Prishe (Dissidia 012)

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Revision as of 13:48, 5 January 2024 by Muggshotter (talk | contribs) (→‎Followups: Added effects.)


Info
Name Prishe (プリッシュ)
Original game Final Fantasy XI
Weapon Thrown Weapons, Grappling Weapons, Instruments, Poles, Parrying Weapons
Armor Bangles, Gauntlets, Hats, Hairpins, Headbands, Clothing, Light Armor, Chestplates
Base ATK (LV100) 109 (Low)
Base DEF (LV100) 110 (Low)
Run Speed 5 (Normal, Above Average), 2 (EX Mode, Fast)
Dash Speed 73 (Normal, Fast), 69 (EX Mode, Very Fast)
Fall Speed 75 (Normal, Above Average), 71 (EX Mode, Fast)
Fall Speed Ratio After Dodge 21 (Normal, Very Fast), 14 (EX Mode, Very Fast)
Exclusive weapons Koenigs Knuckles, Spharai, Glanzfaust
Strengths Weaknesses

Overview

Bravery Attacks

Many of Prishe's bravery attacks can be chained into a separate, equippable bravery followup. The starting bravery is noted as "(One)" and the followup is noted as "(Two)" in the game.

The list of followups remain the same for every bravery attack starter and thus, will be listed separately.

Ground

Can be chained into another bravery.

If your attack starts with Combo, the finisher will yield about 10 % more EX force.

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
2, 2, 4 (8) 11F Physical Melee Low 39 (One) - 20 (10)
[Close] Quick three-punch combo. Generates extra EX Force. Can combo without hitting.

Can be chained into another bravery.

When used as a finisher (Two), the required charge time is considerably shorter.

Version Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
Normal 1 x 3, 7 (10) 17F Physical Melee Low 15 (One) / 60 (Two) - 20 (10)
Charged 1 x 13, 7 (20) 32F (charge), 2F (release) Physical Melee Mid 15 (One) - -
[Mid] Charge at opponent with fists. Charge to increase its strength.

Version Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
Normal 15 17F Physical Melee Low 15 (One) - 20 (10)
Charged 15, 10 (25) 26F (charge), 10F (release) Physical Melee Low (kick), Ranged Mid (projectile) 15 (One) Chase -
[Mid] Use a leg sweep. Charge for additional hit.

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
12 45F Physical Melee Low 15 (One) Dodge 20 (10)
[Dodge] Backflip then charge at foe. Evade foe's attack on start.

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
10 31F Magical Ranged Low 15 - 30 (15)
[Long] Fire high-speed pearls of light at opponent.

Aerial

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
18 29F Physical Melee High 15 (One) - 20 (10)
[Close] Strike down with a backhand blow. Useful for attacking from above.

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
1 x 4, 11 (15) 23F Physical Melee Low 15 (One) Absorb 20 (10)
[Close] Lunge upwards with fists. Great for attacking from below.

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
2 x 4, 7 (15) 13F Physical Melee Low 15 (One) - 20 (10)
[Close] Five-punch combo. Can combo without hitting.

Version Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
Normal 2, 1 x 3, 2 (7) 13F Physical Melee Low 15 (One) - 20 (10)
Charged 2 x 14, 7 (35) 32F (charge), 4F (release) Physical Melee High 15 (One) - -
[Close] Pummel energy shards into foe. Charge to increase strength.

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
10 19F Magical Ranged Low 15 - 30 (15)
[Long] Fire pearls of light. Slow speed, strong homing.

Followups

Attack data is mostly shared with (One) versions, but (Two) followups generate a different amount of EX and can also wall rush or initiate chase. These braveries also cost less CP to equip.

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
2, 2, 4 (8) 11F Physical Melee Low 75 (Two) Chase 10 (5)
Branching from _ (One) [Combo] Three-punch combo.

When (Two) is used as a finisher, the required charge time is considerably shorter.

Version Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
Normal 1 x 3, 7 (10) 17F Physical Melee Low 60 (Two) Chase 20 (10)
Charged 1 x 13, 7 (20) 32F (charge), 2F (release) Physical Melee Mid 0 (Two) Wall Rush -
Branching from _ (One) [Combo] Charge foe with fists.

Version Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
Normal 15 17F Physical Melee Low 60 (Two) Chase 20 (10)
Charged 15, 10 (25) 26F (charge), 10F (release) Physical Melee Low (kick), Ranged Mid (projectile) 75 (Two) Chase -
Branching from _ (One) [Combo] Use a leg sweep.

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
12 45F Physical Melee Low 0 (Two) Wall Rush 20 (10)
Branching from _ (One) [Combo] Attack with body slam.

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
18 29F Physical Melee High 0 (Two) Wall Rush 20 (10)
Branching from _ (One) [Combo] Strike w/backhand blow.

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
1 x 4, 11 (15) 23F Physical Melee Low 0 (Two) Wall Rush 20 (10)
Branching from _ (One) [Combo] Upward lunge attack.

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
2 x 4, 7 (15) 13F Physical Melee Low 72 (Two) Chase 20 (10)
Branching from _ (One) [Combo] Five-punch combo.

When used as a (Two) finisher, the required charge time is considerably shorter. The exact timing is undocumented.

Version Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
Normal 2, 1 x 3, 2 (7) 13F Physical Melee Low 0 (Two) Wall Rush 20 (10)
Charged 2 x 14, 7 (35) 32F (charge), 4F (release) Physical Melee High 0 (Two) Wall Rush -
Branching from _ (One) [Combo] Beat w/energy shards.

HP Attacks

Ground

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Aerial

|startup= |type= |priority= |ex= |effect= |cp= }}

EX Mode: Two-Hour Ability

Effects:

  • Regen
  • Critical Boost
  • Hundred Fists

Hundred Fists

[Always active while in EX Mode] Chains up to three weapon skills and increases movement speed.

EX Burst: The Five Lights

Throws a glowing shard of Magicite at an opponent. Enter the commands shown in clockwise fashion to increase the number of blows dealt.

Damage multiplier (initial) Damage multiplier (rest) Type
3 x 5, 5 (20) 12 x 5, 20 (80) (100 total) ??

Builds

Builds here.

Stats
HP
CP
BRV
ATK
DEF
LUK
Max Booster
Special Effect:
Equipment
Assist
Weapon
Hand
Head
Armor
Accessory 1
Accessory 2
Accessory 3
Accessory 4
Accessory 5
Accessory 6
Accessory 7
Accessory 8
Accessory 9
Accessory 10
Summon

Stats
HP
CP
BRV
ATK
DEF
LUK
Max Booster
Special Effect:
Equipment
Assist
Weapon
Hand
Head
Armor
Accessory 1
Accessory 2
Accessory 3
Accessory 4
Accessory 5
Accessory 6
Accessory 7
Accessory 8
Accessory 9
Accessory 10
Summon

Assist

Type Attack Startup Position Spawn Damage multiplier Effects
BRV Howling Fists 17F Ground Opponent 1 x 3, 7, 2 x 4, 7 (25) Chase
BRV Backhand Blow 29F Air Opponent 18, 12 (30) Wall Rush
HP Nullifying Dropkick 49F Ground Opponent - Wall Rush
HP Auroral Uppercut 43F Air Opponent 2 x 5 (10) Wall Rush

Prishe works well with Kuja and Aerith assists.