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

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[[Category:Dissidia 012 Final Fantasy]]
[[Category:Dissidia 012 Final Fantasy]]


EX is a gameplay mechanic that was introduced in Dissidia Final Fantasy (PSP) and retained in Dissidia 012. It is a resource that enables mechanics exclusive to it, EX mode and EX Revenge (012 only).
= Ability Points (AP) =
AP is used to master abilities to reduce their equipment cost. It is gained from battles.


= Overview =
= 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.


When a bravery or an HP attack connects, it can generate small, bright spheres that float on the field. These are known as EX Force. Being in the vicinity of these spheres draws them to the player character and will accumulate the titular EX resource that is indicated with a vertical purple bar at the bottom corners of the screen.
= Assist combo =
A combo involving an assist character.


A full EX meter requires 1000 EX Force. Each sphere has a miniscule value of three (3), but many attacks generate anywhere from 15 to 90 EX on hit.
= Assist punish =
A [https://glossary.infil.net/?t=Whiff%20Punish '''whiff punish'''] done with assist.


Once the EX meter has been filled, it will change to a bright orange color and the player will have access to either EX mode or EX Revenge depending on when R + Square is pressed. Much like [[Assist_(Dissidia_012)|'''the assist mechanic''']], this is a context sensitive input. When the player character is in a damaged state after an attack, the input will activate EX Revenge. Every other instance activates EX mode instead, such as attacking, being staggered or just moving the character freely.
= Attack (ATK) =
A [[Statistic_(Dissidia_012)|'''stat''']] that determines how much bravery damage a character can inflict on the opponent.


A full EX meter is a powerful asset in competitive play, as it can secure victories, impose checkmate situations on the opponent and prevent an otherwise unavoidable loss. But it is often a resource that is built over the course of a match. As such, it is a long-term investment that not every character can always to make due to unfavorable risk / reward ratio. [[Gabranth_(Dissidia_012)|'''Gabranth''']] revolves entirely around the EX mechanic, while characters such as [[Cloud_Strife_(Dissidia_012)|'''Cloud''']], [[Lightning_(Dissidia_012)|'''Lightning''']] and [[Garland_(Dissidia_012)|'''Garland''']] are known to work well with the EX meter economy.
= Battlegen =
A system that handles dropped items from the opponent after meeting specified conditions during battle.


In ''Dissidia 012'', EX is designed to be antithesis to the game's Assist mechanic. Equipment that enhances EX often compromises Assist, activating EX mode depletes the opponent's Assist meter and more.
= Blodge =
A technique which immediately cancels a block into a dodge.  


== Situations where EX can be gained ==
[[Blodge|'''Blodge page.''']]
* Connecting any attack that generates EX Force on hit (refer to the character's attack info tables)
* Initiating [[Chase_(Dissidia_012)|'''Chase''']] or continuing the sequence with another chase (draws all EX Force on field)
* Connecting a bravery attack or HP attack during chase (60 EX for BRV, 75 for HP)
* Dodging an attack during Chase (generates EX Force)
* Being near EX Force the opponent generated with their previous attack(s)
* Being near EX Force while attacking or taking damage (special accessories only)
* Touching an EX core
* Use [[Gabranth_(Dissidia_012)|'''Gabranth''']]'s EX Charge attack
* Getting hit by Gilgamesh assist who uses Excalipoor swords
* Equipping gear and accessories that provide a set amount of EX at the beginning of a fight, such as Zwill Crossblade and First to Victory.
* Activating the [https://dissidia.wiki/Abilities_(Dissidia_012)#Extra_Abilities-0 '''EXP to EX extra ability''']


== Situations where EX will not be gained ==
= Bravery (BRV) =
* Player character is too far from the EX spheres for the EX intake range to function
This is the number above the character's health bar that determines how much damage an HP attack does on hit.
* Player character is in an attack animation or taking damage (circumvented with special accessories)
* Player character has Force to Courage special accessory equipped. EX Force is converted to [[Bravery_(Dissidia_012)|'''bravery''']] instead.
* Player character has [https://dissidia.wiki/Assist_(Dissidia_012)#Side_by_Side|'''Side by Side'''] special accessory equipped.
* Suffering from the EX depletion effect for getting hit by a bravery attack or an HP attack (equipment dependent)
* Connecting an attack during EX Revenge; EX is not generated aside from Gabranth's EX Charge


= Mechanics =
[[Bravery_(Dissidia_012)|'''More on bravery.''']]


== EX Break ==
= Bravery Break =
Hitting the opponent's assist character during EX mode not only locks their assist meter, but also rewards the player with the stage bravery. This can occur both when the assist character is [https://glossary.infil.net/?t=Whiff%20Punish '''whiff punished'''] or when the character in EX mode connects an attack during the opponent's Assist Change.
When a character's bravery goes below 0, they will suffer from break status and the attacker will receive stage bravery as a reward.


[[Gabranth_(Dissidia_012)|'''Gabranth''']] has an exclusive ability in EX mode known as [https://dissidia.wiki/Gabranth_(Dissidia_012)#Jamming '''Jamming'''] that nullifies this mechanic.
= Capacity Points (CP) =
These points determine how many abilities can be equipped at once. Each ability has a cost associated with them.


== EX Burst ==
= Chase =
A cinematic sequence of attacks that inflicts HP damage and ends EX Mode. This can only be accessed by landing an HP attack during EX mode and then pressing Square when prompted. Once initiated, press the appropriate inputs to perform the devastating flurry of attacks. Failing the sequence of inputs will result in reduced damage. The damage of these attacks differ and may be influenced by character-specific traits. These can be referred to in each character's page on this site.
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.


The opponent can mitigate bravery damage by repeatedly pressing Circle to raise the base defense. This is indicated with a small arrow that moves vertically alongside the graphic indicating base defense values. Overdoing it will result in decreased defense however, so players must input diligently. The [https://dissidia.wiki/Abilities_(Dissidia_012)#Support_Abilities-0 '''support abilities'''] Auto EX Defense or Auto EX Defense Ω can be equipped to eliminate the need for player input at the cost of CP.
[[Chase_(Dissidia_012)|'''More on Chase.''']]


Similiarly, the support abilities Auto EX Command or Auto EX Command Ω can be equipped to forgo manual player input altogether. Useful for EX Bursts that require precise timing (in high latency connections), such as [[Tidus_(Dissidia_012)|'''Tidus''']] or [[Jecht_(Dissidia_012)|'''Jecht''']].
= 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''']].


EX Bursts are commonly used to end matches or tack on additional damage through bravery breaks or otherwise. As health cannot go below 1 with excess wall rush HP damage, following up with an EX Burst is a consistent way to secure the victory for characters who have access to such attacks.
= 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.


Booster accessories will not be in effect during EX Burst. However, the % damage increase from accessories still affect EX Burst damage.
Because of the toward / away directional input system on the ground, this can technically happen when dashing past an opponent when grounded as well.


Any generated EX Force that was floating in the stage prior to using EX Burst is removed once it is over. <ref>https://www.youtube.com/watch?v=w0javY-R2cQ EX Burst EX Force removal examples </ref>
= Customization =
A major aspect in Dissidia 012 where players adjust their character with abilities, equipment, summons and assist.


== EX Core ==
= Defense (DEF) =
During a fight, an EX core will appear somewhere in the stage after a period of time has passed. This provides a flat 150 EX and will attract any remaining EX Force floating on the field towards it, further increasing the amount of EX gained when touching it.
A stat that determines how much bravery damage a character takes when hit.


This is an object separate from the opponent's character that adheres to the Lock On mechanic. As such, in order to move directly towards it with a dash, players must have the support ability "EX Core Lock On" equipped and press L when an EX core has appeared.
= Dodge cancel (DC) =
An action that is cancelled with a dodge, which is usually done to cancel attacks.


The appearence of an EX core is not dictated by the LUK stat in Dissidia 012. Instead, it has a 25 % chance to spawn close to either player and a 75 % chance to spawn far from both players.
= Dodge punish =
A technique where a defender is hit during a dodge or at the end of it ''before'' they can act.


If no-one touches the EX core, it will remain on the field indefinitely. No additional EX cores will spawn during this time. Instead, the existing core will continue to gather all EX Force that is generated through attacks. This will eventually enhance the EX core itself, transforming it's appearence up to two (?) times. During this brief transitional state, the EX core is intangible and cannot be collected.
[[Dodge_(Dissidia_012)#Dodge_punishment|'''More on dodge punishment''']]


EX cores are an important aspect of EX generation and thus competitive play in general. Since it is one of the few ways EX can be accumulated without attacking the opponent, it can be a vital tool to establish counterplay or comebacks. For example, grounded characters such as [[Firion_(Dissidia_012)|'''Firion''']] and [[Golbez_(Dissidia_012)|'''Golbez''']] are more likely to be in a favorable position to touch the EX core first against aerial characters who are playing passively outside of their reach. This means that EX cores can facilitate situations that break a common dynamic in an overly defensive or otherwise challenging match-up.
= Empty Chase =
A Chase sequence where the initiator does not perform a bravery or HP attack.


Characters who cannot absorb EX Force due to [https://dissidia.wiki/Assist_(Dissidia_012)#Side_by_Side) '''Side by Side'''] or other equipment related factors are still encouraged to collect EX cores if their opponent can absorb EX. Any EX Force generated by the EX-less player will compound for the opponent if they get the EX core first.
[[Chase_(Dissidia_012)#Empty_Chase|'''More on Empty Chase''']].


Handful of equipment exist purely to influence EX cores. The Soul of Yamato equipment set boosts the appearence of cores, while Dragonfly Orb {{accbas}} and [[Squall_Leonhart_(Dissidia_012)|'''Squall's''']] exclusive weapon at level 100 enhance EX gained from EX cores directly. While not a common focus in competitive builds, they can be an effective solution in match-ups where the opponent is difficult to catch without risk such as [[Exdeath_(Dissidia_012)|'''Exdeath''']].
= EX Mode =
A powered up form that is accessed with {{pspr}} + {{pspsqu}} when the EX gauge is full.


== EX Intake Range ==
= EX Revenge =
A defensive mechanic that temporarily freezes time for a counterattack. Accessed with {{pspr}} + {{pspsqu}} 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.


== EX Mode ==
= Free Air Dash (FAD) =
When the EX gauge is full, it can be spent to activate the character's unique powered up state.
A [[Abilities_(Dissidia_012)|'''basic ability''']] that functions as a homing dash towards the opponent.


Input R + Square while moving freely, attacking, blocking, dodging or being staggered to consume the entire EX gauge and enter EX Mode. This will last for '''20 seconds''' without modifications by equipment or custom rulesets. Each character will have higher critical hit rate (+50 %), passive health regeneration and access to EX Burst for the duration of this state. And in Dissidia 012 specifically the activation will also '''drain all of the opponent's assist gauge'''.
= 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.


That alone makes a full EX meter very valuable. Assist is a common resource many characters will have access to and this is the best way to nullify it without landing an HP attack or relying on the opponent's assist meter decay rate.
[[Dash_feint|'''More on Dash feint.''']]


In addition, each character has traits exclusive to their EX mode, such as higher movement speed or increased priority on [[Cloud_Strife_(Dissidia_012)|'''Cloud's''']] bravery attacks. These can be viewed in the customization menu or in the character pages on this site.
= 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.


The base 20 second duration for EX Mode is the basis for equipment that modify it. So for example, each 5 % duration equals 1 second.
= Ground Dash (GD) =
A basic ability that functions as a homing dash exclusively on the ground.


== EX Revenge ==
= High base bravery =
Introduced in Dissidia 012. Just like EX Mode, EX Revenge (EXR for short) requires a full EX meter and will empty it entirely upon using it.
A build that invests in baseline bravery (and recovery) to increase HP damage output without relying on ATK stat.


Input R + Square while getting hit to use EX Revenge. Upon using it, time is slowed down significantly and the opponent will be in a staggered state. The default duration is '''5 seconds''' before any modifications are made by equipment or in-game rulesets. Inflicting HP damage will end EX Revenge regardless of the remaining length. Once this state has concluded, interactions will play out at regular speed such as remaining stagger time, hit stun and knockback from an attack.
[[Customisation_Guide_for_Online_Battles_(Dissidia_012)#Damage_(high_base_bravery)|'''More on high base bravery.''']]


Several interactions are altered during this time.
= HP =
A stat that represents health. Also used informally to refer to HP attacks.


* Knockback is greatly reduced, likely due to the slow-motion effect
= HP linker =
A term that refers to characters with prominent BRV to HP links, such as {{012ok}} and {{012clo}}.


* EX Force cannot be generated by any attacks, except Gabranth's EX Charge.
= Landing lag (LL) =
A period after landing on the ground, during which the player character cannot act. Commonly seen in solo combos.


* Countdowns involving summons is temporarily halted
= 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.


* EX cores remain on the field and can appear during this time when no EX cores are present. Their appearence speed is affected by the slowdown, however.
[[Glitch_(Dissidia_012)#Hit_Glitch|'''More on link glitch.''']]


* Absorption of EX Force spheres is also affected by the slowdown.
= Luck (LUK) =
A stat that influences item drop rate.


* The recovery of a finished attack can be cancelled into another attack or a dash.
= 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.


* The opponent gains no invulnerability from being wall rushed while the slowdown is in effect, enabling more solo combos.
= 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.


=== What does this mean for the opponent ===
= Omni Air Dash (OAD) =
Because the opponent is considered staggered at the beginning of EX Revenge, their EX and assist related usage will cause interactions tied to those states. EX will activate EX mode and assist will use Assist Change. These are the only ways to escape EX revenge and will end it regardless of the remaining length.
A basic ability that lets the player character dash horizontally in the air. It replaces Free Air Dash if equipped.


If an opponent is already in EX Mode by the time EX Revenge is activated, their EX gauge consumption is temporarily halted and they are susceptible to EX Break. Similiarly, no Assist gauge decay will occur, but it will not reset like using attacks normally would either.
= 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.


If the opponent is hit with a bravery attack, but not put into a tumbling state, they can land on the ground in a standing position. Should that happen, they cannot use Assist Change. <ref>https://www.youtube.com/watch?v=KKbivfOqF1I </ref>
= 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.


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


If the player who used EX Revenge can accumulate another full EX meter and activate EX mode during this time, EX revenge will continue unaffected. [[Gabranth_(Dissidia_012)|'''Gabranth''']] can take advantage of this with the King of Tragedy set bonus, Spider's Web, Spider's Bane and EX Charge (ground).
= 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.


When EX Revenge is activated, any assists and opponent projectiles (e.g. [[The_Emperor_(Dissidia_012)|'''The Emperor's''']] Flare) out on the battlefield disappear and will not come back when EX Revenge ends. The initiator's projectiles will remain if they existed prior and will move at normal speed. The projectile does not have to be created by the initiator either - By reflecting a projectile such as [[Lightning_(Dissidia_012)|'''Lightning's''']] Watera and using EX Revenge, the projectile will continue to exist.
= 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.


The player who initiated EX Revenge will also remove any negative effects they had on them such as [[Laguna_Loire_(Dissidia_012)|'''Laguna's''']] Sticky Bomb or [[Shantotto_(Dissidia_012)|'''Shantotto's''']] Bio. If the opponent was affected prior to EXR, these effects will continue to persist on the opponent and apply countdown or inflict 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.


Stage elements may still be destroyed.
= 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.


The stage bravery will not be reset. This is generally only important when using the Calcabrina summon. The only way to raise stage bravery is via banish traps, Brynhildr or the omega stage effects listed below.
[[Block_(Dissidia_012)#Stagger|'''More on stagger.''']]


=== Omega stage effects ===
= 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.


{|class="wikitable"
[[Wall_Rush_(Dissidia_012_Final_Fantasy)|'''More on Wall Rush.''']]
!Stage !! Effect
|-
|Old Chaos Shrine || Stage does not take bravery from players.
|-
|Pandaemonium || Spikes will no longer pop up, but any that are out will finish their animation very slowly.
Touching these spikes will end EX Revenge.
|-
|World of Darkness || Stage will not change regardless of timing. The stage will wait until EX Revenge concludes.
Stage bravery rises very slowly during second and third stage forms.
|-
|Lunar Subterrane || Stage bravery still accumulates after destroying stage elements, but at a much slower rate.
|-
|The Rift || The entire stage freezes and no stage elements will change until after EX Revenge ends.
If activated while a part of the stage is moving,
that part will remain textureless, <br> but solid until EX Revenge ends. Stage bravery will not rise.
|-
|Kefka's Tower || Stage bravery still accumulates after destroying stage elements.
Wall rushing the opponent at the lower sections will still take bravery and <br> bounce them away, but reduced knockback still applies.
|-
|Planet's Core || Stage will not change and stage bravery rises at normal speed.
|-
|Ultimecia's Castle || During time compression, stage bravery acts normally, but broken stage elements
will not repair themselves. Touching a gear will end EX Revenge. <br>It is unclear if time compression can begin or end during EX Revenge.
|-
|Crystal World || No crystals will appear and as such, stage bravery will not rise.
|-
|Dream's End || No changes.
|-
|Order's Sanctuary || No changes.
|-
|Edge of Madness || Stage bravery's fluctuation speed is reduced, but can still be quite fast.
|-
|Empyreal Paradox || Bravery is drained much slower.
|-
|Sky Fortress Bahamut || Stage bravery rises much slower when standing on the ground.
|-
|Orphan's Cradle || Platforms can still move, but very slowly.
|}
 
== Notes ==
<references />
 
= EX related customization =
 
== Abilities ==
 
{|class="wikitable"
|+ Support Abilities
|-
! Ability !! CP (Mastered) !! AP || Description !! Notes
|-
|EX Core Lock On || 5 (0) || 50 || When EX Core is present, push L while locked on to lock onto the EX Core. ||
|-
|Auto EX Burst || 10 (5) || 50 || Automatically use EX Burst. ||
|-
|Auto EX Command || 30 (15) || 160 || Automatically input EX Burst commands. ||
|-
|Auto EX Command Ω || 40 (20) || 200 || Automatically input EX Burst commands perfectly. ||
|-
|Auto EX Defense || 30 (15) || 160 || Automatically defend against EX Bursts. ||
|-
|Auto EX Defense Ω || 40 (20) || 200 || Automatically defend against EX Bursts perfectly. ||
|}
 
{|class="wikitable"
|+ Extra Abilities
! Ability !! CP (Mastered) !! AP || Description !! Notes
|-
|Disable EX Gauge Lock || 100 (50) || 300 || EX Gauge fills steadily. || [[Feral_Chaos_(Dissidia_012)|'''Feral Chaos''']] only. EX absorption fills the EX meter.
|-
|Bravery Regen || 20 (10) || 170 || In EX Mode, gain bravery instead of regenerating HP. ||
|-
|EX Critical Boost || 60 (45) || 200 || Further boosts critical hit rate during EX Mode. || +25 % critical hit rate.
|-
|Anti-EX || 60 (45) || 200 || Boosts critical hit rate when opponent is in EX Mode. || +50 % critical hit rate.
|-
|Disable EX Critical Boost || 40 (20) || 100 || EX Critical Boost ability effect disabled. ||
|-
|Disable Anti-EX || 40 (20) || 100 || Anti-EX ability effect disabled. ||
|-
|EXP to EX Force || 60 (0) || 130 || Instead of obtaining EXP, the EX Gauge rises by an equivalent amount. || 0.1 % conversion.
|}
 
== Accessories ==
 
{|class="wikitable"
|+ Basic Accessories {{accbas}}
! Name !! Effect
|-
|Attractorb || EX Intake Range +1m, Assist Gauge Charge -20 %
|-
|Pearl Necklace || EX Force Absorption +10 %, Assist Gauge Charge -20 %
|-
|Dragonfly Orb || EX Core Absorption +10 %, Assist Gauge Duration -30 %
|-
|Silver Hourglass || EX Mode Duration +5 %, Assist Gauge Duration -10 %
|-
|Pendant || EX Core Appearence Boost, EX Force Absorption -10 %
|-
|Battle Gem || Assist Gauge Duration +10 %, EX Force Absorption -20 %
|-
|Angel's Bell || Regen +5 % (EX mode)
|-
|Dismay Shock || EX Gauge Depletion +1 %
|-
|EX Breaker || EX Iai Strike +2 %, Defense -10 %
|-
|A Comrade's Vow || AST Charge on damage +15 %, EX Intake Range -1m
|}
 
{|class="wikitable"
|+ Booster Accessories {{accboo}}
! Name !! Effect !! Condition
|-
|Full EX Gauge || 1.3 || When your EX Gauge is full
|-
|Empty EX Gauge || 1.5 || When your EX Gauge is empty
|-
|EX Core Present || 1.5 || When EX Core is present
|-
|EX Mode || 1.3 || While you are in EX Mode
|-
|EX Revenge || 1.4 || While you are in EX Revenge
|-
|Maintain EX Mode || 1.4 || When in EX Mode for more than 15 seconds
|-
|Full EX & Assist Gauge || 1.5 || When your EX & Assist Gauges are full
|-
|Pre-EX Mode || 1.4 || When you haven't yet entered EX Mode
|-
|Pre-EX Revenge || 1.3 || When you haven't yet used EX Revenge
|-
|EX Gauge Full || 1.3 || When opponent's EX Gauge is full
|-
|Empty EX Gauge || 1.3 || When opponent's EX Gauge is empty
|-
|EX Mode || 1.3 || While opponent is in EX Mode
|-
|EX Revenge || 1.5 || While opponent is in EX Revenge
|}
 
{|class="wikitable"
|+ Special Accessories {{accsp}}
! Name !! Effect
|-
|White Drop || EX Force Absorption +5 %, Assist Gauge Duration -5 %
|-
|Cyan Drop || Initial EX Force +10 %, Assist Gauge Duration -10 %
|-
|Cyan Gem || Initial EX Force +20 %, Assist Gauge Duration -20 %
|-
|White Gem || EX Force Absorption +10 %, Assist Gauge Duration -10 %
|-
|Tenacious Attacker || Absorb EX Force during attacks
|-
|Blazing Totema || Absorb EX Force on Summon, Summon Recharge +2
|-
|Force to Courage || EX Core & EX Force to BRV
|-
|Glutton || Absorb EX Force when taking damage
|-
|Platinum Hourglass || EX Mode Duration +15 %, EX Force Absorption -20 %
|-
|Spider Web || EX Revenge Duration +10 %
|-
|Ruby Hourglass || EX Mode Duration +10 %, EX Mode Damage -10 %
|-
|Spider's Bane || EX Revenge Duration +15 %
|-
|Aggressor || EX Mode Damage +20 %, EX Mode Duration -30 %
|-
|Avenger || EX Revenge Damage +30 %, EX Core Absorption -30 %
|-
|Glimmering Crystal || EX Core Absorption +15 %, Assist Gauge Charge -15 %
|-
|Badge of Trust || Initial Assist Charge +40 %, EX Force Absorption -30 %
|-
|Great Gospel || Regen +10 %, BRV Recovery +50 %
|-
|First to Victory || Initial EX Force +20 %, Initial Assist Charge +20 %, Initial Bravery +20 %
|-
|Fake Mustache || LUK +10, EX Core Appearence Boost
|-
|Mystic Guard || EX Break Chance (Endure one EX Break)
|-
|Spider Silk || EX Revenge Duration +5 %
|-
|Close to You || Always Absorb EX Force, Assist Gauge Charge -30 %
|-
|Center of the World || EX Intake Range +3m, EX Force & Core Absorption +25 %, Assist Gauge Freeze
|-
|Together as One || Initial Assist Charge +40 %, Assist Gauge Duration +50 %, EX Force Absorption -40 %
|-
|Side by Side || AST Gauge Charge on HP attack, EX Force Absorption Disabled, EX Gauge Freeze
|-
|Arcane Incense || Initial EX Force +25 %, Accessory breakability: 100 %
|-
|Arcane Incense || Initial EX Force +100 %, Accessory breakability: 100 %
|-
|Spirit of Qu'Bia || Initial EX & AST Charge +100 %, Initial Bravery +300 %, Accessory Breakability: 100 %
|-
|Shock of Qu'Bia || EX & Assist Chance, EX & AST Gauge Depletion +100 %, Accessory Breakability: 100 %
|-
|Qu'Bia Crystal || EX Force Absorption +100 %, EX Core Absorption +100 %, Accessory Breakability: 100 %
|}
 
== Equipment set bonuses (LV100) ==
 
=== King of Tragedy ===
'''Effect:''' EX Revenge Duration +40%, EX Revenge Damage +50%
 
Must equip all four equipment for set bonus.
 
{|class="wikitable"
! Type !! Name !! Stats !! Effect !! Category
|-
|Weapon || Rhongomiant || HP -328, ATK +69, DEF -1 || - || Spear
|-
|Hand || Prytwen || DEF +73 || - || Shield
|-
|Head || Dragon Sallet || BRV +290, DEF +1 || - || Helm
|-
|Body || Wygar || HP +2973 || - || Light Armor
|}
 
=== Rise of Discord ===
'''Effect:''' EX Mode Duration +40 %, EX Revenge Duration +40 %.
 
Exclusive to Feral Chaos.
Must equip all four equipment for set bonus.
 
{|class="wikitable"
|-
! Type !! Name !! Stats !! Effect !! Category
|-
|Weapon || Endless Oblivion || ATK +67 || - || Exclusive
|-
|Hand || Eternal Despair || DEF +73 || - || Exclusive
|-
|Head || Phantasmal Abyss || BRV +290, DEF +1 || - || Exclusive
|-
|Body || Cycle's End || HP +2973 || - || Exclusive
|}
 
=== Seal of Lufenia ===
'''Effect:''' EX Gauge Depletion +5 %.
Must equip three equipment for set bonus.
 
This set bonus has multiple equipment that are eligible for this set bonus.
 
{|class="wikitable sortable"
! scope=col | Type
! scope=col | Name
! scope=col | Stats
! scope=col | Effect
! scope=col | Category
|-
|Weapon || Lufenian Saber || ATK +67 || - || Sword
|-
|Weapon || Lufenian Dagger || ATK +66 || - || Dagger
|-
|Weapon || Lufenian Katana || BRV +39, ATK +67, DEF -1 || - || Katana
|-
|Weapon || Lufenian Lance || HP -328, ATK +69, DEF -1 || - || Spear
|-
|Weapon || Lufenian Staff || BRV +39, ATK +66 || - || Staff
|-
|Weapon || Star of Lufenia || BRV -40, ATK +69, DEF -1 || - || Thrown
|-
|Weapon || Lufenian Lute || BRV -40, ATK +67, DEF +1 || - || Instrument
|-
|Weapon || Lufenian Pole || HP -328, BRV +79, ATK +66 || - || Pole
|-
|Hand || Lufenian Dirk || ATK +1, DEF +72 || - || Parrying
|-
|Hand || Lufenian Bangle || HP +327, DEF +72 || - || Bangle
|-
|Hand || Lufenian Gauntlets || BRV +39, DEF +72 || - || Gauntlet
|-
|Hand || Lufenian Greatshield || BRV +39, ATK -1, DEF +73 || - || Large Shield
|-
|Head || Lufenian Hairpin || HP -328, BRV +369 || - || Hairpin
|-
|Head || Lufenian Headband || HP +327, BRV +290 || - || Headband
|-
|Body || Lufenian Jacket || HP +2973, BRV +39, DEF -1 || - || Clothing
|-
|Body || Lufenian Vest || HP +2973 || - || Light Armor
|}
 
=== Soul of Yamato ===
'''Effect:''' LUK +3 / Regen +20 % / HP to BRV, EX Core Appearence Boost
Must equip three equipment for set bonus.
 
{|class="wikitable"
! Type !! Name !! Stats !! Effect !! Category
|-
|Weapon || Genji Blade || BRV +39, ATK +67, DEF -1 || - || Katana
|-
|Hand || Genji Shield || DEF +73 || - || Shield
|-
|Head || Genji Helm || BRV +290 DEF +1 || - || Helm
|-
|Body || Heavy Armor || HP +3300 BRV +39 || - || Heavy Armor
|}
 
 
== Equipment (LV100) ==
 
{|class="wikitable sortable"
! scope=col | Type
! scope=col | Name
! scope=col | Stats
! scope=col | Effect
! scope=col | Category
|-
|Weapon || Zwill Crossblade || ATK +66, DEF +1 || Initial EX Force +20 % || Dagger
|-
|Weapon || Heaven's Cloud || BRV +39, ATK +67, DEF -1 || EX Intake Range +3m || Katana
|-
|Weapon || Nirvana || BRV +39, ATK +66 || EX Mode Duration +20 % || Staff
|-
|Weapon || Fire Book || BRV +39, ATK +66 || Regen +15 % || Staff
|-
|Weapon || Cleaver || BRV -40, ATK +69, DEF -1 || EX Force Absorption +10 % || Thrown
|-
|Weapon || Loki's Lute || BRV -40, ATk +67, DEF -1 || EX Core Absorption +20 % || Instrument
|-
|Weapon || Gigant Axe || BRV -80, ATK +70 || EX Force Absorption +10 %, slight Anti-EX effect || Exclusive ([[Garland_(Dissidia_012)|'''Garland''']])
|-
|Weapon || Mateus' Malice || HP +327, BRV -80, ATK +68, DEF +1 || EX Intake Range +3m, slight Anti-EX effect || Exclusive ([[The_Emperor_(Dissidia_012)|'''The Emperor''']])
|-
|Weapon || Everdark || BRV +39, ATK +67 || BRV Recovery +100 %, slight Anti-EX effect || Exclusive ([[Cloud_of_Darkness_(Dissidia_012)|'''Cloud of Darkness''']])
|-
|Weapon || Dorgann's Blade || ATK +68 || Regen +20 %, Cat Nip effect || Exclusive ([[Bartz_Klauser_(Dissidia_012)|'''Bartz''']])
|-
|Weapon || Yoshiyuki || BRV +39, ATK +68, DEF -1 || EX Force Absorption +10 %, Riposte effect || Exclusive ([[Gilgamesh_(Dissidia_012)|'''Gilgamesh''']])
|-
|Weapon || Dancing Mad || BRV -40, ATK +68, DEF +1 || Initial EX Force +20 %, Back to the Wall effect || Exclusive ([[Kefka_Palazzo_(Dissidia_012)|'''Kefka''']])
|-
|Weapon || One-Winged Angel || BRV +39, ATK +68, DEF -1 || Damage +10 %, slight Anti-EX effect || Exclusive ([[Sephiroth_(Dissidia_012)|'''Sephiroth''']])
|-
|Weapon || Lionheart || ATK +68 || EX Core Absorption +30 %, slight Sneak Attack effect || Exclusive ([[Squall_Leonhart_(Dissidia_012)|'''Squall''']])
|-
|Weapon || Shooting Star || HP +327, BRV -80, ATK +68 DEF +1 || EX Force Absorption +10 %, Back to the Wall effect || Exclusive ([[Ultimecia_(Dissidia_012)|'''Ultimecia''']])
|-
|Weapon || Terra's Legacy || HP +327, BRV -80, ATK +68, DEF +1 || EX Force Absorption +10 %, Back to the Wall effect || Exclusive ([[Kuja_(Dissidia_012)|'''Kuja''']])
|-
|Weapon || Spira's Hope || BRV +39, ATK +67 || EX Intake Range +3m, Cat Nip effect || Exclusive ([[Yuna_(Dissidia_012)|'''Yuna''']])
|-
|Weapon || Chaos Blade || ATK +68 || EX Mode Duration +20 %, slight Counterattack effect || Exclusive ([[Gabranth_(Dissidia_012)|'''Gabranth''']])
|-
|Weapon || Zodiac Blade || ATK +68 || EX Core Absorption +30 %, Riposte effect || Exclusive ([[Vaan_(Dissidia_012)|'''Vaan''']])
|-
|Hand || Seydlitz || HP +327, DEF +72 || Regen +20 % || Bangle
|-
|Hand || Highway Star || ATK +1, DEF +72 || EX Force Absorption +10 % || Exclusive ([[Gabranth_(Dissidia_012)|'''Gabranth''']])
|-
|Body || Bone Mail || HP +3300, BRV +39 || EX Core Absorption Disabled, EX Force Absorption Disabled || Heavy Armor
|}
 
== Notes ==
<references group="note"/>

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.