Dodge (Dissidia 012)
Dodge is a gameplay mechanic in Dissidia 012.
Overview
Dodge is one of the game's defensive options that is used to evade against incoming attacks. After equipping the two basic abilities, players can perform a burst of movement by pressing R + X that has 20 frames of invincibility (at 60 FPS).
Ground dodge has a few different versions depending on the directional input, while air dodge functions identically regardless of input. However, air dodge can move the character in a variety of different directions.
Dodging is a crucial defensive technique in competitive play, as it allows characters to make attacks safer to use, create openings against the opponent's attacks, generate assist meter more quickly and otherwise survive dire situations. Many attacks can be cancelled into a dodge earlier than other actions, making it one of the most accessible defensive mechanics in the game. And because of the invincibility provided by other abilities, it is also one of the most powerful defensive mechanics overall.
Being able to facilitate favorable situations both with dodges and against them can greatly influence a character's ability to compete. Fall speed after a dodge directly impacts air dodges' safety, while the safety of acting out of a dodge is impacted by characters' individual repertoire.
Concepts such as dodge punishment and variable dodge timing become important at higher levels of play and the defensive blodge technique combines both dodging and blocking for even stronger defensive play.
Ability | CP (Mastered) | AP | Description |
---|---|---|---|
Ground Evasion | 10 (5) | 50 | On the ground, push R + X to dodge opponent's attack. |
Midair Evasion | 10 (5) | 50 | In the air, push R + X to dodge opponent's attack. |
Ground Dodge (Neutral / Backward)
Invincibility | Attack cancelable |
Total duration |
---|---|---|
1~20F | 29F | 56F |
Ground Dodge (Side)
Invincibility | Attack cancelable |
Total duration |
---|---|---|
1~20F | 43F | 56F |
Ground Dodge (Forward)
Invincibility | Attack cancelable |
Dodge / block cancelable |
Total duration |
---|---|---|---|
1~20F | 41F | 57F | 78F |
Air Dodge
Invincibility | Attack cancelable |
Total duration |
---|---|---|
1~20F | 29F | 56F |
Ground / Midair Evasion Boost
Ability | CP (Mastered) | AP | Description |
---|---|---|---|
Ground Evasion Boost | 20 (10) | 100 | Increase movement distance for ground evasion. Must enable Ground Evasion. |
Midair Evasion Boost | 20 (10) | 100 | Increase movement distance for midair evasion. Must enable Midair Evasion. |
Ground/Midair Evasion Boost : increase dodge distance by 2m.
Evasion Boost
CP (Mastered) | AP | Description |
---|---|---|
20 (10) | 100 | Increase duration of invincibility after evasion. |
Evasion Boost : Doubles invincible time of Dodge, from normally 20F to 40F.
Precision Evasion
CP (Mastered) | AP | Description |
---|---|---|
90 (45) | 200 | Evasions are more effective when well-timed. |
If an attack is dodged within the first 4 frames of the dodge, this extra ability extends invincibility to the end of a dodge.
This means any character can act out of a dodge without a gap of vulnerability dodges usually have. Another dodge can be performed and it will be invincible, though it cannot trigger another Precision Evasion this way. Regular blocks are technically possible as well, but a more common application of guarding is seen with characters who possess an attack with frame 1 block properties. Warrior of Light's Shield of Light, Cloud of Darkness's [Wrath] Particle Beam and Jecht's Jecht Block all take advantage of this well.