Glossary (Dissidia 012): Difference between revisions
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A technique that instantly cancels a block into a dash. Can be done repeatedly to build assist meter, delay attacks and realign during an opponent's air dodge. | A technique that instantly cancels a block into a dash. Can be done repeatedly to build assist meter, delay attacks and realign during an opponent's air dodge. | ||
[[Dash_feint|'''More on dash feint.''']] | |||
= Defense (DEF) = | = Defense (DEF) = |
Revision as of 15:11, 19 September 2024
Ability Points (AP)
AP is used to master abilities to reduce their equipment cost. It is gained from battles.
Assist Chase (AC)
After an assist attack sends the opponent flying and the button prompt is taken, the player character will instantly move near the opponent. Commonly used in assist combos.
Assist combo
A combo involving an assist character.
Assist punish
A whiff punish done with assist.
Attack (ATK)
A stat that determines how much bravery damage a character can inflict on the opponent.
Base Bravery
This is the character's baseline bravery that can be modified with equipment. It is the bravery that the player usually starts with, but it's also the amount of bravery that is recovered to during break status.
Battlegen
A system that handles dropped items from the opponent after meeting specified conditions during battle.
Blodge
A technique which immediately cancels a block into a dodge.
Bravery (BRV)
This is the number above the character's health bar that determines how much damage an HP attack does on hit.
Bravery Break
When a character's bravery goes below 0, they will suffer from break status and the attacker will receive stage bravery as a reward.
Bravery Boost on Block (BBoB)
A build style dedicated to generating bravery by blocking attacks. Less commonly used than it's dodge variant, but can be combined with it for increased effect.
Bravery Boost on Dodge (BBoD)
A build style dedicated to generating bravery by evading attacks with a dodge.
More on Bravery Boost on Dodge / Block.
Capacity Points (CP)
These points determine how many abilities can be equipped at once. Each ability has a cost associated with them.
Chase
An instance where an attacker pursues the opponent and both players must attempt to land an attack without getting hit themselves. It is done with at the end of an attack, but not all attacks allow this.
Command block
An interpretation of a more commonly known fighting game term command normal. This is used to refer to attacks that function as a block or have block properties, such as Jecht Block and Scintilla.
Cross-up
In Dissidia 012, a cross-up is an attack that comes from above at an angle that either hits behind block or changes the opponent's directional attack input, sabotaging their defense attempt.
Because of the toward / away directional input system on the ground, this can technically happen when dashing past an opponent when grounded as well.
Customization
A major aspect in Dissidia 012 where players adjust their character with abilities, equipment, summons and assist.
Dash feint / Spot dash
A technique that instantly cancels a block into a dash. Can be done repeatedly to build assist meter, delay attacks and realign during an opponent's air dodge.
Defense (DEF)
A stat that determines how much bravery damage a character takes when hit.
Dodge cancel (DC)
An action that is cancelled with a dodge, which is usually done to cancel attacks.
Dodge punish
A technique where a defender is hit during a dodge or at the end of it before they can act.
Empty Chase
A Chase sequence where the initiator does not perform a bravery or HP attack.
EX Mode
A powered up form that is accessed with + when the EX gauge is full.
EX Revenge
A defensive mechanic that temporarily freezes time for a counterattack. Accessed with + when taking damage while EX gauge is full.
Final EX Revenge
Also known as EX Revenge checkmate. A situation where a player can finish a match by activating EX Revenge when the opponent has no way to safely land an attack and escape from EX Revenge.
Free Air Dash (FAD)
A basic ability that functions as a homing dash towards the opponent.
Glide
A basic ability for a few characters that lets them move horizontally in all directions. It is different from a dash. Also part of Kuja's bravery attacks.
Ground Dash (GD)
A basic ability that functions as a homing dash exclusively on the ground.
Halo camping
A strategy which involves a character staying above the opponent, often at a safe distance as well.
High base bravery
A build that invests in baseline bravery (and recovery) to increase HP damage output without relying on ATK stat.
HP
A stat that represents health. Also used informally to refer to HP attacks.
HP Link
This is used to refer to HP attacks that branch off of Bravery attacks, such as Cloud's Slashing Blow to Omnislash Version 5.
Not every character has a branching HP attack, but some characters can still combo into HPs on their own; Jecht has a dedicated combo chain system, while other characters such as The Emperor, Squall and Shantotto rely on specific attacks for HP followups.
HP linker
A term that refers to characters with prominent BRV to HP links, such as Onion Knight, Golbez and Cloud.
Innate Bravery
This is the character's bravery without any modifiers from equipment. At LV100, this is 667 for every character and it is what effects like BRV Boost on Dodge scale off of.
Knockback cancel
A technique where an attack's knockback is interrupted by the attacker's assist character or projectile. Commonly done with assists that have multiple hits or a large hitbox to create an assist combo without walls or giving up current positioning.
Landing lag (LL)
A period after landing on the ground, during which the player character cannot act. Commonly seen in solo combos.
Link glitch
Also known as hit glitch. When a player character's projectile hits, performing another attack can result in activating the attack's followup that would not normally occur.
Luck (LUK)
A stat that influences item drop rate.
Multi Air Slide (MAS)
A basic ability that functions as a single-use Omni Air Dash. It can be done after all midair jumps have been used.
Omega stage
A variant of an existing stage that changes how stage bravery and stage elements function. These can lead to unorthodox or lopsided gameplay and are commonly banned in competitive play. Not all stages have an omega version.
Omni Air Dash (OAD)
A basic ability that lets the player character dash horizontally in the air. It replaces Free Air Dash if equipped.
Omni Ground Dash (OGD)
A basic ability that lets the player character dash horizontally while staying on the ground. It replaces Ground Dash if equipped.
Poke
In Dissidia 012, a poke commonly refers to an attack with fast startup, relatively low recovery and reliable assist combo conversions. They are typically good at generating Assist on whiff, but can also have good EX generation on hit.
Because of the stagger system, poking is not always a perpetual state of physically connecting single attacks to condition the opponent.
Reverse Free Air Dash (RFAD)
A basic ability that is an inverse of Free Air Dash. It moves the player character away from the opponent whenever used, and it replaces Free Air Dash when equipped.
Reverse Ground Dash (RGD)
A basic ability that is an inverse of Ground Dash. It moves the player character away from the opponent whenever used, and it replaces Ground Dash when equipped.
Stage Bravery
This is the number between the characters' health bars, it represents bravery. Whenever a player's bravery is depleted below 0, the attacker receives the displayed amount of bravery as a reward.
Stagger
A state during which a character is vulnerable to attacks for a brief moment. It commonly happens after a low priority melee bravery attack or a dash is blocked.
Wall Rush (WR)
A state during which a player character is stuck and vulnerable to assist characters. Certain attacks with knockback inflict this instead of Chase.