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List of Useful Info (Dissidia 012)

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Attacks Influenced by Assist Call

When an assist is called, the background darkens and the game slows down the action. During this brief period of time, certain attacks with movement behave abnormally. This commonly shows up as increased travel distance, faster movement speed, or increased tracking.

Please note, that this is an incomplete list. More attacks may be listed in the future.

Character Attack
Bartz Slide Shooter (BRV)
Exdeath Sword Dance (BRV)
Kefka Havoc Wing (HP)
Squall Revolver Drive (HP)
Kuja Flare Star (HP)
Tidus Hop Step (BRV, 2nd hit, midair)
Full Slide (BRV)
Stick & Move (BRV)
Cut & Run (BRV)
Slice & Dice (HP)
Jecht Jecht Stream (BRV, LV2 & LV3)
Prishe Banishga (HP)
Lightning Crushing Blow (HP)
Feral Chaos Brute Force (BRV)

Destroy (BRV)

Attacks That Wall Rush (Ceiling)

Ceiling wall rushes are not as common as regular / ground wall rushes. However, some attacks are designed to do so e.g. Warrior of Light's Rune Saber. Certain attacks can also ceiling wall rush if they are positioned below the opponent, or if the knockback angle allows it otherwise.

Character Attack
Warrior of Light Ascension
Crossover
Rune Saber
Shield of Light
Firion Slash & Arrow (Up Follow-up)
Straightarrow
Cloud of Darkness [0-Form] Particle Beam
[Fusillade] Particle Beam
Cecil Dark Flame
Golbez Nightglow
Sector Ray
Kain Celestial Shooter (Up Follow-up)
Rising Drive
Dragon's Fang
Bartz Slide Shooter
Dark Flame
Exdeath Reverse Polarity Almagest?
Gilgamesh Missile
Terra Tornado
Cloud Slashing Blow (Up Follow-up)
Rising Fang
Sephiroth Heaven’s Light
Tifa Dolphin Blow
Squall Aerial Circle
Rough Divide (midair)
Ultimecia Knight’s Lance (charged)
Laguna Ragnarok Blade
Zidane Grand Lethal
Kuja Flare Star
Tidus Jecht Shot
Jecht Jecht Rush (Up, 3rd Chain)
Triumphant Grasp
Vaan Inferno
Gabranth Rupture
Hatred
Feral Chaos Via Dolorosa

Attacks With Assist Chase

<section begin="astchase" /> {{#lsth:Assist_(Dissidia_012)|Attacks with Assist Chase}} <section end="astchase" />

Attack Priority

Unblockable

Character Attack
Garland Earthquake (HP, the rocks)
The Emperor Thunder Crest (BRV)
Starfall (HP)
Dreary Cell (HP)
Golbez Rising Wave (BRV, the 1st wave)
Bartz Goblin Punch (HP, EX mode only)
Exdeath Black Hole (BRV)
Grand Cross (HP)
Terra Graviga (BRV)
Fire (BRV, the explosion)
Flood (HP)
Ultima (HP)
Kefka Hyperdrive (HP)
Laguna Sticky Bomb (BRV, the explosion)
Zidane Shift Break (HP, the water)

Special

Character Attack
The Emperor Dynamite (BRV, when sticked to surface)
Kuja Remote Flare (BRV)
Ultimecia Knight's Arrow (charged, when static)

Base ATK / DEF Stats

<section begin="stats" /> {{#lsth:Statistic (Dissidia 012)|Attack (ATK) and Defense (DEF)}} <section end="stats" />

Command Block

These are attacks that can guard. A common trait for them is that the guarding happens instantly on frame 1 and lasts for a period of time. They are useful as an emergency measure if the character is going to get hit after dodging.

Warrior of Light Shield of Light (HP, Ground & Midair)
The Emperor Starfall (HP, Ground & Midair, Magic Only)
Cloud of Darkness [Wrath] Particle Beam (HP, Ground & Midair)
Exdeath Turn Guard (BRV)
Shell Guard (BRV, Magic Only)
Protect Guard (BRV, Physical Only)
Omni Block (BRV)
Delta Attack (HP)
Sephiroth Scintilla (HP, Ground & Midair)
Squall Heel Crush (BRV, Magic Only)
Fated Circle (HP, Magic Only)
Aerial Circle (HP, Magic Only)
Jecht Jecht Block (BRV)
Vaan Sword & Shield (BRV, Switch)

Most command blocks also stagger if the opponent is dashing. The exceptions are command blocks that only block magic, such as Starfall, Shell Guard, Heel Crush and Aerial Circle.

Double Dodges

These are attacks that can be used after a dodge to evade incoming attacks. They are useful as an emergency measure if the character is going to get hit after dodging.

Only Tidus and Vaan have moves with a dodge property as determined by the game. Others use their movement or lack of a {{#tooltip: hurtbox |





























An invisible predefined area that determines how a character can come into contact with an attack. If this makes contact with an attack, the character gets hit. Bigger hurtbox means it's easier to get hit.

































}} to evade attacks. Their effectiveness may vary, however.

Character Attack
Garland Chain Cast (BRV)
Cloud of Darkness [Feint] Particle Beam (HP)
Gilgamesh Jump (HP)
Kain Jump (HP)
Prishe Shoulder Tackle (BRV, One)
Tidus Stick & Move (BRV)
Cut & Run (BRV)
Dart & Weave (BRV)
Tifa BRV > Feint
Vaan Rifle (BRV, Switch)

Safe Empty Chase

When a character initiates chase, they can choose to not attack and end chase early. However, Recovery Attack makes this unsafe as many characters can then strike back with a bravery, punishing an empty chase altogether.

Few attacks cause enough hit stun to make these empty chases safe. In these cases, chase must be usually done as soon as possible.

Safe Empty Chase (Anywhere)

These attacks work anywhere due to their hit stun. Be sure to chase as soon as the prompt appears.

Character Attack
Garland Twist Drill
Onion Knight Blizzaga (EX only)
Kefka Lickety-Split Thundaga
Zap-Trap Thundaga (one bolt)
Terra Thundara
Yuna Aerospark (max)

Safe Empty Chase (Extra Projectile)

These attacks can be made safe if an additional projectile on them hits late.

Character Attack
Firion Magic Arts: Frost
Bartz Holy
Kefka Extra-Crispy Firaga
Ultimecia Knight's Axe (uncharged)

Safe Empty Chase (Wall Rush)

These attacks can be made safe, because they force a ground wall rush by chasing late. They provide enough frame advantage that they can be used as an assist combo starter as well.

Character Attack
Warrior of Light Dayflash (ground)
Cecil Sacred Cross
Kain Lance Barrage (down)
Celestial Shooter (down)
Prishe Howling Fist (Two, uncharged. Slopes only)
Feral Chaos Brute Force
Splinter
Destroy (far from wall)

Only Feral Chaos can empty chase when an aerial wall rush happens.

Technically, more attacks could make empty chases safe by chasing against uneven surface. For example, Jecht's Jecht Rush (neutral 2) causes a wall rush reaction if the opponent delays their air recovery. This form of empty chase is not known to be practical most of the time, because of the required positioning and attacks' knockback angles. Opponents can also recover earlier depending on the move.

1-hit HP attacks

These are attacks that inflict HP damage the moment they hit. They are important in circumventing EX Revenge checkmates with EX depletion.

Character Attack
Warrior of Light Shield of Light
Shining Wave
Radiant Sword
Garland Cyclone
Blaze
Firion Straightarrow (ground & midair)
The Emperor Flare (ground & midair)
Onion Knight Firaga
Cloud of Darkness [Wide-Angle] Particle Beam
[Long-Range] Particle Beam
[Feint] Particle Beam
Aura Ball
[Fusillade] Particle Beam
Cecil Dark Flame
Luminous Shard
Kain Jump (lv1)
Dragon's Fang (ground & midair)
Bartz Hellfire
Dark Flame
Ragnarok Blade
Luminous Shard
Exdeath Delta Attack
Almagest
Gilgamesh Rocket Punch
Jump
Missile
Terra Flood
Meltdown
Kefka Havoc Wing
Hyperdrive
Trine
Forsaken Null
Cloud Meteorain (ground & midair)
Sephiroth Black Materia
Heaven's Light
Hell's Gate (not held)
Tifa Burning Arrow
Squall Fated Circle
Aerial Circle
Revolver Drive (not held)
Rough Divide (ground & midair)
Ultimecia Apocalypse
Shockwave Pulsar
Great Attractor
Laguna Ragnarok Blade
Split Laser
Zidane Tidal Flame
Free Energy
Kuja Force Symphony
Jecht Jecht Beam (ground & midair)
Yuna Energy Ray
Hellfire
Prishe Nullifying Dropkick
Banishga (max range)
Vaan Cataclysm (rocks)
Windburst (projectile)
Gabranth Innocence (ground & midair)
Lightning Razor Gale
Crushing Blow
Feral Chaos Via Dolorosa (projectile)
Flagro Maximus

References


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