Glitch (Dissidia 012)

From Dissidia Wiki

Glitch refers to behavior that is unintended by developers of a video game. Whether or not the following behavior is intended is up to debate, but nevertheless, Dissidia 012 exhibits various instances of abnormal or illogical gameplay.

60 FPS Glitches

Dissidia 012 runs at 30 frames-per-second (FPS) and doubling the framerate through cheats will cause erratic behavior or malfunctionality for various attacks.

Attacks that induce movement are mostly affected.

R/F refers to Rise or Fall distance and speed during startup (< means nerf) (> means buff)'

60 FPS Changes
Character Attack Notes
Warrior of Light None None
Garland Earthquake Knockback removed and cannot wall rush (<)
Garland Cyclone Increased rise / fall distance (>)
Firion Weaponmaster Increased rise / fall distance (>)
The Emperor None None
Onion Knight None None
Cloud of Darkness Long Range Particle Beam Increased glide speed on startup (>)
Cecil None None
Kain Gungnir Does not do continuous damage, enemies fall out sometimes (<<)
Kain Sky Rave Will make the enemy fall out unless they are near floor, then HP hit occurs immediately (<<)
Kain Rising Drive Does less damage and does not gain height (<<)
Kain Jump Stops rising if you hit them on initial upward leap (>)
Golbez Gravity Force Increased rise / fall distance (>)
Golbez Genesis Rock Increased rise / fall distance (>)
Golbez Sector Ray Hurtbox and range reduced (<)
Golbez Cosmic Ray Does not cause knockback (<)
Bartz Solid Ascension Greatly reduced input window for follow up attacks (<<)
Exdeath Almagest Increased rise / fall distance during startup.
Gilgamesh None None
Terra None None
Kefka Havoc Wing Greatly increased rise / fall distance (>)
Kefka Forsaken Increased Kefka's movement speed and projectile portal's speed. (>>)
Cloud None None
Tifa None None
Sephiroth Hell's Gate Whiffs or descends forever (<)
Squall Beat Fang Second hit cannot be delayed as long or it whiffs due to increased fall speed by gravity (<)
Squall Solid Barrel Second hit must be delayed or it will whiff
Squall Revolver Drive Significant movement speed boost (>)
Laguna None None
Ultimecia Knight's Axe (charged) (?) Increased rise / fall distance.
Zidane Solution 9 Projectiles have smaller hitbox (<)
Kuja Force Symphony Greatly increased rise / fall speed (distance travelled unchanged)
Kuja Burst Energy Greatly increased rise / fall distance. (>)
Kuja Strike Energy Increased rise / fall distance. (>)
Kuja Snatch Blow Increased rise / fall distance. (>)
Kuja Flare Star Increased rise / fall distance. (>)
Tidus Stick and Move Slightly increased rise / fall distance.
Yuna None None
Jecht Jecht Stream Altered input timing for combo chains.
Shantotto None None
Prishe One-Inch Punch Increased rise / fall distance.
Prishe Banishga Increased rise / fall distance.
Vaan Greatsworod (on-hand) Increased rise / fall distance. (>)
Vaan Spear (both) Increased rise / fall distance (>)
Vaan Staff (on-hand) Increased rise / fall distance (>)
Vaan Katana (Switch) Final hit does no damage (<)
Gabranth Vortex of Judgment Slight rise / fall distance increase (>)
Gabranth Execution Slight range increase (>)
Lightning Thundaga More bolts (>)
Lightning Crushing Blow Increased rise / fall distance (>)
60 FPS Changes (Assist)

All assists have greatly reduced startup at 60 FPS; They will perform the attack before the assist call effect has finished.

  • Onion Knight - Ground bravery (Blizzard) stops after second hit and does not lead to assist chase (<<)
  • Kuja - Air HP is unreliable at times (Kuja sometimes does 2 hits and dissapears, other times he stays much longer)<, Ground HP bravery hit is replaced by HP damage=/?
  • Tidus - Ground bravery (Sonic Buster) stops after second hit and doesn't Wall Rush (<<)
  • Yuna - Air HP (Diamond Dust) stops midway and does not do HP Damage (<<), ground bravery (Meteor Strike) dissappears after the first Ifrit swipe and does not Wall Rush (<<)

Assist Chase Retainment Glitch

Japanese version only.

After an assist hit that causes assist chase, landing Warrior of Light's Shining Wave and dodge canceliing while the opponent is still in hitstun, it is possible to assist chase even though the last attack to connect was the HP. It is unknown if this works with other attacks or attack types.

Assist FPS Move Property Glitch

During an attack, calling an assist modifies the game's framerate, which can cause a variety of effects.

  • Attack frames last longer
  • Attacks with movement will move farther
  • Knockback effects are cancelled or redirected

Known examples include Golbez's Cosmic Ray doing no knockback, Squall's Revolver Drive moving incredibly fast, Bartz's Slide Shooter, Tidus' Full Slide and Jecht's LV3 Jecht Stream moving extra distance.

Assist Projectile Lifespan Glitch

When a projectile spawned by an assist connects with the opponent after the assist has already disappeared, the projectile will not trigger assist chase, and if comboed off; the assist bar will not gray

This happens with all of The Emperor's Assists, the tip of Kefka's air BRV assist, Golbez's air BRV assist at long range, Shantotto's air BRV assist, and Ultimecia's air BRV assist).

Chase Assist Hitstun Reset

Japanese version only.

If a chase is initiated after the last hit of an assist and the opponent stays in hitstun, the game will forget that the opponent was in hitstun because of an assist, and the assist bar will un-gray even if the sequence in question was a true combo

(Most often performed with Yuna assist)

CP Glitch

CP Glitch allows characters to equip weapons and armor that they cannot normally wield without using the designated extra abilities for them such as Ranger's Gear. It does not work on character exclusive weapons.

Delay Chase Forced Knockdown Assist Reset

Not exactly a "glitch" but an exploit in how hitstun is registered. If a move has a small amount of hitstun and launches at an angle close to the ground, you can do a delayed chase right before hitstun ends and force a knockdown, reset the assist guage, absorb EX, and continue the combo with another assist at the same time.

Hit Glitch

When certain projectiles connect, it can trigger follow-ups during another attack's startup. Does not work with every attack, but this does work universally with any projectile with a follow-up using itself.

Most notable examples are Cecil's Searchlight > Paladin Force, Bartz's Double Holy, Yuna's Impulse > Heavenly Strike, Terra's Meltdown > Holy Combo, and Zidane's Tidal Flame > Swift Attack / Vortex.

Infinite Hell's Gate Glitch

If Sephiroth's Hell's Gate is positioned in a specific spot half over a ledge, half over a gap, with the opponent on the platform side, the attack won't end and the opponent will stay being hit by the sword until Sephiroth either moves or ends the attack.

It is considered and infinite and is commonly banned in tournaments.

Preserve Bravery into EX Burst

If bravery attacks connect after an HP, normally they do damage but you gain no brave. However, if the bravery attack that connects is an assist, or the bravery attack induces break, it will result in a minor visual glitch and the ability to preserve any bravery gained and the bravery bonus into an initiated EX Burst

Shantotto Assist Stun Glitch

If you're on a custom ruleset where EX Break is turned off, Shantotto assist's hitstun-less parts of Bio and Bind can deal a fixed amount of hitstun to the opponent in an attempt to EX Break them. Since EX Break is disabled in this scenario, this will activate every few frames of Bind and every poison tick of Bio and goes through all types invincibility.

Translucent Shiva Glitch

Japanese version only.

If Yuna assist is hit the very frame she appears, a partially see-through Shiva will appear floating in the air below where she spawned. This glitch is purely visual and most likely happens with Yuna's other assist attacks and would be cancelled by calling her again.

World of Darkness Omega Teleport Glitch

Has a few properties including resetting player positions, teleporting but not eliminating some projectiles, resetting player actions. Further testing and documentation required.

Zoom-in Assist Speed Glitch

During the camera zoom-in (usually pretty subtle) of certain attacks; if you call an assist, the assist's frame rate will get messed up and the attack will play out twice as fast as normal.

Notable examples include Full Slide, Ultima (Kuja), and a whole bunch of other moves. Further testing and documentation required.