Quickmove (Dissidia 012): Difference between revisions

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(Added info on equipment and the brv boost on quickmove)
(Added images and navbox, adjusted written content. Added stages where each quickmove is available.)
 
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= Overview =
= Overview =


Quickmove is a gameplay mechanic introduced in ''Dissidia Final Fantasy (2008)''. By pressing triangle near a yellow quickmove indicator, characters can interact with a stage element via context-specific movement. This ranges from wall running, grinding on a rail to flying leaps. Quickmove requires no ability to be equipped in customization in order to be used, but certain equipment can enable additional actions and grant players bravery.
[[File:Quickmove_grind.jpeg|right|border|400px]]


In competitive play, quickmove is often a secondary movement option that -while stage specific- can be a good asset in creating distance safely or approaching opponents positioned behind stage geometry without using [[Dash_(Dissidia_012)#Free_Air_Dash|'''Free Air Dash''']] or [[Dodge_(Dissidia_012)|'''dodges.''']]
Quickmove is a movement based gameplay mechanic. <br>By pressing triangle near a yellow quickmove indicator, characters can interact with a stage element via context-specific movement. This ranges from wall running, grinding on a rail to flying leaps. Equipping an ability is not required to use Quickmove, but certain equipment grants players extra bravery when it is used. Cancelling Quickmove into other actions is also possible, but will require them being equipped such as Air Dash and bravery attack.
 
In competitive play, quickmove is often a secondary movement option that can be good for creating distance safely or approaching opponents positioned behind stage geometry without using [[Dash_(Dissidia_012)#Free_Air_Dash|'''Free Air Dash''']] or [[Dodge_(Dissidia_012)|'''dodges.''']]


= Basics =
= Basics =
Quickmoves are indicated by three yellow triangles. Whenever a character can perform a quickmove, these triangles will become visible to the player. Pressing the triangle button causes the character to automatically move towards the stage element, which is then followed up by the quickmove action itself. This action depends on what the stage element is, but it always movement in a direction shown by the triangles.
[[File:Quickmove_indicator.jpg|thumb|300px|Quickmove indicators as seen in the game.]]


All common actions remain available during quickmove, such as jump, dodge, block, dash, bravery and HP attacks. They can be used to cancel the quickmove state.
Quickmoves are indicated by three yellow triangles. Whenever a character can perform a quickmove, these triangles will become visible to the player. Pressing the triangle button causes the character to automatically move towards the stage element, which is then followed up by the quickmove action itself. This action depends on what the stage element is, but the character always moves in the direction shown by the triangles.


A quickmove action restores all midair jumps that were already used or exhausted by a single air dodge. This is great for many forms of aerial combat and preserving the x1.5 Aerial booster.
All common actions remain available during quickmove such as jump, dodge, block, dash, bravery and HP attacks. They can be used to cancel the quickmove state.


Note that when a character is in the preceding airborne transitioning state, they cannot perform attacks, blocks or dodges.
A quickmove action restores all midair jumps that were already used or exhausted by a single air dodge. This is great for aerial combat and maintaining the x1.5 Aerial booster {{accboo}}.


A quickmove can easily eat a dash input if triangle is pressed first. To avoid this misinput, it is recommended to do a [https://glossary.infil.net/?t=Kara%20Cancel '''Kara Cancel'''] input; Press R first and then triangle. Holding R and then pressing triangle also works (whenever the character is actionable), as does holding triangle and then pressing R.
Note that when a character is in the airborne transitioning state during startup, they cannot perform attacks, block or dodge. Once the character has finished initiating the quickmove, these actions can be performed freely.
 
A quickmove can easily overwrite a dash input if triangle is pressed first. To avoid this misinput, it is recommended to do a [https://glossary.infil.net/?t=Kara%20Cancel '''Kara Cancel'''] input; Press R first and then triangle. Holding R and then pressing triangle also works (whenever the character is actionable), as does holding triangle and then pressing R.


= Universal actions =
= Universal actions =


== Grind ==
== Grind ==
<img src="https://dissidia.wiki/images/f/ff/Quickmove_grind.jpeg" style="object-fit: none; float: right; width: 30%; height: 30%; object-position: 70% 60%; border:3px solid RGB(105,86,160);"></img>


{| class="wikitable"
{| class="wikitable"
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|Two directions along the rail || Block (Ranged Low) || No || No
|Two directions along the rail || Block (Ranged Low) || No || No
|}
|}
Found in: (stages here)
Found in: [[Old_Chaos_Shrine_(Dissidia_012)|Old Chaos Shrine]], [[World_of_Darkness_(Dissidia_012)|World of Darkness]], [[Lunar_Subterrane_(Dissidia_012)|Lunar Subterrane]], [[Kefka's Tower]], [[Planet's Core]], [[Ultimecia's Castle]], [[Dream's End]], [[Order's Sanctuary]], [[Sky Fortress Bahamut]], [[Orphan's Cradle]].
 
A character moves along a rail at high speed. The player can change the direction by holding analog stick / d-pad in the opposite direction, but the character will quickly decelerate and change <br>the direction they are facing before moving again.


A character moves along a rail at high speed. The player can change the direction by holding analog stick / d-pad in the opposite direction, but the character will quickly decelerate and change the direction they are facing before moving again. The movement is fast enough to cause many attacks to whiff or be out of reach, but a character is still vulnerable to attacks and can be staggered with a block. In practice, this can be likened to a dash.
The movement is fast enough to cause many attacks to miss, but a character is still vulnerable to attacks themselves and they can be staggered with a block. In practice, this can be likened to a dash because of the Ranged Low block property.


== Flying Leap ==
== Flying Leap ==
<img src="https://dissidia.wiki/images/a/a8/Quickmove_flying_leap.jpeg
" style="object-fit: none; float: right; width: 30%; height: 0%; object-position: 30% 60%; border:3px solid RGB(105,86,160);"></img>


{| class="wikitable"
{| class="wikitable"
! Movement !! Priority !! Camera change !! Can Precision Jump
! Movement !! Priority !! Camera change !! Can Precision Jump
|-
|-
|Only the indicated direction || Block (Ranged Low, during leap) || No || No
|Only the indicated direction || Block <br>(Ranged Low, during leap) || No || No
|}
|}


A character will leap in the specified direction. This is used to traverse from one stage element to the next, such as Dream's End's central platform to the stands at the boundaries of the stage. Because of it's context sensitivity, the direction a character travels in changes depending on their positioning in a stage. Ranged Low attacks can be blocked after the initial startup.
Found in: Old Chaos Shrine, [[Pandaemonium_(Dissidia_012)|Pandaemonium]], Lunar Subterrane, [[The Rift]], Kefka's Tower, [[Planet's Core]], [[Ultimecia's Castle]], [[Crystal World]], Sky Fortress Bahamut, Orphan's Cradle.
 
A character will leap in the specified direction. This is used to move from one platform to another, such as Dream's End's central platform to the stands near the walls. Because of its context sensitivity, the direction a character travels in changes depending on their positioning in a stage. Ranged Low attacks can be blocked after the initial startup.


== Wall Run ==
== Wall Run ==
<img src="https://dissidia.wiki/images/d/d1/Quickmove_wall_run.jpeg
" style="object-fit: none; float: right; width: 30%; height: 0%; object-position: 50% 60%; border:3px solid RGB(105,86,160);"></img>


{| class="wikitable"
{| class="wikitable"
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|}
|}


A character will run along the surface, usually gaining altitude. The movement starts in one direction, but it can be altered freely with the analog stick / d-pad just like with regular running. The camera angle changes drastically to provide a clear view in front of the player character, but the opponent will often be completely out of frame for wall run's duration.
Found in: All stages.


No defensive properties are applied during wall run. However, multiple actions remain available in addition to the Wall Jump basic ability.
A character runs along the surface, usually gaining altitude. The movement starts in one direction, which can then be altered freely with the analog stick / d-pad, just like with regular running. The camera angle changes drastically to provide a clear view in front of the player character, but the opponent will often be completely out of frame for wall run's duration.
 
No defensive properties are applied during wall run. However, multiple actions remain available in addition to the Wall Jump basic ability. Using Wall Jump just as the character begins to wall run is a consistent way to use the ability and move upwards very quickly.


= Additional actions =
= Additional actions =
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= Quickmove related customization =
= Quickmove related customization =


Equipment primarily influences bravery gained when performing a quickmove action. The bravery boost is based on the character's base bravery without equipment. Bravery is first gained after a period of time has been spent in a quickmove state, and is then generated periodically until quickmove ends.
Equipment primarily influences bravery gained when performing a quickmove action. The bravery boost is based on the character's [[Glossary_(Dissidia_012)#Innate_Bravery|innate bravery]] without equipment. Bravery is first gained after a period of time has been spent in a quickmove state, and is then generated periodically until quickmove ends.


Unfortunately, the bravery gains are very small and the function itself bugged; It provides far less than the percentage based boost that's stated on equipment.
Unfortunately, the bravery gains are very small and the function itself bugged; It provides far less than the percentage based boost that's stated on equipment.
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|Special {{accsp}}  || Soul of Qu'Bia || BRV Boost on Dodge, Block,<br>Quickmove or stage destruction<br>Accessory Breakability: '''100''' %
|Special {{accsp}}  || Soul of Qu'Bia || BRV Boost on Dodge, Block,<br>Quickmove or stage destruction<br>Accessory Breakability: '''100''' %
|}
|}
{{navbox012}}

Latest revision as of 05:34, 29 September 2024


Overview

Quickmove is a movement based gameplay mechanic.
By pressing triangle near a yellow quickmove indicator, characters can interact with a stage element via context-specific movement. This ranges from wall running, grinding on a rail to flying leaps. Equipping an ability is not required to use Quickmove, but certain equipment grants players extra bravery when it is used. Cancelling Quickmove into other actions is also possible, but will require them being equipped such as Air Dash and bravery attack.

In competitive play, quickmove is often a secondary movement option that can be good for creating distance safely or approaching opponents positioned behind stage geometry without using Free Air Dash or dodges.

Basics

Quickmove indicators as seen in the game.

Quickmoves are indicated by three yellow triangles. Whenever a character can perform a quickmove, these triangles will become visible to the player. Pressing the triangle button causes the character to automatically move towards the stage element, which is then followed up by the quickmove action itself. This action depends on what the stage element is, but the character always moves in the direction shown by the triangles.

All common actions remain available during quickmove such as jump, dodge, block, dash, bravery and HP attacks. They can be used to cancel the quickmove state.

A quickmove action restores all midair jumps that were already used or exhausted by a single air dodge. This is great for aerial combat and maintaining the x1.5 Aerial booster accessory_booster.png.

Note that when a character is in the airborne transitioning state during startup, they cannot perform attacks, block or dodge. Once the character has finished initiating the quickmove, these actions can be performed freely.

A quickmove can easily overwrite a dash input if triangle is pressed first. To avoid this misinput, it is recommended to do a Kara Cancel input; Press R first and then triangle. Holding R and then pressing triangle also works (whenever the character is actionable), as does holding triangle and then pressing R.

Universal actions

Grind

Movement Priority Camera change Can Precision Jump
Two directions along the rail Block (Ranged Low) No No

Found in: Old Chaos Shrine, World of Darkness, Lunar Subterrane, Kefka's Tower, Planet's Core, Ultimecia's Castle, Dream's End, Order's Sanctuary, Sky Fortress Bahamut, Orphan's Cradle.

A character moves along a rail at high speed. The player can change the direction by holding analog stick / d-pad in the opposite direction, but the character will quickly decelerate and change
the direction they are facing before moving again.

The movement is fast enough to cause many attacks to miss, but a character is still vulnerable to attacks themselves and they can be staggered with a block. In practice, this can be likened to a dash because of the Ranged Low block property.

Flying Leap

Movement Priority Camera change Can Precision Jump
Only the indicated direction Block
(Ranged Low, during leap)
No No

Found in: Old Chaos Shrine, Pandaemonium, Lunar Subterrane, The Rift, Kefka's Tower, Planet's Core, Ultimecia's Castle, Crystal World, Sky Fortress Bahamut, Orphan's Cradle.

A character will leap in the specified direction. This is used to move from one platform to another, such as Dream's End's central platform to the stands near the walls. Because of its context sensitivity, the direction a character travels in changes depending on their positioning in a stage. Ranged Low attacks can be blocked after the initial startup.

Wall Run

Movement Priority Camera change Can Precision Jump
Any along the surface None Yes Yes (during startup)

Found in: All stages.

A character runs along the surface, usually gaining altitude. The movement starts in one direction, which can then be altered freely with the analog stick / d-pad, just like with regular running. The camera angle changes drastically to provide a clear view in front of the player character, but the opponent will often be completely out of frame for wall run's duration.

No defensive properties are applied during wall run. However, multiple actions remain available in addition to the Wall Jump basic ability. Using Wall Jump just as the character begins to wall run is a consistent way to use the ability and move upwards very quickly.

Additional actions

Air Dash and Reverse Air Dash

By equipping Air Dash or Reverse Air Dash basic ability, holding triangle cancels a quickmove into a homing / retreating dash that's faster than other dashes. Common applications include quickly closing a gap to interrupt an attack, creating distance to safely whiff an attack for assist meter or otherwise establish defensive gameplay.

Wall Jump

Added in Dissidia 012, this new basic ability allows characters to perform a Precision Jump style jump at the start of wall run. It costs 0 CP when mastered. Press X as soon as wall run begins to perform it.

The traversal speed depends on the character, but it is often a faster way to ascend than wall run. Coupled with the fact that wall jumps keep the typical lock on view, wall jump can often substitute wall run.

Quickmove related customization

Equipment primarily influences bravery gained when performing a quickmove action. The bravery boost is based on the character's innate bravery without equipment. Bravery is first gained after a period of time has been spent in a quickmove state, and is then generated periodically until quickmove ends.

Unfortunately, the bravery gains are very small and the function itself bugged; It provides far less than the percentage based boost that's stated on equipment.

Equipment
Type Name Stats Effect Category Level
Weapon Chicken Knife ATK +66, DEF +1 BRV Boost on Quickmove +2 % Dagger 100
Head Oath Veil HP +327, BRV +290 BRV Boost on Quickmove +3 % Headband 100
Head Mystery Veil HP +287, BRV +255 BRV Boost on Quickmove +2 % Headband 90+
Head Ajna Crown HP +287, BRV +255 BRV Boost on Quickmove +2 % Headband 90 +(Labyrinth)
Head Chakra Band HP +247, BRV +219 BRV Boost on Quickmove +1 % Headband 60+
Head Black Cowl HP +287, BRV +255 BRV Boost on Quickmove +1 % Headband 60+
Head Gale Bandana HP +287, BRV +255 BRV Boost on Quickmove +1 % Headband 60+ (Labyrinth)
Head Iron Visor HP +340, BRV +151 BRV Boost on Quickmove +1 % Headband 30+
Head Headguard HP +376, BRV +167 BRV Boost on Quickmove +1 % Headband 30+
Head Flashy Bandana HP +376, BRV +167 BRV Boost on Quickmove +1 % Headband 30+ (Labyrinth)
Head Headgear HP +231, BRV +102 BRV Boost on Quickmove +1 % Headband 1+
Accessories
Type Accessory Effect
Booster accessory_booster.png Quickmove During Quickmove, effect 1.2 times.
Special accessory_special.png Desert Boots BRV Boost on Quickmove +2 %
Special accessory_special.png Back-Breaking Straw BRV Boost on Dodge +3 %
BRV Boost on Block +5 %
BRV Boost on Quickmove +1 %
Special accessory_special.png Soul of Qu'Bia BRV Boost on Dodge, Block,
Quickmove or stage destruction
Accessory Breakability: 100 %

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