Squall Leonhart (Dissidia 012)/Strategy and Glossary (Dissidia 012): Difference between pages

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[[Category:Dissidia 012 Final Fantasy Strategy]]
[[Category:Dissidia 012 Final Fantasy]]
{{012squ}} can operate at a variety of ranges, but ultimately functions as a close-range fighter.


= Strategy =
= Ability Points (AP) =
AP is used to master abilities to reduce their equipment cost. It is gained from battles.


== Offense (Ground) ==
= Assist Chase (AC) =
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.


* Poke with Upper Blues to catch moving opponents and start combos
= Assist combo =
* Use Thunder Barret to threaten opponents slightly outside of their range and pull them out of traps, projectiles or landing lag.
A combo involving an assist character.
* Go through Ranged Low projectiles with Fated Circle
* Ground Dash towards the opponent and apply one of the above or look for a dodge punish (detailed below).


== Defense (Ground) ==
= Assist punish =
* Jump to make a ground attack miss and then punish with Beat Fang
A [https://glossary.infil.net/?t=Whiff%20Punish '''whiff punish'''] done with assist.
* To build assist meter quickly, alternate between whiffing Solid Barrel and Upper Blues


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


* Blasting Zone can catch any dodge within it's range, call them out with it.
= Battlegen =
* Fated Circle can punish a neutral ground dodge with the vacuum effect. Must be closer to the opponent than with Blasting Zone.
A system that handles dropped items from the opponent after meeting specified conditions during battle.
* To punish ground dodges with a bravery, you have to dash to close the distance. Upper Blues is recommended for range, but Solid Barrel can output more EX and damage.


== Offense (Aerial) ==
= Blodge =
A technique which immediately cancels a block into a dodge.


* Poke with Beat Fang, whether you're below or above the opponent. Note that Beat Fang has better hitbox and tracking for hitting from below than from above. '''Don't get predictable with dodge cancel timing.'''
[[Blodge|'''Blodge page.''']]
* Stagger regular block with Heel Crush
* Use Free Air Dash and air jump to close gaps, look for dodge punishes or feint an approach.
* Bulldoze through Ranged Low projectiles with Heel Crush or Aerial Circle.
* Similiarly, Rough Divide can be used to break through high priority traps and projectiles but carries more risk.


== Defense (Aerial) ==
= Bravery (BRV) =
* Use Beat Fang to build assist meter on whiff. Alternate with Fire Barret to mitigate the loss in meter gain from repeated use.
This is the number above the character's health bar that determines how much damage an HP attack does on hit.
* Use air jumps to safely maneuver near the opponent and look for opportunities to hit Beat Fang
* Use Fire Barret to passively occupy space, build assist meter and convert to a Beat Fang combo if it hits later.
* After staggering with a [[Blodge|'''blodge''']] or [[Assist_(Dissidia_012)#Assist_Change|'''LV2 Assist Change''']], counter with Aerial Circle.


== Dodge Punishment (Aerial) ==
[[Bravery_(Dissidia_012)|'''More on bravery.''']]
* To punish air dodges, Free Air Dash and then using Beat Fang is safest.
* Aerial Circle is higher risk and susceptible to bravery breaks by the opponent's assist, but it can punish short and neutral air dodges with the absorb vacuum effect.
* Use Rough Divide to catch floaty air dodges.
* To defend after an air dodge, use Beat Fang to clash with attacks or beat your opponent to the punch.


= Counterstrategies =
= 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.


Majority of Squall's successful interactions happen in close range, but he has a few weaknesses. The recovery on his primary pokes can only be dodge cancelled on whiff (or late like with Thunder Barret), reducing variance in what he can do after whiffing an attack. Squall's whiff punishment is strong, but if he misses, there aren't many methods for mitigating risk.
= Capacity Points (CP) =
These points determine how many abilities can be equipped at once. Each ability has a cost associated with them.


His air dodges are floaty due to the [[Movement_Speed_Ranking_(Dissidia_012)#Fall_Speed_Ratio_After_a_Dodge|'''fall speed ratio after dodging''']], and his post-dodge defense is average, clashing with the fastest braveries. This means Squall has to rely on mixing up dodge cancel timing to stay safe at higher levels of play, but he can struggle to land hits at all against some of the faster characters in the game.  
= 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.


[[Special_Effects_(Dissidia_012)#Adamant_Chains|'''Adamant Chains''']] special effect bonus can be used to improve Squall's air dodge defense, but it will weaken the build in other areas.
[[Chase_(Dissidia_012)|'''More on Chase.''']]


As for building against Squall, [[Abilities_(Dissidia_012)#Extra_Abilities-0|'''Disable Sneak Attack extra ability''']] is recommended. With Beat Fang, Squall is in prime position to take advantage of Sneak Attack for higher critical hit rate.
= 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''']].


== Offense ==
= 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.


* Squall cannot cancel Beat Fang or most braveries into a block. This forces him to adjust the dodge cancel timing, making him more vulnerable to dashing and subsequent fast pokes. For example, Free Air Dashing through Squall can make Beat Fang whiff.
Because of the toward / away directional input system on the ground, this can technically happen when dashing past an opponent when grounded as well.
* Dodge punishment. Squall's most consistent option for covering his dodge is using Upper Blues or Beat Fang. If your timing is off or you're approaching from a long distance, be wary of clashing with it or straight up getting hit.
* Thunder Barret and Fire Barret are Ranged Low priority. Dashing or attacking through the projectiles on startup makes Squall vulnerable to quick punishes.


== Defense ==
= Customization =
* Move sideways to evade Thunder Barret, or dash through it and hit Squall.
A major aspect in Dissidia 012 where players adjust their character with abilities, equipment, summons and assist.
* Blasting Zone covers a lot of space. If you air dodge, make sure you will traverse outside of it's max range so that you're not caught at the end.
* Being below Beat Fang can make it easier to avoid the attack.
* Fast runners ({{012tid}}, {{012ok}}, {{012tifa}}, Zidane) can also make Beat Fang whiff on the ground. This restricts his approaches to Upper Blues, dashing and HPs.
* Fast fallers (Tidus, Onion Knight, {{012kain}}, {{012kef}}, {{012pri}}) can avoid their air dodges being punished by Beat Fang. Air dodge directly away from Squall, but be wary of landing lag!
* Heel Crush is Melee Mid priority, which loses to higher priority blocks against Jecht, Exdeath, Cloud of Darkness and Vaan (during [[EX_(Dissidia_012)#EX_Mode|'''EX Mode''']]).


== Meter Usage ==
= Defense (DEF) =
* Fire Barret can be countered by Firion's Shield Bash HP and Cloud of Darkness' Wrath HP
A stat that determines how much bravery damage a character takes when hit.
* If Squall uses {{012yuna}} air BRV assist during a combo, Assist Change right after the second hit. If Squall committed to Aerial Circle, you can try locking Yuna assist without much risk.
* LV2 Assist Change counters can be used to deter Squall from finishing Beat Fang on hit. The effectiveness depends on the character, but it is very powerful with characters such as {{012zid}} and {{012jec}}.
* Assist punishes (using assist to whiff punish) work well against most of his HPs
* Furthermore, intentionally getting hit by Aerial Circle and calling assist beforehand provides you with bravery break in exchange for health.
* Blasting Zone's tracking applies to Auto Assist Lock On as well. To make sure your assist is not hurt when punishing Squall for using the move, avoid being diagonally above Squall and call the assist a few frames before the blade has been slammed to the ground.
* Fire Barret can also be assist punished. Yuna assist is known to be consistent with this.


= Match-Ups =
= Dodge cancel (DC) =
{{012MU
An action that is cancelled with a dodge, which is usually done to cancel attacks.
|wol=
 
|gar=
= Dodge punish =
|fir=
A technique where a defender is hit during a dodge or at the end of it ''before'' they can act.
|empy=
 
|ok=
[[Dodge_(Dissidia_012)#Dodge_punishment|'''More on dodge punishment''']]
|cod=
 
|cecil=
= Empty Chase =
|golb=
A Chase sequence where the initiator does not perform a bravery or HP attack.
|kain=
 
|bartz=
[[Chase_(Dissidia_012)#Empty_Chase|'''More on Empty Chase''']].
|exd=
 
|gilga=
= EX Mode =
|terra=
A powered up form that is accessed with {{pspr}} + {{pspsqu}} when the EX gauge is full.
|kefka=
 
|cloud=
= EX Revenge =
|sephi=
A defensive mechanic that temporarily freezes time for a counterattack. Accessed with {{pspr}} + {{pspsqu}} when taking damage while EX gauge is full.
|tifa=
 
|squ=
= Final EX Revenge =
|ulti=
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.
|lag=
 
|zid=
= Free Air Dash (FAD) =
|kuja=
A [[Abilities_(Dissidia_012)|'''basic ability''']] that functions as a homing dash towards the opponent.
|tidus=
 
|jecht=
= Dash feint / Spot dash =
|yuna=
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.
|totto=
 
|pri=
[[Dash_feint|'''More on Dash feint.''']]
|vaan=
 
|gab=
= Glide =
|light=
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.
|fc=
 
}}
= 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.
 
[[Customisation_Guide_for_Online_Battles_(Dissidia_012)#Damage_(high_base_bravery)|'''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 {{012ok}} and {{012clo}}.
 
= 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.
 
[[Glitch_(Dissidia_012)#Hit_Glitch|'''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_(Dissidia_012)|'''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.
 
[[Block_(Dissidia_012)#Stagger|'''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.
 
[[Wall_Rush_(Dissidia_012_Final_Fantasy)|'''More on Wall Rush.''']]

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.