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

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


{{CharacterInfo
= Ability Points (AP) =
|name=Gilgamesh ギルガメッシュ
AP is used to master abilities to reduce their equipment cost. It is gained from battles.
|origin=Final Fantasy V
|weapon=Axes, Daggers, Greatswords, Katanas, Parrying Weapons, Spears, Swords, Thrown Weapons
|armor=Chestplates, Gauntlets, Heavy Armor, Helms, Large Shields, Light Armor, Shields
|atk=111 (High)
|def=111 (Average)
|runspeed=10.5 (Very Slow)
|dash=77 (Average / Good)
|fall=67 (Fast)
|fallr=22 (Very Fast)
|exclusives=Osafune, Kotetsu, Yoshiyuki
}}


{{ProConTable
= Assist Chase (AC) =
|pros=
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.
|cons=
}}


== Overview ==
= Assist combo =
Gilgamesh can draw one of eight different swords whenever he attacks with a melee attack. Each sword has unique traits when used, such as weapon length, EX meter drain or different damage multipliers. All swords are drawn at random with a set probability for each sword.
A combo involving an assist character.


The weapons' damage multiplier affects the '''attack's''' damage multiplier and not the final damage.
= Assist punish =
A [https://glossary.infil.net/?t=Whiff%20Punish '''whiff punish'''] done with assist.


{| class="wikitable"
= Attack (ATK) =
|-
A [[Statistic_(Dissidia_012)|'''stat''']] that determines how much bravery damage a character can inflict on the opponent.
! Weapon !! Drawing probability !! Reach !! Damage multiplier !! Effect
|-
| Excalibur || 10 % || 1.0 || x1.0 || Double damage with each hit.
|-
| Excalipoor || 10 % || 1.0 || x1.0 || 1 damage with each hit.
|-
| Genji Blade || 10 % || 1.0 || x0.75, round down to nearest integer, minimum = 1. || EX gauge depletion, weaker damage *1
|-
| Zantetsuken || 10 % || 0.7 % || x1.0 || 2 % chance to inflict bravery break. Won't gain stage bravery with break. Normal damage.
|-
| Naginata || 15 % || 1.5 || x1.0 || Longest reach. Normal damage.
|-
| Masamune || 15 % || 1.3 || x0.75, round down to nearest integer, minimum = 1. || Long reach. Produce more EX force on hit, weaker damage
|-
| Battle Axe || 15 % || 0.7 || Random (x0.25 OR x1.75. Round down, min=1.) || Short reach, random damage on each hit.
|-
| Chicken Knife || 15 % || 0.7 || x1.0 - x2.2 (Scales with health. See table below.) || Short reach, increased damage at lower health.
|}


{| class="wikitable"
= Battlegen =
|+ Chicken Knife damage multipliers
A system that handles dropped items from the opponent after meeting specified conditions during battle.
! Remaining health !! Damage multiplier
|-
|100 - 91 % || x1.0
|-
|90 - 81 % || x1.12
|-
|80 - 71  % || x1.25
|-
|70 - 61 % || x1.40
|-
|60 - 51 % || x1.57
|-
|50 - 41 % || x1.76
|-
|40 - 31 % || x1.97
|-
|30 - 21 % || x2.21
|-
|20 - 11 % || x2.48
|-
|10 % and below || x2.77
|}


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


If Gilgamesh draws Masamune, the EX Force generation of an attack will increase. These values are listed after a slash to all sword attacks that take advantage of this trait.
[[Blodge|'''Blodge page.''']]


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


<tabber>
[[Bravery_(Dissidia_012)|'''More on bravery.''']]
|-|Dual Thrust=
{{AbilityInfoGilgamesh
|damage=3, 3, 7, 7 (20)
|damage075=2, 2, 5, 5 (14)
|startup=11F
|type=Physical
|priority=Melee Low
|ex=90 / 162
|effect=Chase
|cp=30 (15)
}}
''[Close] Lunge and stab. Short reach, but quick strike.''


|-|Wind Slash=
= Bravery Break =
{{AbilityInfoGilgamesh
When a character's bravery goes below 0, they will suffer from break status and the attacker will receive stage bravery as a reward.
|damage=10
|damage075=-
|startup=31F
|type=Magical
|priority=Ranged Low
|ex=0
|effect=-
|cp=30 (15)
}}
''[Long] Launch wind projectiles. Slow speed, long range.''


|-|Cross Slash=
= Capacity Points (CP) =
{{AbilityInfoGilgamesh
These points determine how many abilities can be equipped at once. Each ability has a cost associated with them.
|damage=3, 3, 4, 4, 8, 8 (30)
|damage075=2, 2, 3, 3, 6, 6 (22)
|startup=21F
|type=Physical
|priority=Melee Low
|ex=30 / 138
|effect=Wall Rush
|cp=30 (15)
}}
''[Close] Slash foe in a cross pattern.''


|-|Whirlwind Slash (ground)=
= Chase =
{{AbilityInfoGilgamesh
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.
|damage=6, 6, 11, 12 (35)
|damage075=4, 4, 8, 9 (25)
|startup=28F
|type=Physical
|priority=Melee Low
|ex=90 / 162
|effect=Chase
|cp=30 (15)
}}
''[Mid] Charge at foe while spinning weapon. Vertically limited.''


</tabber>
[[Chase_(Dissidia_012)|'''More on Chase.''']]


=== Aerial ===
= 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''']].


<tabber>
= 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.


|-|Electrocute=
Because of the toward / away directional input system on the ground, this can technically happen when dashing past an opponent when grounded as well.
{{AbilityInfoGilgamesh
|damage=4, 6 (10)
|damage075=-
|startup=39F
|type=Magical
|priority=Ranged Low
|ex=0
|effect=-
|cp=30 (15)
}}
''[Long] Call down lightning strike on foe. Single strike, but long range & effective vs any height.''


|-|Double Trouble=
= Customization =
{{AbilityInfoGilgamesh
A major aspect in Dissidia 012 where players adjust their character with abilities, equipment, summons and assist.
|damage=3, 3, 7, 7 (20)
|damage075=2, 2, 5, 5 (14)
|startup=11F
|type=Physical
|priority=Melee Low
|ex=30 / 102
|effect=Wall Rush
|cp=30 (15)
}}
''[Close] Slash in a wide sweep. Short reach, but quick strike.''


|-|Tsubamegaeshi=
= Defense (DEF) =
{{AbilityInfoGilgamesh
A stat that determines how much bravery damage a character takes when hit.
|damage=4, 4, 4, 6, 12 (30)
|damage075=3, 3, 3, 4, 9 (22)
|startup=21F
|type=Physical
|priority=Melee Low
|ex=30 / 120
|effect=Wall Rush
|cp=30 (15)
}}
''[Close] Forward roll and slash. Effective against any height.''


|-|Whirlwind Slash (midair)=
= Dodge cancel (DC) =
{{AbilityInfoGilgamesh
An action that is cancelled with a dodge, which is usually done to cancel attacks.
|damage=6, 6, 11, 12 (35)
|damage075=4, 4, 8, 9 (25)
|startup=28F
|type=Physical
|priority=Melee Low
|ex=90 / 162
|effect=Chase
|cp=30 (15)
}}
''[Mid] Charge at foe while spinning weapon. Vertically limited.''


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


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


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


<tabber>
[[Chase_(Dissidia_012)#Empty_Chase|'''More on Empty Chase''']].
|-|Rocket Punch=
{{AbilityInfoGilgamesh
|damage=-
|damage075=-
|startup=53F
|type=-
|priority=Ranged High
|ex=0
|effect=Wall Rush
|cp=30 (15)
}}
''[Long] Shoot off a rocket punch at high speed.''


|-|Death Claw=
= EX Mode =
{{AbilityInfoGilgamesh
A powered up form that is accessed with {{pspr}} + {{pspsqu}} when the EX gauge is full.
|damage=5, 5 (10)
|damage075=3, 3 (6)
|startup=41F
|type=Physical
|priority=Melee High
|ex=30 / 66
|effect=Wall Rush
|cp=30 (15)
}}
''[Mid] Charge at and slice foe. Vertically limited, very accurate.''


|-|Jump=
= EX Revenge =
{{AbilityInfoGilgamesh
A defensive mechanic that temporarily freezes time for a counterattack. Accessed with {{pspr}} + {{pspsqu}} when taking damage while EX gauge is full.
|damage=-
|damage075=-
|startup=41F (peak) ~ 58F (land)
|type=-
|priority=Melee High
|ex=each 60
|effect=Dodge
|cp=30 (15)
}}
''[Dodge] Jump and pounce foe. Move with the analog stick.''


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


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


<tabber>
= Dash feint / Spot dash =
|-|Missile=
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.
{{AbilityInfoGilgamesh
|damage=-
|damage075=-
|startup=45F
|type=-
|priority=Ranged High
|ex=0
|effect=Wall Rush
|cp=30 (15)
}}
''[Long] Launch missile. Causes explosion on impact.''


|-|Hurricane=
[[Dash_feint|'''More on Dash feint.''']]
{{AbilityInfoGilgamesh
|damage=2x6 (12)
|damage075=1x6 (6)
|startup=13F
|type=Physical
|priority=Melee High
|ex=96 / 180
|effect=--
|cp=30 (15)
}}
''[Close] Create a cyclone by spinning rapidly.''


|-|Sword Dance=
= Glide =
{{AbilityInfoGilgamesh
A basic ability for a few characters that lets them move horizontally in all directions. It is different from a dash. Also part of Kuja's bravery attacks.
|damage=1, 1, 2x4 (10)
|damage075=1x6 (6)
|startup=45F
|type=Physical
|priority=Melee High
|ex=30 / 138
|effect=Wall Rush
|cp=30 (15)
}}
''[Mid] High-speed slashes. Slow, effective vs. any height.''


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


== EX Mode: Gilgamesh Morphing Time ==
= High base bravery =
Effects:
A build that invests in baseline bravery (and recovery) to increase HP damage output without relying on ATK stat.
* Regen
* Critical Boost
* Octo Break


=== Octo Break ===
[[Customisation_Guide_for_Online_Battles_(Dissidia_012)#Damage_(high_base_bravery)|'''More on high base bravery.''']]
''[Always active while in EX Mode]
Wields a weapon in each of his eight arms. Which weapons he wields is unknown until entering EX Mode.''


=== EX Burst: The Greatest Sword ===
= HP =
''A flurry of attacks using the greatest sword ever known. Select Excalibur to deal great damage. Select Excalipoor to...''
A stat that represents health. Also used informally to refer to HP attacks.


{{burst
= HP linker =
|damage1=10x4 (40)
A term that refers to characters with prominent BRV to HP links, such as {{012ok}} and {{012clo}}.
|damage2=15 x4 hits (x2 due to Excalibur)
|type=Physical
}}


== Builds ==
= Landing lag (LL) =
<tabber>
A period after landing on the ground, during which the player character cannot act. Commonly seen in solo combos.
|-|Hybrid (EX)=
{{Build
|hp=10299
|cp=450
|brv=996
|atk=179
|def=182
|luk=60
|booster=x3.5
|setbonus=Seal of Lufenia
|ast=Kuja
|wpn=Heaven's Cloud
|hand=Lufenian Dirk
|head=Lufenian Headband
|armor=Lufenian Vest
|acc1={{accbas}} Muscle Belt
|acc2={{accbas}} Dismay Shock
|acc3={{accboo}} Summon Unused
|acc4={{accboo}} Pre-EX Mode
|acc5={{accboo}} Pre-EX Revenge
|acc6={{accboo}} Aerial
|acc7={{accsp}} White Gem
|acc8={{accsp}} Tenacious Attacker
|acc9={{accsp}} Glutton
|acc10={{accsp}} First to Victory
|summon=Rubicante
}}
Use CP glitch with Bard's Gear.


Substitutes
= Link glitch =
Basic: Muscle Belt for Large Gap in HP booster or Battle Hammer if you need assist depletion.
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.


Substituting Muscle Belt is okay if you're not going for Gilgamesh's solo combos.
[[Glitch_(Dissidia_012)#Hit_Glitch|'''More on link glitch.''']]


|-|Side by Side=
= Luck (LUK) =
add build here
A stat that influences item drop rate.
{{Build
|hp=
|cp=
|brv=
|atk=
|def=
|luk=
|booster=
|setbonus=
|ast=
|wpn=
|hand=
|head=
|armor=
|acc1=
|acc2=
|acc3=
|acc4=
|acc5=
|acc6=
|acc7=
|acc8=
|acc9=
|acc10=
|summon=
}}


</tabber>
= 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.


== Assist ==
= 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.


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


When used as an assist, Gilgamesh only draws Excalibur or Excalipoor. 50 % chance for either sword. Excalibur doubles the damage multiplier of the attacks as normal in addition to enhanced EX meter drain. Excalipoor applies 1 damage to all hits and '''generates EX''' for the opponent.
= 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.


{{012Assist
= Poke =
|type1=BRV
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.
|attack1=Cross Slash
|startup1=21F
|position1=Ground
|spawn1=Opponent
|damage1=6, 6, 8, 8, 16, 16 (30) / 1, 1, 1, 1, 1, 1 (6)
|effect1=Wall Rush
|type2=BRV
|attack2=Tsubamegaeshi
|startup2=21F
|position2=Air
|spawn2=Opponent
|damage2=8, 8, 12, 12, 24 (60) / 1, 1, 1, 1, 1 (5)
|effect2=Wall Rush
|type3=HP
|attack3=Death Claw
|startup3=41F
|position3=Ground
|spawn3=Opponent
|damage3=10, 10 (20) / 1, 1 (2)
|effect3=Wall Rush
|type4=HP
|attack4=Hurricane
|startup4=13F
|position4=Air
|spawn4=Opponent
|damage4=4x6 (24) / 1x6 (6)
|effect4=Chase
}}


Gilgamesh works well with most tournament viable assists.
Because of the stagger system, poking is not always a perpetual state of physically connecting single attacks to condition the opponent.
 
= Reverse Free Air Dash (RFAD) =
A basic ability that is an inverse of Free Air Dash. It moves the player character away from the opponent whenever used, and it replaces Free Air Dash when equipped.
 
= Reverse Ground Dash (RGD) =
A basic ability that is an inverse of Ground Dash. It moves the player character away from the opponent whenever used, and it replaces Ground Dash when equipped.
 
= Stage Bravery =
This is the number between the characters' health bars. Whenever a player's bravery is depleted below 0, the attacker receives this as a reward.
 
= Stagger =
A state during which a character is vulnerable to attacks for a brief moment. It commonly happens after a low priority melee bravery attack or a dash is blocked.
 
[[Block_(Dissidia_012)#Stagger|'''More on stagger.''']]
 
= Wall Rush (WR) =
A state during which a player character is stuck and vulnerable to assist characters. Certain attacks with knockback inflict this instead of Chase.
 
[[Wall_Rush_(Dissidia_012_Final_Fantasy)|'''More on Wall Rush.''']]

Revision as of 16:06, 18 June 2024


Ability Points (AP)

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

Assist Chase (AC)

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

Assist combo

A combo involving an assist character.

Assist punish

A whiff punish done with assist.

Attack (ATK)

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

Battlegen

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

Blodge

A technique which immediately cancels a block into a dodge.

Blodge page.

Bravery (BRV)

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

More on bravery.

Bravery Break

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

Capacity Points (CP)

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

Chase

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

More on Chase.

Command block

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

Cross-up

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

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

Customization

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

Defense (DEF)

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

Dodge cancel (DC)

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

Dodge punish

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

More on dodge punishment

Empty Chase

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

More on Empty Chase.

EX Mode

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

EX Revenge

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

Final EX Revenge

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

Free Air Dash (FAD)

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

Dash feint / Spot dash

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

More on Dash feint.

Glide

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

Ground Dash (GD)

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

High base bravery

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

More on high base bravery.

HP

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

HP linker

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

Landing lag (LL)

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

Link glitch

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

More on link glitch.

Luck (LUK)

A stat that influences item drop rate.

Multi Air Slide (MAS)

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

Omega stage

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

Omni Air Dash (OAD)

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

Omni Ground Dash (OGD)

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

Poke

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

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

Reverse Free Air Dash (RFAD)

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

Reverse Ground Dash (RGD)

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

Stage Bravery

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

Stagger

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

More on stagger.

Wall Rush (WR)

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

More on Wall Rush.