Sephiroth (Dissidia 012) and Glossary (Dissidia 012): Difference between pages

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(Added info on delayable button presses and ground shadow flare)
 
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[[Category:Dissidia 012 Final Fantasy]]
[[Category:Dissidia 012 Final Fantasy]]


{{CharacterInfo
= Ability Points (AP) =
|name=Sephiroth (セフィロス)
AP is used to master abilities to reduce their equipment cost. It is gained from battles.
|origin=Final Fantasy VII
|weapon=Greatswords, Katanas
|armor=Chestplates, Gauntlets, Heavy Armor,<br>Helms, Light Armor, Shields
|atk=111 (High)
|def=111 (Average)
|runspeed=9 (Slow)
|dash=81 (Below Average)
|fall=85 (Average)
|fallr=41 (Below Average)
|exclusives=Masamune Blade, Masamune, One-Winged Angel
}}


{{ProConTable
= Assist Chase (AC) =
|pros=*'''Zoning'''. Shadow Flare can pressure the opponent into taking action and follow a pace that Sephiroth dictates.
After an assist attack sends the opponent flying and the {{pspcro}} button prompt is taken, the player character will instantly move near the opponent. Commonly used in assist combos.
*'''Aerial combat''' lets Sephiroth fight comfortably without ground, or relying on it.
*'''Damage output''' is great with high attack stat, damaging braveries and HP wall rushes. Sephiroth can shred through bravery with a single assist combo.
*'''Meter generation''', Sephiroth builds both EX and Assist meter reliably and can be built for it
*'''Builds''' provide ample room to optimize and adjust Sephiroth's strengths.
*'''Flexible post-dodge defense''' with three midair HPs providing evasion or instant guard.
*'''EX Mode''' amplifies Sephiroth's damage, but also lets reset the opponent's bravery to 0 with Heartless Angel with an assist.
*'''Easy and reliable''' at all levels of play.
|cons=*'''Anti-Zoning'''. Bravery Boost on Dodge and long range counters such as {{012fir}}'s Shield Bash and {{012exd}}'s block followups can limit the effectiveness of Sephiroth's zoning.
*'''Linearity'''. Many of Sephiroth's attacks are either telegraphed or have average to poor tracking.
*'''No quick air pokes'''. Sephiroth has attacks with early dodge cancel recovery and fast startup, but not both on a single move. The only exception is Transience which is ground only bravery.
*'''Mobility''' is slightly worse on average overall, encouraging active use of attacks, dodges and dashes to stay on top of the competition.
}}


= Overview =
= Assist combo =
A combo involving an assist character.


= Assist punish =
A [https://glossary.infil.net/?t=Whiff%20Punish '''whiff punish'''] done with assist.


= Bravery Attacks =
= Attack (ATK) =
A [[Statistic_(Dissidia_012)|'''stat''']] that determines how much bravery damage a character can inflict on the opponent.


Some of Sephiroth's melee bravery attacks require two bravery inputs to complete them. The second input is a finisher which can be done early. Delaying this button press until all preceding hits have connected maximizes the damage dealt. This is what attack descriptions refer to when they say "delay combo to boost hit times."
= Battlegen =
A system that handles dropped items from the opponent after meeting specified conditions during battle.


== Ground ==
= Blodge =
A technique which immediately cancels a block into a dodge.


<tabber>
[[Blodge|'''Blodge page.''']]
|-|Reaper=
{{AbilityInfo
|damage=2, 1 x 5, 10, 2, 1 x 6, 10, 3, 1 x 5, 2 (45)
|startup=21F
|type=Physical
|priority=Melee Low
|ex=93
|effect=Chase
|cp=30 (15)
}}
''[Close] Katana slash. Delay combo to boost hit times.''


|-|Fervent Blow=
= Bravery (BRV) =
{{AbilityInfo
This is the number above the character's health bar that determines how much damage an HP attack does on hit.
|damage=5, 4 x 5, 1 x 3, 7 (35)
|startup=27F
|type=Physical
|priority=Melee Low, Ranged Low
|ex=30
|effect=Wall Rush
|cp=30 (15)
}}
''[Long] Shockwaves from sword. Delay combo to boost hit times.''


|-|Shadow Flare (ground)=
[[Bravery_(Dissidia_012)|'''More on bravery.''']]
{{AbilityInfo
|damage=each (3)
|startup=45F
|type=Magical
|priority=Ranged Low
|ex=0
|effect=-
|cp=30 (15)
}}
''[Long] Generate 4 spheres of darkness surrounding opponent.''


Shadow Flare is one of Sephiroth's character-defining braveries, but the grounded version is not used often. It leaves him airborne, which is great for builds with a Pre-Jump booster {{accboo}}, but not ideal for repeated use on the ground. A decent, supplementary bravery to start off with, but not one to be relied on throughout a fight.
= Bravery Break =
When a character's bravery goes below 0, they will suffer from break status and the attacker will receive stage bravery as a reward.


|-|Transience=
= Capacity Points (CP) =
{{AbilityInfo
These points determine how many abilities can be equipped at once. Each ability has a cost associated with them.
|damage=1 x 7, 13 (20)
|startup=15F
|type=Physical (1st hit), Magical (other hits)
|priority=Melee Low
|ex=30
|effect=Wall Rush
|cp=30 (15)
}}
''[Close] Quick upward sword slash. Short reach, but fast.''


</tabber>
= Chase =
An instance where an attacker pursues the opponent and both players must attempt to land an attack without getting hit themselves. It is done with {{pspcro}} at the end of an attack, but not all attacks allow this.


== Aerial ==
[[Chase_(Dissidia_012)|'''More on Chase.''']]


<tabber>
= Command block =
An interpretation of a more commonly known fighting game term [https://glossary.infil.net/?t=Command%20Normal '''command normal.'''] This is used to refer to attacks that function as a block or have block properties, such as [[Jecht_(Dissidia_012)#Jecht_Block_(ground)-0|'''Jecht Block''']] and [[Sephiroth_(Dissidia_012)#Scintilla_(midair)-3|'''Scintilla''']].


|-|Sudden Cruelty=
= Cross-up =
{{AbilityInfo
In Dissidia 012, a cross-up is an attack that comes from above at an angle that either hits behind block or changes the opponent's input, sabotaging their defense attempt.
|damage=2 x 8, 9, 4, 1 x 5, 6 (40)
|startup=17F
|type=Physical
|priority=Melee Low
|ex=30
|effect=Chase
|cp=30 (15)
}}
''[Mid] Nigh-instant slices. Delay combo to boost hit times.''


|-|Godspeed=
Because of the toward / away directional input system on the ground, this can technically happen when dashing past an opponent when grounded as well.
{{AbilityInfo
|damage=5, 4 x 5, 1, 2, 7 (35)
|startup=23F
|type=Physical
|priority=Melee Low, Ranged Low
|ex=33
|effect=Wall Rush
|cp=30 (15)
}}
''[Long] Shockwaves from sword. Delay combo to boost hit times.''


|-|Oblivion=
= Customization =
{{AbilityInfo
A major aspect in Dissidia 012 where players adjust their character with abilities, equipment, summons and assist.
|damage=6, 1 x 9, 10 (25)
|startup=27F
|type=Physical
|priority=Melee Low
|ex=30
|effect=Wall Rush
|cp=30 (15)
}}
''[Mid] Light-speed movement continuously damaging foe.''


|-|Shadow Flare (midair)=
= Defense (DEF) =
{{AbilityInfo
A stat that determines how much bravery damage a character takes when hit.
|damage=each (3)
|startup=45F
|type=Magical
|priority=Ranged Low
|ex=0
|effect=-
|cp=30 (15)
}}
''[Long] Generate 4 spheres of darkness surrounding opponent.''


</tabber>
= Dodge cancel (DC) =
An action that is cancelled with a dodge, which is usually done to cancel attacks.


= HP Attacks =
= Dodge punish =
A technique where a defender is hit during a dodge or at the end of it ''before'' they can act.


== Ground ==
[[Dodge_(Dissidia_012)#Dodge_punishment|'''More on dodge punishment''']]


<tabber>
= Empty Chase =
|-|Black Materia=
A Chase sequence where the initiator does not perform a bravery or HP attack.
{{AbilityInfo
|damage=3 x N (max charged)
|startup=63F, 101F, 201F
|type=Magical
|priority=Ranged High
|ex=0, 0, 6
|effect=Wall Rush, Absorb (if max)
|cp=30 (15)
}}
''[Long] Summon meteors. Hold button to increase size.''


Minimum charge time for LV2 is 90F, and 178F for LV3.
[[Chase_(Dissidia_012)#Empty_Chase|'''More on Empty Chase''']].


|-|Octaslash (ground)=
= EX Mode =
{{AbilityInfo
A powered up form that is accessed with {{pspr}} + {{pspsqu}} when the EX gauge is full.
|damage=2 x 6, 4 (16)
|startup=43F
|type=Physical
|priority=Melee High
|ex=21
|effect=Wall Rush
|cp=30 (15)
}}
''[Mid] 8 violent slicing attacks. Strike foe with long reach.''


|-|Scintilla (ground)=
= EX Revenge =
{{AbilityInfo
A defensive mechanic that temporarily freezes time for a counterattack. Accessed with {{pspr}} + {{pspsqu}} when taking damage while EX gauge is full.
|damage=4, 1 x 6 (10)
|startup=45F, 1F-42F (block)
|type=Physical
|priority=Block Mid, Melee High
|ex=30
|effect=Wall Rush, Block
|cp=30 (15)
}}
''[Block] Defends, then attacks. Attack even if block fails.''


</tabber>
= Final EX Revenge =
Also known as EX Revenge checkmate. A situation where a player can finish a match by activating EX Revenge when the opponent has no way to safely land an attack and escape from EX Revenge.


== Aerial ==
= Free Air Dash (FAD) =
A [[Abilities_(Dissidia_012)|'''basic ability''']] that functions as a homing dash towards the opponent.


<tabber>
= Dash feint / Spot dash =
|-|Hell's Gate=
A technique that instantly cancels a block into a dash. Can be done repeatedly to build assist meter, delay attacks and realign during an opponent's air dodge.
{{AbilityInfo
|damage=2 x N
|startup=55F
|type=Physical
|priority=Melee High
|ex=60 + 3 x N
|effect=-
|cp=30 (15)
}}
''[Dive] Freefall lunge. Hold button to keep falling. Aim with the analog stick.''


|-|Scintilla (midair)=
[[Dash_feint|'''More on Dash feint.''']]
{{AbilityInfo
|damage=4, 1 x 6 (10)
|startup=45F, 1F-42F (block)
|type=Physical
|priority=Block Mid, Melee High
|ex=30
|effect=Wall Rush, Block
|cp=30 (15)
}}
''[Block] Defends, then attacks. Attack even if block fails.''


|-|Heaven's Light=
= Glide =
{{AbilityInfo
A basic ability for a few characters that lets them move horizontally in all directions. It is different from a dash. Also part of Kuja's bravery attacks.
|damage=-
|startup=43F
|type=-
|priority=Melee High
|ex=0
|effect=Wall Rush
|cp=30 (15)
}}
''Powerful rising lunge. Effective when below foe.''


</tabber>
= Ground Dash (GD) =
A basic ability that functions as a homing dash exclusively on the ground.


= EX Mode: Reunion! =
= High base bravery =
Effects:
A build that invests in baseline bravery (and recovery) to increase HP damage output without relying on ATK stat.
* Regen
* Critical Boost
* Glide
* Heartless Angel


== Glide ==
[[Customisation_Guide_for_Online_Battles_(Dissidia_012)#Damage_(high_base_bravery)|'''More on high base bravery.''']]
''[Activate by holding x in midair.] Draws spiritual energy within to move freely through the air.''


== Heartless Angel ==
= HP =
''[Activate with R + square]
A stat that represents health. Also used informally to refer to HP attacks.
Bravery cannot be gained, but opponent's bravery falls to 1.''


Charge time = 5 seconds (297 frames). Early release cooldown time = 40 frames.
= HP linker =
A term that refers to characters with prominent BRV to HP links, such as {{012ok}} and {{012clo}}.


=== EX Burst: Super Nova ===
= Landing lag (LL) =
''A blast of such despair that it can send destructioon even into other dimensions. Repeatedly press circle to raise the gauge.''
A period after landing on the ground, during which the player character cannot act. Commonly seen in solo combos.


{{burst
= Link glitch =
|damage1=5 x 5 (25)
Also known as hit glitch. When a player character's projectile hits, performing another attack can result in activating the attack's followup that would not normally occur.
|damage2=5 x 6, 9 x 5 (75) (100 total)
|type=Physical
}}


= Combos =
[[Glitch_(Dissidia_012)#Hit_Glitch|'''More on link glitch.''']]


== Solo ==
= Luck (LUK) =
A stat that influences item drop rate.


== Assist ==
= Multi Air Slide (MAS) =
A basic ability that functions a single-use Omni Air Dash. It can be done after all midair jumps have been used.


<tabber>
= Omega stage =
|-|Kuja=
A variant of an existing stage that changes how stage bravery and stage elements function. These can lead to unorthodox or lopsided gameplay and are commonly banned in competitive play. Not all stages have an omega version.


|-|Aerith=
= Omni Air Dash (OAD) =
A basic ability that lets the player character dash horizontally in the air. It replaces Free Air Dash if equipped.


|-|Jecht=
= Omni Ground Dash (OGD) =
A basic ability that lets the player character dash horizontally while staying on the ground. It replaces Ground Dash if equipped.


</tabber>
= Poke =
In Dissidia 012, a poke commonly refers to an attack with fast startup, relatively low recovery and reliable assist combo conversions. They are typically good at generating [[Assist_(Dissidia_012)|'''Assist''']] on whiff, but can also have good EX generation on hit.


= Builds =
Because of the stagger system, poking is not always a perpetual state of physically connecting single attacks to condition the opponent.
Builds here.


<tabber>
= Reverse Free Air Dash (RFAD) =
|-|Hybrid (Seal of Lufenia)=
A basic ability that is an inverse of Free Air Dash. It moves the player character away from the opponent whenever used, and it replaces Free Air Dash when equipped.
{{Build
|hp=9644
|cp=450
|brv=1175
|atk=180
|def=182
|luk=60
|booster=x3.5
|setbonus=Seal of Lufenia
|ast=Kuja
|wpn=One-Winged Angel
|hand=Lufenian Dirk ([[CP_Glitch_(Dissidia_012)|'''CP Glitch''']])
|head=Lufenian Hairpin ([[CP_Glitch_(Dissidia_012)|'''CP Glitch''']])
|armor=Lufenian Vest
|acc1={{accbas}} Hyper Ring
|acc2={{accbas}} Muscle Belt
|acc3={{accbas}} Sniper Eye
|acc4={{accbas}} Battle Hammer
|acc5={{accboo}} Summon Unused
|acc6={{accboo}} Pre-EX Mode
|acc7={{accboo}} Aerial
|acc8={{accboo}} Opponent Summon Unused
|acc9={{accsp}} Tenacious Attacker
|acc10={{accsp}} Glutton
|summon=Rubicante
}}


= Reverse Ground Dash (RGD) =
A basic ability that is an inverse of Ground Dash. It moves the player character away from the opponent whenever used, and it replaces Ground Dash when equipped.


Equip the Best Dresser extra ability.
= Stage Bravery =
This is the number between the characters' health bars. Whenever a player's bravery is depleted below 0, the attacker receives this as a reward.


|-|Build #2=
= Stagger =
{{Build
A state during which a character is vulnerable to attacks for a brief moment. It commonly happens after a low priority melee bravery attack or a dash is blocked.
|hp=
|cp=
|brv=
|atk=
|def=
|luk=
|booster=
|setbonus=
|ast=
|wpn=
|hand=
|head=
|armor=
|acc1=
|acc2=
|acc3=
|acc4=
|acc5=
|acc6=
|acc7=
|acc8=
|acc9=
|acc10=
|summon=
}}


</tabber>
[[Block_(Dissidia_012)#Stagger|'''More on stagger.''']]


= Assist =
= Wall Rush (WR) =
A state during which a player character is stuck and vulnerable to assist characters. Certain attacks with knockback inflict this instead of Chase.


== Sephiroth's assist data ==
[[Wall_Rush_(Dissidia_012_Final_Fantasy)|'''More on Wall Rush.''']]
 
{{012Assist
|type1=BRV
|attack1=Reaper
|startup1=21F
|position1=Ground
|spawn1=Opponent
|damage1=2, 1 x 5, 10, 2, 1 x 6, 10, 3, 1 x 5, 2 (45)
|effect1=Chase
|type2=BRV
|attack2=Sudden Cruelty
|startup2=17F
|position2=Air
|spawn2=Opponent
|damage2=2 x 8, 9, 4, 1 x 5, 6 (40)
|effect2=Chase
|type3=HP
|attack3=Octaslash
|startup3=43F
|position3=Ground
|spawn3=Opponent
|damage3=2 x 6, 4 (16)
|effect3=Wall Rush
|type4=HP
|attack4=Hell's Gate
|startup4=55F
|position4=Air
|spawn4=Opponent
|damage4=2 x N
|effect4=Chase
}}
 
== Assists ==
Sephiroth works well with most tournament viable assists.

Revision as of 16:06, 18 June 2024


Ability Points (AP)

AP is used to master abilities to reduce their equipment cost. It is gained from battles.

Assist Chase (AC)

After an assist attack sends the opponent flying and the ddff-icon-button-cross.png button prompt is taken, the player character will instantly move near the opponent. Commonly used in assist combos.

Assist combo

A combo involving an assist character.

Assist punish

A whiff punish done with assist.

Attack (ATK)

A stat that determines how much bravery damage a character can inflict on the opponent.

Battlegen

A system that handles dropped items from the opponent after meeting specified conditions during battle.

Blodge

A technique which immediately cancels a block into a dodge.

Blodge page.

Bravery (BRV)

This is the number above the character's health bar that determines how much damage an HP attack does on hit.

More on bravery.

Bravery Break

When a character's bravery goes below 0, they will suffer from break status and the attacker will receive stage bravery as a reward.

Capacity Points (CP)

These points determine how many abilities can be equipped at once. Each ability has a cost associated with them.

Chase

An instance where an attacker pursues the opponent and both players must attempt to land an attack without getting hit themselves. It is done with ddff-icon-button-cross.png at the end of an attack, but not all attacks allow this.

More on Chase.

Command block

An interpretation of a more commonly known fighting game term command normal. This is used to refer to attacks that function as a block or have block properties, such as Jecht Block and Scintilla.

Cross-up

In Dissidia 012, a cross-up is an attack that comes from above at an angle that either hits behind block or changes the opponent's input, sabotaging their defense attempt.

Because of the toward / away directional input system on the ground, this can technically happen when dashing past an opponent when grounded as well.

Customization

A major aspect in Dissidia 012 where players adjust their character with abilities, equipment, summons and assist.

Defense (DEF)

A stat that determines how much bravery damage a character takes when hit.

Dodge cancel (DC)

An action that is cancelled with a dodge, which is usually done to cancel attacks.

Dodge punish

A technique where a defender is hit during a dodge or at the end of it before they can act.

More on dodge punishment

Empty Chase

A Chase sequence where the initiator does not perform a bravery or HP attack.

More on Empty Chase.

EX Mode

A powered up form that is accessed with ddff-icon-button-r.png + ddff-icon-button-square.png when the EX gauge is full.

EX Revenge

A defensive mechanic that temporarily freezes time for a counterattack. Accessed with ddff-icon-button-r.png + ddff-icon-button-square.png when taking damage while EX gauge is full.

Final EX Revenge

Also known as EX Revenge checkmate. A situation where a player can finish a match by activating EX Revenge when the opponent has no way to safely land an attack and escape from EX Revenge.

Free Air Dash (FAD)

A basic ability that functions as a homing dash towards the opponent.

Dash feint / Spot dash

A technique that instantly cancels a block into a dash. Can be done repeatedly to build assist meter, delay attacks and realign during an opponent's air dodge.

More on Dash feint.

Glide

A basic ability for a few characters that lets them move horizontally in all directions. It is different from a dash. Also part of Kuja's bravery attacks.

Ground Dash (GD)

A basic ability that functions as a homing dash exclusively on the ground.

High base bravery

A build that invests in baseline bravery (and recovery) to increase HP damage output without relying on ATK stat.

More on high base bravery.

HP

A stat that represents health. Also used informally to refer to HP attacks.

HP linker

A term that refers to characters with prominent BRV to HP links, such as Onion Knight and Cloud.

Landing lag (LL)

A period after landing on the ground, during which the player character cannot act. Commonly seen in solo combos.

Link glitch

Also known as hit glitch. When a player character's projectile hits, performing another attack can result in activating the attack's followup that would not normally occur.

More on link glitch.

Luck (LUK)

A stat that influences item drop rate.

Multi Air Slide (MAS)

A basic ability that functions a single-use Omni Air Dash. It can be done after all midair jumps have been used.

Omega stage

A variant of an existing stage that changes how stage bravery and stage elements function. These can lead to unorthodox or lopsided gameplay and are commonly banned in competitive play. Not all stages have an omega version.

Omni Air Dash (OAD)

A basic ability that lets the player character dash horizontally in the air. It replaces Free Air Dash if equipped.

Omni Ground Dash (OGD)

A basic ability that lets the player character dash horizontally while staying on the ground. It replaces Ground Dash if equipped.

Poke

In Dissidia 012, a poke commonly refers to an attack with fast startup, relatively low recovery and reliable assist combo conversions. They are typically good at generating Assist on whiff, but can also have good EX generation on hit.

Because of the stagger system, poking is not always a perpetual state of physically connecting single attacks to condition the opponent.

Reverse Free Air Dash (RFAD)

A basic ability that is an inverse of Free Air Dash. It moves the player character away from the opponent whenever used, and it replaces Free Air Dash when equipped.

Reverse Ground Dash (RGD)

A basic ability that is an inverse of Ground Dash. It moves the player character away from the opponent whenever used, and it replaces Ground Dash when equipped.

Stage Bravery

This is the number between the characters' health bars. Whenever a player's bravery is depleted below 0, the attacker receives this as a reward.

Stagger

A state during which a character is vulnerable to attacks for a brief moment. It commonly happens after a low priority melee bravery attack or a dash is blocked.

More on stagger.

Wall Rush (WR)

A state during which a player character is stuck and vulnerable to assist characters. Certain attacks with knockback inflict this instead of Chase.

More on Wall Rush.