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| [[Category:Dissidia 012 Final Fantasy]] | | [[Category:Dissidia 012 Final Fantasy]] |
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| <tabber>
| | = Ability Points (AP) = |
| |-|Basic Abilities=
| | AP is used to master abilities to reduce their equipment cost. It is gained from battles. |
| {| class="wikitable"
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| ! Ability !! CP (Mastered) !! AP || Description !! Notes
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| |Ground Evasion || 10 (5) || 50 || On the ground, push R + X to dodge opponent's attack. || Staple.
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| |-
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| |Midair Evasion || 10 (5) || 50 || In the air, push R + X to dodge opponent's attack. || Staple.
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| |Ground Block || 10 (5) || 50 || On the ground, push R to guard against foe's attack. || Staple
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| |Midair Block || 10 (5) || 50 || In the air, push R to guard against foe's attack. || Staple.
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| |Aerial Recovery || 10 (5) || 50 || When tumbling through the air, press X to break fall. || Staple.
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| |Recovery Attack || 20 (10) || 70 || Press circle or square to attack while flying through air. Must enable Aerial Recovery. ||
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| |Controlled Recovoery || 10 (5) || 70 || Can move while breaking fall. Aerial Recovery must be enabled. || Staple.
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| |Wall Jump || 0 (5) || 50 || Press X after a Quickmove to run on a wall for a high jump. || It's free.
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| |Air Dash || 10 (5) || 50 || While Quickmoving, press triangle to dash toward opponent. Hold button to extend range. || Faster than most dashes.
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| |Reverse Air Dash || 10 (5) || 50 || While Quickmoving, press triangle to dash away from opponent. Hold button to extend range. || Like Air Dash, faster than other dashes.
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| |Free Air Dash || 20 (10) || 70 || Press R + triangle to dash toward opponent. Hold button to extend range. || Staple. Works with Assist Gauge Up Dash.
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| |Reverse Free Air Dash || 20 (10) || 70 || Press R + triangle to dash away from opponent. Hold button to extend range. || Recommended for [[Kefka Palazzo (Dissidia 012)|'''Kefka''']]. Works with Assist Gauge Up Dash.
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| |Omni Air Dash || 20 (10) || 130 || Press R + triangle to dash in any direction. Hold button to extend range. || Recommended for [[Ultimecia (Dissidia 012)|'''Ultimecia''']], [[The Emperor (Dissidia 012)|'''The Emperor''']].
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| |Omni Air Dash+ || 40 (20) || 200 || Press R + triangle to dash in any direction. Turns capable during dash. || Recommended for Ultimecia, The Emperor.
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| |Ground Dash || 20 (10) || 70 || While on ground, press R + triangle to dash toward opponent. Hold button to extend range. || Works with Assist Gauge Up Dash.
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| |Reverse Ground Dash || 20 (10) || 70 || While on ground, press R + triangle to dash away from opponent. Hold button too extend range. Works with Assist Gauge Up Dash.
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| |Omni Ground Dash || 20 (10) || 130 || While on ground, press R + triangle to dash in any direction. Hold button to extend range. || Okay for ground combat.
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| |Omni Ground Dash+ || 40 (20) || 200 || Press R + triangle to dash in any direction. Turns capable during dash. ||
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| |Multi Air Slide || 20 (10) || 130 || Press X after jumping to dash in any direction. Hold button to extend range. || Available when no jumps remain / after an air dodge.
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| |Multi Air Slide+ || 30 (15) || 130 || Multi Air Slide can be performed twice. ||
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| |Air Dash Boost || 30 (15) || 130 || Air Dash speed increases. || 4 % speed increase. Only affects the abilities "Air Dash" and "Reverse Air Dash". [[Dash_(Dissidia_012)#About_Air_Dash_Boosts|'''Details here''']]
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| |Free Air Dash Boost || 40 (20) || 200 || Free Air Dash and Omni Air Dash speed increase. || 8 % speed increase. [[Dash_(Dissidia_012)#About_Air_Dash_Boosts|'''Details here''']]
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| |Assist Gauge Up dash || 20 (10) || 100 || Assist Gauge fills when using Air Dash, Free Air Dash, or Ground Dash. || Staple. Assist gained is universal.
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| |Glide Boost || 20 (10) || 100 || Glide boost. Glide must be enabled. || Terra, Kefka, Sephiroth and Kuja only.
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| |EX Glide Boost || 20 (10) || 130 || Glide boost while in EX Mode. || Kuja only.
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| |Speed Boost || 20 (10) || 70 || Slight movement speed boost. || +8 % movement speed.
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| |Speed Boost+ || 40 (20) || 130 || Movement speed boost. || +16 % movement speed.
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| |Speed Boost++ || 60 (30) || 130 || Large movement speed boost. || +24 % movement speed.
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| |Jump Boost || 20 (10) || 70 || Slight jump strength boost. || +10 % jump height.
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| |Jump Boost+ || 40 (20) || 130 || Jump strength boost. || +20 % jump height.
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| |-
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| |Jump Boost++ || 60 (30) || 130 || Large jump strength boost. || +30 % jump height.
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| |-
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| |Jump Times Boost || 20 (10) || 70 || Jump times increase by 1. ||
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| |-
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| |Jump Times Boost || 40 (20) || 130 || Jump times increase by 2. ||
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| |Jump Times Boost++ || 60 (30) || 130 || Jump times increase by 3. ||
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| |Ground Evasion Boost || 20 (10) || 100 || Increase movement distance for ground evasion. Must enable Ground Evasion. || Staple. +2m distance boost. Can make grounded dodge cancel combos more difficult.
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| |Midair Evasion Boost || 20 (10) || 100 || Increase movement distance for midair evasion. Must enable Midair Evasion. || Staple. +2m distance boost. Stacks with Adamant Chains' set bonus.
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| |[[Dodge_(Dissidia_012)#Evasion_Boost|'''Evasion Boost''']] || 20 (10) || 100 || Increase duration of invincibility after evasion. || Staple. Doubles invincibility from 20F to 40F.
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| |Descent Speed Boost || 10 (5) || 50 || Press X after jumping to quickly descend. || Available after jumps and Multi Air Slide.
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| |Zero Gravity || 10 (5) || 50 || Press X after jumping to temporarily stop in midair. Release X to descend normally. || Available after jumps and Multi Air Slide.
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| |}
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|
| |-|Support Abilities=
| | = Assist Chase (AC) = |
| {| class="wikitable"
| | 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. |
| ! Ability !! CP (Mastered) !! AP || Description !! Notes
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| |Always Target Indicator || 5 (0) || 50 || Target indicatoro showing opponent's position will always be displayed. ||
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| |EX Core Lock On || 5 (0) || 50 || When EX Core is present, push L while locked on to lock onto the EX Core. ||
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| |Assist Lock On || 5 (0) || 50 || When foe's Assist is present, push L to lock onto their Assist. ||
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| |RPG Mode Boost || 5 (0) || 10 || Takes immediate action when command is issued in RPG Mode battle. ||
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| |Auto Assist Lock On || 10 (5) || 50 || Automatically lock onto opponent's Assist Character. || Attacks will immediately steer towards the assist character as soon as the assist call happens.
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| |Auto Assist || 10 (5) || 50 || Automatically summons Assist Character. ||
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| |Auto Chase || 10 (5) || 50 || Automatically chase foes. || Chase is initiated whenever possible.
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| |Auto Recovery || 10 (5) || 50 || Automatically break fall. || Useful for verifying combos where aerial recovery is possible.
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| |Auto EX Burst || 10 (5) || 50 || Automatically use EX Burst. ||
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| |Auto EX Command || 30 (15) || 160 || Automatically input EX Burst commands. ||
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| |Auto EX Command Ω || 40 (20) || 200 || Automatically input EX Burst commands perfectly. ||
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| |Auto EX Defense || 30 (15) || 160 || Automatically defend against EX Bursts. ||
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| |Auto EX Defense Ω || 40 (20) || 200 || Automatically defend against EX Bursts perfectly. ||
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| |}
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|
| |-|Extra Abilities=
| | = Assist combo = |
| {| class="wikitable"
| | A combo involving an assist character. |
| ! Ability !! CP (Mastered) !! AP || Description !! Notes
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| |Reverse Paradigm || 5 (0) || 50 || Order of Ravager and Commando are reversed when using Paradigm Shift. || [[Lightning (Dissidia 012)|'''Lightning''']] only.
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| |Disable Bravery Reduction || 100 (50) || 300 || Bravery does not deplete. || [[Feral Chaos (Dissidia 012)|'''Feral Chaos''']] only.
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| |Disable EX Gauge Lock || 100 (50) || 300 || EX Gauge fills steadily. || Feral Chaos only. EX absorption fills the EX meter.
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| |Disable Assist Lock || 100 (50) || 300 || Assist Gauge fills steadily. || Feral Chaos only. Attacks fill the Assist meter.
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| |Precision Jump || 10 (5) || 50 || Press X at high point of jump to jump higher than usual. || Peak of the jump. Recommended for [[Kain Highwind (Dissidia 012)|'''Kain''']] and [[Kefka Palazzo (Dissidia 012)|'''Kefka''']].
| | = Assist punish = |
| |-
| | A [https://glossary.infil.net/?t=Whiff%20Punish '''whiff punish'''] done with assist. |
| |Precision Block || 90 (45) || 200 || Blocks are more effective when well-timed. || Staggers against Mid & High priority instead of guard crushed if <br> blocked at the first 4 frames.
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| |Precision Evasion || 90 (45) || 200 || Evasions are more effective when well-timed. || Extends invincibility to the end of a dodge if evasion is registered within first 4 frames.
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| |Concentration || 30 (15) || 130 || Bravery increases after not attacking for a length of time. || Activates after doing nothing for 5 seconds. 10 % of raw BRV every 1.67 seconds (100F)
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| |Concentration + || 60 (30) || 130 || Bravery increases after not attacking for a length of time. Stronger than Concentration. || Activates after doing nothing for 5 seconds. 30 % of raw BRV every 1.67 seconds (100F).
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| |Concentration ++ || 100 (50) || 130 || Bravery increases after not attacking for a length of time. Stronger than Concentration +. || Activates after doing nothing for 5 seconds. 50 % of raw BRV every 1.67 seconds (100F)
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| |Snooze and Lose || 100 (50) || 200 || When foe doesn't attack for a certain length of time, foe's bravery begins to fall. || Activates after opponent does not attack for 5 seconds. <br>Opponent loses 30% of raw BRV every 1.67 seconds (100F). <br>Obsolete due to [[Assist_(Dissidia_012)|'''assist meter''']].
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| |Achy || 30 (15) || 130 || Gain "near death" status with more HP. || Activates under 26 % of max HP instead of 21 %.
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| |Achy + || 60 (30) || 130 || Gain "near death" status with even more HP. || Activates under 31 % of max HP instead of 21 %.
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| |Magic Shield || 20 (10) || 170 || When near death, magic damage cut by 20 %. ||
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| |Physical Shield || 20 (10) || 170 || When near death, physical damage cut by 20 %. ||
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| |Bravery Regen || 20 (10) || 170 || In EX Mode, gain bravery instead of regenerating HP. ||
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| |Perseverance || 20 (10) || 170 || Decreases Wall Rush damage at times. || 20% chance of -95% BRV Wall Rush damage taken.
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| |Reflect Boost || 20 (10) || 100 || Increases magic damage when deflecting opponent's magic attack. ||
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| |Counterattack || 40 (25) || 200 || Critical hit rate rises when opponent is attacking. || +50 % critical hit rate.
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| |Sneak Attack || 40 (25) || 200 || Critical hit rate rises when attacking from behind. || +50 % critical hit rate.
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| |First Strike || 30 (15) || 130 || When landing the first BRV attack, critical hit rate of the first combo rises. || +100 % critical hit rate.
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| |EX Critical Boost || 60 (45) || 200 || Further boosts critical hit rate during EX Mode. || +50 % critical hit rate.
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| |Cat Nip || 40 (25) || 200 || Boosts critical hit rate when opponent has chance of a one-hit victory. || +50 % critical hit rate.
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| |Riposte || 50 (35) || 200 || Boosts critical hit rate when attacking staggering opponent. || +25 % critical hit rate.
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| |Back to the Wall || 50 (35) || 200 || Boosts critical hit rate when near death. || +50 % critical hit rate.
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| |Gambler's Spirit || 10 (5) || 50 || Boosts critical hit rate after being afflicted by Break. || +100 % critical hit rate.
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| |Anti-EX || 60 (45) || 200 || Boosts critical hit rate when opponent is in EX Mode. || +50 % critical hit rate.
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| |Spite || 60 (45) || 200 || Critical hit rate increases when opponent's bravery exceeds 3000. || +25 % critical hit rate.
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| |Fragile Pride || 100 (50) || 200 || Critical hit rate increases when opponent's attacks have all been blocked or evaded. || +25 % critical hit rate.
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| |Assist Critical Boost || 40 (25) || 200 || Critical hit rate of Assist character's attacks increases. || +25 % critical hit rate.
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| |Disable Counterattack || 20 (10) || 100 || Counterattack ability effect disabled. ||
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| |Disable Sneak Attack || 20 (10) || 100 || Sneak Attack ability effect disabled. ||
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| |Disable First Strike || 20 (10) || 100 || First Strike ability effect disabled. ||
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| |Disable EX Critical Boost || 40 (20) || 100 || EX Critical Boost ability effect disabled. ||
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| |Disable Cat Nip || 30 (15) || 100 || Cat Nip ability effect disabled. ||
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| |Disable Riposte ||| 20 (10) || 100 || Riposte ability effect disabled. ||
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| |Disable Back to the Wall || 30 (15) || 100 || Back to the Wall ability effect disabled. ||
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| |Disable Gambler's Spirit || 10 (5) || 100 || Gambler's Spirit ability effect disabled. ||
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| |Disable Anti-EX || 40 (20) || 100 || Anti-EX ability effect disabled. ||
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| |Disable Spite || 40 (20) || 100 || Spite ability effect disabled. ||
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| |Disable Fragile Pride || 40 (20) || 100 || Fragile Pride ability effect disabled. ||
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| |Disable Assist Critical Boost || 40 (20) || 100 || Assist Critical Boost ability effect disabled. ||
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| |EXP to HP || 60 (0) || 100 || Instead of gaining EXP, recover an equivalent amount of HP. || 10 % conversion.
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| |EXP to Bravery || 69 (0) || 130 || Instead of obtaining EXP, gain an equivalent amount of bravery. || 10 % conversion.
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| |EXP to EX Force || 60 (0) || 130 || Instead of obtaining EXP, the EX Gauge rises by an equivalent amount. || 0.1 % conversion.
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| |EXP to Assist || 60 (0) || 130 || Instead of gaining EXP, the Assist Gauge rises by an equivalent amount. || 0.3 % conversion.
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| |-
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| |Peltast's Gear || 20 (10) || 170 || Swords, daggers, greatswords, and katana can be equipped. ||
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| |Hoplite's Gear || 20 (10) || 170 || Spears, axes, and grappling weapons can be equipped. ||
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| |Mage's Gear || 20 (10) || 170 || Rods, staves, and poles can be equipped. ||
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| |Ranger's Gear || 20 (10) || 170 || Thrown weapons, instruments, and guns can be equipped. ||
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| |Knight's Gear || 20 (10) || 170 || Shields and large shields can be equipped. ||
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| |Thief's Gear || 20 (10) || 170 || Bangles, gauntlets, and parrying weapons can be equipped. ||
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| |Infantry Gear || 20 (10) || 170 || Helms and hats can be equipped. ||
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| |Bard's Gear || 20 (10) || 170 || Hairpins and headbands can be equipped. ||
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| |Cavalier's Gear || 20 (10) || 170 || Light armor, heavy armor, and chestplates can be equipped. ||
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| |Evoker's Gear || 20 (10) || 170 || Clothing and robes can be equipped. ||
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| |Dancer's Garb || 20 (10) || 170 || Ribbons can be equipped. ||
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| |Equip Machines || 20 (10) || 170 || Machines can be equipped. ||
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| |Master Swordsman || 50 (35) || 200 || Damage +5% when equipping swords, daggers, greatswords, or katana. ||
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| |Master Fighter || 50 (35) || 200 || Damage +5% when equipping spears, axes, or grappling weapons. ||
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| |Master Sorcerer || 50 (35) || 200 || Damage +5% when equipping rods, staves, or poles. ||
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| |Master Sniper || 50 (35) || 200 || Damage +5% when equipping thrown weapons, instruments or guns. ||
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| |Master Defender || 50 (35) || 200 || Defense +5% when equipping shields or large shields. ||
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| |Master Attacker || 50 (35) || 200 || Defense +5% when equipping bangles, gauntlets, or parrying weapons. ||
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| |Master Protector || 50 (35) || 200 || BRV +100 when equipping helms or hats. ||
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| |Best Dresser || 50 (35) || 200 || BRV +100 when equipping hairpins or headbands. ||
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| |Master Guardsman || 50 (35) || 200 || HP +1000 when equipping light armor, heavy armor, or chestplates. ||
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| |Master Mage || 50 (35) || 200 || HP +1000 when equipping clothing or robes. ||
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| |Master Dancer || 50 (35) || 200 || BRV +100 when equipping ribbons. ||
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| |Machinery || 50 (35) || 200 || BRV +100 when equipping machines. ||
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| |}
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|
| === EXP to HP / Bravery / EX / Assist Bonuses === | | = Attack (ATK) = |
| EXP to HP/BRV/EX/AST bonuses per 1000 HP damage dealt (both online players being at Lv100, no EXP / calendar bonuses <ref>https://www.youtube.com/watch?v=uy9IwKBmf64 EXP to HP bonus tested</ref>):
| | A [[Statistic_(Dissidia_012)|'''stat''']] that determines how much bravery damage a character can inflict on the opponent. |
|
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| * HP: 10% conversion (+100 HP)
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| * BRV: 10% conversion (+100 BRV)
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| * EX: 0.1% conversion (+1.0% EX)
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| * AST: 0.3% conversion (+3.0% AST; 100% means a full gauge with two bars)
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|
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|
| Multipliers for Quick Battle CPU strength:
| | = Battlegen = |
| * Minimal to Low: no multipliers
| | A system that handles dropped items from the opponent after meeting specified conditions during battle. |
| * Average: +20% EXP
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| * High (Equipment): +40% EXP
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| * High (Actions): +80% EXP
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| * Very High: +120% EXP
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| * Maximum: +140% EXP
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|
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| So for example, if you fight a CPU enemy with Maximum strength and deal 1,000 HP damage to them, you'll get 240 HP back.
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|
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|
| = References = | | = Blodge = |
| <references />
| | A technique which immediately cancels a block into a dodge. |
| </tabber>
| | |
| | [[Blodge|'''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. |
| | |
| | [[Bravery_(Dissidia_012)|'''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 {{pspcro}} at the end of an attack, but not all attacks allow this. |
| | |
| | [[Chase_(Dissidia_012)|'''More on Chase.''']] |
| | |
| | = 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''']]. |
| | |
| | = 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. |
| | |
| | [[Dodge_(Dissidia_012)#Dodge_punishment|'''More on dodge punishment''']] |
| | |
| | = Empty Chase = |
| | A Chase sequence where the initiator does not perform a bravery or HP attack. |
| | |
| | [[Chase_(Dissidia_012)#Empty_Chase|'''More on Empty Chase''']]. |
| | |
| | = EX Mode = |
| | A powered up form that is accessed with {{pspr}} + {{pspsqu}} when the EX gauge is full. |
| | |
| | = 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. |
| | |
| | = Free Air Dash (FAD) = |
| | A [[Abilities_(Dissidia_012)|'''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. |
| | |
| | [[Dash_feint|'''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. |
| | |
| | [[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. |
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| | [[Glitch_(Dissidia_012)#Hit_Glitch|'''More on link glitch.''']] |
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| | = Luck (LUK) = |
| | A stat that influences item drop rate. |
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| | = 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. |
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| | = 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. |
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| | = Omni Air Dash (OAD) = |
| | A basic ability that lets the player character dash horizontally in the air. It replaces Free Air Dash if equipped. |
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| | = 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. |
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| | = 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. |
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| | = 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. |
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| | = 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. |
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| | = 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. |
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| | [[Block_(Dissidia_012)#Stagger|'''More on stagger.''']] |
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| | = 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.''']] |
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 ![]()
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 ![]()
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 ![]()
+ ![]()
when the EX gauge is full.
EX Revenge
A defensive mechanic that temporarily freezes time for a counterattack. Accessed with ![]()
+ ![]()
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.