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LXD92

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  1. Dissidia Arcade News

    It have never been able to block HPs, it was an translation error.
  2. Quick Notes: Aerith assist TBA Meo > HP > HP > HP > Meo > HP -- More damage Meo > HP > HP + WR > HP > Meo HP -- More depletation less damage --- Ceiling Combo --- Can deal more damage then normal Aerith combo with specific build - 400~ more HP damage Just so i dont forget it :p
  3. Useful Abilities Here is a list with very basic, but needed abilites. Basic Action (should always be equipped). Ground Evasion Midair Evasion Ground Block Midair Block Aerial Recovery Recovery Attack Controlled Recovery Wall Jump Air Dash Free Air Dash Free Air Dash Boost Assist Gauge Up Dash Evasion Boost Descent Speed Boost Basic Support (should always be equipped). Always Target Indicator EX Core Lock On Assist Lock On Basic Extra (should always be equipped). Precision Jump Precision Evasion Disable Sneak/ or Counterattack EXP to HP/ or Assist Decisions: Abilites And then there is abilites you need to decide on your own if you want them or not, but I will list some that is good and then you decide if to use them or not. Note that you will not be able to equip them all with basic abilites + moves. Ground/Reverse Ground Dash Air Dash Boost Speed Boost/+/++ Jump Time Boost/+/++ Midair Evasion Boost Auto Assist Lock On Achy/+ Counterattack Sneak Attack Equipment Abilites, Example: Master Guardsman Builds Making a build/setup is a big part of playing Dissidia (DFF/DDFF) online against others, a functional build will help you more then a build that is put together in a very non-functional fashion. Below I will post my builds and explanations. If you wanna make a build yourself and easily share it use: http://www.charlietang.net/dissidia/012.php but remember too save the image yourself or it will get deleted in time by the maker. [Highbase BRV with Side by Side] This build use the Labyrinth bug for equipment -Stats- 9644 HP 1453 BRV 174 ATK 181 DEF ZidaneĀ“s standard setup (and my go to setup with Zid) for reliable maximum damage with the Aerith combo (Max damage ~6000HP damage), it have 1453* base brv and a maximum booster of x5.3. Thanks to its decent boosters the build both deal serious HP damage and assist/ex depletation thanks to Aerith assist combo. The build use easy maintainable boosters thats last trough out the fight and "Together as One" to give you a head start in the assist meter race. Zidane is one of the characters were "Side by Side" shine the brightest with his many HP links and is a serious threat in any close combat encounter. Pros High damage output Good assist and ex depletation Good BRV recovery after a HP hit High assist usage Cons Really low defence stat *Need the hairpin ability for 35CP [+100BRV] Complete lack of anything EX related [Highbase BRV with High Assist Depletation and Side by Side] This build use the Labyrinth bug for equipment -Stats- 10299 HP 1335 BRV 175 ATK 183 DEF A small change on Zidane's standard build. With the removal of "Seal of Lufenia" and insteed introducing the usage of "Judgement of Lufenia" you get a lower EX depletation but a much higher assist one making this setup more favorable against other builds that use "Side by Side". You might ask why I still use "Dismay Shock", this is to make sure that if facing a character I thought would use SbS (Side by Side) but is not, Im not completely lacking EX depletation. If you are completely sure your opponent will use SbS you can replace "Dismay Shock" with "[Opp] Empty EX Gauge" for a higher max booster. Pros High damage output High assist depletation Good BRV recevery after HP hit High assist usage Decent defence stat Cons Low EX depletation Need of the helm ability for 35CP [+100BRV] Complete lack of anything EX related Assists Aerith is one of Zidanes best assists in the game, he can deal some insane damage thanks to her "Seal Evil" which makes up for her missing ex depletation on hit, damage and swift assist punishes other assists have. Aerith Combos: 1AST: Swift Attack/Tempest > Meo Twister > Aerith > Swift Attack > Meo Twister 1AST: Swift Attack/Tempest > Meo Twister > Aerith > Shift Break > Meo Twister 1AST: Swift Attack/Tempest > Meo Twister > Aerith > Shift Break > Meo Twister (This is Midstage which need precise timing on the first Aerith call) 1AST: Swift Attack/Tempest > Aerith > Chase > Swift Attack > Meo Twister 1AST: Shift Break > Aerith > Swift Attack/Tempest > Meo Twister 2AST: Swift Attack/Tempest > Meo Twister > Aerith > Shift Break > Aerith > Shift Break > Meo Twister 2AST: Swift Attack/Tempest > Meo Twister > Aerith > Shift Break > Aerith > Shift Break > Meo Twister (This is Midstage which need precise timing on first Aerith call) 2AST: Swift Attack/Tempest > Chase > Aerith > Shift Break > Aerith > Shift Break > Meo Twister 2AST: Shift Break > Aerith > Shift Break > Aerith > Shift Break > Swift Attack > Meo Twister -text- -text- Techniques Dash Feint Blodging Shift Spawn
  4. Cycle 003: Bottom Tier (EU)

    m1 terra (lxd) vs Laguna (slay) - WoD > lxd m2 terra (lxd) vs laguna (slay) - Top > lxd m3 terra (lxd) vs laguna (slay) - Top > lxd winner > lxd 3-0
  5. Cycle 003: Bottom Tier (EU) signups

    LXD92 GMT+1 LXD92 And the time im able to play depends on the raid schedule in FFXIV :p
  6. prepere to be disappointed
  7. 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
  8. 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
  9. Will add Qu Bia accesories too as they are Labyrinth only aka OG only usable inside Labyrinth mode and no were else.
  10. How to Substitute Hamachi

    How good is ZeroTier in hosting for say larger groups 4-6 people? :VVV
  11. Genesis - Bracket, Discussion, Results

    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
  12. Genesis - Bracket, Discussion, Results

    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
  13. Genesis - Bracket, Discussion, Results

    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
  14. Genesis - Bracket, Discussion, Results

    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
  15. Genesis - Bracket, Discussion, Results

    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
  16. Genesis - DDFF Major Tournament

    LXD92 LXD92 - Hamachi Police GMT+1
  17. Feral vs EU

    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.
  18. Feral vs EU

    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.
  19. Feral vs EU

    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.
  20. TKG09's Tournament

    Time: 7PM GMT +0 Info: http://dissidiaforums.com/showthread.php?17565-Final-Dissidia-Fantasy-(of-DF)-(FDFDF)
  21. LXD92's Replay Thread

    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
  22. 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!
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  25. 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
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