Terra Branford (Dissidia PSP)

Terra Branford is a hero fighting on the side of Cosmos in Dissidia Final Fantasy, and is originally a warrior of Chaos in Dissidia 012 Final Fantasy.
Representing Final Fantasy VI, she is a girl blessed, or cursed, with both the power of espers and magic. Terra's attacks are magical, but she can strike with both long- and short-range attacks. Terra was forced to serve Chaos against her will, but in the next cycle has forgotten these events and now fights on the side of Cosmos. Her nemesis, Kefka, taunts her about her forgotten past and attempts to sway her back to his services.
== Profile ==
=== Appearance ===
Terra is a young woman with long curly blonde hair in a ponytail and purple eyes. Her outfit is based on her original Yoshitaka Amano concept art . She wears a sleeveless red dress with floral patterns, two long red gloves, several different sashes around her waist, and a pale pink cape. She wears patterned white tights and pointed red and gold high-heeled boots.
Terra's first alternate outfit, "Emerald Locks", is derived from her super-deformed artwork by Tetsuya Nomura, which served as the basis for her in-game sprite . Her dress is a deeper shade of red, her hair is green, and her eyes are a deeper shade of purple. Her cloak bears no floral pattern and is purple at the top to approximate her sprite's shoulder pads, and she does not wear tights. Her esper form in EX Mode is pink, based on its in-game sprite in-game sprite .
Terra's second alternate costume is "Narshean Princess" based on another of Amano's concept arts . She wears a blue bolero jacket with light blue sleeves over a white leotard, white boots, and a blue cape with wing designs on the collar. Her EX Mode is blue with turquoise claws. This outfit is Terra's attire in the storyline of Dissidia 012 Final Fantasy while as a Warrior of Chaos.
Terra's fourth costume, "Striped Dress", is available as DLC, and is taken from another Amano art . She wears a black and white top and skirt with stripes, exposing her midriff, with a transparent gray-blue cape and a small cloth of the same color hanging under her skirt. Her hair is worn in a small bun rather than the ponytails seen in the other costumes. Terra's boots are black, and her gloves are shorter and light blue. In this outfit her EX Mode is primarily green with yellow feet and claws.
Terra's manikin version, Phantasmal Girl, is red.
TerraDissidiaRender.PNG|Default outfit.
Terra alt.png|First alt outfit.
Terra alt2.png|Second alt outfit.
Terra_Dissidia_012_DLC1.PNG|Third alt outfit.
Manikin-Terra.png|Terra's manikin, Phantasmal Girl.
====Equipment====
Terra's weapon is based on her original concept art. It is a thin, curved blade with a red-pink handle with a round red stone in the pommel. In her second alt outfit the sword has a blue stripe running along the bottom of the guard.
Terra's crystal is red and black, a reference to the colors of her game's logo, and bears a pattern resembling a field of flames, referring to her connection with the Fire element.
Dissidia-Terra'sSword.png|Terra's sword.
Dissidia-Terra'sSword Manikin.png|Sword used by Terra's Manikins.
Dissidia - Terra Crystal.gif|Terra's Crystal.
=== Personality ===
In Dissidia 012 Final Fantasy, due to being under Kefka's control, Terra possesses no free will, and expresses none of her personality during the beginning of the cycle. Following Kuja weakening Kefka's influence, Terra becomes aware of the destructive nature of her powers, which makes her reluctant to fight, and even escalates to pleading Vaan to kill her. Vaan inspires her to use her powers to protect the other warriors of Cosmos despite her alignment, with her resolve being strong enough for her to fight the manikins and be recognized by Cosmos.
In the thirteenth cycle, Terra's personality combines her amnesiac self and her true self in Final Fantasy VI. Terra is shy and quiet, and fears her magical potential, as she struggles controlling it. She worries it would transform her into a monster, which is why Kefka's taunts trouble her. She finds comfort in her allies, who provide her the confidence to continue fighting. Following her conversation with Cloud about Firion's dream, she becomes inspired by the vision of a world full of flowers and adopts the dream. By the end of the conflict, Terra is confident in using her powers to fulfill her dream, and becomes closer to the other warriors of Cosmos.
She seeks to understand the other warriors, particularly Kefka. She understands his manic behavior, perceiving it as a result of "a void in his heart." Even though Kefka taunts her about her forgotten memories and attempts to sway her back to his side, she remains firm in her convictions for the future. She holds to a more positive version of nihilism in stark contrast to Kefka, as when defeating him for good she states they can find the meaning behind their lives on their own as long as they protect what they hold dear.
== Story ==
=== 12th cycle ===
It is unclear at what point Terra was summoned to World B, but she was mentally enslaved by Kefka to use her as a weapon.
In the 12th cycle, Firion encounters her early in the cycle and fights her alongside the Onion Knight to chase her off. When Kuja finds her standing alone waiting for commands from Kefka, he decides to sabotage Kefka by weakening his control over Terra, allowing her to start resisting his control. Kefka grows enraged and begins losing patience with her. After she flees a fight with Vaan, Kefka attempts to torture her into submission, but Vaan had followed her and came to her defend. Vaan then flees with Terra while Kefka is distracted, but Kefka is confident she would come "running straight back into his arms, anyway", and decides not to pursue. Though she at first pleads Vaan to kill her as she sees her power as danger to everyone around her, his kindness inspires her to keep pushing onward. When they part ways, Vaan tells her to hide until he and the others beat Chaos, intending to have Terra join them.
While pondering Vaan's words, Terra sees manikins headed for Order's Sanctuary and decides to use her power to protect him and the others. She defeats the manikins and unknowingly finds her way to Cosmos's throne, where she passes out in front of the goddess and the Warrior of Light. Though Terra is a warrior of Chaos, Cosmos recognizes Terra wants to put an end to the conflict and converts her into a warrior of Cosmos with the Warrior of Light as a witness.
=== 13th cycle ===
Coming to at the start of the thirteenth cycle, Terra is attacked by manikins only for the Onion Knight to come to her aid. He wants to protect her after deducing she's not ready to fight. Terra recalls lingering memories of her encounter with Vaan and together the two search for the crystals, before she detects something in the distance. Though fearful, Terra follows the Onion Knight to the source where she loses control of her powers due to the Cloud of Darkness interfering, and unwillingly attacks the Onion Knight, forcing him to fight her to defend himself.
Despite the Onion Knight's attempts to calm her, Terra is spirited away by the Cloud of Darkness. Though rescued, Terra has no memory of her attacking the Onion Knight, who decides not to tell her. Kefka appears and taunts Terra with her lost memories, alluding to her earlier attack on the Onion Knight and how destructive she is. Terra refuses to believe him, and the Onion Knight attacks Kefka, teleporting both away with Terra left on her own.
Fighting the power in her, as well as being haunted by Kefka's earlier taunts about her powers, Terra encounters Cloud Strife who has obtained his crystal. He fights her to provide an outlet for her strength to help her regain control of herself. Terra thanks him, though Cloud rejects her gratitude as he does not see proof it having helped. Terra assures him he really did help her. Cloud thanks her for helping him realize he can help others, and accompanies Terra to search for the Onion Knight. Cloud presents Terra with Firion's rose and inspires her to hope for a world where dreams like Firion's could come true, and "all sorts of flowers can bloom".
The two confront Kefka who tempts Terra to give into her powers and rejoin him in causing destruction. Terra rebukes his claims, having found the will to fight to protect hope, and says that no matter what happens regarding her power, she will not lose sight of that. Kefka is enraged by her refusal as the Cloud of Darkness ambushes them and attacks Cloud, who pulls out his sword, ready to defend Terra. The Onion Knight reappears, and he and Cloud fight the Cloud of Darkness together, while Terra fights Kefka. Initially fleeing from his attacks, Terra stops running, fights, and defeats him. Relieved that Kefka is gone, and both the Onion Knight and Cloud are safe, Terra's crystal manifests. She departs with her two allies, having learned to control her powers, now believing that dreams can give their holder the strength to make them a reality.
left|thumb|Terra holding her Crystal.
While rejoining the others, they discuss finding their resolve that allowed them to find their Crystals. Kuja arrives to warn them Firion is on his way into a trap, and Cloud and Tidus go to aid him while Kuja stays and fights Terra. Kuja taunts her and her focus shakes, allowing Kuja to gain an advantage, but Cecil steps in and defeats Kuja, and reassures Terra his taunts were lires. Later they discuss how Cecil copes with having to fight his brother. Terra expresses sympathy, hoping the war ends soon, but is saddened the end means she won't see her friends again, and fears that when she returns she either won't have any friends to greet her, or she'll end up back on the battlefield at her homeworld, as the only memories she has are of war and strife. Cecil mentions that things weren't that different when they entered the conflict, and he's certain things will end well for her.
After obtaining the ten crystals, Cosmos's power is split among the heroes, and she loses her strength, leaving her at the mercy of Chaos, who kills her. After fighting their disappearance, Cosmos's warriors set out to vanquish Chaos. Terra encounters Kefka in his tower where she demands he reveal what he knows about the war, but Kefka only plots the destruction of everything in existence, even Chaos himself.
Terra strikes him down, and explains there are things she wants to protect and that merely searching for a meaning to life gives life meaning. Kefka claims life is a futile and meaningless experience, and craves for senseless destruction as he self-destructs with a sorrowful laugh. Terra speculates that Kefka's mindless rampages were to fill a void in his heart, and vows to continue on, even if she repeats the same life as those before her.
Terra and the others best Chaos sending them to a field near Cornelia Castle in World A, where, one by one, they return to their homeworlds. Before vanishing Terra thanks everyone for teaching her how to keep going while telling them to take care.
=== Confessions of the Creator ===
After the party defeats the Southern Lufenia gateway to access the northern continents, Terra can be found wandering the snowfields near the Elven Castle teleport stone, provided she is not currently in the player's party. When spoken to she claims that every time she awakes her head hurts and she can't remember anything, and wishes to return to being a puppet. As the world of Confessions of the Creator is a hypothetical nightmare world where the cycles of war kept going and Feral Chaos killed all summoned warriors, this Terra is likely a specter of the Terra of this alternate world. She vanishes when the party advances past the Mirage Sandsea to the Lands of Discord.
== Gameplay ==
Terra's fighting style is Esperkin. Her attacks are all magical, using her sword only in chase sequences, and cover a variety of strategic options. Terra's spells have high power and long ranges, and can set the opponent up for combos easily. Her HP attacks are versatile and can hit at close and long ranges, and her Bravery to HP attack links have high damage. A considerable downside is that her Bravery attacks are almost all Low Priority, allowing them to be blocked and reflected, which can severely hurt Terra. Her melee options are limited primarily to Blizzard Combo and Tornado, with all her other attacks having a start-up time that makes it easy to anticipate them or hit Terra before the attack comes out. Terra must keep her distance from the opponent and zone them back properly to stay safe from reprisals.
=== Boss ===
In Dissidia Final Fantasy, Terra is fought in Destiny Odyssey III, Distant Glory, and Inward Chaos.
In Dissidia 012 Final Fantasy, Terra is fought in Stern Eyes and Wisdom or Courage? chapters of the Story Mode.
=== Attacks ===
==== Bravery Attack ====
 Dissidia Bravery attacks
Move 	Type 	CP (Mastered) 	AP 	Priority 	Effect 	Damage type 	Obtained 	Image
 	Ground 	20 (10) 	120 	Ranged Low 	Chase 	Magical 	Initial 	
 	Create a burst of flames along the ground that launches the opponent into the air. 	Create a burst of flames along the ground that launches the opponent into the air. 	Create a burst of flames along the ground that launches the opponent into the air. 	Create a burst of flames along the ground that launches the opponent into the air. 	Create a burst of flames along the ground that launches the opponent into the air. 	Create a burst of flames along the ground that launches the opponent into the air. 	Create a burst of flames along the ground that launches the opponent into the air. 	
(ground)	Ground 	30 (15) 	180 	Melee Low 	Wall Rush 	Magical 	Initial 	
(ground)	Spin forward while striking the opponent with ice, then hit twice more and knock them away. 	Spin forward while striking the opponent with ice, then hit twice more and knock them away. 	Spin forward while striking the opponent with ice, then hit twice more and knock them away. 	Spin forward while striking the opponent with ice, then hit twice more and knock them away. 	Spin forward while striking the opponent with ice, then hit twice more and knock them away. 	Spin forward while striking the opponent with ice, then hit twice more and knock them away. 	Spin forward while striking the opponent with ice, then hit twice more and knock them away. 	
(ground)	Ground 	30 (15) 	180 	Ranged Low 	Magic BlockWall Rush 	Magical 	Level 3 	
(ground)	Fire a large piece of ice. If it hits, two smaller pieces of ice send the opponent flying. 	Fire a large piece of ice. If it hits, two smaller pieces of ice send the opponent flying. 	Fire a large piece of ice. If it hits, two smaller pieces of ice send the opponent flying. 	Fire a large piece of ice. If it hits, two smaller pieces of ice send the opponent flying. 	Fire a large piece of ice. If it hits, two smaller pieces of ice send the opponent flying. 	Fire a large piece of ice. If it hits, two smaller pieces of ice send the opponent flying. 	Fire a large piece of ice. If it hits, two smaller pieces of ice send the opponent flying. 	
 	Ground 	30 (15) 	180 	Unblockable 	AbsorbWall Rush 	Magical 	Level 23 	
 	Create a sphere of dark energy that descends above the opponent and slams them to the ground. 	Create a sphere of dark energy that descends above the opponent and slams them to the ground. 	Create a sphere of dark energy that descends above the opponent and slams them to the ground. 	Create a sphere of dark energy that descends above the opponent and slams them to the ground. 	Create a sphere of dark energy that descends above the opponent and slams them to the ground. 	Create a sphere of dark energy that descends above the opponent and slams them to the ground. 	Create a sphere of dark energy that descends above the opponent and slams them to the ground. 	
 	Ground 	30 (15) 	180 	Ranged Low 	None 	Magical 	Level 29 	
 	Summon meteors that rain down and stun the opponent. 	Summon meteors that rain down and stun the opponent. 	Summon meteors that rain down and stun the opponent. 	Summon meteors that rain down and stun the opponent. 	Summon meteors that rain down and stun the opponent. 	Summon meteors that rain down and stun the opponent. 	Summon meteors that rain down and stun the opponent. 	
(midair)	Aerial 	30 (15) 	140 	Ranged Low 	Magic BlockWall Rush 	Magical 	Initial 	
(midair)	Fire a large piece of ice. If it connects, two smaller pieces of ice sends the opponent flying.	Fire a large piece of ice. If it connects, two smaller pieces of ice sends the opponent flying.	Fire a large piece of ice. If it connects, two smaller pieces of ice sends the opponent flying.	Fire a large piece of ice. If it connects, two smaller pieces of ice sends the opponent flying.	Fire a large piece of ice. If it connects, two smaller pieces of ice sends the opponent flying.	Fire a large piece of ice. If it connects, two smaller pieces of ice sends the opponent flying.	Fire a large piece of ice. If it connects, two smaller pieces of ice sends the opponent flying.	
 	Aerial 	20 (10) 	90 	Ranged Low 	None 	Magical 	Initial 	
 	Summon lightning strikes that converge on the opponent. 	Summon lightning strikes that converge on the opponent. 	Summon lightning strikes that converge on the opponent. 	Summon lightning strikes that converge on the opponent. 	Summon lightning strikes that converge on the opponent. 	Summon lightning strikes that converge on the opponent. 	Summon lightning strikes that converge on the opponent. 	
(midair)	Aerial 	30 (15) 	140 	Melee Low 	Wall Rush 	Magical 	Level 6 	
(midair)	Spin forward while striking the opponent with ice, then hit twice more and knock them away. 	Spin forward while striking the opponent with ice, then hit twice more and knock them away. 	Spin forward while striking the opponent with ice, then hit twice more and knock them away. 	Spin forward while striking the opponent with ice, then hit twice more and knock them away. 	Spin forward while striking the opponent with ice, then hit twice more and knock them away. 	Spin forward while striking the opponent with ice, then hit twice more and knock them away. 	Spin forward while striking the opponent with ice, then hit twice more and knock them away. 	
 	Aerial 	20 (10) 	140 	Ranged Low 	Chase 	Magical 	Level 10 	
 	Shoot five orbs of light that home in on the opponent. 	Shoot five orbs of light that home in on the opponent. 	Shoot five orbs of light that home in on the opponent. 	Shoot five orbs of light that home in on the opponent. 	Shoot five orbs of light that home in on the opponent. 	Shoot five orbs of light that home in on the opponent. 	Shoot five orbs of light that home in on the opponent. 	
 	Aerial 	30 (15) 	200 	Ranged Low 	Chase 	Magical 	Level 19 	
 	Conjure five orbs of light. If it hits, follow up by shooting five Flare balls. 	Conjure five orbs of light. If it hits, follow up by shooting five Flare balls. 	Conjure five orbs of light. If it hits, follow up by shooting five Flare balls. 	Conjure five orbs of light. If it hits, follow up by shooting five Flare balls. 	Conjure five orbs of light. If it hits, follow up by shooting five Flare balls. 	Conjure five orbs of light. If it hits, follow up by shooting five Flare balls. 	Conjure five orbs of light. If it hits, follow up by shooting five Flare balls. 	
 Dissidia 012 Bravery attacks
Move 	Type 	CP (Mastered) 	AP 	Priority 	Effect 	Damage type 	Obtained 	Image
 	Ground 	30 (15) 	170 	Ranged Low 	Chase 	Magical 	Initial 	
 	Fire a burst of flame along the ground that launches the opponent into the air. 	Fire a burst of flame along the ground that launches the opponent into the air. 	Fire a burst of flame along the ground that launches the opponent into the air. 	Fire a burst of flame along the ground that launches the opponent into the air. 	Fire a burst of flame along the ground that launches the opponent into the air. 	Fire a burst of flame along the ground that launches the opponent into the air. 	Fire a burst of flame along the ground that launches the opponent into the air. 	
(ground)	Ground 	30 (15) 	100 	Melee Low 	Wall Rush 	Magical 	Initial 	
(ground)	Spin towards the opponent striking them with shards of ice. Tilt the analog stick up to knock the enemy up instead of forward. 	Spin towards the opponent striking them with shards of ice. Tilt the analog stick up to knock the enemy up instead of forward. 	Spin towards the opponent striking them with shards of ice. Tilt the analog stick up to knock the enemy up instead of forward. 	Spin towards the opponent striking them with shards of ice. Tilt the analog stick up to knock the enemy up instead of forward. 	Spin towards the opponent striking them with shards of ice. Tilt the analog stick up to knock the enemy up instead of forward. 	Spin towards the opponent striking them with shards of ice. Tilt the analog stick up to knock the enemy up instead of forward. 	Spin towards the opponent striking them with shards of ice. Tilt the analog stick up to knock the enemy up instead of forward. 	
(ground)	Ground 	30 (15) 	100 	Ranged Low 	Magic BlockWall Rush 	Magical 	Level 4 	
(ground)	Shoot a large piece of ice which splits into smaller ones on contact. 	Shoot a large piece of ice which splits into smaller ones on contact. 	Shoot a large piece of ice which splits into smaller ones on contact. 	Shoot a large piece of ice which splits into smaller ones on contact. 	Shoot a large piece of ice which splits into smaller ones on contact. 	Shoot a large piece of ice which splits into smaller ones on contact. 	Shoot a large piece of ice which splits into smaller ones on contact. 	
 	Ground 	30 (15) 	100 	Unblockable 	AbsorbWall Rush 	Magical 	Level 24 	
 	Conjure a ball of darkness over the opponent's head that descends and slams them into the ground. 	Conjure a ball of darkness over the opponent's head that descends and slams them into the ground. 	Conjure a ball of darkness over the opponent's head that descends and slams them into the ground. 	Conjure a ball of darkness over the opponent's head that descends and slams them into the ground. 	Conjure a ball of darkness over the opponent's head that descends and slams them into the ground. 	Conjure a ball of darkness over the opponent's head that descends and slams them into the ground. 	Conjure a ball of darkness over the opponent's head that descends and slams them into the ground. 	
 	Ground 	30 (15) 	100 	Ranged Low 	None 	Magical 	Level 32 	
 	Summons several falling fireballs that stuns the enemy. 	Summons several falling fireballs that stuns the enemy. 	Summons several falling fireballs that stuns the enemy. 	Summons several falling fireballs that stuns the enemy. 	Summons several falling fireballs that stuns the enemy. 	Summons several falling fireballs that stuns the enemy. 	Summons several falling fireballs that stuns the enemy. 	
(midair)	Aerial 	30 (15) 	100 	Ranged Low 	Magic BlockWall Rush 	Magical 	Initial 	
(midair)	Shoot a large piece of ice which splits into smaller ones on contact. 	Shoot a large piece of ice which splits into smaller ones on contact. 	Shoot a large piece of ice which splits into smaller ones on contact. 	Shoot a large piece of ice which splits into smaller ones on contact. 	Shoot a large piece of ice which splits into smaller ones on contact. 	Shoot a large piece of ice which splits into smaller ones on contact. 	Shoot a large piece of ice which splits into smaller ones on contact. 	
 	Aerial 	30 (15) 	90 	Ranged Low 	Chase 	Magical 	Initial 	
 	Summon four lightning bolts that converge on the opponent. 	Summon four lightning bolts that converge on the opponent. 	Summon four lightning bolts that converge on the opponent. 	Summon four lightning bolts that converge on the opponent. 	Summon four lightning bolts that converge on the opponent. 	Summon four lightning bolts that converge on the opponent. 	Summon four lightning bolts that converge on the opponent. 	
(midair)	Aerial 	30 (15) 	100 	Melee Low 	Wall Rush 	Magical 	Level 16 	
(midair)	Spin towards opponent striking them with shards of ice. Tilt thumbstick up to knock the enemy up instead of forward. 	Spin towards opponent striking them with shards of ice. Tilt thumbstick up to knock the enemy up instead of forward. 	Spin towards opponent striking them with shards of ice. Tilt thumbstick up to knock the enemy up instead of forward. 	Spin towards opponent striking them with shards of ice. Tilt thumbstick up to knock the enemy up instead of forward. 	Spin towards opponent striking them with shards of ice. Tilt thumbstick up to knock the enemy up instead of forward. 	Spin towards opponent striking them with shards of ice. Tilt thumbstick up to knock the enemy up instead of forward. 	Spin towards opponent striking them with shards of ice. Tilt thumbstick up to knock the enemy up instead of forward. 	
 	Aerial 	30 (15) 	60 	Ranged Low 	Chase 	Magical 	Level 11 	
 	Shoots five balls of light that home in on the opponent. In EX Mode, executes faster and shoots three balls of light twice. 	Shoots five balls of light that home in on the opponent. In EX Mode, executes faster and shoots three balls of light twice. 	Shoots five balls of light that home in on the opponent. In EX Mode, executes faster and shoots three balls of light twice. 	Shoots five balls of light that home in on the opponent. In EX Mode, executes faster and shoots three balls of light twice. 	Shoots five balls of light that home in on the opponent. In EX Mode, executes faster and shoots three balls of light twice. 	Shoots five balls of light that home in on the opponent. In EX Mode, executes faster and shoots three balls of light twice. 	Shoots five balls of light that home in on the opponent. In EX Mode, executes faster and shoots three balls of light twice. 	
 	Aerial 	30 (15) 	60 	 	None 	Magical 	Level 27 	
 	Performs Holy, then follows up by shooting up to four Flare fireballs if Holy connects. Has lower speed and weaker tracking than normal Holy.	Performs Holy, then follows up by shooting up to four Flare fireballs if Holy connects. Has lower speed and weaker tracking than normal Holy.	Performs Holy, then follows up by shooting up to four Flare fireballs if Holy connects. Has lower speed and weaker tracking than normal Holy.	Performs Holy, then follows up by shooting up to four Flare fireballs if Holy connects. Has lower speed and weaker tracking than normal Holy.	Performs Holy, then follows up by shooting up to four Flare fireballs if Holy connects. Has lower speed and weaker tracking than normal Holy.	Performs Holy, then follows up by shooting up to four Flare fireballs if Holy connects. Has lower speed and weaker tracking than normal Holy.	Performs Holy, then follows up by shooting up to four Flare fireballs if Holy connects. Has lower speed and weaker tracking than normal Holy.	
==== HP Attacks ====
 Dissidia HP attacks
Move 	Type 	CP (Mastered) 	AP 	Priority 	Effect 	Damage type 	Obtained 	Image
 	Ground 	40 (20) 	180 	Unblockable 	None 	Magical 	Initial 	
 	Summon three blasts of water from underneath the opponent. 	Summon three blasts of water from underneath the opponent. 	Summon three blasts of water from underneath the opponent. 	Summon three blasts of water from underneath the opponent. 	Summon three blasts of water from underneath the opponent. 	Summon three blasts of water from underneath the opponent. 	Summon three blasts of water from underneath the opponent. 	
(ground)	Ground 	40 (20) 	180 	Melee High 	AbsorbWall Rush 	Magical 	Level 14 	
(ground)	Summon three tornadoes that spin around Terra and converge into one. 	Summon three tornadoes that spin around Terra and converge into one. 	Summon three tornadoes that spin around Terra and converge into one. 	Summon three tornadoes that spin around Terra and converge into one. 	Summon three tornadoes that spin around Terra and converge into one. 	Summon three tornadoes that spin around Terra and converge into one. 	Summon three tornadoes that spin around Terra and converge into one. 	
(midair)	Aerial 	40 (20) 	180 	Melee High 	AbsorbWall Rush 	Magical 	Initial 	
(midair)	Summon three tornadoes that spin around Terra and converge into one. 	Summon three tornadoes that spin around Terra and converge into one. 	Summon three tornadoes that spin around Terra and converge into one. 	Summon three tornadoes that spin around Terra and converge into one. 	Summon three tornadoes that spin around Terra and converge into one. 	Summon three tornadoes that spin around Terra and converge into one. 	Summon three tornadoes that spin around Terra and converge into one. 	
 	Aerial 	40 (20) 	300 	Ranged High 	Wall Rush 	Magical 	Level 38 	
 	Hold to charge energy and shoot a ball of fire. Depending on the time spent charging, the attack has three forms. In EX Mode, the first form is triggered by pushing and towards the enemy, the second form is triggered by pushing and away from the enemy, and the third form is triggered by pressing alone.Form 1: shoot small fireball forward quickly. Low range but high speed.Form 2: shoot medium fireball forward that slowly accelerates and homes on enemies. Medium range and speed, strong homing.Form 3: shoot large fireball that bounces off walls and obstacles. Largest range and high speed, poor homing.	Hold to charge energy and shoot a ball of fire. Depending on the time spent charging, the attack has three forms. In EX Mode, the first form is triggered by pushing and towards the enemy, the second form is triggered by pushing and away from the enemy, and the third form is triggered by pressing alone.Form 1: shoot small fireball forward quickly. Low range but high speed.Form 2: shoot medium fireball forward that slowly accelerates and homes on enemies. Medium range and speed, strong homing.Form 3: shoot large fireball that bounces off walls and obstacles. Largest range and high speed, poor homing.	Hold to charge energy and shoot a ball of fire. Depending on the time spent charging, the attack has three forms. In EX Mode, the first form is triggered by pushing and towards the enemy, the second form is triggered by pushing and away from the enemy, and the third form is triggered by pressing alone.Form 1: shoot small fireball forward quickly. Low range but high speed.Form 2: shoot medium fireball forward that slowly accelerates and homes on enemies. Medium range and speed, strong homing.Form 3: shoot large fireball that bounces off walls and obstacles. Largest range and high speed, poor homing.	Hold to charge energy and shoot a ball of fire. Depending on the time spent charging, the attack has three forms. In EX Mode, the first form is triggered by pushing and towards the enemy, the second form is triggered by pushing and away from the enemy, and the third form is triggered by pressing alone.Form 1: shoot small fireball forward quickly. Low range but high speed.Form 2: shoot medium fireball forward that slowly accelerates and homes on enemies. Medium range and speed, strong homing.Form 3: shoot large fireball that bounces off walls and obstacles. Largest range and high speed, poor homing.	Hold to charge energy and shoot a ball of fire. Depending on the time spent charging, the attack has three forms. In EX Mode, the first form is triggered by pushing and towards the enemy, the second form is triggered by pushing and away from the enemy, and the third form is triggered by pressing alone.Form 1: shoot small fireball forward quickly. Low range but high speed.Form 2: shoot medium fireball forward that slowly accelerates and homes on enemies. Medium range and speed, strong homing.Form 3: shoot large fireball that bounces off walls and obstacles. Largest range and high speed, poor homing.	Hold to charge energy and shoot a ball of fire. Depending on the time spent charging, the attack has three forms. In EX Mode, the first form is triggered by pushing and towards the enemy, the second form is triggered by pushing and away from the enemy, and the third form is triggered by pressing alone.Form 1: shoot small fireball forward quickly. Low range but high speed.Form 2: shoot medium fireball forward that slowly accelerates and homes on enemies. Medium range and speed, strong homing.Form 3: shoot large fireball that bounces off walls and obstacles. Largest range and high speed, poor homing.	Hold to charge energy and shoot a ball of fire. Depending on the time spent charging, the attack has three forms. In EX Mode, the first form is triggered by pushing and towards the enemy, the second form is triggered by pushing and away from the enemy, and the third form is triggered by pressing alone.Form 1: shoot small fireball forward quickly. Low range but high speed.Form 2: shoot medium fireball forward that slowly accelerates and homes on enemies. Medium range and speed, strong homing.Form 3: shoot large fireball that bounces off walls and obstacles. Largest range and high speed, poor homing.	
 Dissidia 012 HP attacks
Move 	Type 	CP (Mastered) 	AP 	Priority 	Effect 	Damage type 	Obtained 	Image
 	Ground 	30 (15) 	130 	Unblockable 	None 	Magical 	Initial 	
 	Summon three bursts of water from under the foe, with a slight delay between the first and second. 	Summon three bursts of water from under the foe, with a slight delay between the first and second. 	Summon three bursts of water from under the foe, with a slight delay between the first and second. 	Summon three bursts of water from under the foe, with a slight delay between the first and second. 	Summon three bursts of water from under the foe, with a slight delay between the first and second. 	Summon three bursts of water from under the foe, with a slight delay between the first and second. 	Summon three bursts of water from under the foe, with a slight delay between the first and second. 	
(ground)	Ground 	30 (15) 	130 	Melee High 	AbsorbWall Rush 	Magical 	Initial 	
(ground)	Summon three tornadoes around Terra that spin and combine into one. Deflects attacks. 	Summon three tornadoes around Terra that spin and combine into one. Deflects attacks. 	Summon three tornadoes around Terra that spin and combine into one. Deflects attacks. 	Summon three tornadoes around Terra that spin and combine into one. Deflects attacks. 	Summon three tornadoes around Terra that spin and combine into one. Deflects attacks. 	Summon three tornadoes around Terra that spin and combine into one. Deflects attacks. 	Summon three tornadoes around Terra that spin and combine into one. Deflects attacks. 	
(midair)	Aerial 	30 (15) 	130 	Melee High 	AbsorbWall Rush 	Magical 	Initial 	
(midair)	Summon three tornadoes around Terra that spin and combine into one. Deflects attacks. 	Summon three tornadoes around Terra that spin and combine into one. Deflects attacks. 	Summon three tornadoes around Terra that spin and combine into one. Deflects attacks. 	Summon three tornadoes around Terra that spin and combine into one. Deflects attacks. 	Summon three tornadoes around Terra that spin and combine into one. Deflects attacks. 	Summon three tornadoes around Terra that spin and combine into one. Deflects attacks. 	Summon three tornadoes around Terra that spin and combine into one. Deflects attacks. 	
 	Aerial 	30 (15) 	130 	Ranged High 	Wall Rush 	Magical 	Level 35 	
 	Hold to charge energy and shoot a ball of fire. Depending on the time spent charging, the attack has three forms. In EX Mode, the first form is triggered by pushing and towards the enemy, the second form is triggered by pushing and away from the enemy, and the third form is triggered by pressing alone.Form 1: shoot small fireball forward quickly. Low range but high speed.Form 2: shoot medium fireball forward that homes on enemies. Medium range and speed, strong homing.Form 3: shoot large fireball that bounces off walls and obstacles. Largest range and high speed, strong homing.	Hold to charge energy and shoot a ball of fire. Depending on the time spent charging, the attack has three forms. In EX Mode, the first form is triggered by pushing and towards the enemy, the second form is triggered by pushing and away from the enemy, and the third form is triggered by pressing alone.Form 1: shoot small fireball forward quickly. Low range but high speed.Form 2: shoot medium fireball forward that homes on enemies. Medium range and speed, strong homing.Form 3: shoot large fireball that bounces off walls and obstacles. Largest range and high speed, strong homing.	Hold to charge energy and shoot a ball of fire. Depending on the time spent charging, the attack has three forms. In EX Mode, the first form is triggered by pushing and towards the enemy, the second form is triggered by pushing and away from the enemy, and the third form is triggered by pressing alone.Form 1: shoot small fireball forward quickly. Low range but high speed.Form 2: shoot medium fireball forward that homes on enemies. Medium range and speed, strong homing.Form 3: shoot large fireball that bounces off walls and obstacles. Largest range and high speed, strong homing.	Hold to charge energy and shoot a ball of fire. Depending on the time spent charging, the attack has three forms. In EX Mode, the first form is triggered by pushing and towards the enemy, the second form is triggered by pushing and away from the enemy, and the third form is triggered by pressing alone.Form 1: shoot small fireball forward quickly. Low range but high speed.Form 2: shoot medium fireball forward that homes on enemies. Medium range and speed, strong homing.Form 3: shoot large fireball that bounces off walls and obstacles. Largest range and high speed, strong homing.	Hold to charge energy and shoot a ball of fire. Depending on the time spent charging, the attack has three forms. In EX Mode, the first form is triggered by pushing and towards the enemy, the second form is triggered by pushing and away from the enemy, and the third form is triggered by pressing alone.Form 1: shoot small fireball forward quickly. Low range but high speed.Form 2: shoot medium fireball forward that homes on enemies. Medium range and speed, strong homing.Form 3: shoot large fireball that bounces off walls and obstacles. Largest range and high speed, strong homing.	Hold to charge energy and shoot a ball of fire. Depending on the time spent charging, the attack has three forms. In EX Mode, the first form is triggered by pushing and towards the enemy, the second form is triggered by pushing and away from the enemy, and the third form is triggered by pressing alone.Form 1: shoot small fireball forward quickly. Low range but high speed.Form 2: shoot medium fireball forward that homes on enemies. Medium range and speed, strong homing.Form 3: shoot large fireball that bounces off walls and obstacles. Largest range and high speed, strong homing.	Hold to charge energy and shoot a ball of fire. Depending on the time spent charging, the attack has three forms. In EX Mode, the first form is triggered by pushing and towards the enemy, the second form is triggered by pushing and away from the enemy, and the third form is triggered by pressing alone.Form 1: shoot small fireball forward quickly. Low range but high speed.Form 2: shoot medium fireball forward that homes on enemies. Medium range and speed, strong homing.Form 3: shoot large fireball that bounces off walls and obstacles. Largest range and high speed, strong homing.	
==== Bravery to HP Attacks ====
 Dissidia Bravery to HP attacks
Move	Type 	CP (Mastered) 	AP 	Priority 	Effect 	Damage type 	Obtained 	Image
 	Aerial 	40 (20) 	300 	Unblockable 	Wall Rush 	Magical 	Holy Combo 	
 	Conjure a spherical field of energy around the opponent that hits them multiple times and then explodes. In EX Mode, can either collapse and expand field a second time to do additional Bravery damage, or can create a second field after the first explodes to deal HP damage twice.	Conjure a spherical field of energy around the opponent that hits them multiple times and then explodes. In EX Mode, can either collapse and expand field a second time to do additional Bravery damage, or can create a second field after the first explodes to deal HP damage twice.	Conjure a spherical field of energy around the opponent that hits them multiple times and then explodes. In EX Mode, can either collapse and expand field a second time to do additional Bravery damage, or can create a second field after the first explodes to deal HP damage twice.	Conjure a spherical field of energy around the opponent that hits them multiple times and then explodes. In EX Mode, can either collapse and expand field a second time to do additional Bravery damage, or can create a second field after the first explodes to deal HP damage twice.	Conjure a spherical field of energy around the opponent that hits them multiple times and then explodes. In EX Mode, can either collapse and expand field a second time to do additional Bravery damage, or can create a second field after the first explodes to deal HP damage twice.	Conjure a spherical field of energy around the opponent that hits them multiple times and then explodes. In EX Mode, can either collapse and expand field a second time to do additional Bravery damage, or can create a second field after the first explodes to deal HP damage twice.	Conjure a spherical field of energy around the opponent that hits them multiple times and then explodes. In EX Mode, can either collapse and expand field a second time to do additional Bravery damage, or can create a second field after the first explodes to deal HP damage twice.	
 Dissidia 012 Bravery to HP attacks
Move	Type 	CP (Mastered) 	AP 	Priority 	Effect 	Damage type 	Obtained 	Image
 	Ground 	30 (15) 	130 	Unblockable 	Wall Rush 	N/A 	Fire 	
 	Create an explosion of flame around opponent. In EX Mode creates two explosions, doing additional Bravery damage and driving opponent further into the air. 	Create an explosion of flame around opponent. In EX Mode creates two explosions, doing additional Bravery damage and driving opponent further into the air. 	Create an explosion of flame around opponent. In EX Mode creates two explosions, doing additional Bravery damage and driving opponent further into the air. 	Create an explosion of flame around opponent. In EX Mode creates two explosions, doing additional Bravery damage and driving opponent further into the air. 	Create an explosion of flame around opponent. In EX Mode creates two explosions, doing additional Bravery damage and driving opponent further into the air. 	Create an explosion of flame around opponent. In EX Mode creates two explosions, doing additional Bravery damage and driving opponent further into the air. 	Create an explosion of flame around opponent. In EX Mode creates two explosions, doing additional Bravery damage and driving opponent further into the air. 	
 	Aerial 	30 (15) 	130 	Unblockable 	Wall Rush 	Magical 	Holy Combo 	
 	Conjure a spherical field of energy around opponent that explodes after growing larger. In EX Mode can either collapse and expand field a second time to do additional Bravery damage, or can create a second field after the first explodes to deal HP damage twice.	Conjure a spherical field of energy around opponent that explodes after growing larger. In EX Mode can either collapse and expand field a second time to do additional Bravery damage, or can create a second field after the first explodes to deal HP damage twice.	Conjure a spherical field of energy around opponent that explodes after growing larger. In EX Mode can either collapse and expand field a second time to do additional Bravery damage, or can create a second field after the first explodes to deal HP damage twice.	Conjure a spherical field of energy around opponent that explodes after growing larger. In EX Mode can either collapse and expand field a second time to do additional Bravery damage, or can create a second field after the first explodes to deal HP damage twice.	Conjure a spherical field of energy around opponent that explodes after growing larger. In EX Mode can either collapse and expand field a second time to do additional Bravery damage, or can create a second field after the first explodes to deal HP damage twice.	Conjure a spherical field of energy around opponent that explodes after growing larger. In EX Mode can either collapse and expand field a second time to do additional Bravery damage, or can create a second field after the first explodes to deal HP damage twice.	Conjure a spherical field of energy around opponent that explodes after growing larger. In EX Mode can either collapse and expand field a second time to do additional Bravery damage, or can create a second field after the first explodes to deal HP damage twice.	
=== EX Mode ===
300px|right|Riot Blade
Terra's EX Mode is Trance, where she transforms into her esper form from Final Fantasy VI, gaining the abilities "Glide" and "Chainspell". The former lets her fly by holding , while the latter lets her attack twice in succession by pressing (for a Bravery attack) or (for an HP attack) a second time. The second spell executes faster than if Terra simply used the same attack twice, and in the case of Graviga and Meltdown, she does not need to charge the spell a second time. She also uses her claws instead of her sword in chase sequences, but the change is only visual. During EX Mode, she gains the most powerful combo in the game—Doublecast Holy into Doublecast Flare and ending with Doublecast Ultima—which has the added effect of allowing Terra to EX Burst if the combo does not finish off her opponent.
Terra's EX Burst is , her Desperation Attack in Final Fantasy VI. Terra attacks with Blizzara, then charges energy into her arms. The player must rapidly press in tandem with the button to charge two power meters within a time limit. If the player fills both meters before the time is up, Terra spins and whips out her arms to fire several crescent-shaped energy blades at the opponent. Failing to do so will have her fire fewer blades.
Terra's EX Mode plays a critical role in hers character due to her struggle to control her esper form. Thus, when she is fought as a storyline enemy, she transforms into EX Mode at the beginning of the fight, and due to a unique accessory, remains in EX Mode for an extended period of time.
Dissidia Tina Branford ex.png|Default outfit EX Mode.
Terra-AltEXMode.png|First alt outfit EX Mode.
Terra-ThirdEXMode.png|Second alt outfit EX Mode.
Terra DLC EX Mode.png|DLC outfit EX Mode.
=== Equipment ===
Terra can equip Daggers, Rods, Staves, Bangles, Hats, Hairpins, Ribbons, Clothing, and Robes. In Dissidia 012, Terra can also equip Instruments and Headbands.
==== Exclusive weapons ====
 Dissidia exclusive weapons
Name 	Level	Stats 	Effects 	Obtained
Chain Flail 	50 	BRV +26ATK +35	Magic Defense +30% 	Trade: 15460 gil, Healing Staff, Thorny Lumber x3, Amplification Shard x2
Morning Star 	92 	BRV +38ATK +62	Magic Defense +40% 	Trade: 29570 gil, Chain Flail, Revival Tree x5, Amplification Crystal x3
Maduin's Horn	100 	BRV +40ATK +67	Magic Defense +50%.Minor Anti-EX Effect.	Trade: 31920 gil, Morning Star, Veiled Magic x5, Amplification Orb x5
 Dissidia 012 exclusive weapons
Name 	Level	Stats 	Effects 	Obtained
Chain Flail 	30 	BRV +41ATK +38	Physical Defense +10%. 	Trade: 61000 gil, Healing Staff, Scarletite x1, Girl's Desire x5
Morning Star 	90 	BRV +34ATK +62	Physical Defense +15%. 	Trade: 158,000 gil, Chain Flail, Electrum x1, Girl's Dream x5
Maduin's Horn	100 	BRV +40ATK +67	Physical Defense +20%Minor Counterattack Effect.	Trade: 182,800 gil, Morning Star, Veiled Magic x1, Girl's Hopes x5
== Gallery ==
DFF Terra Render.png|CG render from Dissidia.
Terra - 012 CG.png|CG render from Dissidia 012.
Dissidia_CG2.jpg|CG art alongside the Emperor.
Vaan_and_terra_screenshot.jpg|Vaan and Terra in the TGS trailer.
Dissidia012-TerraConcept.jpg|Concept art of third outfit.
Dissidia Terra from Cosmos Artwork.jpg|Artwork by Yoshitaka Amano.
Vaan_and_Terra.jpg| Vaan speaking to Terra in Dissidia 012.
D012 EX - Blizzara.jpeg|Blizzara EX Burst.
D012 EX - Riot Blade 2.jpeg|Riot Blade.
Dissidia - Terra Board.png|Board icon.
DFFTerra Victory Pose.gif|Victory pose.
Dissidia-Terra-Play-Arts-Kai.png|Play Arts -Kai-
==Behind the scenes==
The first revealed artwork of Terra, which was the art used on the Potion energy drink is not based on her finalized artwork, but an earlier version of her artwork before Tetsuya Nomura redesigned her. This earlier version has a different face, shorter bangs and larger breasts, and was the first artwork released of her.
Tetsuya Nomura has stated Terra is his favorite character to use in Dissidia, as he likes long-range attacks and is particularly fond of her Tornado ability.
===Voice===
Terra shares her Japanese voice actress with Oerba Dia Vanille from Final Fantasy XIII and Final Fantasy XIII-2.
=== Allusions ===
* Terra's role as a forced Warrior of Chaos in Dissidia 012 Final Fantasy alludes to her enslavement to the Gestahlian Empire in Final Fantasy VI. During the battles against her in Destiny Odyssey III and Dissidia 012's Chapter 2, the enemy data for her lists her as wearing a "Puppeteer's Wheel", called "Slave Crown" in the Japanese release, which Kefka used to control her in Final Fantasy VI. If she fights the Emperor in the first game, he will say "[chuckle] Why don't you let me control you?" further referring to how the Gestahlian Empire enslaved her.
* Terra's relation to Vaan in Dissidia 012 Final Fantasy may allude to fellow Final Fantasy VI character Locke Cole, a treasure hunter who meets Terra in the beginning of Final Fantasy VI and protects her.
** Terra's relation to Cloud contains references to his relationship with Aerith in Final Fantasy VII and its related works, especially when Cloud refuses her thanks, saying it is enough to know he can help others. Like Aerith, Terra is of mixed race (Terra is half-esper while Aerith is half-Cetra) and uses magic. Helping Terra gives Cloud the chance to atone for being unable to help Aerith. The battle between Terra and Cloud where he fights her to calm her down takes place in the Planet's Core from Gaia.
** Tifa's pre-fight remark against Terra if the former is an opponent refers to what she told Cloud when helping him regain his memories. Coincidentally, both Terra and Cloud were at key points of their respective games rendered amnesiac by the main antagonist, as well as being used in a puppet-like manner (Terra due to being outfitted with the Slave Crown prior to the events of the game by Kefka, and Cloud due to being experimented upon by Professor Hojo and becoming a quasi-Sephiroth-clone, and thus being subject to manipulation and rendered catatonic.).
* Terra's strongest exclusive weapon is named for her father, Maduin. Her other unique weapons are maces from Final Fantasy VI, one of the weapon types Terra can use in that game.
* The description of the Chainspell ability describes it as "[embracing] the spirit of a magus". This refers to the Soul of Thamasa relic in Final Fantasy VI, which grants the Dualcast ability to the user.
* In Shade Impulse C4-1, Terra says, "This will most likely be our final battle. Together, we'll protect the future... and return to our homes", based on her line when rejoining the party after the cataclysm in Final Fantasy VI.
* In the ending, Terra catches a snowflake and looks up at the sky as she vanishes, snow swirling behind her. This mirrors a scene in the FMV with the Final Fantasy Anthology release of Final Fantasy VI, where Terra looks up at the sky when entering Narshe.
* One of Terra's victory lines, "Everyone lusts for power, it seems", is the line she spoke in front of General Leo's grave. Her defeated quote, "I'll vanish, won't I?" refers to the conversation the party had upon entering Kefka's Tower, where they worry Terra would vanish along with magic if Kefka is killed.
* Terra's love for moogles is expressed in the English version of Dissidia Final Fantasy upon gaining the moogle summon. When obtaining the summon players are treated to a cinematic of the moogle offering its help to the player. Depending on whether the player is currently using a Cosmos or Chaos character, the scene changes, but if Terra is the player character, she runs over, picks the moogle up and cuddles it, with the moogle asking her to "lay off on the fur ruffling".
* When the player wins the Arcade Mode with Terra, an image of her alternate outfit with green hair is shown. She is posed in the same manner as one of the concept arts of her from Final Fantasy VI.
* At the start of her Destiny Odyssey story, Terra has lost part of her memory when the Cloud of Darkness was trying to control her, and the Onion Knight tells her he would protect her. This alludes to the beginning of Final Fantasy VI when Terra awakes in Narshe with amnesia and Locke promises to protect her until she regains her memories.
* When Terra casts Blizzara, she yells "Get away!" In data texts for Final Fantasy VI, there is an omitted line for a flashback to Kefka placing the slave crown on her, where Terra shouts "No! Stay away!"
* When Vaan fights Trance Terra in Dissidia 012 Final Fantasy story mode, the music "Esper Battle" from Final Fantasy XII plays, alluding to Terra being a half-esper.
* When Terra is first played on the world map in her chapter of Dissidia 012 Final Fantasy, she begins on a snow-covered field and mentions to Onion Knight that it makes her "feel nostalgic". This refers to where she first appearing outside Narshe in Final Fantasy VI.
* In the opening gateway of the Dissidia 012 Final Fantasy Scenario '013: The Final Battle, Chapter 3', there is a treasure chest that gives 1994 Gil, a reference to the release year of Final Fantasy VI.
* Terra's line when facing Jecht in Dissidia 012 Final Fantasy, "You're like a big teddy bear", refers to when she saw Sabin for the first time in Final Fantasy VI and compares him to a bear.
* Terra's pose when using Meltdown, as well as when teleporting from Kefka's spell cluster during their fight in Destiny Odyssey, is based on an Amano artwork of her.
* Terra's attacks—aside from Thundara, Tornado and Flood—are spells she or Celes could learn naturally in Final Fantasy VI. Flood wasn't present in the Super NES release of Final Fantasy VI, only appearing in the Advance re-release. Meanwhile, Thundara is taught by Ramuh and Maduin, two espers closely connected with Terra, while Tornado is taught by Midgardsormr, located near Narshe where Final Fantasy VI begins.
* In "Confessions of the Creator", Terra, when found at the snowfields near the Elven Castle, will remark that every time she wakes up her head hurts and she can't remember anything, and desires to return to being a puppet. This refers to the beginning of Final Fantasy VI, where Terra was found in the Narshe Mines after the frozen esper disabled her Slave Crown, with Terra waking up with amnesia and a headache.
* Terra's reply to Kefka's nihilistic question in Shade Impulse 4 after beating him is similar to her reply to Kefka's nihilistic line in the GBA and later versions of Final Fantasy VI.
* Terra's teaming up with Onion Knight in the thirteenth cycle may refer to how Final Fantasy VI was initially released overseas as Final Fantasy III.
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Category:Characters in Dissidia Final Fantasy (2008)
Category:Characters in Dissidia 012 Final Fantasy