Old Chaos Shrine (Dissidia 012)

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Revision as of 03:58, 23 April 2024 by Muggshotter (talk | contribs) (Created page. Add info on spawn points later.)
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Info
Name Old Chaos Shrine
Original game Final Fantasy
Size Large
Omega variant Yes
Quickmove Flying Leap, Grind, Wall Run
Banish Trap No
Stage destruction Yes


Overview

Old Chaos Shrine is a large stage characterized by it's multi-tiered geometry with uneven terrain on the lower floor and wider open space with a destructible center platform on the higher floor. All forms of quickmove can be found here, with short grind rails on both floors, flying leaps at the higher floor and running on surrounding walls at the bottom. The space is fairly wide when considering all areas, but it leans towards verticality overall.

Bottom floor has relatively little open space on any given platform, which can limit the effectiveness of dashing and runaway tactics. Aerial characters will have little trouble adjusting, but they must be mindful of the slopes and stair-like platforms at the center when confirming combos or approaching a grounded opponent. The top floor's center platform can be used to safely use projectiles, but grounded characters may want to preserve it, for it offers the widest space without notable shifts in terrain.

Old Chaos Shrine has commonly been a part of the stage selection in competitive play, moreso as a counterpick or after the first match has been played. Tournaments that have excluded the stage have usually prioritised other stages for a ruleset gimmick or a more compact ruleset.

Spawn points

about player and ex core spawn points here

Quickmoves

All surrounding walls can be used to wall run. The basic ability wall jump can be used to quickly ascend to the higher floor, whether it's for creating distance or positioning to approach an opponent already on the top platform. Free Air Dash cannot be used to dash through the platform, so dodges, wall jumps and Precision Jumps are recommended to move around it.

The slope at the bottom floor has two grind rails on both sides, and another set of grind rails can be found on the shorter slopes at the top floor. These are not commonly used for traversal.

The flying leap points can be found at the top floor, on the narrow ledges surrounding the stage. The distance travelled is very short due to the center platform, but if it's broken during the fight, the flying leap will carry all the way to the other side of the stage.

Destructible elements

Pillars at the bottom floor and the statues and the center platform at the top floor are all destructible. The center platform can be destroyed by attacks that cause wall rush knockback on the opponent, such as Garland's Bardiche. The opponent must be hit into the platform for this to occur, and it will remain gone until the fight finishes.

Omega variant

Both characters' braveries will regularly drain regardless of actions taken, adding it to the stage bravery. Characters with higher bravery will have more of their bravery drained whenever it occurs.

This lends to very explosive hits that inflict bravery break. While defensive play can still be performed with no penalty to meter gain, any mistake will carry higher risk due to lower bravery and higher stage bravery.