Onion Knight (Dissidia PSP)

The Onion Knight is one of the heroes fighting for the side of Cosmos in Dissidia Final Fantasy and Dissidia 012 Final Fantasy, representing Final Fantasy III. He also appears in Dissidia Final Fantasy NT and its arcade version. He makes up for his size with speed and is a master of sword arts and magic. As the youngest warrior, the Onion Knight's lack of battle experience makes him put on a brave and confident front, when in reality, he is rather scared and unsure of his abilities. The villains he encounters, including his nemesis, the Cloud of Darkness, serve to test his courage and power.
==Profile==
===Appearance===
The Onion Knight's outfit is an original design by Tetsuya Nomura that draws elements from multiple sources within Final Fantasy III. His default outfit general resembles the NES sprite for the Onion Knight class, with body armor based on Yoshitaka Amano artwork of the "Unnamed Warrior" seen in numerous pieces of Final Fantasy III concept art. The Onion Knight wears primarily bright red armor with some yellow and orange details, a white cape, and an orange skirt. His helmet draws inspiration from artwork for the Onion Knight class in the DS release of Final Fantasy III, with an upturned rim over his forehead and a silver-white crest, and a large white plume segmented into five parts. The Onion Knight's outfits in EX Mode, Ninja and Sage, are based on their original NES sprites . The Ninja wears bright red armor with a cowl and hood with a silver crest and cape, while the Sage wears red robes with white trim, a large white miter, and a white cape. 
The Onion Knight's first alternate outfit "Luneth" is based on the main protagonist in the 3D remake of Final Fantasy III and also draws inspiration from another piece of "Unnamed Warrior" artwork. The Onion Knight's armor is recolored light blue and white, and his hair is recolored silver and styled differently. His Ninja mode is recolored dark blue with white pants, and his Sage mode is recolored light blue.
The Onion Knight's second alternate outfit "Slasher" is based on alternate artwork of the "Unnamed Warrior" . He removes his helmet to reveal spiky white hair, and his armor is primarily black with red and gold highlights. In this outfit his Sage and Ninja forms are green.
The Onion Knight's downloadable fourth outfit is "Ingus", based on another playable character from the 3D remake of Final Fantasy III. His base outfit is based on Ingus's armor as an Onion Knight , giving him red and white torso armor with black pants, brown boots, and both his hair and his helmet plume are shorter. Ninja and Sage forms are also based on Ingus's respective forms —the Ninja wears a different cowl that shows his hair and a dark red and black uniform, while the Sage wears a white and blue robe with an elaborate miter and a long white cape.
Together, the Onion Knight's outfits represent the colors of the Onion Kids in the NES release of Final Fantasy III - the first wore red, the second blue, the third green, and the fourth also red.
The Onion Knight's manikin version, Counterfeit Youth, is green.
OnionKnightDissidiaModel.PNG|Default outfit.
Onion knight alt.png|First alt outfit.
OKnight012Outfit.PNG|Second alt outfit.
Dissidia-IngusOK.png|DLC outfit with EX Modes.
Manikin-OK.png|Onion Knight's Manikin, Counterfeit Youth.
====Equipment====
The Onion Knight's sword is a yellow blade with blue details on the blade and a blue guard, based on a piece of Yoshitaka Amano art of the "Unnamed Warrior" . As a Ninja he wields twin swords, one yellow and one red and both with blue details. Both are based on an another piece of artwork for the "Unnamed Warrior" . His staff as a Sage is yellow with a blue orb on the top and a pair of blue wings with red membrane. These weapons are not named in Dissidia but other spin-offs identify them as the Onion Sword, Eternity Blades, and Eternity Staff.
The Onion Knight's Crystal is a direct reference to the Crystals from Final Fantasy III, having a similar shape to the ones seen in the game. However, it is closer to teal in coloring than blue, possibly to connect to the color of the Onion Knight's Manikins and/or the Cloud of Darkness.
Dissidia-OnionKnightSword.png|The Onion Knight's sword.
DFF Eternity Swords.png|The Onion Knight's swords as a Ninja.
Dissidia-OnionKnightStaff.png|The Onion Knight's staff as a Sage.
DFF Onion Sword Manikin.png|The sword used by the Onion Knight's Manikins.
Dissidia - OK Crystal.gif|The Onion Knight's Crystal.
===Personality===
The Onion Knight appears to be very intelligent and analytical, usually finding solutions to his problems through logic. He thinks more like an adult and dislikes those who treat him like a child, and is shown to be strong-willed, shown when he stands up against the Cloud of Darkness after she offered him to join Chaos. He is also shown to be very protective of Terra, looking after her like a big brother. In reality, however, he is rather unsure of himself, usually using his head to get out of situations regarding him. When Cosmos and Golbez tell the Onion Knight to listen to his heart, he realizes that he doesn't need to use his head to do everything for him.
==Story==
===12th cycle===
At some point early in the 12th cycle, the Onion Knight went missing and was attacked by Terra, and Firion came to his rescue. The two discussed Firion's wild rose and its significance to him, with the Onion Knight skeptical of its importance until it was explained it sparks Firion's memories.
In cycles prior, the Onion Knight was smothered by Vaan, who believed he was too young to fight in his own battles, and took it upon himself to look after him like a big brother. Though he tried to avoid Vaan and found himself annoyed, the Onion Knight eventually started to get used to it, even telling Squall that he was beginning to slowly accept Vaan as an older brother.
During the twelth cycle, the Onion Knight was, like most of the other warriors of Cosmos, incapacitated by Kain to keep him safe in preparation for the next cycle of conflict.
===13th cycle===
Coming to, the Onion Knight saves Terra from manikins and decides to travel with her while finding their Crystals, until Terra is able to fight on her own. During their adventures, Terra starts to sense a strong aura and the Knight convinces her to check it out despite her warnings. They end up encountering Exdeath, and the Knight talks his way out of fighting him, because he fears losing against a powerful enemy. Exdeath, noticing this, calls him a coward, and then leaves while providing cryptic information on how to obtain the Crystals.
When the Knight and Terra get closer to the aura, Terra starts to lose control and attacks the Knight, forcing him to defend himself. Terra is then taken by the Cloud of Darkness, who tells the young warrior he was responsible for Terra's fall. Cosmos appears to the Knight, and tells him the only way for him to obtain his Crystal is to defeat the Cloud of Darkness. The young warrior laments that he does not have a heart to do so, but Cosmos questions him of his state of courage and vanishes. Golbez appears and tells the Knight of Terra's possession under the Cloud of Darkness, and to think about if he could continue to make judgments in his own head.
The Onion Knight eventually finds Terra, who faints while fighting against the possession the Cloud of Darkness has instilled in her. At first, the Knight offers to do whatever she wants in order to prevent Terra from getting attacked any further, but then decides against this when the Cloud of Darkness tries to possess him. That is when the Knight realizes his inner courage and uses it to protect Terra, even if it means fighting a powerful monster. The Onion Knight and the Cloud of Darkness fight, and she is defeated. Golbez appears once again and gives him a Crystal, praising him of his determination and bravery. After Golbez leaves, the Knight decides to rest with Terra to look after her.
The Onion Knight continues to protect Terra, who has lost some of her memory while passed out during the Knight's fight with the Cloud of Darkness. He also kept the information about their earlier fight from her, feeling it was in her best interests for her to not know. Unfortunately, Kefka ambushes the pair and tries to sway Terra into rejoining him, also revealing the fight between them in the process. The Knight interferes, however, and he teleports Kefka and himself away to the World of Darkness, where Kefka expresses irritation at Onion Knight interfering, as well as insulting the "imitation hero" after the knight questions Kefka regarding his obsession with Terra. Afterwards, Golbez then arrives and reminds Onion Knight that he was supposed to protect Terra. The Knight later shows up when Terra and Cloud Strife are surrounded by Kefka and the Cloud of Darkness. Both the Knight and Cloud Strife distract the Cloud of Darkness, while Terra has her final showdown with Kefka and obtains her Crystal.
The Knight, Terra, and Cloud, meet up with Tidus and Cecil, the five reflecting on their journeies that got them their crystals. At this time Kuja appeared to them and warned them Firion was being drawn into a trap by the Emperor. Kuja wished his plains ruined and allowed Tidus and Cloud to do aid him, and remained to fight Terra. Cecil stepped in when Terra faltered and defeated Kuja with the aid of the Onion Knight, sending him into retreat.
After the warriors gather, Cosmos sends them to the Land of Discord as they witness Chaos incinerate Cosmos. Soon afterward, the heroes begin to disappear, and are transported to a place of absolute darkness, where not even a single speck of light can be seen. However, the last remaining strength of Cosmos' spirit within the Crystals saves them from permanent erosion, and gives the warriors another chance to strike back.
However, Onion Knight began to show signs of fear, questioning if they themselves were manikins. He is reassured by Zidane, who rattles his cage a bit by calling him Terra's little brother. Later, the boy pondered while the Warrior of Light is calm after Cosmos's death, with Cecil explaining that the Warrior is restraining himself to protect the others and Cosmos's desire. This inspires the Onion Knight to not only reaffirm his vow to protect Terra, but protect the others and himself as well.
After defeating the Cloud of Darkness, the Onion Knight joins the other heroes to face off against Chaos. With Chaos beaten, the worlds are restored, and the heroes are transported to World A, where one by one, they disappear back to their home worlds - including the Onion Knight, who returns to the Floating Continent. He thanks everybody before he leaves.
==Gameplay==
The Onion Knight is a Mystic Fencer. He has a mix of physical and magical Bravery attacks, letting him fight at close and long ranges. All of his base Bravery attacks can chain into a separate Bravery attack or an HP attack, giving him the option to pile on additional Bravery damage or deal HP damage immediately. He moves very quickly and is one of the smallest characters in the game, making him very evasive, and his Bravery melee attacks execute quickly. Because he has both Bravery and HP linked attacks, the Onion Knight learns his linked Bravery attacks upon mastering the corresponding base Bravery attack, and then learns the linked HP attack upon mastering the linked Bravery attack. To offset this additional step, his Bravery attacks cost less AP to master than other characters with linked HP attacks.
As downsides, the Onion Knight has a very limited movepool of just four Bravery and four HP attacks (not including his linked attacks), making him very predictable. While his Bravery magic attacks are of average speed, his HP attacks all have significant lag on start-up and ending, leaving him vulnerable to counterattacks. He also has very low damage output; the Bravery damage of his attacks is low and he has the lowest base Attack stat, 107. His EX Mode helps improve his damage output considerably, and his Bravery to HP links remove his reliance on his slow HP attacks, but he remains predictable due to his small movepool.
===Boss===
Onion Knight is fought in the Distant Glory and Inward Chaos storylines.
===Attacks===
====Bravery Attacks====
 Dissidia Bravery attacks
Move	Type 	CP (Mastered) 	AP 	Priority 	Effect 	Damage type 	Obtained 	Image
 	Ground 	30 (15) 	60 	Melee Low 	None 	Physical 	Initial 	
 	Charge and strike the opponent multiple times, flinging them into the air. = 2 x 7, 4 = 18 = 2 x 15, 8 = 38EX Force generated: 40 	Charge and strike the opponent multiple times, flinging them into the air. = 2 x 7, 4 = 18 = 2 x 15, 8 = 38EX Force generated: 40 	Charge and strike the opponent multiple times, flinging them into the air. = 2 x 7, 4 = 18 = 2 x 15, 8 = 38EX Force generated: 40 	Charge and strike the opponent multiple times, flinging them into the air. = 2 x 7, 4 = 18 = 2 x 15, 8 = 38EX Force generated: 40 	Charge and strike the opponent multiple times, flinging them into the air. = 2 x 7, 4 = 18 = 2 x 15, 8 = 38EX Force generated: 40 	Charge and strike the opponent multiple times, flinging them into the air. = 2 x 7, 4 = 18 = 2 x 15, 8 = 38EX Force generated: 40 	Charge and strike the opponent multiple times, flinging them into the air. = 2 x 7, 4 = 18 = 2 x 15, 8 = 38EX Force generated: 40 	
 	Ground 	20 (10) 	30 	Ranged Low 	None 	Magical 	Initial 	
 	Fire shards of ice at the opponent. The shards can curve up or down to track them.Damage = 9 x 2-4 = 18-36EX Force generated: 4 per hit 	Fire shards of ice at the opponent. The shards can curve up or down to track them.Damage = 9 x 2-4 = 18-36EX Force generated: 4 per hit 	Fire shards of ice at the opponent. The shards can curve up or down to track them.Damage = 9 x 2-4 = 18-36EX Force generated: 4 per hit 	Fire shards of ice at the opponent. The shards can curve up or down to track them.Damage = 9 x 2-4 = 18-36EX Force generated: 4 per hit 	Fire shards of ice at the opponent. The shards can curve up or down to track them.Damage = 9 x 2-4 = 18-36EX Force generated: 4 per hit 	Fire shards of ice at the opponent. The shards can curve up or down to track them.Damage = 9 x 2-4 = 18-36EX Force generated: 4 per hit 	Fire shards of ice at the opponent. The shards can curve up or down to track them.Damage = 9 x 2-4 = 18-36EX Force generated: 4 per hit 	
 	Aerial 	30 (15) 	15 	Melee Low 	None 	Physical 	Initial 	
 	Dive down and strike the opponent multiple times, knocking them into the air. = 2 x 7, 4 = 18 = 2 x 15, 8 = 38EX Force generated: 40 	Dive down and strike the opponent multiple times, knocking them into the air. = 2 x 7, 4 = 18 = 2 x 15, 8 = 38EX Force generated: 40 	Dive down and strike the opponent multiple times, knocking them into the air. = 2 x 7, 4 = 18 = 2 x 15, 8 = 38EX Force generated: 40 	Dive down and strike the opponent multiple times, knocking them into the air. = 2 x 7, 4 = 18 = 2 x 15, 8 = 38EX Force generated: 40 	Dive down and strike the opponent multiple times, knocking them into the air. = 2 x 7, 4 = 18 = 2 x 15, 8 = 38EX Force generated: 40 	Dive down and strike the opponent multiple times, knocking them into the air. = 2 x 7, 4 = 18 = 2 x 15, 8 = 38EX Force generated: 40 	Dive down and strike the opponent multiple times, knocking them into the air. = 2 x 7, 4 = 18 = 2 x 15, 8 = 38EX Force generated: 40 	
 	Aerial 	20 (10) 	60 	Ranged Low 	None 	Magical 	Initial 	
 	Summon three orbs of lightning that spread out and converge to track the opponent. In EX Mode, summon five orbs from all directions.Damage = 6 per hitEX Force generated: 12 per hit	Summon three orbs of lightning that spread out and converge to track the opponent. In EX Mode, summon five orbs from all directions.Damage = 6 per hitEX Force generated: 12 per hit	Summon three orbs of lightning that spread out and converge to track the opponent. In EX Mode, summon five orbs from all directions.Damage = 6 per hitEX Force generated: 12 per hit	Summon three orbs of lightning that spread out and converge to track the opponent. In EX Mode, summon five orbs from all directions.Damage = 6 per hitEX Force generated: 12 per hit	Summon three orbs of lightning that spread out and converge to track the opponent. In EX Mode, summon five orbs from all directions.Damage = 6 per hitEX Force generated: 12 per hit	Summon three orbs of lightning that spread out and converge to track the opponent. In EX Mode, summon five orbs from all directions.Damage = 6 per hitEX Force generated: 12 per hit	Summon three orbs of lightning that spread out and converge to track the opponent. In EX Mode, summon five orbs from all directions.Damage = 6 per hitEX Force generated: 12 per hit	
 Dissidia 012 Bravery attacks
Move 	Type 	CP (Mastered) 	AP 	Priority 	Effect 	Damage type 	Obtained 	Image
 	Ground 	20 (10) 	90 	Melee Low 	None 	Physical 	Initial 	
 	Charge and strike the opponent multiple times, flinging them into the air. = 1 x 7, 2 = 9 = 1 x 15, 2 = 17EX Force generated: 21 	Charge and strike the opponent multiple times, flinging them into the air. = 1 x 7, 2 = 9 = 1 x 15, 2 = 17EX Force generated: 21 	Charge and strike the opponent multiple times, flinging them into the air. = 1 x 7, 2 = 9 = 1 x 15, 2 = 17EX Force generated: 21 	Charge and strike the opponent multiple times, flinging them into the air. = 1 x 7, 2 = 9 = 1 x 15, 2 = 17EX Force generated: 21 	Charge and strike the opponent multiple times, flinging them into the air. = 1 x 7, 2 = 9 = 1 x 15, 2 = 17EX Force generated: 21 	Charge and strike the opponent multiple times, flinging them into the air. = 1 x 7, 2 = 9 = 1 x 15, 2 = 17EX Force generated: 21 	Charge and strike the opponent multiple times, flinging them into the air. = 1 x 7, 2 = 9 = 1 x 15, 2 = 17EX Force generated: 21 	
 	Ground 	20 (10) 	20 	Ranged Low 	None 	Magical 	Initial 	
 	Fire shards of ice at the opponent. The shards can curve up or down to track them. = 4 x 3 = 12 = 5 x 3 = 15EX Force generated: 12 	Fire shards of ice at the opponent. The shards can curve up or down to track them. = 4 x 3 = 12 = 5 x 3 = 15EX Force generated: 12 	Fire shards of ice at the opponent. The shards can curve up or down to track them. = 4 x 3 = 12 = 5 x 3 = 15EX Force generated: 12 	Fire shards of ice at the opponent. The shards can curve up or down to track them. = 4 x 3 = 12 = 5 x 3 = 15EX Force generated: 12 	Fire shards of ice at the opponent. The shards can curve up or down to track them. = 4 x 3 = 12 = 5 x 3 = 15EX Force generated: 12 	Fire shards of ice at the opponent. The shards can curve up or down to track them. = 4 x 3 = 12 = 5 x 3 = 15EX Force generated: 12 	Fire shards of ice at the opponent. The shards can curve up or down to track them. = 4 x 3 = 12 = 5 x 3 = 15EX Force generated: 12 	
(ground)	Ground 	30 (15) 	20 	N/A 	N/A 	N/A 	Level 16 	
(ground)	Increase physical defense, damage, and critical hit rate. Physical damage and defense increase by 10%, critical hit rate increases by 5%. Effect ends after 10 seconds or if Magic Booster is used. 	Increase physical defense, damage, and critical hit rate. Physical damage and defense increase by 10%, critical hit rate increases by 5%. Effect ends after 10 seconds or if Magic Booster is used. 	Increase physical defense, damage, and critical hit rate. Physical damage and defense increase by 10%, critical hit rate increases by 5%. Effect ends after 10 seconds or if Magic Booster is used. 	Increase physical defense, damage, and critical hit rate. Physical damage and defense increase by 10%, critical hit rate increases by 5%. Effect ends after 10 seconds or if Magic Booster is used. 	Increase physical defense, damage, and critical hit rate. Physical damage and defense increase by 10%, critical hit rate increases by 5%. Effect ends after 10 seconds or if Magic Booster is used. 	Increase physical defense, damage, and critical hit rate. Physical damage and defense increase by 10%, critical hit rate increases by 5%. Effect ends after 10 seconds or if Magic Booster is used. 	Increase physical defense, damage, and critical hit rate. Physical damage and defense increase by 10%, critical hit rate increases by 5%. Effect ends after 10 seconds or if Magic Booster is used. 	
(ground)	Ground 	30 (15) 	20 	N/A 	N/A 	N/A 	Level 16 	
(ground)	Increase magical defense, damage, and critical hit rate. Magical damage and defense increases by 10%, critical hit rate increases by 5%. Effect ends after 10 seconds or if Strength Booster is used.	Increase magical defense, damage, and critical hit rate. Magical damage and defense increases by 10%, critical hit rate increases by 5%. Effect ends after 10 seconds or if Strength Booster is used.	Increase magical defense, damage, and critical hit rate. Magical damage and defense increases by 10%, critical hit rate increases by 5%. Effect ends after 10 seconds or if Strength Booster is used.	Increase magical defense, damage, and critical hit rate. Magical damage and defense increases by 10%, critical hit rate increases by 5%. Effect ends after 10 seconds or if Strength Booster is used.	Increase magical defense, damage, and critical hit rate. Magical damage and defense increases by 10%, critical hit rate increases by 5%. Effect ends after 10 seconds or if Strength Booster is used.	Increase magical defense, damage, and critical hit rate. Magical damage and defense increases by 10%, critical hit rate increases by 5%. Effect ends after 10 seconds or if Strength Booster is used.	Increase magical defense, damage, and critical hit rate. Magical damage and defense increases by 10%, critical hit rate increases by 5%. Effect ends after 10 seconds or if Strength Booster is used.	
 	Aerial 	20 (10) 	90 	Melee Low 	None 	Physical 	Initial 	
 	Dive down and strike the opponent multiple times, knocking them into the air. = 1 x 7, 2 = 9 = 1 x 15, 2 = 17EX Force generated: 21 	Dive down and strike the opponent multiple times, knocking them into the air. = 1 x 7, 2 = 9 = 1 x 15, 2 = 17EX Force generated: 21 	Dive down and strike the opponent multiple times, knocking them into the air. = 1 x 7, 2 = 9 = 1 x 15, 2 = 17EX Force generated: 21 	Dive down and strike the opponent multiple times, knocking them into the air. = 1 x 7, 2 = 9 = 1 x 15, 2 = 17EX Force generated: 21 	Dive down and strike the opponent multiple times, knocking them into the air. = 1 x 7, 2 = 9 = 1 x 15, 2 = 17EX Force generated: 21 	Dive down and strike the opponent multiple times, knocking them into the air. = 1 x 7, 2 = 9 = 1 x 15, 2 = 17EX Force generated: 21 	Dive down and strike the opponent multiple times, knocking them into the air. = 1 x 7, 2 = 9 = 1 x 15, 2 = 17EX Force generated: 21 	
 	Aerial 	20 (10) 	20 	Ranged Low 	None 	Magical 	Initial 	
 	Summon three orbs of lightning that spread out and converge to track the opponent. In EX Mode, summon five orbs from all directions. = 3 per hit = 4 per hitEX Force generated: 3 per hit 	Summon three orbs of lightning that spread out and converge to track the opponent. In EX Mode, summon five orbs from all directions. = 3 per hit = 4 per hitEX Force generated: 3 per hit 	Summon three orbs of lightning that spread out and converge to track the opponent. In EX Mode, summon five orbs from all directions. = 3 per hit = 4 per hitEX Force generated: 3 per hit 	Summon three orbs of lightning that spread out and converge to track the opponent. In EX Mode, summon five orbs from all directions. = 3 per hit = 4 per hitEX Force generated: 3 per hit 	Summon three orbs of lightning that spread out and converge to track the opponent. In EX Mode, summon five orbs from all directions. = 3 per hit = 4 per hitEX Force generated: 3 per hit 	Summon three orbs of lightning that spread out and converge to track the opponent. In EX Mode, summon five orbs from all directions. = 3 per hit = 4 per hitEX Force generated: 3 per hit 	Summon three orbs of lightning that spread out and converge to track the opponent. In EX Mode, summon five orbs from all directions. = 3 per hit = 4 per hitEX Force generated: 3 per hit 	
(aerial)	Aerial 	30 (15) 	20 	N/A 	N/A 	N/A 	Level 34 	
(aerial)	Increase physical defense, damage, and critical hit rate. Physical damage and defense increase by 10%, critical hit rate increases by 5%. Effect ends after 10 seconds or if Magic Booster is used. 	Increase physical defense, damage, and critical hit rate. Physical damage and defense increase by 10%, critical hit rate increases by 5%. Effect ends after 10 seconds or if Magic Booster is used. 	Increase physical defense, damage, and critical hit rate. Physical damage and defense increase by 10%, critical hit rate increases by 5%. Effect ends after 10 seconds or if Magic Booster is used. 	Increase physical defense, damage, and critical hit rate. Physical damage and defense increase by 10%, critical hit rate increases by 5%. Effect ends after 10 seconds or if Magic Booster is used. 	Increase physical defense, damage, and critical hit rate. Physical damage and defense increase by 10%, critical hit rate increases by 5%. Effect ends after 10 seconds or if Magic Booster is used. 	Increase physical defense, damage, and critical hit rate. Physical damage and defense increase by 10%, critical hit rate increases by 5%. Effect ends after 10 seconds or if Magic Booster is used. 	Increase physical defense, damage, and critical hit rate. Physical damage and defense increase by 10%, critical hit rate increases by 5%. Effect ends after 10 seconds or if Magic Booster is used. 	
(aerial)	Aerial 	30 (15) 	20 	N/A 	N/A 	N/A 	Level 34 	
(aerial)	Increase magical defense, damage, and critical hit rate. Magical damage and defense increases by 10%, critical hit rate increases by 5%. Effect ends after 10 seconds or if Strength Booster is used.	Increase magical defense, damage, and critical hit rate. Magical damage and defense increases by 10%, critical hit rate increases by 5%. Effect ends after 10 seconds or if Strength Booster is used.	Increase magical defense, damage, and critical hit rate. Magical damage and defense increases by 10%, critical hit rate increases by 5%. Effect ends after 10 seconds or if Strength Booster is used.	Increase magical defense, damage, and critical hit rate. Magical damage and defense increases by 10%, critical hit rate increases by 5%. Effect ends after 10 seconds or if Strength Booster is used.	Increase magical defense, damage, and critical hit rate. Magical damage and defense increases by 10%, critical hit rate increases by 5%. Effect ends after 10 seconds or if Strength Booster is used.	Increase magical defense, damage, and critical hit rate. Magical damage and defense increases by 10%, critical hit rate increases by 5%. Effect ends after 10 seconds or if Strength Booster is used.	Increase magical defense, damage, and critical hit rate. Magical damage and defense increases by 10%, critical hit rate increases by 5%. Effect ends after 10 seconds or if Strength Booster is used.	
====Bravery to Bravery Attacks====
 Dissidia Bravery to Bravery attacks
Move	Type 	CP (Mastered) 	AP 	Priority 	Effect 	Damage type 	Obtained 	Image
 	Ground 	30 (15) 	90 	N/A 	Wall Rush 	Physical 	Multi-Hit 	
 	(Combo) Additional slice. = 2 x 7, 4 = 18 = 2 x 15, 8 = 38EX Force generated: 140 	(Combo) Additional slice. = 2 x 7, 4 = 18 = 2 x 15, 8 = 38EX Force generated: 140 	(Combo) Additional slice. = 2 x 7, 4 = 18 = 2 x 15, 8 = 38EX Force generated: 140 	(Combo) Additional slice. = 2 x 7, 4 = 18 = 2 x 15, 8 = 38EX Force generated: 140 	(Combo) Additional slice. = 2 x 7, 4 = 18 = 2 x 15, 8 = 38EX Force generated: 140 	(Combo) Additional slice. = 2 x 7, 4 = 18 = 2 x 15, 8 = 38EX Force generated: 140 	(Combo) Additional slice. = 2 x 7, 4 = 18 = 2 x 15, 8 = 38EX Force generated: 140 	
 	Ground 	30 (15) 	120 	N/A 	Wall Rush 	Magical 	Blizzard 	
 	(Combo) Drop ice shards. = 4 x 2, 10 = 18 = 4 x 4, 10 = 26EX Force generated: 120 	(Combo) Drop ice shards. = 4 x 2, 10 = 18 = 4 x 4, 10 = 26EX Force generated: 120 	(Combo) Drop ice shards. = 4 x 2, 10 = 18 = 4 x 4, 10 = 26EX Force generated: 120 	(Combo) Drop ice shards. = 4 x 2, 10 = 18 = 4 x 4, 10 = 26EX Force generated: 120 	(Combo) Drop ice shards. = 4 x 2, 10 = 18 = 4 x 4, 10 = 26EX Force generated: 120 	(Combo) Drop ice shards. = 4 x 2, 10 = 18 = 4 x 4, 10 = 26EX Force generated: 120 	(Combo) Drop ice shards. = 4 x 2, 10 = 18 = 4 x 4, 10 = 26EX Force generated: 120 	
 	Aerial 	30 (15) 	120 	N/A 	Chase 	Physical 	Turbo-Hit 	
 	(Combo) Additional lunges. = 2 x 7, 4 = 18 = 2 x 15, 8 = 38EX Force generated: 140 	(Combo) Additional lunges. = 2 x 7, 4 = 18 = 2 x 15, 8 = 38EX Force generated: 140 	(Combo) Additional lunges. = 2 x 7, 4 = 18 = 2 x 15, 8 = 38EX Force generated: 140 	(Combo) Additional lunges. = 2 x 7, 4 = 18 = 2 x 15, 8 = 38EX Force generated: 140 	(Combo) Additional lunges. = 2 x 7, 4 = 18 = 2 x 15, 8 = 38EX Force generated: 140 	(Combo) Additional lunges. = 2 x 7, 4 = 18 = 2 x 15, 8 = 38EX Force generated: 140 	(Combo) Additional lunges. = 2 x 7, 4 = 18 = 2 x 15, 8 = 38EX Force generated: 140 	
 	Aerial 	30 (15) 	180 	N/A 	Chase 	Magical 	Thunder 	
 	(Combo) Fire 2 lightning bolts. = 9, 9 = 18 = 9, 9, 9, 9 = 36EX Force generated: 120	(Combo) Fire 2 lightning bolts. = 9, 9 = 18 = 9, 9, 9, 9 = 36EX Force generated: 120	(Combo) Fire 2 lightning bolts. = 9, 9 = 18 = 9, 9, 9, 9 = 36EX Force generated: 120	(Combo) Fire 2 lightning bolts. = 9, 9 = 18 = 9, 9, 9, 9 = 36EX Force generated: 120	(Combo) Fire 2 lightning bolts. = 9, 9 = 18 = 9, 9, 9, 9 = 36EX Force generated: 120	(Combo) Fire 2 lightning bolts. = 9, 9 = 18 = 9, 9, 9, 9 = 36EX Force generated: 120	(Combo) Fire 2 lightning bolts. = 9, 9 = 18 = 9, 9, 9, 9 = 36EX Force generated: 120	
 Dissidia 012 Bravery to Bravery attacks
Move	Type 	CP (Mastered) 	AP 	Priority 	Effect 	Damage type 	Obtained 	Image
 	Ground 	10 (5) 	120 	N/A 	Wall Rush 	Physical 	Multi-Hit 	
 	Jump and strike the opponent multiple times, then knock them down. = 3 x 7, 10 = 31 = 3 x 15, 14 = 59EX Force generated: 21 	Jump and strike the opponent multiple times, then knock them down. = 3 x 7, 10 = 31 = 3 x 15, 14 = 59EX Force generated: 21 	Jump and strike the opponent multiple times, then knock them down. = 3 x 7, 10 = 31 = 3 x 15, 14 = 59EX Force generated: 21 	Jump and strike the opponent multiple times, then knock them down. = 3 x 7, 10 = 31 = 3 x 15, 14 = 59EX Force generated: 21 	Jump and strike the opponent multiple times, then knock them down. = 3 x 7, 10 = 31 = 3 x 15, 14 = 59EX Force generated: 21 	Jump and strike the opponent multiple times, then knock them down. = 3 x 7, 10 = 31 = 3 x 15, 14 = 59EX Force generated: 21 	Jump and strike the opponent multiple times, then knock them down. = 3 x 7, 10 = 31 = 3 x 15, 14 = 59EX Force generated: 21 	
 	Ground 	10 (5) 	120 	N/A 	Chase 	Magical 	Blizzard 	
 	Summon three large shards of ice that descend on the opponent and launch them into the air. = 7, 7, 18 = 32 = 10 x 4, 18 = 58EX Force generated: 78	Summon three large shards of ice that descend on the opponent and launch them into the air. = 7, 7, 18 = 32 = 10 x 4, 18 = 58EX Force generated: 78	Summon three large shards of ice that descend on the opponent and launch them into the air. = 7, 7, 18 = 32 = 10 x 4, 18 = 58EX Force generated: 78	Summon three large shards of ice that descend on the opponent and launch them into the air. = 7, 7, 18 = 32 = 10 x 4, 18 = 58EX Force generated: 78	Summon three large shards of ice that descend on the opponent and launch them into the air. = 7, 7, 18 = 32 = 10 x 4, 18 = 58EX Force generated: 78	Summon three large shards of ice that descend on the opponent and launch them into the air. = 7, 7, 18 = 32 = 10 x 4, 18 = 58EX Force generated: 78	Summon three large shards of ice that descend on the opponent and launch them into the air. = 7, 7, 18 = 32 = 10 x 4, 18 = 58EX Force generated: 78	
 	Aerial 	10 (5) 	160 	N/A 	Wall Rush 	Physical 	Turbo-Hit 	
 	Thrust the opponent multiple times and knock them higher into the air. = 3 x 7, 10 = 31 = 3 x 15, 14 = 59EX Force generated: 21 	Thrust the opponent multiple times and knock them higher into the air. = 3 x 7, 10 = 31 = 3 x 15, 14 = 59EX Force generated: 21 	Thrust the opponent multiple times and knock them higher into the air. = 3 x 7, 10 = 31 = 3 x 15, 14 = 59EX Force generated: 21 	Thrust the opponent multiple times and knock them higher into the air. = 3 x 7, 10 = 31 = 3 x 15, 14 = 59EX Force generated: 21 	Thrust the opponent multiple times and knock them higher into the air. = 3 x 7, 10 = 31 = 3 x 15, 14 = 59EX Force generated: 21 	Thrust the opponent multiple times and knock them higher into the air. = 3 x 7, 10 = 31 = 3 x 15, 14 = 59EX Force generated: 21 	Thrust the opponent multiple times and knock them higher into the air. = 3 x 7, 10 = 31 = 3 x 15, 14 = 59EX Force generated: 21 	
 	Aerial 	10 (5) 	160 	N/A 	Chase 	Magical 	Thunder 	
 	Fire two bolts of lightning that damage and knock the opponent higher into the air. = 13, 18 = 31 = 11 x 2, 17 x 2 = 56EX Force generated: 78 	Fire two bolts of lightning that damage and knock the opponent higher into the air. = 13, 18 = 31 = 11 x 2, 17 x 2 = 56EX Force generated: 78 	Fire two bolts of lightning that damage and knock the opponent higher into the air. = 13, 18 = 31 = 11 x 2, 17 x 2 = 56EX Force generated: 78 	Fire two bolts of lightning that damage and knock the opponent higher into the air. = 13, 18 = 31 = 11 x 2, 17 x 2 = 56EX Force generated: 78 	Fire two bolts of lightning that damage and knock the opponent higher into the air. = 13, 18 = 31 = 11 x 2, 17 x 2 = 56EX Force generated: 78 	Fire two bolts of lightning that damage and knock the opponent higher into the air. = 13, 18 = 31 = 11 x 2, 17 x 2 = 56EX Force generated: 78 	Fire two bolts of lightning that damage and knock the opponent higher into the air. = 13, 18 = 31 = 11 x 2, 17 x 2 = 56EX Force generated: 78 	
====HP Attacks====
 Dissidia HP attacks
Move	Type 	CP (Mastered) 	AP 	Priority 	Effect 	Damage type 	Obtained 	Image
 	Ground 	40 (20) 	180 	Melee High 	Wall Rush 	Physical 	Initial 	
 	(Close) Ultra high-speed slice. Can be done in midair. = 1 x 14 = 14 = 1 x 31 = 31EX Force generated: 140 	(Close) Ultra high-speed slice. Can be done in midair. = 1 x 14 = 14 = 1 x 31 = 31EX Force generated: 140 	(Close) Ultra high-speed slice. Can be done in midair. = 1 x 14 = 14 = 1 x 31 = 31EX Force generated: 140 	(Close) Ultra high-speed slice. Can be done in midair. = 1 x 14 = 14 = 1 x 31 = 31EX Force generated: 140 	(Close) Ultra high-speed slice. Can be done in midair. = 1 x 14 = 14 = 1 x 31 = 31EX Force generated: 140 	(Close) Ultra high-speed slice. Can be done in midair. = 1 x 14 = 14 = 1 x 31 = 31EX Force generated: 140 	(Close) Ultra high-speed slice. Can be done in midair. = 1 x 14 = 14 = 1 x 31 = 31EX Force generated: 140 	
 	Ground 	40 (20) 	180 	Ranged High 	None 	N/A 	Level 12 	
 	(Long) Launch fireballs. Wide-range explosion on impact.br/>EX Force generated: 100 	(Long) Launch fireballs. Wide-range explosion on impact.br/>EX Force generated: 100 	(Long) Launch fireballs. Wide-range explosion on impact.br/>EX Force generated: 100 	(Long) Launch fireballs. Wide-range explosion on impact.br/>EX Force generated: 100 	(Long) Launch fireballs. Wide-range explosion on impact.br/>EX Force generated: 100 	(Long) Launch fireballs. Wide-range explosion on impact.br/>EX Force generated: 100 	(Long) Launch fireballs. Wide-range explosion on impact.br/>EX Force generated: 100 	
 	Aerial 	40 (20) 	180 	Melee High 	AbsorbWall Rush 	Physical 	Level 28 	
 	(Close) High-speed spin. Move with the analog stick. = 1 x 14 = 14 = 1 x 31 = 31EX Force generated: 140 	(Close) High-speed spin. Move with the analog stick. = 1 x 14 = 14 = 1 x 31 = 31EX Force generated: 140 	(Close) High-speed spin. Move with the analog stick. = 1 x 14 = 14 = 1 x 31 = 31EX Force generated: 140 	(Close) High-speed spin. Move with the analog stick. = 1 x 14 = 14 = 1 x 31 = 31EX Force generated: 140 	(Close) High-speed spin. Move with the analog stick. = 1 x 14 = 14 = 1 x 31 = 31EX Force generated: 140 	(Close) High-speed spin. Move with the analog stick. = 1 x 14 = 14 = 1 x 31 = 31EX Force generated: 140 	(Close) High-speed spin. Move with the analog stick. = 1 x 14 = 14 = 1 x 31 = 31EX Force generated: 140 	
 	Aerial 	40 (20) 	180 	Ranged High 	None 	Magical 	Initial 	
 	(Long) Fire off tiny meteors. Can aim with the analog stick. = 1 x 16 = 16 = 1 x 31 = 31EX Force generated: 180	(Long) Fire off tiny meteors. Can aim with the analog stick. = 1 x 16 = 16 = 1 x 31 = 31EX Force generated: 180	(Long) Fire off tiny meteors. Can aim with the analog stick. = 1 x 16 = 16 = 1 x 31 = 31EX Force generated: 180	(Long) Fire off tiny meteors. Can aim with the analog stick. = 1 x 16 = 16 = 1 x 31 = 31EX Force generated: 180	(Long) Fire off tiny meteors. Can aim with the analog stick. = 1 x 16 = 16 = 1 x 31 = 31EX Force generated: 180	(Long) Fire off tiny meteors. Can aim with the analog stick. = 1 x 16 = 16 = 1 x 31 = 31EX Force generated: 180	(Long) Fire off tiny meteors. Can aim with the analog stick. = 1 x 16 = 16 = 1 x 31 = 31EX Force generated: 180	
 Dissidia 012 HP attacks
Move	Type 	CP (Mastered) 	AP 	Priority 	Effect 	Damage type 	Obtained 	Image
 	Ground 	30 (15) 	130 	Melee High 	Wall Rush 	Physical 	Initial 	
 	Charge and then swoop around the opponent, hitting multiple times before knocking them away. = 1 x 15 = 15 = 1 x 31 = 31EX Force generated: 45 	Charge and then swoop around the opponent, hitting multiple times before knocking them away. = 1 x 15 = 15 = 1 x 31 = 31EX Force generated: 45 	Charge and then swoop around the opponent, hitting multiple times before knocking them away. = 1 x 15 = 15 = 1 x 31 = 31EX Force generated: 45 	Charge and then swoop around the opponent, hitting multiple times before knocking them away. = 1 x 15 = 15 = 1 x 31 = 31EX Force generated: 45 	Charge and then swoop around the opponent, hitting multiple times before knocking them away. = 1 x 15 = 15 = 1 x 31 = 31EX Force generated: 45 	Charge and then swoop around the opponent, hitting multiple times before knocking them away. = 1 x 15 = 15 = 1 x 31 = 31EX Force generated: 45 	Charge and then swoop around the opponent, hitting multiple times before knocking them away. = 1 x 15 = 15 = 1 x 31 = 31EX Force generated: 45 	
 	Ground 	30 (15) 	130 	Ranged High 	None 	N/A 	Level 11 	
 	Launch a fireball in an arc that explodes once it hits the floor, knocking the Onion Knight back when he uses it. In EX mode, launch three fireballs that spread out.EX Force generated: 60 	Launch a fireball in an arc that explodes once it hits the floor, knocking the Onion Knight back when he uses it. In EX mode, launch three fireballs that spread out.EX Force generated: 60 	Launch a fireball in an arc that explodes once it hits the floor, knocking the Onion Knight back when he uses it. In EX mode, launch three fireballs that spread out.EX Force generated: 60 	Launch a fireball in an arc that explodes once it hits the floor, knocking the Onion Knight back when he uses it. In EX mode, launch three fireballs that spread out.EX Force generated: 60 	Launch a fireball in an arc that explodes once it hits the floor, knocking the Onion Knight back when he uses it. In EX mode, launch three fireballs that spread out.EX Force generated: 60 	Launch a fireball in an arc that explodes once it hits the floor, knocking the Onion Knight back when he uses it. In EX mode, launch three fireballs that spread out.EX Force generated: 60 	Launch a fireball in an arc that explodes once it hits the floor, knocking the Onion Knight back when he uses it. In EX mode, launch three fireballs that spread out.EX Force generated: 60 	
 	Aerial 	30 (15) 	130 	Melee High 	AbsorbWall Rush 	Physical 	Level 36 	
 	Spin around in the air at high speedto draw in the opponent and hit them multiple times. = 1 x 15 = 15 = 1 x 31 = 31EX Force generated: 45 	Spin around in the air at high speedto draw in the opponent and hit them multiple times. = 1 x 15 = 15 = 1 x 31 = 31EX Force generated: 45 	Spin around in the air at high speedto draw in the opponent and hit them multiple times. = 1 x 15 = 15 = 1 x 31 = 31EX Force generated: 45 	Spin around in the air at high speedto draw in the opponent and hit them multiple times. = 1 x 15 = 15 = 1 x 31 = 31EX Force generated: 45 	Spin around in the air at high speedto draw in the opponent and hit them multiple times. = 1 x 15 = 15 = 1 x 31 = 31EX Force generated: 45 	Spin around in the air at high speedto draw in the opponent and hit them multiple times. = 1 x 15 = 15 = 1 x 31 = 31EX Force generated: 45 	Spin around in the air at high speedto draw in the opponent and hit them multiple times. = 1 x 15 = 15 = 1 x 31 = 31EX Force generated: 45 	
 	Aerial 	30 (15) 	130 	Ranged High 	None 	Magical 	Initial 	
 	Fire a barrage of meteors at the opponent, then pause and kick a final meteor at them. Turns to track the opponent. Fires much larger meteors in EX Mode. = 1 x 15 = 15 = 1 x 31 = 31EX Force generated: 100	Fire a barrage of meteors at the opponent, then pause and kick a final meteor at them. Turns to track the opponent. Fires much larger meteors in EX Mode. = 1 x 15 = 15 = 1 x 31 = 31EX Force generated: 100	Fire a barrage of meteors at the opponent, then pause and kick a final meteor at them. Turns to track the opponent. Fires much larger meteors in EX Mode. = 1 x 15 = 15 = 1 x 31 = 31EX Force generated: 100	Fire a barrage of meteors at the opponent, then pause and kick a final meteor at them. Turns to track the opponent. Fires much larger meteors in EX Mode. = 1 x 15 = 15 = 1 x 31 = 31EX Force generated: 100	Fire a barrage of meteors at the opponent, then pause and kick a final meteor at them. Turns to track the opponent. Fires much larger meteors in EX Mode. = 1 x 15 = 15 = 1 x 31 = 31EX Force generated: 100	Fire a barrage of meteors at the opponent, then pause and kick a final meteor at them. Turns to track the opponent. Fires much larger meteors in EX Mode. = 1 x 15 = 15 = 1 x 31 = 31EX Force generated: 100	Fire a barrage of meteors at the opponent, then pause and kick a final meteor at them. Turns to track the opponent. Fires much larger meteors in EX Mode. = 1 x 15 = 15 = 1 x 31 = 31EX Force generated: 100	
====Bravery to HP Attacks====
 Dissidia Bravery to HP attacks
Move	Type 	CP (Mastered) 	AP 	Priority 	Effect 	Damage type 	Obtained 	Image
 	Ground 	40 (20) 	300 	N/A 	Wall Rush 	Physical 	Multi-Hit 	
 	(Combo) Rain blades of light. = 1 x 15 = 15 = 1 x 31 = 31EX Force generated: 140 	(Combo) Rain blades of light. = 1 x 15 = 15 = 1 x 31 = 31EX Force generated: 140 	(Combo) Rain blades of light. = 1 x 15 = 15 = 1 x 31 = 31EX Force generated: 140 	(Combo) Rain blades of light. = 1 x 15 = 15 = 1 x 31 = 31EX Force generated: 140 	(Combo) Rain blades of light. = 1 x 15 = 15 = 1 x 31 = 31EX Force generated: 140 	(Combo) Rain blades of light. = 1 x 15 = 15 = 1 x 31 = 31EX Force generated: 140 	(Combo) Rain blades of light. = 1 x 15 = 15 = 1 x 31 = 31EX Force generated: 140 	
 	Ground 	40 (20) 	300 	N/A 	None 	Magical 	Blizzard 	
 	(Combo) Cause earthquake. = 2 x 7 = 14 = 4 x 7 = 28EX Force generated: 110 	(Combo) Cause earthquake. = 2 x 7 = 14 = 4 x 7 = 28EX Force generated: 110 	(Combo) Cause earthquake. = 2 x 7 = 14 = 4 x 7 = 28EX Force generated: 110 	(Combo) Cause earthquake. = 2 x 7 = 14 = 4 x 7 = 28EX Force generated: 110 	(Combo) Cause earthquake. = 2 x 7 = 14 = 4 x 7 = 28EX Force generated: 110 	(Combo) Cause earthquake. = 2 x 7 = 14 = 4 x 7 = 28EX Force generated: 110 	(Combo) Cause earthquake. = 2 x 7 = 14 = 4 x 7 = 28EX Force generated: 110 	
 	Aerial 	40 (20) 	300 	N/A 	Wall Rush 	Physical 	Turbo-Hit 	
 	(Combo) Fire speedy light blades. = 1 x 15 = 15 = 1 x 31 = 31EX Force generated: 140	(Combo) Fire speedy light blades. = 1 x 15 = 15 = 1 x 31 = 31EX Force generated: 140	(Combo) Fire speedy light blades. = 1 x 15 = 15 = 1 x 31 = 31EX Force generated: 140	(Combo) Fire speedy light blades. = 1 x 15 = 15 = 1 x 31 = 31EX Force generated: 140	(Combo) Fire speedy light blades. = 1 x 15 = 15 = 1 x 31 = 31EX Force generated: 140	(Combo) Fire speedy light blades. = 1 x 15 = 15 = 1 x 31 = 31EX Force generated: 140	(Combo) Fire speedy light blades. = 1 x 15 = 15 = 1 x 31 = 31EX Force generated: 140	
 	Aerial 	40 (20) 	300 	N/A 	None 	Magical 	Thunder 	
 	(Combo) Create huge explosions. = 1 x 15 = 15 = 2 x 15 = 30EX Force generated: 140 	(Combo) Create huge explosions. = 1 x 15 = 15 = 2 x 15 = 30EX Force generated: 140 	(Combo) Create huge explosions. = 1 x 15 = 15 = 2 x 15 = 30EX Force generated: 140 	(Combo) Create huge explosions. = 1 x 15 = 15 = 2 x 15 = 30EX Force generated: 140 	(Combo) Create huge explosions. = 1 x 15 = 15 = 2 x 15 = 30EX Force generated: 140 	(Combo) Create huge explosions. = 1 x 15 = 15 = 2 x 15 = 30EX Force generated: 140 	(Combo) Create huge explosions. = 1 x 15 = 15 = 2 x 15 = 30EX Force generated: 140 	
 Dissidia 012 Bravery to HP attacks
Move	Type 	CP (Mastered) 	AP 	Priority 	Effect 	Damage type 	Obtained 	Image
 	Ground 	30 (15) 	160 	N/A 	Wall Rush 	Physical 	Multi-Hit 	
 	Summon swords of light to bombard the opponent, then jump and slash them. If the opponent somehow evades the attack, the swords will re-target them and the Onion Knight will still dive towards them. = 1 x 15 = 15 = 1 x 31 = 31EX Force generated: 45	Summon swords of light to bombard the opponent, then jump and slash them. If the opponent somehow evades the attack, the swords will re-target them and the Onion Knight will still dive towards them. = 1 x 15 = 15 = 1 x 31 = 31EX Force generated: 45	Summon swords of light to bombard the opponent, then jump and slash them. If the opponent somehow evades the attack, the swords will re-target them and the Onion Knight will still dive towards them. = 1 x 15 = 15 = 1 x 31 = 31EX Force generated: 45	Summon swords of light to bombard the opponent, then jump and slash them. If the opponent somehow evades the attack, the swords will re-target them and the Onion Knight will still dive towards them. = 1 x 15 = 15 = 1 x 31 = 31EX Force generated: 45	Summon swords of light to bombard the opponent, then jump and slash them. If the opponent somehow evades the attack, the swords will re-target them and the Onion Knight will still dive towards them. = 1 x 15 = 15 = 1 x 31 = 31EX Force generated: 45	Summon swords of light to bombard the opponent, then jump and slash them. If the opponent somehow evades the attack, the swords will re-target them and the Onion Knight will still dive towards them. = 1 x 15 = 15 = 1 x 31 = 31EX Force generated: 45	Summon swords of light to bombard the opponent, then jump and slash them. If the opponent somehow evades the attack, the swords will re-target them and the Onion Knight will still dive towards them. = 1 x 15 = 15 = 1 x 31 = 31EX Force generated: 45	
 	Ground 	30 (15) 	160 	N/A 	None 	Magical 	Blizzard 	
 	Spin into the ground, causing rocks to erupt from underneath the opponent, then jump on sword to launch them into the air. = 2 x 7 = 14 = 4 x 7 = 28EX Force generated: 81 	Spin into the ground, causing rocks to erupt from underneath the opponent, then jump on sword to launch them into the air. = 2 x 7 = 14 = 4 x 7 = 28EX Force generated: 81 	Spin into the ground, causing rocks to erupt from underneath the opponent, then jump on sword to launch them into the air. = 2 x 7 = 14 = 4 x 7 = 28EX Force generated: 81 	Spin into the ground, causing rocks to erupt from underneath the opponent, then jump on sword to launch them into the air. = 2 x 7 = 14 = 4 x 7 = 28EX Force generated: 81 	Spin into the ground, causing rocks to erupt from underneath the opponent, then jump on sword to launch them into the air. = 2 x 7 = 14 = 4 x 7 = 28EX Force generated: 81 	Spin into the ground, causing rocks to erupt from underneath the opponent, then jump on sword to launch them into the air. = 2 x 7 = 14 = 4 x 7 = 28EX Force generated: 81 	Spin into the ground, causing rocks to erupt from underneath the opponent, then jump on sword to launch them into the air. = 2 x 7 = 14 = 4 x 7 = 28EX Force generated: 81 	
 	Aerial 	30 (15) 	160 	N/A 	Wall Rush 	Physical 	Turbo-Hit 	
 	Summon swords of light to bombard the opponent, then jump and slash them. If the opponent somehow evades the attack, the swords will re-target them and the Onion Knight will still dive towards them. = 1 x 15 = 15 = 1 x 31 = 31EX Force generated: 45	Summon swords of light to bombard the opponent, then jump and slash them. If the opponent somehow evades the attack, the swords will re-target them and the Onion Knight will still dive towards them. = 1 x 15 = 15 = 1 x 31 = 31EX Force generated: 45	Summon swords of light to bombard the opponent, then jump and slash them. If the opponent somehow evades the attack, the swords will re-target them and the Onion Knight will still dive towards them. = 1 x 15 = 15 = 1 x 31 = 31EX Force generated: 45	Summon swords of light to bombard the opponent, then jump and slash them. If the opponent somehow evades the attack, the swords will re-target them and the Onion Knight will still dive towards them. = 1 x 15 = 15 = 1 x 31 = 31EX Force generated: 45	Summon swords of light to bombard the opponent, then jump and slash them. If the opponent somehow evades the attack, the swords will re-target them and the Onion Knight will still dive towards them. = 1 x 15 = 15 = 1 x 31 = 31EX Force generated: 45	Summon swords of light to bombard the opponent, then jump and slash them. If the opponent somehow evades the attack, the swords will re-target them and the Onion Knight will still dive towards them. = 1 x 15 = 15 = 1 x 31 = 31EX Force generated: 45	Summon swords of light to bombard the opponent, then jump and slash them. If the opponent somehow evades the attack, the swords will re-target them and the Onion Knight will still dive towards them. = 1 x 15 = 15 = 1 x 31 = 31EX Force generated: 45	
 	Aerial 	30 (15) 	160 	N/A 	None 	Magical 	Thunder 	
 	Summon three beams of fire that converge on the opponent and then explode. If the opponent somehow evades the attack, the beams will re-target them until the explosion. = 1 x 12 = 12 = 2 x 12 = 24EX Force generated: 96 	Summon three beams of fire that converge on the opponent and then explode. If the opponent somehow evades the attack, the beams will re-target them until the explosion. = 1 x 12 = 12 = 2 x 12 = 24EX Force generated: 96 	Summon three beams of fire that converge on the opponent and then explode. If the opponent somehow evades the attack, the beams will re-target them until the explosion. = 1 x 12 = 12 = 2 x 12 = 24EX Force generated: 96 	Summon three beams of fire that converge on the opponent and then explode. If the opponent somehow evades the attack, the beams will re-target them until the explosion. = 1 x 12 = 12 = 2 x 12 = 24EX Force generated: 96 	Summon three beams of fire that converge on the opponent and then explode. If the opponent somehow evades the attack, the beams will re-target them until the explosion. = 1 x 12 = 12 = 2 x 12 = 24EX Force generated: 96 	Summon three beams of fire that converge on the opponent and then explode. If the opponent somehow evades the attack, the beams will re-target them until the explosion. = 1 x 12 = 12 = 2 x 12 = 24EX Force generated: 96 	Summon three beams of fire that converge on the opponent and then explode. If the opponent somehow evades the attack, the beams will re-target them until the explosion. = 1 x 12 = 12 = 2 x 12 = 24EX Force generated: 96 	
===EX Mode===
250px|right|Ninjutsu
The Onion Knight's EX Mode is Job Change, where he changes into either the Sage and Ninja, the two strongest job classes from the NES release of Final Fantasy III; he will automatically transform between jobs when using a magical or physical attack, respectively. While in EX Mode he gains the abilities "Sage's Wisdom" and "Dual Wield", which cause his attacks to deal more hits and additional damage. This drastically improves his damage output.
250px|right|Spellbook
The Onion Knight has two EX Bursts, depending on which form he was in when the EX Burst was initiated. The Sage uses and the Ninja uses . In both, a command menu will appear and the player must select the appropriate command within a time limit: "Holy" from the "Magic" menu as a Sage, and "Shuriken" from the "Throw" menu as a Ninja. If the player fails, the Onion Knight will skip to the final blow of the EX Burst, reducing the Bravery damage done. Success will have the Onion Knight cast Holy followed by Meteor as a Sage, or throw the Shuriken followed by "Back Attack" as a Ninja.
Spellbook is slightly stronger than Ninjutsu, but not noticeably so; overall both EX Bursts will do approximately the same damage.
Dissidia Onion Ninja 2.png|Default outfit Ninja EX Mode.
Dissidia Onion Sage 2.png|Default outfit Sage EX Mode.
Onion Knight Alt EX Mode.png|First alt outfit EX Modes.
Onion Knight 3rd costume EX1.png|Second alt outfit Ninja EX Mode.
Onion Knight 3rd costume EX2.png|Second alt outfit Sage EX Mode.
Dissidia-IngusOK.png|DLC outfit EX Modes.
===Equipment===
Onion Knight can equip Swords, Daggers, Rods, Staves, Thrown Weapons, Parrying Weapons, Bangles, Gauntlets, Hats, Hairpins, Clothing, and Light Armor. In Dissidia 012, the Onion Knight can also equip Headbands and Chestplates.
====Exclusive weapons====
 Dissidia exclusive weapons
Name 	Level	Stats 	Effects 	Obtained
Tyrfing 	50 	ATK +36	Damage +5% 	Trade: 15460 gil, Rapier, Spirit Stone x3, Recovery Shard x2
Royal Sword	92 	ATK +63	Damage +10% 	Trade: 29570 gil, Tyrfing, Goddess's Magicite x5, Recovery Crystal x3
Onion Sword	100 	ATK +68	Damage +15%.Major Gambler's Spirit Effect.	Trade: 31920 gil, Royal Sword, Onion x5, Recovery Orb x5
 Dissidia 012 exclusive weapons
Name 	Level	Stats 	Effects 	Obtained
Tyrfing 	30 	ATK +40	Damage +5% 	Trade: 61000 gil, Rapier, Scarletite x1, Youth's Desire x5
Royal Sword	90 	ATK +63	Damage +7% 	Trade: 158,000 gil, Tyrfing, Electrum x1, Youth's Dream x5
Onion Sword	100 	ATK +68	Damage +10%.Minor Sneak Attack Effect.	Trade: 182,800 gil, Royal Sword, Onion x1, Youth's Hopes x5
==Behind the scenes==
===Voice===
Onion Knight shares his English voice actor, Aaron Spann, with Joshua from The World Ends With You, another video game also published by Square Enix. He shares his Japanese voice actor, Jun Fukuyama, with the Concordian King from Final Fantasy Type-0.
===Allusions===
*While Onion Knight returns to his home world in Dissidia's ending, he looks up at the sky and watches a flock of birds flying above him. This is a reference to the ending of the original release of Final Fantasy III and to the opening sequence of the game's remake.
*The Onion Sword is a reference to the Onion equipment from Final Fantasy III. The Tyrfing and the King's Sword are also equipment that first appeared on the game's Famicon release.
*While executing Back Attack in his EX Burst, Onion Knight assumes the pose of the unnamed warrior in artwork for Final Fantasy III. This is also a reference to Final Fantasy III being the first game to include back attacks when facing enemies.
*Onion Knight's EX Burst is a homage to the traditional battles of the first Final Fantasies. The enemy will appear on the left side of the screen, while the Onion Knight appears on the right side. He takes a step forward as a command menu appears, at which point the player must input a command. While he is engaged on the right and posed like the NES sprite, his opponent, on the left, will be placed to bear resemblance to an encountered enemy and their stances from their originating game, i.e. Cloud of Darkness positioned to look like her NES sprite and Onion Knight in his battle stance.
*Although it is not executable or relevant to the EX Burst, the player can open up the Item menu during Onion Knight's EX Burst. Doing so will display various items that appeared on Final Fantasy III. The Magic and Throw command likewise display spells and items besides Holy and Shuriken that also appeared in the game. In the French version of Dissidia, the Magic menus contains many spells not in Final Fantasy III.
*The Onion Knight's abilities as shown in Dissidia are those that correspond to the remake of Final Fantasy III, where the Onion Knight job was one of the most powerful and versatile jobs in the game. In contrast, the job was the default class for the entire party in the game's original release and, consequently, not as powerful (although it did experience absurdly rapid stat growth once the character reached level 90).
*When the Onion Knight uses a Bravery attack using his sword, he rapidly swings it multiple times, a reference to the animation for attacking in Final Fantasy III.
*When the Onion Knight faces Yuna, he questions why she lacks a horn due to the fact that summoners from Final Fantasy III wear horns on their heads.
*Outside the Edge of Discord Gateway in the epilogue of Light to All, assuming one of them is not the player's active character, the Onion Knight will appear on the world map with the Warrior of Light and Bartz, and say, "We're warriors of light, blessed by the crystals", alluding to the original title of Warriors of Light that the three of them share in their original games.
*When Onion Knight faces Ultimecia, he asks her what the point of stopping time is. This may be a reference to Xande, whose ultimate plan was to stop time to avoid death.
==Gallery==
Onion Knight Dissidia CG render.png|CG render for Dissidia.
D012 OK CG.png|CG render for Dissidia 012.
OnionEX.png|Ninja and Sage artwork.
Dissidia Onion Knight from Cosmos Artwork.jpg|Artwork by Yoshitaka Amano.
Onion Knight - Miki Yamashita.png|Artwork by Miki Yamashita.
D012 EX - Throw.jpeg|Shuriken.
D012 EX - Back Attack.jpeg|Back attack.
D012 EX - Holy.jpeg|Holy.
D012 EX - Meteor.jpeg|Meteor.
Dissidia - OK Board.png|Board icon.
DFFOnion Knight Victory Pose.gif|Victory pose.
==Etymology==
Category:Characters in Dissidia Final Fantasy (2008)
Category:Characters in Dissidia 012 Final Fantasy