Kuja (Dissidia PSP)

Kuja is a warrior of Chaos in Dissidia Final Fantasy and Dissidia 012 Final Fantasy, serving as the antagonist representing Final Fantasy IX. Kuja is a former warrior of Cosmos with porcelain skin and long, silver hair, he has an elegant appearance that belies a cruel, narcissistic, and envious nature. He fights using graceful spells that are as much style as substance.
In Dissidia Final Fantasy, the other antagonists look down on Kuja due to his relative youth and inexperience as a newly summoned warrior, but he considers them "animals" and strives to prove himself their superior. Unable to understand the bond his rival, Zidane, shares with Squall and Bartz, he lays traps to test Zidane's resolve and separate him from his friends, only for Squall to brand him as a "traitor". In Dissidia 012 Final Fantasy, Kuja's storyline is slightly redone, establishing him as an unwilling warrior of Chaos who has been through several cycles of the war. On amicable terms with Zidane, Kuja attempts to aid him and his comrades in the twelfth cycle, but due to Kefka's manipulations, Kuja's mind was implanted with false memories upon his awakening in the thirteenth cycle, causing his animosity towards Zidane to resurface in Dissidia Final Fantasy.
== Profile ==
=== Appearance ===
Kuja's appearance is the same as his original design in Final Fantasy IX, though more refined. Kuja wears a deep purple bolero jacket held closed by a silver band, with metal pauldrons, white sleeves, and gold lining. His white half-skirt is held by four straps connected to a codpiece. He wears purple fingerless gloves, leggings, and pointed boots. His hair is more silver than lavender as it was in Final Fantasy IX, and retains the feathers. Unique to Dissidia, Kuja is surrounded by five orbs of energy that orbit him in formation and are enchanted with Holy and Flare magic. The orbs do not appear in most cutscenes.
Kuja's first alternate outfit, "Lapis Bolero", has more bluish tones, matching his original concept artwork by Yoshitaka Amano. His EX Mode form is purple instead of red.
Kuja's second alternate outfit, "Achromatic Bolero", invokes the imagery of an "Angel of Death", Kuja's title in Final Fantasy IX. His outfit and hair are black and white with various gradients. His EX Mode form is dark gray.
Kuja's third alternate outfit, the "Treno Nobleman" DLC, is an original character design by Hideo Minaba, the art director of Final Fantasy IX and the original character designer for both Kuja and Zidane. The costume envisions Kuja as a wealthy citizen of Treno. His hair is purple with hints of white and topped by a large, black tricornered hat. He wears an elaborate outfit consisting of a lacy cropped top with frilled sleeves, a gold bolero jacket with buckled sleeves and a black collar, and leggings in purple, white, and mauve tones. The piece covering his legs is gold and splits in the back like the tails of a tuxedo jacket. He wears pointed-toe gold shoes. Kuja's EX Mode form is gold with light purple fur on his arms and legs.
Kuja's manikin version, Capricious Reaper, is purple.
Kuja Render.png|Default outfit.
Kuja.png|First alt outfit.
KujaAlt2.png|Second alt outfit.
Kuja-ThirdAlt.png|Third alt outfit.
Manikin-Kuja.png|Kuja's manikin, Capricious Reaper.
=== Personality ===
In the twelfth cycle, Kuja's personality is reminiscent to his reformed nature at the end of Final Fantasy IX. As a result of recovering his memories of his homeworld, Kuja is benevolent and cares about Zidane, though still retains a narcissistic, haughty demeanor and theatrical speech patterns. Although he treats the other warriors of Chaos with disdain, especially Kefka, he is on good terms with Cloud, whom he comforts when the latter becomes conflicted about fighting a friend from his world. However, Kuja remains reserved, stating that he and Cloud are "far from being friends". He later breaks Kefka's control over Terra due to feeling sympathy for her plight. Reluctant about directly participating in the conflict due to his memories, Kuja wishes to help Zidane and his friends defeat Chaos before his plans are foiled by Kefka's machinations.
In his original storyline for Dissidia Final Fantasy, Kuja suffers from a - (similar to how he is depicted early on in Final Fantasy IX), as the other antagonists belittle him for his youth and inexperience as a newly summoned warrior for Chaos. This is slightly retconned in Dissidia 012 Final Fantasy (as Kuja has participated in previous cycles), where Kuja is demeaned by the other warriors of Chaos for his youth and for being manipulated by false memories upon his awakening. In spite of learning of his fake memories, Kuja attempts to outshine them to prove himself superior. As his hatred for Zidane is due to Kefka implanting false memories to ensure Kuja is a more "cooperative" warrior for Chaos in the thirteenth cycle, Kuja becomes arrogant, cruel, and sadistic, as he seems to enjoy Zidane's suffering. After being defeated by Zidane in "Shade Impulse", Kuja becomes disheartened in his role in the conflict and resigns himself to his fate, believing that "the world has disowned [him]" and asks Zidane to kill him. Thanks to Zidane's compassion, the two reconcile, with Kuja regaining his benevolence towards Zidane before he vanishes.
== Story ==
=== 12th cycle ===
Having been through several cycles of war and recovered all of his memories, Kuja has grown tired of serving Chaos and is initially unwilling to fight, where he was sided with Cosmos instead. He is on good terms with Zidane, who has also recovered his memories. On the Prima Vista, Kuja comforts Cloud, who is tormented at the thought of fighting a friend from his world. Kefka overhears the two, and decides to interfere with Kuja's memories, displeased with his stance towards the war.
After hearing of the plan Cosmos has conceived concerning the Crystals, Kuja begins to work against Chaos and meets up with Zidane. Kuja poses as a warrior of Cosmos, convincing Zidane to gather his trusted friends and have Kuja meet with them again once he scouts a clear road to Chaos. Their plan is to defeat Chaos without having to fight their way through his other servants.
Kefka confronts Kuja and asks what he is plotting, but Kuja wants Kefka to leave him alone. Kuja later meets Terra and considers making her his slave, but decides against it due to sympathizing with her predicament and breaks Kefka's spell over her. An enraged Kefka alerts the Emperor and Ultimecia of Kuja's treachery. The three find Kuja meeting with Zidane, Bartz, and a suspicious Squall, who was already doubting Kuja's allegiance. Kefka summons manikins to reveal Kuja's ties to Chaos, and makes the heroes believe the meeting was a trap by Kuja to gather them behind enemy lines. Caught in his scheme, Kuja was revealed as a "traitor" by Squall and goes along with the act and reluctantly attacks them, but allows them to escape.
The Emperor and Ultimecia berate Kuja for his efforts and warn him to not make enemies within their ranks, but Kefka keeps up the act and plays as though he thinks Kuja was only pretending to betray them. Unable to avoid participating in the conflict now, a depressed Kuja tells Kefka that he could keep forcing him to fight and snidely inquires about Terra, mocking Kefka for losing his slave. Wanting payback for Kuja's hand in helping Terra break free, Kefka goads Kuja to fight Lightning in order to prove himself. Kuja reluctantly does so and separates her from her allies, but is defeated and begins to fade away. Kefka mocks Kuja for his failure and implants false memories in his mind, causing him to desire Zidane's suffering and develop a deep inferiority complex so he will be a more cooperative warrior in the next cycle.
=== 13th cycle ===
After being taunted by Ultimecia that his memories are fake, Kuja resolves to prove his worth to her, and begins scheming to defeat Zidane while motivated by the false memories. Kuja begrudgingly allies with Kefka, who suggests using one of Zidane's friends as bait. After his scheme to capture Squall fails, he sees that the loner would be a poor choice to use as a trap. Sometime afterwards, Kuja almost gets into a fight with Garland after the latter criticizes him for outsmarting himself. Kuja leaves once Jecht attempts to join in. Kuja then plans to capture Zidane using a fake Crystal, and plants it in Kefka's Tower for him to find. Bartz falls into the trap instead, and Kefka taunts Kuja about his failure. Though Kuja is irritated, he follows Kefka's suggestion and turns to Exdeath, who weaves a second fake Crystal for Bartz to find as a trap. 
Kuja learns that the Emperor is luring Firion into a trap, and goes to see Cecil, Terra, Cloud, Tidus and the Onion Knight. Annoyed with the Emperor and wishing to sabotage his plans, Kuja warns them about Firion, and Tidus and Cloud run to help him. Kuja remains and fights Terra, growing irate with her and Cecil's declarations of devotion and belief to their dreams. He wounds Terra when his counters cause her to hesitate, but Cecil steps in and defeats Kuja, and he retreats.
When Bartz reunites with Zidane and shows him the fake Crystal he found, Zidane is transported away to Chaos's shrine, where Kuja appears before him. Kuja taunts Zidane with the prospect of being alone and his inability to protect his friends, and leaves Zidane in his solitude. Garland lectures Kuja once again about his recklessness and about fate, telling him they all share the same destiny as warriors summoned by Chaos. Garland's revelations make Kuja realize the other warriors of Chaos are not as superior to him as they think and resolves to prove himself as the victor in his "finale."
Confronting Zidane in the Crystal World, Kuja questions Zidane's choice to continue believing in his friends, and Zidane asks if Kuja has friends of his own. Outraged at being associated with the other warriors of Chaos, Kuja attacks Zidane and is defeated, allowing Zidane to claim his Crystal. As Kuja begins to fade away, Zidane asks Kuja why he refuses to believe in others, which Kuja responds he does not see the point because people are still alone in the end. Zidane tries to explain the true meaning of friendship, but Kuja refuses to listen and vows to be the one who triumphs in the end.
Following Cosmos's death, Zidane finds Kuja reciting poetry in the Crystal World, who has resigned to his fate of death once Chaos destroys World B. Zidane refuses to give up hope, and Kuja attacks him. Defeated again, Kuja asks Zidane to kill him, but Zidane instead offers Kuja his help. Kuja expresses shock at Zidane being willing to help him despite everything he did to him earlier, with Zidane reassuring him that he can "take a beating". Nevertheless, accepting his fate, Kuja gently brushes Zidane away, believing he will never come to understand him, and tells Zidane to go. As Kuja vanishes in blue flames, Zidane believes he and Kuja will return to the same place once the war is over.
== Gameplay ==
Kuja is described as a Graceful Glider. He is the only character able to Glide through the air outside of EX Mode to aid in his mobility, and he can move while using most of his attacks, making him very mobile. This is critical to Kuja's Bravery attacks, which are two-part attacks where the second part of the attack changes effect depending on Kuja's distance from the opponent. This gives Kuja a great deal of versatility when attacking, able to Wall Rush or Chase opponents as needed. Both his Bravery and HP attacks work best at mid-range, but he has some close-range options as well. A major downside is that many of Kuja's attacks have a fair ending lag, leaving him vulnerable if he misses or is blocked, further complicated by all of his Bravery attacks (with one exception) being blockable.
=== Boss ===
In Dissidia, Kuja is fought in "Destiny Odyssey VIII" and "IX", "Shade Impulse", "Distant Glory", and "Inward Chaos".
In Dissidia 012, he is fought during "A New Threat", "Resolve for Seclusion", "Trust", and "Conclusion of the Cycle" chapters of Story Mode.
=== Attacks ===
==== Bravery Attacks ====
 Dissidia Bravery attacks
Move 	Type 	CP (Mastered) 	AP 	Priority 	Effect 	Damage type 	Obtained 	Image
(ground)	Ground 	30 (15) 	180 	Melee Low 	 	Magical 	Initial 	
(ground)	Sling energy orbs at the opponent. If close, rise into the air swinging orbs to hit multiple times. If further away, create three explosions around the opponent that knocks them back. 	Sling energy orbs at the opponent. If close, rise into the air swinging orbs to hit multiple times. If further away, create three explosions around the opponent that knocks them back. 	Sling energy orbs at the opponent. If close, rise into the air swinging orbs to hit multiple times. If further away, create three explosions around the opponent that knocks them back. 	Sling energy orbs at the opponent. If close, rise into the air swinging orbs to hit multiple times. If further away, create three explosions around the opponent that knocks them back. 	Sling energy orbs at the opponent. If close, rise into the air swinging orbs to hit multiple times. If further away, create three explosions around the opponent that knocks them back. 	Sling energy orbs at the opponent. If close, rise into the air swinging orbs to hit multiple times. If further away, create three explosions around the opponent that knocks them back. 	Sling energy orbs at the opponent. If close, rise into the air swinging orbs to hit multiple times. If further away, create three explosions around the opponent that knocks them back. 	
(ground)	Ground 	30 (15) 	180 	Special 	AbsorbWall Rush 	Magical 	Initial 	
(ground)	Surround the opponent with five exploding flares. 	Surround the opponent with five exploding flares. 	Surround the opponent with five exploding flares. 	Surround the opponent with five exploding flares. 	Surround the opponent with five exploding flares. 	Surround the opponent with five exploding flares. 	Surround the opponent with five exploding flares. 	
(ground)	Ground 	30 (15) 	180 	Melee Low 	 	Magical 	Level 3 	
(ground)	Strike the opponent from a distance and reel them in. If close, create a large flare sphere that hits the opponent multiple times and explode to knock them back. If further away, follow up with a barrage of holy orbs from all directions. 	Strike the opponent from a distance and reel them in. If close, create a large flare sphere that hits the opponent multiple times and explode to knock them back. If further away, follow up with a barrage of holy orbs from all directions. 	Strike the opponent from a distance and reel them in. If close, create a large flare sphere that hits the opponent multiple times and explode to knock them back. If further away, follow up with a barrage of holy orbs from all directions. 	Strike the opponent from a distance and reel them in. If close, create a large flare sphere that hits the opponent multiple times and explode to knock them back. If further away, follow up with a barrage of holy orbs from all directions. 	Strike the opponent from a distance and reel them in. If close, create a large flare sphere that hits the opponent multiple times and explode to knock them back. If further away, follow up with a barrage of holy orbs from all directions. 	Strike the opponent from a distance and reel them in. If close, create a large flare sphere that hits the opponent multiple times and explode to knock them back. If further away, follow up with a barrage of holy orbs from all directions. 	Strike the opponent from a distance and reel them in. If close, create a large flare sphere that hits the opponent multiple times and explode to knock them back. If further away, follow up with a barrage of holy orbs from all directions. 	
(ground)	Ground 	30 (15) 	180 	Ranged Low 	 	Magical 	Level 12 	
(ground)	Fire two balls that drag the opponent closer. If close, rise into the air swinging orbs to hit multiple times. If further away, create three explosions around the opponent that knocks them back. 	Fire two balls that drag the opponent closer. If close, rise into the air swinging orbs to hit multiple times. If further away, create three explosions around the opponent that knocks them back. 	Fire two balls that drag the opponent closer. If close, rise into the air swinging orbs to hit multiple times. If further away, create three explosions around the opponent that knocks them back. 	Fire two balls that drag the opponent closer. If close, rise into the air swinging orbs to hit multiple times. If further away, create three explosions around the opponent that knocks them back. 	Fire two balls that drag the opponent closer. If close, rise into the air swinging orbs to hit multiple times. If further away, create three explosions around the opponent that knocks them back. 	Fire two balls that drag the opponent closer. If close, rise into the air swinging orbs to hit multiple times. If further away, create three explosions around the opponent that knocks them back. 	Fire two balls that drag the opponent closer. If close, rise into the air swinging orbs to hit multiple times. If further away, create three explosions around the opponent that knocks them back. 	
(ground)	Ground 	30 (15) 	180 	 	 	Magical 	Level 29 	
(ground)	Rise or fall through the air and create a quick flare explosion in front of self. If close, create a large flare sphere that hits the opponent multiple times and explode to knock them back. If further away, follow up with a barrage of holy orbs from all directions.	Rise or fall through the air and create a quick flare explosion in front of self. If close, create a large flare sphere that hits the opponent multiple times and explode to knock them back. If further away, follow up with a barrage of holy orbs from all directions.	Rise or fall through the air and create a quick flare explosion in front of self. If close, create a large flare sphere that hits the opponent multiple times and explode to knock them back. If further away, follow up with a barrage of holy orbs from all directions.	Rise or fall through the air and create a quick flare explosion in front of self. If close, create a large flare sphere that hits the opponent multiple times and explode to knock them back. If further away, follow up with a barrage of holy orbs from all directions.	Rise or fall through the air and create a quick flare explosion in front of self. If close, create a large flare sphere that hits the opponent multiple times and explode to knock them back. If further away, follow up with a barrage of holy orbs from all directions.	Rise or fall through the air and create a quick flare explosion in front of self. If close, create a large flare sphere that hits the opponent multiple times and explode to knock them back. If further away, follow up with a barrage of holy orbs from all directions.	Rise or fall through the air and create a quick flare explosion in front of self. If close, create a large flare sphere that hits the opponent multiple times and explode to knock them back. If further away, follow up with a barrage of holy orbs from all directions.	
(ground)	Ground 	20 (10) 	120 	Ranged Low 	None 	Magical 	Level 33 	
(ground)	Fire three rings of holy energy that slowly track the opponent. 	Fire three rings of holy energy that slowly track the opponent. 	Fire three rings of holy energy that slowly track the opponent. 	Fire three rings of holy energy that slowly track the opponent. 	Fire three rings of holy energy that slowly track the opponent. 	Fire three rings of holy energy that slowly track the opponent. 	Fire three rings of holy energy that slowly track the opponent. 	
(midair)	Aerial 	30 (15) 	180 	Ranged Low 	 	Magical 	Level 12 	
(midair)	Fire two balls that drag the opponent closer. If close, rise into the air swinging orbs to hit multiple times. If further away, create three explosions around the opponent that knocks them back. 	Fire two balls that drag the opponent closer. If close, rise into the air swinging orbs to hit multiple times. If further away, create three explosions around the opponent that knocks them back. 	Fire two balls that drag the opponent closer. If close, rise into the air swinging orbs to hit multiple times. If further away, create three explosions around the opponent that knocks them back. 	Fire two balls that drag the opponent closer. If close, rise into the air swinging orbs to hit multiple times. If further away, create three explosions around the opponent that knocks them back. 	Fire two balls that drag the opponent closer. If close, rise into the air swinging orbs to hit multiple times. If further away, create three explosions around the opponent that knocks them back. 	Fire two balls that drag the opponent closer. If close, rise into the air swinging orbs to hit multiple times. If further away, create three explosions around the opponent that knocks them back. 	Fire two balls that drag the opponent closer. If close, rise into the air swinging orbs to hit multiple times. If further away, create three explosions around the opponent that knocks them back. 	
(midair)	Aerial 	20 (10) 	120 	Ranged Low 	None 	Magical 	Initial 	
(midair)	Fire three rings of holy energy that slowly track the opponent. 	Fire three rings of holy energy that slowly track the opponent. 	Fire three rings of holy energy that slowly track the opponent. 	Fire three rings of holy energy that slowly track the opponent. 	Fire three rings of holy energy that slowly track the opponent. 	Fire three rings of holy energy that slowly track the opponent. 	Fire three rings of holy energy that slowly track the opponent. 	
(midair)	Aerial 	30 (15) 	180 	Melee Low 	 	Magical 	Level 6 	
(midair)	Sling energy orbs at the opponent. If close, rise into the air swinging orbs to hit multiple times. If further away, create three explosions around the opponent that knocks them back. 	Sling energy orbs at the opponent. If close, rise into the air swinging orbs to hit multiple times. If further away, create three explosions around the opponent that knocks them back. 	Sling energy orbs at the opponent. If close, rise into the air swinging orbs to hit multiple times. If further away, create three explosions around the opponent that knocks them back. 	Sling energy orbs at the opponent. If close, rise into the air swinging orbs to hit multiple times. If further away, create three explosions around the opponent that knocks them back. 	Sling energy orbs at the opponent. If close, rise into the air swinging orbs to hit multiple times. If further away, create three explosions around the opponent that knocks them back. 	Sling energy orbs at the opponent. If close, rise into the air swinging orbs to hit multiple times. If further away, create three explosions around the opponent that knocks them back. 	Sling energy orbs at the opponent. If close, rise into the air swinging orbs to hit multiple times. If further away, create three explosions around the opponent that knocks them back. 	
(midair)	Aerial 	30 (15) 	180 	 	 	Magical 	Level 16 	
(midair)	Rise or fall through the air and create a quick flare explosion in front of self. If close, create a large flare sphere that hits the opponent multiple times and explode to knock them back. If further away, follow up with a barrage of holy orbs from all directions.	Rise or fall through the air and create a quick flare explosion in front of self. If close, create a large flare sphere that hits the opponent multiple times and explode to knock them back. If further away, follow up with a barrage of holy orbs from all directions.	Rise or fall through the air and create a quick flare explosion in front of self. If close, create a large flare sphere that hits the opponent multiple times and explode to knock them back. If further away, follow up with a barrage of holy orbs from all directions.	Rise or fall through the air and create a quick flare explosion in front of self. If close, create a large flare sphere that hits the opponent multiple times and explode to knock them back. If further away, follow up with a barrage of holy orbs from all directions.	Rise or fall through the air and create a quick flare explosion in front of self. If close, create a large flare sphere that hits the opponent multiple times and explode to knock them back. If further away, follow up with a barrage of holy orbs from all directions.	Rise or fall through the air and create a quick flare explosion in front of self. If close, create a large flare sphere that hits the opponent multiple times and explode to knock them back. If further away, follow up with a barrage of holy orbs from all directions.	Rise or fall through the air and create a quick flare explosion in front of self. If close, create a large flare sphere that hits the opponent multiple times and explode to knock them back. If further away, follow up with a barrage of holy orbs from all directions.	
(midair)	Aerial 	30 (15) 	180 	Melee Low 	 	Magical 	Level 20 	
(midair)	Strike the opponent from a distance and reel them in. If close, create a large flare sphere that hits the opponent multiple times and explode to knock them back. If further away, follow up with a barrage of holy orbs from all directions. 	Strike the opponent from a distance and reel them in. If close, create a large flare sphere that hits the opponent multiple times and explode to knock them back. If further away, follow up with a barrage of holy orbs from all directions. 	Strike the opponent from a distance and reel them in. If close, create a large flare sphere that hits the opponent multiple times and explode to knock them back. If further away, follow up with a barrage of holy orbs from all directions. 	Strike the opponent from a distance and reel them in. If close, create a large flare sphere that hits the opponent multiple times and explode to knock them back. If further away, follow up with a barrage of holy orbs from all directions. 	Strike the opponent from a distance and reel them in. If close, create a large flare sphere that hits the opponent multiple times and explode to knock them back. If further away, follow up with a barrage of holy orbs from all directions. 	Strike the opponent from a distance and reel them in. If close, create a large flare sphere that hits the opponent multiple times and explode to knock them back. If further away, follow up with a barrage of holy orbs from all directions. 	Strike the opponent from a distance and reel them in. If close, create a large flare sphere that hits the opponent multiple times and explode to knock them back. If further away, follow up with a barrage of holy orbs from all directions. 	
(midair)	Aerial 	30 (15) 	180 	Special 	AbsorbWall Rush 	Magical 	Level 33 	
(midair)	Surround the opponent with five exploding flares. 	Surround the opponent with five exploding flares. 	Surround the opponent with five exploding flares. 	Surround the opponent with five exploding flares. 	Surround the opponent with five exploding flares. 	Surround the opponent with five exploding flares. 	Surround the opponent with five exploding flares. 	
 Dissidia 012 Bravery attacks
Move 	Type 	CP (Mastered) 	AP 	Priority 	Effect 	Damage type 	Obtained 	Image
(ground)	Ground 	30 (15) 	100 	Melee Low 	 	Magical 	Initial 	
(ground)	Sling energy orbs at the opponent. If close to the opponent, rise into the air swinging orbs to hit multiple times. If further away, create three explosions around the opponent that knocks them back. 	Sling energy orbs at the opponent. If close to the opponent, rise into the air swinging orbs to hit multiple times. If further away, create three explosions around the opponent that knocks them back. 	Sling energy orbs at the opponent. If close to the opponent, rise into the air swinging orbs to hit multiple times. If further away, create three explosions around the opponent that knocks them back. 	Sling energy orbs at the opponent. If close to the opponent, rise into the air swinging orbs to hit multiple times. If further away, create three explosions around the opponent that knocks them back. 	Sling energy orbs at the opponent. If close to the opponent, rise into the air swinging orbs to hit multiple times. If further away, create three explosions around the opponent that knocks them back. 	Sling energy orbs at the opponent. If close to the opponent, rise into the air swinging orbs to hit multiple times. If further away, create three explosions around the opponent that knocks them back. 	Sling energy orbs at the opponent. If close to the opponent, rise into the air swinging orbs to hit multiple times. If further away, create three explosions around the opponent that knocks them back. 	
(ground)	Ground 	30 (15) 	100 	Special 	AbsorbWall Rush 	Magical 	Initial 	
(ground)	Surrounds the opponent with five exploding flares. 	Surrounds the opponent with five exploding flares. 	Surrounds the opponent with five exploding flares. 	Surrounds the opponent with five exploding flares. 	Surrounds the opponent with five exploding flares. 	Surrounds the opponent with five exploding flares. 	Surrounds the opponent with five exploding flares. 	
(ground)	Ground 	30 (15) 	100 	Melee Low 	 	Magical 	Level 3 	
(ground)	Fire holy orbs to strike opponents from a distance and reel them in. If close to the opponent, create a large flare sphere to strike multiple times and explode to knock them back. If further away, follow up with a barrage of holy orbs from all directions. 	Fire holy orbs to strike opponents from a distance and reel them in. If close to the opponent, create a large flare sphere to strike multiple times and explode to knock them back. If further away, follow up with a barrage of holy orbs from all directions. 	Fire holy orbs to strike opponents from a distance and reel them in. If close to the opponent, create a large flare sphere to strike multiple times and explode to knock them back. If further away, follow up with a barrage of holy orbs from all directions. 	Fire holy orbs to strike opponents from a distance and reel them in. If close to the opponent, create a large flare sphere to strike multiple times and explode to knock them back. If further away, follow up with a barrage of holy orbs from all directions. 	Fire holy orbs to strike opponents from a distance and reel them in. If close to the opponent, create a large flare sphere to strike multiple times and explode to knock them back. If further away, follow up with a barrage of holy orbs from all directions. 	Fire holy orbs to strike opponents from a distance and reel them in. If close to the opponent, create a large flare sphere to strike multiple times and explode to knock them back. If further away, follow up with a barrage of holy orbs from all directions. 	Fire holy orbs to strike opponents from a distance and reel them in. If close to the opponent, create a large flare sphere to strike multiple times and explode to knock them back. If further away, follow up with a barrage of holy orbs from all directions. 	
(ground)	Ground 	30 (15) 	100 	Ranged Low 	 	Magical 	Level 12 	
(ground)	Fire two fireballs at the opponent. If close to the opponent, rise into the air swinging orbs to hit multiple times. If further away, create three explosions around the opponent that knocks them back. 	Fire two fireballs at the opponent. If close to the opponent, rise into the air swinging orbs to hit multiple times. If further away, create three explosions around the opponent that knocks them back. 	Fire two fireballs at the opponent. If close to the opponent, rise into the air swinging orbs to hit multiple times. If further away, create three explosions around the opponent that knocks them back. 	Fire two fireballs at the opponent. If close to the opponent, rise into the air swinging orbs to hit multiple times. If further away, create three explosions around the opponent that knocks them back. 	Fire two fireballs at the opponent. If close to the opponent, rise into the air swinging orbs to hit multiple times. If further away, create three explosions around the opponent that knocks them back. 	Fire two fireballs at the opponent. If close to the opponent, rise into the air swinging orbs to hit multiple times. If further away, create three explosions around the opponent that knocks them back. 	Fire two fireballs at the opponent. If close to the opponent, rise into the air swinging orbs to hit multiple times. If further away, create three explosions around the opponent that knocks them back. 	
(ground)	Ground 	30 (15) 	100 	Ranged Low 	 	Magical 	Level 29 	
(ground)	Rise or fall through the air and creates a quick flare explosion in front of Kuja. If close to the opponent, create a large flare sphere to strike multiple times and explode to knock them back. If further away, follow up with a barrage of holy orbs from all directions.	Rise or fall through the air and creates a quick flare explosion in front of Kuja. If close to the opponent, create a large flare sphere to strike multiple times and explode to knock them back. If further away, follow up with a barrage of holy orbs from all directions.	Rise or fall through the air and creates a quick flare explosion in front of Kuja. If close to the opponent, create a large flare sphere to strike multiple times and explode to knock them back. If further away, follow up with a barrage of holy orbs from all directions.	Rise or fall through the air and creates a quick flare explosion in front of Kuja. If close to the opponent, create a large flare sphere to strike multiple times and explode to knock them back. If further away, follow up with a barrage of holy orbs from all directions.	Rise or fall through the air and creates a quick flare explosion in front of Kuja. If close to the opponent, create a large flare sphere to strike multiple times and explode to knock them back. If further away, follow up with a barrage of holy orbs from all directions.	Rise or fall through the air and creates a quick flare explosion in front of Kuja. If close to the opponent, create a large flare sphere to strike multiple times and explode to knock them back. If further away, follow up with a barrage of holy orbs from all directions.	Rise or fall through the air and creates a quick flare explosion in front of Kuja. If close to the opponent, create a large flare sphere to strike multiple times and explode to knock them back. If further away, follow up with a barrage of holy orbs from all directions.	
(ground)	Ground 	20 (10) 	100 	Ranged Low 	None 	Magical 	Level 33 	
(ground)	Fire three rings of holy energy that slowly track the opponent. 	Fire three rings of holy energy that slowly track the opponent. 	Fire three rings of holy energy that slowly track the opponent. 	Fire three rings of holy energy that slowly track the opponent. 	Fire three rings of holy energy that slowly track the opponent. 	Fire three rings of holy energy that slowly track the opponent. 	Fire three rings of holy energy that slowly track the opponent. 	
(midair)	Aerial 	30 (15) 	100 	Ranged Low 	 	Magical 	Initial 	
(midair)	Fire two fireballs at the opponent. If close to the opponent after a fireball hits, rise into the air swinging orbs to hit multiple times. If further away, create three explosions around the opponent that knocks them back. 	Fire two fireballs at the opponent. If close to the opponent after a fireball hits, rise into the air swinging orbs to hit multiple times. If further away, create three explosions around the opponent that knocks them back. 	Fire two fireballs at the opponent. If close to the opponent after a fireball hits, rise into the air swinging orbs to hit multiple times. If further away, create three explosions around the opponent that knocks them back. 	Fire two fireballs at the opponent. If close to the opponent after a fireball hits, rise into the air swinging orbs to hit multiple times. If further away, create three explosions around the opponent that knocks them back. 	Fire two fireballs at the opponent. If close to the opponent after a fireball hits, rise into the air swinging orbs to hit multiple times. If further away, create three explosions around the opponent that knocks them back. 	Fire two fireballs at the opponent. If close to the opponent after a fireball hits, rise into the air swinging orbs to hit multiple times. If further away, create three explosions around the opponent that knocks them back. 	Fire two fireballs at the opponent. If close to the opponent after a fireball hits, rise into the air swinging orbs to hit multiple times. If further away, create three explosions around the opponent that knocks them back. 	
(midair)	Aerial 	20 (10) 	100 	Ranged Low 	None 	Magical 	Initial 	
(midair)	Fire three rings of holy energy that slowly track the opponent. 	Fire three rings of holy energy that slowly track the opponent. 	Fire three rings of holy energy that slowly track the opponent. 	Fire three rings of holy energy that slowly track the opponent. 	Fire three rings of holy energy that slowly track the opponent. 	Fire three rings of holy energy that slowly track the opponent. 	Fire three rings of holy energy that slowly track the opponent. 	
(midair)	Aerial 	30 (15) 	100 	Melee Low 	 	Magical 	Level 6 	
(midair)	Sling energy orbs at the opponent. If close to the opponent, rise into the air swinging orbs to hit multiple times. If further away, create three explosions around the opponent that knocks them back. 	Sling energy orbs at the opponent. If close to the opponent, rise into the air swinging orbs to hit multiple times. If further away, create three explosions around the opponent that knocks them back. 	Sling energy orbs at the opponent. If close to the opponent, rise into the air swinging orbs to hit multiple times. If further away, create three explosions around the opponent that knocks them back. 	Sling energy orbs at the opponent. If close to the opponent, rise into the air swinging orbs to hit multiple times. If further away, create three explosions around the opponent that knocks them back. 	Sling energy orbs at the opponent. If close to the opponent, rise into the air swinging orbs to hit multiple times. If further away, create three explosions around the opponent that knocks them back. 	Sling energy orbs at the opponent. If close to the opponent, rise into the air swinging orbs to hit multiple times. If further away, create three explosions around the opponent that knocks them back. 	Sling energy orbs at the opponent. If close to the opponent, rise into the air swinging orbs to hit multiple times. If further away, create three explosions around the opponent that knocks them back. 	
(midair)	Aerial 	30 (15) 	100 	Ranged Low 	 	Magical 	Level 16 	
(midair)	Rise or fall through the air and create a quick flare explosion in front of Kuja. If close to the opponent, create a large flare sphere to strike multiple times and explode to knock them back. If further away, follow up with a barrage of holy orbs from all directions. 	Rise or fall through the air and create a quick flare explosion in front of Kuja. If close to the opponent, create a large flare sphere to strike multiple times and explode to knock them back. If further away, follow up with a barrage of holy orbs from all directions. 	Rise or fall through the air and create a quick flare explosion in front of Kuja. If close to the opponent, create a large flare sphere to strike multiple times and explode to knock them back. If further away, follow up with a barrage of holy orbs from all directions. 	Rise or fall through the air and create a quick flare explosion in front of Kuja. If close to the opponent, create a large flare sphere to strike multiple times and explode to knock them back. If further away, follow up with a barrage of holy orbs from all directions. 	Rise or fall through the air and create a quick flare explosion in front of Kuja. If close to the opponent, create a large flare sphere to strike multiple times and explode to knock them back. If further away, follow up with a barrage of holy orbs from all directions. 	Rise or fall through the air and create a quick flare explosion in front of Kuja. If close to the opponent, create a large flare sphere to strike multiple times and explode to knock them back. If further away, follow up with a barrage of holy orbs from all directions. 	Rise or fall through the air and create a quick flare explosion in front of Kuja. If close to the opponent, create a large flare sphere to strike multiple times and explode to knock them back. If further away, follow up with a barrage of holy orbs from all directions. 	
(midair)	Aerial 	30 (15) 	100 	Melee Low 	 	Magical 	Level 20 	
(midair)	Fire holy orbs to strike opponents from a distance and reel them in. If close to the opponent, create a large flare sphere to strike multiple times and explode to knock them back. If further away, follow up with a barrage of holy orbs from all directions. 	Fire holy orbs to strike opponents from a distance and reel them in. If close to the opponent, create a large flare sphere to strike multiple times and explode to knock them back. If further away, follow up with a barrage of holy orbs from all directions. 	Fire holy orbs to strike opponents from a distance and reel them in. If close to the opponent, create a large flare sphere to strike multiple times and explode to knock them back. If further away, follow up with a barrage of holy orbs from all directions. 	Fire holy orbs to strike opponents from a distance and reel them in. If close to the opponent, create a large flare sphere to strike multiple times and explode to knock them back. If further away, follow up with a barrage of holy orbs from all directions. 	Fire holy orbs to strike opponents from a distance and reel them in. If close to the opponent, create a large flare sphere to strike multiple times and explode to knock them back. If further away, follow up with a barrage of holy orbs from all directions. 	Fire holy orbs to strike opponents from a distance and reel them in. If close to the opponent, create a large flare sphere to strike multiple times and explode to knock them back. If further away, follow up with a barrage of holy orbs from all directions. 	Fire holy orbs to strike opponents from a distance and reel them in. If close to the opponent, create a large flare sphere to strike multiple times and explode to knock them back. If further away, follow up with a barrage of holy orbs from all directions. 	
(midair)	Aerial 	30 (15) 	100 	Special 	AbsorbWall Rush 	Magical 	Level 33 	
(midair)	Surrounds the opponent with five exploding flares. 	Surrounds the opponent with five exploding flares. 	Surrounds the opponent with five exploding flares. 	Surrounds the opponent with five exploding flares. 	Surrounds the opponent with five exploding flares. 	Surrounds the opponent with five exploding flares. 	Surrounds the opponent with five exploding flares. 	
==== HP Attacks ====
 Dissidia HP attacks
Move 	Type 	CP (Mastered) 	AP 	Priority 	Effect 	Damage type 	Obtained 	Image
(ground)	Ground 	40 (20) 	180 	Ranged High 	Absorb 	Magical 	Initial 	
(ground)	Toss a sphere of holy magic that builds up energy and then explodes. 	Toss a sphere of holy magic that builds up energy and then explodes. 	Toss a sphere of holy magic that builds up energy and then explodes. 	Toss a sphere of holy magic that builds up energy and then explodes. 	Toss a sphere of holy magic that builds up energy and then explodes. 	Toss a sphere of holy magic that builds up energy and then explodes. 	Toss a sphere of holy magic that builds up energy and then explodes. 	
(ground)	Ground 	40 (20) 	180 	Ranged High 	Wall Rush 	Magical 	Level 24 	
(ground)	Create a quick explosion in front of self, then send five orbs that converge and explode, knocking the opponent upwards.	Create a quick explosion in front of self, then send five orbs that converge and explode, knocking the opponent upwards.	Create a quick explosion in front of self, then send five orbs that converge and explode, knocking the opponent upwards.	Create a quick explosion in front of self, then send five orbs that converge and explode, knocking the opponent upwards.	Create a quick explosion in front of self, then send five orbs that converge and explode, knocking the opponent upwards.	Create a quick explosion in front of self, then send five orbs that converge and explode, knocking the opponent upwards.	Create a quick explosion in front of self, then send five orbs that converge and explode, knocking the opponent upwards.	
(ground)	Ground 	40 (20) 	300 	Ranged High 	None 	Magical 	Level 32 	
(ground)	Create a barrage of magical orbs that rain down on the opponent. Kuja can move during the attack. 	Create a barrage of magical orbs that rain down on the opponent. Kuja can move during the attack. 	Create a barrage of magical orbs that rain down on the opponent. Kuja can move during the attack. 	Create a barrage of magical orbs that rain down on the opponent. Kuja can move during the attack. 	Create a barrage of magical orbs that rain down on the opponent. Kuja can move during the attack. 	Create a barrage of magical orbs that rain down on the opponent. Kuja can move during the attack. 	Create a barrage of magical orbs that rain down on the opponent. Kuja can move during the attack. 	
(midair)	Aerial 	40 (20) 	180 	Ranged High 	Wall Rush 	Magical 	Initial 	
(midair)	Create a quick explosion in front of self, then send five orbs that converge and explode, knocking the opponent upwards.	Create a quick explosion in front of self, then send five orbs that converge and explode, knocking the opponent upwards.	Create a quick explosion in front of self, then send five orbs that converge and explode, knocking the opponent upwards.	Create a quick explosion in front of self, then send five orbs that converge and explode, knocking the opponent upwards.	Create a quick explosion in front of self, then send five orbs that converge and explode, knocking the opponent upwards.	Create a quick explosion in front of self, then send five orbs that converge and explode, knocking the opponent upwards.	Create a quick explosion in front of self, then send five orbs that converge and explode, knocking the opponent upwards.	
(midair)	Aerial 	40 (20) 	180 	Ranged High 	Absorb 	Magical 	Level 9 	
(midair)	Toss a sphere of holy magic that builds up energy and then explodes. 	Toss a sphere of holy magic that builds up energy and then explodes. 	Toss a sphere of holy magic that builds up energy and then explodes. 	Toss a sphere of holy magic that builds up energy and then explodes. 	Toss a sphere of holy magic that builds up energy and then explodes. 	Toss a sphere of holy magic that builds up energy and then explodes. 	Toss a sphere of holy magic that builds up energy and then explodes. 	
(midair)	Aerial 	40 (20) 	300 	Ranged High 	None 	Magical 	Level 44 	
(midair)	Create a barrage of magical orbs that rain down on the opponent. Kuja can move during the attack. 	Create a barrage of magical orbs that rain down on the opponent. Kuja can move during the attack. 	Create a barrage of magical orbs that rain down on the opponent. Kuja can move during the attack. 	Create a barrage of magical orbs that rain down on the opponent. Kuja can move during the attack. 	Create a barrage of magical orbs that rain down on the opponent. Kuja can move during the attack. 	Create a barrage of magical orbs that rain down on the opponent. Kuja can move during the attack. 	Create a barrage of magical orbs that rain down on the opponent. Kuja can move during the attack. 	
 Dissidia 012 HP attacks
Move 	Type 	CP (Mastered) 	AP 	Priority 	Effect 	Damage type 	Obtained 	Image
(ground)	Ground 	30 (15) 	130 	Ranged High 	Absorb 	Magical 	Initial 	
(ground)	Toss a sphere of holy magic that builds up energy and then explodes. Kuja can move during the attack. 	Toss a sphere of holy magic that builds up energy and then explodes. Kuja can move during the attack. 	Toss a sphere of holy magic that builds up energy and then explodes. Kuja can move during the attack. 	Toss a sphere of holy magic that builds up energy and then explodes. Kuja can move during the attack. 	Toss a sphere of holy magic that builds up energy and then explodes. Kuja can move during the attack. 	Toss a sphere of holy magic that builds up energy and then explodes. Kuja can move during the attack. 	Toss a sphere of holy magic that builds up energy and then explodes. Kuja can move during the attack. 	
(ground)	Ground 	30 (15) 	130 	Ranged High 	Wall Rush 	Magical 	Level 24 	
(ground)	Create a quick explosion in front of self, then send five orbs that converge and explode, knocking the opponent upwards. Kuja can move once the attack animation ends.	Create a quick explosion in front of self, then send five orbs that converge and explode, knocking the opponent upwards. Kuja can move once the attack animation ends.	Create a quick explosion in front of self, then send five orbs that converge and explode, knocking the opponent upwards. Kuja can move once the attack animation ends.	Create a quick explosion in front of self, then send five orbs that converge and explode, knocking the opponent upwards. Kuja can move once the attack animation ends.	Create a quick explosion in front of self, then send five orbs that converge and explode, knocking the opponent upwards. Kuja can move once the attack animation ends.	Create a quick explosion in front of self, then send five orbs that converge and explode, knocking the opponent upwards. Kuja can move once the attack animation ends.	Create a quick explosion in front of self, then send five orbs that converge and explode, knocking the opponent upwards. Kuja can move once the attack animation ends.	
(ground)	Ground 	30 (15) 	130 	Ranged High 	None 	Magical 	Level 32 	
(ground)	Create a barrage of magical orbs that rain down on the opponent. Kuja can move during the attack. 	Create a barrage of magical orbs that rain down on the opponent. Kuja can move during the attack. 	Create a barrage of magical orbs that rain down on the opponent. Kuja can move during the attack. 	Create a barrage of magical orbs that rain down on the opponent. Kuja can move during the attack. 	Create a barrage of magical orbs that rain down on the opponent. Kuja can move during the attack. 	Create a barrage of magical orbs that rain down on the opponent. Kuja can move during the attack. 	Create a barrage of magical orbs that rain down on the opponent. Kuja can move during the attack. 	
(midair)	Aerial 	30 (15) 	130 	Ranged High 	Wall Rush 	Magical 	Initial 	
(midair)	Create a quick explosion in front of self, then send five orbs that converge and explode, knocking the opponent upwards. Kuja can move once the attack animation ends.	Create a quick explosion in front of self, then send five orbs that converge and explode, knocking the opponent upwards. Kuja can move once the attack animation ends.	Create a quick explosion in front of self, then send five orbs that converge and explode, knocking the opponent upwards. Kuja can move once the attack animation ends.	Create a quick explosion in front of self, then send five orbs that converge and explode, knocking the opponent upwards. Kuja can move once the attack animation ends.	Create a quick explosion in front of self, then send five orbs that converge and explode, knocking the opponent upwards. Kuja can move once the attack animation ends.	Create a quick explosion in front of self, then send five orbs that converge and explode, knocking the opponent upwards. Kuja can move once the attack animation ends.	Create a quick explosion in front of self, then send five orbs that converge and explode, knocking the opponent upwards. Kuja can move once the attack animation ends.	
(midair)	Aerial 	30 (15) 	130 	Ranged High 	Absorb 	Magical 	Level 9 	
(midair)	Toss a sphere of holy magic that builds up energy and explodes. Kuja can move during the attack. 	Toss a sphere of holy magic that builds up energy and explodes. Kuja can move during the attack. 	Toss a sphere of holy magic that builds up energy and explodes. Kuja can move during the attack. 	Toss a sphere of holy magic that builds up energy and explodes. Kuja can move during the attack. 	Toss a sphere of holy magic that builds up energy and explodes. Kuja can move during the attack. 	Toss a sphere of holy magic that builds up energy and explodes. Kuja can move during the attack. 	Toss a sphere of holy magic that builds up energy and explodes. Kuja can move during the attack. 	
 	Aerial 	30 (15) 	130 	Ranged High 	None 	N/A 	Level 20 	
 	Jump high above the opponent and conjure a ring of holy energy that can fire up to six large flare orbs downward while is held. Kuja can move during the attack. 	Jump high above the opponent and conjure a ring of holy energy that can fire up to six large flare orbs downward while is held. Kuja can move during the attack. 	Jump high above the opponent and conjure a ring of holy energy that can fire up to six large flare orbs downward while is held. Kuja can move during the attack. 	Jump high above the opponent and conjure a ring of holy energy that can fire up to six large flare orbs downward while is held. Kuja can move during the attack. 	Jump high above the opponent and conjure a ring of holy energy that can fire up to six large flare orbs downward while is held. Kuja can move during the attack. 	Jump high above the opponent and conjure a ring of holy energy that can fire up to six large flare orbs downward while is held. Kuja can move during the attack. 	Jump high above the opponent and conjure a ring of holy energy that can fire up to six large flare orbs downward while is held. Kuja can move during the attack. 	
(midair)	Aerial 	30 (15) 	130 	Ranged High 	None 	Magical 	Level 44 	
(midair)	Create a barrage of magical orbs that rain down on the opponent. Kuja can move during the attack. 	Create a barrage of magical orbs that rain down on the opponent. Kuja can move during the attack. 	Create a barrage of magical orbs that rain down on the opponent. Kuja can move during the attack. 	Create a barrage of magical orbs that rain down on the opponent. Kuja can move during the attack. 	Create a barrage of magical orbs that rain down on the opponent. Kuja can move during the attack. 	Create a barrage of magical orbs that rain down on the opponent. Kuja can move during the attack. 	Create a barrage of magical orbs that rain down on the opponent. Kuja can move during the attack. 	
=== EX Mode ===
300px|right|Final Requiem
Kuja's EX Mode is his Trance form from Final Fantasy IX. He gains the abilities "Hyper Glide" and "Auto Magic"; Hyper Glide allows him to maintain altitude longer when gliding, letting him remain in the air almost indefinitely, while Auto Magic leaves Flare orbs in the air when Kuja jumps, staggering opponents, and surrounds him with Holy orbs while gliding to knock opponents into the air. This lets Kuja damage opponents simply by moving around them. The Holy orbs have Melee Low attack priority, allowing them to reflect or nullify lesser attacks, but the Flare orbs are Ranged Low priority and so will only reflect projectiles.
Kuja's EX Burst is . The player must repeatedly press to fill the gauge as Kuja performs several Flare Star attacks. If successfully filled, he'll perform Seraphic Star by zigzagging around his opponent and ends the EX Burst with a powerful Ultima spell.
Kuja's EX Burst operation is similar to his rival, Zidane, but the former's limit/power bar is divided at varying lengths, unlike the latter, whose power bar is divided evenly.
Dissidia Kuja ex.png|Default outfit.
Kuja Trance Alternate.png|First alt outfit EX Mode.
Kuja-ThirdEXMode.PNG|Second alt outfit EX Mode.
Kuja DLC EX Mode.png|Third alt outfit EX Mode.
=== Equipment ===
Kuja can equip Daggers, Rods, Staves, Bangles, Hats, Hairpins, Clothing, and Robes. In Dissidia 012, Kuja can also equip Poles, Headbands, and Chestplates.
==== Exclusive weapons ====
 Dissidia exclusive weapons
Name 	Level	Stats 	Effects 	Obtained
Punisher 	53 	HP +185ATK +35DEF +1	EX Force Absorption +15%. 	Trade: 15460 gil, Wizard's Rod, Ruby x3, Resilience Shard x2
Whale Whisker 	95 	HP +290ATK +62DEF +1	EX Force Absorption +20%. 	Trade: 29570 gil, Punisher, Lapis Lazuli x5, Resilience Crystal x3
Terra's Legacy	100 	HP +307ATK +67DEF +1	EX Force Absorption +30%.Back to the Wall Effect.	Trade: 31920 gil, Whale Whisker, God of Destruction x5, Resilience Orb x5
 Dissidia 012 exclusive weapons
Name 	Level	Stats 	Effects 	Obtained
Punisher 	30 	HP +376BRV -84ATK +40DEF +2	EX Force Absorption +3%. 	Trade: 61000 gil, Wizard's Rod, Scarletite x1, Reaper's Desire x5
Whale Whisker 	90 	HP +287BRV -70ATK +63DEF +1	EX Force Absorption +5%. 	Trade: 158,000 gil, Punisher, Electrum x1, Reaper's Dream x5
Terra's Legacy	100 	HP +327BRV -80ATK +68DEF +1	EX Force Absorption +10%.Back to the Wall Effect.	Trade: 182,800 gil, Whale Whisker, God of Destruction x1, Reaper's Hopes x5
== Gallery ==
Kuja CG.png|CG render for Dissidia.
D012 Kuja CG.png|Kuja's CG render for Dissidia 012.
Dissidia Amano Kuja.jpg|Artwork by Yoshitaka Amano.
Dissidia CG1.jpg|CG render of Kuja alongside Warrior of Light.
Chaos_1920_1200.jpg|Kuja alongside the other warriors of Chaos.
MinabaKuja.jpg|Kuja's fourth costume drawn by Hideo Minaba.
D012 EX - Flare Star.jpeg|Flare Star EX Burst.
D012 EX - Seraphic Star.jpeg|Seraphic Star EX Burst.
D012 EX - Ultima.jpeg|Ultima EX Burst.
DFFKuja Victory Pose.gif|Victory pose.
==Behind the scenes==
===Voice===
Kuja was voiced in Japanese by Akira Ishida and in English by JD Cullum. He shares his Japanese voice actor with Kazusa Futahito from Final Fantasy Type-0, Makenshi from Final Fantasy: Unlimited, and and from the series.
Kuja is one of three characters, the others being Zidane and the Warrior of Light, to have more than one intro quote when fighting his rival in Dissidia.
=== Allusions ===
* The poem Kuja recites at the beginning of his "Shade Impulse" scene with Zidane is the poem he states before Bahamut attacks Alexandria in Final Fantasy IX. Zidane's offer to assist Kuja mirrors Kuja's final moments in Final Fantasy IX.
* If a character other than Zidane faces Kuja in Shade Impulse, Kuja says, "I have nothing left to fear! But I refuse to die alone... You will all join me!" This paraphrases Kuja's dialogue when defeated while in his Trance form in Final Fantasy IX, "I won't have to be afraid anymore... but I'm not gonna die alone. You're all coming with me!"
**Upon defeat, he says "I had nothing more to lose... I only wish I could have realized what it truly means to live...", referencing his remorseful final words in the ending to Final Fantasy IX.
* As with Zidane, two planets fuse during Kuja's EX Burst, alluding to Terra assimilating Gaia. Opposite to Zidane, the red planet (Terra) emerges as the dominant planet in the fusion.
* Kuja's Bravery attacks are themed after the spells Holy and Flare, spells he casts as Trance Kuja. His HP attacks are attacks he uses in Final Fantasy IX—Seraphic Star's appearance of a burst of white energy is based on the appearance of the Holy spell in Final Fantasy IX (in fact, Seraphic Star is named "Holy Star" in the Japanese version), Flare Star is one of Kuja's signature attacks, and Ultima is the spell Trance Kuja uses when defeated.
**In the arcade reboot, the orbs of light controlled by Kuja are changed to Holy and Flare orbs, and the orbs themselves partially resemble the planets of Gaia and Terra respectively.
* Kuja's ultimate weapon, Terra's Legacy, refers to his home planet in Final Fantasy IX. His second strongest weapon, Whale Whisker, is the name of the strongest rod that can be used by Princess Garnet. Kuja's third weapon, the Punisher, is from Final Fantasy VI, and is a rod used by Banon.
* Kuja's pose when ending his EX Burst is similar to the pose he takes in Final Fantasy IX when he destroys Terra.
* In his victory pose, Kuja floats to the ground in a pose identical to his original artwork by Yoshitaka Amano, then assumes a pose identical to his Dissidia artwork.
* When fighting Squall, he says, "Can you survive without a cause?" alluding to how Kuja would go insane upon learning of his own mortality from Garland.
* At the beginning of Dissidia's "Destiny Odyssey IX", Ultimecia goads Kuja by saying he is "no more than a vessel, a flawed one at that," and Kuja's response is to accuse her of lying. This roughly parallels Kuja's conversation with Garland in Final Fantasy IX, where Garland tells Kuja he is a mortal and Kuja refuses to believe him at first. Kuja is a Genome, beings made by Garland to be vessels for Terra's dormant souls.
* In Dissidia 012's "Light to All", when Garland tells Kuja about his fake memories, Kuja recites "The weak are robbed of their freedom from the strong. And it's only natural that the victor always prevails," paraphrasing his line in Final Fantasy IX, "The weak lose their freedom to the strong. Such is the way of the strong. And it is the providence of nature that only the strong survive."
* If fighting as Kuja against Garland, the latter will remark, "I sense you are haunted by your fate." This refers to Kuja learning of his mortality in Final Fantasy IX and is driven into an insane rage.
* In Dissidia 012, if fighting as Kuja against Shantotto, the latter will remark "You hide your tail, but I still see you quail." This alludes to the conversation between Zidane and Garland in Final Fantasy IX, where Garland explains that Kuja, like Zidane, has a tail but conceals it.
* In "Destiny Odyssey II"/Chapter 7 in "Light to All", Kuja beginning to fight with Garland could be a reference to his plans to fight Final Fantasy IX Garland, but was unable to do so.
* When Kuja faces Yuna, he says "I'll rip you away from your dear friends." This alludes to when he had Zorn and Thorn extract the eidolons from Garnet.
==Citations==
de:Kuja (Dissidia)
it:Kuja (Dissidia)
ru:Куджа/Dissidia
Category:Characters in Dissidia Final Fantasy (2008)
Category:Characters in Dissidia 012 Final Fantasy