EX (Dissidia 012)

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Revision as of 01:11, 26 July 2024 by Muggshotter (talk | contribs) (→‎EX Mode: Added info on regen and critical boost.)


EX is a gameplay mechanic that was introduced in Dissidia Final Fantasy (PSP) and retained in Dissidia 012. It is a resource that enables mechanics exclusive to it, EX mode and EX Revenge (012 only).

Overview

When a bravery or an HP attack connects, it can generate small, bright spheres that float on the field. These are known as EX Force. Being in the vicinity of these spheres draws them to the player character and will accumulate the titular EX resource that is indicated with a vertical purple bar at the bottom corners of the screen.

A full EX meter requires 1000 EX Force. Each sphere has a miniscule value of three (3), but many attacks generate anywhere from 15 to 90 EX on hit.

Once the EX meter has been filled, it will change to a bright orange color and the player will have access to either EX mode or EX Revenge depending on when R + Square is pressed. Much like the assist mechanic, this is a context sensitive input. When the player character is in a damaged state after an attack, the input will activate EX Revenge. Every other instance activates EX mode instead, such as attacking, being staggered or just moving the character freely.

A full EX meter is a powerful asset in competitive play, as it can secure victories, impose checkmate situations on the opponent and prevent an otherwise unavoidable loss. But it is often a resource that is built over the course of a match. As such, it is a long-term investment that not every character can always to make due to unfavorable risk / reward ratio. Gabranth revolves entirely around the EX mechanic, while characters such as Cloud, Lightning and Garland are known to work well with the EX meter economy.

In Dissidia 012, EX is designed to be antithesis to the game's Assist mechanic. Equipment that enhances EX often compromises Assist, activating EX mode depletes the opponent's Assist meter and more.

Situations where EX can be gained

  • Connecting any attack that generates EX Force on hit (refer to the character's attack info tables)
  • Initiating Chase or continuing the sequence with another chase (draws all EX Force on field)
  • Connecting a bravery attack or HP attack during chase (60 EX for BRV, 75 for HP)
  • Dodging an attack during Chase (generates EX Force)
  • Being near EX Force the opponent generated with their previous attack(s)
  • Being near EX Force while attacking or taking damage (special accessories only)
  • Touching an EX core
  • Use Gabranth's EX Charge attack
  • Getting hit by Gilgamesh assist who uses Excalipoor swords
  • Equipping gear and accessories that provide a set amount of EX at the beginning of a fight, such as Zwill Crossblade and First to Victory.
  • Activating the EXP to EX extra ability

Situations where EX will not be gained

  • Player character is too far from the EX Force for the EX intake range to function
  • Player character is in an attack animation or taking damage (circumvented with special accessories)
  • Player character has Force to Courage special accessory equipped. EX Force is converted to bravery instead.
  • Player character has Side by Side special accessory equipped.
  • Suffering from the EX depletion effect for getting hit by a bravery attack or an HP attack (equipment dependent)
  • Connecting an attack during EX Revenge; EX is not generated aside from Gabranth's EX Charge

Mechanics

EX Break

If an opponent is in EX Mode and they are hit by an assist, their EX Mode will end immediately and the player is rewarded with stage bravery. This is slightly different from bravery break; The opponent's bravery is not instantly depleted below 0. Instead, they will merely take bravery damage from the assist attack as they normally would. HP assist attacks that don't inflict bravery damage (e.g. Warrior of Light's Shield of Light) still cause an EX Break on hit.

Gabranth has an exclusive ability in EX mode known as Jamming that nullifies the bravery gain. This lets him keep his bravery that other characters would normally lose.

EX Burst

A cinematic sequence of attacks that inflicts HP damage and ends EX Mode. This can only be accessed by landing an HP attack during EX mode and then pressing Square when prompted. Once initiated, press the appropriate inputs to perform the devastating flurry of attacks. Failing the sequence of inputs will result in reduced damage. The damage of these attacks differ and may be influenced by character-specific traits. These can be referred to in each character's page on this site.

The opponent can mitigate bravery damage by repeatedly pressing Circle to raise the base defense. This is indicated with a small arrow that moves vertically alongside the graphic indicating base defense values. Overdoing it will result in decreased defense however, so players must input diligently. The support abilities Auto EX Defense or Auto EX Defense Ω can be equipped to eliminate the need for player input at the cost of CP.

Similiarly, the support abilities Auto EX Command or Auto EX Command Ω can be equipped to forgo manual player input altogether. Useful for EX Bursts that require precise timing (in high latency connections), such as Tidus or Jecht.

EX Bursts are commonly used to end matches or tack on additional damage through bravery breaks or otherwise. As health cannot go below 1 with excess wall rush HP damage, following up with an EX Burst is a consistent way to secure the victory for characters who have access to such attacks.

Booster accessories will not be in effect during EX Burst. However, the % damage increase from accessories still affect EX Burst damage.

Any generated EX Force that was floating in the stage prior to using EX Burst is removed once it is over. [1]

EX Core

During a fight, an EX core will appear somewhere in the stage after a period of time has passed. This provides a flat 150 EX and will attract any remaining EX Force floating on the field towards it, further increasing the amount of EX gained when touching it.

This is an object separate from the opponent's character that adheres to the Lock On mechanic. As such, in order to move directly towards it with a dash, players must have the support ability "EX Core Lock On" equipped and press L when an EX core has appeared.

The appearence of an EX core is not dictated by the LUK stat in Dissidia 012. Instead, it has a 25 % chance to spawn close to either player and a 75 % chance to spawn far from both players.

If no-one touches the EX core, it will remain on the field indefinitely. No additional EX cores will spawn during this time. Instead, the existing core will continue to gather all EX Force that is generated through attacks. This will eventually enhance the EX core itself, transforming it's appearence up to two (?) times. During this brief transitional state, the EX core is intangible and cannot be collected.

EX cores are an important aspect of EX generation and thus competitive play in general. Since it is one of the few ways EX can be accumulated without attacking the opponent, it can be a vital tool to establish counterplay or comebacks. For example, grounded characters such as Firion and Golbez are more likely to be in a favorable position to touch the EX core first against aerial characters who are playing passively outside of their reach. This means that EX cores can facilitate situations that break a common dynamic in an overly defensive or otherwise challenging match-up.

Characters who cannot absorb EX Force due to Side by Side or other equipment related factors are still encouraged to collect EX cores if their opponent can absorb EX. Any EX Force generated by the EX-less player will compound for the opponent if they get the EX core first.

Handful of equipment exist purely to influence EX cores. The Soul of Yamato equipment set boosts the appearence of cores, while Dragonfly Orb accessory_basic.png and Squall's exclusive weapon at level 100 enhance EX gained from EX cores directly. While not a common focus in competitive builds, they can be an effective solution in match-ups where the opponent is difficult to catch without risk such as Exdeath.

EX Intake Range

EX Mode

When the EX gauge is full, it can be spent to activate the character's unique powered up state.

Input R (ddff-icon-button-r.png) + Square (ddff-icon-button-square.png) while moving freely, attacking, blocking, dodging or being staggered to consume the entire EX gauge and enter EX Mode. This will last for 20 seconds without modifications by equipment or custom rulesets. Each character will have higher critical hit rate (+50 %), passive health regeneration and access to EX Burst for the duration of this state. And in Dissidia 012 specifically the activation will also drain all of the opponent's assist gauge.

That alone makes a full EX meter very valuable. Assist is a common resource many characters will have access to and this is the best way to nullify it without landing an HP attack or relying on the opponent's assist meter decay rate.

In addition, each character has traits exclusive to their EX mode, such as higher movement speed or increased priority on Cloud's bravery attacks. These can be viewed in the customization menu or in the character pages on this site.

The base 20 second duration for EX Mode is the basis for equipment that modify it. So for example, each 5 % duration equals 1 second.

Regen

Regen is one of the two staple abilities that every character has in EX Mode. This ability regenerates health and it will activate every 3 seconds or so (give or take a few frames) as long as the opponent is not in a damaged state.

Regen will heal 1,43 % of the character's maximum, modified HP.[2] This is then rounded down to the nearest whole number.

For example,

  • At 6,999 HP, EX Mode regenerates 99 HP. This is 1,41 % of the max HP.
  • At 10,000 HP, EX Mode regenerates 142 HP. This is 1,42 % of the max HP.
  • At 11,001 HP, EX Mode regenerates 157 HP. This is 1,43 % of the max HP.

At default EX Mode duration, up to 6 regen ticks are possible. Because EX Mode stays on during attacks regardless of remaining EX gauge, the amount of ticks can be increased by performing an attack.

When building for regen, a 10 % regen increase for 11,001 HP would result in 172 HP per tick instead of 157. However, it is worth noting that a +300 HP increase boosts the regen slightly less at 161, but with the added benefit of higher maximum health.

Critical Boost

Critical Boost increases the character's critical hit rate by 50 %. When combined with the extra ability EX Critical Boost, it is possible to take advantage of guaranteed critical hits. This can be counteracted with the appropriate "Disable __" extra abilities, but the added boost is usually most practical with just Gabranth.

EX Revenge

Introduced in Dissidia 012. Just like EX Mode, EX Revenge (EXR for short) requires a full EX meter and will empty it entirely upon using it.

Input R + Square while getting hit to use EX Revenge. Upon using it, time is slowed down significantly and the opponent will be in a staggered state. The default duration is 5 seconds before any modifications are made by equipment or in-game rulesets. Inflicting HP damage will end EX Revenge regardless of the remaining length. Once this state has concluded, interactions will play out at regular speed such as remaining stagger time, hit stun and knockback from an attack.

Several interactions are altered during this time.

  • Knockback is greatly reduced, likely due to the slow-motion effect
  • EX Force cannot be generated by any attacks, except Gabranth's EX Charge.
  • Countdowns involving summons is temporarily halted
  • EX cores remain on the field and can appear during this time when no EX cores are present. Their appearence speed is affected by the slowdown, however.
  • Absorption of EX Force spheres is also affected by the slowdown.
  • The recovery of a finished attack can be cancelled into another attack or a dash.
  • The opponent gains no invulnerability from being wall rushed while the slowdown is in effect, enabling more solo combos.

What does this mean for the opponent

Because the opponent is considered staggered at the beginning of EX Revenge, their EX and assist related usage will cause interactions tied to those states. EX will activate EX mode and assist will use Assist Change. These are the only ways to escape EX revenge and will end it regardless of the remaining length.

If an opponent is already in EX Mode by the time EX Revenge is activated, their EX gauge consumption is temporarily halted and they are susceptible to EX Break. Similiarly, no Assist gauge decay will occur, but it will not reset like using attacks normally would either.

If the opponent is hit with a bravery attack, but not put into a tumbling state, they can land on the ground in a standing position. Should that happen, they cannot use Assist Change. [3]

Other traits

If the player who used EX Revenge can accumulate another full EX meter and activate EX mode during this time, EX revenge will continue unaffected. Gabranth can take advantage of this with the King of Tragedy set bonus, Spider's Web, Spider's Bane and EX Charge (ground).

When EX Revenge is activated, any assists and opponent projectiles (e.g. The Emperor's Flare) out on the battlefield disappear and will not come back when EX Revenge ends. The initiator's projectiles will remain if they existed prior and will move at normal speed. The projectile does not have to be created by the initiator either - By reflecting a projectile such as Lightning's Watera and using EX Revenge, the projectile will continue to exist.

The player who initiated EX Revenge will also remove any negative effects they had on them such as Laguna's Sticky Bomb or Shantotto's Bio. If the opponent was affected prior to EXR, these effects will continue to persist on the opponent and apply countdown or inflict damage.

Stage elements may still be destroyed.

The stage bravery will not be reset. This is generally only important when using the Calcabrina summon. The only way to raise stage bravery is via banish traps, Brynhildr or the omega stage effects listed below.

Omega stage effects

Stage Effect
Old Chaos Shrine Stage does not take bravery from players.
Pandaemonium Spikes will no longer pop up, but any that are out will finish their animation very slowly.

Touching these spikes will end EX Revenge.

World of Darkness Stage will not change regardless of timing. The stage will wait until EX Revenge concludes.

Stage bravery rises very slowly during second and third stage forms.

Lunar Subterrane Stage bravery still accumulates after destroying stage elements, but at a much slower rate.
The Rift The entire stage freezes and no stage elements will change until after EX Revenge ends.

If activated while a part of the stage is moving, that part will remain textureless,
but solid until EX Revenge ends. Stage bravery will not rise.

Kefka's Tower Stage bravery still accumulates after destroying stage elements.

Wall rushing the opponent at the lower sections will still take bravery and
bounce them away, but reduced knockback still applies.

Planet's Core Stage will not change and stage bravery rises at normal speed.
Ultimecia's Castle During time compression, stage bravery acts normally, but broken stage elements

will not repair themselves. Touching a gear will end EX Revenge.
It is unclear if time compression can begin or end during EX Revenge.

Crystal World No crystals will appear and as such, stage bravery will not rise.
Dream's End No changes.
Order's Sanctuary No changes.
Edge of Madness Stage bravery's fluctuation speed is reduced, but can still be quite fast.
Empyreal Paradox Bravery is drained much slower.
Sky Fortress Bahamut Stage bravery rises much slower when standing on the ground.
Orphan's Cradle Platforms can still move, but very slowly.

Notes

EX related customization

Abilities

Support Abilities
Ability CP (Mastered) AP Description Notes
EX Core Lock On 5 (0) 50 When EX Core is present, push L while locked on to lock onto the EX Core.
Auto EX Burst 10 (5) 50 Automatically use EX Burst.
Auto EX Command 30 (15) 160 Automatically input EX Burst commands.
Auto EX Command Ω 40 (20) 200 Automatically input EX Burst commands perfectly.
Auto EX Defense 30 (15) 160 Automatically defend against EX Bursts.
Auto EX Defense Ω 40 (20) 200 Automatically defend against EX Bursts perfectly.
Extra Abilities
Ability CP (Mastered) AP Description Notes
Disable EX Gauge Lock 100 (50) 300 EX Gauge fills steadily. Feral Chaos only. EX absorption fills the EX meter.
Bravery Regen 20 (10) 170 In EX Mode, gain bravery instead of regenerating HP.
EX Critical Boost 60 (45) 200 Further boosts critical hit rate during EX Mode. +25 % critical hit rate.
Anti-EX 60 (45) 200 Boosts critical hit rate when opponent is in EX Mode. +50 % critical hit rate.
Disable EX Critical Boost 40 (20) 100 EX Critical Boost ability effect disabled.
Disable Anti-EX 40 (20) 100 Anti-EX ability effect disabled.
EXP to EX Force 60 (0) 130 Instead of obtaining EXP, the EX Gauge rises by an equivalent amount. 0.1 % conversion.

Accessories

Basic Accessories accessory_basic.png
Name Effect
Attractorb EX Intake Range +1m, Assist Gauge Charge -20 %
Pearl Necklace EX Force Absorption +10 %, Assist Gauge Charge -20 %
Dragonfly Orb EX Core Absorption +10 %, Assist Gauge Duration -30 %
Silver Hourglass EX Mode Duration +5 %, Assist Gauge Duration -10 %
Pendant EX Core Appearence Boost, EX Force Absorption -10 %
Battle Gem Assist Gauge Duration +10 %, EX Force Absorption -20 %
Angel's Bell Regen +5 % (EX mode)
Dismay Shock EX Gauge Depletion +1 %
EX Breaker EX Iai Strike +2 %, Defense -10 %
A Comrade's Vow AST Charge on damage +15 %, EX Intake Range -1m
Booster Accessories accessory_booster.png
Name Effect Condition
Full EX Gauge 1.3 When your EX Gauge is full
Empty EX Gauge 1.5 When your EX Gauge is empty
EX Core Present 1.5 When EX Core is present
EX Mode 1.3 While you are in EX Mode
EX Revenge 1.4 While you are in EX Revenge
Maintain EX Mode 1.4 When in EX Mode for more than 15 seconds
Full EX & Assist Gauge 1.5 When your EX & Assist Gauges are full
Pre-EX Mode 1.4 When you haven't yet entered EX Mode
Pre-EX Revenge 1.3 When you haven't yet used EX Revenge
EX Gauge Full 1.3 When opponent's EX Gauge is full
Empty EX Gauge 1.3 When opponent's EX Gauge is empty
EX Mode 1.3 While opponent is in EX Mode
EX Revenge 1.5 While opponent is in EX Revenge
Special Accessories accessory_special.png
Name Effect
White Drop EX Force Absorption +5 %, Assist Gauge Duration -5 %
Cyan Drop Initial EX Force +10 %, Assist Gauge Duration -10 %
Cyan Gem Initial EX Force +20 %, Assist Gauge Duration -20 %
White Gem EX Force Absorption +10 %, Assist Gauge Duration -10 %
Tenacious Attacker Absorb EX Force during attacks
Blazing Totema Absorb EX Force on Summon, Summon Recharge +2
Force to Courage EX Core & EX Force to BRV
Glutton Absorb EX Force when taking damage
Platinum Hourglass EX Mode Duration +15 %, EX Force Absorption -20 %
Spider Web EX Revenge Duration +10 %
Ruby Hourglass EX Mode Duration +10 %, EX Mode Damage -10 %
Spider's Bane EX Revenge Duration +15 %
Aggressor EX Mode Damage +20 %, EX Mode Duration -30 %
Avenger EX Revenge Damage +30 %, EX Core Absorption -30 %
Glimmering Crystal EX Core Absorption +15 %, Assist Gauge Charge -15 %
Badge of Trust Initial Assist Charge +40 %, EX Force Absorption -30 %
Great Gospel Regen +10 %, BRV Recovery +50 %
First to Victory Initial EX Force +20 %, Initial Assist Charge +20 %, Initial Bravery +20 %
Fake Mustache LUK +10, EX Core Appearence Boost
Mystic Guard EX Break Chance (Endure one EX Break)
Spider Silk EX Revenge Duration +5 %
Close to You Always Absorb EX Force, Assist Gauge Charge -30 %
Center of the World EX Intake Range +3m, EX Force & Core Absorption +25 %, Assist Gauge Freeze
Together as One Initial Assist Charge +40 %, Assist Gauge Duration +50 %, EX Force Absorption -40 %
Side by Side AST Gauge Charge on HP attack, EX Force Absorption Disabled, EX Gauge Freeze
Arcane Incense Initial EX Force +25 %, Accessory breakability: 100 %
Arcane Incense Initial EX Force +100 %, Accessory breakability: 100 %
Spirit of Qu'Bia Initial EX & AST Charge +100 %, Initial Bravery +300 %, Accessory Breakability: 100 %
Shock of Qu'Bia EX & Assist Chance, EX & AST Gauge Depletion +100 %, Accessory Breakability: 100 %
Qu'Bia Crystal EX Force Absorption +100 %, EX Core Absorption +100 %, Accessory Breakability: 100 %

Equipment set bonuses (LV100)

King of Tragedy

Effect: EX Revenge Duration +40%, EX Revenge Damage +50%

Must equip all four equipment for set bonus.

Type Name Stats Effect Category
Weapon Rhongomiant HP -328, ATK +69, DEF -1 - Spear
Hand Prytwen DEF +73 - Shield
Head Dragon Sallet BRV +290, DEF +1 - Helm
Body Wygar HP +2973 - Light Armor

Rise of Discord

Effect: EX Mode Duration +40 %, EX Revenge Duration +40 %.

Exclusive to Feral Chaos. Must equip all four equipment for set bonus.

Type Name Stats Effect Category
Weapon Endless Oblivion ATK +67 - Exclusive
Hand Eternal Despair DEF +73 - Exclusive
Head Phantasmal Abyss BRV +290, DEF +1 - Exclusive
Body Cycle's End HP +2973 - Exclusive

Seal of Lufenia

Effect: EX Gauge Depletion +5 %. Must equip three equipment for set bonus.

This set bonus has multiple equipment that are eligible for this set bonus.

Type Name Stats Effect Category
Weapon Lufenian Saber ATK +67 - Sword
Weapon Lufenian Dagger ATK +66 - Dagger
Weapon Lufenian Katana BRV +39, ATK +67, DEF -1 - Katana
Weapon Lufenian Lance HP -328, ATK +69, DEF -1 - Spear
Weapon Lufenian Staff BRV +39, ATK +66 - Staff
Weapon Star of Lufenia BRV -40, ATK +69, DEF -1 - Thrown
Weapon Lufenian Lute BRV -40, ATK +67, DEF +1 - Instrument
Weapon Lufenian Pole HP -328, BRV +79, ATK +66 - Pole
Hand Lufenian Dirk ATK +1, DEF +72 - Parrying
Hand Lufenian Bangle HP +327, DEF +72 - Bangle
Hand Lufenian Gauntlets BRV +39, DEF +72 - Gauntlet
Hand Lufenian Greatshield BRV +39, ATK -1, DEF +73 - Large Shield
Head Lufenian Hairpin HP -328, BRV +369 - Hairpin
Head Lufenian Headband HP +327, BRV +290 - Headband
Body Lufenian Jacket HP +2973, BRV +39, DEF -1 - Clothing
Body Lufenian Vest HP +2973 - Light Armor

Soul of Yamato

Effect: LUK +3 / Regen +20 % / HP to BRV, EX Core Appearence Boost Must equip three equipment for set bonus.

Type Name Stats Effect Category
Weapon Genji Blade BRV +39, ATK +67, DEF -1 - Katana
Hand Genji Shield DEF +73 - Shield
Head Genji Helm BRV +290 DEF +1 - Helm
Body Heavy Armor HP +3300 BRV +39 - Heavy Armor


Equipment (LV100)

Type Name Stats Effect Category
Weapon Zwill Crossblade ATK +66, DEF +1 Initial EX Force +20 % Dagger
Weapon Heaven's Cloud BRV +39, ATK +67, DEF -1 EX Intake Range +3m Katana
Weapon Nirvana BRV +39, ATK +66 EX Mode Duration +20 % Staff
Weapon Fire Book BRV +39, ATK +66 Regen +15 % Staff
Weapon Cleaver BRV -40, ATK +69, DEF -1 EX Force Absorption +10 % Thrown
Weapon Loki's Lute BRV -40, ATk +67, DEF -1 EX Core Absorption +20 % Instrument
Weapon Gigant Axe BRV -80, ATK +70 EX Force Absorption +10 %, slight Anti-EX effect Exclusive (Garland)
Weapon Mateus' Malice HP +327, BRV -80, ATK +68, DEF +1 EX Intake Range +3m, slight Anti-EX effect Exclusive (The Emperor)
Weapon Everdark BRV +39, ATK +67 BRV Recovery +100 %, slight Anti-EX effect Exclusive (Cloud of Darkness)
Weapon Dorgann's Blade ATK +68 Regen +20 %, Cat Nip effect Exclusive (Bartz)
Weapon Yoshiyuki BRV +39, ATK +68, DEF -1 EX Force Absorption +10 %, Riposte effect Exclusive (Gilgamesh)
Weapon Dancing Mad BRV -40, ATK +68, DEF +1 Initial EX Force +20 %, Back to the Wall effect Exclusive (Kefka)
Weapon One-Winged Angel BRV +39, ATK +68, DEF -1 Damage +10 %, slight Anti-EX effect Exclusive (Sephiroth)
Weapon Lionheart ATK +68 EX Core Absorption +30 %, slight Sneak Attack effect Exclusive (Squall)
Weapon Shooting Star HP +327, BRV -80, ATK +68 DEF +1 EX Force Absorption +10 %, Back to the Wall effect Exclusive (Ultimecia)
Weapon Terra's Legacy HP +327, BRV -80, ATK +68, DEF +1 EX Force Absorption +10 %, Back to the Wall effect Exclusive (Kuja)
Weapon Spira's Hope BRV +39, ATK +67 EX Intake Range +3m, Cat Nip effect Exclusive (Yuna)
Weapon Chaos Blade ATK +68 EX Mode Duration +20 %, slight Counterattack effect Exclusive (Gabranth)
Weapon Zodiac Blade ATK +68 EX Core Absorption +30 %, Riposte effect Exclusive (Vaan)
Hand Seydlitz HP +327, DEF +72 Regen +20 % Bangle
Hand Highway Star ATK +1, DEF +72 EX Force Absorption +10 % Exclusive (Gabranth)
Body Bone Mail HP +3300, BRV +39 EX Core Absorption Disabled, EX Force Absorption Disabled Heavy Armor

Notes