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Main character — Duodecim


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  1. 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.