Prishe (Dissidia 012)

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Prishe
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Info
Name Prishe (プリッシュ)
Original game Final Fantasy XI
Base ATK (LV100) 109 (Low)
Base DEF (LV100) 110 (Low)
Run Speed 5 (Normal, Above Average), 2 (EX Mode, Fast)
Dash Speed 73 (Normal, Fast), 69 (EX Mode, Very Fast)
Fall Speed 75 (Normal, Above Average), 71 (EX Mode, Fast)
Fall Speed Ratio After Dodge 21 (Normal, Very Fast), 14 (EX Mode, Very Fast)
Fastest BRV 11F (Combo One)
Fastest HP 43F (Asuran Fists, Auroral Uppercut)
1-Hit HP Yes (Nullifying Dropkick, Banishga max range)
HP Links No
Command Block No
Weapon Thrown Weapons, Grappling Weapons, Instruments,
Poles, Parrying Weapons
Armor Bangles, Gauntlets, Hats, Hairpins, Headbands,
Clothing, Light Armor, Chestplates
Exclusive weapons Koenigs Knuckles, Spharai, Glanzfaust
Unlock
Alignment Cosmos
Voice Actor (JP) Aya Hirano
Voice Actor (ENG) Julie Nathanson


Overview

Prishe is a fast close-range fighter with a variety of melee braveries that can be mixed and matched to create different combos. This is done via customization rather than spontaneous combo routing, and combining specific attacks lead to a "Skillchain" reaction for additional bravery damage.

Prishe is best known for her risk-averse defensive play in close quarters. Her most effective braveries have fast startup, short recovery or both and they lead to solid reward on hit. Raging Fists and One-Inch Punch form the crux of her strategy here, with delayable advancing strikes and high priority mixups respectively to deter approaching opponents. Prishe's dash speed is among the fastest in the game without EX Mode, which helps her chase down opponents and EX Cores when it is needed. Combined with her fast fall speed that makes her air dodges very difficult to punish, Prishe is a textbook example of effective "hit and run" in Dissidia 012. Building assist gauge safely via whiffs is a hallmark of a strong character and she has adequate damage output, assist synergy and dodge punish capability to support it.

Prishe's builds lean towards EX and bravery damage and Adamant Chains special effect accentuates her safe air dodges further. She doesn't work well with Side by Side accessory_special.png due to her average HPs and lack of solo HP combos.

Her weaknesses are a bit more nuanced; While Prishe's braveries are difficult to punish, she also cannot cancel their recovery into a block or a different attack. This limits her overall potential for defensive mind games, even though it is effective as is. Most of her attacks have lackluster vertical tracking and utility against long active disjoints outside of her poking range. The primary ways to get around this are with resources, movement or a slower high priority move (charged One-Inch Punch or Backhand Blow) which is reactable. Her single hit HPs are also situational which complicates EX Revenge checkmate situations. And lastly, Prishe suffers from a bravery slot dilemma similiar to Vaan due to the abundance of viable combo chains. Though her viable loadouts are proven in competition, she can only ever have three aerial bravery chains at a time.

In competitive play, Prishe has been frequently ranked as one of the best characters in the game. Her gameplan is consistent, reliable and relatively ease to execute in most matchups, making her a notable choice for blind picks. Matchups that may give her trouble such as The Emperor and Ultimecia still provide her opportunities to work with resources, so she is rarely at a serious disadvantage that is comparable to low tier characters.

Strengths Weaknesses


Bravery Attacks

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

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

Ground

Can be chained into another bravery.

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

Base Damage 2, 2, 4 (8)
Startup Frame 11F
Damage Type Physical
Priority Melee Low
EX Force 39 (One)
Effects -
Cancels
Assist Gain (Hit)
CP (Mastered) 20 (10)
[Close] Quick three-punch combo. Generates extra EX Force. Can combo without hitting. Unlocked at
level
Mastered at
AP

Can be chained into another bravery.

Normal Charged
Base Damage 10 (1 x 3, 7) 20 (1 x 13, 7)
Startup Frame 17F 32F (charge), 2F (release)
Damage Type Physical Physical
Priority Melee Low Melee Mid
EX Force 15 15
Effects - -
Cancels Dodge Dodge
Assist Gain (Hit)
CP (Mastered) 20 (10)
[Mid] Charge at opponent with fists.
Charge to increase its strength.
Unlocked at
level 25
Mastered at
150 AP

Normal Charged
Base Damage 15 25 (15, 10)
Startup Frame 17F 26F (charge), 10F (release)
Damage Type Physical Physical
Priority Melee Low Melee Low (kick), Ranged Mid (projectile)
EX Force 15 15
Effects - -
Cancels Dodge Dodge
Assist Gain (Hit)
CP (Mastered) 20 (10)
[Mid] Use a leg sweep.
Charge for additional hit.
Unlocked at
level 19
Mastered at
150 AP

Base Damage 12
Startup Frame 45F
Damage Type Physical
Priority Melee Low
EX Force 15 (One)
Effects Dodge
Cancels
Assist Gain (Hit)
CP (Mastered) 20 (10)
Unlocked at
level
Mastered at
AP


[Dodge] Backflip then charge at foe. Evade foe's attack on start.

Base Damage 10
Startup Frame 31F
Damage Type Magical
Priority Ranged Low
EX Force 15
Effects -
Cancels
Assist Gain (Hit)
CP (Mastered) 30 (15)
Unlocked at
level
Mastered at
AP


[Long] Fire high-speed pearls of light at opponent.

Aerial

Base Damage 18
Startup Frame 29F
Damage Type Physical
Priority Melee High
EX Force 15 (One)
Effects -
Cancels
Assist Gain (Hit)
CP (Mastered) 20 (10)
Unlocked at
level
Mastered at
AP


[Close] Strike down with a backhand blow. Useful for attacking from above.

Base Damage 1 x 4, 11 (15)
Startup Frame 23F
Damage Type Physical
Priority Melee Low
EX Force 15 (One)
Effects Absorb
Cancels
Assist Gain (Hit)
CP (Mastered) 20 (10)
Unlocked at
level
Mastered at
AP


[Close] Lunge upwards with fists. Great for attacking from below.

Base Damage 2 x 4, 7 (15)
Startup Frame 13F
Damage Type Physical
Priority Melee Low
EX Force 15 (One)
Effects -
Cancels
Assist Gain (Hit)
CP (Mastered) 20 (10)
Unlocked at
level
Mastered at
AP


[Close] Five-punch combo. Can combo without hitting.

Normal Charged
Base Damage 7 (2, 1 x 3, 2) 35 (2 x 14, 7)
Startup Frame 13F 32F (charge), 4F (release)
Damage Type Physical Physical
Priority Melee Low Melee High
EX Force 15 15
Effects - -
Cancels Dodge Dodge
Assist Gain (Hit)
CP (Mastered) 20 (10)
[Close] Pummel energy shards into foe.
Charge to increase strength.
Unlocked at
level 33
Mastered at
150 AP

Base Damage 10
Startup Frame 19F
Damage Type Magical
Priority Ranged Low
EX Force 15
Effects -
Cancels
Assist Gain (Hit)
CP (Mastered) 30 (15)
Unlocked at
level
Mastered at
AP


[Long] Fire pearls of light. Slow speed, strong homing.

Followups

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

Base Damage 2, 2, 4 (8)
Startup Frame 11F
Damage Type Physical
Priority Melee Low
EX Force 75 (Two)
Effects Chase
Cancels
Assist Gain (Hit)
CP (Mastered) 10 (5)
Unlocked at
level 1
Mastered at
150 AP


Branching from _ (One) [Combo] Three-punch combo.

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

Normal Charged
Base Damage 10 (1 x 3, 7) 20 (1 x 13, 7)
Startup Frame 17F 32F (charge), 2F (release)
Damage Type Physical Physical
Priority Melee Low Melee Mid
EX Force 60 0
Effects Chase Wall Rush
Cancels Dodge Dodge
Assist Gain (Hit)
CP (Mastered) 10 (5)
Branching from _ (One)
[Combo] Charge foe with fists.
Unlocked at
level 19
Mastered at
150 AP

Normal Charged
Base Damage 15 25 (15, 10)
Startup Frame 17F 26F (charge), 10F (release)
Damage Type Physical Physical
Priority Melee Low Melee Low (kick), Ranged Mid (projectile)
EX Force 60 75
Effects Chase Chase
Cancels Dodge Dodge
Assist Gain (Hit)
CP (Mastered) 10 (5)
Branching from _ (One)
[Combo] Use a leg sweep.
Unlocked at
level 25
Mastered at
150 AP

Base Damage 12
Startup Frame 45F
Damage Type Physical
Priority Melee Low
EX Force 0 (Two)
Effects Wall Rush
Cancels
Assist Gain (Hit)
CP (Mastered) 10 (5)
Unlocked at
level 29
Mastered at
150 AP


Branching from _ (One) [Combo] Attack with body slam.

Base Damage 18
Startup Frame 29F
Damage Type Physical
Priority Melee High
EX Force 0 (Two)
Effects Wall Rush
Cancels
Assist Gain (Hit)
CP (Mastered) 10 (5)
Unlocked at
level 4
Mastered at
150 AP


Branching from _ (One) [Combo] Strike w/backhand blow.

Base Damage 1 x 4, 11 (15)
Startup Frame 23F
Damage Type Physical
Priority Melee Low
EX Force 0 (Two)
Effects Wall Rush
Cancels
Assist Gain (Hit)
CP (Mastered) 10 (5)
Unlocked at
level 1
Mastered at
150 AP


Branching from _ (One) [Combo] Upward lunge attack.

Base Damage 2 x 4, 7 (15)
Startup Frame 13F
Damage Type Physical
Priority Melee Low
EX Force 72 (Two)
Effects Chase
Cancels
Assist Gain (Hit)
CP (Mastered) 10 (5)
Unlocked at
level 22
Mastered at
150 AP


Branching from _ (One) [Combo] Five-punch combo.

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

Normal Charged
Base Damage 7 (2, 1 x 3, 2) 35 (2 x 14, 7)
Startup Frame 13F 32F (charge), 4F (release)
Damage Type Physical Physical
Priority Melee Low Melee High
EX Force 0 0
Effects Wall Rush Wall Rush
Cancels Dodge Dodge
Assist Gain (Hit)
CP (Mastered) 10 (5)
Branching from _ (One)
[Combo] Beat w/energy shards.
Unlocked at
level 33
Mastered at
150 AP

HP Attacks

Ground

Base Damage 3 x 7 (21)
Startup Frame 43F
Damage Type Physical
Priority Melee High
EX Force 15
Effects Wall Rush
Cancels
Assist Gain (Hit)
CP (Mastered) 30 (15)
Unlocked at
level
Mastered at
AP


[Close] Quickly charge and pummel foe. Good vs any height.

Base Damage -
Startup Frame 49F
Damage Type -
Priority Melee High
EX Force 0
Effects Wall Rush
Cancels
Assist Gain (Hit)
CP (Mastered) 40 (20)
Unlocked at
level
Mastered at
AP


[Mid] Hit foe with charging dropkick. Slow start, good range.

Aerial

Base Damage 2 x 5 (10)
Startup Frame 43F
Damage Type Physical
Priority Melee High
EX Force 15
Effects Wall Rush
Cancels
Assist Gain (Hit)
CP (Mastered) 30 (15)
Unlocked at
level
Mastered at
AP


[Rise] Quick upward punch. Great for attacking from below.

Base Damage 2 x 5 (10)
Startup Frame 47F
Damage Type Physical
Priority Ranged High
EX Force 0
Effects Wall Rush
Cancels
Assist Gain (Hit)
CP (Mastered) 40 (20)
Unlocked at
level
Mastered at
AP


[Mid] Emit shockwave of light. Effective horizontal attack.

EX Mode: Two-Hour Ability!

Effects:

  • Regen
  • Critical Boost
  • Hundred Fists

Hundred Fists

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

EX Burst: The Five Lights

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

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


Unique Mechanics: Skillchain

Damage multiplier Type EX Force
5 Physical 0


When certain bravery attacks are chained together, Prishe will activate a Skillchain. This is a burst of energy that deals additional bravery damage, which occurs alongside Prishe's current attack. When a Skillchain is activated, its name will also be displayed at the top of the screen, much like HP attacks and EX Mode activations.

Skillchains only activate with physical bravery attack chains. Banish, Holy and HP attacks will not activate a Skillchain.

The following table lists all viable combinations for a Skillchain.

Skillchain Starter Finisher
Compression Howling Fist One Inch Punch
Detonation Combo
Howling Fist
One Inch Punch
Raging Fists
Shoulder Tackle
Spinning Attack
Backhand Blow
Fusion Spinning Attack Combo
Howling Fist
Raging Fists
Shoulder Tackle
Spinning Attack
Gravitation Backhand Blow One Inch Punch
Impaction Shoulder Tackle Combo
Howling Fist
Raging Fists
Shoulder Tackle
Spinning Attack
Liquefaction Combo
Howling Fist
Raging Fists
Spinning Attack
Reverberation Howling Fist Shoulder Tackle
Transfixion One Inch Punch Howling Fist

Backhand Blow finishers are great for setting up Kuja assist combos and the Skillchain activates off of her most practical starters. That makes Detonation one of the more practical Skillchains. Howling Fist finisher provides a bit more flexibility in setting up aerial assist combos (Chase or Wall Rush) at the cost of bravery damage or EX Force depending on its charge level.

Skillchains are often Prishe's 3rd best choices for follow-up; They are good on select high bravery damage focused sets, but are otherwise outclassed in reward or utility by Prishe's other follow-ups. Prishe can only assign one bravery attack chain per bravery slot, which restricts the viability of Skillchains overall. However, the input timing for connecting charged attacks during Skillchains is more generous compared to more optimal follow-ups. This is not due to the Skillchain system specifically, but the synergy between bravery attacks in a chain (frame data and hit stun).

Combos

Solo

Assist

Builds

Builds here.

Stats
HP 9972
CP 450
BRV 917
ATK 178
DEF 183
LUK 60
Max Booster x1.3
Special Effect: Adamant Chains
Equipment
Assist Aerith
Weapon ddff-icon-equip-weapon.png Cleaver
Hand ddff-icon-equip-hand.png Adamant Shield (CP Glitch)
Head ddff-icon-equip-head.png Adamant Helm (CP Glitch)
Body ddff-icon-equip-body.png Adamant Vest
Accessory 1 accessory_basic.png Hyper Ring
Accessory 2 accessory_basic.png Muscle Belt
Accessory 3 accessory_basic.png Dismay Shock
Accessory 4 accessory_basic.png Battle Hammer
Accessory 5 accessory_booster.png Summon Unused
Accessory 6 accessory_special.png White Drop
Accessory 7 accessory_special.png White Drop
Accessory 8 accessory_special.png White Drop
Accessory 9 accessory_special.png White Gem
Accessory 10 accessory_special.png Glutton
Summon ddff-icon-summonstone.png Rubicante
{{{dataBRV}}} {{{dataHP}}}
Bravery attacks
Ground Aerial
HP attacks
Ground Aerial

ddff-icon-equip%20ability.pngindicates a "Gear" extra ability or the use of CP / Equipment glitch. The total CP cost will assume the glitch is done.



Damage, ex absorption and adamant chains for safer air dodges.

Stats
HP
CP
BRV
ATK
DEF
LUK
Max Booster
Special Effect:
Equipment
Assist
Weapon ddff-icon-equip-weapon.png
Hand ddff-icon-equip-hand.png
Head ddff-icon-equip-head.png
Body ddff-icon-equip-body.png
Accessory 1
Accessory 2
Accessory 3
Accessory 4
Accessory 5
Accessory 6
Accessory 7
Accessory 8
Accessory 9
Accessory 10
Summon ddff-icon-summonstone.png
{{{dataBRV}}} {{{dataHP}}}
Bravery attacks
Ground Aerial
HP attacks
Ground Aerial

ddff-icon-equip%20ability.pngindicates a "Gear" extra ability or the use of CP / Equipment glitch. The total CP cost will assume the glitch is done.

Assist

Prishe Assist Data

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


Prishe Assist Overview

Prishe is one of the weaker assists in the game with couple notable strengths and plenty of weaknesses to offset them. She can provide practical combos off of ground wall rushes and represent a Melee High priority hitbox in Backhand Blow. However, her short combo time, reliance on wall rush and slow startup on her air bravery limit Prishe's viability overall.

Howling Fist

Combo: Howling Fist (One) > Raging Fists (Two)

Prishe works best off of ground wall rushes with this move. Prishe won't charge Howling Fist which makes this a relatively fast assist on startup. The Raging Fists ender has decent hold, but moves the opponent quickly in one direction. The Assist Chase ender is what ties everything together and HP linkers who can wall rush on the floor like Cloud and Jecht have no problem following up.

The total bravery damage is rather low, but it is better than nothing.

Backhand Blow

Combo: Backhand Blow (One) > Shoulder Tackle (Two)

Backhand Blow is quite slow on startup to be used reliably as a midair assist combo starter, but Prishe can still pick up opponents off of regular wall rushes. Its quick wall rush finisher makes follow-ups difficult if not impractical though. Being the only 1-bar Melee High air BRV assist in the game offers the unique utility of setting up checkmate situations where other assists cannot, such as against Jecht Block.

Aerial bravery assists are most commonly used in whiff punishes and combos alike, so Backhand Blow being the way it is leaves a lot to be desired.

Nullifying Dropkick

Nullifying Dropkick is slow on startup, but it can be used sparingly as a hard callout tool against grounded opponents thanks to its active frames and lateral reach. Because it is a single hit HP, it can quickly end a match if the opponent is not prepared for it.

Assists

Prishe works well with Kuja and Aerith assists.

References


Navigation


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Page Completed In progress To-do Score
General Add skillchains. 1 / 5 / 86
Pros / Cons Pros and cons. 0 / 5 / ?
Overview / Character Data Overview 0 / 5 / 2
Bravery Attacks Ability info overviews and images. 1 / 5 / 5
HP Attacks Ability info overviews and images. 1 / 5 / 5
EX Mode Basic info Add overview 1 / 5 / 3
Combos Add solo and assist combos with video examples. 0 / 5 / 7
Builds 1 build. Add more builds with overviews as seen on Tifa's page. 1 / 5 / 10
Assist Assist data Common viable assists with overviews. 1 / 5 / 3
Matchups Matchup analysis and tips. 0 / 5 / 32
Frame Data / 1
Starter Guide Concise pvp guide with core concepts and essentials. 0 / 5 / 8
Strategy Strategies and counterplays. 0 / 5 / 10