Starter Guide (Dissidia 012) and Glossary (Dissidia 012): Difference between pages

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= Introduction - What is Dissidia 012? =
[[Category:Dissidia 012 Final Fantasy]]
Dissidia 012 [duodecim] Final Fantasy is an [https://en.wikipedia.org/wiki/Action_role-playing_game '''action rpg'''] style 1-on-1 [https://en.wikipedia.org/wiki/Fighting_game '''fighting game'''] that was released for PlayStation Portable in 2011.


The game features role-playing game elements such as [[Statistic_(Dissidia_012)|'''stats''']] and customization, along with a distinct [[Bravery_(Dissidia_012)|'''bravery system''']] that's used to build up damage and inflict it on the opponent's character.
= Ability Points (AP) =
AP is used to master abilities to reduce their equipment cost. It is gained from battles.


= What do you need to play online? =
= 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.


== Console ==
= Assist combo =
* PlayStation Portable with wi-fi functionality (1000, 2000, 3000, Go and PS Vita models all work.)
A combo involving an assist character.
* PlayStation 3 with an ethernet connection and Ad-Hoc Party application installed


== Emulation ==
= Assist punish =
* PC with an ethernet connection
A [https://glossary.infil.net/?t=Whiff%20Punish '''whiff punish'''] done with assist.
* PPSSPP emulator
* VPN (Hamachi, Radmin etc.)


For more details on setting up emulator online, refer to [[Online_Setup_(PPSSPP)|'''this page.''']]
= Attack (ATK) =
A [[Statistic_(Dissidia_012)|'''stat''']] that determines how much bravery damage a character can inflict on the opponent.


= How to play? =
= Battlegen =
A system that handles dropped items from the opponent after meeting specified conditions during battle.


The goal in any Dissidia 012 fight is to deplete the opposing character's health to 0. This is achieved by controlling a character in 3D space and attacking them with bravery and HP attacks.
= Blodge =
A technique which immediately cancels a block into a dodge.  


== Controls (Battle) ==
[[Blodge|'''Blodge page.''']]
Move: {{pspana}}


Camera: {{pspdpad}}
= Bravery (BRV) =
This is the number above the character's health bar that determines how much damage an HP attack does on hit.


Jump: {{pspcro}}
[[Bravery_(Dissidia_012)|'''More on bravery.''']]


Bravery attack: {{pspcir}}
= 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.


HP attack: {{pspsqu}}
= Capacity Points (CP) =
These points determine how many abilities can be equipped at once. Each ability has a cost associated with them.


Quickmove: {{psptri}} (When near a wall, rail etc.)
= 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.


Change target: {{pspl}}
[[Chase_(Dissidia_012)|'''More on Chase.''']]


Block: {{pspr}}
= 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''']].


Dash: {{pspr}} + {{psptri}}
= 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.


Dodge: {{pspr}} + {{pspcro}}
Because of the toward / away directional input system on the ground, this can technically happen when dashing past an opponent when grounded as well.


EX Mode: {{pspr}} + {{pspsqu}} (When EX gauge is full)
= Customization =
A major aspect in Dissidia 012 where players adjust their character with abilities, equipment, summons and assist.


EX Revenge: {{pspr}} + {{pspsqu}} (When EX gauge is full and you are in a damaged state)
= Defense (DEF) =
A stat that determines how much bravery damage a character takes when hit.


Assist attack (bravery): {{pspl}} + {{pspcir}} (When 1 assist gauge is full)
= Dodge cancel (DC) =
An action that is cancelled with a dodge, which is usually done to cancel attacks.


Assist attack (HP): {{pspl}} + {{pspsqu}} (When 2 assist gauges are full)
= Dodge punish =
A technique where a defender is hit during a dodge or at the end of it ''before'' they can act.


Assist Change (LV1): {{pspl}} + {{pspcir}} (When 1 assist gauge is full and you are in a damaged state)
[[Dodge_(Dissidia_012)#Dodge_punishment|'''More on dodge punishment''']]


Assist Change (LV2): {{pspl}} + {{pspsqu}} (When 2 assist gauges are full and you are in a damaged state)
= Empty Chase =
A Chase sequence where the initiator does not perform a bravery or HP attack.


Start: Pause
[[Chase_(Dissidia_012)#Empty_Chase|'''More on Empty Chase''']].


Select: Reset camera position
= EX Mode =
A powered up form that is accessed with {{pspr}} + {{pspsqu}} when the EX gauge is full.


== Mechanics (Battle) ==
= EX Revenge =
A defensive mechanic that temporarily freezes time for a counterattack. Accessed with {{pspr}} + {{pspsqu}} when taking damage while EX gauge is full.


Dissidia 012 has several gameplay mechanics. This section will briefly cover essentials to get you started.
= 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.


=== HP ===
= Free Air Dash (FAD) =
Health points. A character's health must be depleted to 0 for a fight to end. This is achieved with HP attacks, which is explained further below.
A [[Abilities_(Dissidia_012)|'''basic ability''']] that functions as a homing dash towards the opponent.


=== Movement ===
= Dash feint / Spot dash =
Use {{pspana}} to move a character in one of eight (inter)cardinal directions. Works on the ground and midair.
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.


Jump with {{pspcro}} to become airborne, traverse terrain and avoid some grounded attacks. Every character also have at least one (1) midair jump by default.
[[Dash_feint|'''More on Dash feint.''']]


Dash with {{pspr}} + {{psptri}} in a direction. This is usually a homing dash towards the opponent with ground and midair versions, but the behavior is ultimately decided by which [[Abilities_(Dissidia_012)|'''basic abilities''']] the player equips. Dash is an important mechanic for offense and defense alike. For more info, please refer to the [[Dash_(Dissidia_012)|'''dash page.''']]
= 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.


Dodge with {{pspr}} + {{pspcro}} to perform a quick evasive maneuver and avoid incoming attacks. Much like dash, basic abilities must be equipped to do this, but players can move in a specific direction with {{pspana}}. Dodge is a very powerful defensive mechanic in this game. For more info, please refer to the [[Dodge_(Dissidia_012)|'''dodge page.''']]
= Ground Dash (GD) =
A basic ability that functions as a homing dash exclusively on the ground.


Quickmove is a context dependent movement option that can be performed with {{psptri}} when near a certain stage element. These are indicated by yellow arrows. This ranges from wall running to grinding on rails and leaping across a stage. For more info, please refer to the [[Quickmove_(Dissidia_012)|'''quickmove page''']].
= High base bravery =
A build that invests in baseline bravery (and recovery) to increase HP damage output without relying on ATK stat.


=== Bravery ===
[[Customisation_Guide_for_Online_Battles_(Dissidia_012)#Damage_(high_base_bravery)|'''More on high base bravery.''']]


A game defining offensive mechanic. This is the number that is above the player character's health bar. It dictates how much damage an HP attack will do. Characters can raise this number by hitting the opponent with bravery attacks that players equip during customization. The higher the number, the better. Conversely, getting hit by a bravery attack lowers this number.
= HP =
A stat that represents health. Also used informally to refer to HP attacks.


Bravery attacks ({{pspcir}}) alone '''cannot end a match''', but they are often strong by design. Fast startup, low recovery and varying amount of tracking, damage and utility.
= HP linker =
A term that refers to characters with prominent BRV to HP links, such as {{012ok}} and {{012clo}}.


If a character's bravery is depleted below 0, that character will suffer a '''bravery break and the attacker will receive additional bravery''' indicated by the number ''between'' health bars. This will make HP attacks deplete even more health, so keep this in mind. The higher the number, the better.
= Landing lag (LL) =
A period after landing on the ground, during which the player character cannot act. Commonly seen in solo combos.


For more info, please refer to the [[Bravery_(Dissidia_012)|'''bravery page.''']]
= 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.


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


The other game defining offensive mechanic. Press {{pspsqu}} to perform a slow, but powerful attack that inflicts HP damage to the opponent on hit. The amount of damage depends on the attacker's bravery, but this is '''the only way to end a match.'''
= Luck (LUK) =
A stat that influences item drop rate.


HP attacks are designed in contrast to bravery attacks. HP attacks are often more telegraphed, slower to come out and they have longer recovery. But they can also break through blocks, functioning as a secondary option that requires a different defensive technique. Each character's HP attacks have various traits and quirks that make them unique, but they all adhere to this fundamental rule.
= 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.


For more info, please refer to the [[HP_(Dissidia_012)|'''HP page''']] or each character's page.
= 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.


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


Block ({{pspr}}) is a defensive mechanic that's used to defend against incoming bravery attacks. Projectiles will be reflected and melee attacks (sword swings etc.) that are blocked will stagger the attacker, after which the defender has a brief opening to attack freely. e.g. Cloud blocks > Sephiroth does [[Sephiroth_(Dissidia_012)#Sudden_Cruelty-1|'''Sudden Cruelty''']] > Sephiroth is staggered > Cloud can attack.
= 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.


However, if a character tries to block against an HP attack, that HP attack will guard break the defender and inflict HP damage regardless. e.g. Cloud blocks > Sephiroth does [[Sephiroth_(Dissidia_012)#Octaslash_(ground)-2|'''Octaslash''']] > Sephiroth guard breaks Cloud and follows through with the attack.
= 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.


The basic idea then is to block fast bravery attacks, but avoid getting crushed by a much slower HP attack. At a very rudimentary level, this dynamic between block, bravery and HP attacks can be likened to a form of [https://glossary.infil.net/?t=50/50 '''"50 / 50"'''] or "strike vs. throw mixup", even though the application is a bit different in practice. These interactions are influenced by the [[Attack_Priority_(Dissidia_012)|'''attack priority system''']] and many characters have exceptions to this fundamental concept.
Because of the stagger system, poking is not always a perpetual state of physically connecting single attacks to condition the opponent.


For more info on blocking, please refer to the [[Block_(Dissidia_012)|'''block page''']].
= 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.


=== EX ===
= 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.


This is a secondary resource mechanic that grants access to EX Mode and EX Revenge, which is indicated by the vertical purple gauge at a bottom corner of a screen. Whenever an attack connects on the opponent, floating spheres can appear known as EX Force. Characters can collect these spheres by simply being close to them, which fills the EX gauge. By default, EX Force can only be collected when not attacking or taking damage.
= 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.


The amount of EX Force produced varies greatly between attacks and should be treated on a case-by-case basis. Character pages have more info on this.
= 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.


Occasionally, an EX Core spawns somewhere in the stage which provides a minimum amount of EX to the character who first touches it. The core will attract all floating EX into itself and subsequently increase the amount of EX gained from it.
[[Block_(Dissidia_012)#Stagger|'''More on stagger.''']]


When the EX gauge is full, press {{pspr}} + {{pspsqu}} to activate EX mode or EX Revenge when getting hit specifically.
= 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.


For more info on all things EX, please refer to the [[EX (Dissidia 012)|'''EX page''']].
[[Wall_Rush_(Dissidia_012_Final_Fantasy)|'''More on Wall Rush.''']]
 
=== Assist ===
Assist is a secondary resource introduced in Dissidia 012, that allows characters to combo into their own HP attacks and escape from combos. This is indicated with two horizontal gauges below the health bar and it will have a golden glow when a gauge is filled. The assist gauge is filled by performing attacks, but the amount varies if it misses or hits the opponent. If no attacks are performed after a period of time, the gauge will passively deplete over time.
 
An assist character must be equipped in customization for this mechanic to function. Once the player has accumulated enough assist gauge, they can press {{pspl}} + {{pspcir}} to perform an attack or escape from a damaged state depending on context. This will use up one assist block.
 
Assist is an essential mechanic in competitive play and has several facets to it.
 
For more info, please refer to the [[Assist_(Dissidia_012)|'''assist page.''']]
 
=== Summons ===
Summons are a single-use resource that activates a bravery-altering effect. The condition and effect depend on the summonstone that is equipped prior to the fight, but they are known to be very powerful. Auto versions activate when a condition is met, while manual versions activate by pressing {{pspr}} and {{pspcir}}.
 
Summons are commonly banned in competitive play, with the exception of countersummons (Rubicante, Scarmiglione, Cagnazzo).
 
For more info, please refer to the [[Summons_(Dissidia_012)|'''summons page.''']]
 
=== Lock On ===
By default, characters are locked onto the opponent. All attacks will attempt to face the opponent, but basic movement (run, jumps) is always relative to the camera angle when locked on. On the ground, your input direction is also influenced by the camera because of the "toward" and "away" directions.
 
=== Chase ===
Some attacks will send the opponent flying and bring up a {{pspcro}} button prompt. Taking this prompt will initiate a chase sequence where the two characters take turns in attacking each other. Chase can be used to absorb all floating EX on the stage and add damage.
 
Examples of attacks with chase: [[Warrior_of_Light_(Dissidia_012)#Dayflash_(midair)-1|'''Warrior of Light's Dayflash''']], [[Squall_Leonhart_(Dissidia_012)#Solid_Barrel-0|'''Squall's Solid Barrel''']] and [[Yuna_(Dissidia_012)#Sonic_Wings-1|'''Yuna's Sonic Wings''']].
 
For more info, please refer to the [[Chase_(Dissidia_012)|'''chase page.''']]
 
=== Wall Rush ===
Some attacks will slam the opponent into a wall (or ground), after which they are stuck for a moment. This inflicts extra bravery damage, but assists can also pick up the opponent for a combo which is very common.
 
Examples of attacks with wall rush: [[Warrior_of_Light_(Dissidia_012)#Shield_Strike-1|'''Warrior of Light's Shield Strike''']], [[Garland_(Dissidia_012)#Bardiche-1|'''Garland's Bardiche''']] and [[Cloud_Strife_(Dissidia_012)#Slashing_Blow-1|'''Cloud's Slashing Blow''']].
 
For more info, please refer to the [[Wall_Rush_(Dissidia_012_Final_Fantasy)|'''wall rush page.''']]
 
=== Banish Trap ===
Some stages have areas with no floor, wall or ceiling. Banish Trap is when a character makes contact with that area. It will gradually deplete a portion of that character's bravery and reposition them to the nearest platform if they fail to move out of it within a couple seconds. This will deplete bravery further and add it to the stage bravery pool, but it will also cancel actions.
 
For more info, please refer to the [[Bravery_(Dissidia_012)#Banish_Trap|'''Banish Trap''']] section.
 
= Who should I play? =
If you have a character you are already interested in, try that one first. If not, you can try the following recommendations:
 
'''Beginner''': {{012wol}}, {{012clo}}, {{012seph}}, {{012squ}}, {{012vaan}}
 
Easy to play and mechanically well rounded. Good for learning the game with and playing competently at low and mid level.
 
'''Advanced''': {{012emp}}, {{012exd}}, {{012kef}}, {{012ulti}}, {{012jec}}, {{012shan}}, {{012lig}}
 
Medium to high learning curve for playing.
 
Other characters not listed fall under a spectrum of "straightforward, mechanically well rounded or intermediate difficulty". Many protagonists are fairly easy to pick up and play with a bit of practice. For example, Zidane has a very straightforward gameplan / win condition, but isn't as well rounded as {{012tid}}.
 
Ultimately these are only recommendations - Different characters require different skillsets, and some people may find advanced characters easier to play with due to their own merits as a player.
 
= Where should I start? =
Start with playing one character and learn how to convert hits into HP damage (with assist).
 
Next should be understanding the game overall. At an intermediate level, Dissidia 012 is a relatively easy game to play once the player gets past the initial knowledge barrier. So the most important thing early on is to simply learn more about the game and understand how things work.
 
= How do I hit the opponent? =
Use dash and general movement with {{pspana}} to move closer to the opponent. After that, offense typically requires a successful interaction against one of the following:
 
* '''Regular block''': HP attack or wait a moment before hitting the opponent during block's recovery
* '''Bravery Attack''': Block with {{pspr}} to stagger the opponent or move away from the attack's effective range. It is also possible to power through a low priority bravery with higher priority attacks such as Warrior of Light's [[Warrior_of_Light_(Dissidia_012)#Sword_Thrust-0|'''Shield Thrust''']] or any HP attack.
* '''HP Attack''': Dodge and then attack or hit the opponent before the HP attack can hurt you. Attacking is a bit riskier, but can also reward the player with assist meter via [[Assist_(Dissidia_012)#Assist_Charge|'''Assist Charge''']].
* '''Dash / Quickmove''': Block with {{pspr}} to stagger the opponent or hit them out of it with an attack.
* '''Movement (run)''': If a character is outrunning the player, dashing can catch up to them or otherwise provoke a response. Not guaranteed with every character, but this is where decision making against the opponent plays a big role.
* '''Dodge''': This is more difficult to do for new players and can require character specific solutions. But a common tactic in effective [[Dodge_(Dissidia_012)#Dodge_punishment|'''dodge punishment''']] involves the use of [[Dash_(Dissidia_012)#Free_Air_Dash|'''Free Air Dash''']] and hitting the opponent before they can act again during the dodge's recovery.
* '''Spot dashing ([[Dash_feint|dash feint]])''': Attack to hit the opponent during the dash startup. This is easier said than done, because the timing is very brief, it is often accompanied by 1-2 frame blocks and the opponent can dodge or attack after the startup. Try to look for the opponent's tendencies, what they may try to do afterwards.
 
= How do I avoid getting hit? =
Just like with offense, a good defense involves interacting properly against a variety of options. Note that defense is not purely about non-offensive options, but they form much of the defensive spectrum in Dissidia 012.
 
* '''Bravery Attacks''': Block with {{pspr}} to stagger the opponent or move away from the attack's effective range.
* '''HP Attacks''': Dodge when the attack is about to hit you or move out of the way with a dash, quickmove or running.
* '''Attacks (BRV and HP)''': '''Dodge''', particularly when used with the [[Dodge_(Dissidia_012)#Evasion_Boost|'''Evasion Boost basic ability''']] is very effective at avoiding several attacks in the game. Jumping or utilising fast running speed (e.g. with {{012tid}}) can also evade attacks while still having access to dodge and block.
* '''Dash / Quickmove''': Block with {{pspr}} to stagger the opponent or hit them out of it with an attack.
* '''During Chase''': Evade an attack with {{pspcro}}. Press it early to avoid a fast bravery attack or press it later to avoid the slower HP attack.
* '''During a combo / when staggered''': Use [[Assist_(Dissidia_012)#Assist_Change|'''Assist Change''']] with {{pspl}} + {{pspcir}} when 1 assist bar is available. EX Revenge also works if the player is in a damaged state.
* '''EX Revenge''': Hit the opponent with an assist attack or land an HP attack while EX depletion is equipped (e.g. {{accbas}} Dismay Shock}}. If an opponent is staggered from a block or a higher priority move, they cannot activate EX Revenge during that time. Not all characters have access to single hit HP attacks however, such as {{012shan}}.
* '''Assist attacks''': Avoid using telegraphed attacks (predictably) when the opponent can call an assist to punish it during recovery.
* '''After dodging''': The opponent may try to approach the player with a Free Air Dash and hit them to punish for attempting to dodge. Some characters have defensive attacks that can be used early out of a dodge, such as [[Warrior_of_Light_(Dissidia_012)#Aerial_2|'''Warrior of Light's Shield of Light''']], [[Tidus_(Dissidia_012)#Cut_&_Run_(midair)-1|'''Tidus' Cut and Run''']] and [[Jecht_(Dissidia_012)#Jecht_Block_(ground)-0|'''Jecht's Jecht Block''']].

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.