Summons (Dissidia 012) and Dodge (Dissidia 012): Difference between pages

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[[Category:Dissidia 012 Final Fantasy]]
Dodge is a gameplay mechanic in Dissidia 012.


Summons is a gameplay mechanic in Dissidia 012. By equipping a summonstone to a character and using it in battle, the player can cause an effect that influences their own or their opponent's bravery.
= Overview =


Many summons have an AUTO version and a manual version. AUTO version activates automatically when a specified condition has been met during battle, while the manual version is activated at will by inputting R + Circle. The only exception to this are countersummons, which only activate if the opponent calls a summon first.
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).


== Ifrit ==
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.


<tabber>
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.
|-|Auto=
Bravery boosted to 150%.
Auto when stage bravery gained.  


|-|Manual=
Being able to facilitate favorable situations both with dodges and against them can greatly influence a character's ability to compete. [[Movement_Speed_Ranking_(Dissidia_012)#Fall_Speed_Ratio_After_a_Dodge|'''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.
Bravery boosted to 150%.  


</tabber>
Concepts such as dodge punishment and variable dodge timing become important at higher levels of play and the defensive [[Blodge|'''blodge''']] technique combines both dodging and blocking for even stronger defensive play.


== Shiva ==
{| class="wikitable"
|-
! 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.
|}


<tabber>
== Ground Dodge (Neutral / Backward) ==
|-|Auto=
{|class="wikitable"
Opponent's bravery prevented from rising for a short time (10 seconds).
! Invincibility !! Attack<br>cancelable !! Total duration
Auto summon when foe's BRV=0.
|-
|1~20F || 29F || 56F
|}


|-|Manual=
A dodge that performs a backstep maneuver. This dodge can be done by pressing R + X without directional input (hence the "neutral" dodge).
Opponent's bravery prevented from rising for a short time (15 seconds). Duration longer than Auto.


</tabber>
Because the neutral dodge has the earliest attack cancel window, it is often used to whiff attacks in quick succession for assist meter. Assist combos also benefit from this (e.g. {{012squ}}'s repeated Thunder Barret) and of course, attacks with frame 1 block can defend while the invincibility from Evasion Boost is still in effect. This is the only ground dodge that allows it without Precision Evasion.
== Ramuh ==


<tabber>
== Ground Dodge (Side) ==
|-|Auto=
{|class="wikitable"
Opponent's summons sealed for a short time (30 seconds).
! Invincibility !! Attack<br>cancelable !! Total duration
Auto when foe gains stage bravery.
|-
|1~20F || 43F || 56F
|}


|-|Manual=
== Ground Dodge (Forward) ==
Opponent's summons sealed for a short time (50 seconds). Duration longer than Auto.
{|class="wikitable"
! Invincibility !! Attack <br>cancelable !! Dodge / block <br>cancelable !! Total duration
|-
|1~20F || 41F || 57F || 78F
|}


</tabber>
A dodge that jumps over the opponent, effective at avoiding grounded attacks with little to no vertical reach.


== Carbuncle ==
The total distance travelled is relatively short and once the vertical peak has been reached, the momentum will drastically slow down. That makes this one of the easier dodges to punish as it is less demanding in range, positioning and movement overall.


<tabber>
Punishing this dodge in ground-to-ground interactions requires committing to an anti-air attack or jumping, but the latter option also has significantly less risk.
|-|Auto=
Matches opponent's bravery to yours.
Auto summon when BRV=0.  


|-|Manual=
== Air Dodge ==
Matches opponent's bravery to yours.


</tabber>
{|class="wikitable"
! Invincibility !! Attack<br>cancelable !! Total duration
|-
|1~20F || 29F || 56F
|}


== Magic Pot ==
== Ground / Midair Evasion Boost ==


<tabber>
{| class="wikitable"
|-|Auto=
|-
Copies opponent's bravery.
! Ability !! CP (Mastered) !! AP || Description
Auto when foe's BRV=3x base value.
|-
| Ground Evasion Boost || 20 (10) || 100 || Increase movement distance for ground evasion.<br>Must enable Ground Evasion.
|-
| Midair Evasion Boost || 20 (10) || 100 || Increase movement distance for midair evasion.<br>Must enable Midair Evasion.
|}


|-|Manual=
[[Abilities_(Dissidia_012)#Basic_Abilities-0|'''Basic ability.''']]
Copies opponent's bravery.  


</tabber>
Increases dodge distance by 2m. Both ground and midair boosts are staple picks as the increased movement helps evading attacks more consistently regardless of remaining invincibility.


== Demon Wall ==
However, equipping ground evasion boost is not as important in air oriented match-ups where dodging on the ground may not happen often.


<tabber>
== Evasion Boost ==
|-|Auto=
Bravery shielded for a time (10 seconds).
Auto when BRV=50% base value.


|-|Manual=
{| class="wikitable"
Bravery shielded for a time (15 seconds). Duration longer than Auto.
|-
! CP (Mastered) !! AP || Description
|-
|20 (10) || 100 || Increase duration of invincibility after evasion.
|}


</tabber>
[[Abilities_(Dissidia_012)#Basic_Abilities-0|'''Basic ability.''']]


== Magus Sisters ==
Evasion Boost doubles the invincibility time of all dodges from 20 frames to 40 frames.


<tabber>
The generous invincibility provided by this ability has had rippling effects in competitive play. Dodges have a much smaller window for any guaranteed punishment, bolstering defense for many characters while also restricting options for the attacker.
|-|Auto=
Opponent's bravery halved for a short time (30 seconds). Base bravery halved.
Auto when foe gains stage BRV.


|-|Manual=
For one, this enables gapless defense for characters with defensive attacks such as {{012exd}}, {{012seph}} and {{012jec}} when cancelled out of a neutral ground dodge or any air dodge. And HP attacks that can punish air dodges such as {{012lag}}'s Ragnarok Blade now struggle to connect at all and presents a bigger risk to the user.
Opponent's bravery halved for a short time. Base bravery halved. Duration longer than Auto.


</tabber>
Because of Evasion Boost, dodge punishment is more difficult and risky across the board, but defending against attacks with strong tracking or projectiles also becomes a lot more reliable.


== Odin ==
That is not to say dodging is entirely safe, far from it. However, much of Dissidia 012's established defensive gameplay can be attributed to the nature of dodge and the invincibility granted by this ability. Unfortunately, enforcing a ban on Evasion Boost can negatively impact tournament logistics - This is not an ability that that can be viewed in equipment briefing prior to a fight and the in-game battle information does not notify either player about it. As such, monitoring the use of this ability can be time consuming.


<tabber>
Evasion Boost remains a part of Dissidia 012's competitive play, but recent years have also had players engage in fights with mutual agreement of not using it.
|-|Auto=
50% chance of inflicting Break.
Auto summon when near death.  


|-|Manual=
= Precision Evasion =
50% chance of inflicting Break.
{|class="wikitable"
! CP (Mastered) !! AP !! Description
|-
|90 (45) || 200 || Evasions are more effective when well-timed.
|}


</tabber>
If an attack is dodged within the first 4 frames of the dodge, this [[Abilities_(Dissidia_012)#Extra_Abilities-0|'''extra ability''']] extends invincibility to the end of a dodge.


== Phoenix ==
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. {{012wol}}'s Shield of Light, {{012cod}}'s [Wrath] Particle Beam and {{012jec}}'s Jecht Block all take advantage of this well.


<tabber>
= Dodge punishment =
|-|Auto=
Protected from Break for a time (20 seconds). BRV is restored to base value.
Auto when BRV=50% base value.
 
|-|Manual=
Protected from Break for a time (30 seconds). BRV is restored to base value. Duration longer than Auto.
 
</tabber>
 
== Alexander ==
 
<tabber>
|-|Auto=
Bravery frozen for a short time (15 seconds).
Auto when stage bravery gained.
 
|-|Manual=
Bravery frozen for a short time (10 seconds). Duration is shorter than Auto, but can be devastating if timed right.
 
</tabber>
== Leviathan ==
 
<tabber>
|-|Auto=
Opponent's bravery decreases (-50 BRV per second) for a short period of time (30 seconds).
Auto when foe gains stage bravery.
 
|-|Manual=
Opponent's bravery decreases for a short period of time (-66 BRV per second, 30 seconds). More effective than Auto.
 
</tabber>
== Bahamut ==
 
<tabber>
|-|Auto=
Bravery rises of a short time (+75 BRV per second, 20 seconds).
Auto when BRV=50% base value.
 
|-|Manual=
Bravery rises for a short time (+99 BRV per second, 20 seconds). More effective than Auto.
 
</tabber>
 
== Chocobo ==
Both fighters' BRV values are randomly shuffled.
 
== Moogle ==
Who knows what will happen...
 
== Mandragora ==
For a short period (50 seconds), recover BRV to base value more quickly.
 
== Bomb ==
After a set period of time (10 seconds), opponent takes BRV damage corresponding to your BRV.
 
== Asura ==
Will either seal summons, induce a summon, or destroy opponent's Summonstone.
 
Duration (seal): 75 seconds.
 
== Titan ==
For a period of time (10 seconds), BRV tripled when you take HP damage.
 
== Atomos ==
For a period (10 seconds), absorb double the opponent's BRV when you take HP damage.
 
== Iron Giant ==
For a period of time (50 seconds), when you deal HP damage, opponent's BRV is halved.
 
== Cactuar ==
Opponent's BRV is reduced by 1000.
 
== Tonberry ==
After a set period of time (25 seconds), opponent loses BRV equal to the HP damage you take.
 
== Malboro ==
Constantly reduces foe's BRV (for 30 seconds). The closer you are, the greater the reduction.
 
== Ultros ==
Opponent cannot see BRV for a short period (120 seconds).
 
== Typhon ==
One digit of the opponent's BRV is blown away.
 
== Deathgaze ==
Inflicts Break if opponent's BRV is a multiple of 5.
 
== Behemoth ==
BRV doubled, but afterwards, quickly falls (-60 BRV per second, 50 seconds).
 
== PuPu ==
BRV halved, but afterwards quickly rises (+60 BRV per second, 50 seconds).
 
== Lich ==
Opponent's BRV falls to 0 after a set period of time (15 seconds).
 
== Marilith ==
Opponent's BRV frozen after a set period of time (15 seconds).
 
== Kraken ==
Opponent's BRV switched with yours after a set period of time (15 seconds).
 
== Tiamat ==
BRV tripled after a set period of time.
 
== Scarmiglione ==
When opponent calls a summon, their BRV falls to 0.
 
== Cagnazzo ==
When opponent calls a summon, their BRV swap with yours.
 
== Rubicante ==
When opponent calls a summon, your BRV is tripled.
 
== Gilgamesh ==
A strike with the strongest of swords triples your BRV.
But if you're unlucky...
 
== Ultima Weapon ==
Focuses a massive energy beam at the foe, inflicting Break after a set period of time (50 seconds).
 
== Omega ==
For a short period of time (13 seconds), opponent's BRV decreases.
 
== Calcabrina ==
Cancels opponent's Break status.
 
== Giant of Babil ==
Transfers 30% of both fighter's BRV to stage BRV.
 
== Syldra ==
Nullifies active summon effects.
 
== Ultima, the High Seraph ==
For a short period, receive stage BRV after suffering an AST Break or EX Break.
 
== Zalera, the Death Seraph ==
Inflicts Break if opponent's BRV value is 9999.
 
== Brynhildr ==
Doubles stage BRV and doubles base BRV for a set period.
 
== Hecatoncheir ==
Resets stage BRV to 0.
 
== Land Worm ==
 
Constantly reduces foe's BRV (for 30 seconds). The farther you are, the greater the reduction.

Revision as of 20:26, 14 January 2024

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

A dodge that performs a backstep maneuver. This dodge can be done by pressing R + X without directional input (hence the "neutral" dodge).

Because the neutral dodge has the earliest attack cancel window, it is often used to whiff attacks in quick succession for assist meter. Assist combos also benefit from this (e.g. Squall's repeated Thunder Barret) and of course, attacks with frame 1 block can defend while the invincibility from Evasion Boost is still in effect. This is the only ground dodge that allows it without Precision Evasion.

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

A dodge that jumps over the opponent, effective at avoiding grounded attacks with little to no vertical reach.

The total distance travelled is relatively short and once the vertical peak has been reached, the momentum will drastically slow down. That makes this one of the easier dodges to punish as it is less demanding in range, positioning and movement overall.

Punishing this dodge in ground-to-ground interactions requires committing to an anti-air attack or jumping, but the latter option also has significantly less risk.

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.

Basic ability.

Increases dodge distance by 2m. Both ground and midair boosts are staple picks as the increased movement helps evading attacks more consistently regardless of remaining invincibility.

However, equipping ground evasion boost is not as important in air oriented match-ups where dodging on the ground may not happen often.

Evasion Boost

CP (Mastered) AP Description
20 (10) 100 Increase duration of invincibility after evasion.

Basic ability.

Evasion Boost doubles the invincibility time of all dodges from 20 frames to 40 frames.

The generous invincibility provided by this ability has had rippling effects in competitive play. Dodges have a much smaller window for any guaranteed punishment, bolstering defense for many characters while also restricting options for the attacker.

For one, this enables gapless defense for characters with defensive attacks such as Exdeath, Sephiroth and Jecht when cancelled out of a neutral ground dodge or any air dodge. And HP attacks that can punish air dodges such as Laguna's Ragnarok Blade now struggle to connect at all and presents a bigger risk to the user.

Because of Evasion Boost, dodge punishment is more difficult and risky across the board, but defending against attacks with strong tracking or projectiles also becomes a lot more reliable.

That is not to say dodging is entirely safe, far from it. However, much of Dissidia 012's established defensive gameplay can be attributed to the nature of dodge and the invincibility granted by this ability. Unfortunately, enforcing a ban on Evasion Boost can negatively impact tournament logistics - This is not an ability that that can be viewed in equipment briefing prior to a fight and the in-game battle information does not notify either player about it. As such, monitoring the use of this ability can be time consuming.

Evasion Boost remains a part of Dissidia 012's competitive play, but recent years have also had players engage in fights with mutual agreement of not using it.

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.

Dodge punishment