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Dissidia Final Fantasy



Everything posted by LXD92

  1. LXD92 GMT+1 LXD92 And the time im able to play depends on the raid schedule in FFXIV :p
  2. prepere to be disappointed
  3. So after having a long conversation with someone over how you're supposed to approach certain match ups which inevitably led into "what do I do here" and "what do I do there", I decided to take a more general approach. At the end of the conversation, I had my otherwise scattered thoughts and ideas in written form and figured it was worth sharing. By the end of this wall, you should be able to use the information to develop strong gameplan with considerably less "uncertain" game time. Enough with the intro junk and on to the meat. General Concept The general concept of battle is that you, as a competent competitor, and your opponent, as another competent competitor, know everything about each others tools (character and available movesets). This is hard data that you spend time outside of battle learning and mastering. You also need to learn when and how to punish all those tools. This is common knowledge, but it's also a prerequisite of high level battle AND battle theory. If you are a Squall main, for example, you obviously know everything about Squall - how his moves work, who can punish them when, how to abuse them for maximum efficiency, etc. BUT do you understand all that about the Cecil you're fighting? What about the Yuna? Tifa? You'd better because you're at a severe disadvantage that isn't skill or match up related if you don't. Still no secret, of course. Once you understand all this, you start to realize battles have three distinct and recognizable phases. I'll call these phases the Beginning(Gameplan) phase, Middle(Infinite Possibilities) phase, and End(Predecided Outcome) phase. These phases are present in EVERY match, but their length with change depending on player knowledge and skill. It's very important to recognize these phases AND understand what you're supposed to 'do' in each phase. Knowing this WILL give you an advantage over those who don't and help you develop your game at a much faster pace than someone who say - relies more heavily on intuition and reaction speed (outside of those rare, special cases). So let's discuss them a bit so you know what they are and what to do with them: Gameplan Phase (Battle Beginning) OK, so in any match, you should have some idea as to what your opponents character can do and how you're going to respond to them. You probably also have some idea about the player you're facing and maybe even have some ideas on their preferred strategies. Because of this, you would have some idea of what you'll actually do in the match when it starts. At this point, you're going to stick to your safer moves - but so is your opponent (if they're good). You'll both test each other with safe pokes and wiffs - each response almost being a predecided action you had planned before the battle even began. The battle will basically progress as both of you expect it to for a time and there will be no surprises. We can liken this to Chess: In Chess (for someone of my level), the first 4-5 moves are always "standard" - nothing unexpected or veiled. You understand why you're doing certain things (they're safe moves or safe setups) and understand why your opponent responds the way they do (again, they're staying safe). In Dissidia, I might open with a series of actions in a certain match up (ie: Dash up and neutral dodge just out of range of their fast brv attacks). Depending on how my opponent responds, I'll further tailor my game. Once I get to my personal threshold (where I no longer have a conscious game plan), I step into the second phase. My ultimate goal, however, is to never have to enter into the second phase (you'll see why in a bit). As previously stated, I want to stay in this phase until I can jump to phase 3 because I can use this phase to gather information about my opponent through safe tactics and approaches. That doesn't mean I won't get hit, it just means I won't be taking any high risks and I'll be focusing on learning my opponents habits and how they treat this area of the battle (it will tell you a lot about their conceptual ability in a fight as well as their general preparation). As you gather information about your opponent, you can see how deep their understanding is and probably pick up easy ways to expose them (again, unless they're a rare exception). Most people actually do this (I hope) - just without consciously thinking about it, so let's move on now that you know you should be having a strong mental game plan and why. Infinite Possibilities (Mid Battle) So you've inevitably entered into the second phase unless you understand all possibilities at all times (basically impossible if the game has any real depth). You enter this phase when you no longer have a conscious game plan and are now relying on a few things to get you through: - reactions - match up knowledge (how their moves work and how to deal with them in relation to yours) - player skill/technical prowess - previously acquired knowledge about the player (in the previous phase generally) This is how most people play out the entire match when they're still learning. Heck, some of the pros still play like this. Despite that, this is the least desirable area to be in and you should set your sights at getting out asap. This is ALSO the most enjoyable part of battle for a lot of people since it puts a lot of tangible, "hard" skills to the test. The uncertainty and applying your witts is also very appealing to a lot of competitors. You don't want to be here because this is an area of (basically) infinite possibility. What I mean is in the previous phase, you might have chosen to open with a certain set of actions - but those choices are limited in the number of choices available to you and your opponent. Let's (for sake of example) say you had to choose between 1/3 options (opponent the same) so there was 6 possible "opening moves". By the time the second set of "moves" happens, any one of those choices have 6 possibilities coming off of them in a "tree" fashion. By the time you get to mid match content (this phase), the possibilities to get to that exact moment are enormous (look at the match as one, giant flow through a growing, then regressing tree diagram). So back to the point - you can no longer "follow" the battle and are now relying on "hard" skills. It's at this point where you basically no longer have a predecided gameplan and are now adapting as you go (which is higher risk - rarely good in competition if you want to win). So the only thing left to REALLY say is: play this like you normally play and actively look for a way to force your opponent into the final phase. Predecided Outcome So you wrestled through the actual meat of the battle and now your "tree" of choices is on the decline. Basically, someone has made a game changing move that is forcing the other player into a corner that will eventually kill them. If you liken it to Chess, this is generally when someone starts chasing a king, forcing checks. (Yes, you can recover from that, but generally not from competent players). Sometimes in Chess, this phase might have opened up 20+ moves before the game actually ends. High level players can see it, too (note: That DOESN'T mean give up - they still might screw up). At this point, you've probably landed a hit that put the opponent in a specific situation that (as long as you don't screw up), they can't get out of. Even though it appears they have choices, you have them set up in a way that no matter what they do, you have a guaranteed answer. Maybe that answer leads to another, similar, situation that leads to another that leads to another that leads to [etc etc] that leads to a killing blow. The deciding factor that you're in this phase ISN'T good guess work or anything like that, though - it's that the outcome is 100% guaranteed outside of personal slipups. Honestly, these phases are small and less significant in Dissidia, but it's important to know it's there - especially in other competitive games. Conclusion So as you can see, it's really important to have a strong and competent opening game so you can observe and prepare for the inevitable middle phase. The longer you can last, the more information you gather and use your resources to peg your opponents habits (important when considering the length of Dissidia matches). After gathering the information and losing your initial gameplan; you'll enter into the meat of the fight where both players apply the information they learned. The better tactician will come out of this phase basically victorious. Entering the final phase is basically just formalities and making sure the "winner" doesn't choke. The final chance for the loser to mount a comeback is here if they do. It's very important to note that if that DOES happen, you've essentially just played more "middle phase". You can take that concept how you want so long as you realize that if there IS a screw up, you're back into the mid phase. Finally, at the end of it all, don't forget to review your matches and help develop better starting game plans. This closes the battle cycle and it all starts again at the top of this article, going full circle. So there you have it; Battle Theory 101. Hope this helps some of you understand a few things like the work "pros" put into their pre-game, actual game, and post-game. That's the work you need to put in, too ... if you want to be good. -Veysey
  4. These Items are hacked and should not be used. Basic: Door to Despair Tyranny of Darkness Ruthless Atrocity Booster: HP = 1 (4x) No BRV Damage (3x) Near Opponent (2x) Far from Opponent (3x) After 15 Seconds After 30 Seconds (1.5x) After 45 Seconds After 60 Seconds After 90 Seconds Wakening Darkness Special: Frail Life Havoc Soul The Rotten The Derelict Soul of the Craven Soul of the Destroyer Soul of the Sovereign Puppeteer's Wheel Troubled Soul Perpetual Discord Eternal Discord Endless Despair Cursed Ring
  5. Will add Qu Bia accesories too as they are Labyrinth only aka OG only usable inside Labyrinth mode and no were else.
  6. How good is ZeroTier in hosting for say larger groups 4-6 people? :VVV
  7. LXD vs Emden LBR5 m1: Bez vs Bez - top floor > lxd m2: Bez vs Bez - top floor > lxd m3: Bez vs Bez - top floor > lxd winner: lxd 3-0
  8. LXD vs Terra LBR4 m1: Zid vs Light - WoD > LXD m2: Zid vs Light - CW > LXD m3: Zid vs Light - CW > LXD Winner: LXD 3-0
  9. LBR4 LXD vs TJ M1: Golbez vs Tidus - Top Floor - LXD M2: Kain vs Tidus - CW - LXD M3: Cloud vs Bartz - SFB - LXD Winner: LXD 3-0
  10. LXD vs Coppola M1: Bez vs The Emperor - Top Floor - LXD M2: Sep vs Ultimecia - OS - LXD M3: Firion vs Squall - OS - Coppola M4: Zid vs Firion - Lunar - Coppola M5: Seph vs Squall - WoD - Coppola Winner: Coppola
  11. R2 - LXD vs Owlflame M1: Laguna vs Onion Knight - WoD - >> LXD M2: Golbez vs Golbez - Lunar - >> LXD M3: Laguna vs Golbez - Lunar - >> LXD Winner: LXD 3-0
  12. LXD92 LXD92 - Hamachi Police GMT+1
  13. Thinking on making this event but need to see the interest and which people would want to participate, remember that we need 6 people in the same group battle and with DDFF online be how it is some problems can occur so I wanna test things out someday, probably this week to see if it would work. Would be really fun to get this to work tho :P Feral Chaos vs Dissidiaforums Would be fun to do something like this, i did host 1v5 boss battles but it died as i didnt have time. Post if your intrested and remember: EU only for a first.
  14. Stages -Paradox stage only --Can Be Discussed. --- Feral Chaos: --No Assist --No Group Jobs Allowed Equipment: -Exclusive Armor Set Allowed Accessories: -All CP boosting Accessories -Eternal Discord Most be Equipped Abilitys: -Free Air Dash -Null BRV Drain -Null No EX Gain Banned Abilitys: -No Air/Ground Block (R Button) -No AD, RFAD, OAD/+, GD, RGD, OGD/+ -No EXP to HP/BRV/AST/EX --- 5 man party --Assist Allowed --No Group Jobs Allowed Equipment: -Any armor set with no depletion on it Allowed Accessories: -No Accessories Allowed Banned Abilitys: -No EXP to HP/BRV/AST/EX mashup so far.
  15. Still in the tryouts and development of what I want to try, will post it when im done but for now I just wanna see if there is any interest in any way for this. I can already say VD and BF will be allowed but Feral will get restricted on his abilitys gear etc, this will also be the case for the 5man party.
  16. Time: 7PM GMT +0 Info: http://dissidiaforums.com/showthread.php?17565-Final-Dissidia-Fantasy-(of-DF)-(FDFDF)
  17. Welcome to my [Youtube's] replay thread here on Dissidia Community. I have played Dissidia since 2009 and have mostly dissidia related videos and clips on my channel. I also stream Dissidia matches online with the community. 08/15-2016 08/06-2016 From the community youtube channel 08/05-2016 Zidane with Jecht assist, combo #1 Zidane with Jecht assist, combo #2
  18. Table of Contents The Basics How to suck less in the customisation screen End Words (Sharing Builds) The Basics What you should know about your accessories. It was touched briefly upon in the beginner's journal guide and you should also know about hacked accessories so you dont use them. Basic Accessories (Yellow Icon) Effected by the multiplied number (x) your booster accessories currently have. Example. You have Hyper Ring (5% increased damage and a basic accessorie) and 3 boosters that gives you 2.5x mulitplier, basic math is 5 x 2.5 = 12.5 > rounded down to 12, so you get a 12% increased damage. Booster Accessories (Purple Icon with red flag) Your multiplier, the higer X you have the higher your basics accessories effect will be. The current active multiplier number (x) is shown in the top corners and is colored red while fighting. You will always have 1x even if you dont see it (having no boosters equipped). There is a few different mulitplier numbers 1.2x - Average 1.3x - Good 1.4x - Really good 1.5x - The best 2.5x - This is only one accessorie and the 2.5x only lasts 15 seconds and drop to 0.5x after that which halves your booster multiplier. 5.0x - Also just one accessorie and works only when you take damage longer then 4 seconds. Also note that the boosters are different in how and when they are activated. Example. You have two 1.2x, one 1.4x and lastly a 1.5x equipped: 1.2 x 1.2 x 1.4 x 1.5 = 3.024 rounded down to 3x which means your max booster is 3x Special Accessories (Red Icon) Some are good with strong effects but they dont work with the boosters. However this dont mean they are completly useless. If you see accessories with the note "Breakables" dont use them online. How to suck less in the customisation screen Brought to you by Muggshotter with a bit of help from TKG09 When planning a PvP build it is a necessity to include meter depletion on both assist and EX. These can be included either via Judgment of Lufenia or Seal of Lufenia equipment sets and / or Battle Hammer and Dismay Shock basic accessories. These take away a bit of opponent's meter upon landing an HP, enabling you to force the opponent to escape from HP damage earlier as well as bypass EX Revenge situations when you could've been finished otherwise. It is a good idea to make equipment sets for your character with both Judgment of Lufenia and Seal of Lufenia sets on as to accomodate different matchups where you may have to prioritise depleting one meter over the other. After that, an ideal PvP build usually goes for one of the following: A) Damage (with or without wall rush) B) Side by Side C) EX D) Bravery boost on dodge / block E) EX Core F) Hybrid (a mix of everything) Good reliable accessory boosters include Summon Unused (and the opponent variant), Pre-EX Mode, Pre-EX Revenge, Aerial and Large Gap in HP. You'll see these recommended a lot. Damage Self explanatory, a damage build prioritises high bravery damage output and subsequently total HP damage per HP hit. Not everyone can reach the same lengths of bravery damage, usually due to low damage multipliers on one's moves and lower base attack stat. These characters usually circumvent this shortcoming with wall rushes or the help of high base bravery in conjunction with assists, but we'll get to those a bit later. Prishe, Garland, Sephiroth, Cloud, Kain, Kuja and Ultimecia are some of the characters who can benefit greatly from the following. For equipment you should always seek out a weapon with 69 ATK stat unless your character's exclusive weapons provides 70 ATK (Garland's Gigant Axe for example). If your armor set is for Seal of Lufenia's 5 % EX depletion, Lufenian Dirk (hand, Parrying gear) is a must as it provides +1 attack as well as good 72 defense. Earthbreaker, Cleaver and Rhongomiant (for King of Tragedy EX Revenge builds) are good weapons possessing 69 attack stat that anyone can wield with the help of a CP glitch. For accessories it comes as no surprise that Hyper Ring, Muscle Belt / Earring are viable choices here. Bundle Hyper Ring + Muscle Belt or Earring ()depending on the character) with boosters such as BRV > Base Value, Pre-EX Mode, Pre-EX Revenge, Summon Unused and Aerial / Grounded for a respectable damage output. Add extra abilities such as Sneak Attack, Counterattack and Riposte to really shred the opponent's bravery with upped critical hit rates, maybe even include First Strike ability if you think you(r character) can go the distance, that one is guaranteed to activate on the first hit you land. These are generally always good to have, your opponent can only disable one of them, meaning you will still maintain a good critical hit rate throughout the match. Even characters with subpar bravery damage can do wonders with a bit of double damage from critical hits, so when spreading out your CP give these abilites some thought. Side by Side These builds revolve around the special accessory "Side by Side" that prevents you from acquiring any EX AT ALL (even from EX cores), but in turn gives you a massive chunk of assist bar from landing just one HP. Side by Side is very potent with characters who can link HPs on their own and followup with an assist afterwards or need meter to for general momentum, including (but not limited to) Warrior of Light, Cloud, Onion Knight, Zidane, Jecht, Golbez and Kefka. The goal with a Side by Side build is to deal a lot of damage. This can be achieved either through high bravery damage output or high base bravery. In both cases wall rush is a big help. For equipment you can apply a lot from the damage build paragraph. 69 attack or 70 if your exclusive weapon has it. Wall rush HP damage is also a good option e.g. Earthbreaker, Cloud's exclusive weapon Fenrir. For high base bravery, Piggy's Stick is a Katana-type weapon that provides +239 to your base bravery in addition to the head armor, but it comes with -80 % BRV recovery. You have to be able to secure base bravery for each hp for optimal damage, so boosting BRV recovery will become a part of your build. If you focus your meter depletion on accessories, you can opt to equip Royal Crown (head) with 100 % BRV recovery, Borghertz's Hands (hand) and Lufenian Armor (torso) both providing 39 base bravery each. Lufenian sets' meter depletion is still nothing to sneeze at, so don't rule them out. For accessories you now have an excellent 1.5x booster at your fingertips, Empty EX Gauge. This is a big booster that will be active for the entirety of the match, and bundled with Pre-EX Mode, Pre-EX Revenge, Aerial and Summon Unused (as well as BRV = 0 if you can secure wall rushes) you have a lot of profit on your hands. Aforementioned damage rings, as well as Sniper Eye for wall rush HP damage are good picks. If you don't equip Royal Crown, Bravery Orb as well as Great Gospel are worthy candidates too. But mostly Bravery Orb as that scales with your boosters. If you feel you need a good headstart in the meter race, Together as One is a great pick. Include Badge of Trust and you pretty much start the match with two assist bars if you deem it essential for your upcoming matchup. EX EX builds prioritise EX absorption either through added intake range or increased value per ex absorbed into oneself, but even so they never sacrifice assist (they're that important). Weapon department provides Heaven's Cloud for +4M EX intake range, but with a measly 67 attack. Addded intake range is good as you can accumulate more ex in one place more quickly and if your character does not deal big bravery damage like Lightning, the 67 attack is not that big of a deal. Another weapon is once again Cleaver. 69 attack with +10 % ex force absorption. Garland, Kuja, Ultimecia and Gilgamesh have exclusive weapons with +10 % ex force absorption, but Garland's is undisputed best among them. 70 attack and +10 % ex force absorption is something other characters can only dream of. Special accessories is where most of the magic happens. White Drop and White Gem add a fixed boost to ex force absorption by 5 % and 10 % respectively and you can equip up to three White Drops for a total of 25 % boost to your ex absorption rate. These accessories come with a downside of reduced assist gauge duration, meaning your assist bar will begin to decay sooner. With well placed whiffs it won't get you killed. Not often, anyway. The other two accessories influence when you can acquire EX. Tenacious Attacker and Glutton allow you to absorb ex even when attacking or taking damage. Tenacious Attacker is a standard in EX builds as it allows you to whiff for meter and reap the rewards as you deal damage. Both work great in conjunction with Heaven's Cloud's added intake range as you will in most cases get a part of the ex either you or your opponent generated. Seal of Lufenia is a good anti-EX equipment set, but a basic accessory "EX Breaker" is particularly potent with Ultimecia. The accessory has a chance of depleting the opponent's EX gauge in one bravery hit and since it's a basic accessory, it can scale with your booster accessories. Other characters don't get mileage out of it as easily due to how one attack = one chance at triggering the EX Iai effect of the accessory, you don't get a new chance with every bravery hit you land except with Ultimecia. Don't ask why. Bravery boost on dodge / block This kind of build tailors specifically to few matchups: Ultimecia, The Emperor and Sephiroth (Shadow Flare abuse). By forgoing pure damage and some meter gain and depletion you can amass over 100 bravery every time you dodge a move, including unblockable projectiles. Same applies to blocking, except for the unblockable part of course. An example build involves the Adamant Chains set for an 8 % BRV boost on dodge. Weapon of Choice Adamant Shield Adamant Helm Adamant Vest You can swap out Adamant Helm for Dueling Mask (3 % BRV boost on dodge) and your weapon of choice for Adamant Knife if the matchup you're playing won't grant you many opportunities to land hits. For accessories Zephyr Cloak is a no-brainer. Heart's Ease if you can block consistently (e.g. Jecht and his Jecht Block) and of course Battle Hammer and Dismay Shock for meter depletion. Boosters should include the general Summon Unused, Pre-EX Mode, Pre-EX Revenge and Aerial (or Empty EX Gauge if you go Side by Side). BRV > base value is great too as the point is to accumulate a lot of bravery over time. Special accessory Back-Breaking Straw is a good addition as well despite it not scaling with your boosters. At this point you should have one or two accessory slots to spare and if you do not use it for Side by Side + Together as One, other complementary special accessories such as Tenacious Attacker, Hero's Essence and First to Victory are not the worst picks out there. Or you can go for Opponent's Summon Unused and After 30 seconds boosters, that's fine too. EX Core Another matchup specific build, this one prioritises the amount of EX you get from a single EX core. This often means you play a grounded game and / or are prepared for EX core races. Against characters who tend to hug the ceiling (Ultimecia and Exdeath) this can be an easy way to acquire a great amount of EX every time an EX core shows up. It is also viable in matchups where character x can outrun character y in a lot of situations e.g. Onion Knight vs. Cloud of Darkness. For equipment, Loki's Lute weapon provides +20 % boost to EX core absorption, although it does only have 67 attack. Squall and Vaan can equip their exclusive weapons for a 30 % boost with 68 attack. The Soul of Yamato equipment set (Genji parts) provide an EX Core appearence boost, but is usually preferable only on Gabranth as the set complements more of his EX mode gameplan than others. For accessories, Dragonfly Orb is often the go-to basic accessory for EX core builds. The assist gauge duration nerf is hardly relevant, it decays from two bars a bit faster, but if you can maintain your assist meter consistently it's not really a big problem. Aside from the aforementioned good boosters, EX Core Present adds a good 1.5x bonus to each of your cores. Aerial is preferable as not all stages plant their ex cores to the ground (see World of Darkness) and the matchup you play is most likely aerial-oriented anyway. Hybrid This is all about picking a good balance between damage and meter play. Maybe some added ex force absorption with more wall rush damage? Or perhaps you really want that early assist meter boost with Together as One but still desire to benefit from EX cores? Hybrid builds can make that happen. In hybrid builds assist and ex co-exist and it's all about what you prefer. An example set of accessories could include basic accessories Muscle Belt, Sniper Eye, Battle Hammer, boosters BRV > Base Value, Pre-EX Mode, Pre-EX Revenge, Aerial, special accessories White Gem, Tenacious Attacker and First to Victory for a nice headstart. At the end of the day you can mix and match a lot of these concepts in your build. If high base bravery and wall rush damage is your thing but you still want to benefit ex, that is fine. It's not wrong to think that with good boosters you can enjoy the benefits of bravery boost on dodge as well as meter drain and maybe damage if you go for it. For boosters you will always want something consistent, something that activates when it's most optimal for you and can be relied on through the course of a single match and pick special accessories that you feel are necessary to your gameplan or playstyle. Just don't equip Center of the World or any of the set damage / defense rings (aside from Sturm und Drang and maybe Avenger). End words And lastly don't be that guy who contemplates 20 minutes whether to go Side by Side or hybrid and delay tournaments at every turn because chances are your opponent is not going to play any worse. A bad decision is a still a decision, and people don't have all fucking day for yours. Please don't be that guy, don't be Sys. Plan ahead and make the right decision. Remember the art of war. If you know yourself but don't know your opponent('s character) you are only going to win 50 % of the time. Don't be that guy who only wins 50 % of the time, be the guy who wins 100 % of the time. Make your builds in advance and take your potential adversary into consideration. Have fun in creating your own character builds! (Sharing Builds) If you want to share your build you can use http://www.charlietang.net/dissidia/012.php but: Have fun sharing!
  19. Read This insteed >
  20. It looks fabulous now o/
  21. Please refer to this thread > http://dissidia.community/topic/22-ddff-in-depth-battle-mechanics/ for details about priority and damage multiplier. Table of Content Warrior of Light Garland Firion The Emperor Onion Knight Cloud of Darkness Cecil Harvey Kain Highwind Golbez Bartz Klauser Exdeath Gilgamesh Terra Branford Kefka Palazzo Cloud Strife Tifa Lockhart Sephiroth Squall Leonhart Laguna Loire Ultimecia Zidane Tribal Kuja Tidus Yuna Jecht Shantotto Prishe Vaan Gabranth Lightning Feral Chaos Warrior of Light Garland Firion The Emperor Onion Knight Cloud of Darkness Cecil Harvey Kain Highwind Golbez Bartz Klauser Exdeath Gilgamesh Terra Branford Kefka Palazzo Cloud Strife Tifa Lockhart Sephiroth Squall Leonhart Laguna Loire Ultimecia Zidane Tribal Kuja Tidus Yuna Jecht Shantotto Prishe Vaan Gabranth Lightning Feral Chaos
  22. Duodecim Knowledge: Outline I. Player Mechanics A. BRAVERY ATTACKS & BRAVERY BREAK <PRESS O> Using a Bravery Attack takes away from opponent's Bravery (BRV) - that's the number above a character's panel during battle. Bravery Attacks do not reduce an opponent's Hit Points (HP), but Bravery itself is used to deal HP damage. Note that some BRV Attacks may initiate Chase, may link to an HP attack, or may cause Wall Rush. Wall Rush is additional damage due to impact against a wall, ceiling, or floor. Not all Bravery attacks have the Chase or Wall Rush properties. Slam the opponent around with your Bravery Attacks to deplete their Bravery past zero, inflicting them with Bravery Break. While in Bravery Break, Bravery slowly charges back up to its base. You can land Bravery Attacks to help the charge along, but it won’t deplete the opponent’s Bravery at all. B. HP ATTACKS <PRESS > Using an HP Attack takes away your opponent's HP equivalent to your current BRV, which is consumed to power the special attack. Some attacks inflict Wall Rush - additional HP Damage due to being slammed against the wall. The damage inflicted by Wall Rush is normally 25% of the initial damage. Not all HP attacks have the Wall Rush properties. After landing an HP attack, a character's Bravery will charge back up to its base amount from zero - although it takes longer to recharge the more Bravery was used in the HP Attack. When your Bravery is dangerously low or you are suffering from Bravery Break, you can land an HP Attack specifically to get your Bravery back up to base. C. CHASE <PRESS X to initiate; PRESS O or  to attack; PRESS X to dodge> After certain BRV attacks, a Chase may be initiated by pressing X when cued. Chase is an alternating attack sequence. Pressing O initiates a FAST BRV CHASE ATTACK which can continue into another chase, if you so choose. You can even direct where you toss the opponent with the analog stick when you press the O button; tilt it up to launch them upwards (Chase-Up), down to launch them downwards (Chase-Down), and keep the button neutral to simply knock them away (Chase-Back). Use this to your advantage to slam them into walls, ceilings, and floors for additional damage. Pressing  initiates a DELAYED HP CHASE ATTACK which inflicts HP damage - and potentially Wall Rush from the knock backwards. If you're being Chased, press Ximmediately when the opponent does a BRV Chase attack and press X a few seconds after the opponent begins his HP Chase attack (Tip: During HP Chase Attacks, the screen dims and most characters speak). While dodging an attack, you can move left or right by tilting the analog stick in a direction, which can help set up a favorable orientation for you to use for Wall Rushes. Initiating, or continuing, Chase with X also pulls all EX Force present on the field to you. Chase automatically ends if either character is idle for more than one second during his turn to attack. D. SPECIAL MANEUVERS: Press <R+Δ> to Ground Dash or Air Dash. Press X to jump. Press <R+X> to dodge. You can control the direction of the dodge. Dodges attempt to avoid an attack. Learn to dodge an attack by learning its timing! Press R to block. Blocking attempts to parry an attack to stagger an opponent. Not all attacks can be Blocked! Most HP attacks and strong Bravery attacks CANNOT be blocked. Press L to change targets. Pressing multiple times can cycle through the multiple targets. The cycle order is "[Enemy] > [Enemy Assist] if available > [EX Core] if available > [Disengaged]" and back to the beginning. This can be useful to whoosh toward those precious EX Cores or to Lock an opponent's Assist. E. SUMMONSTONES <PRESS R+O> This point covers the use of Summons during battle. Summons are BRV altering effects that happen during a battle. They may affect the Player's BRV, the Opponent's BRV, or the Stage's BRV Pool. Each one is different, so look at its in-game description to understand its effects. A Summonstone can be used only once per battle, except while Cosmos or Double Judgment is active. There are three kinds of summons, classified by way of activation. Automatic: These summons will activate when specified requirements are met. Manual: These summons will activate when <R+O> is pressed. Counter: These summons will activate when the opponent's summon is activated II. Stage Mechanics A. MAP BRAVERY Each stage has its own Bravery, the number found between the character panels. You can receive the Bravery as a bonus for inflicting Break status on your opponent through various means. The Map Bravery will be restored after a few moments. However, on Omega Ω Stages, Map Bravery is not static, and can fluctuate depending on actions perform by the players, and even the stage itself. B. BANISH TRAPS Some stages don't always have a place for you to set your feet, and where there isn't a foothold, you'll probably find a Banish Trap. An invisible hazard that makes up the stages periphery if there is no surface, coming into contact with a Banish Trap will shroud your character with a dark cloud and quickly start to drain a small amount of Bravery from you, before ultimately teleporting you to solid ground after sapping a small chunk of Bravery. Any Bravery taken by a Banish Trap is added to the Map Bravery. C. NORMAL STAGES AND OMEGA STAGES Normals Stages are...normal. Straightforward, no? Omega Ω Stages are stages with special gimmicks that affect the Stage's Map Bravery. Some Ω stages are given additional obstacles which change the Map Bravery. Other Ω stages are given special requirements. Each Ω Stage is different, so look at their in-game descriptions (or at the stage list below). D. JUDGMENT There are three kinds of Judgment: Cosmos Judgment, Chaos Judgment, and Double Judgment. When watching the current battle, the benevolent Cosmos will aid those in need while the relentless Chaos punishes the cowardly. Cosmos Judgment Merciful Touch: When near death, the EX Gauge will be filled completely. Retribution's Path: If a Break gives the opponent the needed BRV to win the match, Cosmos will give restore your Summonstone for the battle. Divine Protection: If the opponent enters EX Mode while your Bravery is low, your Assist Gauge won't get knocked to zero! Chaos Judgment Invitation to Destruction: After a certain length of time from the beginning of battle, both players' critical hit ratios will increase. Coward's Punishment: If a player refuses to attack, Chaos will immobilize them for their cowardice. Double Judgment: Both Judgments are active. May the merciful hand of Cosmos deliver you from the unrivaled wrath of Chaos. III. Assist System A. ASSIST ATTACK & MAINTENANCE Call an Assist into the battle to help out in certain situations. The Assist system is meant to directly oppose EX Mode, with varying effects to each other. An Assist can be called to attack the opponent's Bravery, or their HP, and the attack they will perform is circumstantial to the characters’ positions (explained later). Assists are powered by the orange meter under the HP display, which is segmented into two bars. Performing attacks charges the meter, and landing attacks charges them even more. However, using the same attacks repeatedly will begin to see diminishing returns, with the charge received being less and less, forcing players to use a variety of attacks. After a few moments of inactivity, the meter will start to rapidly deplete, which means if players want to keep their Assist Gauge filled, they'll have to stay in the action, adapting a more active/aggressive style overall. Use it or lose it! Assist-B = L+O - Assist attacks the opponent’s Bravery, adding it to the player’s. Requires one full memory. Assist-H = L+ - Assist attacks the opponent’s HP, consuming your Bravery. Requires two full memories. As seen in the video, it is possible to chain together a string of combos with well-timed attacks before and after an Assist's attack. Memories will not charge, and an Assist cannot be called to chain from attacks chained from an Assist until the opponent recovers. When an Assist attacks, they also reduce the opponent's EX Gauge with each blow, yet their attacks also don't produce any EX Force to be gathered. An Assist-H landed while you are in EX Mode will not trigger the option for an EX Burst. An Assist's attack power is also based off the player Character's power. Now, let's take a look at a chart.... -Assist screen picture- Note that Aerith is an Assist Only characer, and not playable in the game This is a screenshot of the Assist Menu in your Customize Menu. Notice that on either side of the skill, there a small icons, colored blue or red. These icons represent the player and opponent characters, while next to the left icon, you see small bars. These white and gray bars denote the circumstance for the skill. The white bar above the gray bar means the character must be in the air, while vice versa means the character must be on the ground. If the icon on the left is blue, then it depends on if the player is in the right position (land or air) for that Assist Skill. If it is red, then it depends on the opponent's position. So, looking at Aerith's Bravery skills, they both depend on the player's location. The icon on the right tells us where the Assist will appear when they use that skill. blue denotes the Assist will appear near the player, while red means the Assist will appear near the opponent. So, as we can see from Aerith's skills, her Land Assist-B has her appearing next to the player, while her Air Assist-B has her appear next to the opponent. Protect your Assist at all costs when they come out to the field. This means making sure the instance in which they are called possesses little to no risk of them being blocked or countered. Calling Assists during your own attacks at the appropriate moment for combos is one of the best - and safest - times. If you call an Assist out at an inopportune time, do everything in your power to prevent the opponent from attacking them, as an Assist Lock can be a benefit you don't want your opponent to have over you. The player can set the Assist (and their costume) they bring with them in the same way they select their equipment from the Customization Menu. However, it is not possible to set what attacks they do. During Story Mode play, the available Assists will be preselected characters, ones that have relevance to the player character's story. B. ASSIST CHARGE -Assist Charge Gif- A helpful boost to a player at risk! The Assist Charge system allows a player in dire straits a chance to turn the tables. Okay, so you're about to die, you've been smacked around and your Bravery is low, or worse - till your Bravery broke...YOU'RE IN A BAD SPOT, OKAY? If you manage to land an attack while you're in trouble like this, your Assist Gauge will get an instant charge to help ya~ An "Assist Charge" instantly charges ONEmemory. Likewise, if you’re low on HP, or the opponent has enough Bravery to send you to the great hereafter, you can try to counter their HP Attack for an "Assist Full Charge," which instantly charges THE ENTIRE GAUGE. Don't give up! Just because you're down, doesn't mean you're out! C. ASSIST CHANGE <PRESS L+O or L+> While under attack -Assist Change Gif- While in the midst of an opponent's attack (or staggering after a hit, or block), you can call your Assist in to take the place of the player character. Using L+O (Change-1) will bring the Assist in to take the hit for you, locking the Assist in the process, while using L+ (Change-2) brings in the Assist to block the opponent's attack and stagger them, without locking the memories. A moment later, the player character will reappear, dashing high into the air (or downward if at a ceiling), away from the opponent. One tip for successful Assist Changing against HP Attacks is to wait until the last moment, because some attacks, like Cecil's Paladin Force or Cloud's Omnislash ver5, will track over to the player character when they reappear on the field, still resulting in a hit. Calling the Assist in either way consumes the same applicable amount of Assist memories as a normal Attack call. D. ASSIST CHASE -Assist Chase Gif- If an Assist's attack initiates Chase, you can press the X button to automatically rush to the opponent's back by teleporting, catching them with your own attacks as they fly away. Timing is a bit stricter depending on when and what attack you follow up with, because the opponent may continue to fly away during the start up of your assault. Take note that your character will still follow an invisible path to the opponent instead of truly "teleporting," so if there is a wall, ceiling, or floor in the way you'll still get caught up by it. E. ASSIST LOCK -Assist Lock Gif- When the opponent calls their Assist to the field, there is a moment for retaliation while they are present. If the player can stagger the Assist through an attack or block, the opponent's Assist Meter is locked for roughly 22 seconds. However the more times they are locked, the longer it lasts. This prevents the opponent from calling their Assist to the field for a short period of time. Assist Lock also occurs when using a Change-1 (L+O). Any time you Assist Lock an opponent, your character will automatically absorb all EX Force present on the field, and they are freed from the cooldown of the attack that locked them. IV. EX System A. EX FORCE & EX CORES EX Force are those blue floaty dots that appear when you give your opponent a good whack. Collecting EX Force slowly charges your EX Gauge. EX Cores are the pure essence of EX Force in the shape of a winged bell. The more wings an EX Core has, the more EX Force it holds. EX Force increases your EX Gauge (on the side of the character panel). EX Cores themselves also don't give as much EX Force as they did before, making it more beneficial to let them soak up EX Force and grow more wings, instead of racing directly for them as they appear. B. EX MODE & EX BURST <Press R+; land HP Attack and press > When your EX Gauge is all orange and shiny, R +  puts you in EX Mode. Your character receives unique enhancements and unique skills for the remainder of EX Mode, which is roughly 20 seconds. Whenever a player enters EX Mode, their opponent's Assist Gauge instantly drops to zero, as well. If you manage to land an HP Attack during EX Mode, press  as indicated and follow the other commands to do a more powerful attack called an EX Burst. If you're suffering an EX Burst, press O repeatedly to increase your defense! C. EX REVENGE <Outside of EX Mode, press R+ when attacked> -EX-Revenge Gif- Go EX while under attack or while staggered to perform EX Revenge, cashing in the ENTIRE EX Gauge and slowing down the opponent's movements for around six seconds (or until HP damage is dealt). It also frees your character from the cooldown frames on their attacks for EX Revenge's duration. Under EX Revenge, you will also not enter EX Mode. Use EX Revenge in dire situations to save your sorry bootata. If you're caught in EX Revenge, you can use an Assist Change or even go EX yourself to cancel out of the effect. D. EX BREAK -EX Break Gif- If you're damaged by an Assist while you're in EX Mode, EX Mode will instantly end (poo...) and the opponent will receive the Map Bravery. This does not, however, reduce your Bravery like a Bravery Break. Gabranth has a new EX Ability called "Jamming" that prevents the opponent from receiving the Map Bravery when he is inflicted with EX Break. Of course, you can always Assist Break the opponent before this happens... E. ASSIST BREAK -Assist Break Gif- If you are able to stagger an opponent's Assist through an attack or blocking while you are in EX Mode, not only will their Assist be locked, but you will also acquire the Map Bravery for a boost to your own Bravery! This does not completely reduce the opponent's Bravery. EX OPPOSES ASSIST Something you should probably note is the concept "EX opposes Assist." Virtually, if you do something good with your Assist, your opponent's EX goes down, and vice versa. If you whack someone with an Assist, their EX gauge decreases. If you activate your EX Gauge, the opponent's Assist Gauge is cleared. If you use Assist Change, you will be Locked and your opponent will collect all the EX Force on the field. If you block or hit an Assist while in EX Mode, you Assist Break the opponent. If your Assist hits an opponent in EX Mode, you EX Break your opponent. If memorizing all these Breaks, Locks, and Depletion rules confuse you, just stick with "EX opposes Assist." V. Miscellaneous A. Stage List FFI - Old Chaos Shrine: Ω Player BRV sapped at a constant rate and added to BRV Pool; characters with higher BRV have more sapped when sap recurs. FFII - Pandemonium: Ω Spikes rise from red bricks; taking damage from spikes adds to BRV Pool. Red bricked areas and blue bricked areas change periodically. FFIII - World of Darkness: Ω When darkness gathers, Stage changes form. BRV pool increases quickly when players are close to each other in Close Darkness and quickly when players are far from each other in Far Darkness. FFVI - Crystal Tower FFIV - Lunar Subterrane: Ω BRV Pool increases when stage elements are destroyed. FFV - The Rift: Ω BRV pool increases as stage is rearranged. FFVI - Kefka's Tower: Ω BRV Pool increases when Magitek puffs; Rush opponent into vents to get more puffs and additional Rush damage. FFVI - Phantom Train FFVII - Planet's Core: Ω BRV Pool continuously increases after stage changes FFVIII - Ultimecia's Castle: Ω BRV Pool Randomly fluctuates during Time Compression; destroyed objects reconstructed. FFIX - Crystal World: Ω As crystals appear, BRV Pool increases; crystals regenerate when destroyed. FFVI - MS Prima Vista FFX - Dream's End: Ω BRV Pool increases by the amount of BRV damage is dealt during an attck FFXI - Empyreal Paradox: Ω Mothercrystal absorbs light below stage, increasing BRV Pool; standing near crystal siphons character BRV. One who destroys crystal gains BRV pool. FFXII - Sky Fortress Bahamut: Ω BRV Pool increases when fighters are on the ground FFXIII - Orphan's Cradle: Ω BRV Pool increases when platforms appear at the sides of the area Dissidia - Order's Sanctuary: Ω Current BRV doubled when Break is inflicted Dissidia - Edge of Madness: Ω BRV Randomly fluctuates. B. General Terminology Start-up frames: Common terms referring to the beginning animations of attacks. Cooldown: Common terms referring to the ending animations of attacks. Broadcast: Anything about an attack that makes the opponent aware of its use, like Squall's Rough Divide Dodge Cancel (DC): This is the capability to dodge out of attack animations. Forward Dodge Cancel (FDC): This is when one dodge cancels...forward...Complicated, huh? Backwards Dodge Cancel (BDC): Dodge Cancel in a backwards direction. Side Dodge Cancel (SDC): Dodge Cancel to the side. Are you seein' a pattern here? Turn Dodge Cancel (TDC): Dodge Cancel executed by making a quarter-circle motion while dodging; midair only and Midair Evasion Boost required. Return Dodge Cancel (RDC): Dodge Cancel performed by quickly dodging forward and then backward to end at the initial spot; midair only and Midair Evasion Boost required. Peeling: Attacking an enemy suffering from a Wall Rush, as the attack literally peels them off the wall while they are defenseless. Peeling can be done by the player from an Assist's WR, or an Assist can Peel from the Player's WR. It is impossible for a player to peel from their own WR. Wake Up: Refers to a character's recovery from being slammed into a surface Link Glitch: Explained below. Commonly abbreviated "LG." You should know your stats! Open meee~ C. General Knowledge Abilities are your character's actions and effects. Enabling them in the Customization Menu will allow you to perform that Ability. Offensive abilities are your BRV and HP attacks. Basic Abilities are classified as Action: mostly special maneuvers, Support: aid in controlling characters, and Extra: a set of specialized abilities. Of course, you can't just equip everything you want. The character needs sufficient Capacity Points (CP) to equip them. Some abilities don't like each other and just cannot be equipped simultaneously. Ability Points (AP) are granted after victories and help to master your Abilities. Mastering an ability halves its CP cost, making room for more abilities~ Branching Abilities may appear after having mastered an Ability. Most players call these HP Links. These are noted with the word "UPDATE." Before battle start, you'll see an AP Chance box on the bottom right-hand corner. Fulfilling this condition grants you more AP if you win the battle. If you're staring at an Offensive Ability on the Abilities Screen 'cause you have NO idea what the hell it does, press . It will show you a chart of commands for the attack. It might be good to learn now that each character has his own CP bar and his own AP. Gaining AP with Tidus does nothing for Jecht. Sorry, daddy--you gotta earn your own AP the hard way. As you level up, you'll gain more Abilities~ Work harder! Equipment is a way to enhance your character's base stats. Weaponry raises attack (ATK). This helps you to get more BRV when you whack someone. Hand equipment raises defense (DEF.) This helps protect your BRV when you get whacked. Headgear raises your BRV. I hope you know what BRV is since I said it, liek, 146 times already. Body armor raises your HP. More HP is good 'cause having HP = not dead. Not everyone can equip the same thing. (Kain shouldn't equip bells, you silly thing, you~) If you wanna see who can equip what, press  when you have an article of equipment highlighted. Some equipment come in sets. When an entire set is equipped, additional effects are granted. You can tell if equipment is in the set if there's a gold circle and then something like "Glorious Gold 1/3" noted. Some equipment can be found during wireless battles. All the more reason to have a group of geeks like us around, right? Accessories are a really tricky thing to get a hang of at first. These are items which grant special, usually temporary, effects when certain requirements are fulfilled. Basic Accessories (Yellow Icon) Act exactly as their descriptions say. One I love to use is the [Gravitorb : EX Intake Range+3m]. This means I can grab those cute EX Force dots three meters farther than normal. Booster Accessories (Purple Icon with red flag) Multipliers which activate during certain conditions. A common one is [HP = 100%: 1.5 times]. If the Booster's condition is fulfilled, you multiply the number times the effects of your Basics. Let's take the [Gravitorb] and say that my [HP = 100%] condition is fulfilled. Take the effects of [Gravitorb] and multiply it by 1.5 to get the new effect. So, 3 meters X 1.5 = 4.5 meters! You're now slurping up EX Force 4.5 meters away rather than the usual 3 meters away. During Battle, the top corner of your side of the screen will show highlighted panels and a number, indicating any active Boosters and the current Multiplier. Special Accessories (Red Icon) aren't affected by Boosters. They're lone rangers that will ALWAYS do what it says it will. The [Chocobo Feather: Experience Value+100%; Breakability = 30%] accessory will ALWAYS grant you 100% more Experience. Um, but you see that word? "Breakability?" That means that, at the end of the match, there's a rough 1/3 chance it may break. Not every Special accessory will break, but some might. Think carefully before you decide to use these. Trade Accessories (Blue Icon with circular arrows) May have special effects and whatever, but that's not what they're made for (besides, their effects suck.) You TRADE them to get better, nicer, cooler accessories. You COULD equip them or even sell them for Gil, but why not save them to equip awesomer stuff? Confused with all these words, numbers and plus signs? Open meee! There are some limits on how many you can equip. Open meee~ Lastly: Look around the forums for players who are good at Accessory Builds. Builds are a set of Accessories tailored for a specific strategy or character. Summonstones BRV modifying devices used in battle. For usage in Battle, refer to the earlier point. On your Summon Screen is a list of all your summons on the right (assuming you have them, of course...) You'll see that they have a few boxes █ to the right--those are its charges. You can use it for as many battles as there are available charges. Light blue boxes indicate an available charge. Blank boxes indicate a used charge. Yellow boxes indicate the current recharge progress. You can "Equip" a Summonstone with charges to use during battle. You can "Unequip" your current Summonstone if you don't want it. You can "Set Reserves," a handy little list-making option. (If you seriously mess up the list, you can click "Clear Reserves," y'know.) When you use up the charges of your Summonstone, the next in your reserves will automatically be equipped while your used Summonstone recharges. You can set a maximum of five to reserve. If the first Summonstone is recharged while the second one is equipped, the next Summonstone equipped will be the FIRST one, not the THIRD. In short, the game looks at the list of reserves, and selects the first available Summonstone according to its order. There are three kinds of summons, classified by way of activation Automatic: These summons will activate when specified requirements are met. Manual: These summons will activate when <R+O> is pressed. Counter: These summons will activate when the opponent's summon is activated Sets! These are "templates" which you can customize. So many characters have different ways to play (Onion Knight can be super mage or unrivaled swordsman) that you may want to make different sets for them. (Onion Runt could have nice Magical Damage/Physical Damage/Mag+Phys Damage builds.) You can customize and save your Abilities, Equipment, Accessories, and Summons into three different sets. Just press [Select] to choose a set. Did you know that there are EX Mode Effects? Besides being totally sexier, stronger, and shinier, you gain effects. Every character has the "Regen" effect, allowing him to regenerate a small portion of HP at a constant rate during EX Mode. The other EX Effects differ from each character. Some gain special EX Mode only attacks like Bartz's Goblin Punch or Ultimecia's Time Crush. Others gain attack, defense, speed augments. Other's are really wonky, like gliding, invulnerability to BRV attacks, or siphoning HP. Look at the EX Mode option in the Customization screen to know what your favorite character has~ D. General Strategies. DC Combo: A combination of separate attacks connected by a Dodge Cancel. Refer to the Character Specific Forums for DC Combos for each character. Assist Chain: A combination of separate attacks connect by an Assist Attack. Refer to the Character Specific Forums for Assist Chains for each character, and who they have synergy with. LG Combo: Link Glitch (explained below) Combos are a combination of separate attacks using the Link Glitch. Refer to the Character Specific Forums for LG Combos for each character. When your opponent is distracted or too far away, attack a little bit randomly. You might be able to charge an Assist Gauge bar, or at least keep the charge from depleting. E. General Glitches Link Glitch: The Link Glitch, commonly abbreviated LG, is a glitch present in both Dissidia and Duodecim. A two-part attack generally needs the first part to connect before the second part can begin. With the Link Glitch, part one can miss, while a separate attack connects and the game registers a hit, and part two can be executed. A very common LG combo is Terra's "Holy" > "Meteor" > "Ultima HP Link" Labyrinth Bug > http://dissidia.community/topic/19-equip-anything-without-using-cp-like-bartz-labyrinth-bug/?do=getNewComment VII. 012 Tweaks There has been a slew of changes to the overall combat of Duodecim from Dissidia, making the already revamped game like something completely new. Aside from the changes listed below, the game also features an increased pace, while Quickmoves have the characters moving much faster than before. Hit Points (HP), Bravery, and BREAK - In Dissidia, the maximum amount of both HP and Bravery a character could have was 9999. This allowed for crushing one-hit KO (OHKO) defeats with several characters. However, in Duodecim, the maximum amount of HP attainable reaches beyond four figures (no word yet on the new maximum), while Bravery is still capped at the regular 9999. This means that OHKOs are a thing of the past, so get yourself ready for longer battles! Similarly, the amount of Bravery gained from a Break has been lowered by a small degree. However, with new forms of gaining Map Bravery possible (EX Break, Assist Break), it won't be that much of a worry. Dodging & Blocking - While Dodge Cancels still appear to be a decent portion of avoiding attacks while in the cooldown of an attack, several DC-dependent combos have been removed, and aerial dodges now have an increased cooldown of their own, which means you will either have to attack to cancel the cooldown of the dodge, or make sure you will be safe from an opponent's dodge punish. There is also abilities to increase the distance you dodge on the ground, as there was only an aerial dodge distance increasing ability in Dissidia. Whether increasing the distance of dodges is an advantage will depend on further extrapolation with the game in hand. Many characters have received tweaks to their Bravery Attacks that have added the ability to stagger or even crush guards. This means that blocking won't allow the same amount of safety that it used to in Dissidia. So get used to alternative tactics and don't count on every block to save you from damage! Critical Hits - In Duodecim, damage dealt from Critical blows is way down. Normally in Dissidia, a Critical did around five times the normal damage, whereas in Duodecim, the Criticals seem to be dealing about two times the normal damage. This means that EX Bursts themselves, with their inherent all Critical damage, are going to be less threatening (read: game-ending) when used. However, whiffing a block is now even more dangerous, as the opponent will receive 100% Critical hit rate on attacks landed during the cool down of a block. Wall Rush ("WR") / Floor Rush ("FR") / Ceiling Rush ("CR") - Normally, any character slammed into a wall, ceiling, or floor, would be granted a few frames of invincibility while they peel themselves off the surface. However, in Duodecim, any character slammed into a surface by an Assist is immediately fair game while they are recovering, only having a small window in which to escape. The opposite is also possible, having an Assist combo off of your Wall Rush. It seems as though it is impossible to combo off of your own Wall Rush in this respect, though. The damage dealt by Wall Rush has also been reduced. Normally in Dissidia, a Wall Rush did half the damage of the attack that throws them into the surface, yet, in Duodecim, Wall Rush damage seems to be down to around a quarter (25%) of the initial attack. Aerial Combat - Combat in the air is no secret in Dissidia, as characters could stay aloft for as long as they wished by simply dodging in midair, which reset the Jump count. In Duodecim, to close the gap between aerial- and ground-based combat, the Jump count can no longer be reset by any means other than planting your character's feet on something. This emphasizes a greater use of Quickmoves and other footholds in battlefields, giving ground-oriented characters the edge they so rightly needed before. It should also be noted that dodging in the air also reduces your Jump count, meaning if you dodge in the air, even before using your second jump, it will not be available to you. Chase Mode - Often referred to simply as "Chase," the mode has been sped up considerably from Dissidia. Dodging will take some getting used to with the quickened pace, and in general less time will be spent idling in the Chase. The window in which to perform an attack during Chase has also been shortened, with inactivity dropping you out of Chase after only a mere second. New additions to Chase include absorbing the EX Force present on the field when you press X to start/dodge in Chase, which makes it a decent way to fill up in hairy situations. Another is that when dodging during Chase, the character will move slightly backwards, while attacking will have them move back into the space they dodged out of. This means that when exiting Chase due to inaction, the fighters are no longer right in front of one another. Ground Dash - A new mechanic used for quick mobility is the Ground Dash, performed in the same manner as Air Dash with R+▲, although only applicable when on the ground. Normally, performing any dash sets the character in the air, however Ground Dash leaves the character firmly planted on the ground, so any attacks performed from a Ground Dash will be ground-based. With Ground Dash+ installed, it is possible to control the direction of your character's movement with the analog stick. A Ground Dash is denoted by a kick-up of dust behind the character while moving.
  23. Note: I am using 60fps for all frame data, i.e. 60F (60 frames) = 1 sec Table of Contents: Damage Formula Attack Priority System Ex related Ability Summon Chase Frames of ... Character Movement Speed Dash Speed Fall Speed Fall Speed Ratio after Dodge Aerith Assist Damage Formula Character base damage X Skill damage multiplier X ( [1 OR Critical bonus] + Damage bonus from equips) ] = actual damage number on screen [ ] = round down to nearest integer, i.e decimals are dropped When your ATK is lower than enemy's DEF: Character base damage = (10 ÷ ((enemy DEF- your ATK)+10)) x enemy's raw BRV ÷100 When your ATK is higher than enemy's DEF: Character base damage = (((your ATK - enemy DEF)+10) ÷ 10) x enemy's raw BRV ÷ 100 *raw BRV = BRV without any equipment/accessory, i.e. always 667 for Lv100 Skill damage multiplier relates to the power of the skills. These numbers can be found in the info thread in each character's individual subforum. Critical bonus = (enemy's current BRV ÷ Your MAX HP) x 7 [min cap 2, max cap 8] Example, If your MAX HP = 6999, your crits do 2x normal damage when enemy has under 2000 BRV, starts to do more when they get higher BRV, and finally caps at 8x damage when enemy is at 7999+ BRV. Attack Priority System Melee attack = attacker will be staggered when blocked Ranged attack = attacker will not be staggered when blocked In general, higher priority beats lower, Melee beats Ranged if same priority. Ranged attack, Melee attack with Low priority -- most Brv attacks Ranged attack, Melee attack with Mid priority -- cause stagger on normal R block Ranged attack, Melee attack with High priority -- cause Guard Crush on normal R block, most HP attacks Special -- Special case of ranged attacks, can not be blocked, but dies to attacks and dashes Unblockable -- does not collide/touch other attacks/blocks at all. Dash -- include Quickmoves and any dashes Block Low priority -- attacks with magic guard such as Fated Circle, Dark Cannon, WoL and Tidus' Ex mode bonus Block Mid priority -- Normal R block, Shield of Light, Delta Attack, Shield Bash etc Block Mid* priority -- Normal R block with Precision Block activated Block High priority -- [Wrath] Particle Beam, EX Mode (SW) Sword & Shield, Deus Iratus. Block Highest priority -- Omni Block, Charged Knight's Spear, Lv2 Assist Change Legend: O = (win) cause stagger/guard crush on opponent's melee hits/block, reflect opponent's projectile △ = (draw) weapon clash on melee hits, projectiles deflect (target not change) X = (lose) opposite to O S = (stagger) both stagger, reflect projectile (target change) - = (ignore) if both are ranged attacks, they passes through each other (eg, two Emperor's Flares); if either is a melee attack or block, the ranged one wins EX related Tested with Force Begets Courage: (obviously in default rule set) Each Ex force = 3 a raw Ex core = 150 A Full Ex bar requires: 1000 EX-Orbs Standard EX Mode duration: = 20 sec This is the base time and all the +/- %duration are based on this. i.e. every 5% duration = 1sec EX Core spawning location no longer relates to LUK. It now has 25% chance to spawn at a place close to both players, and 75% chance to spawn at a place far from both players. The "increase defense after being EX bursted" bug is fixed. +Damage% does affect EX Burst damage, but all boosters are ignored. Abilitys Air Dash Boost: Air Dash, Reverse Air Dash 4% speed up. Free Air Dash Boost: Free Air Dash, Omni Air Dash 8% speed up. Speed Boost/+/++: 8/16/24% movement speed up. Jump Boost/+/++: 10/20/30% increase of jump height. Ground/Midair Evasion Boost: increase dodge distance by 2m. Evasion Boost: Doubles invincible time of Dodge, from normally 20F to 40F. Precision Block: activates when blocking an attack during the first 4 Frames, increase the priority of the Block, see above priority list. Precision Evasion: activates when dodging an attack during the first 4 Frames, extends invincible frames to the end of dodge. Concentration/+/++: activates when doing nothing for 5 sec, gains 10/30/50% of raw BRV every 1.67sec (100F). Snooze and Lose: activates when opponent does not attack for 5 sec, opponent loses 30% of raw BRV every 1.67sec (100F). Achy/+: Near Death status becomes "HP under 26/31% of Max HP". (Normally it is 21%). Perseverance: 20% chance of -95% BRV Wall Rush damage taken. The following abilities increase Critical Rate by 100% when activated: First Strike, Gambler's Spirit The following abilities increase Critical Rate by 50% when activated: Counterattack, Sneak Attack, EX Critical Boost, Cat Nip, Back to the Wall, Anti-EX The following abilities increase Critical Rate by 25% when activated: Riposte, Spite, Fragile Pride, Assist Critical Boost EXP to HP/BRV : converts 5% of EXP to HP/BRV EXP to EX : converts 0.5% of EXP to EX (1000 unit for a full EX bar, i.e. 200,000 EXP > full EX) EXP to Assist : converts 3% of EXP to Assist (1000 unit for 1 slot, i.e, 66,666 EXP > 2 slots) Interesting Note: Omni Air Dash+ also allows you to turn during Multi Air Slide. Summons Summon Duration in seconds (duration in old game for comparison) Shiva (M/A) = 15/10 (20/13) Ramuh (M/A) = 50/30 (50/33) Demon Wall (M/A) = 15/10 (50/33) Magus Sister (M/A) = 50/30 (50/33) Phoenix (M/A) = 30/20 (50/33) Alexander (M/A) = 10/15 (25/16) Leviathan (M/A) = 30 (50/33) Bahamut (M/A) = 20 (50/33) Mandragora = 50 (50) Bomb = 10 (10) Ausra (Summon Lock) = 75 (75) Titan = 10 (50) Atomos = 10 (absorb Double BRV) (50) Iron Giant = 50 (50) Tonberry = 25 (25) Malboro = 30 (50) Ultros = 120 (75) Behemoth = 50sec, -60Brv/sec, Total -3000 (50sec, -60Brv/sec, Total -3000) Pupu = 50sec, +60Brv/sec, Total +3000 (50sec, +60Brv/sec, Total +3000) Lich = activation time 15 (20) Marilith = activation time 5, lock duration 15 (20,30) Kraken = activation time 15 (20) Tiamat = activation time 20 (20) Cagnazzo = lock duration 20 (30) Ultima Weapon = 50 (50) Omega = 13 (13) Ultima, the High Seraph = 50 Brynhildr = 50 Land Worm = 30 Some facts: Leviathan (Manual/Auto) 30sec, (-66/-50)Brv/sec, Total (-1980/-1500) (50/33)sec (-40/-20)Brv/sec Total (-2000/-660) Bahamut (Manual/Auto) 20sec, (+99/+75)Brv/sec, Total (+1980/+1500) (50/33)sec (+40/+20)Brv/sec Total (+2000/+660) Behemoth 50sec, -60Brv/sec, Total -3000 (50sec, -60Brv/sec, Total -3000) Pupu 50sec, +60Brv/sec, Total +3000 (50sec, +60Brv/sec, Total +3000) Zalera, the Death Seraph It will miss when force activated by Asura. Chase Brv attack: Damage multiplier = 30 Magical = Shantotto, Golbez, Kefka, Kuja. Physical = others. Note: Prishe is the only character that does different types depending on input, ^+O or v+O = Magical, Neutral+O = Physical. Brv attack lands on opponent at 19F after input, HP at 61F. Brv attack produce 60 EX force, HP produce 75 EX force. Frames Of.. Block Block Frames 1F~38F, end 52F First 5F can be cancelled into dodge (Blodge) or dash (Block-Dash). Stagger (when blocked or weapon clash) Duration ~100F, Dodge cancel-able 85F Dodge: Air Dodge (Any) and Ground Dodge (Neutral/Backward) Dodge Frame 1F~20F, Attack cancel-able 29F, end 56F Ground Dodge (Side) Dodge Frame 1F~20F, Attack cancel-able 43F, end 56F Ground Dodge (Front) Dodge Frame 1F~20F, Attack cancel-able 41F, Dodge/Block cancel-able 57F, end 78F. Landing Lag = 16F Recovery from Wall Rush: Ground Rush: Invincible 1F~88F, Cancel-able 71F, end 123F Wall or Ceiling Rush: Invincible 1F~72F, Cancel-able 71F, end 73F Cancel-able here includes: attack, dash, movement, block. Aerial Recovery Invincible 1F~52F, Dodge/Dash cancel-able 47F, Attack/Block cancel-able 49F, end 64F. Character Movement Speed Speed Ranking Fastest 0  D.Chaos/F.Chaos (EX mode) 1.5 Tidus (EX mode) 2  Prishe (EX mode) 2.5 D.Chaos/F.Chaos > Onion Knight 4  Tifa = Zidane = Tidus (Normal) = Gabranth (EX mode) 5  Cecil (Paladin) = Squall = Jecht = Prishe (Normal) 6  WoL = Bartz = Shantotto = Vaan = Lightning 7  Golbez > Cloud = Yuna > Kuja 8  Emperor > Firion = Kain 9  CoD > Cecil (Dark Knight) = Sephiroth = Laguna  10.5 Garland = Gilgamesh > Terra 11.5 Kefka 12  Gabranth 13.5 Ultimecia ??  Exdeath Slowest Only the Emperor got a VERY slight (less than 2%) speed boost, all other old characters remains the same speed as in the previous game. Each rank's difference is around 8%, which is the amount of the ability "Speed Boost" gives. Within each rank, there maybe little differences between characters, but the differences are no more than 2% in general. No rank number for Exdeath because even with Speed Boost++, he is still much much slower than Ultimecia. For anyone interested, results of testings: Speed Test Done in World of Darkness, number of frames (time) needed to travel from one end to the opposite were counted. Characters have no Speed Boost equipped. (Frames) Characters (335F) EX F.Chaos (376F) EX Tidus (396F) EX Prishe (408F) F.Chaos (417F) OK (468F) Tifa, Zidane, Tidus, EX Gabranth (500F) Cecil PL, Squall, Jecht, Prishe (536F) WoL, Bartz, Shantotto, Vaan, Lightning (568F) Golbez, (578F) Cloud, Yuna (582F) Kuja (614F) Emperor (626F) Firion, Kain (671F) CoD, (683F) Cecil DK, Sephiroth, Laguna (738F) Garland, Gilgamesh (752F) Terra (818F) Kefka (834F) Gabranth (949F) Ultimecia (2456F) Exdeath Dash Speed This was easy to check. All the characters cover the same distance with the same type of dash, at different speeds. (65F) EX Tidus (69F) Onion Knight, Tifa, EX Prishe (73F) Zidane, Tidus, Prishe, EX Gabranth, Lightning (77F) WoL, Cecil PL, Golbez, Bartz, Gilgamesh, Cloud, Squall, Kuja, Jecht, Shantotto, Vaan, Feral Chaos (81F) Garland, Firion, Emperor, Cecil DK, Kain, Terra, Kefka, Sephiroth, Laguna (85F) CoD, Ultimecia, Yuna, Gabranth (89F) Exdeath Fall Speed Things change significantly coming at fall speeds. It simply represents how quickly the characters touch the ground free-falling from the same height. It's not indicative of the acceleration (some characters start falling slowly than gradually speed-up, others have an early sprint). (65F) EX Tidus (67F) Kain, Gilgamesh, Kefka, EX Gabranth, Feral Chaos (71F) EX Prishe (73F) Tidus, Vaan (75F) Laguna, Prishe, Lightning (77F) Garland, Tifa (81F) Firion, Cecil DK, Squall, Zidane, Jecht, Gabranth (85F) Onion Knight, Terra, Sephiroth (87F) WoL, Cloud (89F) Cecil PL, Bartz, Kuja, Yuna (97F) Emperor, Shantotto (109F) CoD (111F) Exdeath (115F) Ultimecia Fall Speed Ratio After Dodge The falling speed after a dodge changes further on. Some speed up even before the dodge animation ends. Others gain speed gradually. Still others fall slowly for some time, than suddenly sink like lead! This basically represent how quickly a character gains speed immediately after an aerial dodge. (13) Kefka (14) Onion Knight, EX Tidus, EX Prishe (16) Kain, EX Gabranth, Feral Chaos (18) Zidane (20) Tidus (21) Prishe (22) Gilgamesh (28) Vaan, Lightning (34) Gabranth (35) Laguna (37) Tifa (38) Firion, Squall (39) Cecil DK, Bartz, Cloud, Jecht (40) WoL, Cecil PL, Golbez, Yuna (41) Garland, Sephiroth, Kuja (42) Ultimecia (43) Terra, Shantotto (44) Emperor, Exdeath (45) CoD Aerith Assist Cure: gives 60% of raw Brv, i.e. always = 400 for a Lv 100 character Seal Evil: last for 3 sec (180F) Planet Protector: last for 5 sec (300F Holy: spell casting time = 8 sec (480F), the HP hit lands at 524F. Aerith has Block Mid priority (ie. need guard stagger/crush attacks to stop her). A bit of explanation, between 480F to 524F, the opponent is still free to do anything. They could even attack Aerith to cause an Assist Lock to you, but they will still get hit by Holy at 524F. Think of this as Starfall, the meteor(Holy) appears at 480F, and needs 44F to "reach" its target.
  24. Here's what I've gathered about EX Revenge so far. Most of it is common knowledge, but there are still a few bits I'd probably like to test out more. EX Revenge lasts approximately 6 seconds (300F), before any modifications via equipment or accessories. The only way for an opponent to escape EX Revenge is using their own EX Bar, or an Assist. EX Revenge ends when the duration expires, or when the opponent recieves HP damage. When EXR is activated, opponent is put into a stagger state. If he is not hit and does not touch the floor, this state will go on until EXR ends. If EXR you end EXR while the opponent is still staggered by not hitting them, he will remain staggered for the normal amount of frames even after it ends. This is useful for Gabranth's EX Charge If the opponent tries to EX at this time, he will end up activating EX Mode and ending EXR instead of activating EXR of his own. However he will still be staggered and unable to counter. Any Assists that would be attacking remain on the battlefield and can potentially EX Break them in their staggered state. If the opponent lands, he will be put into lading lag and then in a neutral state. He cannot assist change in this neutral state. However you must hit them at least once so they can fall to the ground. Characters do not fall while staggered. When EXR ends, if the opponent is not wall rushed and is flying from an attack's knockback, he will remain stunned for a while and fly in normal speed (non EXR). This is most noticeable with Tidus' Hotstep->Jecht Shot as an ender. While in EX Revenge: Knockback from attacks are greatly reduced. Opponents may be rushed into walls, but there are no invincibility frames. Any Assists out on the battlefield when EX Revenge is activated disappear. They do not come back when EX Revenge ends. Attacks have no cooldown. They still have their standard startup frames and attack animations. Assists and Summons may ba called in EX Mode. Banish traps work as per normal. Countdown towards summons will be temporarily halted. The stage BRV pool will not be reset. This is generally only important when using the Calcabrina summon. The only way to raise stage BRV is via banish traps, Brynhildr or the Omega Stage effects below. Order's Sanctuary Omega works as per normal. Attacks do not generate EX Force, and any EX Force already on the stage disappears temporarily. The only way to raise the EX gauge is via Gabranth's EX Charge. EX Cores remain on the battlefield. Any projectiles on the opponent's side (Bio, Flare) disappear. Any on the activator's side remain, and move at normal speed. Note that they do not have to be created by the activator. For example, if someone reflects an opponent's Watera and then enters EX Revenge, the Watera will remain. Any negative effects on the activator, such as Bio and Sticky Bomb, disappear. Those on the affected remain, and continue their countdown/damage. Opponent's EX Gauge freezes temporarily. They may still be EX Broken and may be depleted via assists. There is no Assist gauge decay, but it does not reset. Stage elements may still be destroyed. Omega Stage effects: Old Chaos Shrine: Stage does not take Brv from the players. Pandaemonium: No more spikes pop up, but any that are out when EXR is activated finish their animation, but very slowly. If you touch them, EXR ends. World of Darkness: Stage does not change, even if EXR is activated right before it changes, the stage waits until EXR ends. Stage Brv rises very slowly on the second and third stage forms. Lunar Subterrane: Stage Brv still rises as objects are destroyed, but at a much slower rate. The Rift: Entire Stage freezes, Stage Brv does not rise and no parts of the stage change position until after EXR ends. If EXR is activated while a part of the stage is moving, that part will remain textureless but solid until EXR ends. Kefka's Tower: Wall rushing the opponent on the lower part of the stage will still take their Brv and make them bounce away, but the reduced knockback still applies here, so EXR combos can still be continued. Breaking objects in EXR will still add to the Stage Brv as well. Planet's Core: Stage will not change during EXR, Stage Brv rises at normal speed during EXR. Ultimecia's Castle: I couldn't really tell if TC can start or end during EXR, but I assume it can't. During TC, Stage Brv acts exactly the same as it does out of EXR, but broken objects will not repair themselves (or at least, none did in the 3 times I activated EXR). Touching a Gear during TC will end EXR. Crystal World: No crystals will appear during EXR, thus the Stage Brv will not rise. Dream's End: No changes. Order's Sanctuary: No changes. Edge of Madness: The speed at which the Stage Brv changes is reduced, but It can still change quite fast. Empyreal Paradox: Brv is drained much slower. Sky Fortress Bahamut: Stage Brv rises much slower when standing on the ground. Orphan's Cradle: Platforms can still move, but extremely slowly.
  25. Assist Damage Numbers in [brackets] are possible added numbers due to distance. For example, Cecil's ground assist does more damage when he's closer to the opponent. Numbers in (brackets) means the attack usually involves multiple projectiles. For example, Firion's Fire can hit up to 3 times. Gilgamesh has a 50-50 chance of being either Excalibur or Excalipoor. EX-Burst Damage All characters were at level 100 and gearless, and performed a Perfect EX Burst against a level 100 Tidus with no gear and accessories (110 Base Def), and EX Defense Omega. All the tests were done on Order's Sanctuary, with a flat BRV pool of 1399. If the EX Burst broke the opponent, the BRV pool was simply subtracted from the final damage. And the opposing Tidus wasn't allowed to build too high a BRV so the multiplier of the criticals wouldn't play a factor (they'd all do x2 damage). Some rough notes for individual results: 1. Tidus and Cloud have 2 sets of data. One for at Full HP (when their Burst is most powerful) and one at 1 HP (when the Burst is weakest) 2. Tifa similarily has 2 sets, one for at maximum EX gauge (or pretty much as close as you can get), the other when the gauge is empty. 3. Lightning has 2 sets as well, one for the Rav/Medic role, and one for the Commando Role, where she gains +1 ATK. The main thing to note about Lightning's EX Burst is that it will automatically Break the opponent if they're under 30% of their BRV, which adds to the overall damage done. The figure shows the damage if the opponent is already broken. Irregardless, it does show what a big difference +1 ATK can make. 4. Cecil's was done without the Shadowbringer or Luminous Shard abilities equipped. If they were to be equipped, note that due to the higher weightage on the DK portion of the attack, Shadowbringer will actually buff the overall damage, while Luminous Shard will weaken it. The difference won't be too notable unless you're doing 3 stacks, anyway. Similiarly, equipping the Cimmerian Edge will enhance the Burst even furthur because of the additional bonus during the DK portion of the attack. 5. Feral Chaos. The big question mark in the whole table. There are a few things to note about Regnum Dei: a. EX Defense isn't applied during Regnum Dei. b. The figure shown here is the MINIMUM damage possible from Regnum Dei, that is, activing the R+[] portion immediately after Feral Chaos initiates the EX Burst. The damage can easily go higher... unless the opponent breaks Feral Chaos, of course. That said, here's the damage chart: Some idle observations: 1. Gilgamesh is beast. 2. Exdeath got majorly nerfed, Jecht and Kefka were supremely buffed, Bartz got a slight boost, and CoD and Ultimecia took some hits. 3. Among the new characters, Laguna and Lightning are big hitters, and Kain and Yuna are both also strong. Vaan and Prishe are disappointments. 4. Squall now has the indignity of having the weakest EX Burst barring the fluctating 3. 5. Feral Chaos has some crazy power. Even without any additional commands he beats Prishe, CoD, Vaan, Zidane, Kuja, OK and Squall. Granted, he gets to ignore the +10 DEF... but still. After further testing. So, here's a table to show the absolute strength of EX Bursts assuming everyone has the SAME Atk. I used the accessory that gave everyone 55 ATK (and gave the test Tidus the one for 55 DEF). One thing to note is that using that accessory at level 100 nullifies any changes to ATK as a result of EX Mode. So Lightning has the same damage for all 3 paradigms, Cecil doesn't get bonus damage in DK, and Gabranth and Feral Chaos don't get their bonus ATK from EX Mode. As you can see, some characters fared pretty badly on the first table not because their EX Bursts were weak, but because of their low base ATK. Check out OK and Zidane. Jecht, on the other hand, fell right where he was in DFF since he doesn't have his high base ATK to rely on anymore. Gabranth's EX Burst seems very weak, due to its low initial damage. In an actual fight though his 4ATK bonus would kick in, making it much stronger in practice. The top of the table seems a little screwy, which leads me to the conclusion that strong, few hits are better than multiple weak ones. Laguna has the highest inital attack power of any EX Burst, not counting Gilgamesh and the three variables (Cloud, Tifa, Tidus), but his multiple bursts of weak hits cause him to fall behind Terra and Kain, who rely on few, large chunky hits. This can also actually be seen in the first table- Onion Knight (Sage) is stronger than Onion Knight (Ninja), despite having the same power in their attacks. This is because the large hit from Holy has a better return than the multiple Shuriken.