at opponent Kick, knocking opponent downwards Wall Rush (↓)
Blizzard Barret Ground 20 (10) 90 Ranged Low None Magical Initial DFF Blizzard Barret
Fire an ice bullet. Has long range and slightly homes.
Launch ice bullet straight forward (Feint)
Solid Barrel Ground 30 (15) 100 Melee Low Chase Physical Level 3 DFF Solid Barrel
Slash the opponent four times from close-range with four quick slashes, then stab upwards while triggering the gunblade three times, sending the victim flying.
Slice upwards from opponent's legs Slice horizontally Slice spinning Slice by drawing sword back Send foe flying with a gunblade barrage Chase
Thunder Barret Ground 30 (15) 90 Melee Low None Magical Level 9 DFF Thunder Barret
Fire a string of lightning that drags the opponent closer.
Summons lightning that draws in foe
Fusillade Ground 30 (15) 100 Ranged Low (Ice and fire)
Ranged Mid (Lightning)
Chase Magical Level 22 DFF Fusillade
Fire four magical projectiles followed by a string of lightning. Can combo without hitting.
Fire mystic bullets D012 ComChart - ForceFire mystic bullets D012 ComChart - ForceFire mystic bullets D012 ComChart - ForceFire mystic bullets D012 ComChart - ForceDrop chain of lightning strikes Chase
Heel Crush Aerial 30 (15) 100 Melee Mid Magic Block
Wall Rush
Physical Initial DFF Heel Crush
Spin towards the opponent and smack them to the ground.
Unleash heel drop Wall Rush (↓)
Beat Fang Aerial 30 (15) 100 Melee Low Wall Rush Physical Level 10 DFF Beat Fang
Strike the opponent three times to knock them down and around, then rise and stab them repeatedly. Short range, but fast execution.
Thrust sword towards opponent and slice upwards Leap upwards while slashing at opponent Kick, knocking opponent downwards Knock foe to the ground with gunblade barrage Wall Rush (↓)
Mystic Flurry Aerial 30 (15) 90 Ranged Low Wall Rush Magical Level 6 DFF Mystic Flurry
Fire several ice bullets that turn into lightning strikes that damage the opponent and knock them down. Can combo without hitting.
D012 ComChart - ForceLaunch magic that changes with timeD012 ComChart - 5x Wall Rush (↓)
Fire Barret Aerial 30 (15) 90 Ranged Low None Magical Level 28 D012 Fire Barret
Fire three fireballs that spread out and track the opponent with weak homing.
Fire multiple long-range fireballs. (Feint)


HP Attacks
DFF2008
Move Type CP (Mastered) AP Priority Effect Damage type Obtained Image
Fated Circle Ground 40 (20) 180 Ranged high Magic Block
Absorb
Wall Rush
N/A Initial Dissidia Squall FatedCircle
Spin around horizontally while surrounding self with orbs of energy, then detonate them.
Spin horizontally, causing explosions. Blocks other attacks. Crushes guards. Draws in foe. Destroys stage elements. —Wall Rush (→)
Rough Divide
(ground)
Ground 40 (20) 300 Melee high Wall Rush N/A Initial Rough Divide
Rise into the air, then charge forward at high speed to strike with a powerful slash.
Jump, then charge foe at high speed. Crushes guards. Destroys stage elements. —Wall Rush (→)
Blasting Zone Ground 40 (20) 300 Melee high None Magical Level 28 Dissidia Squall Blasting Zone
Surround gunblade in a field of energy to extend it's range, then slam it into the ground.
Slice downward with giant blade of light. Crushes guards. Destroys stage elements.
Revolver Drive Ground 40 (20) 180 Melee high Wall Rush Physical Level 38 Revolver Drive
Surround gunblade in a red aura and charge. If it hits, deals constant bravery damage.
D012 ComChart - HoldReleaseButtonCharge along surface of ground. Move OK. Crushes guards. Destroys stage elements. —Wall Rush (→)
Aerial Circle Aerial 40 (20) 180 Ranged high Magic Block
Absorb
Wall Rush
N/A Initial Dissidia Squall AerialCircle
Spin around vertically while surrounding self with orbs of energy, then detonate them.
Spin vertically, causing explosions. Blocks other attacks. Crushes guards. Draws in foe. Destroys stage elements. —Wall Rush (→)
Rough Divide
(midair)
Aerial 40 (20) 300 Melee high Wall Rush N/A Level 16 Rough Divide
(Long) Leaping charge. Slow start, but very fast charge.
Jump, then charge foe at high speed. Crushes guards. Destroys stage elements. —Wall Rush (→)
Dissidia 012
Move Type CP (Mastered) AP Priority Effect Damage type Obtained Image
Fated Circle Ground 40 (20) 180 Ranged high Magic Block
Absorb
Wall Rush
N/A Level 12 Dissidia Squall FatedCircle
Swing Gunblade to surround self with orbs of energy horizontally, then detonate them.
Spin horizontally, causing explosions —Wall Rush (→)
Rough Divide
(ground)
Ground 40 (20) 300 Melee high Wall Rush N/A Initial Rough Divide
Jumps up and charges at opponent at high speed.
Slice downwards with giant blade of light —Wall Rush (→)
Blasting Zone Ground 40 (20) 300 Melee high None Magical Level 16 Dissidia Squall Blasting Zone
Surround Gunblade in a field of energy and extend its range, then slam it into the ground. Drags airborne opponents downward if they're caught in the blast.
Slice downwards with giant blade of light
Revolver Drive Ground 40 (20) 180 Melee high Wall Rush Physical Level 36 Revolver Drive
Surround Gunblade in a red aura and charge forward while Square is held. Can be steered, and ends prematurely if used too close to a wall.
D012 ComChart - HoldReleaseButtonSpin horizontally, causing explosions —Wall Rush (→)
Aerial Circle Aerial 40 (20) 180 Ranged high Magic Block
Absorb
Wall Rush
N/A Initial Dissidia Squall AerialCircle
Swing Gunblade to surround self with orbs of energy vertically, then detonate them.
Spin Vertically, causing explosions —Wall Rush (→)
Rough Divide
(midair)
Aerial 40 (20) 300 Melee high Wall Rush N/A Level 31 Rough Divide
Jumps up and charges at opponent at high speed.
Can trigger Walking in air glitch
Jump, then charge foe at high speed —Wall Rush (→)


EX Mode

Squall's EX Mode.

Squall's EX Mode is Equipped Lion Heart, transforming the Revolver into the Lion Heart, his ultimate weapon from Final Fantasy VIII. Squall gains the abilities "Lion Heart (RANGE)" and "Lion Heart (HIT)". The first increases the range of all of Squall's melee attacks, and the second makes Squall pull the gunblade's trigger when attacking, increasing the number of hits his melee attacks inflict. His Solid Barrel attack also becomes unblockable in Dissidia Final Fantasy, but this no longer occurs in Dissidia 012 Final Fantasy.

Squall's EX Burst is Renzokuken, his Limit Break from Final Fantasy VIII. A cursor appears and the player must press Right shoulder button repeatedly with the correct timing as Squall slashes his opponent eight times. Squall finishes the EX Burst with Lion Heart, his strongest finishing move from Final Fantasy VIII, where he dashes through the opponent and strikes them, creating an explosion.

Equipment

Squall can equip Swords, Thrown Weapons, Shields, Bangles, Hats, Helms, Clothing, and Light Armor.

In Dissidia 012, Squall can no longer equip Thrown Weapons, but he can equip Daggers, Katanas, Guns, Large Shields, and Chestplates.

Exclusive weapons
DFF2008
Name Level Stats Effects Obtained
Revolver 1 ATK +4 None Treasure chest in Destiny Odyssey VIII-1
Twin Lance 50 ATK +36 EX Core Absorption +10%. Trade: 15460 gil, Revolver, Spirit Stone x3, Bless Shard x2
Punishment 92 ATK +63 EX Core Absorption +20%. Trade: 29570 gil, Twin Lance, Goddess's Magicite x5, Bless Crystal x3
Lionheart 100 ATK +68 EX Core Absorption +30%.
Minor Sneak Attack Effect.
Trade: 31920 gil, Punishment, Unshelled Bullet x5, Bless Orb x5
Dissidia 012
Name Level Stats Effects Obtained
Revolver 1 ATK +22 None Treasure chest in Light to All - Chapter 7
Trade: 16100 gil, Altair, Fish Scale x1, Lion's Desire x3
Twin Lance 30 ATK +40 EX Core Absorption +15%. Trade: 61000 gil gil, Revolver, Scarletite x1, Lion's Desire x5
Punishment 90 ATK +63 EX Core Absorption +20%. Trade: 158,000 gil, Twin Lance, Electrum x1, Lion's Dream x5
Lionheart 100 ATK +68 EX Core Absorption +30%.
Minor Sneak Attack Effect.
Trade: 182,800 gil, Punishment, Unshelled Bullet x1, Lion's Hopes x5

Dissidia Final Fantasy NT

Squall is a quick-hitting fighter with his ever-so-penchant focus on a variety of Bravery attack strings, though his HP Attacks can be hard to use. Squall's new Trigger mechanic has the player input the Bravery attack button during any hits of his Bravery attack strings, causing his gunblade to emit explosions per slash, indicating extra damage inflicted (as a nod to his original mechanic in the original Final Fantasy VIII). This forces players to have near-frame-perfect execution on his Bravery attacks, which aren't as damaging on their own. However, expert can rack up massive amounts of Bravery with ease.

Regardless, Squall still has his issues with lacking far-ranged attacks, being only useful in both close and mid-range combat while also lacking solid pure-vertical attacks outside of his Rough Divide.

Recently, Squall has been slightly reworked with his overall damage being boosted, but with his Trigger damage being overall lowered as compensation. His Ultima is also nerfed in its range while now only having one usage before needing to draw/junction the buff once more, but has decreased start-up.

Type: Assassin - Input bravery combos with correct timing to increase Squall's damage.
EX Skill: Draw & Junction - Receive a buff that varies based on the target's character type. Vanguards grant HP regen, marksmen grant bravery regen, and assassins grant increased movement speed. Proximity enhances effect.

Abilities

Move Damage Input Type Power Frame Data Image
Solid Barrel Bravery DFF2015 II IconDFF2015 Right IIDFF2015 Right IIDFF2015 Right II Ground DFF2015 Solid Barrel
Unleash a flurry of gunblade attacks. Damage dealt can increase with well-timed button presses.
Uppercut Blue Bravery DFF2015 Up + II IconDFF2015 Right IIDFF2015 Right IIDFF2015 Right II Ground DFF2015 Upper Blues
Slash your opponent multiple times while advancing. Damage dealt can increase with well-timed button presses.
Lightning Shot Bravery DFF2015 Down + II Icon Ground DFF2015 Thunder Barret
Summon a line of lightning bolts that pulls your enemy toward you. Creates an opportunity to cancel into another bravery attack.
Gnashing Fang Bravery DFF2015 II IconDFF2015 Right IIDFF2015 Right IIDFF2015 Right II Aerial DFF2015 Beat Fang
Acrobatically slash your foe time and time again. Damage dealt can increase with well-timed button presses.
Savage Claw Bravery DFF2015 Up + II IconDFF2015 Right IIDFF2015 Right IIDFF2015 Right II Aerial DFF2015 Savage Claw
Slash your enemy multiple times while advancing. Damage dealt can increase with well-timed button presses.
Devastating Slug Bravery DFF2015 Down + II Icon Aerial DFF2015 Brutal Blast
Quickly close in on your opponent and mow them down. Creates an opportunity to cancel into another bravery attack.
Keen Edge Bravery DFF2015 II Icon Dash DFF2015 Keen Edge
Charge in and strike your opponent twice.
Fated Circle HP DFF2015 IV Icon - DFF2015 Fated Circle (Ground)DFF2015 Fated Circle (Air)
Spin around if grounded (somersault if airborne) and shoot an explosive slug from your gunblade.
Rough Divide HP DFF2015 IV Icon - DFF2015 Rough Divide
Close in on your target and launch them into the air with an upward strike.
Blasting Zone HP DFF2015 IV Icon - DFF2015 Blasting Zone
Send a massive blade of light hurtling toward foes. Charging increases range.
Ultima HP DFF2015 IV Icon - DFF2015 Squall Ultima
Draw Ultima from the target. In the event you already possess Ultima, trigger an explosion at the target's position.
Draw & Junction EX Skill DFF2015 I Icon - DFF2015 Draw & Junction
Draw magic from your target and junction it to yourself. The spell's effect and duration depend on your foe's character type and your distance from them when cast.

Gallery

Dissidia and Dissidia 012
Dissidia Final Fantasy NT
Dissidia Final Fantasy Opera Omnia

Allusions

  • In the opening sequence, Squall drags his gunblade on the ground, emitting sparks as he runs to fight Sephiroth. This refers to the opening of Final Fantasy VIII when Squall retaliates at Seifer with his gunblade after he scarred him.
    • The battleground in the opening sequence resembles the one seen in the opening of Final Fantasy VIII.
  • Just before he vanishes in the ending, Squall is framed against a field of yellow and white flowers reminiscent of the field in Final Fantasy VIII. The white feather Squall catches in the ending FMV refers to the Final Fantasy VIII opening and ending cinematics. This is also a reference to his love interest, Rinoa Heartilly.
  • In Shade Impulse, Squall mentions to Ultimecia and Onion Knight he made a promise to return to someone in his world, referring to the promise he made to Rinoa before the final battle in Final Fantasy VIII. Also, when fighting against Jecht, Squall's intro line is, "I have something to protect, too", most likely referring to Rinoa.
  • The chocobo feather Bartz gives him playing an important part in Squall's story may be a reference to the recurring theme of feathers in Final Fantasy VIII, and/or both characters hailing from games that feature a chocobo named Boco.
  • As was the status quo in Final Fantasy VIII, Destiny Odyssey VIII and a few other scenes with Laguna in Dissidia 012 Final Fantasy are narrated by Squall's inner monologue.
  • Squall's lines, "Sorry, but I'm not interested", "We only live to fight", "I refuse to become the past" and "Gone talkin' to a wall," are paraphrases of what he said in Final Fantasy VIII.
  • Squall's exclusive weapons are gunblades from Final Fantasy VIII.
  • Squall's magic attacks focus on ice and thunder spells, alluding to the two Guardian Forces he has at the start of Final Fantasy VIII: Shiva and Quezacotl. In Dissidia 012 Final Fantasy, he gains an additional Fire-elemental attack, alluding to Ifrit, the third Guardian Force the player receives in Final Fantasy VIII.
  • Just before his fight with Ultimecia in Destiny Odyssey VIII, Squall briefly poses with the gunblade in front of his face, a reference to one of his official CG artworks (Squall Gunblade).
  • Squall's HP attacks, Fated Circle, Blasting Zone, and Rough Divide, are three of his Renzokuken finisher moves in Final Fantasy VIII beside Lion Heart.
  • The first three slashes of Solid Barrel are identical to the poses assumed by Irvine in his Limit Break, Shot.
  • Squall runs is the same way he runs in Final Fantasy VIII when attacking.
  • His pose when landing after using Rough Divide is used several times in Final Fantasy VIII, such as when he saves Zell in the D-District Prison, and when he saves two children during the Battle of the Gardens.
  • Against himself, Squall's opening line is, "There can only be one Squall", a reference to Edea Kramer stating to his younger self: "You're the only Squall allowed here", in Final Fantasy VIII.
  • Before Squall fights Ultimecia, Zidane says, "You're being too cool, Squall!" a reference to Rinoa's line, "Maybe you're being a little too cool, Squall". The line is changed to "Trying to take the spotlight, eh Squall?" in its western release. Tidus's battle intro, "What's on your mind? Spill it!" is what Zell said to Squall early in Final Fantasy VIII.
  • In the first area of Destiny Odyssey VIII, Squall says the manikins are "swarming like locusts", something which Ultimecia said of SeeDs in Final Fantasy VIII.
  • When fighting Laguna in Dissidia 012 Final Fantasy, Squall will say, "This guy's like a bad dream", a reference to how in Final Fantasy VIII Squall would dream about Laguna. When entering the second gateway in Squall's story, he refers to a manikin fought in the previous gateway resembling a face he sees in his dreams—Laguna's manikin is among those fought.
  • In the Dissidia 012 Final Fantasy remake of Destiny Odyssey, there is a chest in Squall's chapter containing 1999 gil, a reference to Final Fantasy VIII's year of release.
  • One of Kefka's battle intros for Squall is "You sure are talkative in your head", referring to the use of thought boxes in Final Fantasy VIII.

Trivia

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