Customisation Guide for Online Battles (Dissidia 012) and EX (Dissidia 012): Difference between pages

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[[Category:Dissidia 012 Final Fantasy]]
[[Category:Dissidia 012 Final Fantasy]]
This page is for anyone new or upcoming player that want a basic understanding how to make a working build for online play. Contents of this page are currently based on the [https://web.archive.org/web/20200114074708/http://community.dissidia.wiki/topic/29-ddffguide-beginners-guide-to-customisation/ '''Beginner's Guide to Customisation'''] found on Dissidia Community forums and are subject to further modification later.


= About Accessories =
EX is a gameplay mechanic that was introduced in Dissidia Final Fantasy (PSP) and retained in Dissidia 012. It is a resource that enables mechanics exclusive to it, EX mode and EX Revenge (012 only).
Accessories are a category of equipment that can be worn by all characters in the game. Each accessory comes with an effect that either scales with booster-type accessories or has a fixed value. A maximum of 10 accessory slots can be utilised. Accessories often define key characteristics of a build, and as such are always important in online battles.
<br><br>
There are three (3) types of accessories.


== Basic Accessories {{accbas}} ==
= Overview =


Effected by the multiplied number (x) your booster accessories currently have.
When a bravery or an HP attack connects, it can generate small, bright spheres that float on the field. These are known as EX Force. Being in the vicinity of these spheres draws them to the player character and will accumulate the titular EX resource that is indicated with a vertical purple bar at the bottom corners of the screen.


For example: You have Hyper Ring (5% increased damage) and 3 boosters that give you 2.5x multiplier, basic math is 5 x 2.5 = 12.5 > rounded down to 12, so you get a 12% increased damage.
A full EX meter requires 1000 EX Force. Each sphere has a miniscule value of three (3), but many attacks generate anywhere from 15 to 90 EX on hit.


== Booster Accessories {{accboo}} ==
Once the EX meter has been filled, it will change to a bright orange color and the player will have access to either EX mode or EX Revenge depending on when R + Square is pressed. Much like [[Assist_(Dissidia_012)|'''the assist mechanic''']], this is a context sensitive input. When the player character is in a damaged state after an attack, the input will activate EX Revenge. Every other instance activates EX mode instead, such as attacking, being staggered or just moving the character freely.
Your multiplier, the higher X you have the higher your basic while having no boosters equipped.


There are a few different mulitplier numbers
A full EX meter is a powerful asset in competitive play, as it can secure victories, impose checkmate situations on the opponent and prevent an otherwise unavoidable loss. But it is often a resource that is built over the course of a match. As such, it is a long-term investment that not every character can always to make due to unfavorable risk / reward ratio. [[Gabranth_(Dissidia_012)|'''Gabranth''']] revolves entirely around the EX mechanic, while characters such as [[Cloud_Strife_(Dissidia_012)|'''Cloud''']], [[Lightning_(Dissidia_012)|'''Lightning''']] and [[Garland_(Dissidia_012)|'''Garland''']] are known to work well with the EX meter economy.
*1.2x - Average
*1.3x - Good
*1.4x - Really good
*1.5x - The best
*2.5x - This is only one accessory and the 2.5x only lasts 15 seconds and drop to 0.5x after that which halves your booster multiplier.
*5.0x - Also just one accessory that works only when you take damage longer then 4 seconds.


Also note that the boosters are different in how and when they are activated.
In ''Dissidia 012'', EX is designed to be antithesis to the game's Assist mechanic. Equipment that enhances EX often compromises Assist, activating EX mode depletes the opponent's Assist meter and more.


Example: You have two 1.2x, one 1.4x and lastly a 1.5x equipped: 1.2 x 1.2 x 1.4 x 1.5 = 3.024 rounded down to 3x which means your max booster is 3x.
== Situations where EX can be gained ==
* Connecting any attack that generates EX Force on hit (refer to the character's attack info tables)
* Initiating [[Chase_(Dissidia_012)|'''Chase''']] or continuing the sequence with another chase (draws all EX Force on field)
* Connecting a bravery attack or HP attack during chase (60 EX for BRV, 75 for HP)
* Dodging an attack during Chase (generates EX Force)
* Being near EX Force the opponent generated with their previous attack(s)
* Being near EX Force while attacking or taking damage (special accessories only)
* Touching an EX core
* Use [[Gabranth_(Dissidia_012)|'''Gabranth''']]'s EX Charge attack
* Getting hit by Gilgamesh assist who uses Excalipoor swords
* Equipping gear and accessories that provide a set amount of EX at the beginning of a fight, such as Zwill Crossblade and First to Victory.
* Activating the [https://dissidia.wiki/Abilities_(Dissidia_012)#Extra_Abilities-0 '''EXP to EX extra ability''']


== Special Accessories {{accsp}} ==
== Situations where EX will not be gained ==
Pre-set effects that do not work with booster accessories. However, this does not render them useless and in many cases at least one of them will be equipped to define the style of a build.
* Player character is too far from the EX spheres for the EX intake range to function
* Player character is in an attack animation or taking damage (circumvented with special accessories)
* Player character has Force to Courage special accessory equipped. EX Force is converted to [[Bravery_(Dissidia_012)|'''bravery''']] instead.
* Player character has [https://dissidia.wiki/Assist_(Dissidia_012)#Side_by_Side|'''Side by Side'''] special accessory equipped.
* Suffering from the EX depletion effect for getting hit by a bravery attack or an HP attack (equipment dependent)
* Connecting an attack during EX Revenge; EX is not generated aside from Gabranth's EX Charge


If you see accessories with the note "Breakables" do not use them online.
= Mechanics =


= Creating a build =
== EX Break ==
Hitting the opponent's assist character during EX mode not only locks the assist meter, but also rewards the player with the stage bravery. This can occur both when the assist character is [https://glossary.infil.net/?t=Whiff%20Punish '''whiff punished'''] or when the character in EX mode connects an attack during the opponent's Assist Change.


When planning a PvP build it is often necessary to include meter depletion on both assist and EX. These can be included either via Judgment of Lufenia or Seal of Lufenia equipment sets (fixed percentage value) and / or Battle Hammer and Dismay Shock basic accessories. Meter depletion has a few key benefits, such as shifting momentum in generating crucial resources (Assist and EX) and bypassing EX Revenge situations where a player could have otherwise suffered a huge setback through bravery break or lose a match outright.
[[Gabranth_(Dissidia_012)|'''Gabranth''']] has an exclusive ability in EX mode known as [https://dissidia.wiki/Gabranth_(Dissidia_012)#Jamming '''Jamming'''] that nullifies this mechanic.


Despite that, a player may opt out of meter depletion in exchange for other attributes if they so desire.
== EX Burst ==
A cinematic sequence of attacks that inflicts HP damage and ends EX Mode. This can only be accessed by landing an HP attack during EX mode and then pressing Square when prompted. Once initiated, press the appropriate inputs to perform the devastating flurry of attacks. Failing the sequence of inputs will result in reduced damage. The damage of these attacks differ and may be influenced by character-specific traits. These can be referred to in each character's page on this site.


After that, an ideal PvP build usually goes for one of the following:
The opponent can mitigate bravery damage by repeatedly pressing Circle to raise the base defense. This is indicated with a small arrow that moves vertically alongside the graphic indicating base defense values. Overdoing it will result in decreased defense however, so players must input diligently. The [https://dissidia.wiki/Abilities_(Dissidia_012)#Support_Abilities-0 '''support abilities'''] Auto EX Defense or Auto EX Defense Ω can be equipped to eliminate the need for player input at the cost of CP.
* [[Customisation_Guide_for_Online_Battles_(Dissidia_012)#Damage_(bravery)|'''Damage (bravery)''']]
* [[Customisation_Guide_for_Online_Battles_(Dissidia_012)#Damage_(high_base_bravery)|'''Damage (high base bravery)''']]
* [[Customisation_Guide_for_Online_Battles_(Dissidia_012)#Side_by_Side|'''Side by Side''']]
* [[Customisation_Guide_for_Online_Battles_(Dissidia_012)#EX|'''EX''']]
* [[Customisation_Guide_for_Online_Battles_(Dissidia_012)#EX_Core|'''EX Core''']]
* [[Customisation_Guide_for_Online_Battles_(Dissidia_012)#Bravery_Boost_on_Block_/_Dodge|'''Bravery boost on dodge / block''']]
* [[Customisation_Guide_for_Online_Battles_(Dissidia_012)#Balanced_/_Hybrid|'''Hybrid''']] (a mix of everything)
   
Good reliable accessory boosters include Summon Unused (and the opponent variant), Pre-EX Mode, Pre-EX Revenge, Aerial and Large Gap in HP. These are known to work regardless of build style, and will be commonly recommended.


= Build styles =
Similiarly, the support abilities Auto EX Command or Auto EX Command Ω can be equipped to forgo manual player input altogether. Useful for EX Bursts that require precise timing (in high latency connections), such as [[Tidus_(Dissidia_012)|'''Tidus''']] or [[Jecht_(Dissidia_012)|'''Jecht''']].


== Adamant Chains ==
EX Bursts are commonly used to end matches or tack on additional damage through bravery breaks or otherwise. As health cannot go below 1 with excess wall rush HP damage, following up with an EX Burst is a consistent way to secure the victory for characters who have access to such attacks.
Recommended characters: {{012gar}}, {{012emp}}, {{012clo}}, {{012squ}}, {{012ulti}}, {{012tid}}, {{012yuna}}, {{012pri}}, {{012vaan}}, {{012gab}}


Increased air dodge distance through the "Adamant Chains" set bonus. Primarily used to make air dodges safer to perform and difficult to punish by the opponent. Characters with average fall speed and weaker post-dodge defensive options can benefit a lot from it, such as Cloud, Squall and Yuna. Vaan can also use it for dodge cancel combos.
Booster accessories will not be in effect during EX Burst. However, the % damage increase from accessories still affect EX Burst damage.


However, characters with fast fall speed such as {{012tid}} and {{012pri}} ''also'' benefit from the added distance; It makes their air dodges even more difficult to punish. An extra layer of security, if you will.
Any generated EX Force that was floating in the stage prior to using EX Burst is removed once it is over. <ref>https://www.youtube.com/watch?v=w0javY-R2cQ EX Burst EX Force removal examples </ref>


Adamant Chains improves defensive play, but it also comes at the expense of other traits. High base bravery is limited to one equipment slot (usually Piggy's Katana weapon) and it, along with damage and meter drain may require heavier investment via accessories to reach similiar heights.
== EX Core ==
During a fight, an EX core will appear somewhere in the stage after a period of time has passed. This provides a flat 150 EX and will attract any remaining EX Force floating on the field towards it, further increasing the amount of EX gained when touching it.
== Back to the Wall ==
 
This is an object separate from the opponent's character that adheres to the Lock On mechanic. As such, in order to move directly towards it with a dash, players must have the support ability "EX Core Lock On" equipped and press L when an EX core has appeared.
 
The appearence of an EX core is not dictated by the LUK stat in Dissidia 012. Instead, it has a 25 % chance to spawn close to either player and a 75 % chance to spawn far from both players.
 
If no-one touches the EX core, it will remain on the field indefinitely. No additional EX cores will spawn during this time. Instead, the existing core will continue to gather all EX Force that is generated through attacks. This will eventually enhance the EX core itself, transforming it's appearence up to two (?) times. During this brief transitional state, the EX core is intangible and cannot be collected.
 
EX cores are an important aspect of EX generation and thus competitive play in general. Since it is one of the few ways EX can be accumulated without attacking the opponent, it can be a vital tool to establish counterplay or comebacks. For example, grounded characters such as [[Firion_(Dissidia_012)|'''Firion''']] and [[Golbez_(Dissidia_012)|'''Golbez''']] are more likely to be in a favorable position to touch the EX core first against aerial characters who are playing passively outside of their reach. This means that EX cores can facilitate situations that break a common dynamic in an overly defensive or otherwise challenging match-up.
 
Characters who cannot absorb EX Force due to [https://dissidia.wiki/Assist_(Dissidia_012)#Side_by_Side) '''Side by Side'''] or other equipment related factors are still encouraged to collect EX cores if their opponent can absorb EX. Any EX Force generated by the EX-less player will compound for the opponent if they get the EX core first.
 
Handful of equipment exist purely to influence EX cores. The Soul of Yamato equipment set boosts the appearence of cores, while Dragonfly Orb {{accbas}} and [[Squall_Leonhart_(Dissidia_012)|'''Squall's''']] exclusive weapon at level 100 enhance EX gained from EX cores directly. While not a common focus in competitive builds, they can be an effective solution in match-ups where the opponent is difficult to catch without risk such as [[Exdeath_(Dissidia_012)|'''Exdeath''']].
 
== EX Intake Range ==
 
 
== EX Mode ==
When the EX gauge is full, it can be spent to activate the character's unique powered up state.


Low health, but heightened stats / accessory boosters. Revolves around the special accessory "Back to the Wall" that causes the player to start the fight with 90 % of health already depleted. A "glass cannon", loosely speaking.
Input R + Square while moving freely, attacking, blocking, dodging or being staggered to consume the entire EX gauge and enter EX Mode. This will last for '''20 seconds''' without modifications by equipment or custom rulesets. Each character will have higher critical hit rate (+50 %), passive health regeneration and access to EX Burst for the duration of this state. And in Dissidia 012 specifically the activation will also '''drain all of the opponent's assist gauge'''.
== Balanced / Hybrid ==
Recommended characters: Any


A balanced build, with access to both EX and Assist. This is all about picking a good balance between damage, meter and other attributes. Maybe some added ex force absorption with more wall rush damage? Or perhaps you really want that early assist meter boost with Together as One but still desire to benefit from EX cores?
That alone makes a full EX meter very valuable. Assist is a common resource many characters will have access to and this is the best way to nullify it without landing an HP attack or relying on the opponent's assist meter decay rate.


This kind of build is usually a "jack of all trades, master of none". Characters who do not rely on Side by Side such as {{012exd}}, {{012kuja}} and {{012lig}} have an easier time fighting effectively with this build style than those who do. Even so, having access to both major resources can pay off in longer matches.
In addition, each character has traits exclusive to their EX mode, such as higher movement speed or increased priority on [[Cloud_Strife_(Dissidia_012)|'''Cloud's''']] bravery attacks. These can be viewed in the customization menu or in the character pages on this site.


Naturally, specialised builds can see more success within their niche. But balanced builds are serviceable all the same.
== EX Revenge ==
Introduced in Dissidia 012. Just like EX Mode, EX Revenge (EXR for short) requires a full EX meter and will empty it entirely upon using it.


Below is an example build for {{012clo}}.
Input R + Square while getting hit to use EX Revenge. Upon using it, time is slowed down significantly and the opponent will be in a staggered state. The default duration is '''5 seconds''' before any modifications are made by equipment or in-game rulesets. Inflicting HP damage will end EX Revenge regardless of the remaining length. Once this state has concluded, interactions will play out at regular speed such as remaining stagger time, hit stun and knockback from an attack.
   
{{Build
|hp=10299
|cp=450
|brv=1035
|atk=177
|def=185
|luk=60
|booster=x3.5
|setbonus=Judgment of Lufenia
|ast={{012kuja}}
|wpn=Heaven's Cloud
|hand=Lufenian Shield
|head=Lufenian Helm
|armor=Lufenian Armor
|acc1={{accbas}} Hyper Ring
|acc2={{accbas}} Zephyr Cloak
|acc3={{accbas}} Dismay Shock
|acc4={{accboo}} Summon Unused
|acc5={{accboo}} Pre-EX Mode
|acc6={{accboo}} Pre-EX Revenge
|acc7={{accboo}} Aerial
|acc8={{accsp}} Tenacious Attacker
|acc9={{accsp}} Great Gospel
|acc10={{accsp}} First to Victory
|summon=Rubicante
}}
   
At the end of the day you can mix and match concepts in your build. If high base bravery and wall rush damage is your thing but you still want to benefit ex, that is fine. It's not wrong to think that with good boosters you can enjoy the benefits of bravery boost on dodge as well as meter drain.


For boosters you will want something consistent, something that activates when it's most optimal for you and can be relied on through the course of a single match. And of course, any special accessories that you feel are necessary to your gameplan or playstyle. Just try to avoid equipping Center of the World or most of the set damage / defense rings.
Several interactions are altered during this time.


== Bravery Boost on Block / Dodge ==
* Knockback is greatly reduced, likely due to the slow-motion effect
Recommended match-ups: {{012emp}}, {{012seph}}, {{012ulti}}


Gain bravery with each successful block / dodge. Commonly paired with Adamant Chains when using bravery boost on dodge.
* EX Force cannot be generated by any attacks, except Gabranth's EX Charge.


This build style is strong against frequent projectile users, namely The Emperor, Ultimecia or Sephiroth. With proper investment, a single dodge can accumulate 100-200 bravery when used against a projectile. That can discourage the aforementioned characters from playing as actively and encourage adjusting playstyle altogether. If no adjustment is made, the user of this build can seek to benefit greatly from a single HP attack in due time.
* Countdowns involving summons is temporarily halted


Example build for {{012tid}}
* EX cores remain on the field and can appear during this time when no EX cores are present. Their appearence speed is affected by the slowdown, however.


{{Build
* Absorption of EX Force spheres is also affected by the slowdown.
|hp=9972
|cp=450
|brv=917
|atk=180
|def=184
|luk=60
|booster=x13.9
|setbonus=Adamant Chains
|ast=Aerith
|wpn=World Champion
|hand=Adamant Shield
|head=Adamant Helm
|armor=Adamant Vest
|acc1={{accbas}} Zephyr Cloak
|acc2={{accboo}} BRV > Base Value
|acc3={{accboo}} Large Gap in BRV
|acc4={{accboo}} Summon Unused
|acc5={{accboo}} Pre-EX Mode
|acc6={{accboo}} Pre-EX Revenge
|acc7={{accboo}} Aerial
|acc8={{accboo}} After 30 Seconds
|acc9={{accboo}} Opponent Empty EX Gauge
|acc10={{accboo}} Opponent Summon Unused
|summon=Rubicante
}}
== Bravery Boost on Stage Destruction / Mindbreak ==
Recommended stage: World of Darkness


Gain bravery when destroying stage elements such as World of Darkness pillars. Revolves around the "Mindbreak" basic accessory.
* The recovery of a finished attack can be cancelled into another attack or a dash.
Known to be practical in World of Darkness with {{012cod}}, but all other aspects of the build may be compromised.


== Center of the World ==
* The opponent gains no invulnerability from being wall rushed while the slowdown is in effect, enabling more solo combos.


Abbreviated as "CotW". EX only, no assist. Greatly enhanced EX gain for earlier EX mode access and depending on the build, longer EX mode duration.
=== What does this mean for the opponent ===
Because the opponent is considered staggered at the beginning of EX Revenge, their EX and assist related usage will cause interactions tied to those states. EX will activate EX mode and assist will use Assist Change. These are the only ways to escape EX revenge and will end it regardless of the remaining length.


Generally speaking a niche build style. [[Assist_(Dissidia_012)|'''Assist''']] is a far more important resource for all characters, so forgoing it in favor of an earlier EX gauge often skews the risk / reward in the opponent's favor. Characters who can land HP attacks without assist, such as {{012clo}} and {{012jec}} can function with this build with adequate player skill. However, it does not function as a crutch in their unfavorable match-ups.
If an opponent is already in EX Mode by the time EX Revenge is activated, their EX gauge consumption is temporarily halted and they are susceptible to EX Break. Similiarly, no Assist gauge decay will occur, but it will not reset like using attacks normally would either.


== Damage (bravery) ==
If the opponent is hit with a bravery attack, but not put into a tumbling state, they can land on the ground in a standing position. Should that happen, they cannot use Assist Change. <ref>https://www.youtube.com/watch?v=KKbivfOqF1I </ref>
Recommended characters: {{012gar}}, {{012kain}}, {{012clo}}, {{012seph}}, {{012ulti}}, {{012kuja}}, {{012vaan}} {{012pri}}


Increased damage output through high ATK stat, bravery attacks, wall rush damage and higher critical hit rate,
=== Other traits ===


Not everyone can reach the same lengths of bravery damage, usually due to low damage multipliers on one's moves and lower base attack stat. These characters usually circumvent this shortcoming with wall rushes or the help of high base bravery in conjunction with assists.
If the player who used EX Revenge can accumulate another full EX meter and activate EX mode during this time, EX revenge will continue unaffected. [[Gabranth_(Dissidia_012)|'''Gabranth''']] can take advantage of this with the King of Tragedy set bonus, Spider's Web, Spider's Bane and EX Charge (ground).
   
For equipment, always seek out a weapon with 69 ATK stat unless your character's exclusive weapons provides 70 ATK (Garland's Gigant Axe for example). If your armor set is for Seal of Lufenia's 5 % EX depletion, Lufenian Dirk (hand, Parrying gear) is a great choice as it provides +1 attack as well as good 72 defense.
   
Earthbreaker, Cleaver and Rhongomiant (for King of Tragedy EX Revenge builds) are good weapons possessing 69 attack stat that anyone can wield with the help of a [[CP_Glitch_(Dissidia_012)|'''CP glitch''']].
   
For accessories it comes as no surprise that Hyper Ring, Muscle Belt / Earring are viable choices here. Bundle Hyper Ring + Muscle Belt or Earring (depending on the character) with boosters such as BRV > Base Value, Pre-EX Mode, Pre-EX Revenge, Summon Unused and Aerial / Grounded for even higher damage output.  


Extra abilities that raise critical hit rate are great picks. '''First Strike''' and '''Counterattack''' have the most consistent uptime, followed by '''Sneak Attack''', '''Back to the Wall''' and '''Riposte'''. A damage build commonly uses 1-2 of those abilities, but they're good to have ''regardless of build'', as your opponent can only disable one of them.
When EX Revenge is activated, any assists and opponent projectiles (e.g. [[The_Emperor_(Dissidia_012)|'''The Emperor's''']] Flare) out on the battlefield disappear and will not come back when EX Revenge ends. The initiator's projectiles will remain if they existed prior and will move at normal speed. The projectile does not have to be created by the initiator either - By reflecting a projectile such as [[Lightning_(Dissidia_012)|'''Lightning's''']] Watera and using EX Revenge, the projectile will continue to exist.


'''Assist Critical Boost''' is also good for assists that have good damage multipliers, such as Kuja, Sephiroth and Ultimecia.
The player who initiated EX Revenge will also remove any negative effects they had on them such as [[Laguna_Loire_(Dissidia_012)|'''Laguna's''']] Sticky Bomb or [[Shantotto_(Dissidia_012)|'''Shantotto's''']] Bio. If the opponent was affected prior to EXR, these effects will continue to persist on the opponent and apply countdown or inflict damage.


Even characters with subpar bravery damage can do respectable damage with the double damage from critical hits, so they're worth the investment.
Stage elements may still be destroyed.


== Damage (high base bravery) ==
The stage bravery will not be reset. This is generally only important when using the Calcabrina summon. The only way to raise stage bravery is via banish traps, Brynhildr or the omega stage effects listed below.
Recommended characters: {{012wol}}, {{012fir}}, {{012ok}}, {{012bez}}, {{012exd}}, {{012clo}}, {{012zid}}, {{012jec}}, {{012lig}}


Increased default bravery for higher damage output without relying on bravery damage. For equipment, Piggy's Stick, Royal Crown and any LV100 piece that adds bravery are a good starting point. Investing in wall rush (Sniper Eye basic acc) and bravery recovery (Bravery Orb, Great Gospel accs) is also recommended. Commonly used with the special accessory Side by Side.
=== Omega stage effects ===


== Defense ==
{|class="wikitable"
High DEF stat and reduced wall rush / physical / magic / chase brv damage.
!Stage !! Effect
|-
|Old Chaos Shrine || Stage does not take bravery from players.
|-
|Pandaemonium || Spikes will no longer pop up, but any that are out will finish their animation very slowly.
Touching these spikes will end EX Revenge.
|-
|World of Darkness || Stage will not change regardless of timing. The stage will wait until EX Revenge concludes.
Stage bravery rises very slowly during second and third stage forms.
|-
|Lunar Subterrane || Stage bravery still accumulates after destroying stage elements, but at a much slower rate.
|-
|The Rift || The entire stage freezes and no stage elements will change until after EX Revenge ends.
If activated while a part of the stage is moving,
that part will remain textureless, <br> but solid until EX Revenge ends. Stage bravery will not rise.
|-
|Kefka's Tower || Stage bravery still accumulates after destroying stage elements.
Wall rushing the opponent at the lower sections will still take bravery and <br> bounce them away, but reduced knockback still applies.
|-
|Planet's Core || Stage will not change and stage bravery rises at normal speed.
|-
|Ultimecia's Castle || During time compression, stage bravery acts normally, but broken stage elements
will not repair themselves. Touching a gear will end EX Revenge. <br>It is unclear if time compression can begin or end during EX Revenge.
|-
|Crystal World || No crystals will appear and as such, stage bravery will not rise.
|-
|Dream's End || No changes.
|-
|Order's Sanctuary || No changes.
|-
|Edge of Madness || Stage bravery's fluctuation speed is reduced, but can still be quite fast.
|-
|Empyreal Paradox || Bravery is drained much slower.
|-
|Sky Fortress Bahamut || Stage bravery rises much slower when standing on the ground.
|-
|Orphan's Cradle || Platforms can still move, but very slowly.
|}


Over the course of a match this will require the opponent to hit more times than what would be normally required. Equipment such as Hero's Shield, Grand Helm, Maximillian or accessories such as Block Ring, Decoy or Amulet may be used.
== Notes ==
<references />
== Depletion ==
Recommended characters: Any, {{012squ}}


Enhanced meter depletion through accessories Battle Hammer (assist meter) and / or Dismay Shock (EX meter). Great for offsetting the opponent's meter lead or shifting momentum. May be used in conjunction with Judgment / Seal of Lufenia equipment set bonus for even greater boosts.
= EX related customization =


Meter depletion is one of Squall's prominent strengths and can utilise it to devastating effect with Yuna assist.
== Abilities ==


== EX ==
{|class="wikitable"
EX builds prioritise EX absorption either through added intake range or increased value per ex absorbed into oneself, but even so they never sacrifice assist (they're that important).
|+ Support Abilities
|-
! Ability !! CP (Mastered) !! AP || Description !! Notes
|-
|EX Core Lock On || 5 (0) || 50 || When EX Core is present, push L while locked on to lock onto the EX Core. ||
|-
|Auto EX Burst || 10 (5) || 50 || Automatically use EX Burst. ||
|-
|Auto EX Command || 30 (15) || 160 || Automatically input EX Burst commands. ||
|-
|Auto EX Command Ω || 40 (20) || 200 || Automatically input EX Burst commands perfectly. ||
|-
|Auto EX Defense || 30 (15) || 160 || Automatically defend against EX Bursts. ||
|-
|Auto EX Defense Ω || 40 (20) || 200 || Automatically defend against EX Bursts perfectly. ||
|}


Weapon department provides Heaven's Cloud for +3M EX intake range, but with a measly 67 attack. Addded intake range is good as you can accumulate more ex in one place more quickly and if your character does not deal big bravery damage like Lightning, the 67 attack is not that big of a deal. Yuna has an exclusive weapon that is essentially an upgraded version of this weapon.
{|class="wikitable"
|+ Extra Abilities
! Ability !! CP (Mastered) !! AP || Description !! Notes
|-
|Disable EX Gauge Lock || 100 (50) || 300 || EX Gauge fills steadily. || [[Feral_Chaos_(Dissidia_012)|'''Feral Chaos''']] only. EX absorption fills the EX meter.
|-
|Bravery Regen || 20 (10) || 170 || In EX Mode, gain bravery instead of regenerating HP. ||
|-
|EX Critical Boost || 60 (45) || 200 || Further boosts critical hit rate during EX Mode. || +25 % critical hit rate.
|-
|Anti-EX || 60 (45) || 200 || Boosts critical hit rate when opponent is in EX Mode. || +50 % critical hit rate.
|-
|Disable EX Critical Boost || 40 (20) || 100 || EX Critical Boost ability effect disabled. ||
|-
|Disable Anti-EX || 40 (20) || 100 || Anti-EX ability effect disabled. ||
|-
|EXP to EX Force || 60 (0) || 130 || Instead of obtaining EXP, the EX Gauge rises by an equivalent amount. || 0.1 % conversion.
|}


Another weapon is once again Cleaver. 69 attack with +10 % ex force absorption. Garland, Kuja, Ultimecia and Gilgamesh have exclusive weapons with +10 % ex force absorption, but Garland's is undisputed best among them. 70 attack and +10 % ex force absorption is something other characters can only dream of.
== Accessories ==


Special accessories is where most of the magic happens. White Drop and White Gem add a fixed boost to ex force absorption by 5 % and 10 % respectively and you can equip up to three White Drops for a total of 25 % boost to your ex absorption rate. These accessories come with a downside of reduced assist gauge duration, meaning your assist bar will begin to decay sooner. With well placed whiffs it won't get you killed. Not often, anyway.
{|class="wikitable"
|+ Basic Accessories {{accbas}}
! Name !! Effect
|-
|Attractorb || EX Intake Range +1m, Assist Gauge Charge -20 %
|-
|Pearl Necklace || EX Force Absorption +10 %, Assist Gauge Charge -20 %
|-
|Dragonfly Orb || EX Core Absorption +10 %, Assist Gauge Duration -30 %
|-
|Silver Hourglass || EX Mode Duration +5 %, Assist Gauge Duration -10 %
|-
|Pendant || EX Core Appearence Boost, EX Force Absorption -10 %
|-
|Battle Gem || Assist Gauge Duration +10 %, EX Force Absorption -20 %
|-
|Angel's Bell || Regen +5 % (EX mode)
|-
|Dismay Shock || EX Gauge Depletion +1 %
|-
|EX Breaker || EX Iai Strike +2 %, Defense -10 %
|-
|A Comrade's Vow || AST Charge on damage +15 %, EX Intake Range -1m
|}


The other two accessories influence when you can acquire EX. Tenacious Attacker and Glutton allow you to absorb ex even when attacking or taking damage. Tenacious Attacker is a standard in EX builds as it allows you to whiff for meter and reap the rewards as you deal damage. Both work great in conjunction with Heaven's Cloud's added intake range as you will in most cases get a part of the ex either you or your opponent generated. Glutton is particularly a noteworthy choice against characters who can generate a lot of EX in a combo such as Shantotto. The opponent will have to invest a lot in EX meter depletion to properly combat this accessory which is powerful for a single special accessory.
{|class="wikitable"
|+ Booster Accessories {{accboo}}
! Name !! Effect !! Condition
|-
|Full EX Gauge || 1.3 || When your EX Gauge is full
|-
|Empty EX Gauge || 1.5 || When your EX Gauge is empty
|-
|EX Core Present || 1.5 || When EX Core is present
|-
|EX Mode || 1.3 || While you are in EX Mode
|-
|EX Revenge || 1.4 || While you are in EX Revenge
|-
|Maintain EX Mode || 1.4 || When in EX Mode for more than 15 seconds
|-
|Full EX & Assist Gauge || 1.5 || When your EX & Assist Gauges are full
|-
|Pre-EX Mode || 1.4 || When you haven't yet entered EX Mode
|-
|Pre-EX Revenge || 1.3 || When you haven't yet used EX Revenge
|-
|EX Gauge Full || 1.3 || When opponent's EX Gauge is full
|-
|Empty EX Gauge || 1.3 || When opponent's EX Gauge is empty
|-
|EX Mode || 1.3 || While opponent is in EX Mode
|-
|EX Revenge || 1.5 || While opponent is in EX Revenge
|}


'''Seal of Lufenia''' is a good anti-EX equipment set that any character can use. However, a basic accessory "EX Breaker" is particularly potent with Ultimecia. The accessory has a chance of depleting the opponent's entire EX gauge in one bravery hit and since it's a basic accessory, it can scale with your booster accessories. Other characters don't get mileage out of it as easily due to how one attack = one chance at triggering the EX Iai effect of the accessory, you don't get a new chance with every bravery hit you land except with Ultimecia. Don't ask why.
{|class="wikitable"
|+ Special Accessories {{accsp}}
! Name !! Effect
|-
|White Drop || EX Force Absorption +5 %, Assist Gauge Duration -5 %
|-
|Cyan Drop || Initial EX Force +10 %, Assist Gauge Duration -10 %
|-
|Cyan Gem || Initial EX Force +20 %, Assist Gauge Duration -20 %
|-
|White Gem || EX Force Absorption +10 %, Assist Gauge Duration -10 %
|-
|Tenacious Attacker || Absorb EX Force during attacks
|-
|Blazing Totema || Absorb EX Force on Summon, Summon Recharge +2
|-
|Force to Courage || EX Core & EX Force to BRV
|-
|Glutton || Absorb EX Force when taking damage
|-
|Platinum Hourglass || EX Mode Duration +15 %, EX Force Absorption -20 %
|-
|Spider Web || EX Revenge Duration +10 %
|-
|Ruby Hourglass || EX Mode Duration +10 %, EX Mode Damage -10 %
|-
|Spider's Bane || EX Revenge Duration +15 %
|-
|Aggressor || EX Mode Damage +20 %, EX Mode Duration -30 %
|-
|Avenger || EX Revenge Damage +30 %, EX Core Absorption -30 %
|-
|Glimmering Crystal || EX Core Absorption +15 %, Assist Gauge Charge -15 %
|-
|Badge of Trust || Initial Assist Charge +40 %, EX Force Absorption -30 %
|-
|Great Gospel || Regen +10 %, BRV Recovery +50 %
|-
|First to Victory || Initial EX Force +20 %, Initial Assist Charge +20 %, Initial Bravery +20 %
|-
|Fake Mustache || LUK +10, EX Core Appearence Boost
|-
|Mystic Guard || EX Break Chance (Endure one EX Break)
|-
|Spider Silk || EX Revenge Duration +5 %
|-
|Close to You || Always Absorb EX Force, Assist Gauge Charge -30 %
|-
|Center of the World || EX Intake Range +3m, EX Force & Core Absorption +25 %, Assist Gauge Freeze
|-
|Together as One || Initial Assist Charge +40 %, Assist Gauge Duration +50 %, EX Force Absorption -40 %
|-
|Side by Side || AST Gauge Charge on HP attack, EX Force Absorption Disabled, EX Gauge Freeze
|-
|Arcane Incense || Initial EX Force +25 %, Accessory breakability: 100 %
|-
|Arcane Incense || Initial EX Force +100 %, Accessory breakability: 100 %
|-
|Spirit of Qu'Bia || Initial EX & AST Charge +100 %, Initial Bravery +300 %, Accessory Breakability: 100 %
|-
|Shock of Qu'Bia || EX & Assist Chance, EX & AST Gauge Depletion +100 %, Accessory Breakability: 100 %
|-
|Qu'Bia Crystal || EX Force Absorption +100 %, EX Core Absorption +100 %, Accessory Breakability: 100 %
|}


== EX Core ==
== Equipment set bonuses (LV100) ==
A derivative of an EX-centric build, this is often a match-up specific build. The priority here is the amount of EX you get from a single EX core. This often means you play a grounded game or you are prepared for EX core races. Against characters who tend to hug the ceiling (Ultimecia and Exdeath) this can be an easy way to acquire a great amount of EX every time an EX core shows up. It is also viable in matchups where a character can outrun another character in a lot of situations e.g. Onion Knight vs. Cloud of Darkness, or characters who play grounded against primarly airborne opponents.
 
=== King of Tragedy ===
'''Effect:''' EX Revenge Duration +40%, EX Revenge Damage +50%
 
Must equip all four equipment for set bonus.
 
{|class="wikitable"
! Type !! Name !! Stats !! Effect !! Category
|-
|Weapon || Rhongomiant || HP -328, ATK +69, DEF -1 || - || Spear
|-
|Hand || Prytwen || DEF +73 || - || Shield
|-
|Head || Dragon Sallet || BRV +290, DEF +1 || - || Helm
|-
|Body || Wygar || HP +2973 || - || Light Armor
|}


For equipment, '''Loki's Lute''' weapon provides +20 % boost to EX core absorption, although it does only have 67 attack. Squall and Vaan can equip their exclusive weapons for a 30 % boost with 68 attack.
=== Rise of Discord ===
   
'''Effect:''' EX Mode Duration +40 %, EX Revenge Duration +40 %.
The '''Soul of Yamato''' equipment set (Genji parts) provide an EX Core appearence boost, but is usually preferable only on Gabranth as the set complements more of his EX mode gameplan than others.
   
For accessories, '''Dragonfly Orb''' is often the go-to basic accessory for EX core builds. The assist gauge duration nerf is hardly relevant, it decays from two bars a bit faster, but if you can maintain your assist meter consistently it's not really a big problem.
   
Aside from the aforementioned good boosters, '''EX Core Present''' adds a good 1.5x bonus to each of your cores. Aerial can be a good choice as not all stages plant their ex cores to the ground (see World of Darkness).


== First Strike ==
Exclusive to Feral Chaos.
Must equip all four equipment for set bonus.


Abnormally high initial damage. Based on the Extra Ability "First Strike" that guarantees critical hits for the first connected attack.
{|class="wikitable"
|-
! Type !! Name !! Stats !! Effect !! Category
|-
|Weapon || Endless Oblivion || ATK +67 || - || Exclusive
|-
|Hand || Eternal Despair || DEF +73 || - || Exclusive
|-
|Head || Phantasmal Abyss || BRV +290, DEF +1 || - || Exclusive
|-
|Body || Cycle's End || HP +2973 || - || Exclusive
|}


== King of Tragedy ==
=== Seal of Lufenia ===
Recommended characters: {{012gar}}, {{012gab}}
'''Effect:''' EX Gauge Depletion +5 %.
Must equip three equipment for set bonus.


Named after the full King of Tragedy set. Extended EX Revenge duration for longer EX Charge time with Gabranth or higher damage output during EX Revenge (Garland).
This set bonus has multiple equipment that are eligible for this set bonus.
== Level Gap ==


Lowered character level in exchange for incredibly strong accessory booster multipliers. A type of glass cannon with Iai Strike, seemingly immortal with Last Chance...?!
{|class="wikitable sortable"
! scope=col | Type
! scope=col | Name
! scope=col | Stats
! scope=col | Effect
! scope=col | Category
|-
|Weapon || Lufenian Saber || ATK +67 || - || Sword
|-
|Weapon || Lufenian Dagger || ATK +66 || - || Dagger
|-
|Weapon || Lufenian Katana || BRV +39, ATK +67, DEF -1 || - || Katana
|-
|Weapon || Lufenian Lance || HP -328, ATK +69, DEF -1 || - || Spear
|-
|Weapon || Lufenian Staff || BRV +39, ATK +66 || - || Staff
|-
|Weapon || Star of Lufenia || BRV -40, ATK +69, DEF -1 || - || Thrown
|-
|Weapon || Lufenian Lute || BRV -40, ATK +67, DEF +1 || - || Instrument
|-
|Weapon || Lufenian Pole || HP -328, BRV +79, ATK +66 || - || Pole
|-
|Hand || Lufenian Dirk || ATK +1, DEF +72 || - || Parrying
|-
|Hand || Lufenian Bangle || HP +327, DEF +72 || - || Bangle
|-
|Hand || Lufenian Gauntlets || BRV +39, DEF +72 || - || Gauntlet
|-
|Hand || Lufenian Greatshield || BRV +39, ATK -1, DEF +73 || - || Large Shield
|-
|Head || Lufenian Hairpin || HP -328, BRV +369 || - || Hairpin
|-
|Head || Lufenian Headband || HP +327, BRV +290 || - || Headband
|-
|Body || Lufenian Jacket || HP +2973, BRV +39, DEF -1 || - || Clothing
|-
|Body || Lufenian Vest || HP +2973 || - || Light Armor
|}


Level + Level Gap accessories are banned by the in-game "Official" ruleset which has been community standard for years, however.
=== Soul of Yamato ===
'''Effect:''' LUK +3 / Regen +20 % / HP to BRV, EX Core Appearence Boost
== Machines ==
Must equip three equipment for set bonus.


Increased bravery damage + HP wall rush damage at the cost of max health.
{|class="wikitable"
! Type !! Name !! Stats !! Effect !! Category
|-
|Weapon || Genji Blade || BRV +39, ATK +67, DEF -1 || - || Katana
|-
|Hand || Genji Shield || DEF +73 || - || Shield
|-
|Head || Genji Helm || BRV +290 DEF +1 || - || Helm
|-
|Body || Heavy Armor || HP +3300 BRV +39 || - || Heavy Armor
|}


== Side by Side ==
These builds revolve around the special accessory [[Assist_(Dissidia_012)#Side_by_Side|'''Side by Side''']] that ''prevents you from acquiring any EX'', even from EX cores (you can still grab them). In return it gives you a notable chunk of assist bar (30 %) from landing just one HP attack. Side by Side is very potent with characters who can connect HPs on their own and followup with an assist afterwards or need meter to for general momentum, including (but not limited to) Warrior of Light, Firion, Cloud, Onion Knight, Zidane, Jecht, Golbez and Kefka.
   
'''The goal with a Side by Side build is to deal a lot of damage''', which makes this a derivative of the damage build concept. This can be achieved either through high bravery damage output or high base bravery. In both cases wall rush is a big help.
   
For equipment you can apply a lot from the damage build. 69 attack or 70 if your exclusive weapon has it. Wall rush HP damage is also a good option e.g. Earthbreaker or Cloud's exclusive weapon Fenrir.
   
For high base bravery, '''Piggy's Stick''' is a Katana-type weapon that provides +239 to your base bravery in addition to the head armor, but it comes with -80 % BRV recovery. You have to be able to secure base bravery for each hp for optimal damage, so boosting BRV recovery will become a part of your build. If you focus your meter depletion on accessories, you can opt to equip '''Royal Crown (head)''' with 100 % BRV recovery, '''Borghertz's Hands''' (hand) and '''Lufenian Armor''' (torso) both providing 39 base bravery each. Lufenian sets' meter depletion is still nothing to sneeze at, but considering the potential damage this type of a build can cause, the opponent may feel incentivised to use assist meter to avoid a combo regardless.
   
For accessories you now have an excellent 1.5x booster at your fingertips, '''Empty EX Gauge'''. This is a big booster that will be active for the entirety of the match, and bundled with Pre-EX Mode, Pre-EX Revenge, Aerial and Summon Unused (as well as BRV = 0 if you can secure wall rushes) you have a lot of damage on your hands.
   
Aforementioned damage rings, as well as '''Sniper Eye''' for wall rush HP damage are good picks. If you don't equip Royal Crown, Bravery Orb as well as Great Gospel are worthy candidates too. Bravery Orb scales with boosters, but Great Gospel can easily compensate if used in conjunction with Bravery Orb. If you feel you need a good headstart in the meter race, Together as One is a great pick. Bundle it with Badge of Trust and you pretty much start the match with two assist bars. Characters who may struggle to generate assist meter safely through whiffing such as Kefka and Cecil may find this very helpful.


Example build: [here]
== Equipment (LV100) ==


== Wall Rush ==
{|class="wikitable sortable"
Recommended characters: {{012gar}}, {{012clo}}, {{012jec}}
! scope=col | Type
! scope=col | Name
! scope=col | Stats
! scope=col | Effect
! scope=col | Category
|-
|Weapon || Zwill Crossblade || ATK +66, DEF +1 || Initial EX Force +20 % || Dagger
|-
|Weapon || Heaven's Cloud || BRV +39, ATK +67, DEF -1 || EX Intake Range +3m || Katana
|-
|Weapon || Nirvana || BRV +39, ATK +66 || EX Mode Duration +20 % || Staff
|-
|Weapon || Fire Book || BRV +39, ATK +66 || Regen +15 % || Staff
|-
|Weapon || Cleaver || BRV -40, ATK +69, DEF -1 || EX Force Absorption +10 % || Thrown
|-
|Weapon || Loki's Lute || BRV -40, ATk +67, DEF -1 || EX Core Absorption +20 % || Instrument
|-
|Weapon || Gigant Axe || BRV -80, ATK +70 || EX Force Absorption +10 %, slight Anti-EX effect || Exclusive ([[Garland_(Dissidia_012)|'''Garland''']])
|-
|Weapon || Mateus' Malice || HP +327, BRV -80, ATK +68, DEF +1 || EX Intake Range +3m, slight Anti-EX effect || Exclusive ([[The_Emperor_(Dissidia_012)|'''The Emperor''']])
|-
|Weapon || Everdark || BRV +39, ATK +67 || BRV Recovery +100 %, slight Anti-EX effect || Exclusive ([[Cloud_of_Darkness_(Dissidia_012)|'''Cloud of Darkness''']])
|-
|Weapon || Dorgann's Blade || ATK +68 || Regen +20 %, Cat Nip effect || Exclusive ([[Bartz_Klauser_(Dissidia_012)|'''Bartz''']])
|-
|Weapon || Yoshiyuki || BRV +39, ATK +68, DEF -1 || EX Force Absorption +10 %, Riposte effect || Exclusive ([[Gilgamesh_(Dissidia_012)|'''Gilgamesh''']])
|-
|Weapon || Dancing Mad || BRV -40, ATK +68, DEF +1 || Initial EX Force +20 %, Back to the Wall effect || Exclusive ([[Kefka_Palazzo_(Dissidia_012)|'''Kefka''']])
|-
|Weapon || One-Winged Angel || BRV +39, ATK +68, DEF -1 || Damage +10 %, slight Anti-EX effect || Exclusive ([[Sephiroth_(Dissidia_012)|'''Sephiroth''']])
|-
|Weapon || Lionheart || ATK +68 || EX Core Absorption +30 %, slight Sneak Attack effect || Exclusive ([[Squall_Leonhart_(Dissidia_012)|'''Squall''']])
|-
|Weapon || Shooting Star || HP +327, BRV -80, ATK +68 DEF +1 || EX Force Absorption +10 %, Back to the Wall effect || Exclusive ([[Ultimecia_(Dissidia_012)|'''Ultimecia''']])
|-
|Weapon || Terra's Legacy || HP +327, BRV -80, ATK +68, DEF +1 || EX Force Absorption +10 %, Back to the Wall effect || Exclusive ([[Kuja_(Dissidia_012)|'''Kuja''']])
|-
|Weapon || Spira's Hope || BRV +39, ATK +67 || EX Intake Range +3m, Cat Nip effect || Exclusive ([[Yuna_(Dissidia_012)|'''Yuna''']])
|-
|Weapon || Chaos Blade || ATK +68 || EX Mode Duration +20 %, slight Counterattack effect || Exclusive ([[Gabranth_(Dissidia_012)|'''Gabranth''']])
|-
|Weapon || Zodiac Blade || ATK +68 || EX Core Absorption +30 %, Riposte effect || Exclusive ([[Vaan_(Dissidia_012)|'''Vaan''']])
|-
|Hand || Seydlitz || HP +327, DEF +72 || Regen +20 % || Bangle
|-
|Hand || Highway Star || ATK +1, DEF +72 || EX Force Absorption +10 % || Exclusive ([[Gabranth_(Dissidia_012)|'''Gabranth''']])
|-
|Body || Bone Mail || HP +3300, BRV +39 || EX Core Absorption Disabled, EX Force Absorption Disabled || Heavy Armor
|}


Increased wall rush damage. Commonly paired with other damage build styles, such as Side by Side. Booster and Sniper Eye basic accessories, as well as weapons with additional wall rush damage boosts, such as Earthbreaker are often used.
== Notes ==
<references group="note"/>

Revision as of 20:22, 6 March 2024


EX is a gameplay mechanic that was introduced in Dissidia Final Fantasy (PSP) and retained in Dissidia 012. It is a resource that enables mechanics exclusive to it, EX mode and EX Revenge (012 only).

Overview

When a bravery or an HP attack connects, it can generate small, bright spheres that float on the field. These are known as EX Force. Being in the vicinity of these spheres draws them to the player character and will accumulate the titular EX resource that is indicated with a vertical purple bar at the bottom corners of the screen.

A full EX meter requires 1000 EX Force. Each sphere has a miniscule value of three (3), but many attacks generate anywhere from 15 to 90 EX on hit.

Once the EX meter has been filled, it will change to a bright orange color and the player will have access to either EX mode or EX Revenge depending on when R + Square is pressed. Much like the assist mechanic, this is a context sensitive input. When the player character is in a damaged state after an attack, the input will activate EX Revenge. Every other instance activates EX mode instead, such as attacking, being staggered or just moving the character freely.

A full EX meter is a powerful asset in competitive play, as it can secure victories, impose checkmate situations on the opponent and prevent an otherwise unavoidable loss. But it is often a resource that is built over the course of a match. As such, it is a long-term investment that not every character can always to make due to unfavorable risk / reward ratio. Gabranth revolves entirely around the EX mechanic, while characters such as Cloud, Lightning and Garland are known to work well with the EX meter economy.

In Dissidia 012, EX is designed to be antithesis to the game's Assist mechanic. Equipment that enhances EX often compromises Assist, activating EX mode depletes the opponent's Assist meter and more.

Situations where EX can be gained

  • Connecting any attack that generates EX Force on hit (refer to the character's attack info tables)
  • Initiating Chase or continuing the sequence with another chase (draws all EX Force on field)
  • Connecting a bravery attack or HP attack during chase (60 EX for BRV, 75 for HP)
  • Dodging an attack during Chase (generates EX Force)
  • Being near EX Force the opponent generated with their previous attack(s)
  • Being near EX Force while attacking or taking damage (special accessories only)
  • Touching an EX core
  • Use Gabranth's EX Charge attack
  • Getting hit by Gilgamesh assist who uses Excalipoor swords
  • Equipping gear and accessories that provide a set amount of EX at the beginning of a fight, such as Zwill Crossblade and First to Victory.
  • Activating the EXP to EX extra ability

Situations where EX will not be gained

  • Player character is too far from the EX spheres for the EX intake range to function
  • Player character is in an attack animation or taking damage (circumvented with special accessories)
  • Player character has Force to Courage special accessory equipped. EX Force is converted to bravery instead.
  • Player character has Side by Side special accessory equipped.
  • Suffering from the EX depletion effect for getting hit by a bravery attack or an HP attack (equipment dependent)
  • Connecting an attack during EX Revenge; EX is not generated aside from Gabranth's EX Charge

Mechanics

EX Break

Hitting the opponent's assist character during EX mode not only locks the assist meter, but also rewards the player with the stage bravery. This can occur both when the assist character is whiff punished or when the character in EX mode connects an attack during the opponent's Assist Change.

Gabranth has an exclusive ability in EX mode known as Jamming that nullifies this mechanic.

EX Burst

A cinematic sequence of attacks that inflicts HP damage and ends EX Mode. This can only be accessed by landing an HP attack during EX mode and then pressing Square when prompted. Once initiated, press the appropriate inputs to perform the devastating flurry of attacks. Failing the sequence of inputs will result in reduced damage. The damage of these attacks differ and may be influenced by character-specific traits. These can be referred to in each character's page on this site.

The opponent can mitigate bravery damage by repeatedly pressing Circle to raise the base defense. This is indicated with a small arrow that moves vertically alongside the graphic indicating base defense values. Overdoing it will result in decreased defense however, so players must input diligently. The support abilities Auto EX Defense or Auto EX Defense Ω can be equipped to eliminate the need for player input at the cost of CP.

Similiarly, the support abilities Auto EX Command or Auto EX Command Ω can be equipped to forgo manual player input altogether. Useful for EX Bursts that require precise timing (in high latency connections), such as Tidus or Jecht.

EX Bursts are commonly used to end matches or tack on additional damage through bravery breaks or otherwise. As health cannot go below 1 with excess wall rush HP damage, following up with an EX Burst is a consistent way to secure the victory for characters who have access to such attacks.

Booster accessories will not be in effect during EX Burst. However, the % damage increase from accessories still affect EX Burst damage.

Any generated EX Force that was floating in the stage prior to using EX Burst is removed once it is over. [1]

EX Core

During a fight, an EX core will appear somewhere in the stage after a period of time has passed. This provides a flat 150 EX and will attract any remaining EX Force floating on the field towards it, further increasing the amount of EX gained when touching it.

This is an object separate from the opponent's character that adheres to the Lock On mechanic. As such, in order to move directly towards it with a dash, players must have the support ability "EX Core Lock On" equipped and press L when an EX core has appeared.

The appearence of an EX core is not dictated by the LUK stat in Dissidia 012. Instead, it has a 25 % chance to spawn close to either player and a 75 % chance to spawn far from both players.

If no-one touches the EX core, it will remain on the field indefinitely. No additional EX cores will spawn during this time. Instead, the existing core will continue to gather all EX Force that is generated through attacks. This will eventually enhance the EX core itself, transforming it's appearence up to two (?) times. During this brief transitional state, the EX core is intangible and cannot be collected.

EX cores are an important aspect of EX generation and thus competitive play in general. Since it is one of the few ways EX can be accumulated without attacking the opponent, it can be a vital tool to establish counterplay or comebacks. For example, grounded characters such as Firion and Golbez are more likely to be in a favorable position to touch the EX core first against aerial characters who are playing passively outside of their reach. This means that EX cores can facilitate situations that break a common dynamic in an overly defensive or otherwise challenging match-up.

Characters who cannot absorb EX Force due to Side by Side or other equipment related factors are still encouraged to collect EX cores if their opponent can absorb EX. Any EX Force generated by the EX-less player will compound for the opponent if they get the EX core first.

Handful of equipment exist purely to influence EX cores. The Soul of Yamato equipment set boosts the appearence of cores, while Dragonfly Orb accessory_basic.png and Squall's exclusive weapon at level 100 enhance EX gained from EX cores directly. While not a common focus in competitive builds, they can be an effective solution in match-ups where the opponent is difficult to catch without risk such as Exdeath.

EX Intake Range

EX Mode

When the EX gauge is full, it can be spent to activate the character's unique powered up state.

Input R + Square while moving freely, attacking, blocking, dodging or being staggered to consume the entire EX gauge and enter EX Mode. This will last for 20 seconds without modifications by equipment or custom rulesets. Each character will have higher critical hit rate (+50 %), passive health regeneration and access to EX Burst for the duration of this state. And in Dissidia 012 specifically the activation will also drain all of the opponent's assist gauge.

That alone makes a full EX meter very valuable. Assist is a common resource many characters will have access to and this is the best way to nullify it without landing an HP attack or relying on the opponent's assist meter decay rate.

In addition, each character has traits exclusive to their EX mode, such as higher movement speed or increased priority on Cloud's bravery attacks. These can be viewed in the customization menu or in the character pages on this site.

EX Revenge

Introduced in Dissidia 012. Just like EX Mode, EX Revenge (EXR for short) requires a full EX meter and will empty it entirely upon using it.

Input R + Square while getting hit to use EX Revenge. Upon using it, time is slowed down significantly and the opponent will be in a staggered state. The default duration is 5 seconds before any modifications are made by equipment or in-game rulesets. Inflicting HP damage will end EX Revenge regardless of the remaining length. Once this state has concluded, interactions will play out at regular speed such as remaining stagger time, hit stun and knockback from an attack.

Several interactions are altered during this time.

  • Knockback is greatly reduced, likely due to the slow-motion effect
  • EX Force cannot be generated by any attacks, except Gabranth's EX Charge.
  • Countdowns involving summons is temporarily halted
  • EX cores remain on the field and can appear during this time when no EX cores are present. Their appearence speed is affected by the slowdown, however.
  • Absorption of EX Force spheres is also affected by the slowdown.
  • The recovery of a finished attack can be cancelled into another attack or a dash.
  • The opponent gains no invulnerability from being wall rushed while the slowdown is in effect, enabling more solo combos.

What does this mean for the opponent

Because the opponent is considered staggered at the beginning of EX Revenge, their EX and assist related usage will cause interactions tied to those states. EX will activate EX mode and assist will use Assist Change. These are the only ways to escape EX revenge and will end it regardless of the remaining length.

If an opponent is already in EX Mode by the time EX Revenge is activated, their EX gauge consumption is temporarily halted and they are susceptible to EX Break. Similiarly, no Assist gauge decay will occur, but it will not reset like using attacks normally would either.

If the opponent is hit with a bravery attack, but not put into a tumbling state, they can land on the ground in a standing position. Should that happen, they cannot use Assist Change. [2]

Other traits

If the player who used EX Revenge can accumulate another full EX meter and activate EX mode during this time, EX revenge will continue unaffected. Gabranth can take advantage of this with the King of Tragedy set bonus, Spider's Web, Spider's Bane and EX Charge (ground).

When EX Revenge is activated, any assists and opponent projectiles (e.g. The Emperor's Flare) out on the battlefield disappear and will not come back when EX Revenge ends. The initiator's projectiles will remain if they existed prior and will move at normal speed. The projectile does not have to be created by the initiator either - By reflecting a projectile such as Lightning's Watera and using EX Revenge, the projectile will continue to exist.

The player who initiated EX Revenge will also remove any negative effects they had on them such as Laguna's Sticky Bomb or Shantotto's Bio. If the opponent was affected prior to EXR, these effects will continue to persist on the opponent and apply countdown or inflict damage.

Stage elements may still be destroyed.

The stage bravery will not be reset. This is generally only important when using the Calcabrina summon. The only way to raise stage bravery is via banish traps, Brynhildr or the omega stage effects listed below.

Omega stage effects

Stage Effect
Old Chaos Shrine Stage does not take bravery from players.
Pandaemonium Spikes will no longer pop up, but any that are out will finish their animation very slowly.

Touching these spikes will end EX Revenge.

World of Darkness Stage will not change regardless of timing. The stage will wait until EX Revenge concludes.

Stage bravery rises very slowly during second and third stage forms.

Lunar Subterrane Stage bravery still accumulates after destroying stage elements, but at a much slower rate.
The Rift The entire stage freezes and no stage elements will change until after EX Revenge ends.

If activated while a part of the stage is moving, that part will remain textureless,
but solid until EX Revenge ends. Stage bravery will not rise.

Kefka's Tower Stage bravery still accumulates after destroying stage elements.

Wall rushing the opponent at the lower sections will still take bravery and
bounce them away, but reduced knockback still applies.

Planet's Core Stage will not change and stage bravery rises at normal speed.
Ultimecia's Castle During time compression, stage bravery acts normally, but broken stage elements

will not repair themselves. Touching a gear will end EX Revenge.
It is unclear if time compression can begin or end during EX Revenge.

Crystal World No crystals will appear and as such, stage bravery will not rise.
Dream's End No changes.
Order's Sanctuary No changes.
Edge of Madness Stage bravery's fluctuation speed is reduced, but can still be quite fast.
Empyreal Paradox Bravery is drained much slower.
Sky Fortress Bahamut Stage bravery rises much slower when standing on the ground.
Orphan's Cradle Platforms can still move, but very slowly.

Notes

EX related customization

Abilities

Support Abilities
Ability CP (Mastered) AP Description Notes
EX Core Lock On 5 (0) 50 When EX Core is present, push L while locked on to lock onto the EX Core.
Auto EX Burst 10 (5) 50 Automatically use EX Burst.
Auto EX Command 30 (15) 160 Automatically input EX Burst commands.
Auto EX Command Ω 40 (20) 200 Automatically input EX Burst commands perfectly.
Auto EX Defense 30 (15) 160 Automatically defend against EX Bursts.
Auto EX Defense Ω 40 (20) 200 Automatically defend against EX Bursts perfectly.
Extra Abilities
Ability CP (Mastered) AP Description Notes
Disable EX Gauge Lock 100 (50) 300 EX Gauge fills steadily. Feral Chaos only. EX absorption fills the EX meter.
Bravery Regen 20 (10) 170 In EX Mode, gain bravery instead of regenerating HP.
EX Critical Boost 60 (45) 200 Further boosts critical hit rate during EX Mode. +25 % critical hit rate.
Anti-EX 60 (45) 200 Boosts critical hit rate when opponent is in EX Mode. +50 % critical hit rate.
Disable EX Critical Boost 40 (20) 100 EX Critical Boost ability effect disabled.
Disable Anti-EX 40 (20) 100 Anti-EX ability effect disabled.
EXP to EX Force 60 (0) 130 Instead of obtaining EXP, the EX Gauge rises by an equivalent amount. 0.1 % conversion.

Accessories

Basic Accessories accessory_basic.png
Name Effect
Attractorb EX Intake Range +1m, Assist Gauge Charge -20 %
Pearl Necklace EX Force Absorption +10 %, Assist Gauge Charge -20 %
Dragonfly Orb EX Core Absorption +10 %, Assist Gauge Duration -30 %
Silver Hourglass EX Mode Duration +5 %, Assist Gauge Duration -10 %
Pendant EX Core Appearence Boost, EX Force Absorption -10 %
Battle Gem Assist Gauge Duration +10 %, EX Force Absorption -20 %
Angel's Bell Regen +5 % (EX mode)
Dismay Shock EX Gauge Depletion +1 %
EX Breaker EX Iai Strike +2 %, Defense -10 %
A Comrade's Vow AST Charge on damage +15 %, EX Intake Range -1m
Booster Accessories accessory_booster.png
Name Effect Condition
Full EX Gauge 1.3 When your EX Gauge is full
Empty EX Gauge 1.5 When your EX Gauge is empty
EX Core Present 1.5 When EX Core is present
EX Mode 1.3 While you are in EX Mode
EX Revenge 1.4 While you are in EX Revenge
Maintain EX Mode 1.4 When in EX Mode for more than 15 seconds
Full EX & Assist Gauge 1.5 When your EX & Assist Gauges are full
Pre-EX Mode 1.4 When you haven't yet entered EX Mode
Pre-EX Revenge 1.3 When you haven't yet used EX Revenge
EX Gauge Full 1.3 When opponent's EX Gauge is full
Empty EX Gauge 1.3 When opponent's EX Gauge is empty
EX Mode 1.3 While opponent is in EX Mode
EX Revenge 1.5 While opponent is in EX Revenge
Special Accessories accessory_special.png
Name Effect
White Drop EX Force Absorption +5 %, Assist Gauge Duration -5 %
Cyan Drop Initial EX Force +10 %, Assist Gauge Duration -10 %
Cyan Gem Initial EX Force +20 %, Assist Gauge Duration -20 %
White Gem EX Force Absorption +10 %, Assist Gauge Duration -10 %
Tenacious Attacker Absorb EX Force during attacks
Blazing Totema Absorb EX Force on Summon, Summon Recharge +2
Force to Courage EX Core & EX Force to BRV
Glutton Absorb EX Force when taking damage
Platinum Hourglass EX Mode Duration +15 %, EX Force Absorption -20 %
Spider Web EX Revenge Duration +10 %
Ruby Hourglass EX Mode Duration +10 %, EX Mode Damage -10 %
Spider's Bane EX Revenge Duration +15 %
Aggressor EX Mode Damage +20 %, EX Mode Duration -30 %
Avenger EX Revenge Damage +30 %, EX Core Absorption -30 %
Glimmering Crystal EX Core Absorption +15 %, Assist Gauge Charge -15 %
Badge of Trust Initial Assist Charge +40 %, EX Force Absorption -30 %
Great Gospel Regen +10 %, BRV Recovery +50 %
First to Victory Initial EX Force +20 %, Initial Assist Charge +20 %, Initial Bravery +20 %
Fake Mustache LUK +10, EX Core Appearence Boost
Mystic Guard EX Break Chance (Endure one EX Break)
Spider Silk EX Revenge Duration +5 %
Close to You Always Absorb EX Force, Assist Gauge Charge -30 %
Center of the World EX Intake Range +3m, EX Force & Core Absorption +25 %, Assist Gauge Freeze
Together as One Initial Assist Charge +40 %, Assist Gauge Duration +50 %, EX Force Absorption -40 %
Side by Side AST Gauge Charge on HP attack, EX Force Absorption Disabled, EX Gauge Freeze
Arcane Incense Initial EX Force +25 %, Accessory breakability: 100 %
Arcane Incense Initial EX Force +100 %, Accessory breakability: 100 %
Spirit of Qu'Bia Initial EX & AST Charge +100 %, Initial Bravery +300 %, Accessory Breakability: 100 %
Shock of Qu'Bia EX & Assist Chance, EX & AST Gauge Depletion +100 %, Accessory Breakability: 100 %
Qu'Bia Crystal EX Force Absorption +100 %, EX Core Absorption +100 %, Accessory Breakability: 100 %

Equipment set bonuses (LV100)

King of Tragedy

Effect: EX Revenge Duration +40%, EX Revenge Damage +50%

Must equip all four equipment for set bonus.

Type Name Stats Effect Category
Weapon Rhongomiant HP -328, ATK +69, DEF -1 - Spear
Hand Prytwen DEF +73 - Shield
Head Dragon Sallet BRV +290, DEF +1 - Helm
Body Wygar HP +2973 - Light Armor

Rise of Discord

Effect: EX Mode Duration +40 %, EX Revenge Duration +40 %.

Exclusive to Feral Chaos. Must equip all four equipment for set bonus.

Type Name Stats Effect Category
Weapon Endless Oblivion ATK +67 - Exclusive
Hand Eternal Despair DEF +73 - Exclusive
Head Phantasmal Abyss BRV +290, DEF +1 - Exclusive
Body Cycle's End HP +2973 - Exclusive

Seal of Lufenia

Effect: EX Gauge Depletion +5 %. Must equip three equipment for set bonus.

This set bonus has multiple equipment that are eligible for this set bonus.

Type Name Stats Effect Category
Weapon Lufenian Saber ATK +67 - Sword
Weapon Lufenian Dagger ATK +66 - Dagger
Weapon Lufenian Katana BRV +39, ATK +67, DEF -1 - Katana
Weapon Lufenian Lance HP -328, ATK +69, DEF -1 - Spear
Weapon Lufenian Staff BRV +39, ATK +66 - Staff
Weapon Star of Lufenia BRV -40, ATK +69, DEF -1 - Thrown
Weapon Lufenian Lute BRV -40, ATK +67, DEF +1 - Instrument
Weapon Lufenian Pole HP -328, BRV +79, ATK +66 - Pole
Hand Lufenian Dirk ATK +1, DEF +72 - Parrying
Hand Lufenian Bangle HP +327, DEF +72 - Bangle
Hand Lufenian Gauntlets BRV +39, DEF +72 - Gauntlet
Hand Lufenian Greatshield BRV +39, ATK -1, DEF +73 - Large Shield
Head Lufenian Hairpin HP -328, BRV +369 - Hairpin
Head Lufenian Headband HP +327, BRV +290 - Headband
Body Lufenian Jacket HP +2973, BRV +39, DEF -1 - Clothing
Body Lufenian Vest HP +2973 - Light Armor

Soul of Yamato

Effect: LUK +3 / Regen +20 % / HP to BRV, EX Core Appearence Boost Must equip three equipment for set bonus.

Type Name Stats Effect Category
Weapon Genji Blade BRV +39, ATK +67, DEF -1 - Katana
Hand Genji Shield DEF +73 - Shield
Head Genji Helm BRV +290 DEF +1 - Helm
Body Heavy Armor HP +3300 BRV +39 - Heavy Armor


Equipment (LV100)

Type Name Stats Effect Category
Weapon Zwill Crossblade ATK +66, DEF +1 Initial EX Force +20 % Dagger
Weapon Heaven's Cloud BRV +39, ATK +67, DEF -1 EX Intake Range +3m Katana
Weapon Nirvana BRV +39, ATK +66 EX Mode Duration +20 % Staff
Weapon Fire Book BRV +39, ATK +66 Regen +15 % Staff
Weapon Cleaver BRV -40, ATK +69, DEF -1 EX Force Absorption +10 % Thrown
Weapon Loki's Lute BRV -40, ATk +67, DEF -1 EX Core Absorption +20 % Instrument
Weapon Gigant Axe BRV -80, ATK +70 EX Force Absorption +10 %, slight Anti-EX effect Exclusive (Garland)
Weapon Mateus' Malice HP +327, BRV -80, ATK +68, DEF +1 EX Intake Range +3m, slight Anti-EX effect Exclusive (The Emperor)
Weapon Everdark BRV +39, ATK +67 BRV Recovery +100 %, slight Anti-EX effect Exclusive (Cloud of Darkness)
Weapon Dorgann's Blade ATK +68 Regen +20 %, Cat Nip effect Exclusive (Bartz)
Weapon Yoshiyuki BRV +39, ATK +68, DEF -1 EX Force Absorption +10 %, Riposte effect Exclusive (Gilgamesh)
Weapon Dancing Mad BRV -40, ATK +68, DEF +1 Initial EX Force +20 %, Back to the Wall effect Exclusive (Kefka)
Weapon One-Winged Angel BRV +39, ATK +68, DEF -1 Damage +10 %, slight Anti-EX effect Exclusive (Sephiroth)
Weapon Lionheart ATK +68 EX Core Absorption +30 %, slight Sneak Attack effect Exclusive (Squall)
Weapon Shooting Star HP +327, BRV -80, ATK +68 DEF +1 EX Force Absorption +10 %, Back to the Wall effect Exclusive (Ultimecia)
Weapon Terra's Legacy HP +327, BRV -80, ATK +68, DEF +1 EX Force Absorption +10 %, Back to the Wall effect Exclusive (Kuja)
Weapon Spira's Hope BRV +39, ATK +67 EX Intake Range +3m, Cat Nip effect Exclusive (Yuna)
Weapon Chaos Blade ATK +68 EX Mode Duration +20 %, slight Counterattack effect Exclusive (Gabranth)
Weapon Zodiac Blade ATK +68 EX Core Absorption +30 %, Riposte effect Exclusive (Vaan)
Hand Seydlitz HP +327, DEF +72 Regen +20 % Bangle
Hand Highway Star ATK +1, DEF +72 EX Force Absorption +10 % Exclusive (Gabranth)
Body Bone Mail HP +3300, BRV +39 EX Core Absorption Disabled, EX Force Absorption Disabled Heavy Armor

Notes