FAQ (Dissidia 012): Difference between revisions

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Dissidia NT has a timer, EX Skills, rollback netcode, buffs and debuffs, only 1 HP attack for use (with character-specific exceptions), a dash gauge and no invincibility on it's evasive dodge mechanic. Dissidia 012 has none of these things in online battles.
Dissidia NT has a timer, EX Skills, rollback netcode, buffs and debuffs, only 1 HP attack for use (with character-specific exceptions), a dash gauge and no invincibility on it's evasive dodge mechanic. Dissidia 012 has none of these things in online battles.


Guarding is different as well. In Dissidia NT, blocking is done with a shield that depletes over time or with each guarded attack. In Dissidia 012, block is usually a momentary defensive stance with a set duration and properties. It can be likened to a [https://glossary.infil.net/?t=Parry '''parry'''] in other fighting games, but it will lose to HP attacks in both games.
Guarding is different as well. In Dissidia NT, blocking is done with a shield that depletes over time or with each guarded attack. In Dissidia 012, block is usually a momentary defensive stance with a set duration and properties. 012 block can be likened to a [https://glossary.infil.net/?t=Parry '''parry'''] in other fighting games, but it will lose to HP attacks in both games.


Most characters can access a move with one of the three directional inputs, but not all of them can be equipped simultaneously and the effectiveness can vary a lot. Dash attacks do not exist and cancelling a bravery attack's recovery into a dash is only possible with Kain or during [[EX_(Dissidia_012)#EX_Revenge|'''EX Revenge.''']] Homing dash or a directional dash must be equipped as the primary dash type and context-sensitive dashes often work as a secondary, less frequently used option.
Most characters in 012 can access a move with one of the three directional inputs, but not all of them can be equipped simultaneously and the effectiveness can vary a lot. Dash attacks do not exist and cancelling a bravery attack's recovery into a dash is only possible with Kain or during [[EX_(Dissidia_012)#EX_Revenge|'''EX Revenge.''']] Homing dash or a directional dash must be equipped as the primary dash type and context-sensitive dashes often work as a secondary, less frequently used option.


Coming from Dissidia NT, Dissidia 012 boasts significantly more pre-match preparation, dodge usage, attacks that don't adhere to a certain attack archetype and possibly longer matches than what a timer would allow. They're vastly different games with their distinct appeal and it is recommended to engage with them on their own terms.
Coming from Dissidia NT, Dissidia 012 boasts significantly more pre-match preparation, dodge usage, attacks that don't adhere to a certain attack archetype and possibly longer matches than what a timer would allow. They're vastly different games with their distinct appeal and it is recommended to engage with them on their own terms.
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= I want to know more about this game! =
= I want to know more about this game! =
Head on over to the [[Dissidia_012_Final_Fantasy|''' main page''']] to get started!
Head on over to the [[Dissidia_012_Final_Fantasy|''' main page''']] to get started!
{{navbox012}}

Latest revision as of 14:18, 19 September 2024


This page is for addressing common questions that may arise with Dissidia 012.

What is different between Dissidia and Dissidia 012?

Dissidia 012 is an expanded stand-alone release of the first Dissidia. It rebalances the existing cast and mechanics, adds a new Assist mechanic, reworks the story mode with additional content and adds more playable characters, stages and game modes (Labyrinth, Group Battle).

The previous dodge cancel combos are removed for the most part, but new combos exist with or without dodge cancels. EX intake is nerfed considerably and stage bravery is reduced to 1999 for regular stages. Multi Air Slide is significantly slower, as per Universal Tuning's adjustments.

Coming from the original Dissidia, players will find new attacks to work with, but will have to reassess their builds. Assist is also an essential mechanic in competitive play, which requires further adjustment in gameplay. In addition to that, players may have to adjust to slight hit stop that's been added in Dissidia 012.

What is different between Dissidia NT and Dissidia 012?

A lot. Dissidia NT is a 3-on-3 fighting game with six active players fighting for advantage simultaneously, while Dissidia 012 is a 1-on-1 fighting game regardless of how many players are involved.

Dissidia NT has a timer, EX Skills, rollback netcode, buffs and debuffs, only 1 HP attack for use (with character-specific exceptions), a dash gauge and no invincibility on it's evasive dodge mechanic. Dissidia 012 has none of these things in online battles.

Guarding is different as well. In Dissidia NT, blocking is done with a shield that depletes over time or with each guarded attack. In Dissidia 012, block is usually a momentary defensive stance with a set duration and properties. 012 block can be likened to a parry in other fighting games, but it will lose to HP attacks in both games.

Most characters in 012 can access a move with one of the three directional inputs, but not all of them can be equipped simultaneously and the effectiveness can vary a lot. Dash attacks do not exist and cancelling a bravery attack's recovery into a dash is only possible with Kain or during EX Revenge. Homing dash or a directional dash must be equipped as the primary dash type and context-sensitive dashes often work as a secondary, less frequently used option.

Coming from Dissidia NT, Dissidia 012 boasts significantly more pre-match preparation, dodge usage, attacks that don't adhere to a certain attack archetype and possibly longer matches than what a timer would allow. They're vastly different games with their distinct appeal and it is recommended to engage with them on their own terms.

Does the game have rollback netcode?

No. The game operates with a delay / lockstep based netcode that slows down game speed relative to the latency between players. Higher latency means slower game speed and thus, more freeze frames during which inputs will not be registered.

Will rollback netcode ever happen?

Dissidia 012 has a built-in replay function, but a breakthrough in reverse engineering has yet to happen. If rollback support ever becomes a reality, it will likely apply to an emulated version of the game.

Can Android and PC PPSSPP crossplay?

Yes! Please refer to the online setup guide for more information.

Is this game balanced competitively?

Dissidia 012 has a history of several matchup discrepancies within the cast, but every character has at least one, if not a handful even / winning matchups. Even the weakest characters are capable of outputting high damage and countering effective strategies, though the extent of this is naturally more limited on average. High tier character rankings are also very competitive and opinions on exact placements can vary a lot depending on the player.

Exclusively maining one character can be challenging even with the strongest characters, but many players are known for succeeding with a specific character. Which is to say, things could be a lot worse.

Is it possible to modify movesets to balance the game?

Not at the moment. Much like the netcode, reverse engineering the game has proven to be an arduous task to people experienced with programming.

What is Dissidia 012 prologus?

Dissidia 012 [duodecim] Final Fantasy Prologus is a bite-sized version of the game with a limited number of characters, game modes and stages. It has an exclusive story mode chapter not available in the full game, along with an extended Arcade Mode. While it is akin to a demo, it must be purchased digitally with real life currency. Doing so will also provide access to Aerith assist in the full game.

Will there be a remastered version of this game?

Only Square-Enix knows.

I want to know more about this game!

Head on over to the main page to get started!

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