Quickmove (Dissidia 012)
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.
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 Free Air Dash or dodges.
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.
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 many forms of aerial combat and preserving the x1.5 Aerial booster.
Note that when a character is in the preceding airborne transitioning state, they cannot perform attacks, blocks or dodges.
Universal actions
Grind
Movement | Priority | Camera change | Can Precision Jump |
---|---|---|---|
Two directions along the rail | Block (Ranged Low) | No | No |
Found in: (stages here)
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.
Flying Leap
Movement | Priority | Camera change | Can Precision Jump |
---|---|---|---|
Only the indicated direction | Block (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.
Wall Run
Movement | Priority | Camera change | Can Precision Jump |
---|---|---|---|
Any along the surface | None | Yes | Yes (during startup) |
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.
No defensive properties are applied during wall run. However, multiple actions remain available in addition to the Wall Jump basic ability.
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.